Particle kinematics in rectangular coordinates

Before a single force enters the picture, mechanics asks the purely geometric question: how does a moving point's position change with time? Particle kinematics in rectangular coordinates answers this by resolving motion along fixed, mutually perpendicular axes xx, yy, zz and tracking position, velocity, and acceleration as vectors built from ordinary one-dimensional calculus. It opens the Kinematics and Kinetics of Particles unit of ME10001 Mechanics, carrying forward the vector-algebra tools from Statics but shifting the question from "what forces balance?" to "how does a point move?" Rectilinear (straight-line) motion is the one-axis special case; curvilinear motion — a ball's flight, a car rounding a bend — is the general case, and rectangular coordinates are the natural choice whenever the axes of interest are straight and independent, as in projectile motion.

The core insight

Because the unit vectors i^\hat i, j^\hat j, k^\hat k never change direction, differentiating the position vector r⃗(t)=x(t)i^+y(t)j^+z(t)k^\vec r(t) = x(t)\hat i + y(t)\hat j + z(t)\hat k splits motion into three completely independent one-dimensional problems joined only by the shared clock tt.

The core idea

Rectilinear motion. Along a single axis ss, position, velocity, and acceleration chain together through calculus:

v=dsdt,a=dvdt=v dvds.v = \frac{ds}{dt}, \qquad a = \frac{dv}{dt} = v\,\frac{dv}{ds}.

where: ss is position along the axis, vv is velocity, aa is acceleration, and tt is time. The second form, a=v dv/dsa = v\,dv/ds, is useful whenever acceleration is known as a function of position rather than time.

Constant acceleration. Integrating the equations above under a constant aa gives the three formulas every projectile and free-fall problem reduces to:

v=v0+at,s=s0+v0t+12at2,v2=v02+2a(s−s0).v = v_0 + at, \qquad s = s_0 + v_0 t + \tfrac12 a t^2, \qquad v^2 = v_0^2 + 2a(s - s_0).

where: v0v_0, s0s_0 are the velocity and position at t=0t = 0. These hold only while aa stays constant — the commonest source of wrong answers is applying them when aa varies with time or position.

Curvilinear motion. In three dimensions the position vector r⃗(t)=x(t)i^+y(t)j^+z(t)k^\vec r(t) = x(t)\hat i + y(t)\hat j + z(t)\hat k differentiates component-by-component because i^,j^,k^\hat i, \hat j, \hat k are fixed:

v⃗=x˙ i^+y˙ j^+z˙ k^,a⃗=x¨ i^+y¨ j^+z¨ k^.\vec v = \dot x\,\hat i + \dot y\,\hat j + \dot z\,\hat k, \qquad \vec a = \ddot x\,\hat i + \ddot y\,\hat j + \ddot z\,\hat k.

where: dots denote time derivatives (x˙=dx/dt\dot x = dx/dt, x¨=d2x/dt2\ddot x = d^2x/dt^2). The speed is the vector's magnitude, v=x˙2+y˙2+z˙2v = \sqrt{\dot x^2 + \dot y^2 + \dot z^2}, and likewise for the magnitude of acceleration. This independence is the entire payoff of rectangular coordinates: a two-dimensional problem becomes two separate one-dimensional problems, solved on their own and recombined only through tt.

Figure
Projectile path shown with independent horizontal and vertical motion graphs sharing the same time axis
Rectangular decomposition of projectile motion x (horizontal, constant velocity) y (vertical, constant a = -g) launch y max, vy = 0 landing x grows evenly with t ax = 0, ay = -g throughout

Derivation

Derivation AConstant-acceleration kinematic equations from calculus

The goal is to derive the three constant-acceleration formulas (v=v0+atv = v_0 + at, s=s0+v0t+12at2s = s_0 + v_0 t + \tfrac12 a t^2, v2=v02+2a(s−s0)v^2 = v_0^2 + 2a(s-s_0)) directly from the defining relations v=ds/dtv = ds/dt and a=dv/dta = dv/dt, so that every projectile, free-fall, or straight-line problem in this unit can be traced back to a single act of integration rather than memorized as disconnected rules.

