How to Use This Section

This is the last section of the chapter, and it is built for one job: to be read the night before the paper, and again in the queue outside the hall.

Nothing new is taught here. Every card below is a compression of something Sections 1 to 12 worked through properly, in the same notation and with the same worked numbers. So if a line here surprises you, that is not a line to memorise — it is a signal to go back and reread the section that owns it.

Six formula cards, one mistake checklist, one 60-second panic list. Screenshot the three figures.

Two notation reminders before we start. This chapter writes v0v_0 and θ0\theta_0 for the launch speed and launch angle of a projectile; a great many other books, and most coaching handouts, write uu and θ\theta for exactly the same two quantities. Same physics, different letters. And unless a card says otherwise, everything below uses g=10g = 10 m/s^2, because that is what makes the arithmetic land on clean numbers — Board-level worked examples mostly use 9.8 m/s^2, and the difference is about 2%.


Card 1 — The Vector Toolkit

Vector revision card: parallelogram law, components and the quadrant rule

Scalar or vector? The three-part test

Key Point: A scalar is specified completely by a number with a unit. A vector needs a magnitude, a direction, and it must obey the triangle law of vector addition. All three conditions, not just the first two.

Examples
Scalars distance, speed, mass, time, temperature, work, energy, pressure, density
Vectors displacement, velocity, acceleration, force, momentum, angular velocity
The trap cases electric current and pressure have a magnitude and a direction and are still scalars, because they do not add by the triangle law. Finite rotation is not a vector either, because two finite rotations give a different result if you swap their order

Notation: A\vec{A} for the vector, AA or A\lvert \vec{A} \rvert for its magnitude, which is never negative. A unit vector n^=A/A\hat{n} = \vec{A}/A has magnitude 1 and carries direction only. The null vector 0\vec{0} has zero magnitude and an indeterminate direction.

The three graphical laws

  • Triangle law. Draw B\vec{B} from the head of A\vec{A}. The resultant runs from the tail of A\vec{A} to the head of B\vec{B}.
  • Parallelogram law. Draw both from a common point, complete the parallelogram; the resultant is the diagonal through that common point. The other diagonal is AB\vec{A} - \vec{B}.
  • Polygon law. For several vectors, chain them head to tail; the closing side taken in the reverse sense is the resultant. If the polygon closes on its own, the resultant is 0\vec{0}.

Addition is commutative, A+B=B+A\vec{A} + \vec{B} = \vec{B} + \vec{A}, and associative, (A+B)+C=A+(B+C)(\vec{A}+\vec{B}) + \vec{C} = \vec{A} + (\vec{B}+\vec{C}). Subtraction is addition in disguise: AB=A+(B)\vec{A} - \vec{B} = \vec{A} + (-\vec{B}).

Multiplication by a real number

Multiplying A\vec{A} by a real number λ\lambda gives λA\lambda\vec{A}, of magnitude λA\lvert \lambda \rvert A. If λ>0\lambda > 0 the direction is unchanged; if λ<0\lambda < 0 it is reversed; if λ=0\lambda = 0 you get the null vector. If λ\lambda carries units, the product is a different physical quantityF=ma\vec{F} = m\vec{a} turns an acceleration into a force.

The resultant of two vectors

Key Point: For A\vec{A} and B\vec{B} at an angle θ\theta measured between them when drawn from a common point: R=A2+B2+2ABcosθR = \sqrt{A^2 + B^2 + 2AB\cos\theta} tanα=BsinθA+Bcosθ\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta} where α\alpha is the angle the resultant makes with A\vec{A}.

The worked case on the figure: A=5A = 5, B=4B = 4, θ=60°\theta = 60° gives R=25+16+20=61=7.81R = \sqrt{25 + 16 + 20} = \sqrt{61} = 7.81 and tanα=3.467\tan\alpha = \frac{3.46}{7}, so α=26.3°\alpha = 26.3°.

Three special cases fall straight out: θ=0°\theta = 0° gives R=A+BR = A + B; θ=90°\theta = 90° gives R=A2+B2R = \sqrt{A^2 + B^2}; θ=180°\theta = 180° gives R=ABR = \lvert A - B \rvert.

The bound every resultant obeys

Key Point: AB    R    A+B\lvert A - B \rvert \;\le\; R \;\le\; A + B Largest when the two vectors are parallel, smallest when antiparallel, and every value in between is reached at exactly one angle. The resultant can be zero only if A=BA = B.

This one line answers every "which value is impossible" question in about eight seconds. With magnitudes 6 and 10, the resultant is confined to 4R164 \le R \le 16.

