Energy Conservation and Momentum
Total Energy of a System
Conservation of Energy
Total Energy of a System, E_{tot}
- Definition:
- Sum of all types of energy for all objects in a system.
- E_{tot} can be positive or negative.
- Kinetic Energy (KE) must be positive.
- Potential Energy (PE) can be positive or negative.
Visualizing Motion on PE vs x Graphs
- Basic idea:
- Visualize the range of motion and relative speed.
- Scenario:
- What to draw:
- Total potential energy as a curve.
- Total energy as a horizontal line.
- Key elements on the graph include:
- PE(x) representing potential energy as a function of position.
- x_{eq} representing the equilibrium position.
- E_{tot} representing total energy.
- The range of motion defined by the region where E_{tot}
geq PE(x).
Visualizing Motion on PE vs x Graphs
- Seeing relative speed:
- Kinetic energy is E_{tot} - PE.
- The farther the PE curve is below E_{tot}, the faster the object moves.
- Range of motion:
- Kinetic energy can't be negative.
- The object stays where PE < E_{tot}.
- New term: "Bound system":
- Finite range of motion of objects.
Energy Conservation
Equations
Change in Total Energy of a System, \Delta E_{tot}
- Definition:
- Sum of changes in energy in a system during some time interval.
- Find by noticing all the energies that are changing in a system.
- Example 1: From highest point to just before impact
- \Delta E{tot} = \Delta PE{g,ball} + \Delta KE_{ball}
Change in Total Energy of a System, \Delta E_{tot}
- Definition:
- Sum of changes in energy in a system during some time interval.
- Find by noticing all the energies that are changing in a system.
- Example 2: From squished to highest point
- \Delta E{tot} = \Delta PE{g,ball} + \Delta PE_{spring,ball}
Conservation of Energy in Systems
- General equation:
- \Delta E{tot} = \sum W{ext}
- \Delta E_{tot}: Change in total energy of system
- \sum W_{ext}: Total work from external forces
- How to use:
- Choose a system.
- Choose a time interval.
- Replace \Delta E_{tot} with the sum of all energy changes in the system during the time interval.
- Replace \sum W_{ext} with the sum of work by external objects on objects in the system during the time interval.
Example Energy Conservation Equation: Closed System
- Time interval:
- Initial = highest point
- Final = just before impact
- System: Earth + Ball
- Environment: Floor
- Equation:
- \Delta PEg + \Delta KE{ball} = 0
- \Delta E{tot} = \sum W{ext}
- mg\Delta y + {1 \over 2} m (vf^2 - vi^2) = 0
Example Energy Conservation Equation: Open System
- Time interval:
- Initial = before impact
- Final = just after impact
- System: Ball
- Environment: Bat
- Equation:
- \Delta KE{ball} = W{by Bat on Ball}
- {1 \over 2} m{ball} (v{f,ball}^2 - v{i,ball}^2) = W{by Bat on Ball}
- \Delta E{tot} = \sum W{ext}
Work or Potential Energy?
W{g, by E on ball} = \Delta PE{g,ball}
Equivalent expressions:
- \Delta PE{g,ball} + \Delta KE{ball} = 0
- mg\Delta y + {1 \over 2} m (vf^2 - vi^2) = 0
- {1 \over 2} m (vf^2 - vi^2) = -mg\Delta y
Don't double count!
Including PE_g in the system means you don't include the work done by gravity as an external force.
Not including PE_g in the system means you must include the work done by gravity as an external force.
Problem Solving Steps
Conservation of Energy
Problem Solving Steps With Energy Conservation
- Identify a system
- Identify a time interval
- Initial: highest point, final: stopped at bottom
- Identify energy changes in a system
- Gravitational PE and spring PE
- Set up energy conservation equation
- \Delta E{total} = \sum W{ext}
- \Delta PEg + \Delta PE{spring} = 0
Problem Solving Steps With Energy Conservation
- Plug in formulas for each type of energy
- Solve for variable of interest
- mg (yf - yi) + {1 \over 2} k (xf - x{eq})^2 - (xi - x{eq})^2 = 0
- xf = x{eq} - \sqrt{{2mg \over k} y_i}
Issues with Internal Energy
CONSERVATION OF ENERGY
Issues with Internal Energy
- Basic idea:
- Internal energy is hidden, so \Delta E_{int} is hard to calculate from the current state.