Step 1. Start from the definition of acceleration, a=dv/dta = dv/dt, and treat aa as constant. Separate variables and integrate both sides from t=0t=0 (where v=v0v = v_0) to a general time tt: ∫v0vdv=∫0ta dt\int_{v_0}^{v} dv = \int_0^t a\,dt. Since aa does not depend on tt, the right side is simply ata t, giving v−v0=atv - v_0 = at, or v=v0+atv = v_0 + at.

Step 2. Now use the definition of velocity, v=ds/dtv = ds/dt, substituting the result of Step 1: ds/dt=v0+atds/dt = v_0 + at. Integrate both sides from t=0t = 0 (where s=s0s = s_0) to a general time tt: ∫s0sds=∫0t(v0+at) dt\int_{s_0}^{s} ds = \int_0^t (v_0 + at)\,dt. The right side integrates term-by-term to v0t+12at2v_0 t + \tfrac12 a t^2, so s−s0=v0t+12at2s - s_0 = v_0 t + \tfrac12 a t^2, or s=s0+v0t+12at2s = s_0 + v_0 t + \tfrac12 a t^2.

Step 3. To eliminate tt and connect velocity directly to position, use a=v dv/dsa = v\,dv/ds (the chain-rule form of acceleration). Separate variables: v dv=a dsv\,dv = a\,ds. Integrate from s0s_0 (where v=v0v = v_0) to ss: ∫v0vv dv=∫s0sa ds\int_{v_0}^{v} v\,dv = \int_{s_0}^{s} a\,ds. The left side gives 12(v2−v02)\tfrac12(v^2 - v_0^2) and the right side gives a(s−s0)a(s - s_0), so v2−v02=2a(s−s0)v^2 - v_0^2 = 2a(s-s_0), or v2=v02+2a(s−s0)v^2 = v_0^2 + 2a(s-s_0).

Step 4. All three results assumed only that aa is constant — no other physics was used. This is why the formulas fail the instant aa varies with time or position; in that case one must return to Step 1 and integrate a(t)a(t) or a(s)a(s) directly, exactly as with the cubic s(t)=2t3−9t2+12ts(t) = 2t^3 - 9t^2 + 12t from Pass 1, where a(t)=12t−18a(t) = 12t - 18 is not constant and the shortcut formulas do not apply.

Worked example

A ball is launched from ground level with initial speed 20 m/s20\ \text{m/s} at 30∘30^\circ above the horizontal; take g=9.8 m/s2g = 9.8\ \text{m/s}^2 and neglect air resistance. Find the maximum height, the range, and the velocity (magnitude and direction) at the instant it lands.

Step 1. Resolve the launch velocity into rectangular components: v0x=20cos⁡30∘=17.32 m/sv_{0x} = 20\cos30^\circ = 17.32\ \text{m/s}, v0y=20sin⁡30∘=10.0 m/sv_{0y} = 20\sin30^\circ = 10.0\ \text{m/s}. Horizontal motion has ax=0a_x = 0, so x(t)=v0xtx(t) = v_{0x}t; vertical motion has ay=−9.8 m/s2a_y = -9.8\ \text{m/s}^2, so y(t)=v0yt−12gt2y(t) = v_{0y}t - \tfrac12 g t^2 and vy(t)=v0y−gtv_y(t) = v_{0y} - gt.

Step 2. Maximum height occurs when vy=0v_y = 0: ttop=v0y/g=10.0/9.8=1.020 st_{top} = v_{0y}/g = 10.0/9.8 = 1.020\ \text{s}, giving ymax=v0yttop−12gttop2=10.20−5.10=5.10 my_{max} = v_{0y}t_{top} - \tfrac12 g t_{top}^2 = 10.20 - 5.10 = 5.10\ \text{m}.

Step 3. By the symmetry of projectile motion, total flight time is tf=2ttop=2.041 st_f = 2t_{top} = 2.041\ \text{s}, so the range is R=v0x tf=17.32×2.041=35.35 mR = v_{0x}\,t_f = 17.32 \times 2.041 = 35.35\ \text{m}.

