← General Physics I
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One-Dimensional Kinematics

Kinematics describes how objects move without asking why. In one dimension, motion along a straight line is fully characterized by position, velocity, and acceleration. When acceleration is constant — as in free fall near Earth's surface — a set of four kinematic equations connects these quantities and makes every 1D motion problem solvable.

2.1 What Is Kinematics?

Kinematics is the branch of mechanics that describes motion — how objects move through space over time — without asking why they move. The question of why (the forces that cause motion) belongs to dynamics, which we take up in the Newton's laws chapters. Kinematics comes first because you need a precise vocabulary for motion before you can discuss its causes.

The world is in constant motion. Electrons orbit nuclei, blood cells traverse arteries, tectonic plates drift centimeters per year, and the Milky Way spirals through the cosmos. Even a "stationary" coffee mug is hurtling around the sun at approx30approx 30 km/s. Kinematics provides a universal language for describing all of this motion.

In this chapter we restrict ourselves to the simplest case: motion along a straight line — called one-dimensional (1D) motion. The line may be horizontal, vertical, or inclined, but the object's entire motion stays on that single axis. We also model moving objects as particles — point-like objects with no size or shape. This idealization works whenever all parts of the object move together in the same direction at the same speed (a car driving down a highway, a ball thrown straight up).

The particle model: We can treat any object as a particle if all its parts move identically. A rocket ascending straight up qualifies; a tumbling asteroid does not. When in doubt, use the center-of-mass position as the particle location.

2.2 Position, Displacement, and Distance

To describe motion we first need to locate the object. We choose a reference axis — usually called the xx-axis — with an origin (zero point) and a positive direction. Every position is then a signed number: x=+5x = +5 m means 5 meters in the positive direction from the origin; x=3x = -3 m means 3 meters in the negative direction.

Displacement Δx\Delta x is the change in position from some initial location xix_i to a final location xfx_f:

Δx=xfxi\Delta x = x_f - x_i

Displacement is a vector quantity — it has both a magnitude and a direction, encoded in its algebraic sign. If an object moves from x=2x = 2 m to x=8x = 8 m, the displacement is Δx=+6\Delta x = +6 m (rightward). If it then moves back to x=3x = 3 m, the second displacement is Δx=5\Delta x = -5 m (leftward). The net displacement for the entire trip is 32=+13 - 2 = +1 m.

Distance is the total path length traveled — always non-negative. In the example above, the total distance is 6+5=116 + 5 = 11 m, even though the net displacement is only 1 m. This distinction is not a technicality: it matters any time an object reverses direction.

Displacement vs. Distance
QuantityDefinitionVector or scalar?Sign
Displacement Δx\Delta xxfxix_f - x_iVectorCan be positive, negative, or zero
DistanceTotal path lengthScalarAlways ≥ 0
Common error: "The car traveled 10 m" tells you the distance. "The car is now 10 m east of where it started" tells you the displacement. These are equal only if the car moved in a straight line without reversing. Always clarify which one you mean in a problem.

2.3 Average Velocity and Average Speed

Having defined position, we can describe how quickly a particle moves between two positions. The average velocity vˉ\bar{v} over a time interval Δt=tfti\Delta t = t_f - t_i is the displacement divided by the elapsed time:

vˉ=ΔxΔt=xfxitfti\bar{v} = \frac{\Delta x}{\Delta t} = \frac{x_f - x_i}{t_f - t_i}

Average velocity is a vector (it has the same sign as the displacement). Its SI unit is meters per second (m/s). On a graph of position xx versus time tt, the average velocity over any interval is the slope of the straight line connecting the two endpoint dots on the curve.

Average speed savgs_{avg} is a different quantity — it uses total distance rather than displacement:

savg=total distanceΔts_{\text{avg}} = \frac{\text{total distance}}{\Delta t}

Average speed is always non-negative. For a trip that includes reversals, average speed is larger than vˉ|\bar{v}|. Only for one-way straight-line motion are they equal.

