Predicting Change in multiple dimensions: Difference between revisions

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This page discusses the use of momentum to predict change in multi-dimensions and examples of how it is used.
'''Claimed by rbose7 Fall 2015'''


Claimed by rbose7
'''Edited by Richard Udall Summer 2019'''
 
Here we analyze how to apply the same iterative methods we have hitherto used in one dimension to predict motion in multiple dimensions. In essence the situation may be broken down into three one dimensional problems, but when we are dealing with varying forces, it is necessary to generalize the probability that motion in one dimension will alter the forces in another dimension.


==The Main Idea==
==The Main Idea==
Just as in one dimension, the '''linear momentum''' (also known as '''translational momentum''') of an object is the vector quantity equal to the product of the mass and velocity of an object. Unlike in one dimension, we must now consider the vectors components in each direction (see [[3-Dimensional Position and Motion]] for more detail). Just as in 1 dimension, momentum is conserved in closed systems - that is, a system with no external forces acting upon it - which means that two objects colliding will have the same net momentum before and after the collision. We can apply these properties to all three dimensions and use momentum to predict the path an object will follow over time by observing the change in momentum just as we did in one-dimension.
Just as in one dimension, the linear (also known as translational) motion of an object is the vector quantity equal to the product of the mass and velocity of an object. Unlike in one dimension, we must now consider the vectors components in each direction (see [[3-Dimensional Position and Motion]] for more detail). By utilizing Newton's second law in each dimension, it is possible to predict the motion of the object in each dimension, making use of the same modelling techniques we have applied before.<ref> http://www.feynmanlectures.caltech.edu/I_09.html </ref>
 


===A Mathematical Model===
===A Mathematical Model===


This change in momentum is shown by the formula:
The change in momentum due to a force is expressed in mathematical terms as:


<math>\Delta \vec{p} = \vec{p}_{f}-\vec{p}_{i} = m\vec{v}_{f}-m\vec{v}_{i}</math>
<math>\Delta \vec{p} = \vec{p}_{f}-\vec{p}_{i} = m\vec{v}_{f}-m\vec{v}_{i}</math>
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<math>\Delta \vec{p} = \vec{F} \Delta t</math>
<math>\Delta \vec{p} = \vec{F} \Delta t</math>


====Relation to Velocity====
====Relation to Velocity====
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<math>\vec{p} = m\vec{v} =  m(v_x,v_y,v_z) = (m v_x,m v_y,m v_z) </math>
<math>\vec{p} = m\vec{v} =  m(v_x,v_y,v_z) = (m v_x,m v_y,m v_z) </math>


====Relate by Force====
====Relation to Force====


 
Given the force <math>\vec{F} = (F_x,F_y,F_z) </math>, and change in time <math>\Delta t</math>, we may express the change in momentum as
 
Given the force:
 
<math>\vec{F} = (F_x,F_y,F_z) </math>
 
And change in time:
 
<math>\Delta t</math>


<math>\Delta p = \vec{F} \Delta t = (F_x,F_y,F_z) \Delta t= ( F_x \Delta t,F_y \Delta t ,F_z \Delta t) </math>
<math>\Delta p = \vec{F} \Delta t = (F_x,F_y,F_z) \Delta t= ( F_x \Delta t,F_y \Delta t ,F_z \Delta t) </math>
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<math> \Delta p = \int_{t_1}^{t_2} F(t)\, dt\,.</math>
<math> \Delta p = \int_{t_1}^{t_2} F(t)\, dt\,.</math>
 
<!--
====Multiple Particles====
====Multiple Particles====


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<math> (x_{cm},y_{cm},z_{cm}) = \frac{1}{m_{total}} (\sum_i^n m_ix_i,\sum_i^n m_iy_i,\sum_i^n m_iz_i) </math>
<math> (x_{cm},y_{cm},z_{cm}) = \frac{1}{m_{total}} (\sum_i^n m_ix_i,\sum_i^n m_iy_i,\sum_i^n m_iz_i) </math>


Performing unit analysis, we see that the masses cancel out and this is indeed a position. With these quantities we may perform the same computations as above, but instead of using <math> m, \vec{v}, </math> and <math> r </math>, we use <math> m_{total} = \sum_i^n m_i </math>,<math> \vec{v}_{cm} </math>, and <math> \vec{r}_{cm} </math>.  
Performing unit analysis, we see that the masses cancel out and this is indeed a position. With these quantities we may perform the same computations as above, but instead of using <math> m, \vec{v}, </math> and <math> r </math>, we use <math> m_{total} = \sum_i^n m_i </math>,<math> \vec{v}_{cm} </math>, and <math> \vec{r}_{cm} </math>. -->
 
===A Computational Model===
===A Computational Model===


The principles of iterative prediction in multiple dimensions are exactly the same as the [[Fundamentals of Iterative Prediction with Varying Force]], except that as per the above the process must be performed with 3 times as much information. The most important difference is that the force in one direction may depend on the position and velocity in another - [[Oscillators in Multiple Dimensions]] will consider such cases - which requires the system to update each coordinate simultaneously, rather than treating it like three separate one dimensional problems.  
The principles of iterative prediction in multiple dimensions are exactly the same as the [[Fundamentals of Iterative Prediction with Varying Force]], except that as per the above the process must be performed with 3 times as much information. The most important difference is that the force in one direction may depend on the position and velocity in another - [[Two Dimensional Harmonic Motion]] will consider such cases - which requires the system to update each coordinate simultaneously, rather than treating it like three separate one dimensional problems.  


