Unit 1: Kinematics

Kinematics is the branch of physics that studies the motion of objects without considering the forces that cause the motion. It focuses on describing how objects move in terms of displacement, velocity, acceleration, and time. Understanding kinematics is essential because it provides the foundation for later topics in AP Physics 1, such as dynamics and energy. In this unit, we learn to analyze motion using words, diagrams, equations, and graphs.

Distance and Displacement

Distance and displacement are two fundamental ways to describe how far and in what manner an object moves. While both measure motion, distance refers only to the total path length traveled, whereas displacement focuses on the change in position from start to finish. This distinction is important in physics because displacement includes direction, which affects how we calculate velocity and acceleration. In real-world applications, distance might tell you how far you ran, but displacement tells you your overall change in position, which can sometimes be much less.

Distance

  • Distance is the total length of the path traveled by an object, regardless of direction.
  • It is a scalar quantity, meaning it has only magnitude and no direction.
  • Commonly measured in meters, kilometers, or miles, depending on the scale of motion.
  • In AP Physics 1, distance is less commonly used than displacement because it does not account for direction.
  • Example: If you walk 3 m east and then 4 m west, the total distance is 7 m.

Displacement

  • Displacement is the change in position of an object from its initial position to its final position.
  • It is a vector quantity, meaning it includes both magnitude and direction.
  • Measured in units such as meters, kilometers, or miles, and denoted in AP Physics by \( \Delta x \) or \( \Delta s \).
  • Graphically represented by an arrow pointing from the starting position to the ending position.
  • Example: If you walk 3 m east and then 4 m west, your displacement is 1 m west.

Vector and Scalar Quantities

All physical quantities fall into two categories: scalars and vectors. Scalars are quantities that have only magnitude, such as mass or temperature, while vectors have both magnitude and direction, such as velocity or displacement. This distinction is important because the rules for combining them differ. Scalars combine through normal arithmetic, while vectors require vector addition, often represented graphically using arrows or mathematically using trigonometry. Understanding the difference helps students avoid common mistakes, such as treating speed and velocity as the same thing.

Scalar Quantities

  • Scalars only have magnitude (size) and no direction.
  • Examples include mass, time, temperature, energy, power, and speed.
  • Scalars are usually measured with a single number and standard units (e.g., kilograms, seconds, joules).
  • They are combined using normal arithmetic addition and subtraction.
  • Example: If two blocks each have a mass of 3 kg, their total mass is simply 6 kg.

Vector Quantities

  • Vectors have both magnitude and direction, making them essential for describing motion.
  • Examples include displacement, velocity, acceleration, force, and momentum.
  • Vectors are graphically represented by arrows, where arrow length shows magnitude and arrow direction shows the vector’s direction.
  • Vectors can be added or subtracted using vector algebra, which accounts for both magnitude and direction.
  • Example: Walking 5 m north and 12 m east can be represented as a right triangle, with total displacement found using the Pythagorean theorem.

Distance and Displacement

Distance and displacement are two fundamental ways to describe how far and in what manner an object moves. Distance measures the total path length traveled, while displacement focuses on the straight-line change in position from start to finish. This distinction is crucial because physics often requires knowing not just how far something moved, but also in what direction. For example, a runner completing a full lap on a track covers a large distance, but their displacement is zero because they end up back where they started. This is why AP Physics 1 emphasizes displacement more heavily than distance.

Position, Velocity, and Acceleration

To describe motion in physics, we use three connected quantities: position, velocity, and acceleration. Position tells us where an object is relative to a chosen reference point. Velocity describes how quickly and in what direction the position is changing. Acceleration shows how the velocity itself is changing over time. These three ideas are the backbone of kinematics, and they are often represented graphically using position-time, velocity-time, and acceleration-time graphs. Understanding how these graphs relate to each other is essential for solving AP Physics 1 problems.

Position

Position is the specific location of an object relative to a reference point, such as the origin of a coordinate system. It is a vector quantity because it includes both distance and direction. Position is measured in units of meters (m) and represented as \(x\) in one-dimensional motion. A positive position means the object is located in the positive direction from the origin, while a negative position means it is located in the opposite direction. In AP Physics 1, position is often analyzed using position-time graphs, where the slope of the graph provides useful information about the object’s velocity.

