Linear Momentum The linear momentum of a particle, or an object that can be modeled as a particle, of mass m moving with a velocity v is defined to be the product of the mass and velocity: p mv The terms momentum and linear momentum will be used interchangeably in the text Linear momentum is a vector quantity Its direction is the same as the direction of the velocity The dimensions of momentum are ML/T The SI units of momentum are kg · m / s Momentum can be expressed in component form: px = m vx py = m vy pz = m vz Newton and Momentum Newton’s Second Law can be used to relate the momentum of a particle to the resultant force acting on it dv d mv dp F ma m dt dt dt with constant mass The time rate of change of the linear momentum of a particle is equal to the net force acting on the particle This is the form in which Newton presented the Second Law It is a more general form than the one we used previously This form also allows for mass changes Applications to systems of particles are particularly powerful Conservation of Linear Momentum Whenever two or more particles in an isolated system interact, the total momentum of the system remains constant The momentum of the system is conserved, not necessarily the momentum of an individual particle This also tells us that the total momentum of an isolated system equals its initial momentum Conservation of momentum can be expressed mathematically in various ways ptotal = p1 + p2 = constant p1i + p2i = p1f + p2f In component form, the total momenta in each direction are independently conserved pix = pfx piy = pfy piz = pfz Conservation of momentum can be applied to systems with any number of particles This law is the mathematical representation of the momentum version of the isolated system model Conservation of momentum is required by Newton’s 2nd and 3rd laws: Newton’s 2nd law shows the net force on a particle equals the rate of change of momentum: dv d(mv) dp (1) dt dt dt Consider the gravitational attraction between 2 objects: F ma m F21 m1 But F12 F21 (2) Gm1m 2 r2 i.e. F12 Gm1m2 r2 m2 r dp1 dp2 d( p1 p2 ) F12 F21 0 dt dt dt (3) That is, considering the case of a gravitational interactions, the rate of change of total momentum is zero, i.e. total momentum is conserved. More generally, Newton’s 3rd law requires all forces to come in pairs – action and reaction are equal and opposite – i.e. for any 2 interacting bodies, equation (2) applies, so equation (3) applies generally, not just for gravity, so conservation of linear momentum is thus required by Newton’s 3rd law. Archer Example The archer is standing on a frictionless surface (ice) Approaches: Newton’s Second Law – no, no information about F or a Energy approach – no, no information about work or energy Momentum – yes mAvAi + mavai = mAvAf + mavaf 0+ 0 = mAvAf + mavaf mAvAf = -mavaf So if mA >> ma then vAf << vaf The final velocity of the archer (A) is negative Indicates he moves in a direction opposite the arrow (a) Archer has much higher mass than arrow, so velocity is much lower Impulse and Momentum From Newton’s Second Law, F dp F =ma = mdv/dt = dp/dt dt Solving for dp gives dp Fdt Integrating to find the change in momentum over some time interval tf Dp pf pi Fdt I ti The integral is called the impulse, I , of the force acting on an object over Dt This equation expresses the impulse-momentum theorem: The impulse of the force acting on a particle equals the change in the momentum of the particle This is equivalent to Newton’s Second Law Dp I Impulse is a vector quantity The magnitude of the impulse is equal to the area under the force-time curve tf Dp pf pi Fdt I ti The force may vary with time Dimensions of impulse are ML/T i.e. kg ms-1, same as momentum Impulse is not a property of the particle, but a measure of the change in momentum of the particle The impulse can also be found by using the time averaged force I F Dt This would give the same impulse as the time-varying force does In many cases, one force acting on a particle acts for a short time, but is much greater than any other force present dp = Fdt Dp = FDt mDv = FDt When using the Impulse Approximation, we will assume this is true Especially useful in analyzing collisions The force will be called the impulsive force The particle is assumed to move very little during the collision pi and pf represent the momenta immediately before and after the collision Crash Test Example Assume force exerted by wall is large compared with other forces Gravitational and normal forces are perpendicular and so do not effect the horizontal momentum Can apply impulse approximation If wall doesn’t move Initial momentum, mcvci + mwvwi = mcvci = -15.0mc kg ms-1 Final, mcvcf + mwvwf = mcvcf = 2.60mc kg ms-1 Inelastic |Final momentum| < |Initial momentum| collision Impulse imparted to wall – kinetic energy Impulse = Dp = pf – pi = 2.60 –(-15.0) = 17.6 kg ms-1 lost Average force, FDt = mDv F = 17.6m/Dt If car “weighs” 1500 kg and collision lasts for 0.15 s F = 17.6x1500/0.15 = 176,000 N Note, if collision lasted longer, e.g. 1 hour F = 17.6x1500/3600 = 7.3 N, which is a lot more gentle. This is why landing on a mattress isn’t as sore as landing on the road and the idea behind crumple zones in cars (also why it’s nicer to be slapped with a sponge than a brick). Collisions – Characteristics We use the term collision to represent an event during which two particles come close to each other and interact by means of