- Solution:
- Calculate with work from non-conservative forces (friction).
- \Delta E{int} = -W{friction}
Reworking Energy Conservation Equation
- Start with conservation of energy equation:
- \Delta E{tot} = \sum W{ext}
- Split total energy into mechanical and internal:
- \Delta E{tot,mech} + \Delta E{tot,internal} = \sum W_{ext}
- Replace internal energy with work:
- \Delta E{tot,mech} + (-\sum W{friction}) = \sum W_{ext}
- Rewritten to have work on one side:
- \Delta E{tot,mech} = \sum W{friction} + \sum W_{ext}
Conservation of Mechanical Energy in Systems
- General equation:
- \Delta E{tot,mech} = \sum W{friction} + \sum W_{ext}
- \Delta E_{tot,mech}: Change in total mechanical energy of system
- \sum W_{friction}: Total work from friction (technically, nonconservative forces)
- \sum W_{ext}: Total work from external forces
- How to use:
- Choose a system & time interval.
- Replace \Delta E_{tot,mech} with mechanical energies changing in the system during the time interval.
- Replace \sum W_{ext} with work by external objects during the time interval.
- Replace \sum W_{friction} with work by frictional (nonconservative) forces even by objects in the system.
- Don’t include the same work twice for both W{friction} and W{ext}.
Example Energy Conservation Equation: Mechanical Energy
- Time interval:
- Initial = just before skid
- Final = right after stopping
- \Delta KE{car} = W{k,by ground on car}
- {1 \over 2} m vf^2 - {1 \over 2} m vi^2 = -\muk FN L
- \Delta E{tot,mech} = \sum W{friction} + \sum W_{ext}
Momentum & Collisions
GENERAL PHYSICS I LECTURE
Slides Overview
- Introduction to Momentum
- What is momentum
- Momentum vs kinetic energy
- Impulse
- Conservation of Momentum
- Collisions
- Elastic & inelastic collisions
- Center of Mass
- Use in other formulas
- Using to find motion
Introduction to Momentum
Momentum, \vec{p}
- Momentum is a property of an object
- Roughly, how hard it is to stop an object
- Notes
- Also called “linear momentum”
- No special name for units (kg \cdot m/s)
- Vector not just a number
- \vec{p} = m\vec{v}
- \vec{p}: momentum
- m: mass
- \vec{v}: velocity
Important Features of Momentum
- Momentum is transferred via forces.
- The amount transferred is called impulse.
- Momentum only relates to motion
- Momentum cannot be hidden like energy
- Momentum cannot be created or destroyed
Momentum vs Kinetic Energy
| Feature | Momentum | Kinetic Energy |
|---|
| Includes | Direction and speed | Speed only |
| Describes | How hard it is to stop | How much damage it can do |
| Formula | \vec{p} = m\vec{v} | KE = {1 \over 2} mv^2 |
| KE relationship | | KE = {p^2 \over 2m} |
Impulse
Impulse, \vec{J}
- Basic idea:
- For a constant force:
- \vec{J} = \vec{F} \Delta t
- \vec{J}: Impulse
- \vec{F}: Force
- \Delta t: Duration of time interval
- Impulse is a transfer of momentum
- \vec{J}_{by A on B} is the momentum transferred from A to B
- Analogous to work
Impulse from a Varying Force
- Impulse = area under curve on F_x vs t
- Jx for Fx vs t and Jy for Fy vs t
- Positive for area above the axis, negative below
- Area under F_x vs t curve
- Or use average force in formula
- \vec{J} = \vec{F}_{avg} \Delta t
- \vec{J}: Impulse
- \vec{F}_{avg}: Force
- \Delta t: Duration of time interval
- Hard to have \vec{J} = 0 if \vec{F} \neq 0
- Balanced + & - area, or
- Very small approximated as zero
Conservation of Momentum Equations
Conservation of Momentum in Systems
- General equation:
- \Delta \vec{p}{tot} = \sum \vec{J}{ext}
- \Delta \vec{p}_{tot}: Change in total momentum of system
- \sum \vec{J}_{ext}: Total impulse from external forces
- How to use:
- Choose a system
- Choose a time interval
- Replace \Delta \vec{p}_{tot} with the sum of all momentum changes in the system during the time interval
- Replace \sum \vec{J}_{ext} with the sum of impulses by external objects on objects in the system during the time interval
Systems in Energy vs Momentum Conservation
| Feature | MOMENTUM | ENERGY |
|---|
| System | List of objects | List of energy accounts |
| Closed system | No net external impulse on system Effectively no net force on system | No net external work on system |
Collisions
What is a Collision?
