Physics Lab
Class XI/Chapter 3: Motion in a Straight Line/Position, Displacement & Distance

Position, Displacement & Distance

Three closely related but distinct quantities describe where an object is and how far it has moved: position, displacement, and distance.

Concept

Position xx

A coordinate. In 1D, xx is signed: positive on one side of the origin, negative on the other. Position is a vector (here, a 1-component vector).

Displacement Δx\Delta x

Change in position over an interval: Δx=xfxi.\Delta x = x_f - x_i. Displacement is also a vector. It can be positive, negative, or zero, and depends only on initial and final positions — not on the path.

Distance dd

Total path length covered. Always non-negative scalar.

Relations

  • Δxd|\Delta x| \le d, with equality only when motion is in one direction without reversal.
  • An object returning to its starting point: Δx=0\Delta x = 0, but d>0d > 0.

1D Sign Convention

Choose a positive direction (e.g., east, or "up"). Quantities point along that direction are positive; opposite are negative.

Worked Example

Q: A particle moves from x=0x = 0 to x=10mx = 10\,\text{m}, then back to x=4mx = 4\,\text{m}. Find the displacement and the distance.

Solution:

  • Displacement: Δx=xfxi=40=+4m\Delta x = x_f - x_i = 4 - 0 = +4\,\text{m}.
  • Distance: 100+410=10+6=16m|10 - 0| + |4 - 10| = 10 + 6 = 16\,\text{m}.

So the particle covers 1616 m of path but ends up only 44 m from the start.

Common Confusions

  • "Distance and displacement are the same." — They are equal only for straight-line motion with no reversal.
  • "Negative displacement means negative distance." — Distance is never negative. A negative sign indicates direction in 1D.
  • "If displacement is zero, the object didn't move." — Wrong. A round trip has Δx=0\Delta x = 0 but d>0d > 0.

Key Takeaways

  • Position is a coordinate; in 1D it has a sign.
  • Displacement = final − initial position; a vector; path-independent.
  • Distance = path length; a non-negative scalar.
  • Δxd|\Delta x| \le d; equality only when motion is unidirectional.
  • Carefully apply sign conventions in 1D problems.

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