Physics Formulary

Every formula used in our simulations and articles, each with its own identity card: what every symbol means, when the formula holds, a calculator, and where to see it in action.

55 formulas10 domains45 with a calculator

55 formulas

Kinematics9

x=x0+v tx = x_0 + v\,t

Uniform motion

Constant-velocity motion · Position update

An object moving at constant velocity covers equal distances in equal times, so its position grows linearly with time.

  • xxPositionm
  • x0x_0Initial positionm
  • vvVelocitym/s
  • ttTimes

Middle SchoolCoreKinematicsUsed in 1

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Variables

xxPositionm
x0x_0Initial positionm
vvVelocitym/s
ttTimes

When it holds

  • Constant velocity: no acceleration
  • Applies to each component separately in 2-D or 3-D

Good to know

A simulation applies this rule once per time step, x⃗t+Δt=x⃗t+v⃗ Δt\vec{x}_{t+\Delta t} = \vec{x}_t + \vec{v}\,\Delta t — during a short enough step, any motion looks uniform.

v=v0+a tv = v_0 + a\,t

Velocity under constant acceleration

First equation of motion · SUVAT v = u + at

With a constant acceleration, velocity changes by the same amount every second: acceleration is the rate of change of velocity.

  • vvFinal velocitym/s
  • v0v_0Initial velocitym/s
  • aaAccelerationm/s²
  • ttTimes

High SchoolCoreKinematics, AccelerationUsed in 1

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Variables

vvFinal velocitym/s
v0v_0Initial velocitym/s
aaAccelerationm/s²
ttTimes

When it holds

  • Acceleration constant in magnitude and direction

Worked example

A car pulls away from rest with an acceleration of 3 m/s². How fast is it going after 4 s?

v=0+3×4=12v = 0 + 3 \times 4 = 12 m/s, about 43 km/h.

x=x0+v0t+12at2x = x_0 + v_0 t + \tfrac{1}{2} a t^{2}

Displacement under constant acceleration

Second equation of motion · SUVAT s = ut + ½at²

Position under constant acceleration: the v0tv_0 t term is the distance you would cover anyway, the 12at2\tfrac12 a t^2 term is what the acceleration adds.

  • xxPositionm
  • x0x_0Initial positionm
  • v0v_0Initial velocitym/s
  • aaAccelerationm/s²
  • ttTimes

High SchoolCoreKinematics, AccelerationUsed in 2

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Variables

xxPositionm
x0x_0Initial positionm
v0v_0Initial velocitym/s
aaAccelerationm/s²
ttTimes

When it holds

  • Acceleration constant in magnitude and direction

Common mistakes

  • Solving for tt means solving a quadratic: the calculator returns the first non-negative time the position is reached.
v=2ghv = \sqrt{2 g h}

Speed after a free fall

Impact speed · Torricelli's equation from rest

An object dropped from rest reaches this speed after falling a height hh. Its mass does not appear: without air, everything falls alike.

  • vvSpeedm/s
  • ggGravitational accelerationm/s²
  • hhHeight fallenm

High SchoolCoreKinematics, GravityUsed in 2

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Variables

vvSpeedm/s
ggGravitational accelerationm/s²
hhHeight fallenm

When it holds

  • Starts from rest
  • No air resistance
  • gg constant over the fall

Good to know

It follows from energy conservation, mgh=12mv2mgh = \tfrac12 m v^2, and the fall takes t=2h/gt = \sqrt{2h/g}.

y=xtan⁡θ−g x22 v02cos⁡2θy = x\tan\theta - \dfrac{g\,x^{2}}{2\,v_0^{2}\cos^{2}\theta}

Projectile trajectory

Parabolic path · Equation of the trajectory

Eliminating time from the two equations of motion leaves height as a function of horizontal distance: a parabola.

  • yyHeightm
  • xxHorizontal distancem
  • θ\thetaLaunch angle°
  • v0v_0Launch speedm/s
  • ggGravitational accelerationm/s²

High SchoolExtendedKinematics, GravityUsed in 2

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Variables

yyHeightm
xxHorizontal distancem
θ\thetaLaunch angle°
v0v_0Launch speedm/s
ggGravitational accelerationm/s²

When it holds

  • No air resistance
  • Launched from the origin (add the launch height h0h_0 otherwise)

Good to know

Solving for v0v_0 answers the aiming question: how fast must I throw at this angle to pass through the point (x,y)(x, y)?

R=v02sin⁡2θgR = \dfrac{v_0^{2}\sin 2\theta}{g}

Range of a projectile

Horizontal range

How far a projectile lands on level ground. For a given speed it peaks at 45°, where sin⁡2θ=1\sin 2\theta = 1.

  • RRRangem
  • v0v_0Launch speedm/s
  • θ\thetaLaunch angle°
  • ggGravitational accelerationm/s²

High SchoolExtendedKinematics, GravityUsed in 1

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Variables

RRRangem
v0v_0Launch speedm/s
θ\thetaLaunch angle°
ggGravitational accelerationm/s²

When it holds

  • Level ground: lands at launch height
  • No air resistance

Worked example

A ball is kicked at 20 m/s and 45°. How far does it go?

R=202⋅sin⁡90°/9.81≈40.8R = 20^2 \cdot \sin 90° / 9.81 \approx 40.8 m.

