MODERN PHYSICS and its Classical Foundations

 

Chapter 3. Velocity and energy

 

We noted that reflection symmetry or balance in space is connected with momentum or P=máV conservation. Uniformity or ŇsamenessÓ of coordinate and velocity space means the SUV can lose a unit of momentum only if the VW gains that unit, and vice versa. Momentum is a zero-sum game that does not depend on whether the two protagonists bounce elastically or crumple in-elastically during their collisions.

Time symmetry and energy conservation

Now we consider symmetry or balance in time. This is connected with a something called energy that also plays a conservation zero-sum game but, unlike momentum, requires elastic (Ka-Bong!) collisions. While momentum conservation is axiomatic, energy conservation is derived by algebra or geometry. LetŐs do that.

Time symmetry

            Symmetry balance in Fig. 2.6 is between pairs of velocity values (VSUV,VVW) or spatial coordinates (xSUV,xVW) of the colliding SUV and VW. Weighted average (2.5b) equals the same VCOM for the initial pair , the final pair , or a pair at anytime t. (Recall (2.1) and (2.5), too.)

                                         (3.1)

We subtract INŐs from FINŐs to isolate SUV terms from VW terms and redo zero-sum relation (2.3).

                                       (3.2a)

                       (3.2b)

(Ch.1 reviews Delta notation.) Here is another way to write the zero-sum relation.

                                                                                              (3.3)

            Now consider balancing IN vs. FIN pair for SUV or for VW. Elastic (Ka-Bong!) cases in Fig. 2.2 or Fig. 2.6 show how VCOM is a balanced IN-vs.-FIN pair-average of both SUV and VW.

                                                                                               (3.4)

This is an algebraic statement of a time reversal symmetry axiom or IN vs. FIN balance mentioned earlier. For ideal elastic (Ka-Bong!) collisions, IN and FIN points balance around the COM point. Switching past and future gives a similar Ka-Bong and not a miraculous Ňun-crashÓ where VFIN ends up further from VCOM than VIN was.

Kinetic Energy conservation

A definition of energy emerges from multiplying space and time balance equations (3.3) with (3.4)

                                     (3.3)á(3.4)

Then adding the (-)-terms to both sides isolates IN-terms. A FIN-sum is proved to equal an IN-sum.

                                         (3.5a)

This derives a second quantity 1/2MáV2 (or just MáV2) whose conserved sum is assured by the axiom (2.5a) (conserved sum of momentum MáV) and t-reversal axiom (3.4). (MáV is conserved by x-reversal symmetry.)

This 1/2MáV2 is kinetic energy (KE) and it is conserved by a relation like (2.5a) for momentum P=MáV.

                   (3.5b)

             (2.5a)repeated Conservation holds for any overall factor so the factor-1/2 in (3.5a) looks fortuitous. But, KE is defined later by integralor area KE=1/2=1/2MáV2 of a triangle with base P=MáV and altitude V. Thus (3.3)á(3.4) is product =1/2MáV2 of and V-average .  Fig. 3.1 below also verifies the 1/2.

Fig. 3.1 Elastic KE-ellipse hits (PTotal)-line at IN and FIN pts. Inelastic IE-ellipse hits only at VCOM pt.

Geometry of kinetic energy ellipse and momentum line

 First, P-conservation relation (2.5a) is rearranged to show its geometry.

     becomes:             (3.6a)

The VSUV-vs-VVW-plot of (3.6a) in Fig. 3.1 is a line of slope –MSUV/mVW thru the COM-point (VCOM ,VCOM).

                                    y-y0=má(x-x0)    where: and:                  (3.6b)

Then KE conservation relation (3.5a) is rearranged by placing KE and masses into denominator.

         becomes:                                 (3.7a)

The VSUV-vs-VVW-plot (3.7a) in Fig. 3.1 is KE-ellipse (3.7b) of x-radius a and y-radius b to match (3.7a).

                                         where:                                           (3.7b)

Fig. 3.1 also shows an inelastic Ka-runch-IE-ellipse inside and a small KE-ellipse seen in the COM-frame. Elastic KE (VSUV=60, VSUV=10), inelastic IE(50, 50), and ECOM(10, 40) in COM frame is worked out for Fig. 3.1.

                                               (3.8)

The difference in energy between the two extreme types of collision, Ka-Bong and Ka-runch, is 1,000 units in the Earth frame and 1,000 units in the COM frame. But, only in the COM frame does the Ka-runch! take all the kinetic energy and leave both cars standing still. Galilean symmetry has ŇcostÓ of damage be the same in all frames. A generic Ka-whump will only lose some fraction of ECOM=1,000 inelastic crumpling.

            A fine point of Fig. 3.1 geometry deserves notice. The tangent slope to the IE-ellipse at pt-(50, 50) on the 45Ą(slope-1)-COM-line is that of the momentum line, namely –MSUV/mVW=-4. Conversely, slope of dashed tangent lines to the ECOM(10, 40)-ellipse on (slope=-MSUV/mVW)-line is that of the COM–line, namely slope-1. This beautiful duality is an important part of mechanics, both classical and quantum. Here it has IN and FIN points stay on a (slope=-MSUV/mVW)-line even as they coalesce to a tangent point of non-collision!      Head-on collisions are plotted in Fig. 3.2 below showing increasing inelasticity in parts (b) and (c). (These involve a M1=6ton SUV satisfying Bush gas-hog entitlement.) The final KE-ellipse shrinks from the initial elastic Ka-Bong ellipse to a smaller inelastic Ka-whump ellipse (Ewhump=231/3 in Fig. 3.2b is chosen arbitrarily) and to the totally inelastic Ka-runch-ellipse (IE=14 in Fig. 3.2c).

            The generic Ňin-between-idealsÓ or Ka-whump cases will each have two possible final F-points where the momentum line cuts the Ka-whump ellipse. The top Fwhump point represents the partial rebound. Below is its symmetry point FPass-thru that represents cars passing through each other. Fortunately, thatŐs not a usual highway event (and not very survivable). But in a quantum wave world it is the most common case.

Fig. 3.2 (V1=3, V2=-4) collisions. (a) Elastic (Eloss=0). (a) Generic (Eloss=112/3). (a) Inelastic (Eloss=21=ECOM).

Introducing vector and tensor geometry of momentum-energy conservation

We now introduce a generalization of classical energy-momentum using vector-tensor or matrix notation prevalent in the modern physics. Equations (3.1) thru (3.8) are dressed up in matrix notation starting with P=MáV definitions. Modern physicists use inertia M-tensors to hold mass coefficients M1, M2...etc.

               (3.9a)

Later we will need to upgrade to a full matrix of n2 inertial coefficients Mjk for any dimension n.

                          (3.9b)

Fig. 3.3 plots (3.10) below. (Recall Fig. 3.1 plot of (3.1) with 45Ą diagonal VCOM so: .)

                             (3.10)

A product of total momentum PTotal and  is expressed by tensor quadratic forms MĽu as follows.

                   (3.11a)

It helps to write this out with the numbers appearing in the original Fig. 3.1 starting with .

                                   (3.11b)

(3.11) says momentum PTotal =250 is the same at IN, FIN, and COM. Now use T-symmetry:

   (3.12a)

Fig. 3.3 Generic collision geometry. (Recall Fig. 3.1.)

 

Line-2 of (3.12a) uses transpose symmetry (Mjk =Mkj) of the M-matrix so that .

                                                               (3.12b)

In our case (M12 =0=M21) and that implies kinetic energy is the same at IN and FIN.

                      (3.12c)

However, kinetic energy in Fig. 3.1 is reduced by 1,000 at COM. That is calculated from (3.12c).

                         (3.13)

That difference is inelastic ŇcrunchÓ energy  or, for elastic cases, potential energy of compression.

                                                                              (3.14)

Potential energy is given by spatial tensor quadratic forms such as detailed later. Tensors probably get their name from this application to tension and stress energy.

            You should note that the less motivated development between (3.1) and (3.5) is improved by a tensor development from (3.11) thru (3.14). The former does not suggest the (3.3)á(3.4) product as easily as the latter suggests the rearrangements going from (3.11) to (3.12) or (3.13). Also arithmetic is displayed clearly and is easier to enter in a computer program involving a full M matrix of any dimension. Finally, (3.12) shows clearly that kinetic energy is conserved if and only if M is transpose-symmetric (Mjk =Mkj).

            Tensor forms describe quadratic curves such as ellipses in Fig. 3.1 and the following.

                                                              (3.15)

Geometry of tensor operator forms is beautiful and powerful for mathematics and physics as will be shown in later chapters. In quantum theory they define expectation and transition amplitudes.

