Distance, Displacement & Average Speed
Distance is the path actually covered; displacement is the straight change in position. Average speed uses distance, average velocity uses displacement.
2.1.1 Position needs a reference
- Observers can describe the same point differently, and all be right.
- Position needs two things: distance from the observer and direction.
- So position is a vector, called the position vector.
2.1.2 Rest, motion and frame of reference
- Frame of reference: axes attached to an observer, used to describe an event.
- Rest: position does not change with time, relative to the frame.
- Motion: position changes with time, relative to the frame.
- A tree is at rest for a person on the platform and moving for a person in a train. Rest and motion are relative.
| Motion | Coordinates changing | Example |
|---|---|---|
| 1-D | one | car on a straight road, free fall |
| 2-D | two | car on a circular turn, billiards ball |
| 3-D | three | flying kite, flying insect |
2.1.3 Particle or point object
- A body is a particle if its size is negligible compared with its range of motion.
- Planets around the sun can be treated as particles.
- All parts of the body then have the same displacement, velocity and acceleration.
2.1.4 Distance
- Actual length of the path covered.
- Scalar. Dimension [M⁰L¹T⁰]. SI unit: metre.
- Going A to B to C below: distance = 3 + 4 = 7 m.
2.1.5 Displacement
- Change in position vector: from initial to final position.
- Vector. Dimension [M⁰L¹T⁰]. SI unit: metre.
- Net displacement is the vector sum: S = S₁ + S₂ + … + Sₙ.
2.1.6 Distance vs displacement
| Distance | Displacement |
|---|---|
| never negative or zero while moving | can be +, − or zero |
| depends on the path | single value between two points |
| never decreases with time | can decrease (moving back) |
| same as |displacement| only on a straight path without turning | minimum possible distance |
2.1.7 Speed
- Rate of covering distance. Scalar. Dimension [M⁰L¹T⁻¹]. SI unit: m/s.
- Uniform speed: equal distances in equal intervals, however small.
- Variable speed: unequal distances in equal intervals.
2.1.8 Average speed
- Different times t₁, t₂, t₃ at speeds v₁, v₂, v₃:
- Equal times at v₁ and v₂:
- Different distances d₁, d₂, d₃ at speeds v₁, v₂, v₃:
- Two equal distances at v₁ and v₂:
- Three equal distances at v₁, v₂ and v₃:
2.1.9 Average velocity vs average speed
- Average speed is a scalar; average velocity is a vector.
- Back at the start: average velocity = 0, but average speed > 0.
- Average velocity can be +, − or zero; average speed cannot be negative.
- Equal only when moving straight without turning.
Velocity, Acceleration & Variable Motion
If position is given as a function of time, differentiate once for velocity and again for acceleration.
2.2.1 Velocity
- Rate of change of position. Vector. Dimension [M⁰L¹T⁻¹]. SI unit: m/s.
- Uniform velocity: magnitude and direction both constant. Possible only on a straight line without reversing.
- Non-uniform velocity: magnitude or direction or both change.
2.2.2 Instantaneous velocity and speed
- Instantaneous velocity is always tangential to the path.
- Its magnitude equals the instantaneous speed.
- Uniform circular motion: speed constant, velocity changing.
- Constant velocity: average and instantaneous velocity are equal.
2.2.3 x(t) given: find v
- Differentiate x once.
- Example: x = A₀ − A₁t + A₂t² gives:
- At t = 0: v = −A₁, speed = A₁.
- Moving in x and y: find vx and vy separately.
2.2.4 Acceleration
- Rate of change of velocity. Vector. Dimension [M⁰L¹T⁻²]. SI unit: m/s².
- Direction is that of the change in velocity, not of the velocity.
- Uniform: magnitude and direction constant. Non-uniform: either changes.
| What changes | Direction of a | Example |
|---|---|---|
| direction only | perpendicular to v | uniform circular motion |
| magnitude only | along or opposite to v | motion under gravity |
| both | two components | projectile motion |
- Positive a: velocity increases with time. Zero a: velocity constant.
- Negative a (retardation): velocity decreases with time.
- A body can have zero velocity and still accelerate (top of a throw).
- Constant velocity means speed cannot vary.
- Direction of v can change under constant a (projectile).
- Force and acceleration: a = Fm.
- Angle between a and v: under 90° speeds up, over 90° slows down, exactly 90° keeps speed constant.
- In 1-D motion the angle is always 0° or 180°.
2.2.5 Questions from x(t)
| Asked | Do this |
|---|---|
| v at time t | differentiate x once |
| a at time t | differentiate x twice |
| time when v = 0 | put dxdt = 0 |
| v when a = 0 | put d²xdt² = 0, then find v |
| maximum speed | at the instant a = 0 |
| same velocity of two bodies | equate the two v expressions |
- Example: x = at² − bt³ gives a = 2a − 6bt.