====A Generic 3D Simulator====
====A Generic 3D Simulator====
This is an example of a generic three dimensional motion simulator constructed [https://colab.research.google.com/drive/1Mn8IuAWj8hxFDJMKWPYZ0z5er_B2k9of#scrollTo=imx5UJ0xhduQ using numpy].


[https://colab.research.google.com/drive/1Mn8IuAWj8hxFDJMKWPYZ0z5er_B2k9of#scrollTo=imx5UJ0xhduQ Using Numpy]
====Specific Examples Using VPython====
 
[https://trinket.io/glowscript/b40327b7c7?outputOnly=true This] is an example of an object moving at a constant velocity in multiple dimensions, with no net force acting upon it. [https://trinket.io/embed/glowscript/7065ab6e93?outputOnly=true This] is an example of object being acted upon by the force of gravity. Because gravity acts in the 'y' direction, the object's y component for velocity decreases. [https://trinket.io/embed/glowscript/4507df1ea2?outputOnly=true This] is a simulation of an object launched from a cliff. It accelerates in the -y direction due to gravity until it hits the ground.
Below are models that use change in momentum to predict how particles move in specific situations (Click run to start simulation):
<!--====Many Particles====
 
(If it does not work take the '?outputOnly=true' out of the url and try again)
 
====A object with no net force on it====
 
Below is a particle that has no net force and therefore moves at a constant velocity:
 
[https://trinket.io/glowscript/b40327b7c7?outputOnly=true A object with no net force on it]
 
====A object with the force of gravity====
 
Below is an object moving with gravity acting on it. Because gravity acts in the 'y' direction, the object's y component for velocity decreases:
 
[https://trinket.io/embed/glowscript/7065ab6e93?outputOnly=true A object with the force of gravity]
 
====Many Particles====


Below are several objects moving with gravity acting on it, using calculations from center of mass (it is usually more accurate to apply calculations on each particle individually, but this is good for a big picture).
Below are several objects moving with gravity acting on it, using calculations from center of mass (it is usually more accurate to apply calculations on each particle individually, but this is good for a big picture).


[https://trinket.io/glowscript/80c86eca7b?outputOnly=true Many Particles]
[https://trinket.io/glowscript/80c86eca7b?outputOnly=true Many Particles] -->
 
====A object launched from a cliff====
 
Below is an object launched with an initial velocity that has gravity acting on it. It loses velocity in the y direction due to gravity until it hits the ground:
 
[https://trinket.io/embed/glowscript/4507df1ea2?outputOnly=true A object launched from a cliff]


<!-- Collisions are not in this week's scope, see week 12 for discusssion
====An electron and proton====
====An electron and proton====


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[https://trinket.io/embed/glowscript/8bc7a1d125?outputOnly=true Two inelastic objects collide]
[https://trinket.io/embed/glowscript/8bc7a1d125?outputOnly=true Two inelastic objects collide]
 
-->
 
====Others====
 
[https://phet.colorado.edu/en/simulation/legacy/collision-lab Collision Lab]
 
[https://phet.colorado.edu/en/simulation/legacy/projectile-motion Projectile Motion]


==Examples==
==Examples==
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===Simple===
===Simple===


A ball of mass <math> m = 1000 \; g </math> rolls across the floor with a velocity of <math> \vec{v} = (3,4,0) \;m/s </math> . After how much time does the ball stop? Where does it stop if it starts at the origin? Assume the coefficient of friction is 0.3.
A ball of mass <math> 1 \; kg </math> has initial velocity <math> (3,4,0) \; m/s </math> in a pool of water, where the z-axis is the axis of gravity. The ball has exactly the density of water, so it buoyancy exactly cancels out gravity, and it only feels the force of drag due to the water. It feels linear drag, described by the equation <math> \vec{F}_d = -b\vec{v} </math>, with <math> b = 0.1 \; kg/s </math>.  Find the vector form of the drag force on the ball, and state its magnitude.  


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We need to find when the velocity will be equal to zero, given a constant frictional force
All we have to do is plug our values into the given equation, but we do need to get the vector right:


'''Declare known variables and coordinate system:'''
<math> \vec{F}_d = -b \vec{v} \rightarrow (F_x,F_y,F_z) = -b(v_x,v_y,v_z)</math>


First, we convert mass into kilograms
The scalar term (the coefficient) will multiply out through the vector, so it results in


<math> \mathbf{m= \frac{1000} {1000} = 1 kg </math>
<math> (F_x,F_y,F_z) = -(0.1 \; kg/s)\cdot(3,4,0) \; m/s = (-0.3,-0.4,0) \; N </math>


Next, we restate the velocity and coefficient of friction
Now, to find the magnitude we take a pythagorean sum:


<math> \vec{\mathbf{v}} = (3,4,0) \; \frac{m} {s} </math>
<math> |\vec{F}_d| = \sqrt{F_x^2 +F_y^2+F_z^2} = \sqrt{0.25 \; N^2} = 0.5 \; N </math>


<math> \mu = .3 </math>
Note that the magnitude is strictly positive, and that the negatives are therefore coming from the direction of the vector. Although it's not asked for, note as well that it may be useful to determine the angle of the force with the x-axis, which we do by computing


Next, from the context of the problem, we take x and y to be perpendicular to the force of gravity (that is, the floor is flat), so gravity will be directed in the negative z direction.
<math> \theta = \arctan\biggr{(} \frac{F_y}{F_x}\biggr{)} = 53.13^\circ = 0.927 \; \text{rad}</math>
 
