⚡ Fast Revision: Motion, Distance & Displacement
- Rest and Motion: Relative terms. An object is in motion if it changes its position with respect to its immediate surroundings over time.
- Distance ($S$): The actual total path length traveled by a moving body, irrespective of the direction of motion.
- Displacement ($s$): The shortest straight-line distance measured from the initial position to the final position of a moving body in a specific direction.
Distance & Displacement: $S$ or $s$ | SI Unit: Meter ($\text{m}$) | CGS Unit: Centimeter ($\text{cm}$)
$$\text{Displacement} \le \text{Distance}$$
The ratio of $\frac{\text{Displacement}}{\text{Distance}}$ is always less than or equal to $1$.
Quick-Fire Comparison Table
| Property | Distance | Displacement |
|---|---|---|
| Quantity Type | Scalar quantity (has magnitude only). | Vector quantity (has magnitude and direction). |
| Path Dependence | Depends entirely on the path followed. | Independent of path; relies only on endpoints. |
| Value in Closed Loop | Always positive, cannot be zero if body moves. | Can be zero when the final point matches initial point. |
Assuming displacement is non-zero for a body completing one full round of a circular track. Fix: For a complete circular lap of radius $r$, the total distance is $2\pi r$, but the net displacement is exactly zero because the body returns to its starting point.
⚡ Fast Revision: Speed, Velocity & Acceleration
- Speed vs Velocity: Speed is the rate of change of distance (scalar), while Velocity ($v$) is the rate of change of displacement in a specified direction (vector).
- Acceleration ($a$): The rate of change of velocity per unit time. If velocity decreases, it is termed Retardation or negative acceleration.
- Uniform Acceleration: When velocity changes by equal amounts in equal intervals of time, such as a body falling freely under gravity.
Velocity ($v$): $\text{m s}^{-1}$ (SI) | $\text{cm s}^{-1}$ (CGS)
Acceleration ($a$): $\text{m s}^{-2}$ (SI) | $\text{cm s}^{-2}$ (CGS)
$$\text{Average Speed} = \frac{\text{Total Distance Traveled}}{\text{Total Time Taken}}$$
$$\text{Acceleration (a)} = \frac{\text{Final Velocity (v)} - \text{Initial Velocity (u)}}{\text{Time Taken (t)}} = \frac{\Delta v}{t}$$
Speed vs Velocity Differences
| Feature | Speed | Velocity |
|---|---|---|
| Direction | Does not specify direction; always positive. | Changes if either magnitude or direction changes. |
| Circular Path Value | Can be constant in uniform circular motion. | Variable in circular motion due to continuous direction change. |
Writing acceleration units as $\text{m/s}$ or forgetting to convert $\text{km/h}$ to $\text{m/s}$. Fix: Acceleration is $\text{m s}^{-2}$. To convert $\text{km/h}$ to $\text{m/s}$, multiply by $\frac{5}{18}$. To convert $\text{m/s}$ to $\text{km/h}$, multiply by $\frac{18}{5}$.
⚡ Fast Revision: Graphical Analysis of Motion
- Displacement-Time ($s\text{-}t$) Graph Slope: The slope ($\frac{\Delta s}{\Delta t}$) at any point represents the Velocity of the body.
- Velocity-Time ($v\text{-}t$) Graph Slope: The slope ($\frac{\Delta v}{\Delta t}$) at any point represents the Acceleration of the body.
- Area under $v\text{-}t$ Graph: The total geometric area enclosed between the curve and the time-axis represents the total Distance or Displacement covered.
$$\text{Slope of } s\text{-}t \text{ graph} = \text{Velocity } (v)$$
$$\text{Slope of } v\text{-}t \text{ graph} = \text{Acceleration } (a)$$
(Body at Rest)
(Uniform $a$)
Graph Profile Meanings
| Graph Coordinates | Shape of Curve | Physical Meaning |
|---|---|---|
| Displacement vs Time | Straight line inclined to time axis | Moving with Uniform Velocity ($a = 0$). |
| Velocity vs Time | Straight line parallel to time axis | Moving with constant velocity, Zero Acceleration. |
| Velocity vs Time | Line sloping downwards toward time axis | Uniformly retarding motion (Negative Acceleration). |
Drawing a displacement-time graph perpendicular to the time axis. Fix: An $s\text{-}t$ graph cannot be a straight vertical line, because that implies infinite velocity (the object occupies multiple displacements at the exact same instant), which is physically impossible.
⚡ Fast Revision: Equations of Motion & Gravity
- Uniform Acceleration: These equations are valid only when the body moves along a straight line with constant acceleration ($a = \text{constant}$).
- Sign Convention for Gravity: When a body is thrown vertically upward, acceleration is taken as negative ($-g$). When falling freely downward, acceleration is positive ($+g$).
- Key Boundary States: "Starts from rest" means $u = 0$. "Comes to a stop" or "brakes are applied" means $v = 0$. "Highest peak point" in vertical throw means $v = 0$.
1. $v = u + at$
2. $s = ut + \frac{1}{2}at^2$
3. $v^2 = u^2 + 2as$
Modifications Under Free Fall (Gravity)
| Motion Direction | Acceleration Value ($a$) | Modified Equations |
|---|---|---|
| Downward Motion | $a = +g$ | $v = u + gt$ $h = ut + \frac{1}{2}gt^2$ $v^2 = u^2 + 2gh$ |
| Upward Motion | $a = -g$ | $v = u - gt$ $h = ut - \frac{1}{2}gt^2$ $v^2 = u^2 - 2gh$ |
Using these standard kinematic equations when a body is moving with variable acceleration (like a car navigating heavy city traffic). Fix: If acceleration changes over time, these equations fail completely; you must use alternative basic definitions or graphical area approximations.
⚡ Fast Revision: Key Ratios & Free-Fall Shortcuts
- Time of Ascent vs Descent: In the absence of air resistance, the time taken by a vertically projected body to reach its maximum height is exactly equal to the time taken to descend back to the initial level ($t_{\text{ascent}} = t_{\text{descent}}$).
- Galileo’s Law of Odd Numbers: A body falling freely from rest covers distances in successive equal intervals of time that exist in the ratio of odd integers ($1 : 3 : 5 : 7 : \dots$).
- Terminal Velocity: If air resistance is considered, a falling body eventually stops accelerating and moves at a constant maximum velocity because viscous drag balances the weight.
$$\text{Maximum Height Achieved: } h_{\text{max}} = \frac{u^2}{2g}$$
$$\text{Total Time of Flight: } T_{\text{total}} = \frac{2u}{g}$$
Kinematic Proportionalities
| Scenario | Mathematical Proportionality | Exam Impact Matrix |
|---|---|---|
| Velocity vs Time | $v \propto t \quad (\text{given } u=0)$ | Doubling fall time doubles final impact velocity. |
| Height vs Time | $h \propto t^2 \quad (\text{given } u=0)$ | If time of fall doubles, the vertical height dropped increases 4 times. |
| Velocity vs Height | $v \propto \sqrt{h} \quad (\text{given } u=0)$ | To double the impact velocity, the body must fall from 4 times the height. |
Assuming heavy objects fall faster than lighter objects in a vacuum chamber. Fix: Acceleration due to gravity ($g$) is independent of the mass of the falling body. In a vacuum, a feather and an iron ball dropped together will hit the ground at the exact same instant.