Components, and the quadrant rule

Key Point: For a vector at angle θ\theta to the x-axis: Ax=Acosθ,Ay=Asinθ,A=Axi^+Ayj^A_x = A\cos\theta, \qquad A_y = A\sin\theta, \qquad \vec{A} = A_x\hat{i} + A_y\hat{j} A=Ax2+Ay2,tanθ=AyAxA = \sqrt{A_x^2 + A_y^2}, \qquad \tan\theta = \frac{A_y}{A_x} The component along the line the angle is measured from takes the cosine; the perpendicular one takes the sine.

And then the analytical method, which is the only reliable way to add vectors: resolve everything, add the components, reassemble. Rx=AxR_x = \sum A_x, Ry=AyR_y = \sum A_y, then R=Rx2+Ry2R = \sqrt{R_x^2 + R_y^2}. Never add magnitudes.

Key Point (the quadrant rule): A calculator's tan1\tan^{-1} only ever returns an angle between 90°-90° and +90°+90°, so it cannot tell a first-quadrant vector from a third-quadrant one. Find the reference angle ϕ=tan1AyAx\phi = \tan^{-1}\left\lvert \frac{A_y}{A_x} \right\rvert from the magnitudes, then fix the quadrant by the signs.

Signs of Ax,AyA_x, A_y Quadrant Direction from the +x+x axis
+, ++,\ + I θ=ϕ\theta = \phi
, +-,\ + II θ=180°ϕ\theta = 180° - \phi
, -,\ - III θ=180°+ϕ\theta = 180° + \phi
+, +,\ - IV θ=360°ϕ\theta = 360° - \phi

All four of (3,4)(3,4), (3,4)(-3,4), (3,4)(-3,-4) and (3,4)(3,-4) have ϕ=53.1°\phi = 53.1°, and they point at 53.1°53.1°, 126.9°126.9°, 233.1°233.1° and 306.9°306.9° respectively. A two-second sketch settles the quadrant with no thought at all.

Card 2 — Motion in a Plane

Once direction can no longer be carried by a plus or a minus sign, every kinematic quantity becomes a vector. Nothing about the definitions changes; they simply grow arrows.

The four definitions

Key Point: r=xi^+yj^,Δr=r2r1\vec{r} = x\hat{i} + y\hat{j}, \qquad \Delta\vec{r} = \vec{r}_2 - \vec{r}_1 vˉ=ΔrΔt,v=limΔt0ΔrΔt=drdt=dxdti^+dydtj^\bar{\vec{v}} = \frac{\Delta\vec{r}}{\Delta t}, \qquad \vec{v} = \lim_{\Delta t \to 0}\frac{\Delta\vec{r}}{\Delta t} = \frac{d\vec{r}}{dt} = \frac{dx}{dt}\hat{i} + \frac{dy}{dt}\hat{j} aˉ=ΔvΔt,a=dvdt=d2rdt2\bar{\vec{a}} = \frac{\Delta\vec{v}}{\Delta t}, \qquad \vec{a} = \frac{d\vec{v}}{dt} = \frac{d^2\vec{r}}{dt^2}

Two facts that get asked on their own, over and over:

  • The instantaneous velocity is always tangent to the path. As Δt\Delta t shrinks, the chord Δr\Delta\vec{r} pivots until it lies along the tangent. That is why a stone released from a whirling string flies off along the tangent, not along the radius.
  • The average velocity points along the chord, from the start point to the end point — not along the path, and generally not along the tangent anywhere.

Speed is v\lvert \vec{v} \rvert; average speed is (path length)/(time), which is not the magnitude of the average velocity unless the motion is in a straight line without reversal.

The angle between v\vec{v} and a\vec{a}, which decides everything

Key Point: In a plane, a\vec{a} need not be along v\vec{v} — and the angle between them is the whole story.

Angle between v\vec{v} and a\vec{a} What happens Example
0° straight line, speeding up free fall from rest
180°180° straight line, slowing down a ball thrown straight up
90°90° speed constant, direction turning uniform circular motion
between 0° and 90°90° curved path, speeding up a projectile after the apex
between 90°90° and 180°180° curved path, slowing down a projectile before the apex

The fast test: the sign of va\vec{v}\cdot\vec{a} tells you about the speed — positive means speeding up, negative means slowing down, zero means the speed is momentarily unchanging. Whether a\vec{a} is parallel to v\vec{v} tells you about the path — parallel or antiparallel means straight, anything else means curved.

Constant acceleration, in vector form

Key Point: If a\vec{a} is constant in both magnitude and direction: v=v0+at\vec{v} = \vec{v}_0 + \vec{a}t r=r0+v0t+12at2\vec{r} = \vec{r}_0 + \vec{v}_0 t + \frac{1}{2}\vec{a}t^2 and the average velocity is vˉ=v+v02\bar{\vec{v}} = \frac{\vec{v} + \vec{v}_0}{2}, valid only for constant a\vec{a}.

