Misplaced Pages

Collision: Difference between revisions

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.
Browse history interactively← Previous editNext edit →Content deleted Content addedVisualWikitext
Revision as of 18:09, 4 February 2013 edit106.222.221.184 (talk) Replaced content with '{{other uses}} {{redirect|Jostle|the racehorse|Jostle (horse)}} A '''collision''' is an isolated event in which two or more moving bodies (colliding bodies) ...'Tag: blanking← Previous edit Revision as of 18:12, 4 February 2013 edit undoPeter James (talk | contribs)Extended confirmed users24,988 edits Undid revision 536553714 by 106.222.221.184 (talk)Next edit →
Line 5: Line 5:
A collision is not constrained to only referring to moving bodies. It can also refer to electronic transactions which share a common resource such as a bus interface. In this case, a collision refers to two simultaneous requests for the shared resource being made. A collision is not constrained to only referring to moving bodies. It can also refer to electronic transactions which share a common resource such as a bus interface. In this case, a collision refers to two simultaneous requests for the shared resource being made.


Although the most common colloquial use of the word "collision" refers to ]s in which two or more objects collide, the scientific use of the word "collision" implies nothing about the magnitude of the forces.
Although

Some examples of physical interactions that scientists would consider collisions:
* An insect touches its antenna to the leaf of a plant. The antenna is said to collide with leaf.
* A cat walks delicately through the grass. Each contact that its paws make with the ground is a collision. Each brush of its fur against a blade of grass is a collision.

Some colloquial uses of the word collision are:
* ], two cars colliding with each other
* ], two planes colliding with each other
* ], two ships colliding with each other

==Overview==
] happens when an object hits a plane surface. If the kinetic energy after impact is the same as before impact, it is an elastic collision. If kinetic energy is lost, it is an inelastic collision. It is not possible to determine from the diagram whether the illustrated collision was elastic or inelastic, because no velocities are provided. The most one can say is that the collision was not perfectly-inelastic, because in that case the ball would have stuck to the wall.]]
Collision is short duration interaction between two bodies or more than two bodies simultaneously causing change in motion of bodies involved due to internal forces acted between them during this. Collisions involve forces (there is a change in ]). The magnitude of the velocity difference at impact is called the closing speed. All collisions conserve ]. What distinguishes different types of collisions is whether they also conserve ].Line of impact - It is the line which is common normal for surfaces are closest or in contact during impact. This is the line along which internal force of collision acts during impact and Newton's coefficient of restitution is defined only along this line.

Specifically, collisions can either be ''],'' meaning they conserve both momentum and kinetic energy, or ''],'' meaning they conserve momentum but not kinetic energy. An inelastic collision is sometimes also called a ''plastic collision.''

A “perfectly-inelastic” collision (also called a "perfectly-plastic" collision) is a limiting case of inelastic collision in which the two bodies stick together after impact.

The degree to which a collision is elastic or inelastic is quantified by the ], a value that generally ranges between zero and one. A perfectly elastic collision has a coefficient of restitution of one; a perfectly-inelastic collision has a coefficient of restitution of zero.

==Types of collisions==
There are two types of collisions between two bodies - 1) Head on collisions or one-dimensional collisions - where the velocity of each body just before impact is along the line of impact, and 2) Non-head on collisions, oblique collisions or two-dimensional collisions - where the velocity of each body just before impact is not along the line of impact.

According to the coefficient of restitution, there are two special cases of any collision as written below:

1)A perfectly ] is defined as one in which there is no loss of ] in the collision. In reality, any macroscopic collision between objects will convert some kinetic energy to ] and other forms of energy, so no large scale impacts are perfectly elastic. However, some problems are sufficiently close to perfectly elastic that they can be approximated as such. In this case, the coefficient of restitution equals to one.

2)An ] is one in which part of the kinetic energy is changed to some other form of energy in the collision. ] is conserved in inelastic collisions (as it is for elastic collisions), but one cannot track the kinetic energy through the collision since some of it is converted to other forms of energy. In this case, coefficient of restitution does not equal to one.
In any type of collision there is a phase when for a moment colliding bodies have same velocity along line of impact then kinetic energy of bodies reduces to its minimum during this phase and may be called as maximum deformation phase for which momentarily coefficient of restitution become one.
Collisions in ] approach perfectly elastic collisions, as do scattering interactions of ] which are deflected by the ]. Some large-scale interactions like the slingshot type gravitational interactions between satellites and planets are perfectly elastic.

