
The Simple AP Physics C: Mechanics Cheat Sheet
Calculus kinematics & graphs
Derivatives: v = dx/dt, a = dv/dt; integrals reverse: x
= ∫v dt.
Constant a: v-t linear, x-t parabolic. Variable a →
integrate.
Slopes: slope x-t = v; slope v-t = a. Areas: under v-t =
Δx.
Equation selection
Known Missing Use
v₀, v, Δx t v² = v₀² + 2aΔx
v₀, a, t Δx v = v₀ + at
v₀, a, Δx v Δx = v₀t + ½at²
Projectile motion (2D)
Independence: x & y axes separate; solve each, link
by t.
Components: v₀ₓ = v₀ cos θ (const); v₀y = v₀ sin θ
(−g).
Range = v₀² sin(2θ)/g, max @ 45°. T = 2v₀ sin θ/g.
Max height: set vy = 0 → h = v₀² sin²θ/(2g).
⚠
TRAP: vy reverses after peak; speed at landing ≠
v₀ if heights differ.
Relative velocity
Frame rule: vA/B = vA − vB; chain rule for 3+ frames.
River: aim ⊥ → shortest path (diagonal); upstream →
straight.
Non-inertial: accelerating frame → pseudo-forces
appear.
✓
TIP: Define frame & +direction first; label all
velocities.
2: Force & Translational Dyn. (20–25%)
FBD & Newton's laws
FBD: isolate object → draw all forces (W, N, f, T) →
resolve x, y.
Newton's 2nd: ΣFₓ = maₓ, ΣFy = may; solve
simultaneously.
Newton's 3rd: FAB = −FBA; same magnitude, diff.
objects.
Circular: ΣF toward center = mv²/r; it's the net force,
not extra.
Common force relationships
Force Key relationship
Static friction f
ₛ
≤ μ
ₛ
N (adjusts)
Kinetic friction f
ₖ
= μ
ₖ
N (constant)
Normal N ≥ 0, always ⊥
Tension same T (massless)
Spring F = −kx (restoring)
Inclined planes
Weight decomp: mg sin θ ∥ ramp; mg cos θ ⊥ ramp.
No-slip: f
ₛ
= mg sin θ; slides when tan θ > μ
ₛ
.
Sliding: a = g(sin θ − μ
ₖ
cos θ).
Multi-body systems
Atwood: a = (m₁ − m₂)g/(m₁ + m₂); T = 2m₁m₂g/(m₁ +
m₂).
Massless string: same |a| & T throughout rope.
Constraint: string length const → link accelerations.
Drag: terminal v when drag force = mg.
⚠
CRITICAL: T ≠ mg; find T from ΣF = ma / object.
Count unknowns vs. equations; constraints fill gaps.
3: Work, Energy & Power (15–25%)
Work calculation
Constant F: W = FΔx cos θ; variable F: W = ∫F·dx.
Wnet = ΔKE = ½m(vf² − vᵢ²); fastest speed-change
method.
Zero work: F ⊥ motion → W = 0 (normal, centripetal
T).Gravity: Wg = −mgΔh; friction: Wf = −f
ₖ
d (always
neg.).
Conservative forces & PE
Type Path-dep? Examples
Conservative No gravity, spring
Non-conserv. Yes friction, drag
PE curves: F = −dU/dx; force points downhill on U(x).
Equi.: dU/dx = 0. Stable = U min; unstable = U max.
Energy conservation
No friction: KEᵢ + PEᵢ = KEf + PEf; set h = 0 wisely.
With friction: KEᵢ + PEᵢ − f
ₖ
d = KEf + PEf.
Spring PE = ½kx²; gravity PE = mgh (ref. pt.
matters).Energy bar charts: sketch KE + PE bars
before/after to track flow.
System: include Earth → use PE; excl. → extern. Wg.