Momentum vs. energy (Bang! for the $buck$!): Standard (mks) units

What are momentum P and energy E, really? A flippant answer is Bang! for the $Buck$. We pay a lot of bucks in order to get some bangs in our autos, for example. A less flippant answer based on space-time relativity and quantum wave theory must wait until later. But, we can discuss relations involving P=MáV and E=MáV2/2 and review proper meter-kilogram-second (mks) units to replace haphazard geometrical units used so far. Velocity is V meters per second (más-1) and Momentum is P=MáV kilogram meters per second (kgámás-1).

Energy is E=MáV2/2 kilogram (meters per second)2 (kg ám 2ás-2). The E unit is such a mouthful that there is a famous name for it: 1 (kg ám 2ás-2) = 1 Joule = 1 J.

Our collision analysis did not mention the Force F that SUV or VW feel during their encounters. Force is the rate of being banged in bangs per second, or units of momentum delivered per second, or in (mks), F kilogram meters per second per second (kgámás-2). The F unit is another mouthful with a very famous name: 1 (kg ám ás-2) = 1 Newton = 1 N. Note: 1 Joule = 1 Newton ámeter = 1 Nám is a common unit of Work, that is, ŇForce-times-Distance.Ó Also, 1 Joule per meter = 1 Jám-1 = 1 Newton is a Ňpotential forceÓ unit.

Another important unit is that of power Ð, the rate of $bucks$ paid per second, or in (mks), Ð Joule per second. The famous-name power unit is 1 Watt = 1 Joule per second = 1 Jás -1.

Here is a list of geometric slope and area definitions of important classical mechanical quantities.

Velocity V is slope V = on graph x(t) of position x vs. time t.           Position x(t) is area  of V(t) vs. t.

Force F is slope F= on graph P(t) of momentum P vs. time t.        Momentum P(t) is area  of F(t) vs. t.

Force F is slope F= on graph E(x) of energy E vs. position x.       Energy E(x) is area  of F(x) vs. x.

 Power Ð is slope Ð = on graph E(t) of energy E vs. time t.           Energy E(t) is area  of  vs. t.

These and other relations (in calculus form) are collected below in preparation for discussion later on.

Quick review of kinetic relations and formulas

The suffix kinetic refers to energy connected directly to velocity of motion (ŇkinosÓ means moving). Kinetic energy KE is distinct from potential energy (PE is ŇstoredÓ energy) or entropic energy (entropy is chaotic or ŇtrashedÓ energy like heat) that is reviewed later in Ch. 6 and Ch. 7.

            We now give a quick algebraic run-down of energy-related formulas to be introduced with more detail and geometry in Ch. 7. (See (7.5a) to (7.5d) in particular.) Readers with calculus or physics knowledge may use this to review to connect our geometrical developments with the more conventional ones.

Relations of energy W and space x

Energy or work may be defined by a delta-work product €W=Fá€x of force F and distance-€x-pushed. More precisely, W is an integral , the area of a Fvs.x work-plot. Power, a time rate of energy production, is the product Ð=FáV of force and velocity. So, or .

Relations of momentum P and time t

Momentum may be defined by a delta-momentum product €P=Fá€t of force F and time interval €t. More precisely, P is an integral , the area of a Fvs.t plot. Force, a time rate of momentum production, is a product F=Máa of mass and acceleration. (F=Máa is called NewtonŐs Ň2nd Law.Ó)

With , energy integral  is , the area under a V vs.P plot where P=MáV is momentum. For a single mass M this area is kinetic energy: MáV2.


 

Table 3.1 of kinetic relations

                                               

                              

            (3.16a)                         (3.16b)                                                (3.16c)                                     (3.16d)                       

           

 

 

Exercise 1.3.1

Plot a  (VSUV-1,VSUV-2)=(60,10) collision like Fig. 3.1 but with an identical M=4 SUV replacing the VW.

 

 

 

 

 

Fig. 3.4 Galilean Frame Views of collision like Fig. 2.5 or Fig. 3.1 with Bush SUV. (a) Earth frame view

(b) Initial VW frame (VW initially  fixed) (c) COM frame view (d) Final VW frame (VW ends up fixed)

Fig. 3.5  Momentum (P=const.)-lines and energy (KE=const.)-ellipses appropriate for Fig. 3.4.      


Exercise 1.3.2. Ch. 1-5 contains geometric description of 1D-2-body collisions. Most examples originate from initial velocity vectors  for which m1 and m2 have equal speeds (in this case unit speed).

This exercise is intended to help match algebra and geometry by asking for the simplest formulas for the various velocities in a figure above that are final elastic results of the following initial velocity vectors.

 a.    b.    c.    d.

Derive the IN and FIN components of all vectors in terms of masses m1 and m2 only assuming the same total KE as has. (Check your results against figure in which ratio 2=m1/m2 holds.)

Indicate where the time reversed vector TáVIN of each VIN lies.

Give a formula for the orange (dashed) and green (solid) tangent line slopes in terms of m1 and m2.

Éand compare to slope of the black line connecting major and minor radii in terms of m1 and m2.

 


Exercise 1.3.3. Quick construction of Energy ellipses

Graph paper facilitates construction of energy ellipses given the two radii a and b in (3.7). The first step is to draw concentric circles of radius a and b. Then any radial line OBA ŇpointsÓ to a point E on the ellipse.

Ellipse point E lies at the intersection of a vertical line AE thru radial intersection A with circle a and a horizontal line BE thru radial intersection B with circle b.

Graph grid ŇfindsÓ E for a radius OBA, no need to draw AE or BE. You can pick x and find y or vice-versa.

Exercise Fig. 3.6 Ellipse construction

Ellipse coordinates (xE=aácos —, yE=básin —) are rescaled base and altitude (xr=rácos —, yr=rásin —) of Fig. 1.4.

Exercise Fig. 3.7  Complimentary analytic ellipse geometry

 Verify that the values (x =aácos —, y =básin —) satisfy an ellipse equation (3.7b).

A dual or complimentary (gray) ellipse results if compliment angle —c=ð/2−— is used so x and y values switch.

 


Chapter 4. Dynamics and geometry of successive collisions

Mechanics gets difficult for many collisions, dimensions, or masses. A single one-dimensional two-mass (1D-2-body) collision occupies Ch. 2-3. Now we do more dangerous things such as an X2-super bouncer from Project Ball, a 1969 class project. (Am. J. Phys. 39, 656 (1971)) See product liability disclaimer in Fig. 4.1.

 

Fig. 4.1 The X2-pen launcher with product liability disclaimer.

 

            At first, the X2 looks like a 1D-2-body device. A superball(ŠŞWhammo Corp.) of mass M1 =70gm launches a ballpoint pen of mass M2 =10gm. But, it has a 3rd body, bounce plate mass-MO=10kg shown by a rectangle in Fig. 4.1. Actually the third body most responsible for this experiment is good old Mother Earth of mass. (Earth mass and solar mass are good-to-2-figure numbers for astrophysicists to remember. More precisely: and .)

            Collisions of very large with very small masses beg thorny questions (Like, ŇWhat IS mass?Ó or how do we deal with it?) As a mass ratio M1/ M2 approaches zero or infinity the slope of the P-conservation line in (V1,V2)-space (Recall Fig. 3.2.) approaches infinity or zero, respectively, as drawn in Fig. 4.2(a-b).

Geometric construction in Fig. 4.2a of final velocity for an elastic collision is a vertical reflection thru the COM point (V1=V2) on the P-line if M1>> M2 or else a horizontal reflection in Fig. 4.2b if M1<< M2. Inelastic final points approach the COM point more closely if inelasticity is significant. (Recall Fig. 3.2.)

            You should understand how a relatively large mass may give huge momentum to a smaller one but transfer only tiny amounts of energy. Each P-line in Fig. 4.2 is part of a KE-ellipse. In the COM frame (where the COM point is at origin) the P-line sits on top of an entire E-ellipse as the ratio M1/ M2 approaches (a) infinity or (b) zero. I visualize COM P-lines as ultra-thin ellipses between I0 and F0 and other P-lines in Fig. 4.2 as segments of a KE-ellipse that has (a) a huge V2-axis or (b) a huge V1-axis .

Fig. 4.2 Extreme mass-ratio collisions (a) M1/ M2 approaches infinity. (b) M1/ M2 approaches zero.

 

            Fig. 4.2a reflects our common experience of a bouncy ball of mass M2 hitting the Earth of mass with velocity –V0(point I0) and being reflected with velocity +V0(point F0). While standing in the Earth frame, one is very nearly in the COM frame, too. EarthŐs COM velocity is a tiny fraction of the apparent ball velocity V0. For super-balls of mass M2=60gm, the fraction  is 0.06/(6á1024)=10-26.