Example — The pickup truck problem

A truck drives 8.4 km at 70 km/h until it runs out of fuel, then the driver walks 2.0 km to a gas station, taking 30 min. What is the average velocity for the whole trip?

Total displacement: Δx=8.4+2.0=10.4\Delta x = 8.4 + 2.0 = 10.4 km. Driving time: 8.4/70=0.128.4/70 = 0.12 h. Walking time: 0.50 h. Total time: 0.62 h.

vˉ=10.4 km0.62 h=16.8 km/h17 km/h\bar{v} = \frac{10.4\text{ km}}{0.62\text{ h}} = 16.8\text{ km/h} \approx 17\text{ km/h}

Note: average velocity is not the average of 70 km/h and 0 km/h — those quantities are weighted by time, not distance, and the weighting is unequal here.

2.4 Instantaneous Velocity and Speed

Average velocity tells you how fast a particle moved over a whole interval but says nothing about its speed at any particular moment. Instantaneous velocity vv (commonly just called "velocity") is the velocity at a single instant of time. It is defined by shrinking the time interval to zero:

v=limΔt0ΔxΔt=dxdtv = \lim_{\Delta t \to 0}\frac{\Delta x}{\Delta t} = \frac{dx}{dt}

In the language of calculus, instantaneous velocity is the first derivative of position with respect to time. Geometrically, vv at any instant equals the slope of the tangent line to the x(t)x(t) curve at that point.

Instantaneous speed is the magnitude v|v| — it strips away the directional sign and is always non-negative. Your car's speedometer reads instantaneous speed, not velocity.

Reading the x-t graph

On a position-versus-time graph:

• A steep slope means fast motion; a gentle slope means slow motion.

• A positive slope (going up to the right) means positive velocity.

• A negative slope (going down to the right) means the object is moving in the negative direction.

• A horizontal line (zero slope) means the object is stationary.

• A curved position-time graph means the velocity is changing — the object is accelerating.

If x(t)=46t2x(t) = 4 - 6t^2 (in meters, with tt in seconds), then v=dx/dt=12tv = dx/dt = -12t. At t=2t = 2 s, v=24v = -24 m/s. The object is moving in the negative direction at 24 m/s, and speeding up (since vv is becoming more negative as tt increases).

2.5 Acceleration

Velocity can itself change with time. The rate at which velocity changes is called acceleration. Average acceleration over a time interval Δt\Delta t is:

aavg=ΔvΔt=vfvitftia_{\text{avg}} = \frac{\Delta v}{\Delta t} = \frac{v_f - v_i}{t_f - t_i}

Instantaneous acceleration is the derivative of velocity with respect to time — equivalently, the second derivative of position:

a=dvdt=d2xdt2a = \frac{dv}{dt} = \frac{d^2x}{dt^2}

The SI unit of acceleration is m/s2\text{m/s}^2 (meters per second per second). On a vv-vs-tt graph, acceleration at any instant is the slope of the tangent line. On an aa-vs-tt graph, the area under the curve gives the change in velocity.

Sign rules: speeding up vs slowing down

The sign of acceleration indicates direction, not whether the object is speeding up or slowing down. The comparison that matters is between the signs of vv and aa:

Effect of acceleration sign on speed
Velocity signAcceleration signEffect on speed
Positive (+)(+)Positive (+)(+)Same sign → speed increases
Positive (+)(+)Negative ()(-)Opposite sign → speed decreases
Negative ()(-)Negative ()(-)Same sign → speed increases
Negative ()(-)Positive (+)(+)Opposite sign → speed decreases
Rule: If the signs of vv and aa are the same, the object speeds up. If they are opposite, it slows down. The word "deceleration" is informal — in physics, acceleration can slow things down just as easily as speed them up, depending on the sign relationship.

g units: Large accelerations are often expressed in multiples of g=9.8 m/s2g = 9.8\text{ m/s}^2. A fighter pilot experiencing 5g5g feels a force five times their weight. Typical safe human tolerance for sustained acceleration is 4–6g; brief spikes in crashes can reach hundreds of g.