Power
Instantaneous: P = dW/dt = Fv cos θ; avg: Pavg =
ΔE/Δt.Efficiency: η = Pout/Pin; always < 1 w/
friction.Area under F-x = work by variable force
(graphical method).KE = ½mv² (always +); Wnet =
ΔKE links force to motion.
⚠
Speed changes w/o work? F must be
⊥
motion.
✓
TIP: Speed → energy. Need accel. → F = ma.
4: Linear Momentum (10–20%)
Momentum & impulse
Momentum: p = mv; impulse: J = FavgΔt = Δp.
Calculus: J = ∫F dt; area under F-t graph = impulse.
Airbag: ↑ Δt → ↓ Favg for same Δp (reduces force).
Setup: draw before/after; separate pₓ & py if 2D.
Collision types
Type KE saved? Approach
Elastic Yes p + KE (2 eqs)
Inelastic No p only
Perfectly inel. No (max) p → common vf
Conservation workflow
Condition: ΣFext ≈ 0 during event → Σpᵢ = Σpf.
Perfectly inel.: m₁v₁ + m₂v₂ = (m₁ + m₂)vf.
Recoil: pᵢ = 0 → m₁v₁ = −m₂v₂ (explosion).
Equal mass 1D elastic: velocities exchange.
2-body elastic: use both p & KE eqs → 2 unknowns,
2 eqs.
Center of mass & 2D
CM: xcm = Σmᵢxᵢ/M; vcm = ptotal/M.
CM motion: ΣFext = Macm; Fext = 0 → CM const. v.
Ballistic pend.: momentum first → energy (swing).
2D: conserve pₓ & py separately; need angle info.
Impulse approx.: short Δt → only internal forces
matter.Rocket: thrust = vexhaust × (dm/dt); p
changes w/ mass.KE loss: max in perfectly inel.;
check ΔKE = KEf − KEᵢ.
⚠
CRITICAL: Define system; check if ext. forces act.
✓
TIP: Draw p vectors before/after; use CM for
elastic.
5: Torque & Rotational Dynamics (10–15%)
Torque basics
Torque: τ = rF sin θ = rF⊥; use lever arm form.
Right-hand rule: curl r to F → thumb = τ direction.
Rot. Newton's 2nd: Στ = Iα; τ & I same axis.
I = Σmᵢrᵢ² or ∫r²dm; mass far from axis → bigger I.
Moment of inertia
Shape Axis I
Disk/cyl. center ½MR²
Hoop center MR²
Sphere center
⅖
MR²
Rod (center) center ¹⁄₁₂ML²
Rod (end) end ⅓ML²
Parallel axis shifted Icm + Md²
Rotational kinematics
Analogs: θ↔x, ω↔v, α↔a; same kinematic eqs.
Key: ωf = ωᵢ + αt; ωf² = ωᵢ² + 2αΔθ.
Rolling: vcm = ωR, acm = αR (no-slip constraint).
α = Στ/I; combine w/ rot. kinematics for ω, θ.
Static equilibrium
Conditions: ΣFₓ = 0, ΣFy = 0, Στ = 0 (any axis).
Pivot trick: axis at unknown → that torque = 0.
Beam: Στ about one support → find the other.
Sign: CCW = + (standard); stay consistent.
Units: N·m for torque ≠ J for energy (same dim.).
⚠
TRAP: Forgot Md² in parallel axis theorem?
✓
TIP: Pick pivot to eliminate unknowns.
6: Rotating Systems (10–15%)
Rotational KE & work
KErot = ½Iω²; rolling: KEtot = ½mvcm² + ½Iω².
Shortcut: KE = ½mvcm²(1 + I/(mR²)); shape factor.
Work: W = τΔθ; power: P = τω (watts).
Energy cons.: mgh = ½mvcm² + ½Iω² (rolling ramp).
Rolling race
Shape I/(mR²) Rank
Solid sphere 2/5 fastest
Solid cylinder 1/2 2nd
Hollow sphere 2/3 3rd
Hoop 1 slowest
Why? More I → more KE in rotation → less
translation → slower.
