Chapter Review

Motion and Force

Displacement, Velocity, Acceleration and Graphs · Newton Laws · Momentum and Impulse · Elastic and Inelastic Collisions · Projectile Motion

Displacement, Velocity and Acceleration

Displacement is the straight-line vector change in position from start to end, while distance is the total scalar path length traveled. Velocity is the rate of change of displacement; acceleration is the rate of change of velocity.

Key Points

  • •
    Displacement vs Distance: Displacement can be zero on a round trip while distance is always positive. Displacement is a vector; distance is a scalar.
  • •
    Average Speed ≠ Average Velocity: Speed = total distance / total time; velocity = displacement / time. For equal-distance trips at different speeds, use harmonic mean , not arithmetic mean.
  • •
    Instantaneous Velocity: Limit of as ; equals the tangent slope on an s-t graph.
  • •
    Acceleration Sign Convention: Same sign as velocity → speeding up; opposite signs → slowing down. Negative with negative still means speeding up.
  • •
    Dimensional Check: , . If your answer's units don't match, recheck your work.

Interpreting Motion Graphs

The three motion graphs (s-t, v-t, a-t) are linked by slope and area: slope of s-t gives velocity, slope of v-t gives acceleration, area under v-t gives displacement, area under a-t gives change in velocity.

Key Points

  • •
    s-t Graph: Gradient = velocity. Horizontal = stationary; straight diagonal = constant velocity; curve = accelerating/decelerating.
  • •
    v-t Graph: Gradient = acceleration; area = displacement. Positive area = forward; negative area = backward. Line crossing the time axis means direction reversal.
  • •
    a-t Graph: Area under curve = . Constant = horizontal line → linear v-t graph → parabolic s-t graph.
  • •
    Total Distance vs Displacement: Distance = sum of absolute areas (all positive); displacement = algebraic sum with signs.
  • •
    Geometric Shapes: Triangle = , rectangle = , trapezium = — these are essential for v-t graph problems.
Formula

Equations of Uniformly Accelerated Motion

Four kinematic equations relate displacement, velocity, acceleration, and time for constant acceleration along a straight line. Choose the equation that excludes the variable you don't need.

Key Points

  • •
    Missing $s$: — connects velocity, acceleration, and time directly.
  • •
    Missing $a$: — displacement from average of initial and final velocities.
  • •
    Missing $v_f$: — displacement without knowing final velocity.
  • •
    Missing $t$: — final velocity without time (most useful for braking/falling problems).
  • •
    Nth Second: gives distance in a single specific second. From rest, successive seconds follow ratio 1:3:5:7...
  • •
    Free Fall: All objects fall at m/s² regardless of mass. Acceleration remains even at the peak where .
Formula

Newton's Three Laws of Motion

First Law defines inertia and equilibrium (no net force → no acceleration). Second Law quantifies dynamics (). Third Law states that every action has an equal and opposite reaction acting on a different body.

Key Points

  • •
    First Law: . Object at rest stays at rest; object in motion maintains constant velocity indefinitely.
  • •
    Inertia: Resistance to change in motion, measured by mass. More mass = harder to accelerate.
  • •
    Second Law: Acceleration direction matches net force direction. . Weight differs from mass.
  • •
    Third Law: — action-reaction pairs act on DIFFERENT bodies simultaneously and never cancel on the same object.
  • •
    Normal Force Misconception: The normal force from a table on a book is NOT the reaction to its weight. The true reaction is the book's gravitational pull on Earth.
Formula

Friction, Normal Force and Connected Bodies

Friction opposes relative motion between surfaces and is proportional to the normal force (). The normal force is the perpendicular contact force from a surface. Connected bodies linked by a light inextensible string share the same acceleration magnitude.

