⚛ Physics Mechanics

Mechanics Formula Revision

Chapter-wise formulas with meanings, real-world examples, visualizations, and common pitfalls

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Chapter 1 — Kinematics

Motion described by displacement, velocity, acceleration and time — without asking why

🎯 Interactive — Projectile Motion Simulator
25 m/s
45°
— m
— m
First Equation of Motion
v = u + at

Links final velocity to initial velocity with constant acceleration over time. The simplest SUVAT equation.

Terms
v = final velocity (m/s) u = initial velocity (m/s) a = acceleration (m/s²) t = time (s)
Real world: A car accelerating from 0 to 20 m/s at 4 m/s² takes t = 5 s to reach speed.
Displacement–Time
s = ut + ½at²

Total distance covered by an accelerating object. The ½at² term captures how acceleration builds up distance over time.

Terms
s = displacement (m) u = initial velocity (m/s) a = acceleration (m/s²) t = time (s)
Real world: A ball dropped from rest (u=0): in 3s it falls s = ½ × 9.8 × 9 = 44.1 m.
Velocity–Displacement
v² = u² + 2as

Relates velocity and displacement without needing time — useful when time is unknown or irrelevant.

Terms
v = final velocity (m/s) u = initial velocity (m/s) a = acceleration (m/s²) s = displacement (m)
Real world: Braking car from 30 m/s to 0 with a = −6 m/s² stops in s = 75 m.
Average Velocity
s = ((u + v)/2) × t

Displacement equals the average of initial and final velocity multiplied by time — only valid under uniform acceleration.

Terms
u = initial velocity (m/s) v = final velocity (m/s) t = time (s)
Real world: Cyclist goes from 2 m/s to 8 m/s in 10 s → covers s = 50 m.
Projectile — Horizontal Range
R = u²sin(2θ) / g

Horizontal distance a projectile travels before landing. Maximum range is at θ = 45°.

Terms
R = range (m) u = launch speed (m/s) θ = launch angle g = 9.8 m/s²
Real world: A footballer kicks at 20 m/s, 45° → R = 400/9.8 ≈ 40.8 m downfield.
Projectile — Max Height
H = u²sin²θ / (2g)

Maximum altitude reached when the vertical component of velocity becomes zero.

Terms
H = max height (m) u = launch speed (m/s) θ = launch angle g = 9.8 m/s²
Real world: Cricket ball thrown at 30 m/s, 60°: H = 900×0.75/19.6 ≈ 34.4 m.

Chapter 2 — Newton's Laws of Motion

The three fundamental laws that describe how forces cause or prevent change in motion

📊 Newton's Three Laws — Visual Summary
Law 1 — Inertia If F_net = 0, then a = 0 block F F Equal forces → no acceleration Law 2 — F = ma Net force causes acceleration block F →a Larger F → larger a Law 3 — Action-Reaction F_AB = −F_BA A B Always equal, opposite, different bodies
Newton's 2nd Law
F = ma

Net force on an object equals its mass times acceleration. The central equation of classical mechanics.

Terms
F = net force (N) m = mass (kg) a = acceleration (m/s²)
Real world: Pushing a 10 kg trolley with 50 N gives a = 5 m/s². Double the mass → half the acceleration.
Weight
W = mg

Gravitational force on an object. Weight is a force, mass is not — a common confusion point.

Terms
W = weight (N) m = mass (kg) g = 9.8 m/s²
Real world: A 70 kg person weighs 70 × 9.8 = 686 N on Earth, but only 112 N on the Moon (g ≈ 1.6).
Friction Force
f = μN

Maximum friction force is proportional to the normal contact force. μ (mu) depends on the surfaces in contact.

Terms
f = friction force (N) μ = coefficient of friction N = normal force (N)
Real world: A 20 kg box on a floor (μ = 0.4): f = 0.4 × 196 = 78.4 N to slide it.
Normal Force (incline)
N = mg·cos θ

Component of gravity perpendicular to an inclined surface — the surface pushes back with this force.