  • Position is the location of an object relative to a chosen reference point.
  • It is a vector quantity that requires both distance and direction.
  • Often represented in coordinate systems for clarity.
  • On a position-time graph:
    • Slope = velocity of the object.
    • Positive slope = moving forward.
    • Negative slope = moving backward.
    • Zero slope = object at rest.
  • The y-intercept represents the object’s initial position.

Velocity

Velocity is the rate of change of displacement with respect to time. Unlike speed, which only tells you how fast you are moving, velocity tells you both how fast and in what direction. It is a vector quantity, meaning it can be positive or negative depending on direction. The SI unit of velocity is meters per second (\(m/s\)). In a position-time graph, the slope represents the object’s velocity. An object moving with constant velocity will have a straight-line graph, while an object changing velocity will have a curved graph. Average velocity differs from instantaneous velocity, which is the velocity at a specific instant in time.

  • Velocity = \( v = \frac{\Delta x}{\Delta t} \), where \( \Delta x \) is displacement and \( \Delta t \) is time interval.
  • Vector quantity: includes magnitude and direction.
  • Positive velocity means motion in the positive direction; negative velocity means motion in the opposite direction.
  • Instantaneous velocity is the slope of the tangent line to a position-time graph at a given point.
  • Measured in meters per second (\( m/s \)).

Acceleration

Acceleration is the rate at which velocity changes with respect to time. Because it depends on changes in velocity, acceleration is also a vector quantity. It can occur when an object speeds up, slows down, or changes direction. The SI unit of acceleration is meters per second squared (\(m/s^2\)). In AP Physics 1, acceleration is especially important in analyzing free-fall motion, where objects accelerate downward at approximately \(9.8\ m/s^2\) near Earth’s surface. On a velocity-time graph, the slope of the line represents acceleration. Constant acceleration produces a straight-line graph, while changing acceleration produces a curved graph.

  • Acceleration = \( a = \frac{\Delta v}{\Delta t} \), where \( \Delta v \) is the change in velocity and \( \Delta t \) is the time interval.
  • Positive acceleration: object is speeding up in the positive direction.
  • Negative acceleration (deceleration): object is slowing down or moving opposite to its velocity.
  • Measured in meters per second squared (\( m/s^2 \)).
  • Uniform acceleration means velocity changes by equal amounts in equal time intervals.

Connecting Position, Velocity, and Acceleration Graphs

Graphs are powerful tools in kinematics because they show how position, velocity, and acceleration are related. A position-time graph’s slope reveals velocity, while a velocity-time graph’s slope reveals acceleration. Conversely, the area under a velocity-time graph gives displacement, and the area under an acceleration-time graph gives the change in velocity. This makes graphs essential for problem solving because they provide both geometric and analytical ways to interpret motion. Mastering how to read and interpret these graphs is a critical AP Physics 1 skill.

  • Position-Time Graph: slope = velocity.
  • Velocity-Time Graph: slope = acceleration; area under curve = displacement.
  • Acceleration-Time Graph: area under curve = change in velocity.
  • Straight lines indicate constant velocity or acceleration; curves indicate changes.
  • Pay attention to positive vs. negative slopes and areas to determine direction of motion.

Speed vs. Velocity

Although the words “speed” and “velocity” are often used interchangeably in everyday language, in physics they have very different meanings. Speed is a scalar quantity, meaning it only tells us how fast something is moving without any regard for direction. Velocity, on the other hand, is a vector quantity that tells us both how fast an object is moving and in what direction. This distinction is extremely important in kinematics because two objects can have the same speed but very different velocities if they are traveling in opposite directions. Understanding the difference helps students avoid major mistakes when analyzing motion.

Speed

Speed describes the rate at which an object covers distance. Since it does not include direction, it cannot tell us whether the object is moving forward, backward, or in a circle. The SI unit of speed is meters per second (\(m/s\)), and it is usually calculated as the total distance traveled divided by the time it takes to travel that distance. While useful for everyday situations like driving, speed alone is insufficient for many physics problems because it ignores directional information that velocity includes.