Bounce momentum absorbed by Earth is 2 M2V0 (or M2V0 if the ball goes ŇKa-runch!Ó) but Earth absorbs at most a tiny KE of , that is, a fraction 10-26 of ball KE: . Moreover, for elastic collisions, Mother Earth returns all the KE to M2 but she absorbs double momentum P=2 M2V0.

However, common experience does not prepare us for X2 easily rebounding M2 with more than twice its drop velocity in Fig. 4.3. (As weŐll see that means M2 rises to more than four times its drop height!)

 

Fig. 4.3 n-Body collision experiments. (a) X-2 drop. (b) Independent collision model. (c) Ball towers.

 

 

Independent collision  models (ICM)

To compute final velocities of M1 and M2 it helps to idealize the collision of three bodies M1, M2, and as a sequence of two separate 2-body collisions that are completely determined by P and KE conservation. First M1 bounces off Earth. Only then does M1 knock M2 to a faster speed as in Fig. 4.3b. The first collision is labeled Bang-1(01) in Fig. 4.4a followed by Bang-2(12) in Fig. 4.4b. The first Bang-1(01) between Earth and M1 has a horizontal line like the I0F0 line in Fig. 4.2b. The second Bang-2(12) between mass M1 and M2 has a line of slope -M1/ M2 =-7 for a M1 =70gm and M2 =10gm (that of a superball and pen, respectively). The Bang-2(12) line is like the IF line in Fig. 3.1 or Fig. 3.2.

Fig. 4.4 (V1-V2)-plot of 2-Bang collision. (a) M1 bounces off floor. (b) M1 hits M2 head-on.

 

This approximation is called an independent collision model (ICM) and is one secret to analyzing such 1D-3-body bang-up that otherwise has too many unknown velocities to be found by just two equations €P=0 and €KE=0 alone. ICM is exactly true if we initially separate M1 and M2 so three M1, M2, and never collectively bargain for available momentum and energy. ICM also applies to n-ball towers in Fig. 4.3c. They give very high-energy ejections and serve as classical models for supernovae. (N-body bangs are in Ch.8.)

            Velocity geometry suggests a family of X2 solutions as shown in Fig. 4.5 for a range of mass ratio M1/M2. This is an advantage of geometric solutions. Just a few points in Fig. 4.5a show all elastic (V1-V2) points lie on the 45Ą-line CPL. Extreme or optimal cases are located in Fig. 4.5b.

 Extreme and optimal cases

First, the upper limit for elastic final velocity is V2=3áV0 at pt-I for infinite mass ratio M1/M2. If no energy is lost, a particle of dust on a superball could be ejected three times the speed that the ball hits the floor. (And, it could go nine (9=32) times the drop height. However, the elastic ICM model is not so good for tiny M2 due to weak molecular forces. So bouncing balls donŐt embed dust in ceilings. (But in a vacuum...!)

Second, an optimal performance case is shown by pt-M where the collision achieves a 100% transfer of energy to projectile M2. The M-point is the intersection of the CPL line with the V2-axis on which the M1-ball velocity is zero. (V1=0) There mass ratio is M1/M2=3.0, the slope of the M-line.

 

 

Fig. 4.5 X2-Final (V1,V2) (a) Final point locus. (b) Infinite ratio pt. I and maximum transfer pt. M.

 

            Another singular point U is for unit ratio M1/M2=1, a familiar ratio for players of billiards or pool. U undergoes inversion of velocities (+1,-1)-> (-1,+1). (Its COM point lies at origin.) If the U-line is boosted by (-1) to (0,-2)-> (-2,0) it is like a straight elastic pool shot. A 100% of KE transfers from a moving ball to an equal sized ball that was stationary. The same process at half that speed is (0,-1)-> (-1,0) shown by the Galileo-shifted line U1-> U2 in the lower left hand side of Fig. 4.5b.

            Points D between U and M have ball M1 knocked to negative velocity by the down-coming M2. Then M1 hits the floor (Earth) at velocity –v to rebound at +v. For unit ratio case U, M1 and M2 rebound quite like a rigid body. Below U, ball M1 rebounds at a speed faster than M2 to hit M2 again. In cases of low mass ratio, (M1/M2<<1) mass M1 must hit M2 many times to turn it around. We will study this effect shortly.

 Integrating velocity plots to find position

It is important to see how velocity values of Fig. 4.4b are turned into space-time position plot lines. Consider the first collision (Bang-1(10)) in Fig. 4.6a and corresponding space-time paths in Fig. 4.6b. Initial velocity Vy1(0)=-1.0 gives a slope (distance)/(time) of an M1 path but doesnŐt tell where is the path or particle. The same for velocity Vy2(0)=-1 of M2 in Fig. 4.6a. The paths need location, location,É

Initial position values such as (y1(0)=1, y2(0)=3) locate the paths as shown in Fig. 4.6b. Each path keeps its slope until a collision (Bang-1(10)) between M1 and the floor occurs at y1(t=1) where its path and the floor intersect. Then, according to Fig. 4.6a, M1 bounces its slope from Vy1=-1 up to Vy1=+1. Meanwhile, the upper path (M2) maintains its down slope of Vy2=-1 until it intersects the rising path of M1.

 

Fig. 4.6 Plots of 1st collision (Bang-1(10)). (a) Velocity-velocity plot. (b) Space-time plot.

 

            At time (t=2) there is an intersection of paths and the 2nd collision (Bang-2(12)) between M1 and M2 at space-time point (y1(2)=1, y2(2)=3). This gives Vy1=0.5 and Vy2=2.5 in Fig. 4.4b or in Fig. 4.7a-b below. Then to keep M2 from flying away we install an elastic ceiling at y=7.

            The game becomes more interesting as Bang-3(20) between the ceiling (part of Earth ) is shown in Fig. 4.7b by a vertical arrow (like an IF line in Fig. 4.2a) reflecting M2 to speed Vy2=-2.5. Then M2 has Bang-4(12) between M1 and itself that sends it back to the ceiling at a blistering speed of Vy2=+2.7  as M1 returns more slowly toward the floor with velocity Vy1=-0.5.

The high speed of M2 lets it go to the ceiling for Bang-5(20) and return to knock M1 down once more (Bang-6(12)) before M1 hits the floor at Vy1=-0.9. (Bang-7(10)) Then M2 having lost speed to Vy2=+1.5 hits the ceiling (Bang-8(02)) and returns for Bang-9(12) with M1 rising at Vy1=+0.9.

Masses are treated as point-masses moving along straight lines between collisions in space-time plots. This is an ideal gravity-free ICM approximation with only straight lines in VV-plots. So we may derive motion without having to integrate the kinetic equations at the end of Ch. 3.

Fig. 4.7 Collision sequence. (a-b) Up to Bang-4(12). (c-d) Up to Bang-9(12).

 

For comparison, a force-law simulation using BounceIt of the bang sequence of Fig. 4.7 is shown in Fig. 4.8. It has finite radius balls instead of ideal point particles, yet compares quite well. (So far as it goes.)

                       

Fig. 4.8 BounceIt x-vs.-t simulation to compare with Fig. 1.4.7d up to Bang-6. (V1/V2 =7/1.)

 

Fig. 4.7c and BounceIt V1-V2 simulations in Fig. 4.9 build an ellipse out of multiple IF lines. (This is a quite non-traditional ellipse construction!) Ellipse radii (a,b) follow from KE conservation equation (3.7b).

 

As time increases (Fig. 4.9a to Fig. 4.9c) the ellipse may fill with IF-lines that are dense (ergodic) or else just retrace sets of paths as in Fig. 4.9b. (Ch. 5 treats non-ergodic paths.) High sensitivity-to-initial-conditions-or-parameters (STICOP) means tiny ICOP variation has big effects. Extreme STICOP gives stochasticity or chaos.

Vector notation and space-space plots

Balance equation (3.4) concisely sums up preceding constructions or plots of elastic collisions.

             or:             (3.4)repeated

More concise notation uses vector equations or arrays.

   (4.1)

It saves writing two (=)Ős and two (-)Ős. Also, each column vector may be labeled by a ŇfatÓ letter.

                             (4.2)

The Gibbs vector form of equation (3.4) or (4.1) uses fat-v and/or over-arrow-.

             vFIN = 2 VCOMvIN ,               or:                   .                             (4.3)

           

Fig. 4.9  BounceIt V1-V2 simulation up to (a) Bang-15 (b) Bang-150 and (c) beyond.

     

Fig. 4.10 Vector collision velocity diagrams (After equation (4.3) and virtually identical to Fig. 3.3.)

Note vector VCOM bisecting the (vIN+ vFIN)-parallelogram diagonal as per T-symmetry relation from (3.12a) and Fig. 3.3. Here vectors v=(v1, v2) denote two particles each in one-dimension. More common is vector v=(vx, vy) (or v=(vx, vy, vz)) for one particle in two-dimensions (or three dimensions).

