Physics Unit 1: Kinematics Cheat Sheet

Quick-reference study sheet

5 Steps to Solving a Physics Problem

  1. 1Draw a picture interpreting the word problem
  2. 2List your knowns and your unknowns
  3. 3Select the appropriate equation for the problem
  4. 4Solve the equation symbolically first
  5. 5Check your answer — does it make sense?

1.1 Scalars and Vectors in One Dimension

ScalarVector

Magnitude only

e.g. distance, speed, time, mass

Magnitude AND direction

e.g. displacement, velocity, acceleration, force

Sign Convention as Direction (1-D)

Pick a positive direction (usually right or up). Anything in that direction is positive; the opposite direction is negative. The sign of a vector quantity is its direction.

Example: Vector Addition/Subtraction in 1-D

A car moves +12 m, then moves −5 m (backs up). Find total displacement.

  1. Add the signed values: 12 + (−5)
  2. Answer: +7 m (7 m in the positive direction)
⚠ Watch out:In 1-D, "subtracting" a vector means adding its negative — flip the sign, then add.

1.2 Displacement, Velocity, Speed and Acceleration

DistanceDisplacement

Scalar; total path length traveled. Always positive.

Vector; straight-line change in position, Δx = xf − xi. Can be positive, negative, or zero.

Average Speed

speed = total distancetotal time

Scalar — uses total distance traveled, not displacement, so it is always ≥ the magnitude of average velocity.

Average Velocity

vavg = ΔxΔt

Displacement over the total time interval

Instantaneous Velocity

v = slope of x-t graph at a point

Velocity at one specific moment in time

Average Acceleration

aavg = ΔvΔt

Change in velocity over the total time interval

Instantaneous Acceleration

a = slope of v-t graph at a point

Acceleration at one specific moment in time

Sign of Acceleration Relative to Velocity

Same sign (both + or both −): object speeding up
Opposite signs: object slowing down
a = 0: constant velocity
v = 0 momentarily at rest

Common Units & Examples

QuantitySI UnitOther Common UnitsTypical Example
Distance / Displacementmeter (m)km, cm, ft, miLength of a football field ≈ 91 m
Timesecond (s)min, hrA typical class period ≈ 50 min
Velocity / Speedm/skm/h, mphHighway speed limit 65 mph ≈ 29 m/s
Accelerationm/s2km/h/s, g'sFree fall ≈ 9.8 m/s2 (1 g)

1.3 Representing Motion

GraphSlope GivesArea Under Curve Gives
Position–time (x-t)Velocity
Velocity–time (v-t)AccelerationDisplacement
Acceleration–time (a-t)Change in velocity

A quantity described in words, shown on a graph, and written as an equation are three views of the same motion — practice translating freely among them (e.g. "constant positive velocity" → straight diagonal line on x-t graph → x = x0 + vt).

Position vs. Time Graphs
GraphSlopeVelocityAccelerationMotion
Slope constant, zeroZero velocityZeroStopped
Slope constant, positivePositive velocity, constantZeroConstant forward velocity
Slope positive, increasingPositive velocity, increasingPositiveIncreasing forward velocity
Slope positive, decreasingPositive velocity, decreasingNegativeDecreasing forward velocity
Velocity vs. Time Graphs
GraphSlopeVelocityAccelerationMotion
Slope is zeroConstantAcceleration is zeroAt rest, or moving at constant velocity
Slope is positiveIncreasing from negative to positiveAcceleration is constant, positiveMoving in the negative direction and slowing down, then speeding up in the positive direction
Slope is negativeDecreasing from positive to negativeAcceleration is constant, negativeMoving in the positive direction and slowing down, then speeding up in the negative direction (e.g. a ball tossed straight up)
Slope positive, decreasingIncreasing, leveling off toward a maximumPositive, decreasing toward zeroSpeeding up quickly at first, then leveling off near a maximum speed (e.g. a skydiver approaching terminal velocity)
Slope negative, approaching zeroDecreasing, leveling off toward zeroNegative, decreasing in magnitude toward zeroSlowing down quickly at first, then leveling off as it approaches rest (e.g. friction bringing an object to a stop)
Examples of How Motion Looks with 3 Graphs
MotionPosition–Time GraphVelocity–Time GraphAcceleration–Time Graph
Stationary Object
Uniform Motion
Motion with Constant Acceleration
Motion Graphs
Written DescriptionMotion DiagramPosition vs. TimeVelocity vs. TimeAcceleration vs. Time
Positive direction, speeding up
T=0
Negative direction, speeding up
T=0
Positive direction, slowing down
T=0
Negative direction, slowing down
T=0
Turning around
T=0

Kinematic Equations (constant acceleration)

The 5 Kinematic Formulas

a = ΔvΔt or vf − v0Δt

Δx = v0t + 12at2

vf2 = v02 + 2aΔx

vf = v0 + at

Δx = vf + v02Δt

Variables

  • a = acceleration
  • Δv = change in velocity
  • vf = velocity final
  • v0 = velocity initial
  • Δt = change in time
  • Δx = displacement

Example: A car starts at rest and accelerates at 3.0 m/s2 for 4.0 s. Find its displacement.

  1. Given: v0 = 0, a = 3.0 m/s2, t = 4.0 s
  2. Use Δx = v0t + 12at2 = 0 + 12(3.0)(4.0)2
  3. Answer: Δx = 24 m

Free Fall

Motion under gravity alone (no air resistance). Use the kinematic equations with a = g = 9.8 m/s2 (or -9.8 m/s2 if up is positive). All objects fall with the same acceleration regardless of mass.

1.4 Reference Frames and Relative Motion

Inertial Reference Frame

An inertial reference frame is a viewpoint or coordinate system where an object with no outside forces acting on it stays still or moves in a straight line at a steady speed. In this special framework, Newton's first law of motion is fully true, and you do not need fake or imaginary forces to explain how things move

Relative Velocity

vAC = vAB + vBC

Velocity of A relative to C = velocity of A relative to B + velocity of B relative to C (vector addition; works in 1-D and 2-D)

Example: A boat moves at 4 m/s east relative to the water. The river flows at 2 m/s east relative to the shore. Find the boat's velocity relative to the shore.

  1. vboat,shore = vboat,water + vwater,shore
  2. vboat,shore = 4 m/s + 2 m/s
  3. Answer: 6 m/s east
⚠ Watch out:Keep subscript order consistent and add velocities as vectors — in 2-D this means adding components, not magnitudes.

1.5 Vectors and Motion in Two Dimensions

Vector Components

vx = v cosθ
vy = v sinθ

θ measured from the positive x-axis. Magnitude: v = vx2 + vy2. Perpendicular axes (x and y) are independent — motion in one direction does not affect motion in the other.

Projectile Motion — Horizontal Launch

x-direction: vx = v0 (constant), x = v0t
y-direction: vy = −gt, y = −12gt2

Initial vertical velocity is zero; time to land is set entirely by the height dropped.

Projectile Motion — Launched at an Angle

Time of Flight

t = 2v0 sinθg

Max Height

H = v02 sin2θ2g

Range

R = v02 sin(2θ)g

Example: A ball is launched at 20 m/s at 30° above the horizontal. Find the time of flight.

  1. Use t = 2v0 sinθg
  2. t = 2(20)sin(30°)9.8 = 209.8
  3. Answer: t ≈ 2.0 s
⚠ Watch out:Range and max-height formulas assume launch and landing heights are equal. If they differ, break the motion into x and y components and solve with the kinematic equations directly instead of using the shortcut formulas.