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URM Calculator

Uniform Rectilinear Motion: calculate distance, velocity or time with the formula d = v × t.

Uniform Rectilinear Motion (URM) is the simplest model of motion in physics: an object that moves in a straight line at constant velocity, with no acceleration. The relationship between distance, velocity and time is expressed by the formula d = v × t, which allows any of the three quantities to be calculated when the other two are known.

This calculator solves URM in all three possible variants: calculating the distance given velocity and time, calculating the velocity given distance and time, or calculating the time given distance and velocity. It also includes a position-time graph and supports different units (metres, kilometres, miles, km/h, m/s, mph, seconds, minutes, hours).

What do you want to calculate?

What is URM?

Uniform Rectilinear Motion (URM) is the motion in which an object moves in a straight line at constant velocity, i.e., without acceleration. The relationship between the quantities is:

d = v × t | v = d / t | t = d / v

Where d is the distance travelled, v is the velocity and t is the time elapsed.

How to solve URM problems step by step

The procedure is always the same. First, identify which quantity you are asked for and which ones you are given. Second, check the units: this is the most common mistake in exercises. If you mix km/h with seconds the result will be wrong, so convert everything into a consistent system (metres and seconds, or kilometres and hours). Remember that to go from km/h to m/s you divide by 3.6, and multiply by 3.6 for the reverse. Third, rearrange the formula d = v × t according to what you are looking for and substitute the values. Finally, check that the result makes physical sense: a distance or a time can never be negative.

Worked example

A train travels at a constant speed of 90 km/h for 2.5 hours. How far does it go? We apply d = v × t = 90 × 2.5 = 225 km. If instead we knew the distance (225 km) and the time (2.5 h), the velocity would be v = d / t = 225 / 2.5 = 90 km/h. And if we knew the distance and the velocity, the time would be t = d / v = 225 / 90 = 2.5 h. The key is that units must be consistent: if velocity is in km/h, time must be in hours for the distance to come out in kilometres.

Common reference speeds

Situationkm/hm/s
Person walking51,4
Running (recreational)123,3
Bicycle256,9
Car in town5013,9
Car on motorway12033,3
Sound in air1.235343

How to read the position-time graph

In URM, the graph of position against time is always a straight line, and its slope is precisely the velocity: the steeper the line, the faster the object moves. A horizontal line means the object is at rest. This contrasts with UARM, where the position-time graph is a parabola because the velocity changes continuously. If instead you plot velocity against time in URM you get a horizontal line, and the area enclosed under that line equals the distance travelled.

Two problems solved step by step

A 200-metre train travels at 72 km/h through a 1,300-metre tunnel. How long does it take to clear it completely? The typical mistake is using only the tunnel's length: the train has not cleared it until its last carriage passes the exit, so the distance travelled is 1,300 + 200 = 1,500 m. Converting the speed to metres per second, 72 / 3.6 = 20 m/s, the time is 1,500 / 20 = 75 seconds. Second problem: two cars leave at the same time from cities 300 km apart and drive towards each other at 90 and 110 km/h. Since they are approaching, their speeds add up: the closing speed is 200 km/h, and they meet after 300 / 200 = 1.5 hours. The first will have covered 135 km and the second 165 km, which add up to the original 300: checking that sum is the quick way to know whether the setup is right.

How to read a motion graph

On a position-versus-time graph, uniform rectilinear motion appears as a straight line, and its slope is exactly the velocity: the steeper it is, the faster the object moves. A horizontal line means the object is at rest, and a descending line means it is moving backwards, that is, its velocity is negative with respect to the direction chosen as positive. Two lines crossing mark the instant and position at which two objects meet, which is the graphical way of solving the two-car problem. On a velocity-versus-time graph, by contrast, uniform motion appears as a horizontal line, because velocity does not change, and the area under that line is the distance travelled. Knowing how to move from one graph to the other saves half the calculations in exams.

Results assume ideal conditions (strictly constant velocity and straight-line motion). In real situations, external factors affect the motion.

Frequently asked questions

In URM the velocity is constant (acceleration = 0). In UARM the velocity changes uniformly because there is a non-zero constant acceleration.

Not exactly. Planets follow elliptical orbits and their speed varies. However, for very small sections of the trajectory, it can be approximated as URM.

On motorway journeys at constant speed, on industrial conveyor belts, on satellites in approximately circular orbits, and in many basic physics problems at secondary and university level.

You divide by 3.6. The reason is that one kilometre is 1,000 metres and one hour is 3,600 seconds, so 1 km/h = 1,000/3,600 m/s = 0.2778 m/s. For example, 90 km/h equals 90/3.6 = 25 m/s. For the reverse conversion, from m/s to km/h, you multiply by 3.6: 10 m/s is 36 km/h. This conversion is essential in physics problems, because the International System works in metres and seconds while exercises usually give speeds in kilometres per hour.

In physics, velocity is a vector quantity: it has magnitude, direction and sense. Speed is only the magnitude, a number with no associated direction. In URM along a straight line with no change of sense, the two coincide in value, which is why basic problems use them interchangeably. The difference matters when there are changes of direction: if you run a full lap of a track and return to the starting point, your average speed is the total distance divided by time, but your average velocity is zero, because your net displacement was nil.

In its pure form, almost never. Keeping a velocity exactly constant requires the net force on the object to be zero, and in everyday life there is always friction, air resistance or small variations in the driving force. What does exist are motions that come very close over a stretch: a car with cruise control on a flat motorway, a conveyor belt, a lift in its middle section, a space probe far from any significant mass. Uniform motion is a model, and its usefulness lies not in describing reality in detail but in giving a good enough answer with a simple calculation. When the approximation stops holding, because the velocity changes appreciably, you move to the next model: uniformly accelerated motion.

Related calculator: Uniformly accelerated motion (MRUA)

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