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 , , 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.
Because the unit vectors , , never change direction, differentiating the position vector splits motion into three completely independent one-dimensional problems joined only by the shared clock .
The core idea
Rectilinear motion. Along a single axis , position, velocity, and acceleration chain together through calculus:
where: is position along the axis, is velocity, is acceleration, and is time. The second form, , is useful whenever acceleration is known as a function of position rather than time.
Constant acceleration. Integrating the equations above under a constant gives the three formulas every projectile and free-fall problem reduces to:
where: , are the velocity and position at . These hold only while stays constant — the commonest source of wrong answers is applying them when varies with time or position.
Curvilinear motion. In three dimensions the position vector differentiates component-by-component because are fixed:
where: dots denote time derivatives (, ). The speed is the vector's magnitude, , 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 .
Derivation
The goal is to derive the three constant-acceleration formulas (, , ) directly from the defining relations and , 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, , and treat as constant. Separate variables and integrate both sides from (where ) to a general time : . Since does not depend on , the right side is simply , giving , or .
Step 2. Now use the definition of velocity, , substituting the result of Step 1: . Integrate both sides from (where ) to a general time : . The right side integrates term-by-term to , so , or .
Step 3. To eliminate and connect velocity directly to position, use (the chain-rule form of acceleration). Separate variables: . Integrate from (where ) to : . The left side gives and the right side gives , so , or .
Step 4. All three results assumed only that is constant — no other physics was used. This is why the formulas fail the instant varies with time or position; in that case one must return to Step 1 and integrate or directly, exactly as with the cubic from Pass 1, where is not constant and the shortcut formulas do not apply.
Worked example
A ball is launched from ground level with initial speed at above the horizontal; take 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: , . Horizontal motion has , so ; vertical motion has , so and .
Step 2. Maximum height occurs when : , giving .
Step 3. By the symmetry of projectile motion, total flight time is , so the range is .
Step 4. At landing, throughout (unchanged, since ), while — exactly the negative of the launch value, as symmetry requires. The landing speed is , equal to the launch speed, at angle below the horizontal. Maximum height , range , landing velocity at below the horizontal.
Competitive stretch
Why must the landing speed equal the launch speed here? Because leaves untouched, and returns to its starting value () at landing, so forces 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 - and -motion as coupled: in rectangular coordinates they are independent; the only quantity they share is time .
- Dropping or flipping the sign of — if up is positive, for the entire flight, not just on the way down.
- Confusing average velocity () with instantaneous velocity (); these agree only when velocity is constant.
- Applying , , or when acceleration is not constant — as in , 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 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 against , but the equations governing and 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 and 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 is actually constant. If a problem gives or as a function that is not a fixed number — like from the cubic-position example — the three shortcut formulas are invalid, and you must integrate or 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, because the particle is momentarily at rest vertically, but the entire time, including at the peak. Gravity never switches off; it is precisely because stays nonzero that the particle immediately starts moving downward again rather than hovering.