Common mistakes

  • Complementary angles (θ\theta and 90°−θ90° - \theta) give the same range. Solving for θ\theta returns the lower one.
H=v02sin⁡2θ2gH = \dfrac{v_0^{2}\sin^{2}\theta}{2g}

Maximum height of a projectile

Apex height

Only the vertical part of the launch velocity, v0sin⁡θv_0 \sin\theta, fights gravity — so only it sets how high the projectile climbs.

  • HHMaximum heightm
  • v0v_0Launch speedm/s
  • θ\thetaLaunch angle°
  • ggGravitational accelerationm/s²

High SchoolExtendedKinematics, GravityUsed in 1

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Variables

HHMaximum heightm
v0v_0Launch speedm/s
θ\thetaLaunch angle°
ggGravitational accelerationm/s²

When it holds

  • No air resistance
  • Measured from launch height
ac=v2r=ω2ra_c = \dfrac{v^{2}}{r} = \omega^{2} r

Centripetal acceleration

Radial acceleration

Moving in a circle at constant speed is still accelerated motion: the velocity keeps turning, and that takes an acceleration pointing to the centre.

  • aca_cCentripetal accelerationm/s²
  • vvSpeedm/s
  • rrRadiusm

High SchoolCoreKinematics, AccelerationUsed in 2

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Variables

aca_cCentripetal accelerationm/s²
vvSpeedm/s
rrRadiusm

When it holds

  • Uniform circular motion (constant speed)

Good to know

With angular speed ω=v/r\omega = v / r the same acceleration reads ω2r\omega^2 r.

T=2πrv=2πωT = \dfrac{2\pi r}{v} = \dfrac{2\pi}{\omega}

Period of circular motion

Orbital period

The time for one full lap: the circumference divided by the speed.

  • TTPeriods
  • rrRadiusm
  • vvSpeedm/s

High SchoolCoreKinematicsUsed in 1

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Variables

TTPeriods
rrRadiusm
vvSpeedm/s

When it holds

  • Uniform circular motion (constant speed)

Forces & dynamics13

F⃗=m a⃗\vec{F} = m\,\vec{a}

Newton's second law

F = ma · Fundamental law of dynamics

The net force on a body equals its mass times its acceleration. A force does not keep things moving — it changes how they move.

  • FFNet forceN
  • mmMasskg
  • aaAccelerationm/s²

High SchoolCoreForces, DynamicsUsed in 1

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Variables

FFNet forceN
mmMasskg
aaAccelerationm/s²

When it holds

  • Inertial (non-accelerating) frame of reference
  • Constant mass
  • Speeds far below the speed of light

Common mistakes

  • FF is the net force, the vector sum of every force on the body, not any single one of them.
  • Force and acceleration always point the same way; velocity need not.

History

Isaac Newton · 1687
Stated in the Principia as the second of three laws of motion.

W=m gW = m\,g

Weight

Force of gravity near the Earth

Weight is the gravitational force on a mass. Mass is how much stuff there is; weight is how hard gravity pulls on it.

  • WWWeightN
  • mmMasskg
  • ggGravitational accelerationm/s²

Middle SchoolCoreForces, GravityUsed in 1

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Variables

WWWeightN
mmMasskg
ggGravitational accelerationm/s²

When it holds

  • Near a planet's surface, where gg is roughly constant

Common mistakes

  • Mass is measured in kilograms, weight in newtons. A 70 kg person weighs about 687 N on Earth and about 113 N on the Moon — with the same mass.
F=−k xF = -k\,x

Hooke's law

Spring force · Restoring force · Elastic force

A spring pulls back with a force proportional to how far it is stretched or compressed, always towards its rest length.

  • FFSpring forceN
  • kkSpring constantN/m
  • xxDisplacement from rest lengthm

High SchoolCoreForces, SpringsUsed in 3

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Variables

FFSpring forceN
kkSpring constantN/m
xxDisplacement from rest lengthm

When it holds

  • Within the spring's elastic limit
  • Ideal, massless spring

Common mistakes

  • The minus sign is the physics: the force points opposite to the displacement. That is what makes the motion oscillate.

History

Robert Hooke · 1678
First hidden in the anagram ceiiinosssttuv (1676), then decoded: ut tensio, sic vis — as the extension, so the force.

Fc=mv2rF_c = \dfrac{m v^{2}}{r}

Centripetal force

Net radial force

The net force towards the centre that a body needs to follow a circle of radius rr at speed vv.

  • FcF_cCentripetal forceN
  • mmMasskg
  • vvSpeedm/s
  • rrRadiusm

High SchoolCoreForces, DynamicsUsed in 1

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Variables

FcF_cCentripetal forceN
mmMasskg
vvSpeedm/s
rrRadiusm

When it holds

  • Uniform circular motion (constant speed)

Common mistakes

  • Centripetal force is not a new kind of force. It is a job that tension, gravity, friction or a normal force does.
F∥=mgsin⁡θF_\parallel = m g \sin\theta

Weight along a slope

Parallel component of weight

On a slope, part of the weight pulls the body down along the surface. The steeper the slope, the bigger that part.

  • F∥F_\parallelForce along the slopeN
  • mmMasskg
  • ggGravitational accelerationm/s²
  • θ\thetaSlope angle°

High SchoolCoreForces, GravityUsed in 2

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Variables

F∥F_\parallelForce along the slopeN
mmMasskg
ggGravitational accelerationm/s²
θ\thetaSlope angle°

When it holds

  • Flat, straight incline
N=mgcos⁡θN = m g \cos\theta

Normal force on a slope

Perpendicular component of weight

The surface pushes back on the body with a force that balances the part of the weight pressing into it.

