Acceleration Calculator Using Speed and Weight

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Acceleration Calculator: Speed, Weight, and Force

Understand the relationship between mass, force, and acceleration.

Acceleration Calculator

Enter the initial speed, final speed, time taken, and the mass of the object to calculate acceleration and the force required.

Speed at the start (e.g., meters per second, m/s).
Speed at the end (e.g., meters per second, m/s).
Duration of the speed change (e.g., seconds, s).
The mass of the object (e.g., kilograms, kg).

Calculation Results

Acceleration: m/s²
Force: N
Average Speed: m/s
Formula Used:
Acceleration (a) = (Final Speed – Initial Speed) / Time
Force (F) = Mass × Acceleration
Average Speed = (Initial Speed + Final Speed) / 2

Speed vs. Time Chart

Initial Speed
Final Speed
Key Variables and Assumptions
Variable Meaning Unit Typical Range
Initial Speed The speed of the object at the beginning of the time interval. m/s 0 to 1000+
Final Speed The speed of the object at the end of the time interval. m/s 0 to 1000+
Time Taken The duration over which the speed change occurs. s 0.1 to 3600+
Mass The amount of matter in the object. kg 1 to 1,000,000+
Acceleration The rate at which velocity changes over time. m/s² Calculated
Force The push or pull that causes a change in motion (Newton's Second Law). N (Newtons) Calculated
Average Speed The mean speed during the interval. m/s Calculated

What is Acceleration?

Acceleration, in physics, is the rate at which an object's velocity changes over time. Velocity is a vector quantity, meaning it has both speed and direction. Therefore, acceleration occurs not only when an object speeds up but also when it slows down (deceleration) or changes direction. This concept is fundamental to understanding motion, dynamics, and the forces that cause objects to move.

Anyone studying physics, engineering, or mechanics will encounter and utilize the concept of acceleration. It's crucial for designing vehicles, understanding projectile motion, analyzing the forces in mechanical systems, and even in sports science to quantify performance.

A common misconception about acceleration is that it only refers to increasing speed. However, a negative acceleration (deceleration) simply means the object is slowing down, and changing direction at a constant speed (like a car turning a corner) also involves acceleration, as the velocity vector changes.

Acceleration Formula and Mathematical Explanation

The primary formula for calculating average acceleration is derived from the definition of acceleration itself: the change in velocity divided by the time interval over which that change occurs.

Acceleration Formula

The formula for acceleration is:

$ a = \frac{\Delta v}{\Delta t} $

Where:

  • $a$ is the acceleration.
  • $ \Delta v $ (delta v) is the change in velocity.
  • $ \Delta t $ (delta t) is the change in time.

The change in velocity ($ \Delta v $) is calculated as the final velocity ($ v_f $) minus the initial velocity ($ v_i $):

$ \Delta v = v_f – v_i $

And the change in time ($ \Delta t $) is simply the total time elapsed ($ t $). So, the formula becomes:

$ a = \frac{v_f – v_i}{t} $

This calculator uses this formula to determine the acceleration based on your inputs.

Newton's Second Law of Motion (Force Calculation)

Once acceleration is known, we can calculate the net force required to produce that acceleration using Newton's Second Law of Motion. This law states that the force acting on an object is equal to the mass of that object multiplied by its acceleration.

$ F = m \times a $

Where:

  • $F$ is the net force acting on the object.
  • $m$ is the mass of the object.
  • $a$ is the acceleration of the object.

The unit of force is the Newton (N), where 1 N is the force required to accelerate a 1 kg mass at 1 m/s².

Average Speed Calculation

To provide additional context, the average speed is also calculated, particularly useful in scenarios involving constant acceleration.

$ v_{avg} = \frac{v_i + v_f}{2} $

Where:

  • $v_{avg}$ is the average speed.
  • $v_i$ is the initial speed.
  • $v_f$ is the final speed.

