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Physics  ·  CDS

PC02 — Kinematics & Laws of Motion

📖 PC02  ·  CDS General Science — Physics 🎯 CDS Level : High Priority

This is the highest-yield chapter in CDS Physics. Kinematics describes how objects move; Newton's laws explain why. Expect 2–3 questions from here in every CDS paper — covering equations of motion, projectile motion, Newton's three laws, impulse-momentum, and friction.

📌 CDS regularly tests: Equations of motion (especially v² = u² + 2as); projectile range and height; complementary angles giving same range; gun-bullet recoil (conservation of momentum); Newton's 2nd law numericals; friction types; circular motion centripetal force; apparent weight in a lift.

Topics at a Glance

① Scalars & Vectors
Distance vs displacement; speed vs velocity
② Equations of Motion
v=u+at; s=ut+½at²; v²=u²+2as
③ Motion Graphs
s-t and v-t graphs; slope; area
④ Projectile Motion
Range, height, time of flight; 45° max range
⑤ Newton's Laws & Friction
Inertia; F=ma; action-reaction; μ types
⑥ Momentum & Circular Motion
Conservation of momentum; centripetal force

1. Scalars, Vectors & Equations of Motion

1.1
Types of Motion & Equations Under Uniform Acceleration

📍 Scalars vs Vectors

  • Scalar: magnitude only — distance, speed, mass, time, energy, temperature
  • Vector: magnitude + direction — displacement, velocity, force, acceleration, momentum
  • Vector addition: triangle law or parallelogram law
  • Resultant of two equal vectors at angle θ: R = 2A cos(θ/2)

📍 Distance vs Displacement

  • Distance = total path length (scalar; always positive)
  • Displacement = shortest path from start to end (vector; can be negative)
  • Speed = distance / time (scalar)
  • Velocity = displacement / time (vector)
  • Average speed ≥ average velocity (always)
⚡ Three Equations of Motion (Uniform Acceleration)
v = u + at ← find velocity after time t s = ut + ½at² ← find displacement in time t v² = u² + 2as ← find velocity given displacement (no t needed) sₙ = u + ½a(2n − 1) ← displacement in the nth second Free fall (downward): use a = +g = 9.8 m/s² ≈ 10 m/s² Throw upward: use a = −g (decelerating); at max height v = 0 Time to go up = time to come down (symmetric motion under gravity)
Use v² = u² + 2as whenever time is not given and not required — saves significant calculation time in CDS.

2. Motion Graphs

2.1
Reading s-t and v-t Graphs
CDS often gives a graph and asks for velocity, acceleration, or displacement
Motion Graphs — What Slope and Area Tell Us Displacement-Time (s-t) t s Acceleration (curve) Uniform velocity At rest Slope of s-t = instantaneous velocity Velocity-Time (v-t) t v slope = acceleration area = displacement Slope = acceleration | Area = displacement
Fig. 1 — Motion graph rules: slope of s-t gives velocity; slope of v-t gives acceleration; area under v-t gives displacement. These are direct CDS graph-reading questions.

3. Projectile Motion

3.1
Two-Dimensional Motion Under Gravity
⚡ Projectile Formulae
Horizontal component: uₓ = u cosθ (constant — no horizontal force) Vertical component: uᵧ = u sinθ (reduces under gravity) Time of flight: T = 2u sinθ / g Maximum height: H = u² sin²θ / 2g Horizontal range: R = u² sin 2θ / g Maximum range at θ = 45°: Rₘₐₓ = u²/g At 45°: H = R/4 (height is exactly one-quarter of range) Complementary angles give same range: 30° & 60° → same R; 20° & 70° → same R; 15° & 75° → same R At any time t: x = u cosθ·t; y = u sinθ·t − ½gt²
Key insight: Horizontal and vertical motions are completely independent. A ball thrown horizontally and a ball dropped vertically from the same height both hit the ground at exactly the same time — horizontal speed has zero effect on the time of fall.

4. Newton's Laws of Motion & Friction

4.1
Three Laws, Impulse, Momentum & Friction Types

① First Law — Inertia

  • Body at rest stays at rest; body moving stays moving — until net external force acts
  • Inertia ∝ mass
  • Examples: passenger jerks forward when bus brakes; coin on card; seat belts

② Second Law — F = ma

  • F = ma (net force = mass × acceleration)
  • F = dp/dt (rate of change of momentum)
  • Impulse = F × t = Δp = m(v−u)
  • Apparent weight in lift: N = m(g±a)

③ Third Law — Action-Reaction

  • Every action has equal and opposite reaction — on different bodies
  • Gun recoil; rocket propulsion; swimming; boat-oar
  • They never cancel (act on different objects)
⚡ Impulse, Momentum & Friction
Momentum: p = mv [MLT⁻¹] Impulse: J = F·t = Δp [MLT⁻¹] (area under F-t graph) Conservation of momentum (when net external force = 0): m₁u₁ + m₂u₂ = m₁v₁ + m₂v₂ (for all collisions) Gun-bullet example: Initial momentum = 0; m_b·v_b + m_g·v_g = 0 → gun recoils Friction: f_max = μₛN (limiting static friction; μₛ = coefficient of static friction) Kinetic friction = μₖN (while sliding) Order of magnitude: μₛ > μₖ > μ_rolling Friction is independent of surface area of contact
⚠ CDS Traps in Kinematics & Laws: (1) Complementary angles give same range — 30° and 60°, NOT 30° and 45°. (2) At max height of projectile: v_vertical = 0, but v_horizontal = u cosθ (not zero). (3) Friction is independent of area — only depends on normal force and surfaces. (4) Inertia is measured by mass, not weight. (5) In free fall, apparent weight = 0 (weightlessness), actual weight unchanged.