Fig. 4.11 shows how velocity v(n) vectors find results of Bang-1(01) and Bang-2(12) collisions in Fig. 4.7. WhatŐs new is a space-space y2 vs. y1 or position-vector y(n)-plot whose paths are spatial-trajectories or just plain trajectories. Space-time paths are found in Fig. 4.6 and Fig. 4.7 by transferring velocity slopes over to the space-space or space-time plot, but vectors in Fig. 4.11 simplify this process. Again, ideally small masses called point masses are assumed.

 

As the construction steps in Fig. 4.11 show, one easily transfers each velocity vector v(n) from the V2 vs.V1 plot so it points away from start point y(n) in the y2 vs. y1 plot. Step-0 does this by drawing initial velocity v(0)=(-1,-1)  to point away from our given initial position y(0)=(1,3). Then you extend that v-vector until it hits the floor (as v(0) does at y(1)=(0,2)), or else hits the collision line (y2=y1) (as v(1) does at y(2)=(1,1)), or else hits the ceiling (as v(2) does at y(3)=(2.2,7).). Each such ŇhitÓ is a Bang, Bang-1(01) at y(1), Bang-2(12) at y(2), or Bang-3(20) at y(3). Then from each Bang-n position point y(n) is drawn the next v(n)-velocity vector from the V2 vs.V1 plots. This process continues in exercises that lead to Fig. 4.12 and beyond.

Fig. 4.11 Vector collision velocity diagrams with Velocity-Velocity space and space-space.

Fig. 4.12 Vector collision diagrams continued with velocity-time and space-time plots added.

 

Help! IŐm trapped in a triangle.

The trajectory in these figures is confined to the triangle above the 45Ą-collision line. Our model keeps m2 above m1. The right-hand ŇceilingÓ in the figures never is hit because m1 always is knocked down by m2 before it touches the ceiling, and m2 never sees the floor because m1 is in the way. (Modern physicists beware! Quantum theory doesnŐt encourage this feature. Quantum objects pass easily through each other! )

Two balls in 1D vs. one ball in 2D

For ball-Earth collisions involving ceiling or floor, the paths bounce in the space-space plot as though theyŐre inside a box. Only one component V1 or V2 changes each time and only by changing ąsign. Off the floor: (V1 ,V2) changes to (-V1,V2) , off of ceiling: (V1,V2) changes to (V1,-V2). It is like a single particle bouncing around a pool table. Here (V1,V2) acts like (VX ,VY) in two dimensions, so two particles in one-dimension use graphs similar to one particle in two dimensions, an interesting analogy in quantum theory.

Angle of incidence=Angle of  reflection (or NOT)

When paths bounce off the floor and ceiling in the space-space plot, the angle of incidence equals the angle of reflection just as light rays reflect off mirrors. (Newton imagined little light corpuscles bouncing around.) It is customary to measure path angles from the normal or perpendicular to a mirror so a normal bisects the angle between the incident and reflected paths.

For m1-m2 Bangs off the 45Ą-collision line, the bisecting line has the slope -M1/M2=-7. It is like having mirror facets at slope M2/M1=1/7 along the 45Ą-collision line. For equal-mass-(M1=M=M2) balls, or one ball in two dimensions, the bisecting line slope at the 45Ą-collision line is –1 or -45Ą and the collision line acts like a unit-slope mirror on a triangular billiard table. It is not quite that simple if.

Consider the two collisions Bang-3(20) and Bang-4(12) in Fig. 4.12. Velocity v(2) bounces off the ceiling in Bang-3(20) into v(3), whose velocity slope is close to the mass-ratio M1/M2 which is 7:1 here. So the next collision Bang-4(12) bounces v(3) off the diagonal into v(4) which is close to –v(3). ItŐs followed by another ceiling bounce Bang-5(20) into v(5) heading down for another collision Bang-6(12).

Bang force

Lower Fig. 4.12 has a velocity vs. time plot next to a space-time plot. (A y-t plot in gray is under the V-t plot, too.) Each Bang means a change in velocity for any particle involved in the collision. By NewtonŐs 2nd law (3.10c) each change in velocity, v to v+€v, or better, each change in momentum, mv to m(v+€v), requires a force impulse Fá€t= m(€v) on each mass that changes. Shortly, we study ways to deal with this F.

Kinematics versus Dynamics

The velocity-velocity (v1,v2) plots, such as the left side of Fig. 4.12, fall in a category known as kinematics, or momentum analysis, which is concerned with how things are going, where theyŐre headed, or what is their velocity or momentum and energy. (kinos means movement.)

In contrast, the space-time plots, such as the right side of Fig. 4.12, fall in a category known as dynamics, or coordinate analysis, which is concerned with how things are located, where they are, or what are their coordinate or position and time schedules. (dynos means change.) We introduced the space-space (x1,x2) plot, another geometric or trajectory representation of dynamics.

Before going on, letŐs compare how kinos and dynos play out in classical Newtonian physics versus their corresponding roles in quantum physics. This is a preview for later Unit 4, Unit 7, and Unit 8.

Dynos and Kinos: Classical  vs. quantum theory

In Newtonian physics, a precise position plot (yk vs. time) lets you find a precise velocity plot, too, and, a velocity plot (Vk vs. time) lets you find a position plot if you know starting position values. (We did just that in Fig. 4.7 and Fig. 4.11.) In calculus, finding position from velocity values is called integration, and finding velocity from position values is called differentiation. Of the two, the latter is formally easier but numerically and experimentally more sensitive to imprecision and noise.

In quantum physics, having a precise velocity plot renders a position plot meaningless and vice-versa! Werner Heisenberg was the first to state this quantum idea, now known as HeisenbergŐs Principle. If you know momentum exactly, that means a uniform wave is everywhere, and all positions are equally possible. If you know position exactly, that means every momentum is possible, implying a Ňwave-bombÓ about to blow up the universe! (Neither of these extremes really exist and fortunately so for the last one.)

All this sounds crazy to most of us who are born-and-bred Aristotelean-to-Newtonian students. It is difficult enough to go from AristotleŐs what-you-see-is-what-you-get (WYSIWYG) universe to NewtonŐs corpuscular one. A quantum universe is yet another step removed on the WYSIWYG scale.

A way to see the quantum universe (Perhaps, it is the way.) is to learn about wave kinematics and dynamics without Newtonian corpuscles and see how waves mimic corpuscles and do so quite cleverly. The quantum universe is a WYDAWYG (waves-you-donŐt see-are-what-you-get) world!

So our plan is to cast classical Newtonian kinematics and dynamics in a form that carries over into vibration and wave kinematics and dynamics. It is done by analogy with classical waves such as sound waves, water waves, and (most important) light waves. Many classical wave analyses invoke corpuscles (including, for Newton, light waves) so these analogies, like any analogy, need critical use of an OccamŐs razor that must be sharpened. Above all, symmetry (and same-try) principles must be taken seriously.

 IF-ellipse geometry of Ch. 3 relates velocity, momentum and energy, and Ch. 4 derives space-time paths. Later this relates Lagrangian and Hamiltonian mechanics and finally leads to geometries of relativity and quantum mechanics. Then space-space and space-time plots relate to modern physics in subtle ways.

 

 

 

Exercise 1.4.1: Construct a history of a 4:1 mass ratio bounce. x1(0)=1.5, x2(0)=3.0, v1(0)=-1, v2(0)=-1

Ceiling height=7.0.(For bottom row: Ceiling height=6.0 ) The 4:1 mass ratio case is surprisingly periodic.

 

Exercise 1.4.2: Complete Fig. 4.7 and Fig. 4.11 by constructing more steps using same ceiling height=7.0.

Continue until you reach the ŇgameoverÓ point of last possible M1-M2 collision assuming the floor is open after Bang-1 so both masses fall thru indefinitely. When and where do they last collide?

 

Note, position y(n)-vectors of the Bang-n points are not drawn in Fig. 4.12 to avoid clutter.

 

 

 


Chapter 5 Multiple collisions and operator analysis

Analysis of many collisions with very different masses requires an advanced kind of geometry and algebra involving matrices and symmetry operators. Similar analysis is needed for quantum theory so this is a good opportunity to learn about these concepts using a more Ňdown-to-EarthÓ classical bang physics. 

Doing collisions with matrix products

Fig. 5.1 shows a big mass m2=49 bang a little mass m2=1 more than ten times off the ceiling before being halted. This tests our collision precision! To check our results we use our previous vector equation (4.1) to make a matrix equation in (5.1) with  and total mass M = m1+ m2.

  (4.1)repeated                 (5.1a)

(Let andhere.) Vector equation (5.1a) is converted to matrix equation in (5.1b).