The one idea the whole chapter rests on

Key Point (independence of x and y): Each vector equation above splits into two independent scalar equations: x=x0+v0xt+12axt2y=y0+v0yt+12ayt2x = x_0 + v_{0x}t + \tfrac{1}{2}a_x t^2 \qquad\qquad y = y_0 + v_{0y}t + \tfrac{1}{2}a_y t^2 vx=v0x+axtvy=v0y+aytv_x = v_{0x} + a_x t \qquad\qquad v_y = v_{0y} + a_y t The x-motion and the y-motion do not talk to each other. The only thing they share is the clock tt.

Plane motion is therefore just two one-dimensional motions running side by side, and every technique from Chapter 2 transfers unchanged to each column. Change aya_y as much as you like and x(t)x(t) does not move a millimetre. Set ax=0a_x = 0 and ay=ga_y = -g and you have projectile motion, which is Card 3.

[Board Important] Write the two columns out explicitly in your answer. Examiners award marks for the split itself, and it is also the single best defence against mixing an xx quantity into a yy equation.

Card 3 — The Complete Projectile Formula Sheet

Projectile revision card: anatomy, complementary angles and horizontal projection

Launch from level ground with speed v0v_0 at angle θ0\theta_0 above the horizontal, origin at the launch point, +y+y upward. Then ax=0a_x = 0 and ay=ga_y = -g, and everything below follows from Card 2's two columns.

The four starting equations — learn these, rebuild the rest

x=(v0cosθ0)ty=(v0sinθ0)t12gt2x = (v_0\cos\theta_0)\,t \qquad\qquad y = (v_0\sin\theta_0)\,t - \tfrac{1}{2}gt^2 vx=v0cosθ0 (constant)vy=v0sinθ0gtv_x = v_0\cos\theta_0 \ \text{(constant)} \qquad\qquad v_y = v_0\sin\theta_0 - gt

Given ninety seconds and these four lines you can derive every result in the table below, which is exactly what to do if a formula deserts you in the hall.

The trajectory

Key Point: Eliminating tt gives y=(tanθ0)xgx22(v0cosθ0)2y = (\tan\theta_0)\,x - \frac{g\,x^2}{2(v_0\cos\theta_0)^2} a downward-opening parabola. Written as y=axbx2y = ax - bx^2, the range is R=abR = \dfrac{a}{b} and the maximum height is H=a24bH = \dfrac{a^2}{4b}, with tanθ0=a\tan\theta_0 = a.

The results table

Quantity Formula Worth noticing
Time to the top tm=v0sinθ0gt_m = \dfrac{v_0\sin\theta_0}{g} exactly half the flight
Time of flight T=2v0sinθ0g=2tmT = \dfrac{2v_0\sin\theta_0}{g} = 2t_m up-time equals down-time
Maximum height H=v02sin2θ02g=gT28H = \dfrac{v_0^2\sin^2\theta_0}{2g} = \dfrac{gT^2}{8} Hsin2θ0H \propto \sin^2\theta_0
Horizontal range R=v02sin2θ0gR = \dfrac{v_0^2\sin 2\theta_0}{g} Rsin2θ0R \propto \sin 2\theta_0
Maximum range Rmax=v02gR_{max} = \dfrac{v_0^2}{g} at θ0=45°\theta_0 = 45° and then Rmax=4HR_{max} = 4H
Range from height R=4Htanθ0R = \dfrac{4H}{\tan\theta_0} recovers θ0\theta_0 from a measured RR and HH
Speed at the top vtop=v0cosθ0v_{top} = v_0\cos\theta_0 never zero
Speed at height yy v=v022gyv = \sqrt{v_0^2 - 2gy} same speed going up and coming down
Acceleration anywhere gg vertically downward including at the very top

The worked case on the figure: v0=20v_0 = 20 m/s at 45°45° with g=10g = 10 m/s^2 gives T=2.83T = 2.83 s, H=10H = 10 m, R=40R = 40 m and a speed at the apex of 14.1 m/s. Note R=4HR = 4H, as it must be at 45°45°.

Complementary angles — and what they do NOT share

Key Point: θ0\theta_0 and 90°θ090° - \theta_0 launched at the same speed give equal ranges. That is all they share.

Quantity Ratio for θ\theta against 90°θ90° - \theta
Range 1:11 : 1 — equal
Time of flight tanθ\tan\theta
Maximum height tan2θ\tan^2\theta

At 20 m/s the 30°30° and 60°60° shots both carry 34.6 m, but the heights are 5 m against 15 m (ratio 1:31:3) and the flight times 2.0 s against 3.46 s (ratio 1:31:\sqrt{3}). "Complementary means the same range" is true; "complementary means the same everything" costs marks every year.