2.6 Constant Acceleration: The Big Five Equations

The most practically important case in 1D kinematics is constant acceleration — when aa does not change with time. A car braking at a steady rate, a ball in free fall (near Earth's surface, ignoring air), and a rocket in a constant-thrust burn all approximate this case. When acceleration is constant, a complete set of five equations connects the five kinematic quantities: xx0x - x_0 (displacement), v0v_0 (initial velocity), vv (final velocity), aa (acceleration), and tt (time).

The Five Kinematic Equations (constant acceleration only)
EquationQuantities involvedMissing quantity
v=v0+atv = v_0 + atv,v0,a,tv, v_0, a, tDisplacement Δx\Delta x
Δx=v0t+12at2\Delta x = v_0 t + \frac{1}{2}at^2Δx,v0,a,t\Delta x, v_0, a, tFinal velocity vv
v2=v02+2aΔxv^2 = v_0^2 + 2a\,\Delta xv,v0,a,Δxv, v_0, a, \Delta xTime tt
Δx=12(v0+v)t\Delta x = \frac{1}{2}(v_0 + v)tΔx,v0,v,t\Delta x, v_0, v, tAcceleration aa
Δx=vt12at2\Delta x = vt - \frac{1}{2}at^2Δx,v,a,t\Delta x, v, a, tInitial velocity v0v_0

You only ever need two of these equations: the first and second are the fundamental ones; the rest are derived by eliminating one variable. In practice, the fastest strategy is:

1. List the five variables. Write down their values (or "unknown" for each).

2. Identify which variable is not mentioned in the problem (neither given nor asked). That is the "missing variable."

3. Select the equation in the table whose "missing quantity" column matches yours. It is the one equation where the missing variable does not appear.

Example — Braking car

A car moving at v0=30v_0 = 30 m/s brakes with a=6 m/s2a = -6\text{ m/s}^2 until it stops (v=0v = 0). How far does it travel?

Known: v0=30v_0 = 30, v=0v = 0, a=6a = -6. Missing: tt. Use v2=v02+2aΔxv^2 = v_0^2 + 2a\,\Delta x:

0=302+2(6)Δx    Δx=90012=75 m0 = 30^2 + 2(-6)\Delta x \implies \Delta x = \frac{900}{12} = 75\text{ m}

Example — Drag race

A motorcycle accelerates from rest at am=8.4 m/s2a_m = 8.4\text{ m/s}^2 to a top speed of vm=58.8v_m = 58.8 m/s, then holds that speed. A car accelerates from rest at ac=5.6 m/s2a_c = 5.6\text{ m/s}^2 without a top-speed limit. When does the car overtake the motorcycle?

The motorcycle reaches top speed at tm=vm/am=7.0t_m = v_m/a_m = 7.0 s, having traveled xm=vm2/(2am)=206x_m = v_m^2/(2a_m) = 206 m. After tmt_m, it moves at constant speed. Setting the car's position equal to the motorcycle's total position and solving the resulting quadratic gives t16.6t \approx 16.6 s. (This is Sample Problem 2.04 in Halliday & Resnick — an excellent exercise in setting up simultaneous equations for two-phase motion.)

Critical warning: These five equations apply only when acceleration is constant throughout the interval. If the acceleration changes (e.g., a car that brakes hard then coasts), you must split the motion into separate constant-acceleration segments and apply the equations to each piece independently.

2.7 Free-Fall Acceleration

The most important special case of constant acceleration is free fall near Earth's surface: any object dropped, thrown, or launched vertically, with air resistance neglected, experiences the same downward acceleration. This constant is called gg:

g=9.8 m/s2(or 9.80 m/s2 for 3 sig figs)g = 9.8\text{ m/s}^2 \quad (\text{or }9.80\text{ m/s}^2\text{ for 3 sig figs})

The value g9.8 m/s2g \approx 9.8\text{ m/s}^2 holds everywhere on Earth's surface to within about 0.5%. It is slightly larger at the poles (9.832 m/s29.832\text{ m/s}^2) and smaller at the equator (9.780 m/s29.780\text{ m/s}^2) due to Earth's rotation and shape.