Terms
N = normal force (N) m = mass (kg) θ = angle of incline
Real world: A 50 kg crate on a 30° ramp: N = 50 × 9.8 × cos30° = 424 N.
Net Force on Incline
F_net = mg·sin θ − f

Force pulling an object down the slope minus friction opposing that motion.

Terms
mg·sinθ = component along slope f = μmg·cosθ
Real world: Whether a box slides depends on whether mg·sinθ exceeds μmg·cosθ, i.e. tanθ > μ.
Atwood Machine
a = (m₁−m₂)g / (m₁+m₂)

Acceleration of two unequal masses over a frictionless pulley. Net force divided by total mass.

Terms
m₁, m₂ = two masses (kg) g = 9.8 m/s²
Real world: Masses of 3 kg and 5 kg: a = (2 × 9.8)/8 = 2.45 m/s².

Chapter 3 — Work, Energy & Power

Energy is the capacity to do work; power is the rate at which work is done

🎢 Energy Transformation — Ball Sliding Down a Ramp
10 m
5 kg
Top
Work Done
W = F·d·cos θ

Energy transferred when a force moves an object. Only the component of force in the direction of motion counts.

Terms
W = work (J) F = force (N) d = displacement (m) θ = angle between F and d
Real world: Pulling a suitcase with 40 N at 30° over 10 m: W = 40×10×cos30° = 346 J. Lifting vertically: θ = 0°, so cosθ = 1.
Kinetic Energy
KE = ½mv²

Energy an object has due to its motion. Doubling speed quadruples KE — why speed limits matter.

Terms
KE = kinetic energy (J) m = mass (kg) v = velocity (m/s)
Real world: A 1000 kg car at 30 m/s has KE = ½×1000×900 = 450,000 J — massive braking distance needed.
Gravitational Potential Energy
GPE = mgh

Energy stored by an object by virtue of its height above a reference point. Converts to KE as it falls.

Terms
GPE = potential energy (J) m = mass (kg) g = 9.8 m/s² h = height (m)
Real world: A 60 kg person on a 10 m diving board: GPE = 60×9.8×10 = 5880 J, fully converted to KE at water impact.
Elastic (Spring) Potential Energy
EPE = ½kx²

Energy stored in a compressed or stretched spring. Depends on the spring constant and the square of extension.

Terms
EPE = elastic PE (J) k = spring constant (N/m) x = extension/compression (m)
Real world: A bow with k = 500 N/m drawn back 0.3 m stores EPE = ½×500×0.09 = 22.5 J — launched into the arrow as KE.
Work–Energy Theorem
W_net = ΔKE = ½mv² − ½mu²

The net work done on an object equals its change in kinetic energy. Unifies force and energy perspectives.

Terms
W_net = net work (J) v = final speed (m/s) u = initial speed (m/s)
Real world: Braking a car from 20 m/s to rest: the brakes must do negative work = −½mv² to remove all KE.
Power
P = W/t = Fv

Rate of doing work. Also equals force × velocity when force and velocity are in the same direction.

Terms
P = power (W) W = work (J) t = time (s) F = force (N) v = velocity (m/s)
Real world: A car engine maintaining 1000 N at 30 m/s produces P = 30,000 W = 30 kW of mechanical power.
Efficiency
η = (useful output / total input) × 100%

Fraction of input energy that is converted to useful output. No machine is 100% efficient due to friction and heat losses.

Terms
η = efficiency (%) useful output (J) total input (J)
Real world: A motor using 500 J to lift a box (doing 400 J of useful work): η = 80%.
Hooke's Law
F = kx

The restoring force in a spring is proportional to its extension — valid within the elastic limit only.

Terms
F = restoring force (N) k = spring constant (N/m) x = extension (m)
Real world: A spring with k = 200 N/m extended by 0.05 m exerts F = 10 N. Used in vehicle suspensions.
🎯

Chapter 4 — Momentum & Impulse

Momentum is conserved in all collisions; impulse links force and change in momentum

Momentum
p = mv

Quantity of motion an object has. A vector — direction matters. Conserved when no external forces act.