  • Scalar quantity: only has magnitude, no direction.
  • Formula: \( S = \frac{D}{t} \), where \( D \) = distance traveled and \( t \) = time interval.
  • Measured in meters per second (\( m/s \)).
  • Always positive, since distance and time cannot be negative.
  • Example: A car traveling 100 m in 5 seconds has an average speed of \( \frac{100}{5} = 20\ m/s \).

Velocity

Velocity describes the rate of change of displacement over time, making it a vector quantity. Unlike speed, velocity includes both magnitude and direction, so it can be positive or negative depending on which way the object is moving. Instantaneous velocity is the velocity at a single moment, while average velocity considers the total displacement divided by total time. The SI unit of velocity is meters per second (\(m/s\)). On a position-time graph, the slope represents velocity, while on a velocity-time graph, a horizontal line indicates constant velocity. Velocity is crucial in AP Physics 1 because it determines not just how fast something moves, but also how its position changes relative to a reference point.

  • Vector quantity: includes both magnitude and direction.
  • Formula: \( v = \frac{\Delta x}{\Delta t} \), where \( \Delta x \) = displacement and \( \Delta t \) = time interval.
  • Positive velocity indicates motion in the positive direction; negative velocity indicates the opposite direction.
  • Measured in meters per second (\( m/s \)).
  • Example: If a runner moves 50 m east in 10 seconds, their velocity is \( \frac{50}{10} = 5\ m/s\) east.

Key Differences Between Speed and Velocity

Although speed and velocity are related, they are not interchangeable. Speed only measures how fast an object is moving, while velocity includes both speed and direction. This means two objects can have the same speed but very different velocities if they are traveling in different directions. On a position-time graph, the slope gives velocity (with direction), while speed is always considered positive. In AP Physics problems, it is essential to pay attention to whether the question is asking for speed or velocity because the answer may change depending on direction.

  • Speed → scalar; ignores direction.
  • Velocity → vector; includes direction.
  • Speed is always positive; velocity can be positive or negative.
  • Speed uses total distance; velocity uses displacement.
  • Graphs: slope of position-time gives velocity, not speed.

Acceleration

Acceleration is one of the most important concepts in kinematics because it tells us how velocity changes over time. While velocity measures how fast and in what direction an object is moving, acceleration measures how quickly that velocity increases, decreases, or changes direction. Acceleration is a vector quantity, meaning it has both magnitude and direction. It can be positive (speeding up in the positive direction), negative (slowing down in the positive direction, often called deceleration), or even involve changing direction without changing speed, such as when a car turns around a curve. The SI unit for acceleration is meters per second squared (\( m/s^2 \)), which means that for every second that passes, the velocity changes by a certain number of meters per second. Understanding acceleration allows us to predict motion in situations like free fall, car braking, and projectile motion.

Formula for Acceleration

  • The basic formula is: \[ a = \frac{\Delta v}{\Delta t} \] where \( \Delta v \) = change in velocity and \( \Delta t \) = time interval.
  • Because acceleration depends on velocity, which is a vector, acceleration is also a vector.
  • Units: meters per second squared (\( m/s^2 \)).
  • Example: If a car’s velocity changes from 10 \( m/s \) to 20 \( m/s \) in 5 seconds, the acceleration is \(\frac{20 - 10}{5} = 2\ m/s^2\).
  • Instantaneous acceleration can be found using calculus, as the derivative of velocity with respect to time: \( a = \frac{dv}{dt} \).

Positive vs. Negative Acceleration

It is important to understand that positive acceleration does not always mean “speeding up,” and negative acceleration does not always mean “slowing down.” Whether the object speeds up or slows down depends on the relationship between the velocity’s direction and the acceleration’s direction. If acceleration and velocity point in the same direction, the object speeds up. If they point in opposite directions, the object slows down. This concept is especially important when interpreting velocity-time graphs in AP Physics 1.