   
'''Find the initial momentum:'''
 
<math> \vec{p}_{i} = \mathbf{m} \vec{\mathbf{v}} = (1 \; kg)((3,4,0) \frac{m}{s}) = (3,4,0) \; \frac{kg \; m}{s}</math>
 
 
'''Find time passed:'''
 
We have the momentum principle:
 
<math> \Delta{\vec{p}} = \vec{\mathbf{F}}_{net} \Delta t </math>
 
Next, we compute the force due to friction (see [[Friction]]):
 
<math> \vec{\mathbf{F}}_{frict} = \vec{\mathbf{F}}_{N}*\mu </math>
 
Expanding in the coordinate system we defined earlier:
 
<math> \vec{\mathbf{F}}_{normal} = (0,0,\mathbf{m}|\mathbf{g}|) = (0,0,9.8) N </math>
 
Now we compute friction. Friction will always be directed in the opposite direction of the velocity, so just as velocity has vector for <math> \vec{\mathbf{v}} = (3,4,0) \; m/s </math>, friction will have vector form <math> \vec{\mathbf{F}}_{frict} = |\vec{\mathbf{F}}_{frict}|(-3/5,-4/5,0) </math>, where <math> |\vec{\mathbf{F}}_{frict}| </math> is the magnitude of the frictional force, and the vector has been normalized, so that the its magnitude is equal to one (you should recognize 3,4, and 5 as a pythagorean triple). Therefore, we calculate
 
<math> |\vec{\mathbf{F}}_{frict}| = \mu |\vec{\mathbf{F}}_{normal}| =  2.94 \;N </math>
 
<math> \vec{\mathbf{F}}_{frict} = (2.94 \; N)(-3/5,-4/5,0) = (-1.764,-2.352,0) \; N </math>
 
Now, we compute the time it takes to stop based on the change in momentum
 
<math> \Delta \vec{p} = \vec{p}_{i} = (\Delta t)\vec{\mathbf{f}}_{frict} </math>
 
Since the final momentum will be 0, the change in momentum is simply <math> \Delta \vec{\mathbf{p}} = - \vec{\mathbf{p}}_i </math>, so we have
 
<math> (-3,-4,0) = (-1.764,-2.352,0) N * \Delta {t} </math>
 
<math>  \Delta {t} = \frac {(3,-4.,0) \; kg \; m/s} {(-1.764,-2.352,0) \; N} </math>


<math>  \Delta {t} = 1.7 s </math>
'''Find displacement'''
We have two options. We may use average velocity:
<math> \Delta {d} = \vec{v}_{avg} * \Delta {t} = \frac {(3,4,0)} {2} \frac{m} {s} * 1.7 s = (2.55,3.4,0) m </math>
and then find the final position:
<math> \mathbf{r}_{f} = \mathbf{r}_{i} + \Delta {d} = (0,0,0) m + (2.55,3.4,0) m = (2.55, 3.4,0) m</math>
Alternatively, we may use the kinematics equation
<math> \vec{\mathbf{r}}_f = \frac{\vec{\mathbf{a}} t^2}{2} + \vec{\mathbf{v}}_i t + \vec{\mathbf{r}}_i </math>
where acceleration <math> \vec{a} = \vec{\mathbf{F}}/\mathbf{m} = (-1.764, -2.352, 0) m/s^2 </math>. Thus this yields
<math> \vec{\mathbf{r}}_f = \frac{(-1.764, -2.352, 0)(1.7 \; s)^2}{2} + (3,4,0)(1.7 \; s) + (0,0,0) = (2.55, 3.4, 0) \; m </math>
</div></div>
</div></div>


===Middling===
===Middling===


In the same situation as described above, compute the position (assuming the ball starts at the origin) after two time steps of <math> 0.1 \; s </math>.


You kick a 5kg ball off a 100m cliff at a velocity of (10,15,10). How long does it take for the ball to reach the ground? How far away does it land?
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<div style="font-weight:bold;line-height:1.6;">Solution</div>
<div class="mw-collapsible-content">


'''Declare Known Variables'''


<math> \mathbf{m} = 5 kg </math>
We have the first iterations force already worked out, so we compute the change in momentum:


<math> \mathbf{h} = 100 m </math>
<math> \Delta \vec{p} = \vec{F}_d \Delta t</math>


<math> \overrightarrow{\mathbf{v}}_{initial} = (10,15,10) \frac{m} {s} </math>
<math> \Delta \vec{p} = ((-0.3,-0.4,0) \; N)\cdot (0.1 \; s) = (-0.03,-0.04,0) \; \frac{kg\cdot m}{s}</math>


The adding this to our initial momentum gives


'''Find Initial Momentum'''
<math> \vec{p}_1 = (2.97,3.96,0) \frac{kg \cdot m}{s} </math>


<math> \overrightarrow{\mathbf{p}}_{initial} = \mathbf{m} * \overrightarrow{\mathbf{v}}_{initial} </math>
<math> \vec{v}_1 = (2.97,3.96,0) \frac{m}{s} </math>  


<math> \overrightarrow{\mathbf{p}}_{initial} = 5kg * (10,15,10) \frac{m} {s} = (50,75,50) kg * \frac{m} {s}</math>
Then we compute the average velocity over the time step


<math> \vec{v}_{01} = ((2.97,3.96,0)+(3,4,0))/2 \; \frac{m}{s} = (2.985,3.98,0)  \; \frac{m}{s} </math>


