Mechanics
Newton's Second Law
F = ma — force equals mass times acceleration, the workhorse equation of mechanics
Newton's second law states that the net force on an object equals its mass times its acceleration — F = ma. More generally, F = dp/dt — force is the rate of change of momentum. This is THE workhorse of classical mechanics. Every projectile, every collision, every planetary orbit, every engineering structure under load reduces to F = ma applied carefully.
- StatementF = ma (or F = dp/dt for variable mass)
- Units1 N = 1 kg·m/s²
- Vector equationF⃗ and a⃗ are vectors; same direction
- Multiple forcesΣF = ma (sum all forces, then apply)
- Variable massF = dp/dt (rocket, raindrops gathering mass)
- First statedNewton's Principia, 1687
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The law
The net force on an object equals its mass times its acceleration.
F = ma
Or, more fundamentally:
F = dp/dt
where p = mv is momentum. For constant mass, dp/dt = m·dv/dt = ma. For variable mass (rockets, raindrops), the dp/dt form is needed.
Force is measured in newtons: 1 N = 1 kg·m/s² (the force that gives 1 kg an acceleration of 1 m/s²).
It's a vector equation
F and a are both vectors. The acceleration is in the SAME direction as the net force. The magnitude is force divided by mass.
For multiple forces, vector-sum them all:
ΣF = F1 + F2 + F3 + ... = ma
In components:
ΣFx = max
ΣFy = may
ΣFz = maz
Worked examples
| Scenario | Force | Mass | Acceleration |
|---|---|---|---|
| Push a 50 kg cart with 100 N | 100 N | 50 kg | 2 m/s² |
| Drop ball (free fall) | mg = 9.8 N (1 kg) | 1 kg | 9.8 m/s² (= g) |
| Car brakes 1500 kg from 25 m/s to 0 in 5s | F = ma = 1500 × 5 = 7,500 N | 1500 kg | 5 m/s² (deceleration) |
| Rocket thrust 30 kN, mass 1000 kg (in space) | 30,000 N | 1000 kg | 30 m/s² |
| Tennis ball impact, 0.1 s, F = 200 N | 200 N | 0.058 kg | 3,448 m/s² (~350 g) |
| Apple falling toward Earth and Earth toward apple | mg (apple); same on Earth (3rd law) | Both | Apple: 9.8 m/s². Earth: ~10⁻²⁵ m/s² |
Momentum form: F = dp/dt
For variable-mass systems, F = ma is incorrect. The right form is:
F = dp/dt = d(mv)/dt
For a rocket — gas exits at velocity v_e, with mass flow rate dm/dt. The thrust is:
F_thrust = v_e × |dm/dt|
The rocket equation (Tsiolkovsky, 1903):
Δv = v_e × ln(m_initial / m_final)
This is why rockets use the highest-velocity exhaust (chemical rockets ~4500 m/s, ion drives ~30,000 m/s) — Δv is logarithmic in mass ratio but linear in v_e.
Free-body diagrams
Solving F = ma problems requires identifying ALL forces acting on the object. Draw a free-body diagram:
- Draw the object as a dot or simple shape.
- Draw an arrow for EACH force acting on it (gravity, normal, friction, applied, tension, etc.).
- Choose convenient axes (often along the direction of motion or along the surface).
- Decompose each force into components along the axes.
- Sum forces in each direction. Apply F = ma in each direction.
- Solve for unknowns.
Example — block on inclined plane (angle θ, mass m, frictionless):
Forces: gravity (mg, down), normal (N, perpendicular to surface)
Along surface: ΣF = mg sin θ → a = g sin θ (down the slope)
Perpendicular: ΣF = N - mg cos θ = 0 → N = mg cos θ
JavaScript — F = ma simulator
// Apply F = ma to a particle in 2D
class Particle {
constructor(x, y, vx, vy, mass) {
this.x = x; this.y = y;
this.vx = vx; this.vy = vy;
this.mass = mass;
}
// Step: integrate Newton's 2nd law for a small time dt
step(dt, fx, fy) {
const ax = fx / this.mass;
const ay = fy / this.mass;
this.vx += ax * dt;
this.vy += ay * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
}
}
// Projectile: gravity is the only force
const ball = new Particle(0, 0, 20, 30, 0.5); // mass 0.5 kg
const g = 9.81;
const dt = 0.01;
let t = 0;
while (ball.y >= 0 || t < 0.01) {
ball.step(dt, 0, -ball.mass * g); // F = -mg (downward)
t += dt;
}
console.log(`Range: ${ball.x.toFixed(2)} m, time of flight: ${t.toFixed(2)} s`);
// Rocket equation
function rocketDeltaV(massInitial, massFinal, vExhaust) {
return vExhaust * Math.log(massInitial / massFinal);
}
// Saturn V first stage: m_initial = 2.97M kg, m_final = 750K kg, v_e ~ 2580 m/s
console.log(`Saturn V first stage Δv: ${rocketDeltaV(2.97e6, 750e3, 2580).toFixed(0)} m/s`);
// ~3,540 m/s (gets close to orbital velocity for first stage)
Python — same with NumPy
import numpy as np
def simulate(x0, v0, mass, force_fn, dt=0.01, t_max=10, ground=0):
"""Simulate F=ma. force_fn(t, pos, vel) returns force vector."""