Two crucial sign conventions for free-fall problems:

1. Take the positive direction as upward. Then the free-fall acceleration is a=g=9.8 m/s2a = -g = -9.8\text{ m/s}^2 in every equation. (Some books take downward as positive, giving a=+ga = +g; either works, but be consistent throughout a problem.)

2. At the highest point of a vertical trajectory, the velocity is zero but the acceleration is still g-g, not zero. The ball is still accelerating even though it is momentarily at rest.

Example — Baseball toss

A pitcher tosses a ball straight up with initial speed v0=12v_0 = 12 m/s. (a) How long until it reaches maximum height? (b) What is that maximum height above the release point? (c) How long until it returns to the release point?

(a) At maximum height, v=0v = 0. From v=v0+atv = v_0 + at:

t=vv0a=0129.8=1.22 st = \frac{v - v_0}{a} = \frac{0 - 12}{-9.8} = 1.22\text{ s}

(b) From v2=v02+2aΔyv^2 = v_0^2 + 2a\Delta y:

Δy=0(12)22(9.8)=14419.6=7.35 m\Delta y = \frac{0 - (12)^2}{2(-9.8)} = \frac{-144}{-19.6} = 7.35\text{ m}

(c) By symmetry, the total up-down time is exactly twice the time to the top: ttotal=2×1.22=2.45t_{\text{total}} = 2 \times 1.22 = 2.45 s. (Verify: set Δy=0\Delta y = 0 in Δy=v0t+12at2\Delta y = v_0 t + \frac{1}{2}at^2 and solve — you get t=0t = 0 and t=2v0/g=2.45t = 2v_0/g = 2.45 s.)

Symmetry of free fall: Because acceleration is constant, a freely falling trajectory is perfectly symmetric. The speed when passing a given height on the way up equals the speed when passing the same height on the way down. The time ascending equals the time descending (for the same height interval).

Galileo's discovery: In 1589 (or thereabouts), Galileo Galilei showed by experiment that all objects fall at the same rate regardless of mass. A feather and a hammer dropped in a vacuum reach the ground simultaneously. In air, drag complicates things — but in the absence of air resistance, the statement is exact. Apollo 15 astronaut David Scott demonstrated this on the Moon in 1971 by dropping a hammer and feather simultaneously.

2.8 Reading Motion Graphs

Three graphs — x(t)x(t), v(t)v(t), and a(t)a(t) — provide a complete picture of 1D motion. Each is the derivative of the one above it and the integral of the one below it.

Relationships among the three motion graphs
GraphSlope givesArea (integral) gives
Position x(t)x(t)Velocity vv(Not directly useful)
Velocity v(t)v(t)Acceleration aaDisplacement Δx\Delta x
Acceleration a(t)a(t)(Next derivative)Change in velocity Δv\Delta v

Reading the x-t graph

A straight line on an xx-vs-tt graph means constant velocity (zero acceleration). A curved line means changing velocity (nonzero acceleration). If the curve bends upward (concave up), acceleration is positive. If it bends downward (concave down), acceleration is negative. A point where the curve changes from concave up to concave down is where the sign of acceleration changes.

Reading the v-t graph

A straight line on a vv-vs-tt graph means constant acceleration. The slope of that line is aa. The area between the v(t)v(t) curve and the time axis (counting area above the axis as positive, below as negative) equals the displacement:

Δx=t1t2vdt=(signed area under v-vs-t curve)\Delta x = \int_{t_1}^{t_2} v\,dt = \text{(signed area under }v\text{-vs-}t\text{ curve)}

For a trapezoidal region (constant acceleration), the area is 12(v0+vf)Δt\frac{1}{2}(v_0 + v_f)\Delta t — which is exactly the fourth kinematic equation.

