Class 11 · Notes

Motion in a Plane— Notes, Formulas & Revision

Complete revision notes and formulas for Motion in a Plane (Class 11). Curated for JEE, NEET, AP Physics, SAT, and CUET. Tap any topic to open the live simulation and full PYQ set.

Vector Addition

Triangle and parallelogram law — add two vectors and read |R| and angle θ live.

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Triangle law: place tail of B at head of A; resultant R goes from tail of A to head of B.

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Parallelogram law: place both tails together; R is the diagonal of the parallelogram.

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R² = A² + B² + 2AB cosθ, where θ is the angle between them.

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Vectors commute: A + B = B + A.

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If θ = 0: R = A + B (max). If θ = 180°: R = |A − B| (min). If θ = 90°: R = √(A² + B²).

Resultant magnitude

Law of cosines for vector addition.

Direction of R

Angle of R with A.

Unit vectors simplify addition: A + B = (Aₓ+Bₓ)î + (Aᵧ+Bᵧ)ĵ.

Vector Components

Resolve a vector into Vₓ = V cosθ and Vᵧ = V sinθ with live projection lines.

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Any 2D vector can be resolved into perpendicular components: Vₓ = V cosθ, Vᵧ = V sinθ.

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Magnitude: |V| = √(Vₓ² + Vᵧ²). Direction: tanθ = Vᵧ/Vₓ.

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Components allow us to treat x and y motions independently — core of 2D kinematics.

Components

Resolution along x, y axes.

Magnitude from components

Pythagorean theorem.

In projectile motion, x and y components evolve independently.

Dot Product (Scalar)

A·B = |A||B|cosθ — see the projection of B onto A as theta varies.

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A·B = |A||B| cosθ — a scalar.

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A·B = Aₓ Bₓ + Aᵧ Bᵧ + A_z B_z.

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Perpendicular vectors: A·B = 0. Parallel: A·B = AB. Anti-parallel: A·B = −AB.

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Work = F·d; Power = F·v — both are dot products.

Dot product (geometric)

Scalar projection times magnitude.

Dot product (algebraic)

Sum of component products.

A·A = |A|². Useful for computing |A|² without square root.

Cross Product (Vector)

|A×B| = |A||B|sinθ — parallelogram area and right-hand rule direction.

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|A × B| = |A||B| sinθ — a vector.

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Direction: right-hand rule, perpendicular to both A and B.

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|A × B| equals the area of the parallelogram formed by A and B.

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A × B = −(B × A). A × A = 0.

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Torque τ = r × F; angular momentum L = r × p — both are cross products.

Cross product magnitude

Magnitude equals parallelogram area.

Determinant form

Component formula via 3×3 determinant.

Parallel vectors give zero cross product — useful to detect parallelism.

Projectile Motion

Explore the physics of objects launched at an angle — trace trajectories, analyze velocity components, and understand range and height in real time.

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Projectile motion is a combination of two independent motions: uniform horizontal motion and uniformly accelerated vertical motion (under gravity).

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The horizontal component of velocity (uₓ = u cos θ) remains constant throughout the flight (no air resistance).

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The vertical component of velocity (uᵧ = u sin θ) changes due to gravitational acceleration g = 9.8 m/s².

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At the highest point, the vertical velocity is zero, but horizontal velocity persists — the object is NOT at rest.

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The trajectory of a projectile is a parabola described by: y = x tan θ − (gx²)/(2u²cos²θ).

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Time of flight, maximum height, and range depend only on initial speed and launch angle (in vacuum).

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The motion is symmetric about the highest point — time of ascent equals time of descent.

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Projectile motion analysis is a cornerstone of JEE Mechanics and connects to relative motion, energy, and circular motion concepts.

Time of Flight

Total time the projectile stays in the air.

Maximum Height

The highest point reached by the projectile.

Range

Horizontal distance covered. Maximum at θ = 45°.

Trajectory Equation

Parabolic path equation.

Velocity at time t

Magnitude of velocity at time t.

Angle at time t

Direction of velocity vector at any instant.

At θ = 45°, the range is maximum for a given speed. Complementary angles (e.g., 30° and 60°) give the same range.

The velocity at the highest point equals u cos θ (horizontal component only) — it is NOT zero.

Air resistance reduces range and makes the trajectory asymmetric — JEE typically assumes vacuum.

For projectiles from a height, use quadratic formula for time of flight (vertical displacement ≠ 0).

Radius of curvature at highest point: Rc = u²cos²θ / g — frequent JEE question.

Energy conservation applies: KE + PE = constant. At the top, KE is minimum (not zero) and PE is maximum.

On inclined planes, resolve g along and perpendicular to the incline for cleaner analysis.

Projectile: Angle Variation

Change angle θ and speed u — watch the parabola update and read R, H, T live.

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Projectile motion = uniform horizontal motion + uniformly accelerated vertical motion.

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Range R = u² sin(2θ)/g, max at θ = 45°.

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Max height H = u² sin²θ/(2g). Flight time T = 2u sinθ/g.