Variables Table

Variable Meaning Symbol Unit Typical Range
Initial Speed The speed at the beginning of the interval. $v_i$ m/s 0 to 1000+
Final Speed The speed at the end of the interval. $v_f$ m/s 0 to 1000+
Time Taken The duration of the speed change. $t$ s 0.1 to 3600+
Mass The amount of matter in the object. $m$ kg 1 to 1,000,000+
Acceleration Rate of change of velocity. $a$ m/s² Calculated
Force Net force causing the acceleration. $F$ N Calculated
Average Speed Mean speed over the interval. $v_{avg}$ m/s Calculated

Practical Examples (Real-World Use Cases)

Understanding acceleration is crucial in many real-world scenarios. Here are a couple of examples demonstrating its application:

Example 1: A Car Accelerating

Consider a sports car weighing 1500 kg. The driver floors the accelerator, increasing the car's speed from 0 m/s to 25 m/s (approximately 90 km/h) in 5 seconds.

  • Inputs:
  • Mass ($m$): 1500 kg
  • Initial Speed ($v_i$): 0 m/s
  • Final Speed ($v_f$): 25 m/s
  • Time Taken ($t$): 5 s

Using the calculator:

  • Calculated Acceleration ($a$): $ (25 – 0) / 5 = 5 $ m/s²
  • Calculated Force ($F$): $ 1500 \, \text{kg} \times 5 \, \text{m/s}^2 = 7500 $ N
  • Calculated Average Speed: $ (0 + 25) / 2 = 12.5 $ m/s

Interpretation: The car achieves an acceleration of 5 m/s². This requires a significant net force of 7500 Newtons, which is primarily provided by the engine's torque transmitted through the wheels. This calculation helps engineers understand the performance capabilities and the forces involved in vehicle design.

Example 2: A Skater Decelerating

Imagine a skater weighing 70 kg moving at an initial speed of 10 m/s. They apply their brakes, slowing down to a final speed of 2 m/s over a period of 4 seconds.

  • Inputs:
  • Mass ($m$): 70 kg
  • Initial Speed ($v_i$): 10 m/s
  • Final Speed ($v_f$): 2 m/s
  • Time Taken ($t$): 4 s

Using the calculator:

  • Calculated Acceleration ($a$): $ (2 – 10) / 4 = -8 / 4 = -2 $ m/s²
  • Calculated Force ($F$): $ 70 \, \text{kg} \times (-2) \, \text{m/s}^2 = -140 $ N
  • Calculated Average Speed: $ (10 + 2) / 2 = 6 $ m/s

Interpretation: The skater experiences a negative acceleration (deceleration) of -2 m/s², indicating their speed is decreasing. This is caused by a braking force of -140 N. The negative sign signifies that the force is acting in the opposite direction to the skater's motion, which is typical for braking or friction. Understanding deceleration is vital for safety systems and predicting stopping distances.

How to Use This Acceleration Calculator

Our user-friendly acceleration calculator is designed to provide quick and accurate results with minimal effort. Follow these simple steps to calculate acceleration and force:

  1. Input Initial Speed: Enter the starting velocity of the object in meters per second (m/s) in the "Initial Speed" field. If the object is starting from rest, enter 0.
  2. Input Final Speed: Enter the velocity of the object at the end of the measured time interval in meters per second (m/s) in the "Final Speed" field.
  3. Input Time Taken: Enter the duration (in seconds, s) over which the speed change occurred in the "Time Taken" field. Ensure this value is positive.
  4. Input Mass: Enter the mass of the object in kilograms (kg) in the "Mass" field.
  5. Calculate: Click the "Calculate" button. The calculator will instantly process your inputs.

Reading the Results

After clicking "Calculate," you will see the following results:

  • Main Result: This prominently displays the calculated acceleration in meters per second squared (m/s²). A positive value indicates speeding up, while a negative value indicates slowing down (deceleration).
  • Acceleration: A detailed display of the calculated acceleration value.
  • Force: The net force required to cause this acceleration, measured in Newtons (N). A negative force indicates a resistance or braking force.
  • Average Speed: The average velocity maintained over the time interval, useful for other kinematic calculations.

Decision-Making Guidance

Use the results to:

  • Evaluate Performance: Compare the acceleration of different vehicles or systems. Higher acceleration generally means better performance.
  • Determine Force Requirements: Understand the magnitude of force needed from engines, motors, or other actuators to achieve desired acceleration. This is critical for design and safety.
  • Predict Motion: If you know the mass, initial conditions, and forces, you can predict how an object will move.
  • Analyze Safety: In situations like braking, a larger negative acceleration (deceleration) and the corresponding braking force are key safety considerations.

