How to Solve Projectile Motion Problems in One or Two Lines

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Projectile motion problems can be efficiently solved in one or two lines by prioritizing key parameters over time. The discussion introduces two main equations that connect five essential variables: horizontal displacement, vertical displacement, initial horizontal velocity, initial vertical velocity, and final vertical velocity. By treating these variables as a system of equations, one can derive the time of flight using the formula Δx/v0x. Additionally, three auxiliary shortcut equations are provided to streamline the process of identifying parameters. This method offers advantages over traditional approaches, making it a valuable strategy for solving projectile motion problems.
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Introduction
We show how one can solve most if not all, introductory-level projectile motion problems in one or maybe two lines. To this end, we forgo convention.  We demote clock time ##t## to a parameter of secondary importance and ditch the independence of motion in the vertical and horizontal directions.
Starting from the first principles, we develop two primary equations that relate five “basic” parameters to each other: ##\Delta x##, ##\Delta y##, ##v_{0x}##, ##v_{0y}## and ##v_y## (standard definitions).  We view the solution of projectile motion problems as equivalent to solving a system of five equations with the five basic parameters as the five unknowns.  Once the system is solved, the time of flight, if one must have it, is just the ratio ##\Delta x/v_{0x}##.
To sharpen the implementation of the primary equations, we recombine them to derive three auxiliary shortcut equations that facilitate the identification of equation parameters with given variables.  Finally, we...

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This is a nice approach. It does seem to have some advantages over the standard approach.
 
For simple comparison, I think the same thought process can be followed as a block slides down a hill, - for block down hill, simple starting PE of mgh to final max KE 0.5mv^2 - comparing PE1 to max KE2 would result in finding the work friction did through the process. efficiency is just 100*KE2/PE1. If a mousetrap car travels along a flat surface, a starting PE of 0.5 k th^2 can be measured and maximum velocity of the car can also be measured. If energy efficiency is defined by...

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