Terms
p = momentum (kg·m/s) m = mass (kg) v = velocity (m/s)
Real world: A 0.15 kg cricket ball at 40 m/s has p = 6 kg·m/s — a bowler imparts this in ~0.1 s of contact.
Conservation of Momentum
m₁u₁ + m₂u₂ = m₁v₁ + m₂v₂

Total momentum before a collision equals total momentum after, provided no external forces act on the system.

Terms
u = initial velocity v = final velocity m = mass of each object
Real world: Billiard ball collisions — the cueball stops, the target moves away with exactly the same momentum.
Impulse
J = FΔt = Δp

Impulse is the change in momentum. A large force over a short time (crash) or small force over long time produce the same Δp.

Terms
J = impulse (N·s) F = average force (N) Δt = contact time (s) Δp = change in momentum
Real world: Airbags increase Δt of collision → smaller F on body for same Δp. Saves lives.
Elastic Collision (1D)
v₁ = (m₁−m₂)u₁ / (m₁+m₂)
v₂ = 2m₁u₁ / (m₁+m₂)

In a perfectly elastic collision, both momentum AND kinetic energy are conserved.

Terms
v₁, v₂ = final velocities m₁, m₂ = masses u₁ = initial velocity of m₁
Real world: Newton's cradle — perfectly elastic collisions transfer momentum through a chain of steel balls.
Perfectly Inelastic Collision
v = (m₁u₁ + m₂u₂) / (m₁+m₂)

Objects stick together after collision. Momentum conserved, but KE is lost to heat/deformation.

Terms
v = common final velocity m₁u₁, m₂u₂ = initial momenta
Real world: Train wagons coupling together. Two-car pile-ups where cars crumple and stick.
Coefficient of Restitution
e = (v₂ − v₁) / (u₁ − u₂)

Ratio of relative speed after to before collision. e = 1: perfectly elastic; e = 0: perfectly inelastic.

Terms
e = coefficient (0 to 1) v = post-collision velocities u = pre-collision velocities
Real world: A tennis ball vs. a rubber ball — the tennis ball has higher e, bouncing more elastically.
🔄

Chapter 5 — Circular Motion

Objects moving in circles always accelerate toward the centre — centripetal acceleration

🌀 Circular Motion — Centripetal Force Diagram
Angular Velocity
ω = 2π/T = 2πf

Rate of angular change — how many radians per second the object rotates. Links to period T and frequency f.

Terms
ω = angular velocity (rad/s) T = period (s) f = frequency (Hz)
Real world: Earth completes one rotation in T = 86400 s → ω = 2π/86400 ≈ 7.27×10⁻⁵ rad/s.
Linear ↔ Angular Speed
v = ωr

Tangential (linear) speed of a point on a rotating object. Increases with radius — why the outer edge of a disc moves faster.

Terms
v = linear speed (m/s) ω = angular velocity (rad/s) r = radius (m)
Real world: Merry-go-round edge at r = 2 m, ω = 1 rad/s → v = 2 m/s. Outer seats feel faster!
Centripetal Acceleration
a = v²/r = ω²r

Acceleration directed toward the centre, always perpendicular to velocity. Not slowing the object — changing its direction.

Terms
a = centripetal acceleration (m/s²) v = speed (m/s) r = radius (m)
Real world: A car cornering at 15 m/s on a 50 m radius bend: a = 225/50 = 4.5 m/s² needed from friction.
Centripetal Force
F = mv²/r = mω²r

Net force needed to maintain circular motion. NOT a new force — provided by friction, tension, gravity, or normal force.

Terms
F = centripetal force (N) m = mass (kg) v = speed (m/s) r = radius (m)
Real world: Moon (m = 7.3×10²² kg, v = 1022 m/s, r = 3.84×10⁸ m): F = gravity pulls it in a circle.
Conical Pendulum
tan θ = v²/(rg) = ω²r/g

Angle a conical pendulum makes with vertical, balancing horizontal centripetal force and vertical weight component.