Collisions between hard spheres may be nearly elastic, so it is useful to calculate the limiting case of an elastic collision. The assumption of conservation of momentum as well as the conservation of kinetic energy makes possible the calculation of the final velocities in two-body collisions.

==Analytical vs. numerical approaches towards resolving collisions ==
Relatively few problems involving collisions can be solved analytically; the remainder require ]. An important problem in simulating collisions is determining whether two objects have in fact collided. This problem is called ].

{{cleanup|section|date=February 2011}}.

== Examples of collisions that can be solved analytically ==
===Billiards===
{{Anchor|Cue sports}}Collisions play an important role in ]. Because the collisions between ] are nearly elastic, and the balls roll on a surface that produces low ], their behavior is often used to illustrate ]. After a zero-friction collision of a moving ball with a stationary one of equal mass, the angle between the directions of the two balls is 90 degrees. This is an important fact that professional billiards players take into account,<ref>{{cite web|last=Alciatore |first=David G. |date=January 2006 |url=http://billiards.colostate.edu/technical_proofs/TP_3-1.pdf |title=TP 3.1 90° rule |format=PDF |accessdate=2008-03-08 }}</ref> although it assumes the ball is moving frictionlessly across the table rather than rolling with friction.
Consider an elastic collision in 2 dimensions of any 2 masses m<sub>1</sub> and m<sub>2</sub>, with respective initial velocities '''u<sub>1</sub>''' and '''u<sub>2</sub>''' = '''0''', and final velocities '''V<sub>1</sub>''' and '''V<sub>2</sub>'''.
Conservation of momentum gives m<sub>1</sub>'''u'''<sub>1</sub> = m<sub>1'''</sub>V<sub>1</sub>'''+ m<sub>2'''</sub>V<sub>2'''</sub>.
Conservation of energy for an elastic collision gives (1/2)m<sub>1</sub>|'''u<sub>1</sub>'''|<sup>2</sup> = (1/2)m<sub>1</sub>|'''V<sub>1</sub>'''|<sup>2</sup> + (1/2)m<sub>2</sub>|'''V<sub>2</sub>'''|<sup>2</sup>.
Now consider the case m<sub>1</sub> = m<sub>2</sub>: we obtain '''u<sub>1</sub>'''='''V<sub>1</sub>'''+'''V<sub>2</sub>''' and |'''u<sub>1</sub>'''|<sup>2</sup> = |'''V<sub>1</sub>'''|<sup>2</sup>+|'''V<sub>2</sub>'''|<sup>2</sup>.
Taking the ] of each side of the former equation with itself, |'''u<sub>1</sub>'''|<sup>2</sup> = '''u<sub>1</sub>•u<sub>1</sub>''' = |'''V<sub>1</sub>'''|<sup>2</sup>+|'''V<sub>2</sub>'''|<sup>2</sup>+2'''V<sub>1</sub>•V<sub>2</sub>'''. Comparing this with the latter equation gives '''V<sub>1</sub>•V<sub>2</sub>''' = 0, so they are perpendicular unless '''V<sub>1</sub>''' is the zero vector (which occurs if and only if the collision is head-on).

===Perfectly inelastic collision===
]

In a perfectly inelastic collision, i.e., a zero ], the colliding particles stick together. It is necessary to consider conservation of momentum:
::<math>m_a \mathbf u_a + m_b \mathbf u_b = \left( m_a + m_b \right) \mathbf v \,</math>
where '''v''' is the final velocity, which is hence given by
::<math>\mathbf v=\frac{m_a \mathbf u_a + m_b \mathbf u_b}{m_a + m_b}</math>
The reduction of total kinetic energy is equal to the total kinetic energy before the collision in a ] with respect to the system of two particles, because in such a frame the kinetic energy after the collision is zero. In this frame most of the kinetic energy before the collision is that of the particle with the smaller mass. In another frame, in addition to the reduction of kinetic energy there may be a transfer of kinetic energy from one particle to the other; the fact that this depends on the frame shows how relative this is.
With time reversed we have the situation of two objects pushed away from each other, e.g. shooting a ], or a ] applying ] (compare the ]).

