K16 — Revision and Formula Sheet

Module 3: Kinematics  ·  Reference  ·  Prerequisite: K1–K15

Fifteen parts, one structure. This page is for looking things up and for checking that you know which condition each formula depends on.

Mahavakya

Calculate only what is required. Do not calculate simply because the mathematics allows you to.


1. The one structure

Strip away the topics and kinematics is a single chain, walked in either direction.

Three boxes labelled x position, v velocity and a acceleration in a row. Blue arrows above point left to right labelled differentiate. Purple arrows below point right to left labelled integrate plus initial condition. A dashed line beneath connects a back to x through a box reading v dv equals a dx, no t.

Going right needs nothing. Going left needs an initial condition at every step.

Everything in the module is this chain under a different condition, in a different coordinate, or for a different number of bodies:

Description What it looks like Parts
One dimension signed scalars K3–K10
Two dimensions component by component K11, K12
Graphical slopes down, areas up K5, K6
Relative the chain applied to differences K7, K13
Angular θ instead of x K15

These are not five theories. They are five projections of one structure, which is why a technique learned in one reappears in another.


2. Which tool does this problem need?

Twelve physical questions and the mathematics each one calls for. Reading a problem is largely the business of deciding which row you are in.

The question asks… Use Part
Where is it? evaluate x(t) K1
How fast, over an interval? Δxt or st K3
How fast, right now? dx/dt K4
When is it at rest? solve v = 0 K4
Does it turn round? v = 0 and sign change K4
Speeding up or slowing? sign of va K4
Total distance travelled? split at turning points, sum \|Δx\| K6
Displacement from a graph? signed area under vt K6
Where does it stop, no time given? v dv = a dx K9
Two bodies meeting? xA(t) = xB(t), same t K7, K13
Bodies linked by a string? differentiate the length constraint K14
Curved path, constant speed? an = v²/R, at = 0 K15

3. The formulas, with their conditions

Every formula below is followed by the condition it depends on. A formula without its condition is not knowledge; it is a liability.

Definitions — always true

v = dx/dt definition of velocity K4
a = dv/dt = d²x/dt² definition of acceleration K4
a = v dv/dx chain rule; eliminates t K9
s ≥ \|Δr\| equality only if no reversal K1

Constant acceleration only

v = u + at K8
s = ut + ½at² K8
v² = u² + 2as K6, K8
s = ½(u + v)t K8

These four fail the instant the acceleration varies — and no average value rescues them. The general form is v² = u² + 2∫a dx.

Projectiles — equal launch and landing height only

T = 2u sin θ / g K12
R = u² sin 2θ / g K12
H = u² sin² θ / (2g) this one holds generally
y = x tan θ − gx²/(2u²cos² θ) trajectory, holds generally

For a cliff, a slope, or any unequal landing height: set y to the actual landing height and solve the quadratic.

Vectors, relative motion, constraints, circles

vBA = vBvA always; B observed by A K7, K13
aA = aBvBA constant relative motion uniform K13
vA· = vB· taut inextensible string K14
v = Rω fixed radius K15
an = v²/R,   at = dv/dt any curved path; R is local K15
\|a\| = √(at² + an²) perpendicular components K15