'''Find Final Momentum'''
And so find displacement


Because the ball will hit the ground the final y component of the velocity and final momentum will be 0. Because gravity only affects the y component, the x and z components are unchanged.
<math> \vec{r}_1 = ((2.985,3.98,0)\; \frac{m}{s}) (0.1 \; s) = (0.2985,0.398,0) \; m </math>


<math> \overrightarrow{\mathbf{p}}_{final} = (50,0,50) kg * \frac{m} {s}</math>
Now we repeat the entire process:


<math> \vec{F}_d = -(0.1 \; \frac{kg}{s})((2.97,3.96,0) \; \frac{m}{s}) = (-0.297,-0.396,0) \; N </math>


'''Find Net Force'''
<math> \Delta \vec{p} = ((-0.297,-0.396,0) \; N)\cdot(0.1 \; s) = (-0.0297,-0.0396,0) \frac{kg\cdot m}{s} </math>


<math> \overrightarrow{\mathbf{F}}_{net} = \overrightarrow{\mathbf{F}}_{g} = (0,\mathbf{m} * \mathbf{g},0) = (0, 5kg * 9.8 \frac{m} {s^2},0) = (0,49,0) N</math>
<math> \vec{p}_2 = (2.9403,3.9204,0) \; \frac{kg\cdot m}{s} </math>


<math> \vec{v}_2 = (2.9403,3.9204,0) \; \frac{m}{s} </math>


'''Find time passed'''
<math> \vec{v}_{12} = (2.95515,3.9402,0) \; \frac{m}{s} </math>


<math> \Delta{\overrightarrow{\mathbf{p}}} = \Delta {t} * \overrightarrow{\mathbf{F}}_{net} </math>
<math> \vec{r}_2 = (0.594015,0.79202,0) \; m </math>


<math> (0,70,0) = \Delta {t} * (0,49,0) </math>
This is our final answer.


<math> \Delta {t} = 1.42857 s </math>
</div></div>
 
 
'''Find Displacement in X'''
 
<math> \mathbf{v}_{avg x}  = \frac{\mathbf{v}_{final x} + \mathbf{v}_{initial x}} {2} = 50 \frac{m} {s}</math>
 
<math> \Delta {\mathbf{d_x}} = \Delta{t} * \mathbf{v}_{avg x} = 1.42857 s *  50 \frac{m} {s} = 71.4285 m</math>
 
'''Find Displacement in Z'''
 
<math> \mathbf{v}_{avg z}  = \frac{\mathbf{v}_{final z} + \mathbf{v}_{initial z}} {2} = 50 \frac{m} {s}</math>
 
<math> \Delta {\mathbf{d_z}} = \Delta{t} * \mathbf{v}_{avg z} = 1.42857 s *  50 \frac{m} {s} = 71.4285 m</math>
 
<math> \Delta {\overrightarrow{\mathbf{d}}} = (71.4285,0,71.4285) m </math>
 
'''Find final position'''
 
<math> \mathbf{r}_{final} = \mathbf{r}_{initial} + \Delta {d} = (0,100,0) m + (71.4285,-100,71.4285) m = (71.4285,0,71.4285) m</math>


===Difficult===
===Difficult===


You kick a ball through 5 meter high posts from 60 meters away. It takes 2.5s to travel through the posts. Answer the following questions:
In the situation given above, approximate the time it takes the ball to come to a rest (note that in this ideal case it will never fully stop, but Xeno's paradox is not our problem) and its position once it has stopped. It is recommended to do this with an iterative prediction program, and use a time step of width <math> 0.01 \; s</math> or smaller. Now, set <math> b = 0.2 \; \frac{kg}{s} </math> and give the new results. Finally, set the mass to <math> m = 0.3 \; kg </math> (keeping <math> b = 0.2 \frac{kg}{s} </math>), and give these results. Deduce the formula for final position from these relationships.  


a)What is the initial velocity?
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<div style="font-weight:bold;line-height:1.6;">Solution</div>
<div class="mw-collapsible-content">


b)What angle did you shoot it from?
I used the program linked in the Computational Method section above. Plugging in the force equation and other parameters, we get a result for convergence time of <math> \Delta t \approx 40 s </math>, and a final position <math> \vec{r}_f = (30,40,0) \; m</math>. Doubling the value of <math> b </math> gives a time of convergence of <math> \Delta t \approx 20 \; s</math> and <math> \vec{r}_f = (15,20,0) \; m </math>. Tripling the mass, we now have a convergence time of <math> \Delta t \approx 60 \; s</math> and <math> \vec{r}_f = (45,60,0) \; m </math>. The formula is therefore fairly simple: <math> \vec{r}_f = \frac{v_0\cdot m}{b} </math>. This result may be found analytically from a straightforward application of the separation of variables technique, sketched out in 1 dimension (since there is no dimensional dependence, it extends trivially to multiple dimensions) below:


c)What is the velocity of the ball as it crosses the posts?
<math> m\frac{\text{d}v}{\text{d}t} = -bv \rightarrow \ln (v) = -\frac{bt}{m} + C </math>


d)What was the balls maximum height?
<math> v = A \exp(-\frac{bt}{m}) </math>


e)What was the force on the ball if the ball is .76 kg and the impact lasts for 34 ms?
<math> v(0) = v_0 = A </math>


====Part A====
<math> x = \int_0^t v(t') \text{d} t' = -\frac{v_0 m}{b} (\exp(\frac{bt}{m}) - 1)</math>


'''Find Initial Velocity in X direction'''
For large <math> t </math>, the above solution has the exponential goint to zero, cancelling out the negative and giving the relationship we found.


