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AP® Physics C: Mechanics · Unit 1 · Topic 1.5

Motion in Two or Three Dimensions: Revision Notes (Physics C: Mechanics 1.5)

One-page calculus recap of motion in a plane: vector position, velocity and acceleration, independent components, non-uniform acceleration and projectiles.

Short on time? This page is the recap for the calculus-based course (separate from Physics 1, which uses no calculus). For explanations, diagrams and worked examples, use the full study guide.

Recap

  • State the axes first, for example “+x horizontal, +y up”. Write position as r(t) = x(t) i + y(t) j.
  • Motion in a plane is two one-dimensional motions. Fill an x | y table: initial position, initial velocity, acceleration.
  • The components can have different velocities and accelerations, and either can change with time.
  • Changing the motion along one axis does not change the motion along the perpendicular axis.
  • A projectile has zero acceleration horizontally and a constant acceleration g downward.
  • Three dimensions add a z-component in the same way (background only). This course analyses motion in two dimensions.

Key relationships

Relationship Notes
v_x = dx/dt, v_y = dy/dt velocity is tangent to the path
a_x = dv_x/dt, a_y = dv_y/dt a need not be parallel to v
v_x = v_x0 + ∫a_x dt, x = x₀ + ∫v_x dt (same for y) one initial condition per component
|v| = √(v_x² + v_y²), tan θ = v_y / v_x check the quadrant with a sketch
Projectile: x = v₀ cos θ · t, y = v₀ sin θ · t − ½gt² +y up, launch from origin
y = x tan θ − gx² / (2v₀² cos²θ) path is a parabola
R = v₀² sin 2θ / g equal launch and landing heights only
Horizontal launch from height h: t = √(2h/g) fall time does not depend on horizontal speed

Assumptions behind the numbers

  • Point object; inertial frame (the ground) unless stated.
  • Projectiles: air resistance ignored, g = 9.8 m/s² downward and constant.
  • Coefficients in r(t) carry units (in x = 0.10t³, the 0.10 is in m/s³).

Mistakes to avoid

  1. Speed zero at the top. Only v_y = 0; the speed is v_x0.
  2. Range formula on a cliff or slope. Solve y(t) = landing height instead.
  3. Constant-a equations for a component that changes. Integrate it.
  4. Adding component sizes (3 and 4 make 5, not 7).
  5. Different times for x and y. Find t from one component and use it in the other.
  6. Treating v and a as parallel. For a projectile, a always points down.

Quick self-check

  1. r(t) = (2.0t²) i + (3.0t) j (m). What is the speed at t = 1.0 s? (v = 4.0 i + 3.0 j, so 5.0 m/s)
  2. A ball rolls off a 1.25 m high table at 2.0 m/s. How far from the table does it land? (t = √(2 × 1.25 ÷ 9.8) = 0.51 s; x = 1.0 m)
  3. A ball is launched at 20 m/s, 60° above the horizontal. What are its speed and acceleration at the top? (10 m/s; 9.8 m/s² downward)

Next: practice questions.

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