- Basic idea
- A brief interaction causing hard forces
- Motion determined by interaction
- Rephrasing in physics language
- An interaction between system of objects where the external impulses are far less than the internal impulses
- \sum J{by:system:objects:on:A} >> \sum J{by:external:objects:on:A}
Momentum Conservation in Collisions
- Basic idea
- Momentum is always conserved in collisions
- Reason
- Collision definition is good approx. of \vec{p} conservation condition
- \sum J{by:system:objects:on:A} >> \sum J{by:external:objects:on:A}
- \sum J{by:system:objects:on:A} + \sum J{by:external:objects:on:A} = \Delta p_1
- Negligible \approx 0
Impulse in Collisions
- Utility
- Can find impulse even when forces & duration are unknown
- Common confusion
- “Impulse” often used to mean momentum transferred in negligible time
Elastic & Inelastic Collisions
- Basic idea
- Kinetic energy is conserved in “bouncy” collisions
- Elastic collisions
- Kinetic energy conserved
- Perfectly bouncy, so objects return to their original shape
- \Delta KE_{total} = 0
- Inelastic collisions
- Kinetic energy is not conserved
- Dents, sound, or deformations, so objects are changed after the collision
- \Delta KE_{total} \neq 0
What is Conserved?
| Collision Type | Kinetic Energy | Momentum |
|---|
| Elastic | \Delta KE_{total} = 0 | \Delta p = 0 |
| Inelastic | \Delta KE_{total} \neq 0 | \Delta p_{total} = 0 |
| *Technically, mechanical energy is conserved in elastic collisions, but in practice, that means kinetic energy. | | |
Conservation Equations in 1D Elastic Collisions
- Momentum conservation
- \Delta p_{total} = 0
- m1(v{1f} - v{1i}) + m2(v{2f} - v{2i}) + … = 0
- Mechanical energy conservation
- \Delta KE_{total} = 0
- {1 \over 2} m1 (v{1f}^2 - v{1i}^2) + {1 \over 2} m2 (v{2f}^2 - v{2i}^2) + … = 0
Conservation Equations in 1D Inelastic Collisions
- Momentum conservation
- \Delta p_{total} = 0
- m1(v{1f} - v{1i}) + m2(v{2f} - v{2i}) + … = 0
- No kinetic energy conservation
- If they stick together, they have the same v_f
Center of Mass
Center of Mass, \vec{r}_{CM}
- Basic idea
- “The center” or “balance point” of an object or set of objects
- More precisely
- Divide object(s) into equal mass chunks & take the average position
- \vec{r}{CM} = (x{CM}, y_{CM})
Center of Mass Equation
- Requirements
- Point masses, or extended objects using their center of mass position
- No equation for finding the center of mass of an extended object
- Near the middle usually but requires calculus for exact answer
- Center of mass equation
- \vec{r}{CM} = {\sumi mi \vec{r}i \over m_{total}}
- x{CM} = {m1 x1 + m2 x2 + … \over m1 + m_2 + …}
- y{CM} = {m1 y1 + m2 y2 + … \over m1 + m_2 + …}
Center of Mass & Motion
- So far, every part of an object must have the same velocity
- Point particle or rigid & non-rotating
- For any object, use m_{total} and center of mass positions in equations
- Except kinetic energy
- Using center of mass speed gives only “translational” kinetic energy
- Also, “rotational” kinetic energy and kinetic energy in internal energy
- \sum \vec{F} = m \vec{a} \rightarrow \sum \vec{F} = m{total} \vec{a}{CM}
- \vec{p}{total} = m{total} \vec{v}_{CM}
- KE{trans} = {1 \over 2} m{total} v_{CM}^2
- PEg = mgy \rightarrow PEg = m{total} gy{CM}
Center of Mass & Momentum
- The total momentum of a system uses
- Center of mass velocity
- Total mass
- The center of mass velocity is constant for any closed system!
