Formulas
The 32 formulas NDA Physics actually tests
One page, every formula grouped by chapter. Each entry shows the formula, the symbol legend, and the most-common trap. Bookmark and revise the morning of the exam.
- essential formulas
- 35
- chapters covered
- 12
- page to revise from
- 1
- years of PYQs behind it
- 10
How to use this page
- First read: cover-to-cover. Mark formulas you DON’T already know cold. Most candidates know ~20 of the 32 — the other 12 are the marks-on-the-table.
- Pre-test revision: re-read the ‘Note’ row on each formula. NDA tests the traps more than the formulas themselves — knowing v_esc = √(2gR) is not the same as remembering that planet-scaled-ρ questions usually cancel.
- Active recall: cover the right side, read just the formula NAME, write the formula + 2 symbol meanings from memory. Repeat for any you miss.
Units, Measurement and Dimensions
PlaybookDimensions of force, energy, pressure, power
[F] = M L T⁻² [E] = M L² T⁻² [P] = M L⁻¹ T⁻² [W/t] = M L² T⁻³
- M = mass
- L = length
- T = time
Note:Recognise these by structure: anything with L² is energy/torque; anything with L⁻¹ is pressure or related to it.
CGS ↔ SI conversions
1 dyne = 10⁻⁵ N 1 erg = 10⁻⁷ J 1 poise = 0.1 Pa·s
- dyne = CGS force unit (g·cm·s⁻²)
- erg = CGS energy unit
- poise = CGS dynamic viscosity
Astronomical distances
1 light year ≈ 9.46 × 10¹⁵ m 1 parsec ≈ 3.26 light years ≈ 2.06 × 10⁵ AU
- AU = astronomical unit ≈ 1.5 × 10¹¹ m (Earth–Sun distance)
Kinematics and Motion
PlaybookEquations of motion (constant acceleration)
v = u + at s = ut + ½at² v² = u² + 2as
- u = initial velocity
- v = final velocity
- a = acceleration (negative for deceleration)
- s = displacement (signed)
- t = time
Note:These hold only for CONSTANT a. If a changes (e.g. two-phase motion), apply them piecewise and add. Sign convention: pick a +direction and stick to it.
Circular motion (centripetal acceleration)
a_c = v²/R = ω²R where ω = 2π/T
- R = radius
- v = tangential speed
- ω = angular velocity
- T = period
Note:For UNIFORM circular motion |v| is constant, but v itself changes direction so there's still acceleration (always toward centre).
Laws of Motion and Forces
PlaybookNewton's second law
F = ma = dp/dt
- F = net force
- m = mass
- a = acceleration
- p = momentum
Momentum and impulse
p = mv J = F·Δt = Δp
- p = momentum (vector)
- J = impulse
- Δp = change in momentum
Note:Impulse–momentum theorem is the lever for force-time graph problems: ∫F dt = area under F-t curve = Δp.
Conservation of momentum (isolated system)
m₁u₁ + m₂u₂ = m₁v₁ + m₂v₂
- u = before-collision velocity
- v = after-collision velocity
Note:Always conserved if no external force. Energy may or may not be conserved (elastic vs inelastic). For recoil: 0 = m_gun·v_gun + m_bullet·v_bullet ⟹ v_gun is opposite-sign and much smaller (mass ratio).
Work, Energy and Power
PlaybookWork done by a force
W = F·d·cosθ
- F = magnitude of force
- d = displacement
- θ = angle between F and d
Note:Force perpendicular to displacement does ZERO work (cos 90° = 0). Classic trap: gravity on horizontal motion, magnetic force on charged particle.
Kinetic and potential energy
KE = ½mv² PE = mgh Total ME = KE + PE
- m = mass
- v = speed
- h = height above reference
Note:In free-fall (no air resistance), ME is conserved: ½mv₀² + mgh₀ = ½mv² + mgh. Use this to dodge integrating F over distance.
Power
P = W/t = F·v
- W = work done
- t = time
- F·v = instantaneous power if v is the speed at which F acts
Note:Constant-power machine on smooth surface: P=Fv ⟹ Fv=const. Combined with F=ma=m(dv/dt) gives v∝√t (not v∝t).