  • NNNormal forceN
  • mmMasskg
  • ggGravitational accelerationm/s²
  • θ\thetaSlope angle°

High SchoolCoreForcesUsed in 1

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Variables

NNNormal forceN
mmMasskg
ggGravitational accelerationm/s²
θ\thetaSlope angle°

When it holds

  • Flat, straight incline
  • No other force pressing into or lifting off the surface

Common mistakes

  • The normal force equals mgmg only on flat ground. On a slope it is smaller.
fs,max⁡=μsNf_{s,\max} = \mu_s N

Maximum static friction

Limiting friction

Static friction holds a body still up to a limit set by the surfaces (μs\mu_s) and how hard they are pressed together (NN).

  • fs,max⁡f_{s,\max}Maximum static frictionN
  • μs\mu_sCoefficient of static friction
  • NNNormal forceN

High SchoolExtendedFriction, ForcesUsed in 1

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Variables

fs,max⁡f_{s,\max}Maximum static frictionN
μs\mu_sCoefficient of static friction
NNNormal forceN

When it holds

  • Dry surfaces (Amontons–Coulomb model)

Common mistakes

  • This is a ceiling, not the actual friction. Static friction takes whatever value is needed to prevent sliding, up to μsN\mu_s N.
tan⁡θrepose=μs\tan\theta_{\text{repose}} = \mu_s

Angle of repose

Critical slope angle

The steepest slope a body can rest on without sliding. Surprisingly, it does not depend on the mass.

  • θrepose\theta_{\text{repose}}Angle of repose°
  • μs\mu_sCoefficient of static friction

High SchoolExtendedFrictionUsed in 1

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Variables

θrepose\theta_{\text{repose}}Angle of repose°
μs\mu_sCoefficient of static friction

When it holds

  • Dry friction model
  • Rigid block on a flat incline

Good to know

It comes from setting mgsin⁡θ=μs mgcos⁡θmg\sin\theta = \mu_s\,mg\cos\theta: the mass cancels.

Fdrag=12 Cd ρ A v2F_{\text{drag}} = \tfrac{1}{2}\,C_d\,\rho\,A\,v^2

Drag equation

Air resistance · Quadratic drag

Air resistance grows with the square of speed: go twice as fast and the drag is four times bigger.

  • FdragF_{\text{drag}}Drag forceN
  • CdC_dDrag coefficient
  • ρ\rhoFluid densitykg/m³
  • AACross-sectional aream²
  • vvSpeedm/s

High SchoolAdvancedFluids, ForcesUsed in 1

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Variables

FdragF_{\text{drag}}Drag forceN
CdC_dDrag coefficient
ρ\rhoFluid densitykg/m³
AACross-sectional aream²
vvSpeedm/s

When it holds

  • High Reynolds number (turbulent flow): ordinary objects moving through air or water
  • CdC_d depends on shape; 0.47 is a sphere
vt=2 m gCd ρ Av_t = \sqrt{\dfrac{2\,m\,g}{C_d\,\rho\,A}}

Terminal velocity

Terminal speed

A falling body stops speeding up when drag grows to match its weight. That top speed is the terminal velocity.

  • vtv_tTerminal velocitym/s
  • mmMasskg
  • ggGravitational accelerationm/s²
  • CdC_dDrag coefficient
  • ρ\rhoFluid densitykg/m³
  • AACross-sectional aream²

High SchoolAdvancedFluids, GravityUsed in 1

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Variables

vtv_tTerminal velocitym/s
mmMasskg
ggGravitational accelerationm/s²
CdC_dDrag coefficient
ρ\rhoFluid densitykg/m³
AACross-sectional aream²

When it holds

  • Quadratic drag
  • Constant air density

Worked example

A skydiver of 80 kg falls belly-down (Cd≈1C_d \approx 1, A≈0.7A \approx 0.7 m²). What is their terminal velocity?

vt=2⋅80⋅9.81/(1⋅1.225⋅0.7)≈43v_t = \sqrt{2 \cdot 80 \cdot 9.81 / (1 \cdot 1.225 \cdot 0.7)} \approx 43 m/s, about 150 km/h.

L=12 ρ v2 S CLL = \tfrac{1}{2}\,\rho\, v^{2}\, S\, C_L

Lift equation

Aerodynamic lift

The upward force on a wing grows with air density, wing area and the square of airspeed. The lift coefficient holds the shape and the angle of attack.

  • LLLiftN
  • ρ\rhoAir densitykg/m³
  • vvAirspeedm/s
  • SSWing aream²
  • CLC_LLift coefficient

High SchoolAdvancedFluids, ForcesUsed in 1

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Variables

LLLiftN
ρ\rhoAir densitykg/m³
vvAirspeedm/s
SSWing aream²
CLC_LLift coefficient

When it holds

  • Below the stall angle
  • Subsonic flight
L=T−V\mathcal{L} = T - V

Lagrangian

Lagrange function

Kinetic minus potential energy. Written in any convenient coordinates, it holds all the dynamics of a system — no forces or constraint reactions needed.

  • L\mathcal{L}LagrangianJ
  • TTKinetic energyJ
  • VVPotential energyJ

UniversityAdvancedDynamics, EnergyUsed in 1

Identity card

Variables

L\mathcal{L}LagrangianJ
TTKinetic energyJ
VVPotential energyJ

When it holds

  • Conservative forces (potentials exist)

History

Joseph-Louis Lagrange · 1788
Mécanique analytique.

ddt∂L∂q˙i−∂L∂qi=0\dfrac{d}{dt}\dfrac{\partial \mathcal{L}}{\partial \dot{q}_i} - \dfrac{\partial \mathcal{L}}{\partial q_i} = 0

Euler–Lagrange equation

Lagrange's equations

One equation of motion per coordinate qiq_i, straight from the Lagrangian. It is how the double pendulum's equations are derived.

