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Momentum

For lack of a better definition, momentum is a measure of the oomph that an object has due
to its motion. The more mass an object has and the more speed it has the more momentum it
has.
Theformula for momentum is simply:
p = mv
Where p is momentum, m is mass, and v is velocity
Note that momentum is a vector quantity, so it is possible to have negative momentum. Any
object that is moving in the direction opposite that defined as positive will have a negative
momentum. You can also break a momentum vector into components or resolve momentum
vectors into a single resultant.
Momentum is a conserved quantity
The momentum of a system will not change unless an outside impulse is applied to it. If
the system remains isolated, its total momentum will not change.
That does not mean that individual parts of a system cannot interact with each other and
exchange momentums.Conservation of Momentum is a basic physics principle that
allows us to solve many interesting problems.
The unit of momentum is a kgm/s
Impulse:
The only way to change momentum is through impulse. Impulse is an outside force
applied for a specific time.Obviously the harder you push and the longer you push the
more the momentum will be changed.
There is no specific variable for impulse, so we rely on its function, changing
momentum, to provide a variable: p. The formula for impulse is:
p=Ft
Where p is impulse, F is force, and t is time.
Since both momentum and impulse are vector quantities, application of impulse can
increase or decrease the momentum of a system. If the force is applied in the direction of
motion, the momentum is increased, if opposite the motion, momentum is decreased. If
the force is at an angle to the direction of motion it will change the net momentum in two
or three dimensions.
Collisions and Explosions:
The main application of momentum techniques is in the solution of problems involving
collisions and explosion.
Collisions are when two or more objects run into each other. They can either stick
together or spring back apart.
Explosion are when two or more objects are pushed apart by an internal force.
The explosive force can be provided by an actual explosion, a spring, a pair of
magnets, etc.
Elastic and Inelastic Collisions:
An Elastic collision is one in which there is no permanent deformation.
Good examples of elastic collision is a billiard ball colliding with another or a mass cart
bumping into another with a spring in between.
In an elastic collision both energy and momentum are conserved.
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An Inelastic collision is one in which the objects stick together.


Good examples of inelastic collisions are a ball of putty hitting and sticking to another
ball or two railroad cars colliding and coupling together.
In an inelastic collision momentum is conserved, but energy is not.
It is possible to have a partially elastic collision, where there is some deformation, but
where the objects do not stick to each other.
An automobile collision is a good example of this.
Mathematically, a partially elastic collision is handled the same way as an elastic
collision except that energy is not conserved.
problem involving collisions or explosions you will most likely use momentum to solve
it!
The momentum conservation equation for two masses:

m1v1+m2v2=m1v1'+ m2v2'
The ' character is pronounced prime and denotes the situation after the interaction.
Each object has a velocity before and a velocity after the collision, but their masses
remain the same.
A Volkswagen bus of mass 1200kg needs a push to get started. The entire Hoover family (except
for Richard, who is driving) pushes on the the bus for 15s, by which time it has reached a speed
of 10MPH or 4.5m/s. Neglecting friction, with what force did they push on the bus?

Elastic Collision:
Let's take the case of a 4kg block with an initial velocity of 10m/s that is colliding with an 6kg
block that is stationary. After the collision, the 6kg block is seen to be moving at 5m/s. Your job
is to determine the velocity of the 4kg block after the collision.

Inelastic Collision:
Let's take the case of a 4kg block with an initial velocity of 10m/s that is colliding with an 6kg
block that is stationary. After the collision, both blocks are stuck together and are moving
together. Your job is to determine the velocity of the linked blocks after the collision.

Momentum
Conservation in 2 dimensions:
Some problems involve objects like hockey pucks sliding into each other. If the path of the
first puck passes through the center of the second puck the situation is linear, but if the path
does not pass through the center both pucks will acquire velocities with components both
parallel and perpendicular to the direction of the first puck.
A 2kg puck sliding in the x-direction on a frictionless horizontal surface at 5m/s strikes a 3kg
puck. After the collision, the 2kg puck is observed sliding at a velocity of 2m/s directed 60
degrees to the right of the x-direction. What is the speed and direction of the 3kg puck?

