A four-lesson primer on motion in the plane: locating a point in Cartesian and polar coordinates, predicting velocity under constant acceleration, computing projectile range, and finding the launch angle that flies farthest.
Educational material, provided as-is with no warranty. Portions were drafted with AI assistance and reviewed by the authors; report an error via the repository. Every result assumes an idealised world — level ground, no air resistance, constant gravitational acceleration.
These definitions are generated from the shared notation collection. Every entry is still draft until its wording, convention, source locator, and curriculum owner receive human review.
Acceleration is the second time derivative of Position: velocity is
the rate of change of position, and acceleration is the rate of change of
velocity. The straight-line chapters assume a constant acceleration for the
whole scenario. This assumption makes
(1.2.1) exact, not an approximation. A
positive acceleration component means that the velocity component in that
direction increases. A negative acceleration component means that it
decreases.
The object's speed at the start of the scenario being analyzed — its initial velocity in a straight-line problem, or its launch speed the instant a projectile leaves the ground.
The symbol has the same meaning for motion on a straight line and for the
trajectory of a projectile: the speed of the object at the instant when
Time is zero. On a straight line, it is the signed initial
velocity.
The object's location at elapsed time t, taken as a vector from a fixed origin so a two-dimensional motion keeps its horizontal and vertical parts separate.
Velocity and acceleration are defined from position: velocity is the rate of
change of position with time, and acceleration is the rate of change of
velocity with time. As a vector, the position keeps its horizontal and its
vertical coordinate separate. So the horizontal and the vertical motion of a
projectile can be analyzed independently, with the same Time.
ggravitational acceleration(meters per second squared)
This formula is correct only if the launch point and the landing point are at
the same height and air resistance is zero. The range is symmetric about a
launch angle of 45 degrees: two complementary launch angles, whose sum is 90
degrees, give the same range.
Elapsed time since the object was launched or released, measured in seconds.
In every scenario of this course, time is zero at the instant the object is
launched or released, and time only increases. A scenario has exactly one time
origin. So an equation that combines two launches with different time origins
contains a modeling error, not a notation error.
The rate of change of a quantity with time, written as a dot over the quantity's letter.
A dot over a letter is the time derivative of that quantity: the dot over the
horizontal coordinate is the rate of change of that coordinate with time. Two
dots mark the second time derivative. The dot is an operator, so the letter
under it keeps its own meaning. The unit of the result is the unit of the
quantity divided by seconds.
The rate at which position changes with time. It is a vector; in a straight-line problem only its size and sign matter, and that is what the scalar v(t) tracks.
Velocity is the time derivative of Position, and acceleration is the
time derivative of velocity. If the acceleration is constant for the whole
scenario, integrating the acceleration over time gives the second formula
above. This formula is exact, not an approximation. On a straight line, a
positive velocity means that the object moves in the positive direction of
the axis. A negative velocity means that it moves in the negative direction.
The object's speed at the start of the scenario being analyzed — its initial velocity in a straight-line problem, or its launch speed the instant a projectile leaves the ground.
The object's location at elapsed time t, taken as a vector from a fixed origin so a two-dimensional motion keeps its horizontal and vertical parts separate.
The rate at which position changes with time. It is a vector; in a straight-line problem only its size and sign matter, and that is what the scalar v(t) tracks.
v=dtdr;v(t)=v0+at
Symbols
aconstant acceleration(meters per second squared)
Units: meters per second
xhorizontal coordinateUnits: meters
yvertical coordinateUnits: meters
ggravitational accelerationUnits: meters per second squared
aconstant accelerationUnits: meters per second squared