forces May involve physical contact, but must be generalized to include cases with interaction without physical contact The time interval during which the velocity changes from its initial to final values is assumed to be short The interaction forces are assumed to be much greater than any external forces present This means the impulse approximation can be used Collisions – Example 1 Collisions may be the result of direct contact The impulsive forces may vary in time in complicated ways This force is internal to the system Observe the variations in the active figure Momentum is conserved Collisions – Example 2 The collision need not 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 Types of Collisions In an elastic collision, kinetic energy is conserved (momentum is always 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. In an inelastic collision, kinetic energy is not conserved, although momentum is still conserved If the objects stick together after the collision, it is a perfectly inelastic 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 conserved in all collisions Perfectly Inelastic Collisions Since the objects stick together, they share the same velocity after the collision m1v1i m2 v2i m1 m2 vf Elastic Collisions Both momentum and kinetic energy are conserved m1v1i m2 v 2 i m1v1f m2 v 2f 1 1 2 m1v1i m2 v 22 i 2 2 1 1 2 m1v1f m2 v 22f 2 2 Typically, there are two unknowns to solve for and so you need two equations The kinetic energy equation can be difficult to use With some algebraic manipulation, a different equation can be used v1i – v2i = v1f + v2f This equation, along with conservation of momentum, can be used to solve for the two unknowns It can only be used with a one-dimensional, elastic collision between two objects Example of some special cases m1 = m2 – the particles exchange velocities When a very heavy particle collides head-on with a very light one initially at rest, the heavy particle continues in motion unaltered and the light particle rebounds with a speed of about twice the initial speed of the heavy particle When a very light particle collides head-on with a very heavy particle initially at rest, the light particle has its velocity reversed and the heavy particle remains approximately at rest Ballistic Pendulum Conceptualize Observe diagram Categorize Isolated system of projectile and block Perfectly inelastic collision – the bullet is embedded in the block of wood Momentum equation will have two unknowns Use conservation of energy from the pendulum to find the velocity just after the collision Then you can find the speed of the bullet Some energy was transferred during the perfectly inelastic collision Conservation of momentum m1v1A + 0 = (m1+m2)vB vB = m1v1A/(m1+m2) Conservation of energy KEi + PEi = KEf + PEf Just after the collision KE = ½ (m1+m2)vB2 , all of which goes into lifting the block to height h i.e. ½ (m1+m2)vB2 = (m1+m2)gh In ballistic tests want to measure speed of bullet from known masses and measuring height travelled by block -> get rid of vB ½ (m1+m2) [m1v1A/(m1+m2)]2 = (m1+m2)gh m12v1A2 = 2(m1+m2)2gh v1A = (2gh)½(m1+m2)/m1 Two-Dimensional Collisions The momentum is conserved in all directions Use subscripts for identifying the object indicating initial or final values of the velocity components If the collision is elastic, use conservation of kinetic energy as a second equation Particle 1 is moving at velocity v1i and particle 2 is at rest In the x-direction, the initial momentum is m1v1i In the y-direction, the initial momentum is 0 For example After the collision, the momentum in the xdirection is m1v1f cos q m2v2f cos f After the collision, the momentum in the ydirection is m1v1f sin q m2v2f sin f If the collision is elastic, apply the kinetic energy equation This is an example of a glancing collision Two-Dimensional Collisions - tips If the collision is inelastic, kinetic energy of the system is not conserved, and additional information is probably needed If the collision is perfectly inelastic, the final velocities of the two objects are equal. Solve the momentum equations for the unknowns. If the collision is elastic, the kinetic energy of the system is conserved Equate the total kinetic energy before the collision to the total kinetic energy after the collision to obtain more information on the relationship between the velocities Check to see if your answers are consistent with the mental and pictorial representations Check to be sure your results are realistic Example A 1500 kg car travelling east with a speed of 25 m/s collides at an intersection with a 2500 kg van travelling north at a speed of 20 m/s. Find the direction and magnitude of the wreckage after the collision, assuming the vehicles undergo a perfectly inelastic collision (i.e. they stick together). Ignore friction Model the cars as particles The collision is perfectly inelastic The cars stick together FIRST! Draw a diagram and write down all the information given Examine momentum in each component x: 25mc + 0mv = (mc+mv)vfcosq Van has no velocity component in x-direction Likewise for y: 0mc + 20mv = (mc+mv)vfsinq 25(1500) = (1500+2500)vfcosq & 20(2500) = (1500+2500)vfsinq 37500 = 4000vfcosq & 50000 = 4000vfsinq 2 unknowns, but 2 equations – can solve Divide Eq. 2 by Eq1. sinq/cosq = tan q = 50000/37500 q = 53.1o and plugging this into either Eq. 1 or 2 gives vf = 15.6 m/s Could also be 233.1o, but wouldn’t make sense