== Examples of collisions analyzed numerically==
===Animal locomotion===
Collisions of an animal's foot or paw with the underlying substrate are generally termed ground reaction forces. These collisions are inelastic, as kinetic energy is not conserved. An important research topic in ] is quantifying the forces generated during the foot-ground collisions associated with both disabled and non-disabled gait. This quantification typically requires subjects to walk across a ] (sometimes called a "force plate") as well as detailed ] and ] (sometimes termed kinetic) analysis.

== Collisions used as a experimental tool ==
Collisions can be used as an experimental technique to study material properties of objects and other physical phenomena.

=== Space exploration===
An object may deliberately be made to crash-land on another celestial body, to do measurements and send them to Earth before being destroyed, or to allow instruments elsewhere to observe the effect. See e.g.:
*During ], ], ], ] and ], the ] (the rocket's third stage) was crashed into the ] in order to perform seismic measurement used for characterizing the lunar core.
* ]
* ] - ] satellite
* ] - ] probe

=== Mathematical description of molecular collisions ===
Let the linear, angular and internal momenta of a molecule be given by the set of ''r'' variables { ''p''<sub>i</sub> }. The state of a molecule may then be described by the range ''δw''<sub>i</sub> = δ''p''<sub>1</sub>δ''p''<sub>2</sub>δ''p''<sub>3</sub> ... δ''p''<sub>r</sub>. There are many such ranges corresponding to different states; a specific state may be denoted by the index ''i''. Two molecules undergoing a collision can thus be denoted by (''i'', ''j'') (Such an ordered pair is sometimes known as a ''constellation''.)
It is convenient to suppose that two molecules exert a negligible effect on each other unless their centre of gravities approach within a critical distance ''b''. A collision therefore begins when the respective centres of gravity arrive at this critical distance, and is completed when they again reach this critical distance on their way apart. Under this model, a collision is completely described by the matrix <math>\begin{pmatrix}i&j\\k&l\end{pmatrix} </math>, which refers to the constellation (''i'', ''j'') before the collision, and the (in general different) constellation (''k'', ''l'') after the collision.
This notation is convenient in proving Boltzmann's ] of ].

==Attack by means of a deliberate collision==
Types of attack by means of a deliberate collision include:
* with the body: unarmed ], ], ]ing, ], ]
* striking directly with a weapon, such as a ], ] or ]
* ] with an object or vehicle, e.g.:
** a car deliberately crashing into a building to break into it
** a ], medieval weapon used for breaking down large doors, also a modern version is used by police forces during raids
An attacking collision with a distant object can be achieved by throwing or launching a ].

==See also==
{{multicol}}
*]
*]
*]
*]
*]
*]
*]
* ]
*]
{{multicol-break}}
*]
*]
*]<br /> - collisions between ]s
*]
*]
*]
* ]
{{multicol-end}}

==Notes==
{{reflist|1}}

==References==
* {{cite book | author=Tolman, R. C. | title=The Principles of Statistical Mechanics | publisher=Clarendon Press | year=1938 | location=Oxford}} Reissued (1979) New York: Dover ISBN 0-486-63896-0.

==External links==
* - Oblique inelastic collision between two homogeneous spheres.
* - Java applet that simulates elastic collisions.
* - One Dimensional Collision Flash Applet.
* - Two Dimensional Collision Flash Applet.

]

]
]
]
]
]
]
]
]
]
]
]
]
]
]
]
]
]
]
]
]

Revision as of 18:12, 4 February 2013

For other uses, see Collision (disambiguation). "Jostle" redirects here. For the racehorse, see Jostle (horse).

A collision is an isolated event in which two or more moving bodies (colliding bodies) exert forces on each other for a relatively short time.

A collision is not constrained to only referring to moving bodies. It can also refer to electronic transactions which share a common resource such as a bus interface. In this case, a collision refers to two simultaneous requests for the shared resource being made.

Although the most common colloquial use of the word "collision" refers to accidents in which two or more objects collide, the scientific use of the word "collision" implies nothing about the magnitude of the forces.

Some examples of physical interactions that scientists would consider collisions:

  • An insect touches its antenna to the leaf of a plant. The antenna is said to collide with leaf.
  • A cat walks delicately through the grass. Each contact that its paws make with the ground is a collision. Each brush of its fur against a blade of grass is a collision.