                                                                                                        (5.1b)

Each IN-to-FIN bang is a operation (5.2a). Matrix product (5.4b) is bang-M following bang-N.

     (5.2a)                                    (5.2b)

Matrix M operates column-by-column on another matrix N as it does on a vector v. The off-the-ceiling matrix C = changes (v1, v2) to (v1, -v2) (Odd-n Bang-n(02)) A 2-ball collision matrix M (Even-n Bang-n(12)) and ceiling bang C act p-times in matrix products  to give Fig. 5.1.

       (5.3)

(5.4) shows (p=5) double-bangs  following a floor-bounce  or 11 bangs in all.

(5.4)

 

Even after 9 bangs, big m1 still has a small upward velocity v1=0.2925.

After Bang-11(02) big m1 is nearly stopped and little m2 is coming down at v2=-7.071 with all the energy!

                                                                  (5.5)

Look out below! As m1 turns back it crosses v1=0 axis in Fig. 5.1a. The greatest curvature (acceleration and force) for the path of m1 is between Bang-8 and Bang-14 in Fig. 5.1b just when m2 is busiest.

Fig. 5.1 Multiple Bangs of the m1=49 and m2=1 superball system. (a) V vs V plot. (b) Y vs time.

 

Big m1 is repelled down by repeated m2 hits and gains speed as m2 loses it. If no floor intervenes to rebound m1 there comes a final bang that leaves m2 slower than m1 who falls away so m2 canŐt hit it again.  (WeŐll call this a game-over point. As an exercise, you will be asked find it for various cases.)

However, if a floor intervenes, then a 2nd floor-bounce matrix F=changes (v1, v2) to (-v1, v2) and bounces ball-m1 back up to start the whole process over again. Ball-m1 does another graceful up-then-down time trajectory very much like the one shown on the right-hand side of Fig. 5.1.

Except for floor bounces, the m1-ball in Fig. 5.1 experiences a smoother flight than in Fig. 4.7 where a more massive m2-ball jerks it severely. A smaller mass m2 has less momentum-per-bang and gives a quasi-continuous force field for m1. We will derive a funny kind of force and potential field theory from this.

Rotating in velocity space: Ticking around the clock

Here is an example of geometry and slope ratios being helpful. If you view the ellipse in Fig. 5.1a lower-edge-on (and do the exercise to finish it!) you may see it as a circular clock with each double-bang (odd-bangs 1,3,5,É) rotating the v-vector like a clock hand ticking equal-angle jumps around a dial.

You can make an energy ellipse (2E=m1v12+ m2v22) like Fig. 5.1(a) sketched in Fig. 5.2(a) into an energy circle (2E =V12+V22) like Fig. 5.2(b) by rescaling velocity (v1, v2) to (V1 = v1áĂm1, V2 = v2áĂm2).

            V1=v1áĂm1,      V2=v2áĂm2     where: 2E=m1v12+ m2v22=V12+V22                          (5.6)

Big-V variables replace little-vŐs by setting (v1 =V1/Ăm1, v2 =V2/Ăm2) in matrix relation (5.1).

(5.1)repeated                         (5.7)

Clearing scale factors Ămk gives the following big-V matrix relations to replace (5.1) above.

    (5.8)             (5.9)

The trick is to notice a Pythagorean relation x2+y2=1 for the circular bang-matrix components.

                                                                                       (5.10a)

The matrix can be defined using sin  and cos shown for m1=49 and m2=1 and angle  =16.26Ą in Fig. 5.2(c).

                                                                     (5.10b)     A 1-Bang matrix is a reflection by . Our 2-Bang matrix is a rotation by angle - =-16.26Ą in V space.

(5.11)                                      (5.12)

 

Fig. 5.2 Velocity-velocity clocks. (a) Energy ellipse (As in Fig. 5.1) (b-c) Energy bang-clock angles

            (d) Velocity-squared E-plot.  (e) Mass-scaled V-squared E-plot.  (f) Integral right triangles

 

Matrix (5.12) reduces N-double-bang chains like (5.4). N products of matrix (5.9) are done if  =16.26Ą in (5.12) is replaced by N =81.30Ą to give (5.13) below. (We take N=5 double-bangs to check against (5.5).)

               (5.13a)

Relate VŐs to vŐs by (V1=v1Ăm1, V2=v2Ăm2) gives (5.5). Note follows initial floor F: (v1, v2)=(1,-1).

 (5.13b)

Without a 2nd floor-bounce-back operation F, this sequence ends near bang-21 our Ňgame-overÓ point. (See exercise 5.1.) Matrix group products clarify collision sequences so they may be Ňengineered.Ó

Statistical mechanics: Average energy

If two balls of mass m2=1 and m1=7 bounce back and forth between wall the small ball goes faster on the average than the bigger one. How much faster? LetŐs assume that arrows on the scaled velocity clock in Fig. 5.2(b) get uniformly distributed around its circle after many collisions. (Fig. 5.2(b) shows only m1-m2-bounce arrows. m2-ceiling-bounce-arrows fill up the upper half.) A ballŐs velocity and momentum must sum and average to zero otherwise it will not stay in the region between the floor and the ceiling.


 

But, what is average squared-velocity v2 of each ball? An energy plot in the space (V1)2 vs (V2)2 of scaled velocity-squared helps to answer this. The result is a 45Ą line shown in Fig. 5.2(e). In other words points on the circle in Fig. 5.2(b) get mapped onto the 45Ą line in Fig. 5.2(e) by KE conservation.

                                      (V1)2 + (V2)2 = 2 KE = m1(v1)2 + m2(v2)2

The average of all points on the 45Ą line is its bisector.

                          (V1)2 = KE = (V2)2                or:                    m1(v1)2 = KE = m2(v2)2   

This gives the average velocities or root-mean-square-speeds v1rms and v1rms of m1 and m2.

                                                                                                    (5.14)

Each ball, regardless of mass, gets equal share (50% if there are just two) of the total energy. So, if m1 is 7 times m2 then the mean speed of m2 is Ă7=2.65 times faster than that of m1. The 1st bang in Fig. 4.4 gives 2.5.

Bonus: Rational right triangles

Geometry often offers interesting numerics. In this case, the general right triangle in Fig. 5.2(c) makes integer or rational fraction solutions to the Pythagorean sum a2+b2=c2 such as the famous (a=3,b=4,c=5) right triangle. Perfect-square mass values (m1 and m2=1, 4, 9, 16, 25, 36, 49, 81, 100,É) will give integral valued right triangle altitude a=Ă(4 m1ám2), base m1-m2, and hypotenuse m1+m2. Examples in Fig. 5.2 are (a=14,b=48,c=50) for (m1=49, m2=1) and (a=12,b=5,c=13) for (m1=9, m2=4).

Reflections about rotations: ItŐs all done with mirrors

In 1843 Hamilton discovered his quaternion algebra {1,i,j,k}, a mathematical jewel. In 1930 Pauli found related spinor matrices {1,—X, —Y, —Z}. We label Pauli matrix —Z as sigma-A=—A (A for Asymmetric) and —X as sigma-B=—B (B for Balanced). They are HamiltonŐs k and i with an imaginary factor attached.

                                              (5.15a)                                                 (5.15b)           

Other matrices, sigma-C=—C (C for Circular) and sigma-0=—0(0 for ŇOriginÓ) are products like —A—B or —A2.

            (5.15c)                      (5.15d)

HamiltonŐs {i,j,k} square to -1. (i2=j2=k2=-1) That is like . But, Pauli-—Ős square to +1. (1=—X2=—Y2=—Z2.)

We now relate —-matrices to simple super-ball collision reflections and rotations shown in Fig. 5.2. For example, the —A is our Ňceiling bounceÓ C in (5.3) and our Ňfloor bounceÓ F in (5.3) is just - —A.

= C                          (5.15a)                                     = F             (5.15b)           

A geometric view of —A (or - —A) is mirror reflection thru Cartesian x (or y) axes in Fig. 5.3a while —B (or - —B) is reflection thru mirror planes tilted at angle ð/4 (or −ð/4) between x-y axes in Fig. 5.3b. General reflection —š thru a mirror plane tilted at angle š/2 (Fig. 5.3c) is a sum (5.15c) of —A cosš and —B sinš. We now verify this.

                                                       (5.15c)

            Like all reflections, —š must square-to-one. (—š2=1) It does so because —A2=1=—B2 and —A—B =-—B—A. We test —š on unit vectors and  and see that matrix algebra checks with geometry in Fig.5.3c.

              (5.16a)                     (5.16b)

Geometry Fig. 5.3d also shows that a product —2—1 of any two reflection matrices is a rotation matrix R.