The symmetry, and horizontal projection

The parabola is symmetric about the vertical through its apex, so the apex sits at x=R/2x = R/2, the time up equals the time down, and the projectile passes any given height with equal speeds on the way up and on the way down — returning to the launch level at exactly v0v_0, at θ0\theta_0 below the horizontal.

Key Point (horizontal projection from a height hh): With v0y=0v_{0y} = 0, t=2hg,x=ut=u2hg,vland=u2+2ght = \sqrt{\frac{2h}{g}}, \qquad x = u\,t = u\sqrt{\frac{2h}{g}}, \qquad v_{land} = \sqrt{u^2 + 2gh} The fall time does not contain uu. A ball rolled off a table at 2 m/s and one at 20 m/s hit the floor at the same instant, and both at the same instant as one simply dropped.

Worked case on the figure: h=20h = 20 m with u=10u = 10 m/s gives t=2.0t = 2.0 s, x=20x = 20 m and a landing speed of 22.4 m/s. And that u2+2gh\sqrt{u^2 + 2gh} is the landing speed for any launch angle from that height — up, down or horizontal.

Card 4 — Uniform Circular Motion

Revision card: uniform circular motion and the two river-crossing routes

A particle goes round a circle of radius RR at constant speed vv. Its speed never changes, its velocity changes every instant, and that is the whole point of the topic.

The relations

Key Point: v=ωR,ω=ΔθΔt=2πT,T=2πω=2πRv,ν=1Tv = \omega R, \qquad \omega = \frac{\Delta\theta}{\Delta t} = \frac{2\pi}{T}, \qquad T = \frac{2\pi}{\omega} = \frac{2\pi R}{v}, \qquad \nu = \frac{1}{T} and the acceleration ac=v2R=ω2R=4π2RT2a_c = \frac{v^2}{R} = \omega^2 R = \frac{4\pi^2 R}{T^2} directed towards the centre at every instant. Hence the name: centripetal means centre-seeking.

θ\theta is in radians and ω\omega in rad/s, always. Convert before you substitute: NN revolutions per minute is ω=2πN60\omega = \frac{2\pi N}{60} rad/s, so 60 rpm is 2π2\pi rad/s, 120 rpm is 4π4\pi rad/s and 300 rpm is 10π10\pi rad/s.

Worked case: R=2.5R = 2.5 m at v=5.0v = 5.0 m/s gives ω=2.0\omega = 2.0 rad/s, T=π=3.14T = \pi = 3.14 s, ν=0.32\nu = 0.32 Hz and ac=10a_c = 10 m/s^2.

What is constant and what is not

Quantity Constant? Why
Speed yes that is what "uniform" means
Velocity no its direction turns continuously
Magnitude of the acceleration yes vv and RR are both fixed
Acceleration vector no it always points at the centre, so it rotates too
Angular speed ω\omega, period TT yes properties of the rotation itself

Key Point: v\vec{v} is along the tangent and ac\vec{a}_c is along the radius, inward, so va\vec{v} \perp \vec{a} at every instant of uniform circular motion. That perpendicularity is exactly why the speed stays constant while the direction keeps changing — an acceleration at right angles to the velocity can only turn it, never lengthen it.

Two consequences that get asked directly: over one complete revolution the displacement is zero, so the average velocity is zero while the average speed is 2πRT=v\frac{2\pi R}{T} = v; and the average acceleration over a complete revolution is zero, while aca_c is non-zero at every instant.

The non-uniform extension

Let the speed change as well. Then the acceleration has two perpendicular pieces:

at=dvdt along the tangent (changes the speed),ac=v2R towards the centre (changes the direction)a_t = \frac{dv}{dt} \ \text{along the tangent (changes the speed)}, \qquad a_c = \frac{v^2}{R} \ \text{towards the centre (changes the direction)}

Key Point: a=at2+ac2a = \sqrt{a_t^2 + a_c^2} Uniform circular motion is simply the case at=0a_t = 0. With at=3a_t = 3 and ac=4a_c = 4 m/s^2 the total is 5 m/s^2, tilted away from the radius.

[NEET Important] For NEET, uniform circular motion is the whole story — v=ωRv = \omega R, ac=v2/Ra_c = v^2/R towards the centre, va\vec{v}\perp\vec{a}, and the rpm conversion. The non-uniform paragraph and Card 6 are JEE territory.

Card 5 — Relative Velocity in Two Dimensions

This topic sits outside the rationalised syllabus — the body text was cut, and only a passing mention survives — yet the rain-and-umbrella problem is a standard worked example, the exercises need it, and JEE Main and NEET ask it every year. Section 7 teaches it properly; here is all of it compressed.

