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Sect. 9.2: Impulse & Momentum

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1 Sect. 9.2: Impulse & Momentum

2 Collisions & Impulse p  I  Impulse that collision gives the object
Briefly consider details of collision Assume collision lasts a very small time t During collision, net force on one of the objects (Newton’s 2nd Law): ∑F = p/t (= dp/dt) Or: p = (∑F)t (momentum change of the object) p  I  Impulse that collision gives the object (change in momentum for the object!) Text writes this as integral over time of collision: dp = (∑F)dt; I = ∫dp = ∫(∑F)dt (p limits: pi to pf, t limits: ti to tf) I  p  pf – pi = ∫(∑F)dt

3 Impulse, I = p = ∫(∑F)dt ≈ (∑F)avg t
Usual case: Replace time integral of net force by time average force: [∫(∑F)dt/(t)] ≈ (∑F)avg Impulse, I = p = ∫(∑F)dt ≈ (∑F)avg t Δt = tf – ti = average collision time Math: Time integral = area under the force vs. time curve:  Impulse, I = p = area under the curve. t is usually very small

4 I = p = ∫(∑F)dt with I = p ≈ (∑F)avg t
The approximation of replacing I = p = ∫(∑F)dt with I = p ≈ (∑F)avg t is equivalent to replacing the true area under the curve by the rectangle shown. This is known as the Impulse Approximation

5 pi = mvi = -2.25 kg m/s, pf = mvf = 2.64 kg m/s
Example 9.3: Crash Test Crash test: Car, m = 1500 kg, hits wall. 1 dimensional collision. +x is to the right. Before crash, v = -15 m/s. After crash, v = 2.6 m/s. Collision lasts Δt = 0.15 s. Find: Impulse car receives & average force on car. Assume: Force exerted by wall is large compared to other forces Gravity & normal forces are perpendicular & don’t effect the horizontal momentum  Use impulse approximation pi = mvi = kg m/s, pf = mvf = 2.64 kg m/s I = Δp = pf - pi = 2.64  104 kg m/s (∑F)avg = (Δp/Δt) = 1.76  105 N

6 Collisions Use term “collision” to represent an event during which two particles come close to each other & interact by means of forces May involve physical contact, but is generalized to include cases with interaction without physical contact Time interval during which velocity changes from its initial to final values is assumed to be short Interaction forces are assumed to be much greater than any external forces present This means the impulse approximation can be used!

7 Momentum is ALWAYS conserved for ALL COLLISIONS!!
Collisions may be result of direct contact  Impulsive forces may vary in time in complicated ways This force is internal to system Collision needn’t include physical contact between the objects  There are still forces between the particles This type of collision can be analyzed in the same way as those that include physical contact Momentum is ALWAYS conserved for ALL COLLISIONS!!

8 Momentum is always conserved in all collisions!!!!
Perfectly Elastic collision: BOTH momentum & kinetic energy are conserved Perfectly elastic collisions occur on a microscopic level In macroscopic collisions, only approximately elastic collisions actually occur Generally some energy is lost to deformation, sound, etc. Inelastic collision: Kinetic energy is not conserved, but momentum is still conserved Perfectly inelastic collision: Objects stick together after the collision. In an inelastic collision, some kinetic energy is lost, but the objects do not stick together Elastic and perfectly inelastic collisions are limiting cases, most actual collisions fall in between these two types Momentum is always conserved in all collisions!!!!

9 Sect. 9.3: Collisions in One Dimension
Given some information, using conservation laws, we can determine a LOT about collisions without knowing the collision forces! To analyze ALL collisions: Rule # 1: Momentum is ALWAYS (!!!) conserved in a collision!  m1v1i + m2v2i = m1v1f + m2v2f HOLDS for ALL collisions!

10 Perfectly Inelastic Collisions
The objects stick together, so they have the same velocity after the collision  m1v1i+ m2v2i = (m1 + m2)vf

11 Elastic Collisions Both momentum AND kinetic energy are conserved! 
m1v1i + m2v2i = m1v1f + m2v2f AND (½)m1(v1i)2 + (½)m2(v2i)2 = (½)m1(v1f)2 + (½)m2(v2f)2

12 To analyze Elastic collisions:
 Note!!! Special case: 2 hard objects (like billiard balls) collide ( “Elastic Collision”) To analyze Elastic collisions: Rule # 1: Still holds! Momentum is conserved!!  m1v1i + m2v2i = m1v1f + m2v2f Rule # 2: For Elastic Collisions ONLY (!!) Total Kinetic energy is conserved!!  (½)m1(v1i)2 + (½) m2(v2i)2 = (½)m1(v1f)2 + (½)m2(v2f)2