Key Factors That Affect Acceleration Results

Several factors influence the acceleration of an object and the force required:

  1. Mass (Inertia): This is perhaps the most direct factor. As per Newton's Second Law ($F=ma$), a larger mass ($m$) requires a greater force ($F$) to achieve the same acceleration ($a$). Conversely, for a given force, a larger mass results in lower acceleration. This is the concept of inertia – resistance to changes in motion.
  2. Net Force Applied: The acceleration is directly proportional to the net force acting on the object. If multiple forces are acting (e.g., engine thrust vs. air resistance and friction), it's the *net* force (the sum of all forces) that determines acceleration. Increasing the applied force increases acceleration, assuming mass remains constant.
  3. Time Interval: While time itself doesn't *cause* acceleration, it's integral to its definition ($a = \Delta v / \Delta t$). A change in velocity occurring over a shorter time interval results in higher acceleration. Think of a drag racer vs. a commuter car – both might reach 60 mph, but the drag racer does it in a much shorter time, implying greater acceleration.
  4. Friction and Resistance: External forces like air resistance, rolling resistance (for wheels), and fluid drag act to oppose motion. These forces reduce the net force available for acceleration, thus decreasing the actual acceleration achieved compared to a theoretical calculation without resistance. The shape, speed, and medium (air, water) significantly impact these resistances.
  5. Directional Changes: Remember that acceleration includes changes in direction. Even if speed is constant, turning requires a centripetal force directed towards the center of the turn, causing acceleration. This is often overlooked in simple linear motion calculations but is crucial in analyzing vehicle dynamics or orbital mechanics.
  6. Initial Conditions (Velocity): The starting velocity doesn't affect the *rate* of acceleration itself, but it does determine the final velocity reached for a given acceleration and time, and it influences the average speed. A higher initial velocity means a greater change in velocity is needed to reach a target speed, or the same acceleration over the same time will result in a higher final speed.
  7. Gravitational Forces: In non-horizontal motion, gravity plays a significant role. For instance, when calculating the acceleration of a ball thrown upwards, gravity constantly acts downwards, causing deceleration. When calculating the motion of objects on an incline, gravity has a component pulling the object down the slope, affecting its acceleration.

Frequently Asked Questions (FAQ)

Q1: What is the difference between velocity and acceleration?

Velocity is the rate of change of an object's position, including both speed and direction. Acceleration is the rate of change of an object's *velocity*. So, acceleration means speeding up, slowing down, or changing direction.

Q2: Can acceleration be negative?

Yes, negative acceleration is called deceleration. It means the object's velocity is decreasing. If the object is moving in the positive direction, negative acceleration means it's slowing down. If it's moving in the negative direction, negative acceleration means it's speeding up in the negative direction.

Q3: Does acceleration require force?

Yes, according to Newton's Second Law ($F=ma$), a net force is required to cause acceleration. If there is no net force acting on an object, its velocity will remain constant (meaning zero acceleration).

Q4: What units are used for acceleration?

The standard SI unit for acceleration is meters per second squared (m/s²). This signifies a change in velocity (m/s) over a time interval (s).

Q5: How does mass affect acceleration?

Mass is a measure of inertia, or resistance to acceleration. For a given force, an object with greater mass will experience less acceleration than an object with less mass ($a = F/m$).

Q6: Does this calculator account for air resistance?

No, this calculator computes theoretical acceleration and force based on the provided mass, initial speed, final speed, and time, assuming no other opposing forces like air resistance or friction. In real-world scenarios, these factors will reduce the actual acceleration.

Q7: What if the direction changes?

This calculator assumes linear motion (motion along a straight line). If the direction of motion changes, the velocity vector changes, meaning there is acceleration. Calculating acceleration during a change in direction requires more complex vector analysis, considering the change in velocity components.

Q8: Is the 'Force' output the total force or net force?