  • L\mathcal{L}LagrangianJ
  • qiq_iGeneralised coordinate (an angle, a position…)
  • q˙i\dot{q}_iIts time derivative

UniversityAdvancedDynamicsUsed in 2

Identity card

Variables

L\mathcal{L}LagrangianJ
qiq_iGeneralised coordinate (an angle, a position…)
q˙i\dot{q}_iIts time derivative

When it holds

  • Holonomic constraints
  • Conservative forces

Energy & momentum8

K=12mv2K = \tfrac{1}{2} m v^{2}

Kinetic energy

Energy of motion

The energy a body has because it moves. It grows with the square of speed: twice as fast carries four times the energy.

  • KKKinetic energyJ
  • mmMasskg
  • vvSpeedm/s

High SchoolCoreEnergyUsed in 1

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Variables

KKKinetic energyJ
mmMasskg
vvSpeedm/s

When it holds

  • Speeds far below the speed of light

Worked example

How much kinetic energy does a 1000 kg car have at 50 km/h (about 14 m/s)?

K=12⋅1000⋅142=98 000K = \tfrac12 \cdot 1000 \cdot 14^2 = 98\,000 J. At 100 km/h it is four times as much.

U=mghU = m g h

Gravitational potential energy

GPE · Potential energy near the Earth

The energy stored by lifting a mass against gravity. Only changes in hh matter, so you choose where h=0h = 0 is.

  • UUPotential energyJ
  • mmMasskg
  • ggGravitational accelerationm/s²
  • hhHeight above the reference levelm

High SchoolCoreEnergy, Gravity

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Variables

UUPotential energyJ
mmMasskg
ggGravitational accelerationm/s²
hhHeight above the reference levelm

When it holds

  • Near a planet's surface, where gg is roughly constant
U=12kx2U = \tfrac{1}{2} k x^{2}

Elastic potential energy

Energy stored in a spring

The energy stored in a stretched or compressed spring. At the turning points of an oscillation all the energy is here, so the total is 12kA2\tfrac12 k A^2.

  • UUElastic potential energyJ
  • kkSpring constantN/m
  • xxDisplacement from rest lengthm

High SchoolCoreEnergy, SpringsUsed in 1

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Variables

UUElastic potential energyJ
kkSpring constantN/m
xxDisplacement from rest lengthm

When it holds

  • Within the elastic limit (Hooke's law holds)
v=2gL (1−cos⁡θ0)v = \sqrt{2 g L\,(1 - \cos\theta_0)}

Pendulum speed at the bottom

Maximum speed of a pendulum

Released from an angle θ0\theta_0, the bob drops a height L(1−cos⁡θ0)L(1-\cos\theta_0) and turns it all into speed at the lowest point.

  • vvSpeed at the bottomm/s
  • ggGravitational accelerationm/s²
  • LLLengthm
  • θ0\theta_0Release angle°

High SchoolExtendedEnergy, OscillationsUsed in 1

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Variables

vvSpeed at the bottomm/s
ggGravitational accelerationm/s²
LLLengthm
θ0\theta_0Release angle°

When it holds

  • No friction or air resistance
  • Rigid, massless rod or taut string
m1u1+m2u2=m1v1+m2v2m_1 u_1 + m_2 u_2 = m_1 v_1 + m_2 v_2

Conservation of momentum

Momentum balance in a collision

In any collision the total momentum before equals the total after — elastic, inelastic or sticky.

  • m1m_1Mass of body 1kg
  • u1u_1Velocity of body 1 beforem/s
  • m2m_2Mass of body 2kg
  • u2u_2Velocity of body 2 beforem/s
  • v1v_1Velocity of body 1 afterm/s
  • v2v_2Velocity of body 2 afterm/s

High SchoolCoreCollisionUsed in 4

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Variables

m1m_1Mass of body 1kg
u1u_1Velocity of body 1 beforem/s
m2m_2Mass of body 2kg
u2u_2Velocity of body 2 beforem/s
v1v_1Velocity of body 1 afterm/s
v2v_2Velocity of body 2 afterm/s

When it holds

  • Isolated system: no net external force during the collision

Common mistakes

  • Velocities are signed: pick a positive direction and give anything moving the other way a minus sign.
  • Momentum is conserved even when kinetic energy is not.
v1=m1−m2m1+m2 u1+2m2m1+m2 u2,v2=2m1m1+m2 u1+m2−m1m1+m2 u2v_1 = \dfrac{m_1 - m_2}{m_1 + m_2}\,u_1 + \dfrac{2 m_2}{m_1 + m_2}\,u_2,\qquad v_2 = \dfrac{2 m_1}{m_1 + m_2}\,u_1 + \dfrac{m_2 - m_1}{m_1 + m_2}\,u_2

Elastic collision in one dimension

Final velocities of an elastic collision

When both momentum and kinetic energy are conserved, the velocities after a head-on collision follow from the masses and the velocities before.