13 Head-on Elastic Collisions.
Special case: Head-on Elastic Collisions. Can analyze in one dimension. Types of head-on collisions: (Figure):

14 before collision v1i, v2i v1f, v2f are 1 d vectors! after collision
Special case: Head-on Elastic Collisions. 1 dimensional collisions: Some types: before collision v1i, v2i v1f, v2f are 1 d vectors! v2i v1i v2f after collision v1f

15 Special case: Head-on Elastic Collisions.
Momentum is conserved (ALWAYS!) m1v1i + m2v2i = m1v1f + m2v2f v1i, v2i, v1f, v2f are one dimensional vectors! Kinetic Energy is conserved (ELASTIC!) (KE)before = (KE)after (½)m1(v1i)2 + (½)m2(v2i)2 = (½)m1(v1f)2 + (½) m2 (v2f)2 2 equations, 6 quantities: v1i,v2i,v1f, v2f, m1,m2  Clearly, must be given 4 out of 6 to solve problems! Solve with CAREFUL algebra!!

16 m1v1i + m2v2i = m1v1f + m2v2f (1) (½)m1(v1i)2 + (½)m2(v2i)2 = (½)m1(v1f)2 + (½) m2 (v2f)2 (2) Now, some algebra with (1) & (2), the results of which will help to simplify problem solving: Rewrite (1) as: m1(v1i - v1f) = m2(v2f - v2i) (a) Rewrite (2) as: m1[(v1i)2 - (v1f)2] = m2[(v2f)2 - (v2i)2] (b) Divide (b) by (a):  v1 + v1f = v2 + v2f or v1 - v2 = v2f - v1f = - (v1f - v2f) (3) Relative velocity before= - Relative velocity after Elastic head-on (1d) collisions only!!

17 Momentum conservation: m1v1i + m2v2i = m1v1f + m2v2f (1) along with:
Summary: 1d Elastic collisions: Rather than directly use momentum conservation + KE conservation, often convenient to use: Momentum conservation: m1v1i + m2v2i = m1v1f + m2v2f (1) along with: v1 - v2 = v2f - v1f = - (v1f - v2f) (3) (1) & (3) are equivalent to momentum conservation + KE conservation, since (3) was derived from these conservation laws! use these!

18 Example : Pool (Billiards)
Ball 1 Ball 2 m1 = m2 = m, v1i = v, v2i = 0, v1f = ?, v2f = ? Momentum Conservation: mv +m(0)=mv1f +mv2f Masses cancel  v = v1f + v2f (I) Relative velocity results for elastic head on collision: v - 0 = v2f - v1f (II) Solve (I) & (II) simultaneously for v1f & v2f :  v1f = 0, v2f = v Ball 1: to rest. Ball 2 moves with original velocity of ball 1 Before:  v v = 0 Ball 2 Ball 1 Before:  v v = 0

19 Inelastic Collisions To analyze ALL collisions: Rule # 1:
Given some information, using conservation laws, we can determine a LOT about collisions without knowing forces of collision. To analyze ALL collisions: Rule # 1: Momentum is ALWAYS (!!!) conserved in a collision!  m1v1i + m2v2i = m1v1f + m2v2f HOLDS for ALL collisions!

20 Total Kinetic energy (KE) is conserved for ELASTIC COLLISIONS ONLY!!
Inelastic Collisions  Collisions which are NOT elastic. Is KE conserved for Inelastic Collisions? NO!!!! Is momentum conserved for Inelastic Collisions? YES!! (Rule # 1: Momentum is ALWAYS conserved in a collision!). Special Case: Perfectly Inelastic Collisions  Inelastic collisions in which the 2 objects collide & stick together. KE IS NOT CONSERVED FOR THESE!!

21 Summary: Collisions Basic Physical Principles:
Conservation of Momentum: Rule # 1: Momentum is ALWAYS conserved in a collision! Conservation of Kinetic Energy: Rule # 2: KE is conserved for elastic collisions ONLY !! Combine Rules #1 & #2 & get relative velocity before = - relative velocity after. As intermediate step, might use Conservation of Mechanical Energy (KE + PE)!! v1 – v2 = v2 – v1

22 Example 9.6: Ballistic Pendulum
Bullet, mass m1, shot with velocity v1A into a block, mass m2. Inelastic collision! Swing up together until stopping at height h above bottom. High speed camera & measurement gives h. Given h, determine the v1A of bullet. v = 0 Momentum Conservation: m1v1A = (m1 + m2)vB  vB = (m1v1A)/(m1 + m2) Mechanical Energy Conservation: (½)(m1 + m2)(vB) = 0 + (m1 + m2)gh  v1A = [1 + (m2/m1)](2gh)½  square root!!


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