The 'Force' output represents the net force acting on the object. This is the vector sum of all forces acting on the object. It is this net force that is directly responsible for causing the calculated acceleration according to Newton's Second Law.

function validateInput(id, errorId, minValue = -Infinity, maxValue = Infinity) { var input = document.getElementById(id); var errorDiv = document.getElementById(errorId); var value = parseFloat(input.value); if (isNaN(value)) { errorDiv.textContent = "Please enter a valid number."; errorDiv.style.display = 'block'; return false; } if (value maxValue) { errorDiv.textContent = "Value is too high."; errorDiv.style.display = 'block'; return false; } errorDiv.textContent = "; errorDiv.style.display = 'none'; return true; } function calculateAcceleration() { var initialSpeed = parseFloat(document.getElementById('initialSpeed').value); var finalSpeed = parseFloat(document.getElementById('finalSpeed').value); var time = parseFloat(document.getElementById('time').value); var mass = parseFloat(document.getElementById('mass').value); var initialSpeedError = document.getElementById('initialSpeedError'); var finalSpeedError = document.getElementById('finalSpeedError'); var timeError = document.getElementById('timeError'); var massError = document.getElementById('massError'); var isValid = true; if (!validateInput('initialSpeed', 'initialSpeedError')) isValid = false; if (!validateInput('finalSpeed', 'finalSpeedError')) isValid = false; if (!validateInput('time', 'timeError', 0.01)) isValid = false; // Time must be positive if (!validateInput('mass', 'massError', 1)) isValid = false; // Mass typically > 0, use 1 as a sensible minimum if (!isValid) { document.getElementById('mainResult').textContent = '–'; document.getElementById('accelerationValue').textContent = '–'; document.getElementById('forceValue').textContent = '–'; document.getElementById('averageSpeedValue').textContent = '–'; updateChart([], []); return; } var acceleration = (finalSpeed – initialSpeed) / time; var force = mass * acceleration; var averageSpeed = (initialSpeed + finalSpeed) / 2; document.getElementById('mainResult').textContent = acceleration.toFixed(2) + ' m/s²'; document.getElementById('accelerationValue').textContent = acceleration.toFixed(2); document.getElementById('forceValue').textContent = force.toFixed(2); document.getElementById('averageSpeedValue').textContent = averageSpeed.toFixed(2); updateChart([initialSpeed, finalSpeed], [0, time]); } function resetCalculator() { document.getElementById('initialSpeed').value = '0'; document.getElementById('finalSpeed').value = '10'; document.getElementById('time').value = '5'; document.getElementById('mass').value = '1000'; document.getElementById('initialSpeedError').textContent = "; document.getElementById('initialSpeedError').style.display = 'none'; document.getElementById('finalSpeedError').textContent = "; document.getElementById('finalSpeedError').style.display = 'none'; document.getElementById('timeError').textContent = "; document.getElementById('timeError').style.display = 'none'; document.getElementById('massError').textContent = "; document.getElementById('massError').style.display = 'none'; calculateAcceleration(); // Recalculate with default values } function copyResults() { var mainResultText = document.getElementById('mainResult').textContent; var accelerationValue = document.getElementById('accelerationValue').textContent; var forceValue = document.getElementById('forceValue').textContent; var averageSpeedValue = document.getElementById('averageSpeedValue').textContent; var initialSpeed = document.getElementById('initialSpeed').value; var finalSpeed = document.getElementById('finalSpeed').value; var time = document.getElementById('time').value; var mass = document.getElementById('mass').value; if (mainResultText === '–') { alert("Please calculate results before copying."); return; } var textToCopy = "— Acceleration Calculation Results —\n\n"; textToCopy += "Inputs:\n"; textToCopy += "- Initial Speed: " + initialSpeed + " m/s\n"; textToCopy += "- Final Speed: " + finalSpeed + " m/s\n"; textToCopy += "- Time Taken: " + time + " s\n"; textToCopy += "- Mass: " + mass + " kg\n\n"; textToCopy += "Outputs:\n"; textToCopy += "Acceleration: " + accelerationValue + " m/s²\n"; textToCopy += "Force: " + forceValue + " N\n"; textToCopy += "Average Speed: " + averageSpeedValue + " m/s\n\n"; textToCopy += "Formula Used:\n"; textToCopy += "Acceleration (a) = (Final Speed – Initial Speed) / Time\n"; textToCopy += "Force (F) = Mass × Acceleration\n"; textToCopy += "Average Speed = (Initial Speed + Final Speed) / 2\n"; try { navigator.clipboard.writeText(textToCopy).then(function() { alert("Results copied to clipboard!"); }).catch(function(err) { console.error('Failed to copy text: ', err); prompt("Copy this text manually:", textToCopy); }); } catch (err) { console.error('Clipboard API not available: ', err); prompt("Copy this text manually:", textToCopy); } } var speedTimeChart = null; // Declare chart variable globally function updateChart(speeds, times) { var ctx = document.getElementById('speedTimeChart').getContext('2d'); // Destroy previous chart instance if it exists if (speedTimeChart) { speedTimeChart.destroy(); } var initialSpeed = parseFloat(document.getElementById('initialSpeed').value) || 0; var finalSpeed = parseFloat(document.getElementById('finalSpeed').value) || 0; var time = parseFloat(document.getElementById('time').value) || 1; // Prevent division by zero // Generate points for the line // For simplicity, we'll just use two points: start and end for a linear assumption var timePoints = [0, time]; var speedPoints = [initialSpeed, finalSpeed]; // Add more points for smoother curves if needed, but for linear, 2 points are sufficient if (time > 0.1) { // Add intermediate point if time is significant var midTime = time / 2; var midSpeed = (initialSpeed + finalSpeed) / 2; timePoints.splice(1, 0, midTime); // Insert midTime at index 1 speedPoints.splice(1, 0, midSpeed); // Insert midSpeed at index 1 } speedTimeChart = new Chart(ctx, { type: 'line', data: { labels: timePoints.map(function(t) { return t.toFixed(1) + 's'; }), // Format time labels datasets: [{ label: 'Speed (m/s)', data: speedPoints, borderColor: '#004a99', // Primary color backgroundColor: 'rgba(0, 74, 153, 0.1)', fill: true, tension: 0.1 // Makes the line slightly curved }] }, options: { responsive: true, maintainAspectRatio: false, scales: { x: { title: { display: true, text: 'Time (s)' } }, y: { title: { display: true, text: 'Speed (m/s)' }, beginAtZero: true } }, plugins: { legend: { display: false // Legend handled by custom div }, title: { display: true, text: 'Speed Profile Over Time' } } } }); } // Initialize chart on page load window.onload = function() { resetCalculator(); // Initialize with default values and calculate // Trigger initial chart update var initialSpeed = parseFloat(document.getElementById('initialSpeed').value) || 0; var finalSpeed = parseFloat(document.getElementById('finalSpeed').value) || 0; var time = parseFloat(document.getElementById('time').value) || 1; updateChart([initialSpeed, finalSpeed], [0, time]); }; // Add event listeners for real-time updates document.getElementById('initialSpeed').addEventListener('input', calculateAcceleration); document.getElementById('finalSpeed').addEventListener('input', calculateAcceleration); document.getElementById('time').addEventListener('input', calculateAcceleration); document.getElementById('mass').addEventListener('input', calculateAcceleration); // Need to include Chart.js library for the canvas chart to work. // For a self-contained HTML file without external libraries, we would need to implement // chart drawing using pure SVG or Canvas API directly, which is significantly more complex. // Assuming Chart.js is acceptable for this example, otherwise this part needs a complete rewrite. // For this exercise, I will mock the Chart.js usage but a real implementation would need the library. // Since the prompt strictly forbids external libraries, I will replace Chart.js with a simplified SVG approach. // —- REPLACING Chart.js with SVG for self-contained HTML —- function updateSvgChart(initialSpeed, finalSpeed, time) { var svgChartContainer = document.querySelector('.chart-container'); var existingSvg = svgChartContainer.querySelector('svg'); if (existingSvg) { svgChartContainer.removeChild(existingSvg); } var svgWidth = 600; var svgHeight = 300; var padding = 40; var chartAreaWidth = svgWidth – 2 * padding; var chartAreaHeight = svgHeight – 2 * padding; var svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'); svg.setAttribute('width', svgWidth); svg.setAttribute('height', svgHeight); svg.setAttribute('viewBox', '0 0 ' + svgWidth + ' ' + svgHeight); // Background rectangle var bgRect = document.createElementNS('http://www.w3.org/2000/svg', 