The definition

Key Point: If A and B have velocities vA\vec{v}_A and vB\vec{v}_B measured in the same frame (normally the ground), then vAB=vAvB,vBA=vAB\vec{v}_{AB} = \vec{v}_A - \vec{v}_B, \qquad \vec{v}_{BA} = -\vec{v}_{AB} Read the subscripts in order: the first is the object described, the second is the observer. So vAB\vec{v}_{AB} and vBA\vec{v}_{BA} are equal in magnitude and exactly opposite in direction.

The same subtraction runs through position and acceleration: rAB=rArB\vec{r}_{AB} = \vec{r}_A - \vec{r}_B and aAB=aAaB\vec{a}_{AB} = \vec{a}_A - \vec{a}_B.

The method, every time, without exception: fix axes, write every velocity in components in the same frame, subtract componentwise, then convert back to magnitude and direction with the quadrant check from Card 1. Your intuition about "add the speeds" or "subtract the speeds" does not survive two dimensions.

The commonest error in the whole topic is mixing frames. A boat's speed "in still water" is relative to the water; a swimmer's speed is relative to the water; an aircraft's airspeed is relative to the air. None of those are ground velocities until you add the carrier's velocity.

Rain and the umbrella

Key Point: Hold the umbrella along vrain,man=vrainvman\vec{v}_{rain,man} = \vec{v}_{rain} - \vec{v}_{man}, not along vrain\vec{v}_{rain}. For vertical rain of speed vrv_r and a man walking at vmv_m: tanθ=vmvr (from the vertical, leaning forward),vrain,man=vr2+vm2\tan\theta = \frac{v_m}{v_r} \ \text{(from the vertical, leaning forward)}, \qquad \lvert \vec{v}_{rain,man} \rvert = \sqrt{v_r^2 + v_m^2}

Rain at 6 m/s with a cyclist at 8 m/s: the apparent speed is 10 m/s and the tilt is 53°53° forward. Walk faster and the rain seems to come at you more horizontally, and to fall faster than it really does. Two more standard readings: if the rain appears vertical to a moving observer, its true horizontal component equals that observer's velocity; and rain appearing vertical does not mean it is falling vertically.

Crossing a river — the table to burn into memory

A river of width dd flows at vrv_r; the boat does vbv_b in still water. Same river, same boat, two completely different answers.

Route 1: shortest TIME Route 2: shortest PATH
Aim the boat perpendicular to the bank upstream at θ\theta, with sinθ=vrvb\sin\theta = \frac{v_r}{v_b}
Across-component vbv_b vb2vr2\sqrt{v_b^2 - v_r^2}
Crossing time dvb\dfrac{d}{v_b} (the minimum) dvb2vr2\dfrac{d}{\sqrt{v_b^2 - v_r^2}} (longer)
Drift downstream vrdvb\dfrac{v_r d}{v_b} zero
Speed over the ground vb2+vr2\sqrt{v_b^2 + v_r^2} vb2vr2\sqrt{v_b^2 - v_r^2}
Path length dvbvb2+vr2\dfrac{d}{v_b}\sqrt{v_b^2 + v_r^2} dd (the minimum)
Always possible? yes only if vb>vrv_b > v_r

The worked case on the Card 4 figure: d=80d = 80 m, vr=6v_r = 6 m/s, vb=10v_b = 10 m/s. Route 1 takes 8.0 s, drifts 48 m and covers a slanted path of 93.3 m. Route 2 needs a heading of 36.9°36.9° upstream, crosses at 8 m/s, takes 10.0 s and covers exactly 80 m.

Key Point: PLUS for the quick one, MINUS for the straight one. And the crossing time of Route 1 contains no vrv_r at all — the current controls the drift, the boat controls the time. You cannot have both routes at once, so read which one the question wants: "heads straight across" is Route 1, "lands directly opposite" is Route 2.

Two projectiles at once

Key Point: Both projectiles have a=gj^\vec{a} = -g\hat{j}, so aAB=aAaB=0\vec{a}_{AB} = \vec{a}_A - \vec{a}_B = \vec{0} Relative to either one, the other moves in a straight line at constant velocity. Gravity leaves the problem entirely and no 12at2\frac{1}{2}at^2 term ever appears in the relative motion.

That single line collapses a whole family of horrible-looking questions into one division. Two bodies collide in mid-air if the relative velocity points from one straight at the other, and the time is then the initial separation divided by the relative speed. It is also the reason a projectile aimed directly at a target that starts falling at the same instant always hits it, whatever the launch speed.

Card 6 — The JEE Extension

Everything up to Card 5 is Board and NEET material in full. This card is Section 9 in one page, and NEET candidates can skip it without losing a single mark — none of it is on the NEET syllabus for this chapter.

