Distance — total path length covered. Always positive. Scalar quantity (no direction).
Displacement — shortest straight-line path from start to end. Vector quantity. Can be zero, positive or negative.
Key Rules
- Distance ≥ |Displacement| always
- Equality holds only for straight-line motion without reversal
- Distance is never negative; displacement can be
Speed = Distance / Time → Scalar, always ≥ 0
Velocity = Displacement / Time → Vector, can be negative
Average Speed = Total Distance / Total Time
Average Velocity = Total Displacement / Total Time
Rate of change of velocity. Vector. SI unit: m/s²
- Positive a: velocity increasing in positive direction
- Negative a: velocity decreasing (or increasing in −ve direction)
- Zero a: uniform velocity
Valid ONLY for uniform acceleration in a straight line. (u = initial velocity, v = final velocity, a = acceleration, t = time, s = displacement)
Quick Derivations
Eq.1: From definition of a → a = (v−u)/t → v = u+at ✓
Eq.2: s = avg velocity × t = (u+v)/2 × t = (u + u+at)/2 × t → s = ut + ½at² ✓
Eq.3: Eliminate t from Eq.1 & Eq.2 → v² = u² + 2as ✓
Velocity at a specific instant — the limit of Δx/Δt as Δt → 0.
Velocity of A relative to B = v_A − v_B
Special case: uniform acceleration a = g = 9.8 ≈ 10 m/s² downward.
- Dropped from rest (u=0): v = gt, h = ½gt²
- Thrown upward: at max height, v = 0
- Time to max height = u/g; total flight time = 2u/g
- Slope = velocity at that instant
- Horizontal line (slope = 0) → body at rest
- Straight line with constant slope → uniform velocity
- Curve with increasing slope → acceleration (concave up)
- Curve with decreasing slope → deceleration (concave down)
- Negative slope → motion in negative direction
- Slope = acceleration
- Area under graph = displacement (signed — not always distance!)
- For total distance: add absolute values of areas above and below time axis
- Horizontal line → uniform velocity, zero acceleration
- Line crossing time axis → object reverses direction
- Area under a-t graph = change in velocity (Δv)
- Horizontal line at a = 0 → uniform velocity
- Horizontal line at constant a → uniformly accelerated motion
- Slope of a-t graph = "jerk" (rate of change of acceleration)
Each scene is designed for YouTube or course video production. Scene → Concept → Learning Outcome.
- If "from rest" → u=0. Simplify equations immediately.
- If "momentarily at rest at highest point" → v=0. Use v²=u²+2as.
- Convert km/h → m/s instantly: multiply by 5/18. Memorise: 36 km/h = 10 m/s.
- Ratio 1:3:5:7 means free fall from rest — no calculation needed.
- Graph MCQs: check axis labels before calculating slope or area.
- Elimination strategy: remove clearly wrong options first. Reduces guessing error.
- For "which graph best represents" — rule out physically impossible graphs first.
- Dimensional analysis: verify units of your answer before finalising.
- Given u, a, t → find v: use
v = u + at - Given u, a, t → find s: use
s = ut + ½at² - Given u, v, a → find s: use
v² = u² + 2as - Given u, v, s → find t: use
s = (u+v)/2 × t - nth second displacement: always
sₙ = u + a(2n−1)/2 - Free fall from rest: set u = 0, a = g = 10 m/s² automatically.