Skip to main content
Chapters 30 total chapters

NEET UG Β· Physics

Motion in plane

Revise the concepts. Try a question. Understand your next step.

169 medium questions available Β· Try answers free. Sign in to save progress or take a quiz.

NEET UG Β· Physics

Continue studying Motion In Plane

Understand the concept, practise questions and check your learning.

Understand

Resolve projectile components, check the landing-height assumptions and explain velocity at the top before NEET chapter practice. Motion in a plane: components, flight time and landing height

About 5 min Β· NEET UG

Read the guide

Practise

Try 169 medium chapter MCQs. Untimed; check answers and available explanations as you go.

Free answers Β· Sign in to save progress

Practise chapter MCQs

Check your learning

Prepare a timed chapter quiz. Choose the available question count and pace before starting.

Sign-in required Β· Explanations after submission

Prepare a chapter quiz

This is chapter practice, not a full-length NEET mock paper.

Choose your practice

All Physics chapters β†’

These are playable question counts after quality and duplicate checks.

How practice and quizzes work

The practice player uses single-correct-answer MCQs. Chapter quizzes are not full-length NEET mock papers. Check the practice guide and official syllabus sources.

Revise before you practise

Study resources 36

Open full resource hub β†’

PDF notes 12

View all 12 β†’

Mind maps 12

View all 12 β†’

Motion in a plane: components, flight time and landing height

Resolve projectile components, check the landing-height assumptions and explain velocity at the top before NEET chapter practice.

What you will understand

Resolve a projectile into components with one shared clock, explain its nonzero speed at the top and choose flight time from the actual landing height. Then connect the vector method to relative velocity and circular motion.

Jump to chapter practice β†’

Quick answer: keep the clock, separate the components

Choose an inertial ground frame, horizontal +x+x and upward +y+y. For a projectile with no air resistance and constant downward gg, ax=0a_x=0 and ay=βˆ’ga_y=-g. Use x=x0+uxtx=x_0+u_xt and y=y0+uytβˆ’12gt2y=y_0+u_yt-\tfrac12gt^2 with the same time tt. Also vx=uxv_x=u_x and vy=uyβˆ’gtv_y=u_y-gt.

The vertical equation determines when the projectile reaches the specified landing height. The horizontal equation then determines where it lands. Horizontal and vertical velocities need not become zero together.

See what changes at the top of the trajectory

An ideal projectile starts at x=y=0 with horizontal velocity 16 metres per second, upward velocity 12 metres per second and downward acceleration 10 metres per second squared. Equally timed dots at 0, 0.6, 1.2, 1.8 and 2.4 seconds have x positions 0, 9.6, 19.2, 28.8 and 38.4 metres. Their heights are 0, 5.4, 7.2, 5.4 and 0 metres. At the top, vertical velocity is zero but horizontal velocity is 16 metres per second and acceleration remains downward. The x and y axes use different display scales; acceleration-arrow lengths are schematic.
An ideal projectile starts at x=y=0 with horizontal velocity 16 metres per second, upward velocity 12 metres per second and downward acceleration 10 metres per second squared. Equally timed dots at 0, 0.6, 1.2, 1.8 and 2.4 seconds have x positions 0, 9.6, 19.2, 28.8 and 38.4 metres. Their heights are 0, 5.4, 7.2, 5.4 and 0 metres. At the top, vertical velocity is zero but horizontal velocity is 16 metres per second and acceleration remains downward. The x and y axes use different display scales; acceleration-arrow lengths are schematic.

Open full-size diagram β†—

Worked example: the top is not a stopping point

Launch from x0=y0=0x_0=y_0=0 with ux=16 m sβˆ’1u_x=16\,\mathrm{m\,s^{-1}}, uy=12 m sβˆ’1u_y=12\,\mathrm{m\,s^{-1}} and g=10 m sβˆ’2g=10\,\mathrm{m\,s^{-2}}. Initial speed is 162+122=20 m sβˆ’1\sqrt{16^2+12^2}=20\,\mathrm{m\,s^{-1}}. At the top, vy=12βˆ’10t=0v_y=12-10t=0, so t=1.20 st=1.20\,\mathrm s. This gives x=19.2 mx=19.2\,\mathrm m, y=7.2 my=7.2\,\mathrm m and speed 16 m sβˆ’116\,\mathrm{m\,s^{-1}}.

Acceleration is still βˆ’10 m sβˆ’2-10\,\mathrm{m\,s^{-2}} vertically. For return to launch height, 0=12tβˆ’5t20=12t-5t^2 has a launch root t=0t=0 and a later landing root t=2.40 st=2.40\,\mathrm s. Hence range is 16(2.40)=38.4 m16(2.40)=38.4\,\mathrm m. Rejecting the launch root is a physical choice, not an algebraic deletion.

State the conditions before using a shortcut

For launch speed uu at angle θ\theta above horizontal, ux=ucos⁑θu_x=u\cos\theta and uy=usin⁑θu_y=u\sin\theta. With upward launch, equal launch and landing heights, constant gg and no drag, flight time is 2uy/g2u_y/g and horizontal range is u2sin⁑(2θ)/gu^2\sin(2\theta)/g. The familiar 45-degree maximum range also assumes fixed speed and equal endpoint heights. If any condition changes, return to the component equations.