  • Positive Acceleration: Occurs when acceleration is in the same direction as velocity. The object speeds up in the positive direction.
  • Negative Acceleration: Occurs when acceleration is in the opposite direction of velocity. The object slows down in the positive direction or speeds up in the negative direction.
  • Example 1: A car moving east at 15 \( m/s \) increases to 25 \( m/s \) east in 5 seconds → positive acceleration.
  • Example 2: A ball thrown upward slows down as it rises. Velocity is upward, but acceleration is downward due to gravity → negative acceleration.
  • Direction always matters: slowing down does not always mean negative acceleration; it depends on the coordinate system chosen.

Uniform Acceleration

Uniform acceleration means that an object’s acceleration remains constant throughout the motion. This type of motion is especially important in AP Physics 1 because it allows us to use the kinematic equations to predict displacement, velocity, and time. A common real-world example of uniform acceleration is free fall near Earth’s surface, where the acceleration due to gravity is approximately \( 9.8\ m/s^2 \) downward. When acceleration is uniform, velocity changes by equal amounts in equal time intervals, and position-time graphs form parabolas while velocity-time graphs form straight lines.

  • Uniform acceleration = constant acceleration throughout the motion.
  • Velocity changes by the same amount each second.
  • On a velocity-time graph, uniform acceleration produces a straight-line slope.
  • On a position-time graph, uniform acceleration produces a parabolic curve.
  • Example: An object dropped from rest accelerates at \( 9.8\ m/s^2 \) downward, increasing its speed by 9.8 m/s each second.

Graphs of Acceleration

Graphs provide a powerful way to visualize acceleration. On a velocity-time graph, the slope of the line gives the acceleration. If the line slopes upward, acceleration is positive; if it slopes downward, acceleration is negative. The area under the velocity-time graph gives displacement. On an acceleration-time graph, the area under the curve gives the change in velocity. These relationships allow us to extract motion details even without direct equations, which is a key skill on the AP Physics 1 exam.

  • Velocity-Time Graph: slope = acceleration; area under curve = displacement.
  • Acceleration-Time Graph: area under curve = change in velocity.
  • Straight horizontal line above the axis = constant positive acceleration.
  • Straight horizontal line below the axis = constant negative acceleration.
  • Curved lines indicate changing (non-uniform) acceleration.

Free Fall and the Acceleration Due to Gravity

Free fall is one of the most important examples of uniformly accelerated motion in AP Physics 1. It refers to the motion of any object that is moving only under the influence of gravity, with no other forces like air resistance acting significantly. In free fall near Earth’s surface, all objects experience the same constant acceleration downward, regardless of their mass. This acceleration, denoted as \( g \), has a magnitude of approximately \( 9.8\ m/s^2 \). This means that every second, the object’s velocity increases (in magnitude) by about 9.8 meters per second. Understanding free fall helps students see how acceleration, velocity, and displacement interact in real-world situations, such as dropping an object, throwing it upward, or analyzing projectile motion.

Key Characteristics of Free Fall

  • Acceleration due to gravity near Earth’s surface is \( g = 9.8\ m/s^2 \), directed downward.
  • Free fall occurs regardless of the object’s mass (ignoring air resistance).
  • Upward motion: object slows down as velocity decreases due to downward acceleration.
  • At the top of its path: instantaneous velocity = 0, but acceleration = \( 9.8\ m/s^2 \) downward.
  • Downward motion: object speeds up as velocity increases in the downward direction.

Common Misconceptions

Students often believe that heavier objects fall faster than lighter ones. In reality, ignoring air resistance, all objects accelerate at the same rate under gravity. Another misconception is that acceleration is zero at the top of a projectile’s path since the velocity is zero at that instant. However, acceleration remains constant and directed downward throughout the motion. Recognizing and correcting these misconceptions is essential for success on AP Physics 1 problems.

  • Heavier objects do not fall faster than lighter ones (Galileo’s famous experiment proved this).
  • Acceleration due to gravity is constant and always downward.
  • At the peak of a throw, velocity is zero but acceleration is still \( 9.8\ m/s^2 \) downward.
  • Objects thrown upward are still in free fall the entire time.
  • Air resistance is ignored in AP Physics 1 unless explicitly stated.