In Fig. 5.3d  —š—A is right-hand rotation R+š but —A—š=Rš in Fig. 5.3e is left-handed. Rotation angle š is twice the angle š/2 between mirrors. Direction of rotation —2—1 is from 1st mirror (of —1) to 2nd mirror (of —2).

       (5.17a)                   (5.17a)

For example, rotation —B—A is by +90Ą and —A—B is by -90Ą. Rotation —A(-—A)=(-—A) —A is by ą180Ą.

Through the clothing store looking glass

The rotation in V1 vs V2 space of Fig. 5.2b is a product of ceiling bounce and m1-m2 collision that are each a reflection. An even simpler example of paired-reflection rotation is a clothing store mirror in Fig. 5.4a. It lets you swing two mirrors like doors to view multiple images of yourself. If you set the angle between mirrors to š/2=30Ą as in Fig. 5.3 d-e or to 60Ą as in Fig. 5.4a then you see yourself rotated by twice that angle. Images are turned 120Ą counter-clockwise in the right mirror and clockwise (-120Ą) in the left mirror of the latter.

            The sketches in Fig. 5.4a oversimplify the actual images shown by photos of a real mirror pair. The single reflections for —A are not shown in the sketch but clearly visible in photos where the —A and —š images both have backwards text and a left hand image of the original right hand. This is corrected in the (-120Ą)-rotated —A—š image and the (+120Ą)-rotated —š—A image.

 

 

Fig. 5.3 Mirror-reflection geometry (a)ą—A, (b) ą—B, (c) —š. Right-and-left-handed rotation (e) —š—A (f) —A—š.

 

            A special case is rotation —A(-—A)=(-—A) —A by ą180Ą due to setting mirrors at exactly š/2=90Ą as in Fig. 5.4b. The result is known as a corner-reflector image. Wherever you stand while viewing a 90Ą corner you see your image centered and rotatedą180Ą to face you but it is not reflected. A 90Ą corner image is as others see you, complete with a readable monogram on your jacket and your right hand on the right side.

How fundamental are reflections?

A product of two reflections is a rotation Rš=—2—1, but two rotations just give another rotation Rš+= RšR and never a reflection. This makes reflections more basic and productive than rotations.

 

Fig. 5.4 Mirror reflections and their rotations with relative angle: (a) 60Ą (b) 90Ą (corner reflector images).

 

            On the other hand, you cannot do a reflection of a real solid object without entering an Alice-in-Wonderland looking-glass-world. Moving every atom in a classical object to a reflected position (without destroying it) is unthinkable! Yet, we easily rotate semi-solid objects (like your eyeballs while reading this).

            Waves, on the other hand, are very un-solid and do reflection effortlessly. Rotation takes twice the effort as seen in the looking glass images of Fig. 5.4. This is one reason reflection operations are so basic to the study of wave mechanics, quantum theory, and relativistic symmetry as we will see in later Units. They are elementary symmetry generators in a 1D world. A 1D translation by distance a is two reflections by 1D mirrors separated by distance a/2.

 

 

 

            Symmetry operation R or — is defined by what it does to unit vectors and as —š (5.16) is done in Fig. 5.3c. That matrix does that same operation to any and all vectors in the space.

                                             (5.18)

A way to distinguish rotation and reflection operators is by the determinant det|M| of their matrices.

                                                

A determinant of matrix M quantifies the space (area in this case) enclosed by vectors in MÔs rows or columns (u and v enclose a parallelogram in this case). 

            A rotation determinant is +1, but a reflection determinant is –1. Reflected area or angle in Fig. 1.3 is negative.

                                      

Determinants track the multiplication of matrices. The determinant of a product is a product of determinants.

                                                            det|MáN|= (det|M|)(det|N|)= det|NáM|

Thus, two reflections each with det|—|=-1 form a product of det|—1 —2|=(-1)(-1)=+1, that of a rotation. This also shows a product of rotations cannot make a negative-det-matrix and so cannot be a reflection.

 

Exercise 1.5.1 Gameover 49:1

Complete Fig. 5.1 (for m1:m2=49:1) up to the gameover point where sequence would end without 2nd floor bounce. Compare geometric results to analytic matrix analysis.

If the floor is open after the initial bounce of m1, what mass-ratio near that of Fig. 5.1( m1:m2=49:1) would cause m1 and m2 to drop away with the same final velocity.

 

Exercise 1.5.2 Bigger bangs 100:1

(a) Construct a plot for m1:m2=100:1 to the ŇgameoverÓ point after which the bigger ball would need a floor bounce to continue hitting the small one.  Such a large mass-ratio favors a rescaled (Estrangian) Ăm1v1 vs. Ăm2v2 circle–plot. You may use that instead of a plot like Fig. 5.1.

(b) Compare the accuracy of your geometric results with an analytic calculation like (5.2) or (5.13).

 

 


Solutions to 1.5.1

 

 


Chapter 6 Introducing Force, Potential Energy, and Action

Analysis of force is one of the trickier parts of Newtonian mechanics and one that Aristotle seems to have not done so well. We, like Aristotle, feel we know force after being pushed and pulled around by it most of our conscious lives. Aristotle related force directly to mass and its motion. If he ever wrote equations then, perhaps, AristotleŐs equation would be F=MV.

NOT! MV is momentum, not force. Galileo and Newton may be the first to realize that force should be equated to a change in momentum. A famous equation F=Ma equates force to mass or inertia M times acceleration a, the rate of change of velocity. (It is called NewtonŐs 2nd law or NEWTON-TWO. Recall (3.16d).)

                                                                                                     (6.0)

Fig. 6.1 Big mass m1  feels Ňforce fieldÓ or ŇpressureÓ of small ball rapidly bouncing to and fro.

MBM force fields and potentials

Motion of m1 in Fig. 5.1b suggests a kinetic model and a potential force field. Boltzman uses this to derive gas force laws for volume, temperature, and pressure. As a big m1-ball squeezes space (volume) for a tiny m2-ball in Fig. 6.1, the speed v2 and energy 1/2 m2v22 of m2 increases. So does the momentum transfer rate or bang-force on m1. Energy is related to temperature and bang-force is related to pressure. A furiously bouncing m2 is like a single-atom gas getting hot when its Y-space is compressed as in Fig. 6.1b.

Fig. 6.1 Big mass-m1 ball feeling Ňforce-fieldÓ or ŇpressureÓ of small ball rapidly bouncing to-and-fro.

A Ňdouble-whammyÓ hits the m1-ball as it closes in with velocity v1 toward m2 and wall (Y=0):

(1) Bang rate B with m2 increases with shrinking distance 2Y traveled by m2 between m1 and wall.

(2) Increased velocity v2 (due to v1) increases momentum m2v2 and €P transferred to m1 by each bang.

(3) Increased velocity v2 (due to v1) increases bang rate even more. ItŐs really a triple whammy!

            If m1 is huge (say 1kg) compared to atom or molecule m2 (say (2/3)á10-27kg for an H-atom), the speed v1 of the macro-mass m1 may be negligible compared to typical atomic speeds v2 of 103 m/s. Then we ignore effects (2) and (3) due to tiny v1 in a so-called isothermal model. An adiabatic model includes them.

Isothermal model force laws

Atom m2 in Fig. 6.1 travels distance 2Y back & forth between m1 and ceiling at Y for each bang m1. If v1 is slow, the time €t between bangs is 2Y divided by velocity v2 of m2. Bang rate B is the inverse: B=1/ €t.

            €t = 2Y /v2 (bangs per sec) (6.1a)                    B =1/€t = v2 /2Y (seconds per bang)   (6.1b)

Each head-on bang of big m1 on small m2 changes velocity of m2 from v2 to +v2FIN as shown in Fig. 6.2.

            (for: m1>>m2):                        v2FIN = v2+2v1              ( v2 for: v2>>v1)                  (6.2)

Added speed for m2 is 2v1, twice that of incoming m1. (V-V-plot Fig. 6.2 assumes large-m1.) The change €P of momentum m2v2 is the difference between FIN value +m2v2FIN and IN value m2v2.

                        €P = (+m2v2FIN)–(m2v2)=2m2v2+2m2v1       ( 2m2v2 for: v2>>v1)                        (6.3)

So, if ŇatomicÓ velocity v2 is large compared to v1 it gives a bang-force F=Bá €P = €P/€t on m1.

                                                 BP= €P/€t =F = 2m2v2(v2 /2Y) = m2v22/Y                             (6.4)

So a force field F=2áKE/Y on m1 due to m2 is proportional to KE=1/2m2v22 or temperature T of m2. BoltzmanŐs constant k of proportionality (KE=kT) gives an isothermal force law FY=2kT. It is a 1-D version of BoyleŐs ideal gas law: PV=2kT. Here a ceiling tries to keep energy or ŇtemperatureÓ of m2 constant in spite of m1.