- For a particle that reverses, split the distance at v = 0.
- Distance = sum of the parts. Displacement = final x − initial x.
Corner
- t = αx² + βx: invert to find v, then use the chain rule.
- v² = u² + kx ⇒ a = k ÷ 2, constant.
- v = k√x ⇒ a = k² ÷ 2, and x ∝ t².
- Velocity rising at dvdx per metre: a = v dvdx.
- a = f(t):
- a = f(x):
- a = f(v):
- v given as a function of t: distance = ∫v dt between the two times.
- a = bt from v₀: x = v₀t + bt³ ÷ 6.
Position-Time Graphs
The slope of the position-time graph is the velocity. Steeper means faster; a curve means velocity is changing.
2.3.1 Slope gives velocity
- Take time t along the x-axis and position along the y-axis.
- AB is the x-t graph of a moving particle.
- Slope of the tangent at a point gives instantaneous velocity.
- Two particles with slopes θ₁ and θ₂:
2.3.2 What each shape means
| Graph | Meaning |
|---|---|
| parallel to t-axis | θ = 0°: particle at rest |
| perpendicular to t-axis | θ = 90°: infinite velocity, not possible |
| straight line, constant slope | uniform velocity, a = 0 |
| bending towards x-axis | θ increasing: v increasing, a > 0 |
| bending towards t-axis | θ decreasing: v decreasing, a < 0 |
| line with θ > 90° | constant negative velocity |
| straight segments | velocity changes after intervals |
| two x values at one t | not possible |
| falls, touches, rises | comes towards origin, then moves away |
2.3.3 Reading any x-t graph
- Rising curve: velocity positive. Falling curve: velocity negative.
- Top or bottom of a curve: velocity zero.
- Same end value as start: average velocity zero.
- Later start on the t-axis: that particle started later.
- Particle cannot have two positions at one time.
- Particle cannot have two velocities at one time, so a circle cannot be a v-t graph.
2.3.4 Distance-time graph
- Distance never decreases, so this graph never comes back down.
- Such a curve is valid only up to A; after A it is not valid.
2.3.5 Matching x-t, v-t and a-t
| a-t | v-t | x-t |
|---|---|---|
| a = 0 | flat line | straight line |
| a constant + | rising line | curve bending up |
| a constant − | falling line | curve bending down |
- Start from the a-t graph, then read off v-t, then x-t.
- From rest: v-t passes through the origin.
- x₁ − x₂ for accelerating and uniform bodies: an upward parabola that starts negative.
Velocity-Time Graphs
Slope of the velocity-time graph is acceleration. Area under it is displacement; total area without sign is distance.
2.4.1 Area gives distance and displacement
- Add each area with its sign for displacement.
- Add every area as positive for distance.
- Equal areas above and below: displacement zero, average velocity zero.
- Use triangles and rectangles; split the graph at every corner.
- Cut the graph where it crosses the t-axis.
2.4.2 Slope gives acceleration
- Slope of the v-t graph gives acceleration, not the area.
- Area under a distance-time graph has no use.
2.4.3 What each shape means
| Graph | Meaning |
|---|---|
| parallel to t-axis | a = 0, constant velocity |
| perpendicular to t-axis | a = ∞, not possible |
| straight line | constant acceleration |
| bending towards v-axis | acceleration increasing |
| bending towards t-axis | acceleration decreasing |
| rising, starts below axis | a > 0, u negative |
| rising, starts above axis | a > 0, u positive |
| falling, starts above axis | a < 0, u positive |
| falling, starts at origin | a < 0, u = 0 |
| falling, starts below axis | a < 0, u negative |
2.4.4 Acceleration-time graph
- From rest: v at any time = area up to that time.
- Maximum speed is where a falls to zero (a stays positive up to there).
- To draw a-t from v-t: rising part gives +a, flat part gives 0, falling part gives −a.
- Straight-line segments give flat a-t pieces.
2.4.5 Two v-t graphs on one figure
- Gap between two bodies = difference of their areas.
- The crossing point of two v-t lines is where they have the same velocity; it is not where they meet.
- They meet when their areas become equal (same start).
Corner
- Straight line v = v₀(1 − x ÷ x₀): a is not constant.
- a = v dvdx gives a straight a-x graph.
- Find a at a point: multiply v by the slope there.
- v² = u² + 2ax: straight line.
- Slope = 2a; intercept = u².
Equations of Motion
For constant acceleration in a straight line, three equations connect u, v, a, s and t. Pick the one without the quantity you do not need.
2.5.1 Symbols
- u: velocity at t = 0. v: velocity at time t.
- a: acceleration. s: displacement in time t.
- Zero acceleration: v = u, and s = ut.
2.5.2 Constant acceleration
- Acceleration constant means magnitude and direction both constant.