Gravitation
PlaybookNewton's law of gravitation
F = Gm₁m₂/r²
- G = 6.67 × 10⁻¹¹ N·m²·kg⁻²
- m₁, m₂ = masses
- r = distance between centres
Surface gravity and escape velocity
g = GM/R² v_esc = √(2gR) = √(2GM/R)
- M = planet mass
- R = planet radius
- v_esc = escape velocity from surface
Note:Planet-scaled ratio trap: if R halved and density 4× ⟹ M = (4ρ)(½·(4/3)πR³) = ½M_earth. New v_esc = √(2G·½M / ½R) = √(2GM/R) = same as Earth. Always compute step-by-step.
Kepler's third law (orbital period)
T² ∝ R³ ⟹ T₁/T₂ = (R₁/R₂)^(3/2)
- T = orbital period
- R = orbital radius
Note:Comes from balancing gravity = centripetal: GMm/R² = mv²/R = m·(2πR/T)²/R. Common shape: T₁/T₂ = (R/4R)^(3/2) = 1/8.
Fluid Mechanics and Properties of Matter
PlaybookHydrostatic pressure
P = hρg (gauge) P_abs = P_atm + hρg
- h = depth below free surface
- ρ = fluid density
- g = 9.8 m/s²
Archimedes' principle (buoyant force)
F_b = V_submerged · ρ_fluid · g
- V_submerged = volume of object IN the fluid (not total volume)
- ρ_fluid = density of fluid (not object)
Note:Floating ⟹ F_b = mg ⟹ V_sub/V_total = ρ_object/ρ_fluid. Wholly submerged ⟹ F_b uses V_total.
Density of a mixture
Equal volumes: ρ_avg = (ρ₁+ρ₂)/2 Equal masses: ρ_avg = 2ρ₁ρ₂/(ρ₁+ρ₂)
- ρ₁, ρ₂ = densities of components
Note:Equal-mass formula is the harmonic mean — always SMALLER than the arithmetic mean. The 'equal-mass < equal-volume' inequality is the recurring buoyancy ratio trap.
Heat and Thermodynamics
PlaybookSensible heat (no phase change)
Q = mcΔT
- m = mass
- c = specific heat capacity
- ΔT = temperature change
Note:Specific heat is per-unit-mass-per-unit-ΔT. Water: c = 4186 J/(kg·K) = 1 cal/(g·°C). Ice: c ≈ 2100 J/(kg·K) — half of water.
Latent heat (phase change at constant T)
Q = mL
- L = specific latent heat (kJ/kg)
Note:Water: L_fusion ≈ 334 kJ/kg, L_vaporisation ≈ 2260 kJ/kg. Phase change happens AT temperature (0 °C, 100 °C); no T change while changing phase. Forgetting a latent term in a calorimetry mix is the #1 trap.
Temperature scale conversions
T_C = (T_F − 32) × 5/9 T_K = T_C + 273.15
- C = Celsius
- F = Fahrenheit
- K = Kelvin
Note:F = C trap: only at −40° (the scales cross). K = F trap: only at 574.25 K. Always set up the equation, don't guess.
Ideal gas law
PV = nRT
- P = pressure (Pa)
- V = volume (m³)
- n = moles
- R = 8.314 J/(mol·K)
- T = absolute temperature (K)
Note:Process variants: isothermal (PV=const), isobaric (V/T=const), isochoric (P/T=const), adiabatic (PVⁿ=const, n=γ).
Oscillations and Waves
PlaybookSimple pendulum (small angle)
T = 2π√(L/g)
- T = period
- L = string length
- g = gravity
Note:MASS doesn't appear. Doubling mass changes nothing. Doubling L multiplies T by √2 ≈ 1.41. Moving to a planet with g/4 doubles T. This is the recurring ratio trap.
Wave equation
v = f·λ
- v = wave speed
- f = frequency (Hz)
- λ = wavelength
Note:Speed of sound in air ≈ 343 m/s at 20 °C. Speed of light c = 3 × 10⁸ m/s. The Doppler-style change-of-medium trap: frequency stays the same, λ changes.
