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Definition Of Linear Momentum

p=mv\vec{p} = m\vec{v}

  • Vector quantity (direction same as velocity)
  • Proportional to mass and velocity
  • Units: kg - m/s
  • Important for collision analysis

Definition Of Impulse

J=FavgΔt=Δp\vec{J} = \vec{F}_{avg}\Delta t = \Delta\vec{p}

  • Vector quantity (direction of net force)
  • Change in momentum over time interval
  • Units: N - s or kg - m/s
  • Large force over short time can produce same impulse

Impulse-momentum Theorem

J=Δp=mvfmvi\vec{J} = \Delta\vec{p} = m\vec{v}_f - m\vec{v}_i

  • Impulse equals change in momentum
  • Net force over time interval causes momentum change
  • Useful for collisions (contact force often unknown)

Force-time Graphs

  • Impulse = area under F-t graph
  • Average force: Favg=JΔt=ΔpΔtF_{avg} = \frac{J}{\Delta t} = \frac{\Delta p}{\Delta t}
  • Larger area = larger impulse
  • Important for collision analysis

Conditions For Momentum Conservation

  • System must experience no net external force
  • OR collision time very short (internal forces >> external forces)
  • External forces: gravity, friction, air resistance
  • Internal forces (action-reaction pairs) cancel within system

Velocity Of Center Of Mass

vcm=m1v1+m2v2+...m1+m2+...\vec{v}_{cm} = \frac{m_1\vec{v}_1 + m_2\vec{v}_2 + ...}{m_1 + m_2 + ...}

  • Momentum of system = total mass × velocity of center of mass
  • Center of mass continues at constant velocity without external forces
  • Useful for analyzing system motion

Isolated Systems

  • No external forces act on system
  • Total momentum conserved: pi=pf\vec{p}_i = \vec{p}_f
  • Examples: collisions in space, frictionless surfaces
  • Can analyze in components: pix=pfxp_{ix} = p_{fx}, piy=pfyp_{iy} = p_{fy}

Elastic Collisions

  • Momentum conserved: pi=pf\vec{p}_i = \vec{p}_f
  • Kinetic energy conserved: Ki=KfK_i = K_f
  • Objects bounce off each other
  • No energy loss
  • Examples: billiard balls, atomic collisions

Inelastic Collisions

  • Momentum conserved: pi=pf\vec{p}_i = \vec{p}_f
  • Kinetic energy NOT conserved: Kf<KiK_f < K_i
  • Some kinetic energy converted to other forms (heat, sound, deformation)
  • Objects may stick together or deform
  • Most real collisions are inelastic

Perfectly Inelastic Collisions

  • Momentum conserved: m1v1+m2v2=(m1+m2)vfm_1\vec{v}_1 + m_2\vec{v}_2 = (m_1 + m_2)\vec{v}_f
  • Maximum kinetic energy loss
  • Objects stick together after collision
  • Move together with common final velocity
  • Examples: car crashes, objects caught and moving together

2d Collisions

  • Momentum conserved in both x and y separately
  • m1v1x+m2v2x=m1v1x+m2v2xm_1v_{1x} + m_2v_{2x} = m_1v_{1x}' + m_2v_{2x}'
  • m1v1y+m2v2y=m1v1y+m2v2ym_1v_{1y} + m_2v_{2y} = m_1v_{1y}' + m_2v_{2y}'
  • Elastic: also conserve kinetic energy in each component
  • Inelastic: only conserve momentum, not kinetic energy

Recoil Motion

  • Initially at rest: total momentum = 0
  • After explosion: m1v1+m2v2+...=0m_1\vec{v}_1 + m_2\vec{v}_2 + ... = 0
  • Parts move in opposite directions
  • Momentum conserved (no external forces during explosion)
  • Kinetic energy gained from chemical potential energy

Separation Of Objects

  • Pushing apart: both gain momentum in opposite directions
  • Momenta equal in magnitude, opposite in direction
  • m1v1=m2v2m_1v_1 = m_2v_2 (if only two parts)
  • Lighter object gains higher velocity