Braking distance
Braking distance refers to the distance a vehicle will travel from the point where its brakes
are fully applied to when it comes to a complete stop.
It is affected by the original speed of the vehicle, the type of brake system in use, the reaction
time of the driver/rider and the coefficient of friction between its tires and the road surface.
Note that these theoretical formulas do not take account of the driver's reaction time
Energy equation
The theoretical braking distance can be found by determining the work required to dissipate
the vehicle's kinetic energy.
The kinetic energy E is given by the formula:
E = (1/2)mv2,
where m is the vehicle's mass and v is its speed.
The work W done by braking is given by:
W = mgd,
where is the coefficient of friction between the road surface and the tires,
g is the gravity of Earth, and d is the distance travelled.
The braking distance (which is commonly measured as the skid length) given an initial
driving speed v is then found by putting W = E, from which it follows that
d = v2/(2g).
The maximum speed given an available braking distance d is given by:
v = (2gd).
Stopping sight distance
Stopping Sight distance is a term used in road design. It is the distance a vehicle driver needs
to be able to see in order have room to stop before colliding with something in the roadway,
such as a pedestrian in a crosswalk, a stopped vehicle, or road debris.
Insufficient sight distance can adversely affect the safety or operations of a roadway or
intersection.
Sight distance needed
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Stopping sight distance is the distance traveled during the two phases of stopping a
vehicle: perception-reaction time (PRT), and maneuver time (MT).
Perception-reaction time is the time it takes for a road user to realize that a reaction is
needed due to a road condition, decided what maneuver is appropriate (in this case,
stopping the vehicle), and start the maneuver (taking the foot off the accelerator and
depressing the brake pedal).
Maneuver time is the time it takes to complete the maneuver (decelerating and coming to a
stop).
The distance driven during perception-reaction time and maneuver time is the sight
distance needed.
The values of stopping sight distance used in design represent a near worst-case situation.
For design, a conservative distance is needed to allow a vehicle traveling at design speed
to stop before reaching a stationary object in its path.
A generous amount of time is given for the perception-reaction process, and a fairly low
rate of deceleration is used.
The design sight distance allows a below-average driver to stop in time to avoid a collision
in most cases.
Driver perception/reaction distance is calculated by:
dPRT = 0.278 Vt (Metric)
dPRT = 1.47 Vt (US Customary)
Where:
dPRT = driver perception-reaction distance, m (ft)
V = design speed, km/h (mph)
t = brake reaction time, in seconds
Based on the results of many studies, 2.5 seconds has been chosen for a perception-reaction
time.
This time will accommodate approximately 90 percent of all drivers when confronted with
simple to moderately complex highway situations. Greater reaction time should be allowed in
situations that are more complex.
Braking distance is calculated by:
dMT = 0.039 V2a (Metric) dMT> = 1.075 V2a (US Customary) Where:
dMT = braking distance, m (ft)
V = design speed, km/h (mph) a = deceleration rate, m/s^2 (ft/s^2)
Actual braking distances are affected by the vehicle type and condition, the incline of the
road, the available traction, and numerous other factors.
A deceleration rate of 3.4 m/s2 (11.2 ft/s^2) is used to determine stopping sight distance.
Approximately 90 percent of all drivers decelerate at rates greater than that. These values are
within most drivers' ability to stay within his or her lane and maintain steering control.
Also, most wet pavement surfaces and most vehicle braking systems are capable of providing
enough braking force to exceed this deceleration rate.
Stopping Sight Distance (SSD) is the sum of reaction distance and braking distance
SSD = dPRT + dMT
SSD = 0.278 Vt + {0.039 V2a (Metric)
SSD = 1.47 Vt + 1.075 V2a (US Customary)

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