Step 4. At landing, vx=v0x=17.32 m/sv_x = v_{0x} = 17.32\ \text{m/s} throughout (unchanged, since ax=0a_x = 0), while vy=v0y−gtf=10.0−9.8(2.041)=−10.0 m/sv_y = v_{0y} - g t_f = 10.0 - 9.8(2.041) = -10.0\ \text{m/s} — exactly the negative of the launch value, as symmetry requires. The landing speed is v=vx2+vy2=17.322+10.02=300+100=20.0 m/sv = \sqrt{v_x^2 + v_y^2} = \sqrt{17.32^2 + 10.0^2} = \sqrt{300 + 100} = 20.0\ \text{m/s}, equal to the launch speed, at angle θ=tan⁡−1(10.0/17.32)=30∘\theta = \tan^{-1}(10.0/17.32) = 30^\circ below the horizontal. Maximum height 5.10 m5.10\ \text{m}, range 35.35 m35.35\ \text{m}, landing velocity 20.0 m/s20.0\ \text{m/s} at 30∘30^\circ below the horizontal.

Competitive stretch

Why must the landing speed equal the launch speed here? Because ax=0a_x = 0 leaves vxv_x untouched, and yy returns to its starting value (y=0y=0) at landing, so v2=v0y2+2ay(y−y0)=v0y2v^2 = v_{0y}^2 + 2a_y(y - y_0) = v_{0y}^2 forces ∣vy∣land=∣v0y∣|v_y|_{\text{land}} = |v_{0y}| by the third constant-acceleration formula from the derivation above — the launch and landing heights being equal is what makes the speeds match, and this fails immediately if the ball is launched from or lands at a different height.

Common traps

  • Treating xx- and yy-motion as coupled: in rectangular coordinates they are independent; the only quantity they share is time tt.
  • Dropping or flipping the sign of gg — if up is positive, ay=−9.8 m/s2a_y = -9.8\ \text{m/s}^2 for the entire flight, not just on the way down.
  • Confusing average velocity (Δs/Δt\Delta s/\Delta t) with instantaneous velocity (ds/dtds/dt); these agree only when velocity is constant.
  • Applying v=v0+atv = v_0 + at, s=s0+v0t+12at2s = s_0 + v_0t + \tfrac12at^2, or v2=v02+2a(s−s0)v^2 = v_0^2 + 2a(s-s_0) when acceleration is not constant — as in a(t)=12t−18a(t) = 12t - 18, where only direct integration is valid.

Ask the tutor: Want to try a variant where the projectile launches from a height, or work through integrating a non-constant a(t)a(t) step by step?

Why can rectangular components be treated as totally independent, when the motion itself looks like one curved path?

The path looks curved because we usually plot yy against xx, but the equations governing x(t)x(t) and y(t)y(t) never reference each other — each obeys its own one-dimensional kinematics with its own acceleration. The curve you see is just the geometric trace of two unrelated clocks ticking together. This only holds because i^\hat i and j^\hat j are fixed in direction; in coordinate systems where the unit vectors rotate (like polar coordinates), extra terms couple the components, and this independence is lost.

How do I know whether to use the constant-acceleration formulas or go back to direct integration?

Check whether aa is actually constant. If a problem gives a(t)a(t) or a(s)a(s) as a function that is not a fixed number — like a(t)=12t−18a(t) = 12t - 18 from the cubic-position example — the three shortcut formulas are invalid, and you must integrate a=dv/dta = dv/dt or a=v dv/dsa = v\,dv/ds directly, exactly as done in the derivation above, using the given function instead of a constant.

At the top of a projectile's flight, is the acceleration zero along with the velocity?

No — this is one of the most common mix-ups. At the peak, vy=0v_y = 0 because the particle is momentarily at rest vertically, but ay=−ga_y = -g the entire time, including at the peak. Gravity never switches off; it is precisely because aya_y stays nonzero that the particle immediately starts moving downward again rather than hovering.

Before this

Where this leads