Sound
PlaybookSound wave property mapping
Amplitude → loudness Frequency → pitch Waveform → timbre/quality
- Each perception attribute maps to one physical property — don't swap them
Note:Loudness is measured in decibels (dB), NOT in Hz (that's pitch). Amplitude is in pressure (Pa) or displacement (m).
Echo distance
d = v·t/2
- d = distance to reflecting surface
- v = speed of sound
- t = round-trip time
Note:Divide by 2 — the round trip is 2d. Same formula powers SONAR (in water, v ≈ 1500 m/s) and the bat-echolocation question.
Light and Optics
PlaybookMirror / lens formula (Cartesian sign convention)
1/v − 1/u = 1/f (lens) 1/v + 1/u = 1/f (mirror)
- u = object distance (NEGATIVE for real object)
- v = image distance (sign tells real/virtual)
- f = focal length (negative for concave lens / convex mirror)
Note:Sign convention is the #1 trap. NDA uses Cartesian (distances measured from pole, +x to the right). Object always at NEGATIVE u in this convention. Magnification: m = v/u (lens) or m = −v/u (mirror).
Lens power
P = 1/f (f in metres, P in dioptres)
- P > 0 for convex (converging) lens
- P < 0 for concave (diverging) lens
Note:Combine thin lenses in contact: P_total = P₁ + P₂. Convert cm to m first.
Snell's law and refractive index
μ = sin i / sin r n = c/v
- i = angle of incidence (from normal)
- r = angle of refraction
- μ, n = refractive index
- c = speed of light in vacuum, v = speed in medium
Note:Higher μ = slower light in medium. Vacuum: μ = 1. Water ≈ 1.33, glass ≈ 1.5, diamond ≈ 2.4.
Total internal reflection (critical angle)
sin θ_c = 1/μ
- θ_c = critical angle for the denser medium
Note:TIR happens only going DENSE → RARE (e.g. water → air, glass → air). For glass (μ=1.5), θ_c ≈ 42°.
Electricity and Magnetism
PlaybookOhm's law
V = IR
- V = potential difference (volts)
- I = current (amperes)
- R = resistance (ohms)
Resistor combinations
Series: R_total = R₁ + R₂ + ... Parallel: 1/R_total = 1/R₁ + 1/R₂ + ...
- Series: same I through all, V splits
- Parallel: same V across all, I splits
Note:For TWO parallel resistors: R = R₁R₂/(R₁+R₂). For N identical R in parallel: R/N. For N identical R in series: NR. Heat in parallel vs series with same V: P_parallel/P_series = (R_series/R_parallel) — usually 4× for two equal R.
Electrical power
P = VI = I²R = V²/R
- Pick the form that matches the GIVEN: V&I, I&R, or V&R
Note:1 unit (kWh) = 1000 W × 1 h = 3.6 × 10⁶ J. Cost = P(kW) × t(h) × rate(₹/unit).
Resistivity
R = ρL/A
- ρ = resistivity (material property, Ω·m)
- L = length
- A = cross-sectional area
Note:Stretching a wire keeps volume const: if L doubles, A halves, R quadruples (∝L²). Bending or coiling doesn't change R.
Force on a charge in a magnetic field
F = qvB sin θ (direction: F ⊥ both v and B)
- q = charge
- v = velocity
- B = magnetic field
- θ = angle between v and B
Note:Positive and negative charges deflect in OPPOSITE directions. If v ∥ B (θ=0), force is zero. Right-hand rule: thumb=v, fingers=B, palm=F for positive charge.
Modern Physics
PlaybookPlanck–Einstein relation
E = hf = hc/λ
- E = photon energy
- h = 6.63 × 10⁻³⁴ J·s (Planck's constant)
- f = frequency, λ = wavelength
- c = 3 × 10⁸ m/s
Note:Higher frequency = more energetic photon. UV more energetic than visible more than IR. Dimensions of h are the same as angular momentum: M L² T⁻¹.
Why plain-text formulas (not LaTeX)
NDA Physics formulas are short enough to read in plain text + unicode (v²=u²+2as, F=Gm₁m₂/r², T=2π√(L/g)). Plain text means the page loads instantly, copies cleanly into your notes, and screen readers handle every symbol. The complex math typesetting is reserved for the worked-example PYQs on the playbook detail pages where you actually solve problems.