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AP Physics C · Unit 1

Kinematics: every key term you need (+ practice quiz)

36 flashcard terms for AP Physics C Unit 1, written to match the course framework. Read them here, drill them as flashcards, or take the 23-question quiz. Free, no account needed.

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Position
x(t); location relative to an origin along an axis; a vector in 1D given by sign; the starting point for all kinematics.
Velocity as a Derivative
v = dx/dt; the instantaneous rate of change of position; slope of the position-time graph at a point.
Acceleration as a Derivative
a = dv/dt = d²x/dt²; instantaneous rate of change of velocity; slope of the velocity-time graph.
Average vs Instantaneous
Average velocity = Δx/Δt (secant slope); instantaneous velocity = dx/dt (tangent slope) as Δt→0.
Position from Velocity (Integral)
x(t) = x₀ + ∫v dt; displacement is the area under the velocity-time graph.
Velocity from Acceleration (Integral)
v(t) = v₀ + ∫a dt; change in velocity is the area under the acceleration-time graph.
Kinematic Equation 1
v = v₀ + at; valid only for constant acceleration; follows from integrating a = constant once.
Kinematic Equation 2
x = x₀ + v₀t + ½at²; constant acceleration; follows from integrating v = v₀ + at.
Kinematic Equation 3
v² = v₀² + 2a(x − x₀); constant acceleration, time-independent; derived by eliminating t.
Free Fall
Constant downward acceleration g ≈ 9.8 m/s² near Earth's surface; independent of mass when air resistance is neglected.
Projectile Motion
Independent horizontal (aₓ = 0) and vertical (a_y = −g) motions sharing one time variable t.
Horizontal Projectile Component
x = v₀ₓt with constant vₓ = v₀cosθ; horizontal velocity is unchanged throughout the flight.
Vertical Projectile Component
y = v₀_y t − ½gt² with v_y = v₀sinθ − gt; vertical motion is free fall.
Trajectory Shape
Eliminating t from the projectile equations gives y as a quadratic in x — a parabola.
Range of a Projectile
For launch and landing at the same height, R = v₀²sin(2θ)/g; maximum at θ = 45°.
Time of Flight
For level ground, t = 2v₀sinθ/g; found by setting the vertical displacement back to zero.
Relative Velocity
v_AC = v_AB + v_BC; velocities add as vectors when changing reference frames.
Position-Time Graph
Slope gives velocity; a curve means changing velocity (acceleration); concavity shows the sign of a.
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Velocity-Time Graph
Slope gives acceleration; the signed area between the curve and the axis gives displacement.
Sign Conventions
Choose a positive direction first; velocity and acceleration can have opposite signs (object slowing down).
Turning Point
Where velocity is momentarily zero and reverses sign; acceleration need not be zero there (e.g. top of a toss).
Non-Constant Acceleration
When a depends on t, integrate directly: v(t) = v₀ + ∫₀ᵗ a(t′)dt′; the constant-a kinematic equations do not apply.
Velocity-Dependent Acceleration
If a = f(v), separate variables: ∫dv/f(v) = ∫dt; e.g. a = −kv gives v = v₀e^(−kt).
Position-Dependent Acceleration
If a = f(x), use a = v dv/dx so ∫v dv = ∫f(x)dx; this is the chain rule dv/dt = (dv/dx)(dx/dt).
Terminal Velocity
With drag a = g − (b/m)v, acceleration vanishes when v = mg/b; velocity approaches this value asymptotically.
Chain Rule Identity
a = v(dv/dx) = ½ d(v²)/dx; useful whenever acceleration is given as a function of position.
Vector Kinematics
r(t) = x(t)î + y(t)ĵ; v = dr/dt and a = dv/dt are found component-by-component.
Speed vs Velocity Magnitude
Speed = |v| = √(vₓ² + v_y²); average speed = distance/time, which can exceed |average velocity|.
Projectile Apex Condition
At maximum height v_y = 0 while vₓ = v₀cosθ ≠ 0, so speed at the apex is v₀cosθ, not zero.
Projectile onto Incline
Set the trajectory y(x) equal to the incline line y = x tanφ and solve for x to find where it lands.
Complementary Launch Angles
Angles θ and 90° − θ give the same range on level ground because sin(2θ) = sin(180° − 2θ).
Maximum Height
H = v₀²sin²θ/(2g); found from v_y² = v₀_y² − 2gH with v_y = 0.
Relative Motion in 2D
Positions and velocities transform by vector subtraction: v_A/B = v_A − v_B; accelerations are the same in all inertial frames.
Curvature of x-t Graph
Concave up means a > 0; concave down means a < 0; an inflection point marks a = 0 momentarily.
Graphical Integration Sign
Area below the t-axis on a v-t graph counts as negative displacement; total distance uses absolute areas.
Exponential Approach
Solutions like v = v_T(1 − e^(−t/τ)) have a time constant τ; after one τ the quantity is 63% of the way to its limit.
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