 

Fig. 6.2 Large mass-ratio (m1/m2>>1) bounce sequence. (Compare to Fig. 4.2a.)

 Adiabatic model force laws

An elastic ceiling canŐt give or take energy so each m1 bang adds velocity 2v1 to v2 at rate B=v2 /2Y (6.1). As m1 closes at speed v1 it reduces distance 2Y that m2 travels. So bang rate B grows due to more v2 and less Y.

   ,              y =v1t=H-Y,                                            (6.5a)

We cancel time and v1 to show this force is inverse-Y- cubed, a lot ŇharderÓ than inverse-Y in (6.4).

   ,     ,   ,     (6.5b)

This is called an adiabatic or ŇfastÓ force law. Collisions are so fast that an isothermal-seeking ŇRobin HoodÓ in the ceiling hasnŐt time to steal m2Ős energy when itŐs judged too energy-rich or give energy back when m2 becomes energy-poor. So m2 can get hotter and hit m1 harder and more often as gap Y shrinks.

Conservative forces and potential energy functions

Either force law (5.9) and (6.5) actually conserves the energy of the big-m1 ball in the long run. By that we mean that m1 will come out with practically the same energy that it had when it went in.

The adiabatic case is easier to see. Each bang conserves energy as demanded by the kinetic energy (KE) conservation relation (3.5a). Little-ball velocity v2=const./Y from (6.5b) is used here.

                        =const.                           (6.6)

The first term is m1Ős kinetic energy KE1. The second term, which is really m2Ős kinetic energy, is called m1Ős potential energy PE1 or just plain PE, and it is labeled U(Y) since it varies according to height Y of m1 only.

                           (6.7)

The PE is energy that m1 lends to m2 each time m1 moves a distance €Y closer so m1 does a little bit of work €W on m2. Work is defined as force times distance. (€W=Fá€Y) Power, the rate of work done, is defined as force times velocity. Here distance is a small €Y and the force F in (6.5b) is m2 const.2/Y3. But ŇworkÓ force might be plus-or-minus (ą)m2 const.2/Y3. Which sign? (+) or ()? Conflicting sign conventions make force-physics confusing. The sign depends on how force and direction are defined. (ItŐs all relative!)

Is it +or-? Physicist vs. mathematician and the 3rd law

A physicistŐs force Fphys is what is felt by a free object (Here thatŐs m1.) whose motion is driven by force field F=Fphys. A mathematicianŐs force Fmath is what is needed to hold back the object in the force field. (How apropos! A physicist lets it go but a constipated mathematician holds it back!) They differ by (ą) sign only, that is, Fmath =-Fphys, and Fmath is the equal-but-opposite force by an object (m1 here) on its field or force agent(s) (m2 here). (This is essentially NewtonŐs 3rd law. (NEWTON-THREE) )

Force is momentum flow. Momentum is stuff thatŐs conserved, so the flow rate Fphys of this stuff into an object m1 must be balanced by an equal-but-opposite negative flow, Fmath =-Fphys, out of the forcing agent(s) (m2 here), and, vice versa, whatever flows out of m1 flows into m2. Momentum p=mv and force F are both vector quantities and a ąsign gives direction to-or-fro, another confusing (ą) sign to bother us. But, whatever the flow rate Fphys seen by m1, then m2 sees the opposite rate Fmath =-Fphys.

LetŐs define positive Y and F direction to be away from the wall in Fig. 6.1. So incoming m1 has negative velocity v1=-€Y/€ t , but after m1 reverses V=€Y/€ t is positive. Positive V=-v1 (increasing Y) and positive Fphys means both momentum and energy of m1 are being increased by force Fphys. Each bit of energy or work €W=Fphys€Y gained by m1 is energy lost by the force-fieldŐs potential ŇbankÓ that is m2. (€U=- €W)

                                                       (6.8)

In other words, power Ð =Fphys.V into m1 is power (- €U/€ t ) out of the field. (V=€Y/€ t is velocity of m1.)

                                (6.9)

But is this consistent? Does force Fphys in (6.8) really equal minus the slope of potential (6.7)?

   (6.10)

It checks!! Note that F=- €U/€ Y needs that 1/2 on kinetic energy 1/2 m2v22. (Recall discussion of (3.5).)

Isothermal ŇRobin HoodÓand ŇFed rulesÓ

The isothermal case is a weird one. The little Ňforce-field agentÓ m2 maintains it kinetic energy at around the same initial value 1/2 m2v22 no matter how much the big mass m1 loses or gains kinetic energy.

ItŐs as though a ŇRobin-HoodÓ in the ceiling acts like a big Federal Reserve Bank. (ŇThe Fed.Ó) Whatever energy m2 earns from m1 is taken and stored away if its over initial deposit (m2v22)=T, but if m2 deposits falls below that value, the Fed makes up the difference. This energy or deposit limit is determined by a prevailing allowed ŇtemperatureÓ of the ceiling or the current money supply. (IŐm not making this up. ItŐs what happens in nature and very roughly what happens in our economy. It becomes a problem if the Fed stops being a Robin Hood and becomes a robbing hood!)

Under ideal conditions, force agent m2 makes a much ŇsofterÓ 1/Y force field F=m2v22/Y given by (5.9). Definition (6.9) of force F as negative-U-slope -€U/€ Y then gives a logeY=lnY potential.

                      (6.11)

It may seem weird that we can define a useful potential while energy-funds are being siphoned in and out. Nevertheless, the ceiling ŇRobin HoodÓ is true to his word. (Analogy with ŇThe FedÓ ends here!) He puts back all the energy that m1 gave up to m2 (the potential U) on the way in, so that, except for small-change or ŇtipsÓ left with m2 after the final parting collision, m1 recovers the energy it originally had. Such a force field, if determined by such a reliable potential, is also a conservative one. We discuss later the details of what is needed for general multi-dimensional fields to be labeled Ňconservative.Ó

Oscillator force field and potential

            Consider a mass m1 between two walls and two little speeding m2 masses as in Fig. 5.5. m1 feels a force like that of an oscillator. As m1 moves distance x off center the left wall space expands to Y+x and the right wall space shrinks to Y-x. Two opposing forces (6.11) then are unbalanced. (Only x2, x4 terms cancel.)

                         

Here we let Y=1 be a unit interval and assume an isothermal kinetic constant  for each side. For small x (x<<1) the force Ftotal has a linear or HookeŐs law form, and the potential Utotal is quadratic.        

                                                             (6.12)

            Harmonic oscillator (HO) linear forces and quadratic potentials are, perhaps, the most useful ones in AMO physics because they approximate any stable system. Normally, they are analogized by a mass on a spring, rubber band, or pendulum, only rarely (if ever) in a context like Fig. 6.3. HO motion is sinusoidal  with angular frequency and period independent of the oscillator amplitude A or phase . The calculation of period for Fig. 6.3c is left as an exercise.

            The 2nd most useful field is probably the Coulomb potential U=-k/r and force F=k/r2. (See Ch. 7 for electrostatics and Earth gravity, which also have 2D HO potentials at their cores.) After that, the 2D Coulomb U=káln(r) and F=k/r is an important field shown in Unit 10. (The latter is like (6.11). A pair of them underlies Fig. 6.3 for the isothermal case.)

You should be warned that an oscillator like Fig. 6.3 is not as simple as it might appear, and as we will see, neither are springs, rubber bands, or pendulums. Also, balls bouncing against moving objects are particularly dicey devices. A simple model with one ball and one oscillating wall is called a Fermi oscillator, and is quite chaotic.  The thing in Fig. 6.3 can be even more devilish if m2 is not very small. Caveat emptor!

Fig. 6.3 Oscillator force and potential (a) Off center with (-)force (b) On center at equilibrium. (c) Quasi-harmonic oscillation of M=50 in adiabatic force of two m=0.1 masses of speed v0=20 and range Y0=3.

The simplest force field F=const.

We have mentioned power-law forces Fadiab=k/y3=ky-3 (6.5), FCoul=k/y2=ky-2, FisoT=k/y=ky-1 (6.4), and lastly Fosc=-ky (6.12), but have forgotten the simplest, namely zero power law Fconst=k =ky0. This last one is like a constant near-Earth-surface gravity force ==mg =-m|g| on a mass m. ( (-) sign  for downward.) Acceleration of gravity near EarthŐs surface is nearly -10 meters per second per second and very nearly –9.8. (g=-9.7997m/s2) Terrestrial objects experience this whether they are bundled together or not.

All power-law forces F=kyp have power-law potentials U=-şFády=-kyp/(p+1), except for p=-1 where FisoT=k/y has a logarithmic UisoT=-k ln(y). (6.11) Earth-surface potential is linear in height y=h. This we use to compute height of a superball toss by equating its floor level KE=1/2mV2 to maximum PE=mgh.