Example Problem

Scenario: A ball is thrown straight up with an initial velocity of \( 20\ m/s \). How high does it go, and how long until it returns to the thrower’s hand (ignoring air resistance)?

  • At the top of its path: velocity = 0.
  • Use \( v^2 = v_0^2 + 2a\Delta y \).
  • \( 0 = (20)^2 + 2(-9.8)(\Delta y) \).
  • \( \Delta y = \frac{-400}{-19.6} ≈ 20.4\ m \).
  • Total time = up + down. Time up = \( t = \frac{v - v_0}{a} = \frac{0 - 20}{-9.8} ≈ 2.04\ s \). So total time = 4.08 s.

Answer: The ball reaches a maximum height of about 20.4 m and returns after about 4.08 s.

Kinematic Equations

The kinematic equations are a set of formulas used to describe the motion of objects under constant acceleration. They connect displacement, velocity, acceleration, and time, making them powerful tools for solving motion problems in AP Physics 1. These equations only apply when acceleration is uniform (constant). If acceleration is changing, other methods such as calculus or graphical analysis are required. Mastering these equations is essential because they appear in nearly every kinematics unit problem, especially those involving free fall, uniformly accelerated motion, and one-dimensional motion.

The Four Main Kinematic Equations

Displacement with Average Velocity:
\[ \Delta x = \frac{v + v_0}{2} \cdot t \]
This equation calculates displacement when the initial and final velocities are known. It is especially useful when acceleration is constant but not directly given.


Displacement with Initial Velocity and Acceleration:
\[ \Delta x = v_0 t + \frac{1}{2} a t^2 \]
This formula is often used when the object starts with a known initial velocity and moves under constant acceleration for a given time.


Final Velocity from Initial Velocity and Acceleration:
\[ v = v_0 + a t \]
This equation provides the final velocity after accelerating for a certain time. It is one of the simplest and most commonly used in motion analysis.


Final Velocity and Displacement:
\[ v^2 = v_0^2 + 2 a \Delta x \]
This version eliminates time, making it especially useful when displacement and acceleration are known, but time is not provided.

Important Notes About Usage

These equations only apply when acceleration is constant.

Symbols:

  • \( v \) = final velocity
  • \( v_0 \) = initial velocity
  • \( a \) = acceleration
  • \( t \) = time
  • \( \Delta x \) = displacement

  • Displacement (\( \Delta x \)) can be positive or negative depending on direction.
  • Acceleration direction is crucial; always include its sign (+ or –) when substituting.
  • If motion involves free fall, use \( a = -g = -9.8\ m/s^2 \) when upward is positive.
  • Worked Examples Using Kinematic Equations

    To master kinematics, it is essential not only to know the equations but also to practice applying them. Below are worked examples demonstrating how each of the four main kinematic equations is used. Notice how choosing the correct equation depends on which variables are known and which are unknown. Always begin by identifying the known quantities, choosing a coordinate system, and writing down what you are solving for.

    Example 1: Displacement with Average Velocity

    Problem: A car accelerates from 10 m/s to 30 m/s in 5 seconds. How far does it travel in this time?

    1. Known: \( v_0 = 10\ m/s \), \( v = 30\ m/s \), \( t = 5\ s \).
    2. Equation: \[ \Delta x = \frac{v + v_0}{2} \cdot t \]
    3. \( \Delta x = \frac{30 + 10}{2} \cdot 5 = 20 \cdot 5 = 100\ m \).
    4. Answer: The car travels 100 meters.

    Example 2: Displacement with Initial Velocity and Acceleration

    Problem: A ball is thrown upward with an initial velocity of 15 m/s. How high does it rise after 1.5 seconds?

    1. Known: \( v_0 = 15\ m/s \), \( a = -9.8\ m/s^2 \), \( t = 1.5\ s \).
    2. Equation: \[ \Delta y = v_0 t + \frac{1}{2} a t^2 \]
    3. \( \Delta y = 15(1.5) + \frac{1}{2}(-9.8)(1.5^2) \).
    4. \( \Delta y = 22.5 - 11.0 = 11.5\ m \).
    5. Answer: The ball rises about 11.5 meters after 1.5 seconds.