  • m1m_1Mass of body 1kg
  • m2m_2Mass of body 2kg
  • u1u_1Velocity of body 1 beforem/s
  • u2u_2Velocity of body 2 beforem/s
  • v1v_1Velocity of body 1 afterm/s
  • v2v_2Velocity of body 2 afterm/s

High SchoolExtendedCollision, EnergyUsed in 2

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Variables

m1m_1Mass of body 1kg
m2m_2Mass of body 2kg
u1u_1Velocity of body 1 beforem/s
u2u_2Velocity of body 2 beforem/s
v1v_1Velocity of body 1 afterm/s
v2v_2Velocity of body 2 afterm/s

When it holds

  • Perfectly elastic (e=1e = 1)
  • Head-on, along one line

Good to know

Equal masses simply swap velocities — the Newton's cradle effect.

e=v2−v1u1−u2e = \dfrac{v_2 - v_1}{u_1 - u_2}

Coefficient of restitution

Restitution · Bounciness

How much of the approach speed survives a collision as separation speed: 1 for a perfectly elastic bounce, 0 when the bodies stick.

  • eeCoefficient of restitution
  • u1u_1Velocity of body 1 beforem/s
  • u2u_2Velocity of body 2 beforem/s
  • v1v_1Velocity of body 1 afterm/s
  • v2v_2Velocity of body 2 afterm/s

High SchoolExtendedCollisionUsed in 5

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Variables

eeCoefficient of restitution
u1u_1Velocity of body 1 beforem/s
u2u_2Velocity of body 2 beforem/s
v1v_1Velocity of body 1 afterm/s
v2v_2Velocity of body 2 afterm/s

When it holds

  • Head-on collision
  • 0≤e≤10 \le e \le 1 for ordinary materials

Good to know

Against a fixed wall or floor it reduces to e=∣vafter∣/∣vbefore∣e = |v_{\text{after}}| / |v_{\text{before}}|: each bounce reverses the velocity and scales it, v→−e vv \rightarrow -e\,v, and the rebound height by e2e^2.

Ncollisions=⌊π⋅10N⌋N_{\text{collisions}} = \lfloor \pi \cdot 10^{N} \rfloor

π from colliding blocks

Galperin's billiards · Block collision count

A block 100N100^N times heavier than a small one, sliding into it towards a wall, makes the two collide exactly as many times as the first N+1N+1 digits of π.

  • NcollisionsN_{\text{collisions}}Number of collisions
  • NNMass ratio exponent: the big block is 100ᴺ times heavier

UniversityAdvancedCollision, MathUsed in 2

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Variables

NcollisionsN_{\text{collisions}}Number of collisions
NNMass ratio exponent: the big block is 100ᴺ times heavier

When it holds

  • Perfectly elastic collisions with each other and with the wall
  • No friction

Good to know

Both momentum and kinetic energy are conserved in every collision; drawn in the right coordinates, energy conservation is a circle and each collision a fixed rotation around it.

History

Gregory Galperin · 2003
Published as “Playing pool with π”.

Oscillations5

ω=km\omega = \sqrt{\dfrac{k}{m}}

Angular frequency of a mass on a spring

Natural frequency

How fast a mass on a spring oscillates: a stiffer spring speeds it up, a heavier mass slows it down.

  • ω\omegaAngular frequencyrad/s
  • kkSpring constantN/m
  • mmMasskg

High SchoolExtendedOscillations, SpringsUsed in 1

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Variables

ω\omegaAngular frequencyrad/s
kkSpring constantN/m
mmMasskg

When it holds

  • Ideal spring obeying Hooke's law
  • No damping
T=2πmkT = 2\pi\sqrt{\dfrac{m}{k}}

Period of a mass on a spring

Mass–spring period

The time for one full oscillation. The amplitude is missing on purpose: small or large swings take the same time.

  • TTPeriods
  • mmMasskg
  • kkSpring constantN/m

High SchoolCoreOscillations, SpringsUsed in 2

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Variables

TTPeriods
mmMasskg
kkSpring constantN/m

When it holds

  • Ideal spring obeying Hooke's law
  • No damping

Worked example

A 0.5 kg mass hangs from a spring with k=20k = 20 N/m. What is its period?

T=2π0.5/20≈0.99T = 2\pi\sqrt{0.5/20} \approx 0.99 s — almost exactly one bounce per second.

Common mistakes

  • Hanging the spring vertically does not change the period: gravity only shifts the rest position.
x(t)=Acos⁡(ωt+φ)x(t) = A\cos(\omega t + \varphi)

Simple harmonic motion

Position over time in SHM

A linear restoring force makes a body oscillate as a cosine: amplitude AA, angular frequency ω\omega, phase φ\varphi.

  • xxDisplacementm
  • AAAmplitudem
  • ω\omegaAngular frequencyrad/s
  • ttTimes
  • φ\varphiPhaserad

High SchoolExtendedOscillationsUsed in 1

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Variables

xxDisplacementm
AAAmplitudem
ω\omegaAngular frequencyrad/s
ttTimes
φ\varphiPhaserad

When it holds

  • Restoring force proportional to displacement
  • No damping
T=2πLgT = 2\pi\sqrt{\dfrac{L}{g}}

Period of a simple pendulum

Pendulum formula

For small swings a pendulum's period depends only on its length and on gravity — not on the mass, not on how far it swings.

  • TTPeriods
  • LLLengthm
  • ggGravitational accelerationm/s²

High SchoolCoreOscillations, GravityUsed in 2

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Variables

TTPeriods
LLLengthm
ggGravitational accelerationm/s²

When it holds

  • Small angles (below about 15°), where sin⁡θ≈θ\sin\theta \approx \theta
  • Point mass on a massless string, no friction

Worked example

How long must a pendulum be to tick once per second (a period of 2 s)?