Terms
θ = half-angle from vertical r = radius of circle g = 9.8 m/s²
Real world: Fairground swing rides — the chains angle outward as rotation speed increases.
Minimum Speed at Top (Loop)
v_min = √(gr)

Minimum speed at the top of a loop where gravity alone provides centripetal force (normal force = 0).

Terms
v_min = minimum speed (m/s) g = 9.8 m/s² r = loop radius (m)
Real world: Rollercoaster loop of r = 10 m: v_min = √(9.8×10) = 9.9 m/s ≈ 35.6 km/h minimum speed at top.
🌍

Chapter 6 — Gravitation

Newton's universal law of gravitation governs planetary orbits, tides, and weight

Newton's Law of Gravitation
F = Gm₁m₂ / r²

Every mass attracts every other mass. Force falls off with the square of separation — an inverse-square law.

Terms
G = 6.67×10⁻¹¹ N·m²/kg² m₁, m₂ = masses (kg) r = separation (m)
Real world: Doubling the distance between Earth and a satellite reduces gravity to ¼ — not ½.
Gravitational Field Strength
g = GM / r²

Field strength at distance r from a mass M — numerically equals the free-fall acceleration at that point.

Terms
g = field strength (N/kg or m/s²) G = 6.67×10⁻¹¹ M = central mass (kg) r = distance from centre (m)
Real world: At Earth's surface g = 9.8 m/s². At r = 2R (double radius), g = 9.8/4 = 2.45 m/s².
Gravitational Potential Energy
U = −GMm / r

Negative because gravity is attractive — energy is released as objects move closer. Zero at infinity.

Terms
U = gravitational PE (J) G = gravitational constant M = large mass, m = small mass r = separation (m)
Real world: A satellite in a lower orbit has more negative GPE — paradoxically it moves faster but has less total energy.
Orbital Speed
v = √(GM/r)

Speed for a circular orbit at radius r. Gravity provides the exact centripetal force needed — no engine required.

Terms
v = orbital speed (m/s) G = 6.67×10⁻¹¹ M = planet mass (kg) r = orbital radius (m)
Real world: ISS orbits at ~400 km altitude (r ≈ 6.77×10⁶ m) at v ≈ 7660 m/s ≈ 27,600 km/h.
Kepler's Third Law
T² ∝ r³   (T² = 4π²r³/GM)

Period of orbit squared is proportional to the cube of the orbital radius. Holds for all bodies orbiting the same central mass.

Terms
T = orbital period (s) r = orbital radius (m) G, M = gravitational constant, central mass
Real world: Mars is 1.52× further from the Sun than Earth: T_Mars = T_Earth × 1.52^(3/2) ≈ 1.87 years.
Escape Velocity
v_esc = √(2GM/r)

Minimum speed to escape a planet's gravity permanently — KE must overcome negative GPE.

Terms
v_esc = escape velocity (m/s) G = 6.67×10⁻¹¹ M = planet mass, r = planet radius
Real world: Earth's escape velocity ≈ 11.2 km/s. Moon's low gravity gives only ~2.4 km/s — why Moon has no atmosphere.
🌀

Chapter 7 — Rotational Motion

Rotational analogues of Newton's laws — torque, angular momentum, and moment of inertia

🔄 Linear ↔ Rotational Analogy
Linear Rotational Displacement: x (m) Angular displacement: θ (rad) Mass: m (kg) Moment of inertia: I (kg·m²) Force: F (N) Torque: τ (N·m) Momentum: p = mv Angular momentum: L = Iω
Torque
τ = r × F = rF·sin θ

Rotational equivalent of force. The turning effect of a force about a pivot. Maximised when force is perpendicular to the lever arm.

Terms
τ = torque (N·m) r = lever arm length (m) F = applied force (N) θ = angle between r and F
Real world: A 30 N force at 0.5 m from a door hinge (perpendicular) gives τ = 15 N·m. Push near the hinge → much less torque.
Moment of Inertia
I = Σmr²

Rotational inertia — resistance to change in rotation. Depends on how mass is distributed relative to the axis.