Some colloquial uses of the word collision are:

Overview

Deflection happens when an object hits a plane surface. If the kinetic energy after impact is the same as before impact, it is an elastic collision. If kinetic energy is lost, it is an inelastic collision. It is not possible to determine from the diagram whether the illustrated collision was elastic or inelastic, because no velocities are provided. The most one can say is that the collision was not perfectly-inelastic, because in that case the ball would have stuck to the wall.

Collision is short duration interaction between two bodies or more than two bodies simultaneously causing change in motion of bodies involved due to internal forces acted between them during this. Collisions involve forces (there is a change in velocity). The magnitude of the velocity difference at impact is called the closing speed. All collisions conserve momentum. What distinguishes different types of collisions is whether they also conserve kinetic energy.Line of impact - It is the line which is common normal for surfaces are closest or in contact during impact. This is the line along which internal force of collision acts during impact and Newton's coefficient of restitution is defined only along this line.

Specifically, collisions can either be elastic, meaning they conserve both momentum and kinetic energy, or inelastic, meaning they conserve momentum but not kinetic energy. An inelastic collision is sometimes also called a plastic collision.

A “perfectly-inelastic” collision (also called a "perfectly-plastic" collision) is a limiting case of inelastic collision in which the two bodies stick together after impact.

The degree to which a collision is elastic or inelastic is quantified by the coefficient of restitution, a value that generally ranges between zero and one. A perfectly elastic collision has a coefficient of restitution of one; a perfectly-inelastic collision has a coefficient of restitution of zero.

Types of collisions

There are two types of collisions between two bodies - 1) Head on collisions or one-dimensional collisions - where the velocity of each body just before impact is along the line of impact, and 2) Non-head on collisions, oblique collisions or two-dimensional collisions - where the velocity of each body just before impact is not along the line of impact.

According to the coefficient of restitution, there are two special cases of any collision as written below:

1)A perfectly elastic collision is defined as one in which there is no loss of kinetic energy in the collision. In reality, any macroscopic collision between objects will convert some kinetic energy to internal energy and other forms of energy, so no large scale impacts are perfectly elastic. However, some problems are sufficiently close to perfectly elastic that they can be approximated as such. In this case, the coefficient of restitution equals to one.

2)An inelastic collision is one in which part of the kinetic energy is changed to some other form of energy in the collision. Momentum is conserved in inelastic collisions (as it is for elastic collisions), but one cannot track the kinetic energy through the collision since some of it is converted to other forms of energy. In this case, coefficient of restitution does not equal to one. In any type of collision there is a phase when for a moment colliding bodies have same velocity along line of impact then kinetic energy of bodies reduces to its minimum during this phase and may be called as maximum deformation phase for which momentarily coefficient of restitution become one.

Collisions in ideal gases approach perfectly elastic collisions, as do scattering interactions of sub-atomic particles which are deflected by the electromagnetic force. Some large-scale interactions like the slingshot type gravitational interactions between satellites and planets are perfectly elastic.

Collisions between hard spheres may be nearly elastic, so it is useful to calculate the limiting case of an elastic collision. The assumption of conservation of momentum as well as the conservation of kinetic energy makes possible the calculation of the final velocities in two-body collisions.

Analytical vs. numerical approaches towards resolving collisions

Relatively few problems involving collisions can be solved analytically; the remainder require numerical methods. An important problem in simulating collisions is determining whether two objects have in fact collided. This problem is called collision detection.

This section may require cleanup to meet Misplaced Pages's quality standards. No cleanup reason has been specified. Please help improve this section if you can. (February 2011) (Learn how and when to remove this message)

.