Angular momentum
L = Iω (axis); L = mvr sin θ (point particle).
Conservation: Στext = 0 → Lᵢ = Lf. Skater: I↓ → ω↑.
Impulse: τΔt = ΔL = I(ωf − ωᵢ).
Stick collision: L about pivot conserved; check KE.
Wrot = τΔθ; use for torque doing work over angle.
Rolling friction
Rolling f: gives torque, does no work (contact pt. still).
Slip → roll: friction until vcm = ωR; use ΣF & Στ.
Precession: spinning top + gravity τ → L traces cone.
Particle L: L = mvr⊥; use for orbits & off-axis hits.
⚠
CRITICAL: Rolling → BOTH ½mvcm² + ½Iω²
needed.
✓
TIP: L avoids forces; use when Στext = 0.
SHM kinematics
SHM test: F ∝ −x → a = −ω²x (d²x/dt² + ω²x = 0).
Position: x = A cos(ωt + φ); velocity: v = −Aω sin(ωt
+ φ).
Maxima: |v|max = Aω (x = 0); |a|max = Aω² (x = ±A).
Period: T = 2π/ω = 2π√(m/k); indep. of amplitude.
Energy in SHM
Position KE PE
x = ±A 0 ½kA²
x = 0 ½kA² 0
any x ½mv² ½kx²
Speed: v = ω√(A² − x²); total E = ½kA² (constant).
Initial conditions
General: A = √(x₀² + (v₀/ω)²); tan φ = −v₀/(ωx₀).
From rest at x₀: A = |x₀|; φ = 0 or π.
From equil.: A = v₀/ω; φ = ±π/2.
Pendulums & springs
Simple pend.: T = 2π√(L/g); small angle only.
Physical pend.: T = 2π√(I/(mgd)); d = pivot to CM.
Springs: parallel k = k₁+k₂; series 1/k = 1/k₁+1/k₂.
Vertical spring: equil. shifts mg/k; ω unchanged.
Damping & resonance
Damped: A decays; ωd < ω₀. Critical: fastest return.
Resonance: max A at fdrive ≈ fnat; width ∝ damping.
⚠
TRAP: φ sign — check t = 0 in x(t) & v(t).
✓
TIP: At extreme → energy. Need x(t) → A
cos(ωt+φ).
Cross-Cutting Strategies & FRQ Tips
FRQ framework
(a) Setup: system, diagram (FBD/energy/p), label
vars.
(b) Equation: ΣF = ma, Eᵢ = Ef, pᵢ = pf, or Στ = Iα.
(c) Algebra: symbolic first; numbers at end.
(d) Justify: why method works; check units.
Method selection
Find… Method Why
Speed (fall) Energy no forces
Tension ΣF = ma a known
vf (collision) Momentum E unknown
ω τ = Iα or L torques given
Amplitude Energy ½kA² = E
Common pitfalls
Signs: PE = +mgh; p < 0 if opp. to + direction.
Units: radians in ω, α, SHM; g = 9.8 m/s².
Trig: watch √2, √3; keep exact until final step.
Stuck on (a)? Use symbol in (b); method earns credit.
MC & time tips
MC: eliminate 2 → guess remaining; ~2 min/Q.
FRQ: skim all 4 first; start w/ easiest.
Partial credit: method > final answer for graders.
Reasonableness: v ≈ 10–30 m/s; check magnitude.
Dimensional analysis: if units don't match, answer is
wrong.
⚠
CRITICAL: Show all work; method > final number.
✓
TIP: Stuck? Use prior answer as variable & keep
going.
AP Physics C: Mechanics — 80 min MC (40 Qs, 4 choices) + 100 min FRQ (4 Qs). MC 50%, FRQ 50%. Equation sheet provided. Calculator allowed. | www.albert.io