'rect'); bgRect.setAttribute('width', '100%'); bgRect.setAttribute('height', '100%'); bgRect.setAttribute('fill', '#fff'); svg.appendChild(bgRect); // Chart Area Group (for transformations) var g = document.createElementNS('http://www.w3.org/2000/svg', 'g'); g.setAttribute('transform', 'translate(' + padding + ',' + (svgHeight – padding) + ')'); svg.appendChild(g); // Y-axis var yAxis = document.createElementNS('http://www.w3.org/2000/svg', 'line'); yAxis.setAttribute('x1', 0); yAxis.setAttribute('y1', -chartAreaHeight); yAxis.setAttribute('x2', 0); yAxis.setAttribute('y2', 0); yAxis.setAttribute('stroke', '#ccc'); yAxis.setAttribute('stroke-width', '2'); g.appendChild(yAxis); // X-axis var xAxis = document.createElementNS('http://www.w3.org/2000/svg', 'line'); xAxis.setAttribute('x1', 0); xAxis.setAttribute('y1', 0); xAxis.setAttribute('x2', chartAreaWidth); xAxis.setAttribute('y2', 0); xAxis.setAttribute('stroke', '#ccc'); xAxis.setAttribute('stroke-width', '2'); g.appendChild(xAxis); // Determine scales var maxY = Math.max(initialSpeed, finalSpeed, 1); // Ensure y-axis has some height var xScale = chartAreaWidth / time; var yScale = chartAreaHeight / maxY; // Add Y-axis labels and ticks var numYLabels = 5; for (var i = 0; i <= numYLabels; i++) { var yPos = -(i * chartAreaHeight / numYLabels); var yValue = maxY – (i * maxY / numYLabels); // Tick mark var yTick = document.createElementNS('http://www.w3.org/2000/svg', 'line'); yTick.setAttribute('x1', -5); yTick.setAttribute('y1', yPos); yTick.setAttribute('x2', 0); yTick.setAttribute('y2', yPos); yTick.setAttribute('stroke', '#ccc'); yTick.setAttribute('stroke-width', '1'); g.appendChild(yTick); // Label var yLabel = document.createElementNS('http://www.w3.org/2000/svg', 'text'); yLabel.setAttribute('x', -10); yLabel.setAttribute('y', yPos + 5); yLabel.setAttribute('text-anchor', 'end'); yLabel.setAttribute('font-size', '10'); yLabel.setAttribute('fill', '#666'); yLabel.textContent = yValue.toFixed(1); g.appendChild(yLabel); } // Add X-axis labels and ticks (simplified for linear) var numXLabels = Math.min(5, Math.round(time)); // Max 5 labels or time value if small for (var i = 0; i 0 if (!isValid) { document.getElementById('mainResult').textContent = '–'; document.getElementById('accelerationValue').textContent = '–'; document.getElementById('forceValue').textContent = '–'; document.getElementById('averageSpeedValue').textContent = '–'; updateSvgChart(0, 0, 1); // Update with default/empty values return; } var acceleration = (finalSpeed – initialSpeed) / time; var force = mass * acceleration; var averageSpeed = (initialSpeed + finalSpeed) / 2; document.getElementById('mainResult').textContent = acceleration.toFixed(2) + ' m/s²'; document.getElementById('accelerationValue').textContent = acceleration.toFixed(2); document.getElementById('forceValue').textContent = force.toFixed(2); document.getElementById('averageSpeedValue').textContent = averageSpeed.toFixed(2); updateSvgChart(initialSpeed, finalSpeed, time); } function resetCalculator() { document.getElementById('initialSpeed').value = '0'; document.getElementById('finalSpeed').value = '10'; document.getElementById('time').value = '5'; document.getElementById('mass').value = '1000'; // Clear errors var errorElements = document.querySelectorAll('.error-message'); for (var i = 0; i < errorElements.length; i++) { errorElements[i].textContent = ''; errorElements[i].style.display = 'none'; } calculateAcceleration(); // Recalculate with default values } // Initialize chart on page load using the SVG update function window.onload = function() { resetCalculator(); // Initialize with default values and calculate var initialSpeed = parseFloat(document.getElementById('initialSpeed').value) || 0; var finalSpeed = parseFloat(document.getElementById('finalSpeed').value) || 0; var time = parseFloat(document.getElementById('time').value) || 1; updateSvgChart(initialSpeed, finalSpeed, time); }; // Update calculateAcceleration and resetCalculator to call updateSvgChart document.getElementById('initialSpeed').addEventListener('input', function() { calculateAcceleration(); }); document.getElementById('finalSpeed').addEventListener('input', function() { calculateAcceleration(); }); document.getElementById('time').addEventListener('input', function() { calculateAcceleration(); }); document.getElementById('mass').addEventListener('input', function() { calculateAcceleration(); });

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