1.1.17 · D2Measurement, Vectors & Kinematics

Visual walkthrough — Free fall — g = 9.8 m - s², sign conventions

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Step 1 — Draw the number line first, before any physics

WHAT. Before we talk about falling, we draw a vertical ruler. We choose up = positive. The ground and the sky are now just numbers: a spot 5 metres up is , a spot 3 metres below the start is .

WHY. Every "" and "" in free fall is a choice we make once. If we don't pin down the ruler now, later the signs feel like magic. They are not magic — they are consequences of this one arrow.

PICTURE. In the figure, the purple arrow shows the direction we called positive. Everything pointing with it counts as ; everything pointing against it counts as . Notice gravity's little coral arrow points against our positive direction. Hold that thought — it is the entire reason will wear a minus sign.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 2 — What "acceleration" means: velocity's slope

WHAT. We claim free fall has constant acceleration: velocity changes by the same amount every second. Near Earth that amount has size , directed down. On our up-positive ruler that makes

WHY this number, why constant? From Newton's Second Law: gravity pulls with force , and gives , so — the mass cancels, and nothing in that equation depends on time, so never changes. One value, forever (until something hits the ground or air joins in — see Air Resistance and Terminal Velocity).

PICTURE. Plot velocity against time . Because is constant, this graph is a straight line. Its steepness is the acceleration. Below we let mean exactly "steepness of the line" — the amount gains per second.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 3 — From slope back to velocity: the first equation

WHAT. We want a formula for at any time . We know the line starts at height (the initial velocity) and has slope . A straight line is start value + slope × run:

WHY. This is just reading the straight line off the graph — no calculus needed once we see it's a line. (The parent's integral says the identical thing: adding up equal little velocity-gains gives slope × time.)

PICTURE. Follow the coral line down. Every second it drops by . It starts positive (thrown up), crosses zero (the peak — the ball is momentarily still), then goes negative (falling back). One straight line contains the whole up-and-down story.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 4 — From velocity to position: area under the line

WHAT. Position changes because velocity moves us along the ruler. The displacement (how far moved) equals the area between the line and the time axis.

WHY area? Distance = speed × time. If speed were constant, that's a rectangle. Here speed changes along a straight line, so the region is a rectangle (from ) plus a triangle (from the changing part). Area of shapes we know — that is why the tool here is "area," not something fancier.

PICTURE. The mint rectangle has height and width : area . The lavender triangle has width and height (how much velocity dropped): area . Because the triangle sits below the axis on the way down, it subtracts.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 5 — Killing time: the speed–distance relation

WHAT. Sometimes we don't care about , only about how fast after how far. We remove from the two boxed equations.

WHY. Problems like "impact speed after a 20 m drop" give distance, not time. A formula linking and displacement directly saves us solving for first.

HOW (the algebra, in words). From Equation 1, . Feed that into Equation 2 and the 's all collapse. The clean result:

PICTURE. Think of it as an energy ledger drawn on the ruler: rising by costs of ""; falling refunds it. Height and speed-squared trade one-for-one.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 6 — The peak, and why acceleration is not zero there

WHAT. Set in Equation 1: the object is momentarily still. Solve to get the time to the top: Plug into Equation 3 with : the max height

WHY it matters. Beginners think "stopped = no acceleration." But on the line, the peak is just the single point where the line crosses zero — the line's slope there is still . Velocity passes through zero; acceleration sails right through unchanged.

PICTURE. The coral line touches the time-axis at (velocity zero) but keeps its downward slant. The height curve reaches its rounded summit at that same instant — flat there, but curving down the whole time.

Figure — Free fall — g = 9.8 m - s², sign conventions

Step 7 — All the cases on one picture

WHAT. The same three equations cover every launch. Only the sign of and the starting height change.

WHY show them together. So you never meet a scenario the derivation skipped:

Case What the line does
Dropped from rest starts on the axis, only falls
Thrown up starts positive, crosses zero at the peak, then negative
Thrown down starts negative, gets more negative

PICTURE. Three velocity lines, same slope (all parallel!), different starting heights . Parallel = same acceleration for every object and every throw — the deep truth of free fall in one glance. And the degenerate case (dropped, ) is simply the line that starts on the axis.

Figure — Free fall — g = 9.8 m - s², sign conventions

The one-picture summary

WHAT. One straight line generates everything: its starting height is , its slope is (Equation 1), its area is displacement (Equation 2), and its zero-crossing is the peak. Kill and you get Equation 3. That's the whole chapter compressed into a line and the region under it.

Figure — Free fall — g = 9.8 m - s², sign conventions
Recall Feynman retelling — the whole walkthrough in plain words

First I drew a ruler standing up and said "up is the plus direction." Gravity points the other way, so it always shows up as a minus. Then I noticed that gravity speeds a falling thing up by the same 9.8 every single second — so if I plot how fast it's going against time, I get a perfectly straight, tilted line. A straight line is "where you started plus your slope times the time," and that's my first equation, . To find where the thing is, I measured the area trapped under that line — a rectangle plus a triangle — and out popped . When I only cared about speed after some distance and not the clock, I algebraically deleted the time and got . Setting the speed to zero found the top of the throw — but the line's tilt never flattened there, which is exactly why gravity keeps pulling and the thing comes back down. Finally I drew three throws at once: dropped, up, down — three parallel lines, same tilt — a picture of the fact that everything falls the same.


Active recall


Connections

  • Equations of Motion (constant acceleration) — this page is the special case, drawn out
  • Vectors and sign conventions — the ruler in Step 1
  • Newton's Second Law — why with mass cancelled (Step 2)
  • Projectile Motion — attach a steady sideways motion and this becomes the vertical half
  • Air Resistance and Terminal Velocity — what bends the straight line
  • Parent: Free fall — g = 9.8 m - s², sign conventions (index 1.1.17)