Graphical integration example

A rear-end collision test: a volunteer's torso accelerates from rest. The a(t)a(t) graph shows roughly triangular and rectangular pulses. Integrating (finding the area) gives the change in velocity. If the torso has a triangular pulse of 50 m/s250\text{ m/s}^2 lasting 60 ms and a rectangular pulse of 50 m/s250\text{ m/s}^2 lasting 10 ms:

Δv=12(0.060)(50)triangle+(0.010)(50)rectangle=1.5+0.5=2.0 m/s\Delta v = \underbrace{\tfrac{1}{2}(0.060)(50)}_{\text{triangle}} + \underbrace{(0.010)(50)}_{\text{rectangle}} = 1.5 + 0.5 = 2.0\text{ m/s}

This graphical approach is powerful whenever you have a measured (and possibly irregular) a(t)a(t) profile from sensors, such as in crash analysis, sports biomechanics, or spacecraft telemetry — situations where no simple algebraic formula for a(t)a(t) exists.

Memorize these graph rules: Slope of xx-vs-tt is vv. Slope of vv-vs-tt is aa. Area under vv-vs-tt is Δx\Delta x. Area under aa-vs-tt is Δv\Delta v. These four relationships are the heart of all motion analysis.

Key Concepts

Position & Displacement
Position xx locates an object on a number line. Displacement Δx=xfxi\Delta x = x_f - x_i is the change in position — a vector (has sign/direction). Distance is the total path length — always positive.
Average Velocity
Average velocity over an interval: vˉ=Δx/Δt\bar{v} = \Delta x / \Delta t. It is a vector (positive or negative) and equals the slope of a position-vs-time graph over that interval.
Instantaneous Velocity
The velocity at a single instant: v=dx/dtv = dx/dt, the slope of the tangent to the x(t)x(t) curve. Speed is the magnitude v|v| and is always non-negative.
Acceleration
Rate of change of velocity: a=Δv/Δt=dv/dta = \Delta v / \Delta t = dv/dt. Positive acceleration does not necessarily mean speeding up — it depends on the sign of the velocity.
Constant Acceleration
When acceleration is constant, the four kinematic equations apply. The vv-vs-tt graph is a straight line with slope aa; the xx-vs-tt graph is a parabola.
Free Fall
Near Earth's surface, a freely falling object (no air resistance) has constant downward acceleration g9.8 m/s2g \approx 9.8 \text{ m/s}^2. Taking upward as positive, a=ga = -g.

Key Equations

Average Velocity
vˉ=ΔxΔt=xfxitfti\bar{v} = \frac{\Delta x}{\Delta t} = \frac{x_f - x_i}{t_f - t_i}
Average rate of change of position over a time interval.
Velocity (const. acceleration)
v=v0+atv = v_0 + at
Velocity as a linear function of time when acceleration is constant.
Position (const. acceleration)
x=x0+v0t+12at2x = x_0 + v_0 t + \tfrac{1}{2}at^2
Position as a quadratic function of time for constant acceleration.
Velocity–Position Relation
v2=v02+2aΔxv^2 = v_0^2 + 2a\,\Delta x
Eliminates time; useful when time is not given or needed.
Average Velocity (const. accel.)
vˉ=v0+v2\bar{v} = \frac{v_0 + v}{2}
For constant acceleration only, average velocity equals the mean of initial and final velocities.
Worked Example

Braking Distance

Problem

A car traveling at 30 m/s brakes with constant deceleration of 6 m/s². How far does it travel before stopping?

Solution

Identify known quantities: v0=30v_0 = 30 m/s, v=0v = 0 (stops), a=6a = -6 m/s².