    Example 3: Final Velocity from Initial Velocity and Acceleration

    Problem: A motorcycle starts at rest and accelerates at 4 m/s² for 8 seconds. What is its final velocity?

    1. Known: \( v_0 = 0 \), \( a = 4\ m/s^2 \), \( t = 8\ s \).
    2. Equation: \[ v = v_0 + a t \]
    3. \( v = 0 + (4)(8) = 32\ m/s \).
    4. Answer: The motorcycle’s final velocity is 32 m/s.

    Example 4: Final Velocity and Displacement

    Problem: A car moving at 25 m/s comes to a stop after skidding 50 meters. What was the car’s acceleration?

    1. Known: \( v_0 = 25\ m/s \), \( v = 0 \), \( \Delta x = 50\ m \).
    2. Equation: \[ v^2 = v_0^2 + 2 a \Delta x \]
    3. \( 0 = (25)^2 + 2(a)(50) \).
    4. \( 0 = 625 + 100a \) → \( a = \frac{-625}{100} = -6.25\ m/s^2 \).
    5. Answer: The car’s acceleration was -6.25 m/s² (negative indicates slowing down).

    Projectile Motion

    Projectile motion is a type of two-dimensional motion where an object is launched into the air and moves under the influence of gravity alone (ignoring air resistance). The motion can be broken down into two independent components: horizontal and vertical. Horizontally, the object moves with constant velocity since there is no horizontal acceleration. Vertically, the object accelerates downward at \( g = 9.8\ m/s^2 \). By analyzing these components separately, we can predict the object’s entire trajectory. Angled motion occurs when a projectile is launched at an angle instead of straight up or straight across, requiring both horizontal and vertical motion to be considered together.

    Key Assumptions in Projectile Motion

    • Air resistance is ignored unless otherwise stated.
    • Horizontal velocity remains constant because no horizontal force acts on the object.
    • Vertical motion is uniformly accelerated due to gravity (\( a = -g \)).
    • Horizontal and vertical motions are independent of each other but happen simultaneously.
    • The path of a projectile is parabolic.

    Horizontal Motion

    The horizontal motion of a projectile is simple because there is no horizontal acceleration (ignoring air resistance). This means the horizontal velocity remains constant throughout the flight. The horizontal displacement, often called range, depends only on the initial horizontal velocity and the time the projectile is in the air.

    Equation: \[ x = v_{x} \cdot t \] where \( v_{x} \) = horizontal velocity and \( t \) = total time of flight.

  • No horizontal acceleration: \( a_x = 0 \).
  • Horizontal velocity is constant: \( v_x = v_0 \cos \theta \).
  • Range depends on both speed and launch angle.
  • Example: Launching a ball at 20 m/s with an angle determines its range using \( v_x \) and time in the air.
  • Vertical Motion

    Vertical motion in projectile problems is identical to free fall. The projectile accelerates downward at a constant rate of \( 9.8\ m/s^2 \), regardless of whether it is rising or falling. This means vertical velocity decreases on the way up, reaches zero at the top, and then increases downward on the way down.

    Equations (using kinematics):
    \( y = v_{y0} t + \frac{1}{2} a t^2 \)

    \( v_y = v_{y0} + at \)

    \( v_y^2 = v_{y0}^2 + 2a y \)

  • Acceleration is constant: \( a_y = -g = -9.8\ m/s^2 \).
  • Vertical velocity at launch: \( v_{y0} = v_0 \sin \theta \).
  • At the top of the path: \( v_y = 0 \), but acceleration = -9.8 m/s².
  • Flight time is determined by vertical motion.
  • Time of Flight, Range, and Maximum Height

    Three important quantities in projectile motion are the total time in the air (time of flight), the maximum height reached, and the horizontal range. Each of these can be derived using the kinematic equations with vertical and horizontal components separated. Remember that the total flight time depends only on vertical motion, while horizontal range depends on both time and horizontal velocity.

    Time of Flight: \[ t = \frac{2 v_0 \sin \theta}{g} \] (valid when the projectile lands at the same height it was launched).