x = np.array(x0, dtype=float)
v = np.array(v0, dtype=float)
t = 0
trajectory = [x.copy()]
while t < t_max and x[1] >= ground:
F = force_fn(t, x, v)
a = F / mass
v += a * dt
x += v * dt
t += dt
trajectory.append(x.copy())
return np.array(trajectory), t
# Projectile in gravity
projectile, t_flight = simulate(
x0=[0, 0], v0=[20, 30], mass=0.5,
force_fn=lambda t, x, v: np.array([0, -0.5 * 9.81])
)
print(f"Range: {projectile[-1, 0]:.2f} m in {t_flight:.2f} s")
Where Newton's second law shows up
- Mechanics — universal. Every projectile, collision, orbit, and structural load uses F = ma. The foundational equation of classical physics.
- Engineering. Bridge design (forces from cars, wind), aerospace (thrust = ma for rockets), automotive (braking, acceleration), structural analysis.
- Simulation and animation. Game physics engines (Unity, Unreal) integrate F = ma at each frame. Particle systems, ragdoll physics, fluid simulations all reduce to F = ma.
- Robotics and control. Robot arm dynamics — torques produce angular accelerations. Quadrotor drones — thrust vectoring controlled by F = ma.
- Astrodynamics. Spacecraft trajectories, orbit transfers, planetary motion — all integrated F = ma over time.
- Sports physics. Ball trajectories, Magnus effect on spinning balls, friction in skiing/skating.
- Pre-relativity benchmark. When Einstein invented special relativity, F = ma was extended to F = d(γmv)/dt. The new equation reduces to F = ma at low speeds.
Common mistakes
- Forgetting it's a vector equation. F = ma in components — Fx = max, Fy = may. Confusing magnitudes with components is the #1 error.
- Using mass times velocity instead of mass times acceleration. F = ma, not F = mv. Force gives acceleration, not velocity directly.
- Ignoring some forces. Always inventory ALL forces — gravity, normal, friction, applied, tension, drag, buoyancy, etc. Free-body diagrams catch missing forces.
- Wrong sign convention. If you choose right = positive, friction on a rightward-moving object is NEGATIVE (opposes motion). Get the signs right or your sign of acceleration flips.
- Using F = ma for variable-mass systems. Rockets, raindrops accumulating mass — use F = dp/dt instead. F = ma loses the dm/dt term, giving wrong answers.
- Confusing weight with mass. Weight = mg (force). Mass is intrinsic (kg). On Mars, weight is 38% of Earth, but mass is unchanged. F = ma uses mass, not weight.
Frequently asked questions
Why is F = ma a vector equation?
Force and acceleration are both vectors — they have direction. F = ma means the acceleration is in the SAME direction as the net force, with magnitude proportional to force divided by mass. In 2D or 3D, you decompose into components — Fx = max, Fy = may, Fz = maz. Forgetting the vector nature is the most common F=ma mistake.
When does F = ma fail?
At relativistic speeds (v close to c), F = ma is wrong; the correct equation is F = d(γmv)/dt where γ is the Lorentz factor. For variable mass (rockets), you need F = dp/dt. At quantum scales, F = ma fails entirely; you need Schrödinger's equation. For very weak forces over long times (planetary motion over millennia), use Lagrangian mechanics for cleaner formulation.
How does F = ma apply to rockets?
Rockets have changing mass (fuel burning). The proper form is F = dp/dt, not F = ma. Expanding — d(mv)/dt = m(dv/dt) + v(dm/dt) = ma + v·(dm/dt). The thrust comes from the second term — exhaust gas leaving at velocity v_exhaust. Rocket equation — Δv = v_exhaust × ln(m_initial / m_final), known as the Tsiolkovsky equation.
Why is mass divided into "inertial" and "gravitational"?
Inertial mass (m in F = ma) is resistance to acceleration. Gravitational mass (m in F = mg) is what gravity acts on. Empirically, they're equal to extreme precision (10⁻¹⁵). This equivalence is the foundation of Einstein's general relativity — gravity isn't a force but curvature of spacetime, so "gravitational mass" is just the inertial mass in a curved frame.
How do you handle multiple forces?
Vector sum all forces — ΣF = F1 + F2 + F3 + .... Then ΣF = ma. For example, a block on an inclined plane has gravity (down), normal force (perpendicular to surface), friction (along surface, opposing motion). Decompose each into x and y components, sum, then a = ΣF / m. Free-body diagrams are essential — draw the object, show all forces, decompose into axes.
What about pseudo-forces in non-inertial frames?
In a rotating frame (e.g., a carousel), F = ma fails for the rotating observer. To make it work, add fictitious forces — centrifugal (outward) and Coriolis (sideways for moving objects). Mathematically, F_real + F_fictitious = ma' (where a' is acceleration in the rotating frame). These pseudo-forces appear in weather systems (Coriolis curls hurricanes) and in the rotating Earth's reference frame for high-precision physics.
How is F = ma related to momentum and impulse?
F = dp/dt — force is the rate of change of momentum. Integrating both sides — F·dt = dp, or impulse = change in momentum. So a small force over a long time can produce the same momentum change as a large force over a short time. This is why airbags work — they extend the time of impact, reducing peak force on the body.