L=g (T/2π)2=9.81⋅(2/2π)2≈0.99L = g\,(T/2\pi)^2 = 9.81 \cdot (2/2\pi)^2 \approx 0.99 m — the “seconds pendulum” of grandfather clocks.

Common mistakes

  • At large amplitudes the real period is longer: about 1.7% longer at 30°, 18% at 90°.

History

Galileo Galilei, Christiaan Huygens · 1602–1673
Galileo noticed that a pendulum's swings take equal times; Huygens derived the formula and built the first pendulum clock.

θ¨+gLsin⁡θ=0\ddot{\theta} + \dfrac{g}{L}\sin\theta = 0

Pendulum equation of motion

Nonlinear pendulum equation

The exact equation for a swinging pendulum. The sin⁡θ\sin\theta makes it nonlinear; replacing it with θ\theta for small angles gives simple harmonic motion.

  • θ\thetaAngle from the verticalrad
  • θ¨\ddot{\theta}Angular accelerationrad/s²
  • ggGravitational accelerationm/s²
  • LLLengthm

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Variables

θ\thetaAngle from the verticalrad
θ¨\ddot{\theta}Angular accelerationrad/s²
ggGravitational accelerationm/s²
LLLengthm

When it holds

  • Point mass on a rigid, massless rod
  • No friction

Gravitation4

F=G m1m2r2F = G\,\dfrac{m_1 m_2}{r^{2}}

Newton's law of universal gravitation

Inverse-square law of gravity

Every two masses attract each other along the line between them, with a force that falls off as the square of the distance.

  • FFGravitational forceN
  • m1m_1First masskg
  • m2m_2Second masskg
  • rrDistance between the centresm

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Variables

FFGravitational forceN
m1m_1First masskg
m2m_2Second masskg
rrDistance between the centresm
  • GG= 6.674 × 10-11N·m²/kg²

When it holds

  • Point masses or spherically symmetric bodies
  • Weak fields and slow speeds (otherwise general relativity)

Good to know

In vector form, the force on body ii from body jj is F⃗ij=−G mimj∣r⃗ij∣2 r^ij\vec{F}_{ij} = -G\,\dfrac{m_i m_j}{|\vec{r}_{ij}|^{2}}\,\hat{r}_{ij}.

History

Isaac Newton · 1687
The same law explains a falling apple and the orbit of the Moon.

F⃗i=∑j≠iF⃗ij\vec{F}_i = \sum_{j \ne i} \vec{F}_{ij}

Net gravitational force

Superposition of forces · N-body force

With many bodies, each one feels the vector sum of the pulls from all the others. With three or more there is no general closed-form solution.

  • F⃗i\vec{F}_iNet force on body iiN
  • F⃗ij\vec{F}_{ij}Force on body ii from body jjN

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Variables

F⃗i\vec{F}_iNet force on body iiN
F⃗ij\vec{F}_{ij}Force on body ii from body jjN

When it holds

  • Newtonian gravity
v=GMrv = \sqrt{\dfrac{G M}{r}}

Circular orbital speed

Orbital velocity

The speed that keeps a satellite on a circular orbit: gravity supplies exactly the centripetal force it needs.

  • vvOrbital speedm/s
  • MMMass of the central bodykg
  • rrOrbit radius (from the centre)m

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Variables

vvOrbital speedm/s
MMMass of the central bodykg
rrOrbit radius (from the centre)m
  • GG= 6.674 × 10-11N·m²/kg²

When it holds

  • Circular orbit
  • Satellite much lighter than the central body

Good to know

It comes from setting GMm/r2=mv2/rG M m / r^2 = m v^2 / r — the satellite's own mass cancels.

Worked example

The ISS orbits about 400 km up, so r≈6771r \approx 6771 km. How fast does it go?

v=6.674×10−11⋅5.972×1024/6.771×106≈7.67v = \sqrt{6.674\times10^{-11} \cdot 5.972\times10^{24} / 6.771\times10^{6}} \approx 7.67 km/s.

g(h)=g0(RR+h)2g(h) = g_0\left(\dfrac{R}{R+h}\right)^{2}

Gravity at altitude

Variation of g with height

Gravity weakens slowly with height. At the International Space Station it is still about 90% of its value on the ground.

  • g(h)g(h)Gravitational acceleration at height hm/s²
  • g0g_0Surface gravitational accelerationm/s²
  • RRPlanet radiusm
  • hhHeight above the surfacem

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Variables

g(h)g(h)Gravitational acceleration at height hm/s²
g0g_0Surface gravitational accelerationm/s²
RRPlanet radiusm
hhHeight above the surfacem

When it holds

  • Spherical planet
  • Above the surface

Common mistakes

  • Astronauts float because they are in free fall around the Earth, not because gravity is missing.

Fluids & heat1

Q˙=−k A ΔTd\dot Q = -k\,A\,\dfrac{\Delta T}{d}

Fourier's law of heat conduction

Heat conduction · Thermal conduction

Heat flows through a material from hot to cold at a rate set by its conductivity, its area, and how steep the temperature drop is.

  • Q˙\dot QHeat flow rateW
  • kkThermal conductivityW/(m·K)
  • AAAream²
  • ΔT\Delta TTemperature change across the layerK
  • ddThicknessm

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Variables

Q˙\dot QHeat flow rateW
kkThermal conductivityW/(m·K)
AAAream²
ΔT\Delta TTemperature change across the layerK
ddThicknessm

When it holds

  • Steady state
  • Uniform slab of one material

Common mistakes

  • Metal feels colder than wood at the same temperature because its high kk draws heat out of your hand faster — not because it is colder.

