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PH031 – Modern Mechanics

Fall 2021

Dr.Waleed Zein
Associate Professor
Faculty of Engineering - EUI
Waleed.zein@eui.edu.eg
Or walidzein@gmail.com
Whatsapp : 01129366633
Velocity has Magnitude and Direction

Magnitude of Velocity = Speed (a scalar)

100 m in 10 s
d 100 m
Average speed: vavg = = = 10 m/s
t 10 s

If we know speed we can predict future: d = vavg t = 10 m/s  10 s = 100 m

d 100 m
If we know speed we can reconstruct past: t = = = 10 s
vavg 10 m/s
Velocity has Magnitude and Direction

Velocity is a Vector

z
v Dr = rf - ri

y
ri 100 m in 10 s rf
x

Definition:
average velocity
r rf − ri rx ry rz
vavg =
d v avg = =  , ,
t t t f − t i t t t
Example

y
9
8m
7 Dr rf
6
5
r rf − ri
4 v avg = =
t t f − t i
3
ri 2

x
-2 -1 1 2 3 4 5 6 7m
Instantaneous vs. average velocity

The trajectory of a ball through air:


vB
Instantaneous
velocity at point B vCB
It is tangent to v DB
trajectory at point B vEB
It's the SLOPE!

The average velocity will depend on the choice of Dr and t


Instantaneous vs. average velocity

Instantaneous velocity:
r d r derivative
v = lim =
t →0 t dt
Predicting new position

r rf − ri
v avg = =
t t f − t i

(
rf - ri = vavg t f - ti )
The position update formula

rf = ri + vavg (t f - ti ) Units?
Interactions: changing velocity
Newton’s first law of motion is qualitative:
An object moves in a straight line and at constant speed
except to the extent that it interacts with other objects

Interactions can change velocity!

? What factors make it difficult to change an object velocity? Mass!


Introduce new parameter that involves product of mass and velocity: momentum

p = mv Units:
Kg*m/s
Momentum

Momentum is in the same


p ≈ mv direction as velocity!

Momentum can change in


Magnitude, direction, or both!

Δp ≈ mΔv
Average rate of change of momentum

The stronger the interaction, the faster is the change in the momentum

Dp p f - pi
Average rate of change of momentum: =
Dt t f - ti
Units:
dp Dp kg  m
Instantaneous rate of change of momentum: = lim
dt Dt®0 Dt s2
Momentum at high speeds
1
Definition of momentum:
=
2
v  (Lorentz factor)
1−  
p = g mv c 
c = speed of light  3 108 m / s

For v << c, 1, approximation: p = mv


p=
v, m/s 
0 1
300 1.0000000000005 p=
30,000 1.000000005
3×107 1.005
0.9999c 70.7
No mass can reach speed of light!
The Momentum Principle
An object moves in a straight line and at constant speed
except to the extent that it interacts with other objects

The Momentum Principle Change of momentum is equal to the net


force acting on an object times the
Dp = Fnet Dt duration of the interaction

• Fnet constant during t! F units: N  m  kg/s 2

What is “force” F? • measure of interaction.


• defined by the momentum principle.
The principle of superposition
Fpush
Fearth
Dp = Fnet Dt
Net force

The Superposition Principle:


The net force on an object is the vector sum of
all the individual forces exerted on it by all other
objects Fgravity
Each individual interaction is unaffected by the Neglected
presence of other interacting objects friction!

Definition of net force:


Fnet = F1 + F2 + ...

Misconception: need constant force to maintain motion


Impulse

The Momentum Principle Definition of impulse

Dp = Fnet Dt Impulse=Fnet t

Note: small t
Fnet ~ const

Momentum principle:
The change of the momentum of an object is equal to the net impulse
applied to it
Measuring force

Fspring = kS s L0
L

1. Use knowledge of specific


Interaction: Hooke’s Law,
Gravitational Law, etc.

m2 m1
Fgrav on 2by1 = −G 2
rˆ2−1
r2−1

The Momentum Principle


2. Use the momentum principle
Dp = Fnet Dt
Predictions using the Momentum Principle

The Momentum Principle


p f - pi = Fnet Dt
Dp = Fnet Dt p f = pi + Fnet Dt

Short enough,
p fx , p fy , p fz = pix , piy , piz + Fnet , x , Fnet , y , Fnet , z t F~const

For components: p fx = pix + Fnet , x t


p fy = piy + Fnet , y t
p fz = piz + Fnet , z t
Predictions using the Momentum Principle
System and surroundings

system

System: an object for which we calculate some property (force, momentum, etc)
a system can consist of several objects

Surroundings: objects which interact with system (earth, man, air…)

p f = pi + Fnet Dt

Only external forces matter !


Internal forces cancel
Example: a hockey puck
A hockey puck with a mass of 0.16 kg is initially at rest. A player hits it
applying force during t = 4 ms. Where would the
F = 400, 400, 0 N
puck be 2 seconds after it loses contact with hockey stick?

Solution:
1. Choose a system and
surroundings:
Example: a hockey puck
A hockey puck with a mass of 0.16 kg is initially at rest. A player hits it
applying force F = 400, 400,0 N during t = 4 ms. Where would the
puck be 2 seconds after it loses contact with hockey stick?
Solution:
1. Choose a system and
surroundings:

2. Make a list of objects in surroundings that exert significant forces on


system
Hockey stick
Earth
3. Apply the Momentum Principle Ice (floor) (normal force, ~friction)
p f = pi + Fnet Dt

p f = 0,0,0 ( m kg/s) + (
400,400,0 N × 4×10-3s )
p f = 1.6,1.6,0 m× kg/s
Example: a hockey puck
A hockey puck with a mass of 0.16 kg is initially at rest. A player hits it
applying force F = 400, 400,0 N during t = 4 ms. Where would the
puck be 2 seconds after it loses contact with hockey stick?
Solution:
y rf
3. Momentum
pf
p f = 1.6,1.6,0 m× kg/s
x

4. The position update formula * Choose coordinate system origin:


initial position of puck
rf = ri + vavg Dt
p
p » mv v » = 10,10,0 m/s
m
rf = 0,0,0 m + 10,10,0 m/s× 2 s ( )
rf = 20,20,0 m
Example

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