50 NEET Facts
Key points for Motion in a Straight Line.
1. Path Length vs Displacement
Path length is the actual distance traveled and is a scalar. Displacement is the shortest distance between
initial and final points and is a vector. Path length ≥ |Displacement|.
2. Average Velocity Zero
If an object returns to its starting point, its average velocity is zero, but average speed is non-zero.
3. Instantaneous Speed
Instantaneous speed is the magnitude of instantaneous velocity. Unlike average values, at a specific
instant, |Velocity| always equals Speed.
4. Negative Acceleration
Acceleration is negative if velocity is decreasing in the positive direction (retardation), or velocity is
increasing in the negative direction.
5. Area under v-t Graph
The area under the velocity-time graph gives the displacement. If area is below the time axis, it represents
negative displacement. The sum of absolute areas gives total distance.
6. Slope of x-t Graph
The slope of the tangent to the position-time curve at any point gives the instantaneous velocity at that
point.
7. Slope of v-t Graph
The slope of the tangent to the velocity-time curve gives the instantaneous acceleration.
8. Concavity of x-t Graph
If x-t graph is concave up (bowl shape), acceleration is positive. If concave down (inverted bowl),
acceleration is negative.
9. Stopping Distance
Stopping distance is proportional to the square of initial velocity (d ∝ u²). Doubling the speed
makes stopping distance 4 times.
10. Motion under Gravity
For free fall, a = g (approx 9.8 m/s²) downwards. Equations of motion apply with a = -g (if up is
positive).
11. Velocity at Max Height
When an object is thrown vertically upwards, its velocity at the highest point is zero, but acceleration is
still 'g' downwards.
12. Time Symmetry
Time taken to go up equals time taken to fall down to the same level (neglecting air resistance).
13. Speed Symmetry
Speed at any point during ascent equals speed at the same point during descent (neglecting air resistance).
14. Relative Velocity Paradox
Rain falling vertically appears to fall at an angle to a moving observer. tan(θ) = vobs /
vrain.
15. Crossing a River
To cross a river in minimum time, swimmmer should head perpendicular to river flow. Time = Width / Velocity
of swimmer.
16. Shortest Path River
To cross a river via shortest path (straight across), swimmer must head upstream at an angle sin(θ) =
vriver / vswimmer.
17. Reaction Time
The time interval between seeing an event and applying the brakes/actuation. Distance moved = v ×
reaction time.
18. Odd Number Rule
Distances traveled by a freely falling body in equal successive time intervals are in the ratio 1:3:5:7...
(Galileo's Law).
19. Body from moving platform
A body dropped from a moving train has the initial velocity of the train but no initial acceleration (except
gravity). path is parabolic for ground observer.
20. Acceleration of Rest
An object can have zero velocity but non-zero acceleration (e.g., at max height of vertical throw, or simple
harmonic motion turning point).
21. Constant Speed, Variable Velocity
Possible in circular motion. Velocity direction changes, magnitude stays same. Acceleration is non-zero.
22. Variable Speed, Constant Velocity
Impossible. If speed changes, magnitude of velocity changes, so velocity cannot be constant.
23. Zero Acceleration graph
Position-time graph is a straight line. Velocity-time graph is a horizontal line.
24. Juggler Problem
For n balls in air, time of flight for each ball = n × time interval between throws.
25. Meeting Time
Relative distance / Relative velocity. Useful for two trains crossing or police chasing thief.
26. Averages with different Distances
If distances are equal, vavg = 2v1v2 / (v1+v2) (Harmonic Mean).
27. Averages with different Times
If time intervals are equal, vavg = (v1+v2) / 2 (Arithmetic Mean).
28. Distance in last second
If a body drops from height h, distance in last second depends on h.
29. Graph Intersection
Intersection of two position-time graphs indicates the time and position where two objects meet.
30. Velocity depends on root x
If v ∝ √x, then motion is uniformly accelerated. (Since v² = kx, diff w.r.t t gives a =
constant).
31. Bullet penetration
If a bullet loses 1/n of its velocity passing through a plank, it will enter (n² / (2n-1)) planks
before stopping.
32. Tap water drops
If drops fall at regular intervals, their positions at any instant follow the square law (1:4:9...).
33. x vs t graph impossible features
Graph cannot become vertical (infinite velocity). Graph cannot loop back (two positions at one time). Speed
cannot be negative.
34. Relative Acc. Free Fall
Acceleration of one falling body relative to another is zero (both have g). Relative velocity increases
linearly with time.
35. Balloon Problem
A stone dropped from a rising balloon has initial upward velocity equal to balloon's velocity.
36. Parachute
First accelerates downwards (g), then opens chute (large retardation), then reaches terminal velocity (a=0).
37. Integration Area
Area under a-t graph gives Change in Velocity (not just velocity).
38. Staircase approximation
Using small steps of constant velocity to approximate variable velocity is essentially integration (Riemann
sum).
39. Overtaking
Condition for overtaking: Position of chaser = Position of target at same time t.
40. Closest Distance
For limits/closest approach problems, use relative velocity concept. Velocity of approach becomes zero at
closest distance.
41. 1D vs 2D
Straight line motion is 1D. If acceleration is not parallel/anti-parallel to velocity, it becomes 2D (curved
path).
42. Vector nature
Equations of motion v=u+at etc are vector equations. Signs (+/-) are crucial for 1D.
43. Displacement ratio
In time T, 2T, 3T... starting from rest, displacements are 1:4:9. (Square of time).
44. Velocity ratio
In time T, 2T, 3T... starting from rest, velocities are 1:2:3.
45. Same height t1, t2
If a projectile passes same height h at t1 and t2, then T (flight time) = t1+t2 and h = ½g t1 t2.
46. Average Acceleration
Change in velocity vector / Total time.
47. Constant Jerk
Rate of change of acceleration is Jerk. Not usually covered in basic kinematics but implies cubic
position-time relation.
48. Bridge Problem
Sound of splash heard after stone drops = Time to fall + Time for sound to travel up.
49. Inclined Plane
Acceleration down a smooth incline is g sin(θ).
50. Review of Slope
Angle < 90 deg → Positive slope. Angle> 90 deg → Negative slope.