History

Joseph Fourier · 1822
Théorie analytique de la chaleur, the book that also introduced Fourier series.

Electricity & magnetism2

F=14πε0 q1q2r2F = \dfrac{1}{4\pi\varepsilon_0}\,\dfrac{q_1 q_2}{r^{2}}

Coulomb's law

Electrostatic force

Two charges push apart (same sign) or pull together (opposite signs) with a force that falls off as the square of the distance — the electric twin of Newton's gravity.

  • FFElectrostatic force (positive = repulsive)N
  • q1q_1First chargeC
  • q2q_2Second chargeC
  • rrDistancem

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Variables

FFElectrostatic force (positive = repulsive)N
q1q_1First chargeC
q2q_2Second chargeC
rrDistancem
  • 14πε0\tfrac{1}{4\pi\varepsilon_0}= 8.988 × 109N·m²/C²

When it holds

  • Point charges at rest
  • In vacuum (in a material, divide by its relative permittivity)

History

Charles-Augustin de Coulomb · 1785
Measured with a torsion balance.

R=ρLAR = \dfrac{\rho L}{A}

Resistance of a wire

Resistivity formula

A longer wire resists current more, a thicker one less. The material enters through its resistivity ρ\rho.

  • RRResistanceΩ
  • ρ\rhoResistivityΩ·m
  • LLLengthm
  • AACross-sectional aream²

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Variables

RRResistanceΩ
ρ\rhoResistivityΩ·m
LLLengthm
AACross-sectional aream²

When it holds

  • Uniform wire
  • Constant temperature

Light & optics6

n1sin⁡θ1=n2sin⁡θ2n_1 \sin\theta_1 = n_2 \sin\theta_2

Snell's law

Law of refraction

Light bends when it crosses into a medium where it travels at a different speed. The refractive indices decide by how much.

  • n1n_1Refractive index of the first medium
  • θ1\theta_1Angle of incidence°
  • n2n_2Refractive index of the second medium
  • θ2\theta_2Angle of refraction°

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Variables

n1n_1Refractive index of the first medium
θ1\theta_1Angle of incidence°
n2n_2Refractive index of the second medium
θ2\theta_2Angle of refraction°

When it holds

  • Angles measured from the normal to the surface

Common mistakes

  • Going from a dense to a less dense medium, past the critical angle there is no refracted ray at all: total internal reflection.

History

Ibn Sahl, Willebrord Snellius · 984, 1621
First described by Ibn Sahl in Baghdad, rediscovered by Snellius six centuries later.

D^r=D^−2(D^⋅N^) N^\hat{D}_r = \hat{D} - 2(\hat{D}\cdot\hat{N})\,\hat{N}

Law of reflection

Mirror reflection

A ray bounces off a mirror at the same angle it arrived (θi=θr\theta_i = \theta_r). In vector form: flip the part of the direction along the normal.

  • D^\hat{D}Incoming direction (unit vector)
  • N^\hat{N}Surface normal (unit vector)
  • D^r\hat{D}_rReflected direction

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Variables

D^\hat{D}Incoming direction (unit vector)
N^\hat{N}Surface normal (unit vector)
D^r\hat{D}_rReflected direction

When it holds

  • Smooth, mirror-like surface
E=I0d2E = \dfrac{I_0}{d^2}

Inverse-square law of light

Irradiance from a point source

Light from a point source spreads over a sphere, so its brightness falls with the square of the distance: twice as far, a quarter as bright.

  • EEIrradiance on the surfaceW/m²
  • I0I_0Source intensityW/sr
  • ddDistance from the sourcem

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Variables

EEIrradiance on the surfaceW/m²
I0I_0Source intensityW/sr
ddDistance from the sourcem

When it holds

  • Point source
  • No absorption along the way
Id=kd E max⁡(0, N^⋅L^)I_d = k_d\,E\,\max(0,\ \hat{N}\cdot\hat{L})

Lambert's cosine law

Diffuse shading

A matte surface looks brightest when it faces the light and darker as it turns away, following the cosine of the angle between normal and light.

  • IdI_dDiffuse brightnessW/m²
  • kdk_dDiffuse reflectance (albedo)
  • EEIncoming irradianceW/m²
  • θ\thetaAngle between normal N^\hat{N} and light L^\hat{L}°

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Variables

IdI_dDiffuse brightnessW/m²
kdk_dDiffuse reflectance (albedo)
EEIncoming irradianceW/m²
θ\thetaAngle between normal N^\hat{N} and light L^\hat{L}°

When it holds

  • Ideal matte (Lambertian) surface

Good to know

For unit vectors, N^⋅L^=cos⁡θ\hat{N}\cdot\hat{L} = \cos\theta; the max⁡\max keeps surfaces facing away from the light black instead of negative.

History

Johann Heinrich Lambert · 1760
Photometria.

P⃗(t)=O⃗+t D^\vec{P}(t) = \vec{O} + t\,\hat{D}

Parametric ray

Ray equation

Every point on a ray: start at the origin O⃗\vec{O} and walk a distance tt along the direction D^\hat{D}. Ray tracing is finding the smallest tt that hits something.