Key Points

  • •
    Static vs Kinetic: Static friction adjusts up to ; kinetic friction is constant at . Always .
  • •
    Normal Force on Inclines: . At , ; at , .
  • •
    Critical Angle: Block slides when , giving .
  • •
    No Area Dependence: Friction depends only on and , not on contact surface area.
  • •
    Connected Bodies: System acceleration , then isolate one body to find tension. Atwood machine: .
  • •
    Car Propulsion: Static friction from road on tyres accelerates the car forward — friction enables motion, not just opposes it.
Formula

Momentum and Impulse

Momentum () is the vector quantity of motion. Impulse () equals the change in momentum. In an isolated system with no external forces, total momentum is conserved during all collisions and explosions.

Key Points

  • •
    Momentum is a Vector: Always assign +/− signs based on a chosen positive direction before calculating.
  • •
    Impulse-Momentum Theorem: . Same momentum change with longer contact time → smaller force (airbags, crumple zones).
  • •
    Unit Equivalence: .
  • •
    Conservation: — holds for ALL collisions and explosions in isolated systems.
  • •
    Bouncing Doubles Impulse: An object bouncing back has (stops then reverses), giving vs for stopping.
  • •
    Explosions from Rest: Total , so . Lighter fragment moves faster in the opposite direction.
Formula

Elastic and Inelastic Collisions

Momentum is always conserved in collisions. In elastic collisions (), kinetic energy is also conserved and relative approach speed equals separation speed. In perfectly inelastic collisions (), objects stick together with maximum KE loss.

Key Points

  • •
    Elastic: Both momentum and KE conserved. Approach speed = separation speed: .
  • •
    Equal Masses, Elastic: Complete velocity exchange — incoming ball stops, target takes all velocity (Newton's cradle).
  • •
    Light Hits Heavy, Elastic: Light bounces back at ≈ original speed; heavy barely moves.
  • •
    Heavy Hits Light, Elastic: Heavy continues nearly unchanged; light flies off at ≈ , not .
  • •
    Perfectly Inelastic: . KE lost = .
  • •
    Coefficient of Restitution: . Range: 0 (stick) to 1 (perfect bounce). From heights: .
Formula

Elastic Collision Velocity Formulas

Combining momentum conservation with the relative velocity relation gives closed-form formulas for final velocities in 1D elastic collisions. Mass ratios determine whether bodies continue, reverse, or exchange velocities.

Key Points

  • •
    Body 1 Final Velocity: . Sign of decides if body 1 continues or reverses.
  • •
    Body 2 Final Velocity: . Body 2 always moves in the direction of the incoming object when .
  • •
    Unit Shortcut: Masses appear as ratios — any consistent unit works (grams or kg cancel).
  • •
    Always Verify: After solving, check and .
Formula

Projectile Motion

A projectile's horizontal and vertical motions are independent. Horizontal velocity stays constant (no horizontal force); vertical motion follows free-fall equations. The trajectory is a parabola.

Key Points

  • •
    Vector Resolution: (constant throughout); (decreases going up, increases coming down).
  • •
    Time of Flight: — depends only on vertical component. Time to peak = .
  • •
    Maximum Height: . At peak, but — minimum speed = .
  • •
    Range: — maximized at . Complementary angles ( and ) give same range.
  • •
    At 45°: and . Height uses ; range uses — don't confuse them.
  • •
    Horizontal Launch: Time from height is — do NOT use which is for oblique launches only.
Formula

Formulas

First Equation of Motion

Final velocity from initial velocity, acceleration, and time.

Fourth Equation of Motion

Final velocity without knowing time.

Newton's Second Law

Net force equals mass times acceleration.

Friction Force

Friction is proportional to the normal force.

Impulse-Momentum Theorem

Impulse equals change in momentum.

Conservation of Momentum

Total momentum is conserved in an isolated system.

Coefficient of Restitution

Ratio of separation speed to approach speed (0 = stick, 1 = bounce).

Projectile Range, Height, and Time

Range uses sin2θ, height uses sin²θ, time uses sinθ.