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  • x-direction

    In one dimension motion, left to right measures components in this direction.

    y-direction

    In one dimension motion, up and down measures components in this direction.

    displacement

    change in position

    Xf-Xi

    Formula for displacement

    meters

    Units for discplacement

    distance travelled

    Displacement is NOT this.

    positive or negative

    Displacement can be this or this.

    (ΔX)/(ΔT)

    Velocity equation

    Displacement by Time

    Velocity is this divided by this.

    Acceleration

    The rate at which velocity changes

    speed and/or direction

    An object accelerates if it's these two things change.

    (ΔV)/(ΔT)

    Acceleration equation

    Velocity by Time

    Acceleration is this divided by this.

    Kinematic

    One uses these equations for motion with constant acceleration.

    0

    If something slows down, it's Vf is this.

    0

    If something starts at rest, it's Vi is this.

    velocity

    Position vs. Time Graphs tell you an object's....

    acceleration

    A velocity vs. time graphs tells you an object's...

    discplacement

    The area under a curve for a velocity vs. time graph is it's....

    constant acceleration

    Free-falling objects undergo this.

    air resistance

    There is no this in free fall, they are in a vacuum, such as space

    acceleration due to gravity

    Ag, or -9.81m/s² stands for...

    m/s

    Units for Velocity

    m/s²

    Units for acceleration

    -9.81 m/s²

    Acceleration due to gravity on earth

    downward

    Direction of object's acceleration is this even if the object is moving in an upward way.

    0

    If a ball is thrown upward, it's Velocity at the top is this.

    Vi and Vf

    If a ball is thrown upward, these two things are the same.

    -9.81m/s²

    If a ball is thrown upward, this is it's Ag.

    speeds up

    If the velocity and acceleration are in the same direction, the object [speeds up/slows down].

    slows down

    If the velocity and acceleration are in opposite directions, the object [speeds up/slows down].

    acceleration

    If a ball is thrown upward, it has [velocity/acceleration] at the top.

    directions

    If a ball is thrown upward, the initial and final velocities are the same, but these are opposite.

    0

    If something is being dropped, it's Vi is this.

    magnitude but no direction

    A scalar quantity has....

    magnitude and direction

    A vector quantity has..

    speed, volume, area, temperature

    Examples of scalar quantities

    displacement, velocity, acceleration, force

    Examples of vector quantities

    resultant

    Vector that represents the sum of two or more vectors.

    furthest

    An angle's name is always the [closest/furthest] direction followed by the other.

    a²+b²=c²

    Pythagorean theorm

    hypotenuse/displacement, direction

    The resultant displacement includes these two things.

    instantaneous speed

    A speedometer on your car gives you the...

    negative

    If something is falling, it's vertical change will always have a this in front of it.

    constant and negative

    A slope for the graph of a ball thrown vertically in the air should have a line pertaining to these two characteristics.

    influence of gravity

    Projectiles are objects that have been thrown or launched into the air and are subject to the this

    0

    In a full arc of a projectile motion, the Vy at the peak is this.

    -9.81 m/s²

    The Ay for a projectile motion is this.

    0 m/s²

    Ax for projectile motion is this.

    ΔX = 1/2(Vi+Vf)t

    This kinematic equation cannot be used for projectiles.

    Negative

    The Y value for any horizontal launch (if it is traveling down) will always be this.

    Viy, Ax, ay

    These things are always constant for horizontal projections.

    Vi²=Vix²+Viy²

    The hypotenuse can be calculated with this formula for projectiles.

    Vix

    For a horizontal projectile, the initial velocity of the projectile will always be this variable.

    time

    Normally, when dealing with projectiles, this will have to be calculated first.

    constant speed

    The Ax is always 0 when you are at a...

    0

    The Vfy for launched projectile motions will always be this.

    multiply time by 2

    When dealing with projectile motions, you can't forget to do this.

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