    Maximum Height: \[ H = \frac{(v_0 \sin \theta)^2}{2g} \]

    Range: \[ R = \frac{v_0^2 \sin(2\theta)}{g} \] (valid when landing height = launch height).

  • When launch and landing heights differ, break the problem into vertical and horizontal components separately instead of using the shortcuts.
  • Common Mistakes in Projectile Motion

    • Forgetting that horizontal velocity remains constant (no \( a_x \)).
    • Using \( g = 9.8\ m/s^2 \) as positive instead of negative when upward is chosen as positive.
    • Assuming the projectile always lands at the same height it was launched from.
    • Mixing up sine and cosine when breaking initial velocity into components:
      • \( v_x = v_0 \cos \theta \)
      • \( v_y = v_0 \sin \theta \)
    • Not separating motion into horizontal and vertical components.

    Angled Projectile Motion

    Angled projectile motion occurs when an object is launched with an initial velocity at some angle \( \theta \) above the horizontal. Unlike horizontal launches, where the object starts with only a horizontal velocity, angled launches have both horizontal and vertical components right from the start. The horizontal component determines how far the projectile travels, while the vertical component determines how long the projectile remains in the air and how high it rises. Together, these components create a parabolic path. Mastering angled projectile motion is essential for AP Physics 1 because it combines one-dimensional kinematics with vector decomposition.

    Breaking Initial Velocity into Components

    • The initial velocity \( v_0 \) is split into horizontal and vertical components using trigonometry:
      • \( v_x = v_0 \cos \theta \) (horizontal component, constant throughout motion).
      • \( v_y = v_0 \sin \theta \) (vertical component, changes due to gravity).
    • Horizontal velocity does not change (ignoring air resistance).
    • Vertical velocity decreases on the way up, reaches zero at the top, and increases downward on the way down.
    • Time of flight is determined entirely by vertical motion, since gravity controls how long the projectile stays in the air.
    • Horizontal distance (range) depends on both the horizontal velocity and total flight time.

    Key Formulas for Angled Launches

    • Time of Flight (when launch and landing heights are equal): \[ t = \frac{2 v_0 \sin \theta}{g} \]
    • Maximum Height: \[ H = \frac{(v_0 \sin \theta)^2}{2g} \]
    • Horizontal Range: \[ R = \frac{v_0^2 \sin(2\theta)}{g} \]
    • If launch and landing heights differ, break the problem into vertical and horizontal motion instead of using the shortcut formulas.

    Symmetry of Projectile Motion

    Projectile motion is symmetrical when launch and landing occur at the same height. This means the time going up equals the time coming down, and the vertical speed at launch equals the vertical speed just before landing (but in the opposite direction). The horizontal distance covered in each half of the flight is the same, so the midpoint of the flight corresponds to maximum height. Understanding this symmetry allows students to quickly check answers and make predictions about motion without always doing full calculations.

    • Time up = Time down (when heights are equal).
    • Vertical velocity magnitude is the same at launch and just before landing.
    • Horizontal distance covered in first half = distance covered in second half.
    • The trajectory is parabolic and symmetric about the peak.
    • Example: Launching a ball at 30° and 60° with the same speed produces the same range (if landing height = launch height).

    Effects of Launch Angle

    The launch angle strongly influences how far and how high a projectile travels. A low angle produces a shorter, flatter path, while a high angle produces a taller, shorter-range path. The maximum horizontal range occurs when the projectile is launched at 45°, assuming level ground and no air resistance. Complementary angles (like 30° and 60°) produce the same range but different flight times and maximum heights.

    • Small angles (close to 0°): short flight time, small maximum height, longer horizontal speed.
    • Large angles (close to 90°): long flight time, large maximum height, small horizontal speed.
    • 45° produces the greatest range on level ground.
    • Complementary angles (θ and 90° - θ) → same range, different trajectories.
    • Range decreases when angle is too small or too large.

    Common Mistakes in Angled Motion

    • Using \( v_0 \) instead of breaking it into \( v_x \) and \( v_y \).
    • Forgetting that horizontal velocity remains constant.
    • Using the range formula when launch and landing heights differ (must use kinematics instead).
    • Mixing up sine and cosine when finding components.
    • Forgetting that acceleration is only vertical (no horizontal acceleration).