The two products

Key Point: AB=ABcosθ=AxBx+AyBy+AzBz(a scalar)\vec{A}\cdot\vec{B} = AB\cos\theta = A_xB_x + A_yB_y + A_zB_z \qquad \text{(a scalar)} A×B=ABsinθ,A×B=i^j^k^AxAyAzBxByBz(a vector)\lvert \vec{A}\times\vec{B} \rvert = AB\sin\theta, \qquad \vec{A}\times\vec{B} = \begin{vmatrix} \hat{i} & \hat{j} & \hat{k} \\ A_x & A_y & A_z \\ B_x & B_y & B_z \end{vmatrix} \qquad \text{(a vector)}

The dot product does four jobs: the angle between two vectors, cosθ=ABAB\cos\theta = \frac{\vec{A}\cdot\vec{B}}{AB}; the perpendicularity test, AB=0\vec{A}\cdot\vec{B} = 0; the component of one vector along another, ABB\frac{\vec{A}\cdot\vec{B}}{B}; and the "is it speeding up" test of Card 2. It is commutative. The cross product gives a vector perpendicular to both, by the right-hand rule, of magnitude equal to the area of the parallelogram they span — so the triangle area is 12A×B\frac{1}{2}\lvert \vec{A}\times\vec{B} \rvert. It is anti-commutative, A×B=B×A\vec{A}\times\vec{B} = -\vec{B}\times\vec{A}, and it vanishes for parallel vectors.

Projectile on an inclined plane

Tilt the axes: xx' along the slope, yy' perpendicular to it. Then the flight starts and ends at y=0y' = 0 exactly as on flat ground, with gg replaced by gcosαg\cos\alpha. With the plane at α\alpha and the launch at β\beta measured from the slope:

T=2v0sinβgcosα,Rup=2v02sinβcos(β+α)gcos2α,Rdown=2v02sinβcos(βα)gcos2αT = \frac{2v_0\sin\beta}{g\cos\alpha}, \qquad R_{up} = \frac{2v_0^2\sin\beta\cos(\beta + \alpha)}{g\cos^2\alpha}, \qquad R_{down} = \frac{2v_0^2\sin\beta\cos(\beta - \alpha)}{g\cos^2\alpha}

TT is the same whether you fire up the slope or down it. The range up the slope is maximum at β=12(90°α)\beta = \frac{1}{2}\left(90° - \alpha\right), and down the slope at β=12(90°+α)\beta = \frac{1}{2}\left(90° + \alpha\right). Read whether the given angle is measured from the slope or from the horizontal — that single reading decides the whole answer.

Moving platforms, curvature and angular kinematics

Launched from something already moving? Add the platform's velocity to the launch velocity before doing any projectile work, then proceed normally. The ball inherits the carrier's velocity, never its acceleration.

Key Point (radius of curvature): R=v2a=v3v×aR = \frac{v^2}{a_\perp} = \frac{v^3}{\lvert \vec{v}\times\vec{a} \rvert} where aa_\perp is the component of the acceleration perpendicular to the velocity. Only that part bends the path; the parallel part merely changes the speed. For a projectile, a=gcosϕa_\perp = g\cos\phi where ϕ\phi is the angle of the velocity to the horizontal — so the curvature is sharpest at the apex, where R=(v0cosθ0)2gR = \frac{(v_0\cos\theta_0)^2}{g}.

Angular kinematics, for constant angular acceleration α=dωdt\alpha = \frac{d\omega}{dt}, is Chapter 2's algebra symbol for symbol:

ω=ω0+αt,θ=ω0t+12αt2,ω2=ω02+2αθ\omega = \omega_0 + \alpha t, \qquad \theta = \omega_0 t + \tfrac{1}{2}\alpha t^2, \qquad \omega^2 = \omega_0^2 + 2\alpha\theta

with the bridges s=Rθs = R\theta, v=ωRv = \omega R and at=αRa_t = \alpha R, and v=ω×r\vec{v} = \vec{\omega}\times\vec{r}. ω\vec{\omega} is a genuine vector along the axis (by the right-hand rule) even though a finite rotation is not, because infinitesimal rotations do commute.

Card 7 — The Twelve Mistakes That Cost the Most Marks

Every one of these was flagged somewhere in Sections 1 to 12. They are ordered roughly by how often they actually turn up in answer scripts.

1. Adding magnitudes instead of adding components. A+BA+B\lvert \vec{A} + \vec{B} \rvert \ne \lvert \vec{A} \rvert + \lvert \vec{B} \rvert unless the two vectors are parallel. Take A=6i^+8j^\vec{A} = 6\hat{i} + 8\hat{j} and B=6i^8j^\vec{B} = 6\hat{i} - 8\hat{j}: each has magnitude 10, but their sum is 12i^12\hat{i}, of magnitude 12, not 20. Resolve, add the components, then take the square root. Every single time.

