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.