    Reference Frames and Relative Motion

    In physics, motion is always described relative to a chosen reference frame. A reference frame is simply a perspective from which motion is measured, usually defined by a coordinate system and a clock. The same object can have different velocities when observed from different frames of reference. For example, a passenger walking inside a moving train appears to move slowly when observed from inside the train, but an outside observer sees the passenger moving much faster because they combine the train’s velocity with the passenger’s velocity. Understanding reference frames is critical in AP Physics 1 because many problems require analyzing motion from different perspectives.

    Key Ideas About Reference Frames

    • Motion is relative: there is no universal “at rest” perspective.
    • Reference frames are defined by an origin (starting point), axes (for direction), and a clock (for time).
    • An object’s velocity may appear different to observers in different frames.
    • All frames moving at constant velocity relative to each other are equally valid in classical physics.
    • Acceleration is the same in all inertial reference frames.

    Relative Motion Equation

    Relative velocity is calculated using a simple vector equation. If object A moves relative to object B, and B moves relative to the ground, then the velocity of A relative to the ground is:

    \[ v_{A/G} = v_{A/B} + v_{B/G} \]

    • \( v_{A/G} \) = velocity of A relative to the ground.
    • \( v_{A/B} \) = velocity of A relative to B.
    • \( v_{B/G} \) = velocity of B relative to the ground.
    • This vector addition must include direction, not just magnitude.
    • Example: A person walks 2 m/s east inside a train moving 15 m/s east → total velocity = 17 m/s east relative to the ground.

    Common Mistakes

    • Forgetting that velocities are vectors and require direction to be considered.
    • Adding or subtracting magnitudes without checking direction.
    • Assuming acceleration changes in different inertial frames (it does not).
    • Mixing up “relative to the ground” and “relative to another moving object.”
    • Not clearly labeling subscripts when writing velocity relationships.

    Vectors and Motion in Two Dimensions

    Many real-world motions cannot be described with a single straight line, so AP Physics 1 expands kinematics to two dimensions. In two-dimensional motion, vectors are used to describe quantities like displacement, velocity, and acceleration. Each vector can be broken down into horizontal (x) and vertical (y) components, which are treated independently. The key principle is that horizontal and vertical motions do not affect each other, except for sharing the same time of motion. Understanding how to add, subtract, and resolve vectors is essential for problems involving projectile motion, angled throws, and relative motion.

    Resolving Vectors into Components

    • Any vector can be broken into x- and y-components using trigonometry.
    • For a vector \( v_0 \) at angle \( \theta \):
      • \( v_x = v_0 \cos \theta \)
      • \( v_y = v_0 \sin \theta \)
    • Components are treated separately in equations and recombined at the end.
    • Pythagorean theorem is used to find magnitude: \[ v = \sqrt{v_x^2 + v_y^2} \]
    • Direction (angle) found with: \[ \theta = \tan^{-1} \left( \frac{v_y}{v_x} \right) \]

    Adding and Subtracting Vectors

    • Vectors are added graphically using the head-to-tail method or mathematically using components.
    • Component method:
      • Add x-components: \( R_x = A_x + B_x \).
      • Add y-components: \( R_y = A_y + B_y \).
      • Resultant vector: \( R = \sqrt{R_x^2 + R_y^2} \).
      • Direction: \( \theta = \tan^{-1}(R_y/R_x) \).
    • Subtraction works the same, but one vector is reversed before addition.
    • Always include direction when reporting the result.
    • Example: A plane flying 100 km/h north and 60 km/h east results in a resultant velocity found using Pythagorean theorem and inverse tangent.

    Applications in Physics

    • Projectile motion: splitting launch velocity into horizontal and vertical components.
    • Relative motion: combining velocities of objects moving in different directions.
    • River crossing problems: a boat moves across a river while current pushes sideways.
    • Airplane navigation: correcting for wind drift using vector addition.
    • Analyzing forces in future units: resolving tension or gravity into perpendicular components.