Kinematics, the study of motion, is one of the more grueling units in any physics course. Often, the curriculum starts out fairly straight forward distinguishing between:
Definition  Examples  

Scalar quantities  Measurements/values that are never negative 

Vector quantities  Measurements/values that include direction [usually indicated by a positive or negative (+/) sign] 

From there, most courses define functions and equations for position, velocity, and acceleration, eventually concluding with the four essential 1dimensional kinematic formulas:
v_{f} = v_{0} + at  v_{f}^{2} = v_{0}^{2} + 2ad 
d = v_{0}t + (1/2)at^{2}  d = (1/2)(v_{f} + v_{0}) t 
Note: Some books/teachers use the following conventions instead:
 v(t) in lieu of v_{f}, for instantaneous velocity instead of final velocity
 v_{i} in lieu of v_{0}, for initial velocity
 x(t) or x in lieu of d, for position/distance
While 1D motion problems may be fairly straightforward, 2d problems can be a little more math intensive using algebra and trigonometry, and sometimes Calculus. 2D projectile motion (also referred to as parabolic motion or parametric equations) often provide some initial conditions, and ask the student to solve for:
 Velocity vector broken into horizontal (x) and vertical (y) components
 Maximum height attained
 Time to reach max height
 Total time in the air
 Total distance (horizontal range) of projectile
 Landing or final impact velocity
 Landing or final impact angle/direction.
2D projectile motion problems typically represent one of these four types of situations:
Simplify the process and double check 2D projectile motion and parabolic motion problems with these useful tools!
 Here’s a great tool to input your initial conditions for a 2d kinematics problem and solve for a variety of variables. It accepts initial conditions as a vector with initial angle, or as individual vector components.
 Calculate instantaneous velocity for any vertical motion problems involving gravity. It will solve for the vertical velocity at a given time. Note: when inputting the acceleration due to gravity, this program will automatically assume g to be negative. So rather than input 9.8, just input 9.8.
 Calculate final velocity for any 1D motion problem involving constant acceleration. It will solve for the instantaneous velocity at a given time.
 Visualize a typical projectile motion problem and score points with this game. Fire a projectile from a cannon and hit a target. Using your predetermined horizontal range, you can position a target at a fixed distance from the initial position. Use your mouse to drag the target into position. Click and drag the + sign at the end of the yellow line (representing a measuring tape) to measure a particular distance.