4. Every trap in one place

  • Negative acceleration means slowing down. Only if v > 0. Use the sign of va. K4
  • v = 0 means a turning point. Necessary, not sufficient. Check the sign either side. K4
  • a = 0 means at rest. It means the velocity is not changing. K4
  • Averaging the two speeds. Right only for equal times; equal distances give the harmonic mean. K3
  • Ignoring rest periods. They add to the total time and nothing to the distance. K3
  • Height on a graph read as slope. Height is the quantity; slope is its rate. K5, K6
  • Area under at taken as velocity. It is the change in velocity. K6
  • Forgetting to reject a negative time. A correct equation can give an inadmissible answer. K7
  • Acceleration zero at the top of a throw. It is −g throughout. K8
  • Release from a moving platform taken as from rest. It inherits the platform’s velocity. K8
  • Constant-acceleration equations with varying a. Go back to the definitions. K9
  • Same limits on both sides of v dv = a dx. Velocities left, positions right. K9
  • Resetting the clock or the velocity at a stage boundary. Neither resets. K10
  • Taking the magnitude before differentiating. Components first, magnitude last. K11
  • The ball stopping at the apex. Only vy = 0; vx is untouched. K12
  • Range formula on an unequal-height launch. Set y to the real landing height. K12
  • Umbrella tilted away from the walking direction. Tilt toward. K13
  • Assuming a movable pulley gives 2. Count the segments. K14
  • Treating the string angle as constant. It changes as the bodies move. K14
  • Constant speed taken as zero acceleration. Only if the direction is constant too. K15
  • Adding at and an arithmetically. They are perpendicular. K15

5. What Module 1 supplied

Worth seeing in one table, because the answer to “why did we do all that mathematics first” is here.

Foundation Where it did the work
1 — modelling every idealisation; the corner that hides an impulse (K5)
2 — scalars and vectors speed against velocity (K3); the whole of K11
3 — coordinates frames and origins (K1); axis choice (K12)
4 — vector algebra the triangle inequality (K1); component differentiation (K11)
5 — dot product the string constraint (K14)
6 — cross product, axial vectors angular velocity along the axis (K15)
7 — graphs slope and area (K5, K6); y(x) against y(t) (K12)
8 — differentiation the limit that defines velocity (K4); rotating basis (K15)
9 — integration areas as accumulation (K6); all of K8 and K9
10 — approximation small-angle step in the centripetal derivation (K15)
11 — the toolkit v dv = a dx, named there as worth memorising (K9)

6. The method

  1. Read once without writing. Decide what kind of motion this is.
  2. Draw. Origin, positive direction, every known quantity, the unknown marked. K2
  3. Ask what the acceleration depends on. Nothing, t, x, or v — this chooses your method. K9
  4. Ask what the question actually wants. A position, a time, a distance, a condition.
  5. Look for structure before calculating. Do both bodies share an acceleration? Would another frame make this a one-body problem? Is there a symmetry?
  6. Now write equations — and only those the question needs.
  7. Check admissibility. Is t positive? Is the answer on the part of the path that exists? Does it agree with the drawing?

Steps 3 and 5 are what separate a fast solution from a long one. Step 5 in particular: the collision problem in K13 collapses to one line once you notice both particles share g, and stays a page of algebra if you do not.


7. Practising in the right order

Working harder problems before the easier kinds are secure wastes both. The levels are not difficulty bands but different skills.

  1. Recognition — which case is this? No calculation.
  2. Direct application — the condition is stated, the formula fits.
  3. Reconstruction — derive the relation you need rather than recalling it.
  4. Constraint — the problem gives a condition, you translate it into an equation.
  5. Structure — two bodies, a frame choice, a symmetry to exploit.
  6. Modelling — decide what to idealise before any physics starts.

Contemplation

Look back at what the module did. A moving object became a function. A constraint became an equation. A collision became the equality of two positions at one time. A graph became a story about a journey.

None of those translations was forced on us by the world. We chose them, and we chose them because they work — because the mathematics turns out to have the same shape as the thing being described, closely enough that manipulating the symbols predicts what the object will do.

Foundation 1 said mathematics does not govern the world but records the regularities we find in it. Fifteen parts later that is still the right description — and it is worth holding on to, because the next module adds force, and it is very easy to start believing that the equations are doing the pushing.


What comes next

Kinematics describes motion without asking what causes it. Every acceleration in these sixteen parts was given, assumed, or read off a graph — never explained.

Module 4 asks where accelerations come from. The description you now have is what makes that question answerable: Newton’s second law relates force to acceleration, and acceleration is a thing you can now compute, measure and reason about in any coordinate system, for any path, for linked or free bodies.

Prerequisite: K1–K15  ·  Reading: reference — use as needed  ·  Difficulty: all levels

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