<math> \frac{\Delta {p}_x} {\Delta {t}} = \mathbf{F}_{net} = 0 </math>
</div></div>
 
<math> \frac{m *\Delta {v}_x} {\Delta {t}} = 0 </math>
 
Or the x component of the velocity is constant.
 
<math> \overrightarrow{v}_x = \frac{\Delta {x}} {\Delta {t}} = \frac{60} {2.5} = 24 \frac{m}{s} </math>
 
'''Find Initial Velocity in Y direction'''
 
<math> \frac{\Delta {p}_y} {\Delta {t}} = \mathbf{F}_{net} = - \mathbf{m}\mathbf{g} = \frac{m *\Delta {v}_y} {\Delta {t}} </math>
 
<math> \frac{\Delta {v}_y} {\Delta {t}} =  -\mathbf{g}</math>
 
<math> \Delta {v}_y =  - \mathbf{g} * \Delta {t} = v_{final y} - v_{initial y}</math>
 
<math> v_{final y} = - \mathbf{g} * \Delta {t} + v_{initial y}</math>
 
<math> v_{avg y} = \frac{v_{final y} + v_{initial y}} {2} </math>
 
<math> v_{final y} = 2v_{avg y} - v_{initial y} </math>
 
<math>- \mathbf{g} * \Delta {t} + v_{initial y} = 2v_{avg y} - v_{initial y} </math>
 
<math> v_{avg y} = v_{initial y} - \frac{1} {2} \mathbf{g} \Delta {t} </math>
 
<math> \frac{\Delta {y}} {\Delta {t}} = v_{avg y} </math>
 
<math> \Delta {y} =  v_{initial y} \Delta {t} - \frac{1} {2} \mathbf{g} \Delta {t}^2</math>
 
<math> v_{initial y} = \frac{\Delta {y}} {\Delta {t}} + \frac{1} {2} \mathbf{g} \Delta {t} = \frac{5} {2.5} + \frac{1} {2} * 9.8 * 2.5 = 14.25 \frac {m} {s} </math>
 
 
'''Find Initial Velocity in Z direction'''
 
No change in Z direction, therefore:
 
<math> v_{initial z} = 0 \frac{m} {s} </math>
 
 
'''Find Initial Velocity'''
 
<math> \overrightarrow{v}_{initial} = (24,14.25,0) \frac {m} {s}</math>
 
====Part B====
 
'''Find the Angle'''
 
<math> \tan {\theta} = \frac{\mathbf{v_{initial y}}} {\mathbf{v_{initial x}}} = \frac{14.25} {24} = 0.59375</math>
 
<math> \theta = \tan^{-1} 0.59375 = 0.53358 radians</math> or 30.6997 degrees
 
====Part C====
 
'''Find Final Velocities'''
 
Final velocity is equal to the velocity as it goes through the poles.
 
No change in x velocity:
 
<math> v_{final x} = 24 \frac{m} {s} </math>
 
From part A:
 
<math> v_{final y} = - \mathbf{g} * \Delta {t} + v_{initial y}</math>
 
<math> v_{final y} = - 9.8 * 2.5 + 14.25</math>
 
<math> v_{final y} = - 10.25 \frac{m} {s}</math>
 
<math>\overrightarrow{v}_{final} = (24, -10.25, 0) \frac{m} {s}</math>
 
====Part D====
 
'''Find Max Time'''
 
The velocity at the max point is 0. Use equation from part A:
 
<math> v_{max y} = v_{initial y} - g \Delta{t_{max}} = 0</math>
 
<math>v_{initial y} = g \Delta{t_{max}}</math>
 
<math>\Delta{t_{max}} = \frac{v_{initial y}} {g}</math>
 
'''Find Max Height'''
 
<math> \frac{\Delta {y}} {\Delta{t}} = v_{initial y} - \frac{1}{2} g \Delta{t_{max}}</math>
 
<math> y_{max} - y_{initial} = v_{initial y} \Delta{t_{max}} - \frac{1}{2} g \Delta{t_{max}}^2</math>
 
<math> y_{max} = \frac{v_{initial y}^2} {g} - \frac{1}{2} {(\frac{v_{initial y}^2} {g})}</math>
 
<math> y_{max} = \frac{1}{2} {(\frac{v_{initial y}^2} {g})} = \frac{1}{2} {(\frac{14.25^2} {9.8})} = 10.3603 m</math>
 
====Part E====
 
'''State Known Variables'''
 
<math> \mathbf{m} = 0.76 kg </math>
 
<math> \Delta{t} = .034 s </math>
 
'''Find Change in Momentum'''
 
<math> \overrightarrow{\mathbf{p}}_{initial} = 0 </math>
 
<math> \overrightarrow{\mathbf{p}}_{final} = m * \overrightarrow{v}_{initial} </math>
 
Use V Initial from Part A:
 
<math> \Delta{\overrightarrow{\mathbf{p}}} = \overrightarrow{\mathbf{p}}_{final} - \overrightarrow{\mathbf{p}}_{initial} = m * \overrightarrow{v}_{initial} - 0 = 0.76 kg * (24,14.25,0) \frac{m} {s} = (18.24,10.83,0) kg \frac{m} {s}</math>
 
<math> |\Delta{\mathbf{p}}| = \sqrt{18.24^2 + 10.83^2} = 21.213 kg \frac{m} {s}</math>
 
