Class 11 · Notes

Motion in a Straight Line— Notes, Formulas & Revision

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

Position–Time Graph

See how x(t) = x₀ + v₀t + ½at² unfolds — slope = velocity, curvature = acceleration.

Open
01

x-t graph plots position against time. Slope at any point = instantaneous velocity.

02

A horizontal line means rest (v = 0). A straight inclined line means uniform velocity.

03

A curved line (parabola) means constant acceleration — x(t) = x₀ + v₀t + ½at².

04

Concave-up parabola → a > 0; concave-down → a < 0.

05

Two objects meet when their x-t curves intersect.

Position with uniform a

Kinematic equation for constant acceleration.

Instantaneous velocity

Slope of x-t curve at a given instant.

x-t slope = v; v-t slope = a. These are the two core readings from any motion graph.

Area under v-t curve = displacement (Δx). Area under a-t curve = Δv.

Negative slope on x-t means motion in the −x direction.

Velocity–Time Graph

Linear v(t) from constant acceleration — area under curve = displacement.

Open
01

v-t graph: slope = acceleration; area under the curve = displacement.

02

For uniform acceleration, v-t is a straight line: v(t) = v₀ + at.

03

A v-t line crossing zero means the object reversed direction.

04

Positive area = forward displacement; negative area = backward displacement.

Velocity with uniform a

First kinematic equation.

Displacement from area

Area under v-t curve.

Area above the t-axis and below subtract — only signed area gives net displacement.

Total distance = sum of |areas| regardless of sign.

Acceleration–Time Graph

Three-phase step function — area under a-t gives Δv.

Open
01

a-t graph slope = jerk (da/dt). Area under a-t = change in velocity.

02

A step function in a-t means acceleration jumps suddenly between phases.

03

If a = 0, velocity is constant; if a is constant, velocity changes linearly.

Change in v

Area under a-t gives velocity change.

Impulse = ∫F dt = m·Δv — directly related to area under a-t (times mass).

Uniform Motion

Constant velocity — distance markers, looping track, reversible direction.

Open
01

Uniform motion: velocity is constant; acceleration is zero.

02

x-t graph is a straight line; v-t is horizontal; a-t is zero.

03

Distance = speed × time. Displacement = velocity × time.

Uniform motion

Position grows linearly with time.

Uniform motion requires zero net force (Newton's first law).

Uniform Acceleration

Ball with initial velocity and constant acceleration — live v and a arrows.

Open
01

Uniform acceleration: a is constant in magnitude and direction.

02

Three kinematic equations: v = v₀ + at, x = v₀t + ½at², v² = v₀² + 2ax.

03

The v-t graph is a straight line; x-t is a parabola.

First equation

Velocity from time.

Second equation

Position from time.

Third equation

Velocity from position (time-independent).

Use the third equation when time is not asked — saves algebra.

Free Fall

Drop a ball from any height — gravity arrow, v arrow, fall time, impact velocity.

Open
01

Free fall is motion under gravity alone (ignoring air resistance).

02

Acceleration = g = 9.8 m/s² downward (≈10 m/s² for quick estimates).

03

From rest at height h: fall time t = √(2h/g); impact speed v = √(2gh).

04

Thrown up with speed u: max height = u²/(2g); time up = u/g; total flight = 2u/g.

Fall time from rest

Time to fall height h.

Impact velocity

Speed just before hitting ground.

Same g for all masses in vacuum (Galileo's principle).

Relative Velocity (1D)

Switch reference frames — ground, A, B — and see velocities transform.

Open
01

Velocity of A relative to B: v_AB = v_A − v_B.

02

If both move in same direction, relative velocity = difference.

03

If in opposite directions, relative velocity = sum.

04

Ground frame and moving frames give different values for the same motion.

Relative velocity

Velocity of A as seen by B.

v_AB = −v_BA always.

Meeting Point Problems

Two objects with different initial positions and velocities — find when and where they meet.

Open
01

Two objects meet when their positions are equal: x_A(t) = x_B(t).

02

For uniform motion: t_meet = (x₀_B − x₀_A)/(v_A − v_B).

03

If v_A = v_B, they never meet (unless starting at same point).

04

If v_A − v_B and x₀_B − x₀_A have opposite signs, they never meet.

Meeting time

Time at which positions coincide.

Always check that t_meet > 0 — negative means they already met in the past.

Graph Interpretation Lab

Identify motion type from x-t / v-t / a-t graphs — 6 canonical scenarios.

Open
01

Reading motion from graphs is a core JEE skill — always check slope and curvature.

02

On an x-t graph: horizontal = rest; straight up = uniform v; curve = acceleration.

03

On a v-t graph: horizontal = uniform v; line through zero = reversal; parabola = variable a.

Distance vs displacement: distance is the arc length in position space; displacement is net change.

Variable Acceleration

Numerically integrate a(t) — see v(t) emerge as the integral under a(t).

Open
01

When a = f(t), we integrate: v(t) = v₀ + ∫a(t') dt', x(t) = x₀ + ∫v(t') dt'.

02

Common cases: a = kt gives parabolic v(t); a = sin(ωt) gives oscillatory v.

03

Numerical integration (Euler, Runge–Kutta) is used when no closed form exists.

Velocity from a(t)

Integration yields velocity.

Position from v(t)

Integration again yields position.

Check dimensional consistency — ∫a dt has dimensions of velocity.

Motion in a Straight Line 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.