This formula is commonly taught in high school physics and widely used in simulations, robotics, and game development. Today, we’ll apply this concept using a simple C program.
What Is the Kinematic Equation d = ut + ½at²?
The equation: d=ut+12at2d = ut + \frac{1}{2} a t^2
calculates the distance d
travelled by an object with:
u
= initial velocity (m/s)a
= acceleration (m/s²)t
= time (s)
It’s a standard kinematic equation used in C programming when simulating motion.
Implementing the Kinematic Equation in C
Here’s how you can write a C program to apply this formula:
#include <stdio.h> int main() { float u, a, t, d; // Input from the user printf("Enter initial velocity (u in m/s): "); scanf("%f", &u); printf("Enter acceleration (a in m/s^2): "); scanf("%f", &a); printf("Enter time (t in seconds): "); scanf("%f", &t); // Applying the kinematic equation d = u * t + 0.5 * a * t * t; // Output the result printf("Distance travelled: %.2f meters\n", d); return 0; }
Sample Output
Input:u = 10 m/s
, a = 2 m/s²
, t = 5 seconds
Output:Distance travelled: 75.00 meters
Real-World Use of Kinematic Equation in C Programming
Using the kinematic equation in C programming is common in:
- Game physics engines
- Autonomous vehicle simulations
- Educational physics software
- Robotics and AI-based motion prediction
Adding Visual Understanding
Here’s a visual representation of motion with velocity and acceleration:
Image Suggestion: (Insert an image of a motion graph or velocity-time chart with displacement area highlighted)
[Use an open-source or self-made image to avoid copyright issues.]
Summary
- We used the kinematic formula
d = ut + ½at²
in a C program. - The formula calculates distance from velocity, acceleration, and time.
- This logic is foundational in many real-world programming problems involving motion.