5. Circular Motion

5.1
Uniform Circular Motion — Speed Constant, Direction Always Changing
⚡ Circular Motion Formulae
Angular velocity: ω = 2π/T = 2πf (rad/s) Linear velocity: v = ωr Centripetal acc: aₒ = v²/r = ω²r (directed toward centre) Centripetal force: Fₒ = mv²/r (provided by: gravity/tension/friction) Work done by centripetal force = 0 (F always ⊥ v)
Centrifugal force is a pseudo-force felt in a rotating (non-inertial) frame — it does not exist in an inertial frame. A passenger in a turning car feels pushed outward — that sensation is inertia, not a real outward force.
📝 CDS PYQ
Kinematics & Laws of Motion
Q1. A gun of mass 3 kg fires a bullet of mass 30 g with velocity 300 m/s. The recoil velocity of the gun is:
  • (a) 1 m/s
  • (b) 3 m/s
  • (c) 0.3 m/s
  • (d) 30 m/s
Answer: (b) 3 m/s
By conservation of momentum (initial momentum = 0):
0 = m_b·v_b + m_g·v_g → 0 = 0.030 × 300 + 3 × v_g → v_g = −9/3 = −3 m/s (negative = opposite to bullet). Gun recoils at 3 m/s.
Q2. A ball is thrown at 45° and travels horizontal range R. The maximum height reached is:
  • (a) R
  • (b) R/2
  • (c) R/4
  • (d) 2R
Answer: (c) R/4
At θ = 45°: H = u²sin²45°/2g = u²/4g and R = u²sin90°/g = u²/g. Therefore H = R/4. This specific ratio at 45° is directly and repeatedly tested in CDS — commit it to memory.
Q3. A body starts from rest and acquires velocity v in time t. The distance covered is:
  • (a) vt
  • (b) vt/2
  • (c) 2vt
  • (d) vt²/2
Answer: (b) vt/2
From rest: u = 0; final velocity = v; time = t. From v = u + at → a = v/t. Distance s = ut + ½at² = 0 + ½(v/t)t² = vt/2. Alternatively: s = (u+v)/2 × t = (0+v)/2 × t = vt/2. The average velocity method is fastest here.
Q4. The horizontal range of a projectile is the same for angles of projection:
  • (a) 20° and 60°
  • (b) 30° and 60°
  • (c) 30° and 45°
  • (d) 45° and 60°
Answer: (b) 30° and 60°
Range R = u²sin2θ/g is the same for complementary angles (θ and 90°−θ). 30° + 60° = 90° → complementary → same range. Similarly 20° & 70°, 15° & 75°. Neither 20°&60°, nor 30°&45°, nor 45°&60° are complementary pairs.

📚 Formula Sheet — PC02

📊 Equations of Motion
  • v = u + at
  • s = ut + ½at²
  • v² = u² + 2as
  • sₙ = u + ½a(2n−1)
  • Avg velocity = (u+v)/2
🌠 Projectile
  • T = 2u sinθ/g
  • H = u²sin²θ/2g
  • R = u²sin2θ/g; max at 45°
  • Complementary angles → same R
  • At 45°: H = R/4
👪 Newton's Laws
  • F = ma; F = dp/dt
  • p = mv; J = FΔt = Δp
  • μₛ > μₖ > μ_rolling
  • f = μN (independent of area)
  • Lift: N = m(g±a)
🔄 Circular Motion
  • v = ωr; ω = 2πf = 2π/T
  • aₒ = v²/r (centripetal, inward)
  • Fₒ = mv²/r
  • Work done by centripetal force = 0
  • Centrifugal = pseudo-force only

⚡ Quick Revision — PC02

🚨 Key Traps
  • Max height at 45°: v_horizontal ≠ 0
  • Dropped + thrown horizontal: same fall time
  • Inertia ∝ mass (not weight)
  • Friction: area doesn't matter
  • H = R/4 always at 45°
🌠 Projectile Facts
  • Max range at 45°
  • Complementary angles: same range
  • 30° & 60°; 20° & 70°; 15° & 75°
  • Horizontal: constant velocity
  • Vertical: uniform acceleration g
📊 Graph Rules
  • s-t slope = velocity
  • v-t slope = acceleration
  • v-t area = displacement
  • Horizontal v-t = constant velocity
  • Curved s-t = non-uniform motion

📝 Practice Exercise

E-01
A body is thrown vertically upward with 20 m/s. Maximum height (g=10 m/s²):
  • (a) 10 m
  • (b) 20 m
  • (c) 40 m
  • (d) 5 m
E-02
A 5 kg body accelerates at 4 m/s². The net force acting on it is:
  • (a) 1.25 N
  • (b) 20 N
  • (c) 9 N
  • (d) 0.8 N
E-03
A ball is projected at 60° with velocity 20 m/s. Time of flight (g=10 m/s²):
  • (a) 2 s
  • (b) 2√3 s
  • (c) 4 s
  • (d) 1 s
Answers:  E-01: (b) 20 m [v²=u²-2gH; 0=400-20H; H=20m]  |  E-02: (b) 20 N [F=ma=5×4=20 N]  |  E-03: (b) 2√3 s [T=2u sinθ/g=2×20×sin60°/10=4×(√3/2)=2√3 s]
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