Examples of collisions that can be solved analytically

Billiards

Collisions play an important role in cue sports. Because the collisions between billiard balls are nearly elastic, and the balls roll on a surface that produces low rolling friction, their behavior is often used to illustrate Newton's laws of motion. After a zero-friction collision of a moving ball with a stationary one of equal mass, the angle between the directions of the two balls is 90 degrees. This is an important fact that professional billiards players take into account, although it assumes the ball is moving frictionlessly across the table rather than rolling with friction. Consider an elastic collision in 2 dimensions of any 2 masses m1 and m2, with respective initial velocities u1 and u2 = 0, and final velocities V1 and V2. Conservation of momentum gives m1u1 = m1V1+ m2V2. Conservation of energy for an elastic collision gives (1/2)m1|u1| = (1/2)m1|V1| + (1/2)m2|V2|. Now consider the case m1 = m2: we obtain u1=V1+V2 and |u1| = |V1|+|V2|. Taking the dot product of each side of the former equation with itself, |u1| = u1•u1 = |V1|+|V2|+2V1•V2. Comparing this with the latter equation gives V1•V2 = 0, so they are perpendicular unless V1 is the zero vector (which occurs if and only if the collision is head-on).

Perfectly inelastic collision

a completely inelastic collision between equal masses

In a perfectly inelastic collision, i.e., a zero coefficient of restitution, the colliding particles stick together. It is necessary to consider conservation of momentum:

m a u a + m b u b = ( m a + m b ) v {\displaystyle m_{a}\mathbf {u} _{a}+m_{b}\mathbf {u} _{b}=\left(m_{a}+m_{b}\right)\mathbf {v} \,}

where v is the final velocity, which is hence given by

v = m a u a + m b u b m a + m b {\displaystyle \mathbf {v} ={\frac {m_{a}\mathbf {u} _{a}+m_{b}\mathbf {u} _{b}}{m_{a}+m_{b}}}}

The reduction of total kinetic energy is equal to the total kinetic energy before the collision in a center of momentum frame with respect to the system of two particles, because in such a frame the kinetic energy after the collision is zero. In this frame most of the kinetic energy before the collision is that of the particle with the smaller mass. In another frame, in addition to the reduction of kinetic energy there may be a transfer of kinetic energy from one particle to the other; the fact that this depends on the frame shows how relative this is. With time reversed we have the situation of two objects pushed away from each other, e.g. shooting a projectile, or a rocket applying thrust (compare the derivation of the Tsiolkovsky rocket equation).

Examples of collisions analyzed numerically

Animal locomotion

Collisions of an animal's foot or paw with the underlying substrate are generally termed ground reaction forces. These collisions are inelastic, as kinetic energy is not conserved. An important research topic in prosthetics is quantifying the forces generated during the foot-ground collisions associated with both disabled and non-disabled gait. This quantification typically requires subjects to walk across a force platform (sometimes called a "force plate") as well as detailed kinematic and dynamic (sometimes termed kinetic) analysis.

Collisions used as a experimental tool

Collisions can be used as an experimental technique to study material properties of objects and other physical phenomena.

Space exploration

An object may deliberately be made to crash-land on another celestial body, to do measurements and send them to Earth before being destroyed, or to allow instruments elsewhere to observe the effect. See e.g.:

Mathematical description of molecular collisions

Let the linear, angular and internal momenta of a molecule be given by the set of r variables { pi }. The state of a molecule may then be described by the range δwi = δp1δp2δp3 ... δpr. There are many such ranges corresponding to different states; a specific state may be denoted by the index i. Two molecules undergoing a collision can thus be denoted by (i, j) (Such an ordered pair is sometimes known as a constellation.) It is convenient to suppose that two molecules exert a negligible effect on each other unless their centre of gravities approach within a critical distance b. A collision therefore begins when the respective centres of gravity arrive at this critical distance, and is completed when they again reach this critical distance on their way apart. Under this model, a collision is completely described by the matrix ( i j k l ) {\displaystyle {\begin{pmatrix}i&j\\k&l\end{pmatrix}}} , which refers to the constellation (i, j) before the collision, and the (in general different) constellation (k, l) after the collision. This notation is convenient in proving Boltzmann's H-theorem of statistical mechanics.

Attack by means of a deliberate collision

Types of attack by means of a deliberate collision include:

An attacking collision with a distant object can be achieved by throwing or launching a projectile.

See also

Template:Multicol

Template:Multicol-break

Template:Multicol-end

Notes

  1. Alciatore, David G. (January 2006). "TP 3.1 90° rule" (PDF). Retrieved 2008-03-08.

References

  • Tolman, R. C. (1938). The Principles of Statistical Mechanics. Oxford: Clarendon Press. Reissued (1979) New York: Dover ISBN 0-486-63896-0.

External links

Category: