Physics · Kinematics · Chapter notes

Motion in a Straight Line and in a Plane · Class 11 Notes

Class 11 kinematics notes: equations of motion, motion graphs, projectiles, and a full treatment of relative velocity including rain-umbrella, boat-and-river and pursuit, with a JEE Advanced part.

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In short

Kinematics describes motion without asking what caused it. Three equations cover constant acceleration, graphs turn them into something you can read at a glance, and projectile motion is just those equations applied separately to two perpendicular directions. Relative velocity then handles every problem where two things move at once.

Contents
  1. 1Distance, Displacement, Speed, Velocity
  2. 2The Equations of Motion
  3. 3Graphs of Motion Slopes and areas
  4. 4Vectors in a Plane Components and addition
  5. 5Projectile Motion Range, height, flight time
  6. 6Relative Velocity: The Core Idea
  7. 7Rain and Umbrella Tilt angle and the vertical twist
  8. 8Boat and River Minimum time vs shortest path
  9. 9Dog and Cat (Pursuit) Closing speed, the square problem
  10. 10Variable (Non-Uniform) Acceleration
  11. 11Projectile on an Inclined Plane
  12. 12Advanced Graph Transformations
  13. 13General Minimum Distance of Approach
  14. ·Motion: One-Page Formula Sheet
Part I

Motion in a Straight Line

One-dimensional kinematics: the definitions, equations and graphs everything builds on.
1

Distance, Displacement, Speed, Velocity

Rectilinear motion is the simplest kind, yet its definitions underpin all of mechanics. The first thing JEE tests is whether you keep the scalar and vector quantities apart.

QuantityTypeMeaning
DistanceScalarTotal path length; never decreases
DisplacementVectorStraight-line change in position; can be zero or negative
SpeedScalarDistance / time; always ≥ 0
VelocityVectorDisplacement / time; sign gives direction
AccelerationVectorRate of change of velocity
★ AVERAGE VS INSTANTANEOUS

Average velocity = total displacement / total time. Instantaneous velocity is the limit as the interval shrinks to zero, v = dx/dt, which is the slope of the position-time graph. Average speed and average velocity are equal only for motion in a straight line without reversal.

EXAMPLE · SPEED VS VELOCITY

A body goes 60 m east in 20 s, then 20 m west in 10 s. Average speed = 80/30 ≈ 2.67 m/s. Net displacement = 40 m east, so average velocity = 40/30 ≈ 1.33 m/s east. They differ because the motion reversed.

2

The Equations of Motion

When acceleration a is constant, three equations connect u, v, a, t and s. Each omits one variable, so pick the one missing the quantity you neither know nor want.

v = u + at  (no s)
s = ut + ½at²  (no v)
v² = u² + 2as  (no t)
s in n-th second: sₙ = u + ½a(2n − 1)
⚠ SIGN CONVENTION IS EVERYTHING

Fix a positive direction first, then give every vector its correct sign. For a body thrown up, taking up as positive: u is +, but a = −g. Mixing signs is the biggest source of errors in this chapter.

EXAMPLE · FREE FALL

A ball is thrown up at u = 20 m/s (g = 10, up positive so a = −10). At the top v = 0, so 0 = 20 − 10t gives t = 2 s. And 0 = 400 − 20s gives s = 20 m. The ball rises 20 m in 2 s.

3

Graphs of Motion

Graphs turn a word problem into a picture. JEE loves extracting information from slopes and areas.

★ READING THE GRAPHS

Position-time (x-t): the slope is the velocity. A curve means acceleration; a horizontal line means rest.
Velocity-time (v-t): the slope is the acceleration, and the area under the graph is the displacement. This area rule is one of the most useful shortcuts in kinematics.

time tvarea = displacementslope = a
On a velocity-time graph the slope gives the acceleration and the shaded area gives the displacement. A straight line means uniform acceleration.
EXAMPLE · AREA UNDER v-t

A body accelerates from rest to 20 m/s in 5 s. Displacement = area of the triangle = ½ × 5 × 20 = 50 m. Acceleration = slope = 20/5 = 4 m/s².

Part II

Motion in a Plane

Two-dimensional motion with vectors and projectiles, where the two axes act independently.
4

Vectors in a Plane

Every quantity becomes a vector with two components. The key simplification: the two perpendicular directions are independent, so x-motion and y-motion do not affect each other.

A = Aₓ î + Aₖ ĵ  ·  |A| = √(Aₓ² + Aₖ²)  ·  tanθ = Aₖ/Aₓ
Aₓ = A cosθ,   Aₖ = A sinθ
RESOLVING INTO COMPONENTS

A vector of magnitude A at angle θ splits into A cosθ horizontally and A sinθ vertically. Working in components turns one vector problem into two independent scalar problems, one per axis.

EXAMPLE · MAGNITUDE AND ANGLE

A velocity 3î + 4ĵ m/s has speed √(9 + 16) = 5 m/s and direction tanθ = 4/3, so θ ≈ 53° above the x-axis.

5

Projectile Motion

The classic plane-motion problem: horizontal velocity stays constant while vertical motion is free fall. Treat the axes independently and combine.

T = 2u sinθ / g
H = u²sin²θ / 2g
R = u²sin2θ / g  (max at θ = 45°)
uθHRhorizontal u cosθ constant; vertical changes under g
A projectile follows a parabola. The horizontal velocity u cosθ is constant; the vertical velocity falls to zero at the peak height H. R is the range.
EXAMPLE · PROJECTILE

Launch at u = 20 m/s, θ = 30° (g = 10). T = 2(20)(0.5)/10 = 2 s; H = 400(0.25)/20 = 5 m; R = 400(0.866)/10 ≈ 34.6 m. Maximum range for a given speed is always at 45°.

Part III

Relative Velocity & Applications

The rain-umbrella, boat-and-river and pursuit problems, each solved from one simple vector idea.
6

Relative Velocity: The Core Idea

Relative velocity is the velocity of one body as measured by an observer moving with another. It is pure vector subtraction, and the key to every rain, boat and pursuit problem.

vAB = vA − vB  ·  vBA = −vAB
vA−vBvAB = vA − vBvelocity of A relative to B: subtract vB
To get the velocity of A relative to B, reverse v_B and add it to v_A. The closing vector of the triangle is v_AB.
★ HOW TO SET UP ANY RELATIVE-VELOCITY PROBLEM

1. Write each real velocity as a vector.
2. Form the relative velocity by subtracting the observer's velocity.
3. Read off magnitude and direction, or set a component to zero for a special condition (zero drift, rain appearing vertical).

7

Rain and Umbrella

A person walking in vertically falling rain must tilt the umbrella forward, because in their frame the rain gains a backward horizontal velocity equal and opposite to the walking velocity.

vrain−vmanvrelθtanθ = vman/vrain; tilt umbrella by θ
In the walker's frame, the rain velocity is v_rain (down) plus (−v_man) (backward). The resultant is tilted, so the umbrella must point along it at angle θ from the vertical.
tanθ = vman / vrain  ·  apparent speed = √(vrain² + vman²)
EXAMPLE · TILT THE UMBRELLA

Rain falls vertically at 10 m/s; a man walks at 5 m/s. The umbrella tilts at tanθ = 5/10 = 0.5, so θ ≈ 26.6° from the vertical. Apparent rain speed = √(100 + 25) ≈ 11.2 m/s.

▲ THE 'RAIN APPEARS VERTICAL' TWIST

If the rain itself falls at an angle and a man walks so it appears vertical, his velocity must match the horizontal component of the rain's velocity. If rain velocity = 3î − 4ĵ and he walks at 3î, the relative velocity is −4ĵ, purely vertical.

8

Boat and River

A boat of speed v_b relative to water crosses a river of current v_r. Two goals give different aiming directions; keep them separate.

★ CASE A: MINIMUM TIME

Aim the boat straight across. The whole of v_b works on crossing; the current only carries you downstream.

t = d / v_b  ·  drift = v_r d / v_b  ·  resultant speed = √(v_b² + v_r²)
flow vrvb (aim)actual pathdriftMIN TIME: aim across · t = d/vb
Minimum time: the boat is aimed perpendicular to the bank. It crosses in t = d/v_b, but the current sweeps it downstream by a drift of v_r·t.
★ CASE B: SHORTEST PATH (ZERO DRIFT)

To land directly opposite, aim upstream at angle θ so the upstream component cancels the current: v_b sinθ = v_r.

sinθ = v_r / v_b  ·  speed across = √(v_b² − v_r²)  ·  t = d / √(v_b² − v_r²)

Only possible if v_b > v_r, and it always takes longer than the minimum-time crossing.

flow vrvb aim upstreamstraight acrossθSHORTEST PATH: sinθ = vr/vb, zero drift
Shortest path: the boat is aimed upstream at angle θ with sinθ = v_r/v_b, so the current is exactly cancelled and the boat travels straight across.
EXAMPLE · BOTH CASES, ONE RIVER

Width d = 100 m, v_b = 5 m/s, v_r = 3 m/s. Minimum time: t = 100/5 = 20 s, drift = 3 × 20 = 60 m. Shortest path: sinθ = 3/5, θ ≈ 36.9°, speed across = 4 m/s, t = 25 s, zero drift. The zero-drift crossing takes 5 s longer.

▲ WHEN THE CURRENT IS FASTER (v_r > v_b)

Zero drift is impossible, so the goal becomes minimum drift. Aim upstream at sinθ = v_b/v_r (measured from across). Minimising gives:

minimum drift = d √(v_r² − v_b²) / v_b

For v_b = 3, v_r = 5, d = 100: minimum drift = 100(4)/3 ≈ 133 m. A common JEE Advanced extension.

9

Dog and Cat (Pursuit)

Pursuit problems turn on the closing speed: the rate at which the separation shrinks equals the component of the relative velocity along the line joining the two bodies.

catdogseparation rv (toward cat)closing speed = rel. velocity along the line joining
The dog chases the cat. The gap shrinks at a rate equal to the component of the relative velocity along the line joining them: the closing speed.
closing speed = component of (vchaser − vtarget) along the line joining
time to meet = separation / closing speed  (when constant)
EXAMPLE · HEAD-ON CLOSING

A dog at x = 0 runs at 4 m/s toward a cat at x = 12 m running toward it at 2 m/s. Closing speed = 4 + 2 = 6 m/s, so they meet in 12/6 = 2 s.

EXAMPLE · FOUR BODIES ON A SQUARE

Four insects at the corners of a square of side a = 10 m each chase the next at v = 2 m/s. By symmetry each target moves perpendicular to the line joining it to its chaser, so the closing speed is just v. Time to meet = a/v = 10/2 = 5 s.

Part IV

For JEE Advanced

Variable-acceleration calculus, inclined projectiles, graph transformations and general minimum approach.
10

Variable (Non-Uniform) Acceleration

When acceleration is not constant, go back to calculus. Everything follows from v = dx/dt and a = dv/dt.

★ THE THREE DIFFERENTIAL FORMS

• a = f(t): integrate a dt to get v.
• a = f(v): use a = dv/dt, so t = ∫ dv/f(v).
• a = f(x): use the chain-rule form a = v dv/dx, so ∫ v dv = ∫ f(x) dx.

a = dv/dt = v dv/dx
EXAMPLE · ACCELERATION DEPENDS ON VELOCITY

A particle decelerates as a = −kv. Then dv/v = −k dt, so v = u e−kt: the velocity decays exponentially and never quite reaches zero. Total distance = ∫v dt = u/k, finite despite never stopping.

EXAMPLE · ACCELERATION DEPENDS ON POSITION

For a = −ω²x (simple harmonic motion), a = v dv/dx = −ω²x gives v dv = −ω²x dx. Integrating: v² = u² − ω²x², the standard SHM velocity-position relation.

11

Projectile on an Inclined Plane

Launching up or down a slope is an Advanced staple. Tilt the axes along and perpendicular to the incline, so gravity splits into two components.

For speed u at angle θ to an incline of angle α (up the slope):
T = 2u sinθ / (g cosα)
R = 2u² sinθ cos(θ+α) / (g cos²α)
Rmax (up) = u² / [g(1 + sinα)]
▲ UP VS DOWN THE SLOPE

For projection down the incline, flip the sign of α: gravity's down-slope component now aids the motion. Rmax down = u²/[g(1 − sinα)], larger than the up-slope range, and the optimum angle shifts to 45° + α/2.

12

Advanced Graph Transformations

Main asks you to read a slope; Advanced asks you to convert one graph into another. The bridge is always a = v dv/dx.

★ HOW TO CONVERT

• From a v-x graph: a = v(dv/dx). A straight v-x line does NOT mean constant acceleration.
• From a v²-x graph: the slope is 2a, so a = ½ × slope. A straight line here DOES mean constant acceleration.
• Area under an a-x graph = ½(v² − u²).

EXAMPLE · READING a FROM A v-x LINE

If v = 10 − ½x (a straight v-x line), then dv/dx = −½. At x = 0, v = 10, so a = v(dv/dx) = 10(−½) = −5 m/s². At x = 20, v = 0, so a = 0. The acceleration is not constant even though the graph is a straight line.

13

General Minimum Distance of Approach

The square-of-insects problem uses symmetry. The general problem gives two particles on arbitrary lines and asks the closest they ever get. Use relative velocity.

vrel = vB − vA
t* = −(r₀ · vrel) / |vrel
dmin = |r₀ × vrel| / |vrel|
★ THE METHOD

Freeze A: in A's frame, B travels in a straight line along v_rel. The minimum distance is the perpendicular distance from A to that line, which is the cross product magnitude |r₀ × v_rel| divided by |v_rel|. If t* is negative, the closest approach was in the past.

EXAMPLE · TWO PARTICLES

A at (10, 0) moving (0, 2); B at origin moving (−3, 0). Take A as reference: r₀ = (−10, 0), v_rel = (−3, −2). Cross product = (−10)(−2) − 0 = 20, |v_rel| = √13, so d_min = 20/√13 ≈ 5.55 m.

Motion: One-Page Formula Sheet

Everything for revision day.
1D EQUATIONS
v = u + at
s = ut + ½at²
v² = u² + 2as
sₙ = u + ½a(2n−1)
GRAPHS
x-t slope = velocity
v-t slope = acceleration
v-t area = displacement
VECTORS
A = Aₓî + Aₖĵ
|A| = √(Aₓ²+Aₖ²)
Aₓ=Acosθ, Aₖ=Asinθ
PROJECTILE
T = 2u sinθ/g
H = u²sin²θ/2g
R = u²sin2θ/g
max R at 45°
RELATIVE V
v_AB = v_A − v_B
subtract observer's v
work in components
RAIN
tanθ = v_man/v_rain
appears vertical:
match horiz component
BOAT
min time: aim across, t=d/v_b
drift = v_r d/v_b
shortest: sinθ=v_r/v_b
t = d/√(v_b²−v_r²)
VARIABLE ACCEL
a = v dv/dx
a=−kv: v=u e^−kt
incline: g sinα, g cosα
R max=u²/g(1+sinα)
MIN APPROACH
v_rel = v_B − v_A
d_min=|r₀×v_rel|/|v_rel|
freeze A, B goes straight
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