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Starting From Nothing

Position and velocity

Describing motion: where you are, and how fast

Before we can explain why anything moves, we have to describe motion cleanly: where a thing is, how fast it is going, and which way. Get those three straight and half of the confusion in physics disappears.

You track motion all the time. Walking to a shop, you sense both how far you have come and how quickly. A car's speedometer reads one number while the odometer counts another. A little dot slides across a map app, and you read its progress at a glance. Each of these is quietly separating ideas that beginners tend to smear together. This lesson pulls them apart. We are only describing motion here, not yet asking what causes it.

A car is 'doing 60'. What is still missing before that fully describes its motion?

Play first: watch position and its slope

Here is a car on a track with two live graphs: its position over time, and its velocity over time. Drag the speed slider and watch the position line tilt. Then scrub the clock and see the car crawl along. Notice one thing before we name it: a faster speed makes the position line steeper.

Scrub the slider or press Play to move the car. The vertical playhead marks one instant across every graph: a slope in one panel is a height in the next.
position x(t)velocity v(t)
time = 0.0 sposition = 0.0 mvelocity = 8.0 m/s

Position, distance, speed, velocity

Start with the simplest picture: a thing moving along a straight line, like a train on a track. Its is just where it is, a distance from some agreed starting mark. Watch the position change and two different questions appear. How far did it travel in total? That is . How quickly is the position changing? That is , distance divided by time.

Speed is how much ground you cover per unit of time.

Speed alone still hides something. Walk three steps east, then three steps west, and your speed was never zero, yet you ended exactly where you began. Direction clearly matters. Speed with a direction attached is . Two cars at the same speed heading opposite ways have opposite velocities, and that difference is the whole reason they drift apart.

Derived from the picture, not memorized

Nothing here was handed down as a formula. We looked at a position changing on a line and named what we saw: total path is distance, path over time is speed, speed with a heading is velocity. The rest of the lesson keeps reading the same picture.

Velocity is the slope of the position graph

Plot position on the vertical axis and time on the horizontal, exactly the top graph in the widget. A thing sitting still traces a flat line. A thing moving steadily traces a straight, tilted line, and here is the key link: how steeply that line rises is its velocity. Cover more ground in the same time and the line climbs faster, so a steeper position graph means a faster velocity.

Change in position over change in time: the slope, and the velocity.

The Greek letter just means "the change in." So reads "change in position divided by change in time," which is rise over run, which is slope. If you want the fully sharpened version, where the time interval shrinks to an instant, that is the derivative, and the derivatives lesson builds it carefully. It is optional deepening, not a prerequisite: slope of position is all you need right now.

Position and velocity, the way code sees them

A moving thing, to a computer, is not a smooth line. It is an array of position samples, one reading every so often, like a GPS trace or the frames of a video. Velocity is then the : the difference between each sample and the next. Steady steps in position mean a steady velocity.

xs = [0.0, 1.5, 3.0, 4.5, 6.0]      # position each second, in metres
vs = [xs[i + 1] - xs[i] for i in range(len(xs) - 1)]
# vs == [1.5, 1.5, 1.5, 1.5]  ->  a steady 1.5 m/s

# The reverse trip - rebuilding position by adding velocities back up - is
# integration, the subject of the simulating-motion lesson.
Velocity is the difference of consecutive position samples: the slope, read off a list.

That reverse trip, adding up velocities to recover position, is integration, and it is exactly how a game or a physics engine moves a character forward one frame at a time. We build it in simulating motion.

Lock it in

  • Position is where you are; distance is total path covered; speed is distance over time.
  • Velocity is speed plus direction, and that direction is what tells two equal-speed motions apart.
  • On a position-versus-time graph, velocity is the slope: steeper line means faster.
  • In code, position is an array of samples and velocity is the difference between consecutive samples.

Check yourself

On a position-versus-time graph, a steeper line means the object is:

Speed is distance over time. Velocity is speed plus:

What is the difference between speed and velocity?

One word separates them. Try to state it, then check.

Match each term to its plain-language meaning.

drop here

where you are along the line

drop here

how far you went in total

drop here

how fast, with no direction

drop here

how fast and which way

Primary source

Feynman Lectures on Physics, Volume I, Chapter 8 (Motion)

Feynman describes motion by watching position change and reading speed off it, the same slope-first path this lesson takes.[1] Pair it with OpenStax University Physics Volume 1, Chapter 3 for the graphs and worked examples.[2]

Sources

  1. 1.Feynman Lectures on Physics, Volume I, Chapter 8 (Motion)
  2. 2.OpenStax, University Physics Volume 1, Chapter 3 (Motion Along a Straight Line)