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Kumar Rohan

Physics and Mathematics

Kinematics — Complete Formula

  • ⭐ – Most used in JEE
  • ⚠️ – Common Mistake
  • 💡 – Memory Hint

Basic Definitions

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Speed [\text{Speed} = \dfrac{\text{Distance}}{\text{Time}}] m/s Scalar quantity (no direction)
Velocity [v = \dfrac{s}{t}] v = velocity, s = displacement, t = time m/s Use displacement, NOT distance ⚠️
Acceleration [a = \dfrac{v – u}{t}] u = initial velocity, v = final velocity m/s² Valid only for uniform acceleration
Average Speed [\text{Avg Speed} = \dfrac{\text{Total Distance}}{\text{Total Time}}] m/s Always ≥ average velocity ⚠️
Average Velocity [v_{avg} = \dfrac{\text{Total Displacement}}{\text{Total Time}}] m/s Can be zero even if motion occurs ⚠️
Instantaneous Velocity [v = \dfrac{ds}{dt}] m/s Velocity at a specific instant ⭐

Equations of Motion (Uniform Acceleration)

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
First Equation [v = u + at] u = initial velocity, v = final velocity m/s Most basic equation ⭐
Second Equation [s = ut + \dfrac{1}{2}at^2] s = displacement m Use when time is given
Third Equation [v^2 = u^2 + 2as] m²/s² Use when time is NOT given ⭐
Displacement (nth second) [s_n = u + \dfrac{a}{2}(2n – 1)] n = second number m Useful in discrete motion questions
Average Velocity (uniform acc.) [v_{avg} = \dfrac{u + v}{2}] m/s Only for uniform acceleration ⚠️

💡 Memory Hint:
If time is missing → use [v^2 = u^2 + 2as]
If time is given → use [s = ut + \dfrac{1}{2}at^2]


Graph-Based Relations

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Velocity from Position Graph [v = \dfrac{ds}{dt}] slope of s–t graph m/s Slope gives velocity ⭐
Acceleration from Velocity Graph [a = \dfrac{dv}{dt}] slope of v–t graph m/s² Slope gives acceleration ⭐
Displacement from Velocity Graph [s = \int v , dt] area under v–t graph m Area = displacement ⭐
Acceleration from Position Graph [a = \dfrac{d^2 s}{dt^2}] m/s² Second derivative

💡 Memory Hint:

  • Slope → derivative → velocity/acceleration
  • Area → integration → displacement

Free Fall (Under Gravity)

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Acceleration due to Gravity [g \approx 9.8] m/s² Always downward ⭐
Velocity in Free Fall [v = u + gt] m/s Replace ‘a’ with ‘g’
Displacement in Free Fall [s = ut + \dfrac{1}{2}gt^2] m Same motion equations
Velocity-Height Relation [v^2 = u^2 + 2gs] m²/s² Use when time not given
Body Dropped from Rest [v = gt,\quad s = \dfrac{1}{2}gt^2] u = 0 Most common case ⭐

💡 Memory Hint:
Free fall = just motion equations with [a → g]


Relative Motion (1D Basics)

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Relative Velocity [v_{AB} = v_A – v_B] velocity of A w.r.t B m/s Think “A minus B” ⭐
Same Direction [v_{rel} = v_A – v_B] m/s Sign matters ⚠️
Opposite Direction [v_{rel} = v_A + v_B] m/s Speeds add up ⭐

💡 Memory Hint:

  • Same direction → subtract
  • Opposite direction → add

Perfect—now we complete Kinematics with the remaining high-weight sections in the same locked Ucale format.


Projectile Motion (2D Kinematics)


Basic Components of Motion

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Horizontal Velocity [v_x = u\cos\theta] u = initial velocity, θ = angle of projection m/s Remains constant (no acceleration) ⭐
Vertical Velocity [v_y = u\sin\theta – gt] m/s Changes due to gravity
Resultant Velocity [v = \sqrt{v_x^2 + v_y^2}] m/s Vector combination

💡 Memory Hint:
Break motion into independent x and y components


Time of Flight, Maximum Height, Range

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Time of Flight [T = \dfrac{2u\sin\theta}{g}] s Depends only on vertical motion ⭐
Maximum Height [H = \dfrac{u^2 \sin^2\theta}{2g}] m At top: vertical velocity = 0 ⭐
Horizontal Range [R = \dfrac{u^2 \sin 2\theta}{g}] m Maximum at θ = 45° ⭐
Time to Reach Top [t = \dfrac{u\sin\theta}{g}] s Half of total time ⚠️

💡 Memory Hint:

  • Range → sin2θ (symmetry concept)
  • Max height → depends on (sinθ)²

Trajectory Equation

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Trajectory Path [y = x\tan\theta – \dfrac{g x^2}{2u^2 \cos^2\theta}] m Always a parabola ⭐

💡 Memory Hint:
Projectile path = parabolic curve


Special Cases

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Horizontal Projection [T = \sqrt{\dfrac{2h}{g}}] h = height s Initial vertical velocity = 0 ⭐
Range from Height [R = u\cos\theta \cdot T] m Use time first ⚠️
Same Range Angles [\theta \text{ and } (90^\circ – \theta)] Give same range ⭐

💡 Memory Hint:
Complementary angles → same range


Relative Motion (2D Advanced — River, Rain, etc.)


Vector Form (Most Important)

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Relative Velocity [\vec{v}_{AB} = \vec{v}_A – \vec{v}_B] velocity of A w.r.t B m/s Always treat as vectors ⭐
Magnitude [v_{rel} = \sqrt{v_x^2 + v_y^2}] m/s Use Pythagoras for perpendicular motion

💡 Memory Hint:
Relative motion = vector subtraction


River Boat Problems

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Resultant Velocity [v = \sqrt{v_b^2 + v_r^2}] v_b = boat velocity, v_r = river velocity m/s When directions are perpendicular ⭐
Time to Cross River [t = \dfrac{d}{v_b}] d = width s Depends only on perpendicular velocity ⚠️
Drift (Downstream Shift) [x = v_r \cdot t] m Due to river flow
Shortest Path Condition Boat aimed upstream Cancel river drift ⭐
Minimum Time Condition Boat perpendicular to river Fastest crossing ⚠️

💡 Memory Hint:

  • Minimum time ≠ shortest path (very common trap ⚠️)

Rain Problems

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Apparent Velocity of Rain [\vec{v}_{rain/man}] [= \vec{v}_{rain} – \vec{v}_{man}] m/s Relative velocity concept ⭐
Angle of Rain [\tan\theta = \dfrac{v_{horizontal}}{v_{vertical}}] Direction seen by observer
Condition to Avoid Rain Move with rain direction Relative velocity becomes vertical ⚠️

💡 Memory Hint:
Rain problems = what observer sees → relative velocity


Aeroplane / Wind Problems

Concept Formula Symbols Meaning SI Units Key Notes / Tricks
Resultant Velocity [\vec{v} = \vec{v}_{plane} + \vec{v}_{wind}] m/s Vector addition ⭐
Drift Angle Depends on wind direction Plane deviates due to wind ⚠️
Straight Path Condition Adjust angle against wind Cancel drift ⭐

💡 Memory Hint:
Wind problems = same as river flow logic

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