2. Reading tan1\tan^{-1} off the calculator without the quadrant correction. The calculator returns only 90°-90° to +90°+90°, so it cannot distinguish quadrant I from quadrant III or II from IV — the signs cancel inside the ratio Ay/AxA_y/A_x and take the direction information with them. Components (6,63)(-6, -6\sqrt{3}) give tan1(3)=60°\tan^{-1}(\sqrt{3}) = 60°, and the true direction is 240°240°. Find the reference angle from the magnitudes, then fix the quadrant from the signs (Card 1's table), or just sketch the two components first.

3. Thinking the speed is zero at the top of a projectile's flight. Only the vertical component vanishes there. The speed at the apex is v0cosθ0v_0\cos\theta_0, and it is zero only for a shot fired straight up. For v0=20v_0 = 20 m/s at 45°45° the apex speed is 14.1 m/s, and the projectile is still travelling horizontally at full pace. Its acceleration at the top is gg downward, unchanged — a second favourite in the same sentence.

4. Forgetting that the horizontal velocity of a projectile never changes. ax=0a_x = 0, so vx=v0cosθ0v_x = v_0\cos\theta_0 from launch to landing. Nothing pushes a projectile forward and nothing slows it down horizontally. Every question that asks for the velocity at some instant is really asking you to combine this unchanged vxv_x with the current vyv_y.

5. Mixing up the two river-crossing routes. "Heads straight across" is Route 1 — minimum time d/vbd/v_b, and you accept a drift of vrd/vbv_r d/v_b. "Lands directly opposite" is Route 2 — zero drift, heading sinθ=vr/vb\sin\theta = v_r/v_b upstream, and a longer time d/vb2vr2d/\sqrt{v_b^2 - v_r^2}. Note the sign under the root: PLUS for the quick one, MINUS for the straight one. And Route 2 is impossible unless vb>vrv_b > v_r.

6. Thinking uniform circular motion is unaccelerated. Constant speed is not constant velocity. The direction turns continuously, so the velocity changes continuously, so there is an acceleration — ac=v2/Ra_c = v^2/R, pointing at the centre, non-zero at every instant. "The speed is constant, therefore a=0a = 0" is the most reliably punished sentence in this chapter.

7. Applying the constant-acceleration kinematic equations to circular motion. v=v0+at\vec{v} = \vec{v}_0 + \vec{a}t and r=r0+v0t+12at2\vec{r} = \vec{r}_0 + \vec{v}_0t + \frac{1}{2}\vec{a}t^2 require a\vec{a} to be constant in both magnitude and direction. On a circle the acceleration vector rotates with the particle, so it is not constant even in uniform circular motion, and those equations are simply wrong there — not approximate. Use v=ωRv = \omega R, ac=v2/Ra_c = v^2/R, and the angular equations (and only if α\alpha is constant).

8. Confusing centripetal acceleration with a force. aca_c is an acceleration, measured in m/s^2. It is what some real force — tension, friction, gravity, the normal reaction — produces. Writing "the centripetal force acts in addition to the tension" double-counts, and calling aca_c a force loses the mark outright. And there is no outward "centrifugal force" in a ground frame at all.

9. Using g=9.8g = 9.8 and g=10g = 10 inconsistently within one problem. Pick one value at the very start, write it at the top of your working, and use it everywhere. For v0=20v_0 = 20 m/s at 45°45° the maximum height is 10.2 m with g=9.8g = 9.8 and 10.0 m with g=10g = 10 — about 2% apart, which is enough to send you to the wrong option in a multiple-choice paper. Mixing the two inside one question produces answers that do not even agree with each other.

10. Forgetting that a finite rotation is not a vector. It has a magnitude (the angle) and a direction (the axis), and it is still not a vector, because two finite rotations performed in the opposite order leave the body in a different orientation — vector addition must be commutative. Rotate a book 90°90° about a horizontal axis and then 90°90° about a vertical one, then repeat in the reverse order, and look at the two results. Infinitesimal rotations do commute, which is exactly why angular velocity is a vector.

11. Assuming complementary angles give equal times of flight. They give equal ranges, and nothing else. The times are in the ratio tanθ\tan\theta and the heights in the ratio tan2θ\tan^2\theta. At 20 m/s the 30°30° and 60°60° shots both land 34.6 m away, but they are in the air for 2.0 s and 3.46 s and reach 5 m and 15 m. Equal range does not mean equal anything else.