- The motion is 1-D if u and a are parallel or antiparallel.
| No use of | Equation |
|---|---|
| s | v = u + at |
| v | s = ut + ½at² |
| t | v² = u² + 2as |
| a | s = ½(u + v)t |
2.5.3 Vector form
2.5.4 Starting from rest
- Time doubles: distance becomes 4 times.
- Distances in t, 2t, 3t are in the ratio 1² : 2² : 3².
- If s = kt², then v = 2kt and a = 2k: acceleration is constant.
2.5.5 Three points on a line
- Passing A, B, C at v₁, v₂, v₃ with uniform a:
2.5.6 Velocity at the midpoint
- Midpoint of the time interval: the velocity is the mean.
- The engine and last compartment of a train passing a post is the same idea.
2.5.7 Accelerate, then decelerate
2.5.8 Two bodies on a line
- Meeting: same start, equal distance at the same t.
- Uniform a meets uniform v:
- Equal velocity: gap is largest when they are starting together.
- A (velocity u), B (acceleration a):
- Chasing from rest: use relative acceleration.
- Braking towards each other: gap = initial gap − both stopping distances.
Stopping Distance & nth Second
Same brakes: stopping distance grows as the square of the speed. In the nth second, the distance follows the odd numbers from rest.
2.6.1 Stopping distance
- v = 0 in v² = u² − 2as:
- Same car, same brakes: a is the same.
- Speed becomes n times: distance becomes n² times.
- To stop from nu in the same distance: a becomes n² times.
| Speed | Stopping distance |
|---|---|
| u | s |
| 2u | 4s |
| 3u | 9s |
| u ÷ 3 | s ÷ 9 |
2.6.2 Vehicle stops before the time is over
- First find the stopping time.
- If the given time is more than t = u ÷ a, the vehicle has already stopped.
- Then distance = u² ÷ 2a. Do not put the longer time in s = ut − ½at².
- Example: 15 m/s and 0.3 m/s² stops in 50 s, so at 60 s it has still gone only 375 m.
2.6.3 Bullet penetrating a block
- Constant resistance means constant retardation.
- Velocity falls from u to u ÷ n in a distance s.
- n = 2 ⇒ further = s ÷ 3. n = 3 ⇒ further = s ÷ 8.
- Comes from v² = u² − 2as applied twice.
2.6.4 Distance in the nth second
- This is the distance in that one second, not up to that second.
- Find a from two such values:
- Consecutive seconds differ by exactly a.
2.6.5 From rest: the odd-number rule
- Same ratio for any equal time steps, not only 1 s.
- Total distance up to n seconds ∝ n².
| Second | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| in that second | 1 | 3 | 5 | 7 |
| up to that second | 1 | 4 | 9 | 16 |
Free Fall
A dropped body falls with constant acceleration g whatever its mass. Use the equations of motion with u = 0 and a = +g.
2.7.1 Acceleration due to gravity
- Earth pulls bodies with the force of gravity. The resulting acceleration is g.
- Without air resistance, all bodies fall with the same acceleration, whatever their size, weight or composition.
- Free fall: falling from a small height (h ≪ R) under gravity alone.
2.7.2 Body dropped from a height
- Take the start as origin and downward as positive.
- u = 0, a = +g.
- Time and speed do not depend on mass.
- A heavy and a light body dropped together land together, with the same speed.
2.7.3 Graphs for a dropped body
2.7.4 Ratios to remember
- h ∝ t²: distances in t, 2t, 3t are 1² : 2² : 3².
- hn ∝ (2n − 1): distances in 1st, 2nd, 3rd second are 1 : 3 : 5.
- Equal time steps from rest: 1 : 3 : 5.
- h ∝ v²: speed 3 times needs height 9 times, so a further 8h.
- t ∝ √h: heights 16 m and 25 m give times 4 : 5.
- Times for first half and second half of the height:
- Times for successive equal distances are in the ratio:
2.7.5 Height left at a fraction of the time
- Fallen distance after t, out of total time T and height H:
- At T ÷ 2: fallen H ÷ 4, height left 3H ÷ 4.
- At T ÷ 3: fallen H ÷ 9, height left 8H ÷ 9.
2.7.6 Drops falling at regular intervals
- A drop lands just as drop number (n + 1) begins: n intervals.
- A drop that has fallen for k intervals has fallen:
2.7.7 Distance in the last seconds
- Average speed in an interval = speed at the middle of that interval.
- Use this to find total time when the last part is given.
- Crossing a window of height s in time t: s = ut + ½gt² gives u at its top.
2.7.8 Thrown downward with speed u
- Dropped lands at v₀; thrown with u lands at √(u² + v₀²).
Bodies Thrown Vertically
Going up, g slows the body to rest; coming down, g speeds it back. Rise and fall take equal times, and the speed at any height is the same both ways.