  • P⃗(t)\vec{P}(t)Point on the ray
  • O⃗\vec{O}Ray origin (the camera)
  • D^\hat{D}Direction (unit vector)
  • ttDistance along the raym

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Variables

P⃗(t)\vec{P}(t)Point on the ray
O⃗\vec{O}Ray origin (the camera)
D^\hat{D}Direction (unit vector)
ttDistance along the raym

When it holds

  • Straight-line propagation (geometric optics)
Δ=b2−4ac,b=2 D^⋅(O⃗−C⃗),c=∣O⃗−C⃗∣2−r2\Delta = b^2 - 4ac,\quad b = 2\,\hat{D}\cdot(\vec{O}-\vec{C}),\quad c = |\vec{O}-\vec{C}|^2 - r^2

Ray–sphere intersection

Ray–sphere discriminant

Substituting the ray into the sphere's equation gives a quadratic in tt. Its discriminant says whether the ray misses (Δ<0\Delta < 0), grazes, or hits the sphere.

  • Δ\DeltaDiscriminant
  • C⃗\vec{C}Sphere centre
  • rrSphere radiusm
  • aaD^⋅D^\hat{D}\cdot\hat{D}, equal to 1 for a unit direction

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Variables

Δ\DeltaDiscriminant
C⃗\vec{C}Sphere centre
rrSphere radiusm
aaD^⋅D^\hat{D}\cdot\hat{D}, equal to 1 for a unit direction

When it holds

  • Perfect sphere

Modern physics1

λ=hmv\lambda = \dfrac{h}{m v}

de Broglie wavelength

Matter wave

Every moving particle behaves like a wave whose wavelength shrinks as its momentum grows. For everyday objects it is far too small to notice.

  • λ\lambdaWavelengthm
  • mmMasskg
  • vvSpeedm/s

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Variables

λ\lambdaWavelengthm
mmMasskg
vvSpeedm/s
  • hh= 6.626 × 10-34J·s

When it holds

  • Non-relativistic speeds (otherwise use the relativistic momentum)

Worked example

What is the wavelength of an electron moving at 10610^6 m/s?

λ=6.63×10−34/(9.11×10−31⋅106)≈0.73\lambda = 6.63\times10^{-34} / (9.11\times10^{-31} \cdot 10^6) \approx 0.73 nm — about the spacing of atoms in a crystal, which is why electrons diffract.

History

Louis de Broglie · 1924
Proposed in his PhD thesis; Nobel Prize 1929.

Mathematics6

∣a⃗∣=ax2+ay2|\vec{a}| = \sqrt{a_x^{2} + a_y^{2}}

Magnitude of a vector

Length of a vector · Norm

The length of a vector from its components — Pythagoras' theorem on the right triangle they form.

  • ∣a⃗∣|\vec{a}|Magnitude
  • axa_xx component
  • aya_yy component

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Variables

∣a⃗∣|\vec{a}|Magnitude
axa_xx component
aya_yy component

When it holds

  • Cartesian components (add az2a_z^2 in 3-D)

Good to know

Its direction is θ=arctan⁡(ay/ax)\theta = \arctan(a_y / a_x), and back again: ax=∣a⃗∣cos⁡θa_x = |\vec{a}|\cos\theta, ay=∣a⃗∣sin⁡θa_y = |\vec{a}|\sin\theta.

a⃗+b⃗=(ax+bx,  ay+by)\vec{a} + \vec{b} = (a_x + b_x,\; a_y + b_y)

Sum of two vectors

Vector addition · Tip-to-tail rule

To add vectors, add their components. Geometrically: place the tail of b⃗\vec{b} on the tip of a⃗\vec{a}.

  • a⃗\vec{a}First vector
  • b⃗\vec{b}Second vector

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Variables

a⃗\vec{a}First vector
b⃗\vec{b}Second vector
a⃗⋅b⃗=axbx+ayby=∣a⃗∣∣b⃗∣cos⁡θ\vec{a}\cdot\vec{b} = a_x b_x + a_y b_y = |\vec{a}||\vec{b}|\cos\theta

Dot product

Scalar product · Inner product

Multiplies two vectors into a number that measures how much they point the same way: zero when they are perpendicular.

  • a⃗⋅b⃗\vec{a}\cdot\vec{b}Dot product
  • ∣a⃗∣|\vec{a}|Magnitude of a
  • ∣b⃗∣|\vec{b}|Magnitude of b
  • θ\thetaAngle between them°

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Variables

a⃗⋅b⃗\vec{a}\cdot\vec{b}Dot product
∣a⃗∣|\vec{a}|Magnitude of a
∣b⃗∣|\vec{b}|Magnitude of b
θ\thetaAngle between them°

Good to know

In physics it gives work: W=F⃗⋅s⃗W = \vec{F}\cdot\vec{s} counts only the part of the force along the motion.

tan⁡θ=sin⁡θcos⁡θ\tan\theta = \dfrac{\sin\theta}{\cos\theta}

Tangent as a ratio

Definition of tangent

The tangent is the slope of the line from the origin through the point on the unit circle. It blows up at 90°, where the cosine is zero.

  • θ\thetaAngle°

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θ\thetaAngle°
y=Asin⁡(ωθ+φ)y = A\sin(\omega\theta + \varphi)

Sine wave

Sinusoid · Generalised sine function

The shape of every oscillation and wave: AA stretches it vertically, ω\omega squeezes it horizontally, φ\varphi slides it sideways.

  • yyValue
  • AAAmplitude
  • ω\omegaAngular frequency
  • θ\thetaAngle°
  • φ\varphiPhase°

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Variables

yyValue
AAAmplitude
ω\omegaAngular frequency
θ\thetaAngle°
φ\varphiPhase°