12. Measuring an angle from the wrong reference line. From the horizontal, from the incline, from the vertical, from the perpendicular to the bank, from A\vec{A} rather than from B\vec{B} — the same picture yields four different numbers. On an incline the projectile formulas need β\beta measured from the slope; for a river crossing the heading is measured from the perpendicular to the bank, not from the bank; in tanα=BsinθA+Bcosθ\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta} the angle α\alpha is measured from A\vec{A}. Write down which line you are measuring from before you write the number.

Key Point: Two more that cost single marks each: quoting a bare number with no unit or no direction where a vector answer was asked for, and forgetting to convert rpm to rad/s (ω=2πN60\omega = \frac{2\pi N}{60}) before substituting into v=ωRv = \omega R or ac=ω2Ra_c = \omega^2 R.


The 60-Second Revision

You are in the queue outside the hall. This is the irreducible minimum.

Vectors. Magnitude, direction, and the triangle law — current and pressure fail the third, and so does finite rotation. R=A2+B2+2ABcosθR = \sqrt{A^2 + B^2 + 2AB\cos\theta} with tanα=BsinθA+Bcosθ\tan\alpha = \frac{B\sin\theta}{A + B\cos\theta}; the bound ABRA+B\lvert A - B \rvert \le R \le A+B, zero only if A=BA = B. Components Ax=AcosθA_x = A\cos\theta, Ay=AsinθA_y = A\sin\theta; A=Ax2+Ay2A = \sqrt{A_x^2+A_y^2}. Add components, never magnitudes. Fix the tan1\tan^{-1} quadrant from the signs.

Plane motion. v=drdt\vec{v} = \frac{d\vec{r}}{dt}, always tangent to the path. a=dvdt\vec{a} = \frac{d\vec{v}}{dt}, need not be along v\vec{v}. va>0\vec{v}\cdot\vec{a} > 0 means speeding up. For constant a\vec{a}: v=v0+at\vec{v} = \vec{v}_0 + \vec{a}t and r=r0+v0t+12at2\vec{r} = \vec{r}_0 + \vec{v}_0t + \frac{1}{2}\vec{a}t^2, which split into independent x and y equations sharing only the clock.

Projectiles. x=(v0cosθ0)tx = (v_0\cos\theta_0)t, y=(v0sinθ0)t12gt2y = (v_0\sin\theta_0)t - \frac{1}{2}gt^2, vxv_x constant. tm=v0sinθ0gt_m = \frac{v_0\sin\theta_0}{g}, T=2tmT = 2t_m, H=v02sin2θ02g=gT28H = \frac{v_0^2\sin^2\theta_0}{2g} = \frac{gT^2}{8}, R=v02sin2θ0gR = \frac{v_0^2\sin 2\theta_0}{g}, Rmax=v02gR_{max} = \frac{v_0^2}{g} at 45°45°, R=4Htanθ0R = \frac{4H}{\tan\theta_0}. Speed at the top is v0cosθ0v_0\cos\theta_0, never zero; acceleration there is still gg down. Complementary angles: same range, times in tanθ\tan\theta, heights in tan2θ\tan^2\theta. Horizontal projection: t=2h/gt = \sqrt{2h/g} with no uu in it, x=utx = ut, landing speed u2+2gh\sqrt{u^2+2gh}.

Circular motion. v=ωRv = \omega R, T=2πω=2πRvT = \frac{2\pi}{\omega} = \frac{2\pi R}{v}, ν=1T\nu = \frac{1}{T}, ω=2πN60\omega = \frac{2\pi N}{60} for NN rpm. ac=v2R=ω2R=4π2RT2a_c = \frac{v^2}{R} = \omega^2 R = \frac{4\pi^2 R}{T^2}, towards the centre, with va\vec{v}\perp\vec{a} throughout. Speed constant, velocity not — so the motion is accelerated, and the linear kinematic equations do not apply. Non-uniform: a=at2+ac2a = \sqrt{a_t^2 + a_c^2}.

Relative velocity. vAB=vAvB\vec{v}_{AB} = \vec{v}_A - \vec{v}_B, vBA=vAB\vec{v}_{BA} = -\vec{v}_{AB}; resolve, subtract componentwise, then reassemble. Umbrella along vrain,man\vec{v}_{rain,man}, tilt tanθ=vmvr\tan\theta = \frac{v_m}{v_r}. River: straight across gives t=dvbt = \frac{d}{v_b} with drift vrdvb\frac{v_rd}{v_b}; zero drift needs sinθ=vrvb\sin\theta = \frac{v_r}{v_b} and gives t=dvb2vr2t = \frac{d}{\sqrt{v_b^2-v_r^2}}, possible only if vb>vrv_b > v_r. Two projectiles have zero relative acceleration.

Habits. Resolve before you think. Write which line every angle is measured from. Sort every projectile into an x-column and a y-column. Pick one value of gg and keep it.

That is the whole chapter. Go and get the marks.