Unit 1 Kinematics: Motion in Two Dimensions (AP Physics C: Mechanics)

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25 Terms

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Vector

A quantity with both magnitude and direction (e.g., displacement, velocity, acceleration).

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Scalar

A quantity with magnitude only (e.g., time, mass, speed, distance).

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Displacement (Δ⃗r)

The change in position; equals final position minus initial position (⃗rf − ⃗ri).

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Velocity (⃗v)

The rate of change of position with time; ⃗v = d⃗r/dt.

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Acceleration (⃗a)

The rate of change of velocity with time; ⃗a = d⃗v/dt = d²⃗r/dt².

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Component form of a vector

Writing a 2D vector as ⃗A = Ax î + Ay ĵ, separating it into x- and y-components.

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Unit vectors (î and ĵ)

Magnitude-1 vectors that point along the +x direction (î) and +y direction (ĵ).

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Vector components (Ax, Ay)

Signed projections of a vector onto the coordinate axes; can be interpreted as “shadow lengths” on x and y axes.

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Magnitude from components

The size of a vector found by |⃗A| = √(Ax² + Ay²).

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Direction angle from components

An angle θ (measured CCW from +x) related by tanθ = Ay/Ax; must check the correct quadrant using signs of Ax and Ay.

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Components from magnitude and angle

For magnitude A at angle θ above +x: Ax = A cosθ and Ay = A sinθ (with signs consistent with the chosen angle/quadrant).

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Vector addition (component-wise)

Adding vectors by adding corresponding components: Cx = Ax + Bx and Cy = Ay + By.

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Vector subtraction

Subtracting by adding the negative: ⃗A − ⃗B = ⃗A + (−⃗B).

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Position vector in 2D (⃗r(t))

A time-dependent position written as ⃗r(t) = x(t)î + y(t)ĵ.

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Independence of x and y motion (2D kinematics)

After breaking vectors into components, you can apply 1D kinematics separately along x and y and recombine results.

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Distance vs. displacement

Distance is total path length (a scalar); displacement is net change in position (a vector) and can have a smaller magnitude than distance traveled.

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Projectile motion (model)

2D motion where the only acceleration is gravity (near Earth), air resistance is neglected, and motion splits into independent horizontal and vertical parts.

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Projectile acceleration components

For ideal projectile motion: ax = 0 and ay = −g (with +y upward by convention).

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Projectile horizontal equations

With ax = 0: vx(t) = v0x (constant) and x(t) = x0 + v_0x t.

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Projectile vertical equations

With ay = −g: vy(t) = v0y − gt and y(t) = y0 + v_0y t − (1/2)gt².

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Top of a projectile’s path

The point where the vertical velocity component is zero (vy = 0), while the horizontal component vx generally remains nonzero.

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Symmetric (level-ground) projectile results

If launch and landing heights are the same: ttop = v0y/g, Δymax = v0y²/(2g), and tflight = 2v0y/g.

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Projectile range formula (level ground)

For same launch/landing height with no air resistance: R = (v_0² sin(2θ))/g.

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Trajectory equation (parabolic path)

Eliminating time using t = x/v0x gives y = (v0y/v0x)x − (1/2)g(x/v0x)², which is quadratic in x (a parabola).

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Relative velocity notation (⃗v_{A/B})

⃗v{A/B} means “velocity of A as measured from B,” with the relationship ⃗v{A/C} = ⃗v{A/B} + ⃗v{B/C} (Galilean relativity).