Terms
I = moment of inertia (kg·m²) m = mass of each element (kg) r = distance from axis (m)
Real world: Solid sphere: I = 2/5 mr². Hollow sphere: I = 2/3 mr². Hollow is harder to spin because mass is further from axis.
Rotational Newton's 2nd Law
τ = Iα

Net torque equals moment of inertia times angular acceleration — exact rotational analogue of F = ma.

Terms
τ = net torque (N·m) I = moment of inertia (kg·m²) α = angular acceleration (rad/s²)
Real world: A flywheel (I = 0.5 kg·m²) subjected to 10 N·m torque accelerates at α = 20 rad/s².
Angular Momentum
L = Iω

Conserved when no external torque acts. Explains why spinning objects resist changing their axis of rotation.

Terms
L = angular momentum (kg·m²/s) I = moment of inertia (kg·m²) ω = angular velocity (rad/s)
Real world: Ice skater pulls in arms (↓I) → ω increases. L = Iω = constant. Rapid spin achieved without external torque.
Rotational Kinetic Energy
KE_rot = ½Iω²

Energy stored in rotation. A rolling object has both translational and rotational KE simultaneously.

Terms
KE_rot = rotational KE (J) I = moment of inertia (kg·m²) ω = angular velocity (rad/s)
Real world: Total KE of a rolling ball = ½mv² + ½Iω². A hollow cylinder rolls slower down a ramp than a solid one.
Rolling without Slipping
v = ωr   (translational = rotational)

When rolling without slipping, the contact point is momentarily at rest. Linear velocity of centre = ωr.

Terms
v = speed of centre (m/s) ω = angular velocity (rad/s) r = radius of object (m)
Real world: A wheel of radius 0.3 m rotating at ω = 10 rad/s rolls at v = 3 m/s ≈ 10.8 km/h.
⚠️

Common Mistakes in Mechanics

Confusing mass and weight

Mass (kg) is the amount of matter. Weight (N) is the gravitational force on it. They are not the same thing, and differ on other planets.

Always: W = mg, not W = m

Mixing up distance and displacement

Distance is scalar (total path), displacement is vector (shortest path from start to end). Average speed ≠ average velocity.

Displacement considers direction

Applying SUVAT to non-constant acceleration

SUVAT equations (v = u + at, etc.) are only valid when acceleration is uniform. Do NOT use them if acceleration varies with time.

Check: is a constant throughout?

Forgetting the ½ in KE and EPE

KE = ½mv² and EPE = ½kx² both have the factor of ½. A very common slip that doubles or halves the answer.

Both have ½ — always check

Not drawing a free-body diagram

Jumping straight into equations without identifying all forces leads to missing gravity, normal force, or friction. FBD is non-negotiable.

Draw FBD for every mechanics problem

Mixing sine and cosine on inclines

Along an incline: F_parallel = mg·sinθ. Perpendicular (normal): N = mg·cosθ. Swapping these is one of the most common errors in A-level.

Parallel → sin; Perpendicular → cos

Treating centripetal force as a separate force

Centripetal force is not a new type of force. It is provided by friction, tension, gravity, or the normal force — never add it separately in an FBD.

Ask: what force provides centripetal?

Inconsistent sign conventions

Choosing upward as +ve in one step and then downward as +ve in another breaks everything. Set a direction at the start and stick to it.

Define +/− at the start, never change

Adding vector magnitudes directly

Velocity and force are vectors. You cannot add 3 m/s north + 4 m/s east = 7 m/s. You must resolve into components and use Pythagoras.

Always resolve vectors into components

Forgetting units and significant figures

Using km/h instead of m/s, or g instead of kg, corrupts every formula. Always convert to SI units before substituting.

Convert to SI first, always

Confusing velocity and speed at top of loop

At the top of a vertical loop, v_min = √(gr) gives SPEED. Students often forget to check direction and conserve energy to find bottom speed too.

Use energy conservation + Newton at top

Assuming KE is conserved in all collisions

KE is only conserved in perfectly elastic collisions. In most real collisions (inelastic), KE is lost to heat, sound, or deformation.

Momentum always conserved; KE may not be

📚 Sources & Further Revision