'''Find Net Force'''
 
<math> |\Delta{\mathbf{p}}| = |\mathbf{F}_{net}| * \Delta{t} </math>
 
<math> |\mathbf{F}_{net}| = \frac{|\Delta{\mathbf{p}}|} {\Delta{t}} = \frac{21.213} {.034} = 623.908 N</math>


==Connectedness==
==Connectedness==
 
[This should be extended by a student following the [[Template]]]
Momentum is what some physicists call the fundamental principle. Almost everything in physics is based off this principle. This is why it is one of the most interesting parts of physics. From getting a few measurements, we have shown how we can predict the final destination of any particle. We can create models for real life examples, like finding how hard we have to kick a ball in a sport, where a ball will stop rolling on the ground and for many instances of projectile motion. It basically allows us to create mathematical models and predict the final destination of an object for almost any situation.


For my major, computer science, there are a few applications. For example, every computational model in the section above is coded using Python. A big part of computer science is modeling real life examples on a computer to mimic situations that would be otherwise impractical or impossible to set up. For example, the model we created of the electron and proton moving would take several expensive instruments to set up and visualize the two particles. For several other instances, using the principle of momentum and analyzing the change in momentum we can model several situations using coding that would otherwise not be possible.
For my major, computer science, there are a few applications. For example, every computational model in the section above is coded using Python. A big part of computer science is modeling real life examples on a computer to mimic situations that would be otherwise impractical or impossible to set up. For example, the model we created of the electron and proton moving would take several expensive instruments to set up and visualize the two particles. For several other instances, using the principle of momentum and analyzing the change in momentum we can model several situations using coding that would otherwise not be possible.
Line 414: Line 195:
==History==
==History==


Before Newton, French scientist and philosopher Descartes introduced the concept of momentum. He used the concept of momentum to describe how people moved when objects were thrown at them. He focused generally on the conservation of momentum when dealing with collisions. Newton's laws further expanded on the idea of conservation of momentum. The ideas that F = ma and the idea that for every action there is an equal and opposite reaction are the basis for many problems and concepts explained in this section. More information here:
The first school of thought in dynamics was the Aristotelian school, which was completely incorrect, in that it claimed that motion had to be continuously sustained by a force being imparted, leading to claims such as an arrow being driven by the air.<ref> https://plato.stanford.edu/entries/aristotle-metaphysics/ </ref> The first to move away from this was John Philoponus, who proposed the idea of impetus, which held that objects were imparted with some essence of motion, which is then depleted over the course of the objects motion. This is substantially closer to reality, but still not accurate. Galileo noted from experiment the existence of inertia, and the separability of dimensions. <ref> http://ffden-2.phys.uaf.edu/211.fall2000.web.projects/J.%20Gentry%20and%20D.%20Arnold/phys211.html </ref> Descartes stated what we now view as momentum more explicitly, constructing it based on the principles of Cartesian metaphysics <ref> https://plato.stanford.edu/entries/descartes-physics/#StraCartPhys </ref>, and in doing so critiqued Galileo's experimentalism (although the balance between theory and experiment is still a matter of discussion today, modern physics is constructed primarily with Galileo's experimental method rather than Descartes' metaphysical justifications). As with the corresponding developments in mathematics (in which Descartes' coordinate geometry laid the basis for calculus), momentum as a concept, and the methods of analyzing motion, were developed in greater detail by Newton in the ''Principia Mathematica''. <ref> http://galileoandeinstein.physics.virginia.edu/lectures/momentum.html </ref>
 
http://galileoandeinstein.physics.virginia.edu/lectures/momentum.html
 
https://en.wikipedia.org/wiki/Momentum#History_of_the_concept


== See also ==
== See also ==
*[[Linear Momentum]]
*[[Projectile Motion]]
*[[Kinematics]]
*[[Momentum Principle]]
*[[Fundamentals of Iterative Prediction with Varying Force]]
*[[Two Dimensional Harmonic Motion]]


https://en.wikipedia.org/wiki/Momentum
===External Links===
 
*[http://www.feynmanlectures.caltech.edu/I_09.html Feynman Lectures Chapter on Newtonian Dynamics]
https://en.wikibooks.org/wiki/General_Mechanics/Momentum
*[https://en.wikipedia.org/wiki/Momentum Wikipedia Article on Momentum]
*[http://hyperphysics.phy-astr.gsu.edu/hbase/mom.html Hyperphysics on Momentum]
*[http://galileoandeinstein.physics.virginia.edu/lectures/momentum.html Galileo Institute on Momentum]
*[https://phet.colorado.edu/en/simulation/legacy/projectile-motion Projectile Motion by PhET]


http://hyperphysics.phy-astr.gsu.edu/hbase/mom.html
===Further Reading===


http://galileoandeinstein.physics.virginia.edu/lectures/momentum.html
*Matter and Interactions, 4th Edition


==References==
==References==
 
<references/>
https://en.wikipedia.org/wiki/Momentum
 
https://en.wikibooks.org/wiki/General_Mechanics/Momentum
 
http://galileoandeinstein.physics.virginia.edu/lectures/momentum.html


[[Category:Momentum]]
[[Category:Momentum]]

Latest revision as of 13:24, 29 July 2019

Claimed by rbose7 Fall 2015

Edited by Richard Udall Summer 2019

Here we analyze how to apply the same iterative methods we have hitherto used in one dimension to predict motion in multiple dimensions. In essence the situation may be broken down into three one dimensional problems, but when we are dealing with varying forces, it is necessary to generalize the probability that motion in one dimension will alter the forces in another dimension.