2.8.1 Equations
- Start as origin, upward positive: a = −g.
2.8.2 Maximum height and time
- Time up = time down.
- Speed on return = speed of projection.
- At any point, speed up = speed down.
- Reversing the motion: the last t seconds of the rise cover ½gt².
- At half the maximum height: v² = gH.
2.8.3 Graphs for a thrown body
- v-t is one straight line of slope −g, crossing zero at the top.
- Displacement, not speed, is what gives the parabola.
2.8.4 Changes during the flight
| Quantity | Ground to top | Whole flight |
|---|---|---|
| speed | u | 0 |
| velocity | u | 2u |
| momentum | mu | 2mu |
| KE | ½mu² | 0 |
2.8.5 At a given height h on the way
- Reaches h at t₁ going up and takes t₂ more to return to the ground:
- Passes a height at times t₁ and t₂: their sum is the total flight time.
2.8.6 Thrown from a tower
- Take the top as origin and up as positive; the ground is at −h.
- Thrown up and thrown down with the same speed: both land with the same speed.
- Thrown up takes t₁, thrown down t₂, dropped takes t:
2.8.7 Two bodies in the air
- Both have acceleration g, so relative acceleration = 0.
- Relative motion is uniform: one dropped, one thrown up with u from height h:
- Released at different times: use each body’s own time.
- Same distance fallen at the meeting point.
2.8.8 Balls thrown at regular intervals
- Next ball is thrown when the last is at the top: interval = time of rise.
- With n balls per second:
- More than two balls in the air at 2 s intervals needs T > 4 s.
2.8.9 Elastic bounce
- Ball released from h rises back to h each time.
- Motion is periodic, but it is not simple harmonic motion.
- Rebound: average acceleration = change in velocity ÷ contact time.
Corner
- The object starts with the velocity of the balloon, not zero.
- Rising at v: −h = vt − ½gt².
- The balloon goes on moving up: its height = h + vt.
- Retardation a from air acts opposite to the motion, always.
- Time up < time down, because (g + a) > (g − a).
- Height is less than u² ÷ 2g; return speed is less than u.
- Part of the KE is used to overcome the friction.
- v against t: straight lines of slope g, with a sudden jump from −v to +v at each bounce.
- h against t: repeated parabolas.
Relative Velocity
Velocity depends on who measures it. Velocity of A with respect to B is the velocity of A minus the velocity of B.
2.9.1 Relative velocity on a line
| Direction | Relative speed |
|---|---|
| same | vA − vB |
| opposite | vA + vB |
- Pick one direction as positive and give each velocity its sign.
- Velocity of ground w.r.t. B = −vB.
- Velocity of A w.r.t. ground = its own velocity.
2.9.2 Crossing and overtaking
- Train A of length L₁ crossing train B of length L₂ covers L₁ + L₂ at the relative speed.
- Passenger or small bird crossing a train: only the train length counts.
- Train crossing a tunnel or bridge: speed is its own; distance = train + tunnel.
- Convert km/h to m/s: multiply by 5 ÷ 18.
2.9.3 Chasing
- Relative speed needed = gap ÷ time allowed.
- Actual speed = relative speed + speed of the one in front.
2.9.4 Throwing from a moving body
- Stone thrown from B: speed v relative to B.
- Ground speed of stone = v + vB (same direction).
- Find relative speed with the target using its ground speed.
Corner
- Walk alone t₁; ride alone t₂: speeds add.
- Gap between buses = vbus T.
- Same direction: gap ÷ (vbus − v). Opposite: gap ÷ (vbus + v).
Just see this before the exam
Whole chapter on one page
distance ≥ |displacement|
equal t: v₁ + v₂2
equal d: 2v₁v₂v₁ + v₂
3 equal d: 3v₁v₂v₃v₁v₂ + v₂v₃ + v₃v₁
v = dxdt, a = dvdt
a = v dvdx
maximum v when a = 0
x = ∫v dt, v = ∫a dt
x-t slope = v
v-t slope = a
v-t area = displacement
a-t area = change in v
v = u + at
s = ut + ½at²
v² = u² + 2as
sn = u + (a2)(2n − 1)
sstop = u²2a, s ∝ u²
vmid = √(u² + v²2)
from rest: 1 : 3 : 5 : 7
bullet: further = sn² − 1
t = √(2hg), v = √(2gh)
H = u²2g, T = 2ug
t = √(t₁t₂), h = ½gt₁t₂
juggler: h = g2n²
Avoid these = easy marks
Equal distances: taking the mean
Using t past the stopping time
v = 0 at the top, so a = 0
v-t area is always distance
Equal distances: 2v₁v₂v₁ + v₂
Find stopping time first: t = ua
a = g even at the top
Signed area = displacement