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Chapter Summary

2.1 Displacement

  • Kinematics is the study of motion without considering its causes. In this chapter, it is limited to motion along a straight line, called one-dimensional motion.
  • Displacement is the change in position of an object.
  • In symbols, displacement [latex]Δ x[/latex] is defined to be
    [latex]Δ x = x_{f} - x_{0} ,[/latex]

    where [latex]x_{0}[/latex] is the initial position and [latex]x_{f}[/latex] is the final position. In this text, the Greek letter [latex]Δ[/latex] (delta) always means “change in” whatever quantity follows it. The SI unit for displacement is the meter (m). Displacement has a direction as well as a magnitude.

  • When you start a problem, assign which direction will be positive.
  • Distance is the magnitude of displacement between two positions.
  • Distance traveled is the total length of the path traveled between two positions.

2.2 Vectors, Scalars, and Coordinate Systems

  • A vector is any quantity that has magnitude and direction.
  • A scalar is any quantity that has magnitude but no direction.
  • Displacement and velocity are vectors, whereas distance and speed are scalars.
  • In one-dimensional motion, direction is specified by a plus or minus sign to signify left or right, up or down, and the like.

2.3 Time, Velocity, and Speed

  • Time is measured in terms of change, and its SI unit is the second (s). Elapsed time for an event is
    [latex]Δ t = t_{f} - t_{0} ,[/latex]

    where [latex]t_{f}[/latex] is the final time and [latex]t_{0}[/latex] is the initial time. The initial time is often taken to be zero, as if measured with a stopwatch; the elapsed time is then just [latex]t[/latex].

  • Average velocity [latex]\overset{-}{v}[/latex] is defined as displacement divided by the travel time. In symbols, average velocity is
    [latex]\overset{-}{v} = \frac{Δ x}{Δ t} = \frac{x_{\text{f}} - x_{0}}{t_{\text{f}} - t_{0}} .[/latex]
  • The SI unit for velocity is m/s.
  • Velocity is a vector and thus has a direction.
  • Instantaneous velocity [latex]v[/latex] is the velocity at a specific instant or the average velocity for an infinitesimal interval.
  • Instantaneous speed is the magnitude of the instantaneous velocity.
  • Instantaneous speed is a scalar quantity, as it has no direction specified.
  • Average speed is the total distance traveled divided by the elapsed time. (Average speed is not the magnitude of the average velocity.) Speed is a scalar quantity; it has no direction associated with it.

2.4 Acceleration

  • Acceleration is the rate at which velocity changes. In symbols, average acceleration [latex]\overset{-}{a}[/latex] is
    [latex]\overset{-}{a} = \frac{Δ v}{Δ t} = \frac{v_{f} - v_{0}}{t_{f} - t_{0}} .[/latex]
  • The SI unit for acceleration is [latex]\text{m}/\text{s}^{2}[/latex].
  • Acceleration is a vector, and thus has a both a magnitude and direction.
  • Acceleration can be caused by either a change in the magnitude or the direction of the velocity.
  • Instantaneous acceleration [latex]a[/latex] is the acceleration at a specific instant in time.
  • Deceleration is an acceleration with a direction opposite to that of the velocity.

2.5 Motion Equations for Constant Acceleration in One Dimension

  • To simplify calculations we take acceleration to be constant, so that [latex]\overset{-}{a} = a[/latex] at all times.
  • We also take initial time to be zero.
  • Initial position and velocity are given a subscript 0; final values have no subscript. Thus,
    [latex]\left\begin{matrix} Δ t & = & t \\ Δ x & = & x - x_{0} \\ Δ v & = & v - v_{0} \end{matrix}\right}[/latex]
  • The following kinematic equations for motion with constant [latex]a[/latex] are useful:
    [latex]x = x_{0} + \overset{-}{v} t[/latex]
    [latex]\overset{-}{v} = \frac{v_{0} + v}{2}[/latex]
    [latex]v = v_{0} + \text{at}[/latex]
    [latex]x = x_{0} + v_{0} t + \frac{1}{2} \text{at}^{2}[/latex]
    [latex]v^{2} = v_{0}^{2} + 2 a \left(x - x_{0}\right)[/latex]
  • In vertical motion, [latex]y[/latex] is substituted for [latex]x[/latex].

2.6 Problem-Solving Basics for One-Dimensional Kinematics

The six basic problem solving steps for physics are:

  • Step 1. Examine the situation to determine which physical principles are involved.
  • Step 2. Make a list of what is given or can be inferred from the problem as stated (identify the knowns).
  • Step 3. Identify exactly what needs to be determined in the problem (identify the unknowns).
  • Step 4. Find an equation or set of equations that can help you solve the problem.
  • Step 5. Substitute the knowns along with their units into the appropriate equation, and obtain numerical solutions complete with units.
  • Step 6. Check the answer to see if it is reasonable: Does it make sense?

2.7 Falling Objects

  • An object in free-fall experiences constant acceleration if air resistance is negligible.
  • On Earth, all free-falling objects have an acceleration due to gravity [latex]g[/latex], which averages
    [latex]g = 9 . \text{80 m}/\text{s}^{2} .[/latex]
  • Whether the acceleration a should be taken as [latex]+ g[/latex] or [latex]- g[/latex] is determined by your choice of coordinate system. If you choose the upward direction as positive, [latex]a = - g = - 9 . \text{80 m} /\text{s}^{2}[/latex] is negative. In the opposite case, [latex]a = +g = 9 . \text{80 m}/\text{s}^{2}[/latex] is positive. Since acceleration is constant, the kinematic equations above can be applied with the appropriate [latex]+ g[/latex] or
    [latex]- g[/latex] substituted for [latex]a[/latex].
  • For objects in free-fall, up is normally taken as positive for displacement, velocity, and acceleration.

2.8 Graphical Analysis of One-Dimensional Motion

  • Graphs of motion can be used to analyze motion.
  • Graphical solutions yield identical solutions to mathematical methods for deriving motion equations.
  • The slope of a graph of displacement [latex]x[/latex] vs. time [latex]t[/latex] is velocity [latex]v[/latex].
  • The slope of a graph of velocity [latex]v[/latex] vs. time [latex]t[/latex] graph is acceleration [latex]a[/latex].
  • Average velocity, instantaneous velocity, and acceleration can all be obtained by analyzing graphs.

Section Summary” from College Physics 2e by OpenStax is licensed under a Creative Commons Attribution 4.0 International License.

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