The Main Idea

Just as in one dimension, the linear (also known as translational) motion of an object is the vector quantity equal to the product of the mass and velocity of an object. Unlike in one dimension, we must now consider the vectors components in each direction (see 3-Dimensional Position and Motion for more detail). By utilizing Newton's second law in each dimension, it is possible to predict the motion of the object in each dimension, making use of the same modelling techniques we have applied before.[1]

A Mathematical Model

The change in momentum due to a force is expressed in mathematical terms as:

[math]\displaystyle{ \Delta \vec{p} = \vec{p}_{f}-\vec{p}_{i} = m\vec{v}_{f}-m\vec{v}_{i} }[/math]

Or by relating it to force:

[math]\displaystyle{ \Delta \vec{p} = \vec{F} \Delta t }[/math]

Relation to Velocity

Given an object with velocity [math]\displaystyle{ \vec{v} = (v_x,v_y,v_z) }[/math] and mass [math]\displaystyle{ m }[/math], the object's momentum will be

[math]\displaystyle{ \vec{p} = m\vec{v} = m(v_x,v_y,v_z) = (m v_x,m v_y,m v_z) }[/math]

Relation to Force

Given the force [math]\displaystyle{ \vec{F} = (F_x,F_y,F_z) }[/math], and change in time [math]\displaystyle{ \Delta t }[/math], we may express the change in momentum as

[math]\displaystyle{ \Delta p = \vec{F} \Delta t = (F_x,F_y,F_z) \Delta t= ( F_x \Delta t,F_y \Delta t ,F_z \Delta t) }[/math]

[math]\displaystyle{ \vec{p}_f = \vec{p}_{i} + \Delta p = \vec{p}_i + (F_x \Delta t,F_y \Delta t,F_z \Delta t) }[/math]

This can also be expressed as:

[math]\displaystyle{ \vec{F}_{net} = \frac {\text{d}\vec{p}} {\text{d}t} }[/math]

or:

[math]\displaystyle{ \Delta p = \int_{t_1}^{t_2} F(t)\, dt\,. }[/math]

A Computational Model

The principles of iterative prediction in multiple dimensions are exactly the same as the Fundamentals of Iterative Prediction with Varying Force, except that as per the above the process must be performed with 3 times as much information. The most important difference is that the force in one direction may depend on the position and velocity in another - Two Dimensional Harmonic Motion will consider such cases - which requires the system to update each coordinate simultaneously, rather than treating it like three separate one dimensional problems.

A Generic 3D Simulator

This is an example of a generic three dimensional motion simulator constructed using numpy.

Specific Examples Using VPython

This is an example of an object moving at a constant velocity in multiple dimensions, with no net force acting upon it. This is an example of object being acted upon by the force of gravity. Because gravity acts in the 'y' direction, the object's y component for velocity decreases. This is a simulation of an object launched from a cliff. It accelerates in the -y direction due to gravity until it hits the ground.


Examples

Simple

A ball of mass [math]\displaystyle{ 1 \; kg }[/math] has initial velocity [math]\displaystyle{ (3,4,0) \; m/s }[/math] in a pool of water, where the z-axis is the axis of gravity. The ball has exactly the density of water, so it buoyancy exactly cancels out gravity, and it only feels the force of drag due to the water. It feels linear drag, described by the equation [math]\displaystyle{ \vec{F}_d = -b\vec{v} }[/math], with [math]\displaystyle{ b = 0.1 \; kg/s }[/math]. Find the vector form of the drag force on the ball, and state its magnitude.

Solution

All we have to do is plug our values into the given equation, but we do need to get the vector right:

[math]\displaystyle{ \vec{F}_d = -b \vec{v} \rightarrow (F_x,F_y,F_z) = -b(v_x,v_y,v_z) }[/math]

The scalar term (the coefficient) will multiply out through the vector, so it results in

[math]\displaystyle{ (F_x,F_y,F_z) = -(0.1 \; kg/s)\cdot(3,4,0) \; m/s = (-0.3,-0.4,0) \; N }[/math]

Now, to find the magnitude we take a pythagorean sum:

[math]\displaystyle{ |\vec{F}_d| = \sqrt{F_x^2 +F_y^2+F_z^2} = \sqrt{0.25 \; N^2} = 0.5 \; N }[/math]

Note that the magnitude is strictly positive, and that the negatives are therefore coming from the direction of the vector. Although it's not asked for, note as well that it may be useful to determine the angle of the force with the x-axis, which we do by computing

[math]\displaystyle{ \theta = \arctan\biggr{(} \frac{F_y}{F_x}\biggr{)} = 53.13^\circ = 0.927 \; \text{rad} }[/math]


Middling

In the same situation as described above, compute the position (assuming the ball starts at the origin) after two time steps of [math]\displaystyle{ 0.1 \; s }[/math].

