A force applied over a period of time causes a change in an object's momentum. This relationship is derived from Newton's Second Law ().
The rate of change of momentum is equal to the resultant force acting on the object. This means a larger force or a longer duration of application results in a greater momentum change.
Impulse is the term used for the change in momentum (). It is calculated as the product of the average force and the time interval over which it acts.
Key Formula:
Elastic Collisions: In these interactions, both total momentum and total kinetic energy are conserved. These are typically idealized scenarios or occur at the subatomic level.
Inelastic Collisions: Momentum is conserved, but kinetic energy is not. Some energy is transformed into internal energy, heat, or sound during the deformation of the objects.
Perfectly Inelastic Collisions: A specific type of inelastic collision where the objects stick together after impact and move with a common final velocity.
| Feature | Elastic Collision | Inelastic Collision |
|---|---|---|
| Momentum | Conserved | Conserved |
| Kinetic Energy | Conserved | Not Conserved |
| Relative Velocity | Separated after | May stick or separate |
Momentum vs. Inertia: Inertia is a property of matter related only to mass, whereas momentum depends on both mass and the state of motion (velocity).
Momentum vs. Kinetic Energy: While both depend on mass and velocity, momentum is a vector () and kinetic energy is a scalar (). Momentum can cancel out in a system, but kinetic energy cannot.
Internal vs. External Forces: Only external forces can change the total momentum of a system. Internal forces (like the impact between two colliding balls) only redistribute momentum between the system's components.
Define the System: Always clearly identify which objects are part of your system to determine if external forces are present.
Establish Sign Convention: Before starting a calculation, decide which direction is positive. If an object changes direction, its final velocity must have the opposite sign of its initial velocity.
Check Units: Ensure mass is in and velocity is in . A common mistake is using grams or kilometers per hour without converting.
Sanity Check: In a perfectly inelastic collision, the final velocity should be between the two initial velocities if they were moving toward each other.