Use the velocity–position relation since time is not asked for:

v2=v02+2aΔxv^2 = v_0^2 + 2a\,\Delta x

Solve for Δx\Delta x:

Δx=v2v022a=0(30)22(6)=90012\Delta x = \frac{v^2 - v_0^2}{2a} = \frac{0 - (30)^2}{2(-6)} = \frac{-900}{-12}
Δx=75 m\Delta x = 75 \text{ m}
Answer The car travels 75 m before stopping.
Practice

Exercises

20 problems
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1
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Exercise 1 / 20 Free
+10 XP
Kinematics — x-t Graph

Hover over the graph to read positions. Use the amber slope triangle to find the velocity of the object.

hover to read x and t
Δt = 3 s
Δx = 9 m
cursor · t = 2.50 s · x = 8.5 m

Your answer
v = m/s
Exercise 2 / 20 Free
+10 XP
Kinematics — v-t Graph

An object accelerates at a = 2 m/s² starting from v₀ = 4 m/s. Drag the amber handles to span t = 0 s to t = 3 s. What is the displacement over that interval?

drag amber handles to set the time interval
t = 1.00 → 4.00 s
area = 27.0 m
Δt = 3.00 s

Your answer
Δx = m
3 of 20

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6 of 20

The four graphs above show different position–time (xx-vs-tt) curves. Which graph corresponds to an object moving at **constant velocity**?

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7 of 20

A ball is thrown straight up at 24.5m/s24.5\,\text{m/s} (g=9.8m/s2g = 9.8\,\text{m/s}^2). What is the maximum height it reaches above the launch point?

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8 of 20

An object has velocity v=+15m/sv = +15\,\text{m/s} and acceleration a=3m/s2a = -3\,\text{m/s}^2. Which statement best describes its motion at this instant?

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9 of 20

The shaded trapezoid under the vv-vs-tt graph above represents displacement. The velocity increases linearly from 6m/s6\,\text{m/s} at t=0t=0 to 8m/s8\,\text{m/s} at t=6st=6\,\text{s}. What is the displacement?

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10 of 20

A ball thrown straight up at 19.6m/s19.6\,\text{m/s} (g=9.8m/s2g = 9.8\,\text{m/s}^2) returns to its starting height. What is the total time in the air?

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11 of 20

The vv-vs-tt graph above shows three segments of motion. In which segment is the object moving **backward** (in the negative direction)?

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12 of 20

A train starts from rest and reaches 18m/s18\,\text{m/s} over a distance of 60m60\,\text{m}. What is its acceleration?

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13 of 20

A ball is dropped from rest from the top of an 80m80\,\text{m} building (see diagram). Using g=9.8m/s2g = 9.8\,\text{m/s}^2, what is its speed just before it hits the ground?

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14 of 20

You know a projectile's initial velocity v0v_0, final velocity vv, and displacement Δx\Delta x, but you do **not** know the time elapsed. Which kinematic equation lets you solve for acceleration directly?

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15 of 20

An object starts at x0=0x_0 = 0 with v0=3m/sv_0 = 3\,\text{m/s} and constant acceleration a=2m/s2a = 2\,\text{m/s}^2. Drag the cursor to t=5st = 5\,\text{s} and read off the velocity.

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16 of 20

The number line shows a person who walks from x=0mx = 0\,\text{m} to x=5mx = 5\,\text{m} (green), then turns around and walks back to x=3mx = 3\,\text{m} (orange). What is the displacement?

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17 of 20

An object is at x0=5mx_0 = 5\,\text{m} and reaches xf=41mx_f = 41\,\text{m} in 6s6\,\text{s}. What is its average velocity?

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18 of 20

A driver traveling at 20m/s20\,\text{m/s} sees a hazard ahead. The reaction time is 0.25s0.25\,\text{s}, after which the brakes apply a deceleration of 5m/s25\,\text{m/s}^2 until stopping. What is the total stopping distance from when the hazard is first seen?

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19 of 20

Four position–time graphs are shown above. One of them is **physically impossible** for a real object. Which graph is it, and why?

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Key Takeaways

  • Displacement is a vector; distance is scalar. Average velocity = displacement / time.
  • The four kinematic equations apply only when acceleration is constant.
  • Free fall is a constant-acceleration problem with a=g=9.8 m/s2a = -g = -9.8 \text{ m/s}^2 (upward positive).
  • The vv-vs-tt graph slope gives acceleration; its area gives displacement.
  • Choose the kinematic equation that contains the unknown and all known quantities to minimize algebra.