Solution


We have the first iterations force already worked out, so we compute the change in momentum:

[math]\displaystyle{ \Delta \vec{p} = \vec{F}_d \Delta t }[/math]

[math]\displaystyle{ \Delta \vec{p} = ((-0.3,-0.4,0) \; N)\cdot (0.1 \; s) = (-0.03,-0.04,0) \; \frac{kg\cdot m}{s} }[/math]

The adding this to our initial momentum gives

[math]\displaystyle{ \vec{p}_1 = (2.97,3.96,0) \frac{kg \cdot m}{s} }[/math]

[math]\displaystyle{ \vec{v}_1 = (2.97,3.96,0) \frac{m}{s} }[/math]

Then we compute the average velocity over the time step

[math]\displaystyle{ \vec{v}_{01} = ((2.97,3.96,0)+(3,4,0))/2 \; \frac{m}{s} = (2.985,3.98,0) \; \frac{m}{s} }[/math]

And so find displacement

[math]\displaystyle{ \vec{r}_1 = ((2.985,3.98,0)\; \frac{m}{s}) (0.1 \; s) = (0.2985,0.398,0) \; m }[/math]

Now we repeat the entire process:

[math]\displaystyle{ \vec{F}_d = -(0.1 \; \frac{kg}{s})((2.97,3.96,0) \; \frac{m}{s}) = (-0.297,-0.396,0) \; N }[/math]

[math]\displaystyle{ \Delta \vec{p} = ((-0.297,-0.396,0) \; N)\cdot(0.1 \; s) = (-0.0297,-0.0396,0) \frac{kg\cdot m}{s} }[/math]

[math]\displaystyle{ \vec{p}_2 = (2.9403,3.9204,0) \; \frac{kg\cdot m}{s} }[/math]

[math]\displaystyle{ \vec{v}_2 = (2.9403,3.9204,0) \; \frac{m}{s} }[/math]

[math]\displaystyle{ \vec{v}_{12} = (2.95515,3.9402,0) \; \frac{m}{s} }[/math]

[math]\displaystyle{ \vec{r}_2 = (0.594015,0.79202,0) \; m }[/math]

This is our final answer.

Difficult

In the situation given above, approximate the time it takes the ball to come to a rest (note that in this ideal case it will never fully stop, but Xeno's paradox is not our problem) and its position once it has stopped. It is recommended to do this with an iterative prediction program, and use a time step of width [math]\displaystyle{ 0.01 \; s }[/math] or smaller. Now, set [math]\displaystyle{ b = 0.2 \; \frac{kg}{s} }[/math] and give the new results. Finally, set the mass to [math]\displaystyle{ m = 0.3 \; kg }[/math] (keeping [math]\displaystyle{ b = 0.2 \frac{kg}{s} }[/math]), and give these results. Deduce the formula for final position from these relationships.

Solution

I used the program linked in the Computational Method section above. Plugging in the force equation and other parameters, we get a result for convergence time of [math]\displaystyle{ \Delta t \approx 40 s }[/math], and a final position [math]\displaystyle{ \vec{r}_f = (30,40,0) \; m }[/math]. Doubling the value of [math]\displaystyle{ b }[/math] gives a time of convergence of [math]\displaystyle{ \Delta t \approx 20 \; s }[/math] and [math]\displaystyle{ \vec{r}_f = (15,20,0) \; m }[/math]. Tripling the mass, we now have a convergence time of [math]\displaystyle{ \Delta t \approx 60 \; s }[/math] and [math]\displaystyle{ \vec{r}_f = (45,60,0) \; m }[/math]. The formula is therefore fairly simple: [math]\displaystyle{ \vec{r}_f = \frac{v_0\cdot m}{b} }[/math]. This result may be found analytically from a straightforward application of the separation of variables technique, sketched out in 1 dimension (since there is no dimensional dependence, it extends trivially to multiple dimensions) below:

[math]\displaystyle{ m\frac{\text{d}v}{\text{d}t} = -bv \rightarrow \ln (v) = -\frac{bt}{m} + C }[/math]

[math]\displaystyle{ v = A \exp(-\frac{bt}{m}) }[/math]

[math]\displaystyle{ v(0) = v_0 = A }[/math]

[math]\displaystyle{ x = \int_0^t v(t') \text{d} t' = -\frac{v_0 m}{b} (\exp(\frac{bt}{m}) - 1) }[/math]

For large [math]\displaystyle{ t }[/math], the above solution has the exponential goint to zero, cancelling out the negative and giving the relationship we found.

Connectedness

[This should be extended by a student following the Template]

For my major, computer science, there are a few applications. For example, every computational model in the section above is coded using Python. A big part of computer science is modeling real life examples on a computer to mimic situations that would be otherwise impractical or impossible to set up. For example, the model we created of the electron and proton moving would take several expensive instruments to set up and visualize the two particles. For several other instances, using the principle of momentum and analyzing the change in momentum we can model several situations using coding that would otherwise not be possible.

History

The first school of thought in dynamics was the Aristotelian school, which was completely incorrect, in that it claimed that motion had to be continuously sustained by a force being imparted, leading to claims such as an arrow being driven by the air.[2] The first to move away from this was John Philoponus, who proposed the idea of impetus, which held that objects were imparted with some essence of motion, which is then depleted over the course of the objects motion. This is substantially closer to reality, but still not accurate. Galileo noted from experiment the existence of inertia, and the separability of dimensions. [3] Descartes stated what we now view as momentum more explicitly, constructing it based on the principles of Cartesian metaphysics [4], and in doing so critiqued Galileo's experimentalism (although the balance between theory and experiment is still a matter of discussion today, modern physics is constructed primarily with Galileo's experimental method rather than Descartes' metaphysical justifications). As with the corresponding developments in mathematics (in which Descartes' coordinate geometry laid the basis for calculus), momentum as a concept, and the methods of analyzing motion, were developed in greater detail by Newton in the Principia Mathematica. [5]

See also

External Links

Further Reading

  • Matter and Interactions, 4th Edition

References