- Can relate center of mass motion to motion of individual objects:
- \vec{p}{total} = m{total} \vec{v}_{CM}
- m{total} \Delta x{CM} = m1 \Delta x1 + m2 \Delta x2 + …
- m{total} \Delta y{CM} = m1 \Delta y1 + m2 \Delta y2 + …
Center of Mass & Motion
- Center of mass motion is simple!
- Collisions
- Center of mass moves at constant velocity
Center of Mass & Motion
- Center of mass motion is simple!
- Collisions
- Center of mass moves at constant velocity
- Orbits
- Center of mass moves at constant velocity
Center of Mass & Motion
- Center of mass motion is simple!
- Collisions
- Center of mass moves at constant velocity
- Orbits
- Center of mass moves at constant velocity
- Projectile Motion
- Center of mass moves at in parabola
Static Equilibrium & Torque
GENERAL PHYSICS I
Slides Overview
- Describing 2D rotational motion
- Angular variables
- Angular kinematic equations
- Relating angular and linear quantities
- Torque
- Introducing torque
- Center of gravity
- Static equilibrium
- Static conditions
- Problem-solving with static equilibrium
- Types of equilibrium
Describing Rotational Motion in 2D
Rigid Body Motion
- To find the location of every part you only need:
- Center of mass location
- Orientation
- Tools to find center of mass location
- \sum \vec{F} = m{total} \vec{a}{CM}
- \vec{p}{total} = m{total} \vec{v}_{CM}
- KE{trans} = {1 \over 2} m{total} v_{CM}^2
- PEg = m{total} gy_{CM}
- How to find orientation?
Describing Orientation in 2D with Angles
- What is an angle?
- The ratio of the arc length to radius
- Angles are unitless
- “Radian” = reminder of definition
- “Degree” = \pi/180
- Angles have a sign
- Counterclockwise = +, clockwise = -
- Same convention for all angular quantities
- \theta = s/r
Angular Quantities
| Angular Quantity | Variable | Units |
|---|
| Angle | \theta | None |
| Angular Displacement | \Delta \theta = \thetaf - \thetai | None |
| Angular Velocity | \omega = {d\theta \over dt} | 1/s |
| Angular Acceleration | \alpha = {d\omega \over dt} | 1/s^2 |
Angular vs. Linear
| Angular Quantity | Linear Quantity |
|---|
| Angle | Position |
| Angular Displacement | Displacement |
| Angular Velocity | Velocity |
| Angular Acceleration | Acceleration |
Kinematic Equations
| Angular Equation if \alpha is constant | Linear Equation If a is constant |
|---|
| \omegaf = \omegai + \alpha t | vf = vi + at |
| \omegaf^2 = \omegai^2 + 2 \alpha \Delta \theta | v_f^2 = v + 2a \Delta x |
| \omega{avg} = {\omegai + \omega_f \over 2} | v{avg} = {vi + v_f \over 2} |
| \thetaf = {1 \over 2} \alpha t^2 + \omegai t + \theta_i | xf = {1 \over 2} a t^2 + vi t + x_i |
Changing Frames
- Generally, switching origin location changes all angular quantities
- Angle, \theta
- Angular velocity, \omega
- Angular acceleration, \alpha
- Quantities not yet learned: Torque, moment of inertia, angular momentum
- Need to specify origin
- Phrased as angle “about” a point
- Which origin should you choose?
Pivot Points as Origin
- Basic idea
- The location that doesn’t move in a rotation
- Created by hinge or equivalent
- Applies necessary force to keep pivot point stationary
- Choose as origin when possible
- Same angular velocity for each part of a rigid object
- A much simpler description
Center of Mass as Origin
- Use center of mass when there is rotation but no pivot point
- Object thrown in the air
- Hinge or equivalent spot moves
- Why?
- Thrown objects pivot around center of mass
- Avoids confusing effects
- Fictitious forces causing fictitious torques