Change the landing height, then solve for time

A projectile is launched horizontally at 10 metres per second from a height of 20 metres above level ground. Initial vertical velocity is zero and g=10 metres per second squared downward. With ground at y=0, the vertical equation is zero equals 20 minus 5 t squared; the future landing time is 2 seconds. Horizontal travel is 20 metres. The equal-launch-and-landing-height range formula is inapplicable. The axis display scales differ and the launch-velocity arrow is schematic.
A projectile is launched horizontally at 10 metres per second from a height of 20 metres above level ground. Initial vertical velocity is zero and g=10 metres per second squared downward. With ground at y=0, the vertical equation is zero equals 20 minus 5 t squared; the future landing time is 2 seconds. Horizontal travel is 20 metres. The equal-launch-and-landing-height range formula is inapplicable. The axis display scales differ and the launch-velocity arrow is schematic.

Open full-size diagram β†—

Worked example: horizontal launch from a height

A projectile leaves a ledge horizontally at 10 m sβˆ’110\,\mathrm{m\,s^{-1}}, from 20 m20\,\mathrm m above level ground. Take g=10 m sβˆ’2g=10\,\mathrm{m\,s^{-2}}, ground level y=0y=0 and launch time zero. Since uy=0u_y=0, 0=20βˆ’5t20=20-5t^2 gives the future landing time t=2.0 st=2.0\,\mathrm s. Its horizontal travel is 10(2.0)=20 m10(2.0)=20\,\mathrm m.

Putting a zero launch angle into the equal-height range formula would give zero, because that formula assumes a return to the launch height. It does not describe this lower landing surface. As a cross-check, the impact vertical velocity is βˆ’20 m sβˆ’1-20\,\mathrm{m\,s^{-1}}, while the horizontal velocity stays +10 m sβˆ’1+10\,\mathrm{m\,s^{-1}}.

Use vectors beyond projectile motion

Relative velocity needs frame labels: vβƒ—A/B=vβƒ—A/Gβˆ’vβƒ—B/G\vec v_{A/B}=\vec v_{A/G}-\vec v_{B/G}, with both right-hand vectors measured in the same ground frame. For example, (6i^+2j^)βˆ’(2i^βˆ’j^)=4i^+3j^(6\hat i+2\hat j)-(2\hat i-\hat j)=4\hat i+3\hat j in metres per second; the relative speed is 5 m/s. Subtract components before taking a magnitude.

In uniform circular motion, speed is constant but the velocity direction changes. Acceleration points inward with magnitude v2/rv^2/r; it is not zero. A 4 m/s speed on a 2 m radius gives 8 m/sΒ² inward. These are different acceleration models from the constant-vector projectile example.

Common mistakes to catch

Do not set the whole velocity to zero at maximum height. Do not remove gravity at the top or treat horizontal velocity as horizontal acceleration. Distance along a curved trajectory is not its horizontal range. Equal heights on the ascending and descending parts give opposite vertical-velocity signs, not identical velocity vectors. A constant speed on a curved path does not mean zero acceleration.

Try it yourself 1: velocity and acceleration at the top

At the top of the first trajectory, which combination is correct? A. Speed 0, acceleration 0. B. Speed 16 m/s, acceleration 10 m/sΒ² downward. C. Speed 20 m/s, acceleration 0.

Reveal the answer

B. Only the vertical velocity component is zero. The horizontal component is still 16 m/s. Gravity acts throughout the ideal flight, including its highest point.

Try it yourself 2: choose the landing event

A horizontal launch at 10 m/s starts 20 m above ground, with g=10 m sβˆ’2g=10\,\mathrm{m\,s^{-2}}. Which ground-landing result is correct? A. 0 s and 0 m; B. 2.0 s and 20 m; C. 4.0 s and 40 m.

Reveal the answer

B. The vertical fall fixes t=2(20)/10=2.0 st=\sqrt{2(20)/10}=2.0\,\mathrm s. Horizontal travel is 10t=20 m10t=20\,\mathrm m. A zero flight time describes the launch instant at the ledge, not arrival at the lower ground.

A useful check on your next visit

Redraw the velocity and acceleration at the top, then explain why a horizontally launched object still takes time to reach lower ground. Before your next question, name the axes, common clock and landing height. Use the specific missing distinction to choose the next practice item.

Choose your next chapter task

Explain the distinction you missed in one sentence, then use it in a fresh chapter question.

Return to chapter practice and quiz choices β†’

Sources and review

Technical review: Codex (automated). Primary textbook sources checked on 23 October 2026. Diagrams, worked numerical examples and self-checks are original teaching material. Human subject review is not claimed.

Sources and reading
Type at least 2 characters or jump directly:
πŸ”“

Save your learning progress

Sign in with a free account to save your practice answers and quiz results, then return to them when you revise.