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Complementary angles (θ and 90°−θ) give the same range.

Range

Horizontal distance.

Max height

Peak altitude.

Time of flight

Total air time.

θ and 90°−θ give same R but different H and T.

Range vs Angle Curve

R = u²sin(2θ)/g — see the full curve and confirm max range at 45°.

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R vs θ is a symmetric curve peaking at θ = 45°.

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R(θ) = R(90°−θ) — the range is symmetric about 45°.

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Maximum range: Rmax = u²/g.

Range formula

Varies with angle.

Two angles give every range except the max — 30° and 60° both give R = u²√3/(2g).

Projectile from Height

Launch from a cliff — asymmetric trajectory with quadratic flight time.

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From height h with initial velocity (v₀ₓ, v₀ᵧ), time of flight: T = (v₀ᵧ + √(v₀ᵧ² + 2gh))/g.

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Range R = v₀ₓ · T.

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Impact speed: v = √(v₀ₓ² + v₀ᵧ² + 2gh) (from energy conservation).

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The trajectory is asymmetric — ascent time ≠ descent time.

Time of flight (from h)

Solve quadratic for full trajectory.

Impact speed

Energy conservation: ½mu² + mgh = ½mv².

Use energy conservation to find speed without computing velocity components.

Boat in a River

Boat velocity + river current — see the resultant path and drift angle.

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v_resultant = v_boat + v_river (vector addition).

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To cross river straight: point upstream at angle φ = sin⁻¹(v_river/v_boat) — only works if v_boat > v_river.

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Min crossing time: point boat perpendicular to current (ignore drift).

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Min drift: use angle cos⁻¹(v_river/v_boat) from perpendicular — requires v_boat > v_river.

Resultant velocity

General case.

Angle for straight crossing

Pointing upstream at this angle gives zero drift.

If v_river ≥ v_boat, boat cannot make a straight crossing.

Rain–Man Problem

Walker in vertical rain — compute umbrella tilt angle.

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Rain falls vertically with speed v_r. Man walks with speed v_m horizontally.

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Rain relative to man: v_rain/man = v_rain − v_man.

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Umbrella tilt angle (from vertical) = tan⁻¹(v_m/v_r).

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Speed of rain relative to man: √(v_r² + v_m²).

Umbrella angle

Angle from vertical, toward the direction of motion.

The faster you walk, the more you tilt the umbrella — up to nearly horizontal.

Uniform Circular Motion

Ball on a circle at constant ω — live v (tangent) and a (toward center) arrows.

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Speed is constant but velocity direction changes → centripetal acceleration.

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a_c = v²/r = ω²r, directed toward the center.

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Angular velocity ω = 2π/T = 2πf; linear velocity v = ωr.

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Centripetal force F_c = mv²/r = mω²r (always needed, provided by string/gravity/friction/etc.)

Centripetal acceleration

Always toward the center.

Period

Time for one revolution.

Centripetal force is a requirement, not a new type of force — it's the name for the net radial force.

Relative Motion

Visualize how motion appears different from different frames of reference. Understand relative velocity with interactive scenarios.

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Motion is always described relative to a frame of reference. There is no concept of 'absolute motion' in classical mechanics.

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Relative velocity of A with respect to B: v_AB = v_A − v_B (vector subtraction).

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In 1D, if objects move in the same direction, relative velocity is the difference; if in opposite directions, it is the sum.

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The relative velocity determines how fast two objects approach or separate from each other.

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In a moving frame, an observer sees the other object's velocity as the relative velocity — this simplifies many problems.

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Rain-umbrella problems use relative velocity: tilt angle = tan⁻¹(v_man / v_rain).

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River-boat problems: to cross in shortest time, row perpendicular; to cross shortest path, adjust angle upstream.

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Relative motion analysis converts two-body problems into single-body problems — a powerful JEE problem-solving technique.

Relative Velocity

Velocity of A as seen by B.

Relative Acceleration

Acceleration of A relative to B.

Closest Approach

Minimum distance between two objects.

Time of Closest Approach

Time when distance is minimum.

River Crossing (shortest time)

Row perpendicular to the bank.

River Crossing (shortest path)

Angle upstream for zero drift.

In the frame of one object, the other moves with relative velocity — this turns projectile-meets-projectile into a straight-line problem.

Relative velocity is frame-independent: v_AB measured by any inertial observer gives the same result.

For collision problems, relative velocity of approach = relative velocity of separation × coefficient of restitution.

In 2D relative motion, draw the velocity triangle: v_A = v_B + v_AB.

When two objects have equal velocities, relative velocity is zero — they appear stationary to each other.

JEE tip: always check if the problem simplifies in a non-ground frame before solving in the ground frame.

Motion in a Plane on sciphylab (also known as SciPhy, SciPhy Lab, SciPhy Labs). Free physics revision for Class 11, JEE Mains, JEE Advanced, NEET UG, AP Physics 1/2/C, SAT Subject Physics, and CUET-UG.