              (6.13a)                                                             (6.13b)

Ejection height goes as the square of ejection velocity. A 3-fold velocity gain means 32=9-fold height gain.

Introducing Action. ItŐs conserved (sort of)

It is remarkable that a bouncing mass has a physical property called action that is more or less constant even if its position x momentum P and kinetic energy KE are driven crazy. Action is defined by the area of a one-cycle loop swept out in a momentum vs position phase-plot (P vs x). That is analogous to an energy or power-plot of force vs position (F vs x) whose loop area is work per cycle.

Conservation of momentum and conservation of energy are each a rigorously obeyed axiom or theorem for an isolated classical system. However, conservation of action is Ňmore or lessÓ or Ňsort ofÓ and Ňit dependsÓ for a driven system. The concept of action is both subtle and deep and it lies at the heart of quantum theory and accounts for a lot of how we affect and are affected by the world around us.

Here we use a geometric construction of a bouncing ball trajectory to quantify action conservation or lack thereof. We suppose the little mass m2 is caught as before in Fig. 5.1 and Fig. 6.1 between a rock and a hard place, that is, bouncing between a big mass m1 (moving in at a constant velocity v1= 1 from the left) and a hard elastic wall. The big ball path is indicated in Fig. 6.4 by a line of slope=1= v1 that hits an initially fixed m2 following a vertical line (slope=0=v2) that then gets knocked up to a line of slope=2=v2 (after Bang(1)). Throughout the imagined collision sequence we suppose the big ball is so much more massive that its change in velocity is not noticeable. This is in spite of the fact that it is absorbing more and more momentum from the little ball with each bang. (Surely, something in it is going to break eventually!)

Each time the small ball is banged elastically by the big one it picks up two more units of velocity v1 that it maintains, apart from change in sign, through its subsequent bang with the elastic wall. Each time it returns for more, is banged again, and increases its speed by two units. (Recall Fig. 6.2.)

The horizontal dashed lines in Fig. 6.4 indicate the range €x available to the small ball at each instant of its bang with the wall. Note that the product of the range €x and the speed v2 is a constant three units even as spatial range €x rapidly decreases and the velocity range €v=2|v2| increases just as rapidly.

                                                             €x v2 =3.0 = €x €v/2 

This is an example of conservation of action mentioned before. If we define the small ballŐs Ňrange of velocityÓ by €v=2|v2| then this relation takes the form of a weird kind of uncertainty relation, that is, it looks like HeisenbergŐs famous minimum uncertainty relation €x €p =h=(constant) for position and momentum. It happens that the two are related even though the constant used by Heisenberg is an unimaginably tiny Planck constant (h~10-34Js) compared to a constant 3.0 appearing above. (Ours has gadzillions of wave quanta!)

The geometry behind this relation is exposed in Fig. 6.4 (b). It is obtained by considering intersections between lines of integral speeds or slopes v2 =ą1, ą2, ą3, ą4, ą5, ą6, ą7,É that are relevant to the bang sequence. They are also relevant to quantum theory where the speeds of a particle in a box are indeed quantized to integers times a tiny number. (This is where that tiny h comes in.) That is simply a reflection (pun intended) of the fact that mutually reflecting waves require that an integral (or half-integral) number of the wavelengths fit perfectly between mirroring containment walls or cavities.

Now we might ask if the action area €x €v in Fig. 6.4c-e stays the same if the big-ball speed v1 varies. Action variance was argued hotly by Einstein and the Ňquantum gangÓ at the1920 Solvay Conference. They imagined a hotel chandelier being dragged up or down by a clerk holding its support cable upstairs. They concluded that if the clerk could not detect the swinging pendulum phase or frequency, then he would seldom be able to change its action. However, if he could synchronize his oscillations then he could drive the chandelier exponentially to destruction. We shall review this important and explosive process known as parametric resonance in later units. It is fundamental to mechanics and particularly quantum wave mechanics. Action and its wiggly antics deserve our attention.

Monster mass M1 and Galilean symmetry (ItŐs deja vu all over, again.)

 ŇMonster massÓ M1 bongs hapless m2-atoms in Fig. 6.4 using Galilean symmetry. To show symmetry we imagine two head-on monster M1Ôs going at ąV1=ą1 in Fig. 6.5. A mirror image of Fig. 6.4 lies in extended m2-path lines. The red paths of even integral velocity v2=0, ą2, ą4,É are copies of Fig. 6.4 paths. Odd integral velocity v2=ą1, ą3,É paths mesh with even ones to make a full grid. Any initial v2 between ąV1 has a path on the grid. A blue path is drawn thru a series of bongs with v2=-0.2,+2.2,-4.2,+6.2,...in Fig. 6.5.

 

 

Fig. 6.4 Bang sequence for small ball between big ball and wall. (a) Spacetime paths. (b-c) Geometry of constant product YáVY of velocity and coordinate ranges.

Fig. 6.5 Symmetric pair of head-on V1=ą1 monster-m1-masses pong tiny-m2-atoms to higher speeds.

 

            Monster M1/m2-ratios have simple V1-v2-plots shown in Fig. 6.6a. (Recall Fig. 6.2.) Wall M1 simply adds twice its speed (2V1) to incoming speed v2 of atom m2 as M1 bounces m2 out at that speed vFIN2=vIN2+2V1. Monster M1 is the COM so its path bisects in-and-out paths as it balances vIN and vFIN paths of atom m2. (In its COM frame each bong is simply a change of sign for velocity. Recall balance in Fig. 2.6.)

            The geometry of adding slope 2V1 to speed v2 is shown if Fig. 6.6a. It is based on the unit square and unit velocity V1=1. Incoming -vIN2 is an altitude of a right triangle with vertical base V1=1, and it is reflected thru the square diagonal to +vIN2 then added to 2V1 to give sum vFIN2=vIN2+2V1 as long side of the triangle  with right side vertical base V1=1 in Fig. 6.6a. The hypotenuse is the final path with final slope vFIN2. Each m2-path and slope originates or terminates at base pt-B or else pt-B+ . These are ends of the double-unit square bisected by unit slope path of M1 terminating at B0. Fig. 6.6.c shows quadrilateral BB+A+A bisected by M1 path B0CA0. Similar triangles explain multiple coincidences.

Fig. 6.6 Bisection geometry of Fig. 6.5.

 

Fig. 6.7 contains time plots for paths in different Galilean reference frames. An excerpt plot in Fig. 6.7a shows how Fig. 6.4 (copied in Fig. 6.7b) appears to a frame traveling at V=1 with each velocity in Fig. 6.7b reduced by V=1 in Fig. 6.7a. Also shown in Fig. 6.7a is the extension of lines connecting the two plots and this highlights this remarkable symmetry. All collision times in Fig. 6.7a match perfectly with ones in Fig. 6.7b though all velocities are shifted. GalileoŐs symmetry wouldnŐt have it any other way.

Fig. 6.7 (a) Galilean frame shift by frame velocity V=1 of collision sequence in Fig. 6.4 (shown in (b)).

 

Exercise 1.6.1 Suppose Fig. 6.3 shows a mass m1=1kg ball trapped between two smaller mass m2=1gm balls of high speed (v2(0)=1000m/s for x=0) that provide m1 with an effective force law F(x) based on isothermal approximation (6.11) while assuming m1 moves only moderately far or fast from equilibrium at x=0.

 

(a) A further approximation is the one-Dimensional Harmonic Oscillator (1D-HO) force and PE in (6.12). If each mass m2 start in an interval Y0=1m, derive approximate 1D-HO frequency and period for mass m1.

 

(b) What if the adiabatic approximation is used instead? Does the frequency decrease, increase, or just become anharmonic? Compare isothermal and adiabatic quantitative results for m1=1kg ball being hit by two m2=1gm balls each having speed of v2(0)=1000m/s as each starts bouncing in a space of Y0=1m on either side of the equilibrium point x=0 for the 1kg ball.

 

(c) How does the frequency decrease or increase in isothermal case versus the adiabatic case if we shorten the run interval Y0=1m to one-quarter meter?ÉWhat if we reduce the mass ratio m1/ m2 by one-quarter?

 

(d) Derive the adiabatic frequency for the case M=50kg in adiabatic force of two m=0.1kg masses of initial speed v0=20m/s and range Y0=3m. Compare with Fig. 1.6.3c.

 

Exercise 1.6.2 The moving ballwall-trapped-ball constructions in Fig. 6.4 involves a plot of a ballwall coming in with unit slope (velocity). Consider a construction where it has a velocity of 1/2 and intercepts a trapped ball of velocity –1 at space-time point (x=-2, t=4) that is 2 units from the fixed wall. Construct five or more back-and-forth collisions and comment on what, if any, differences exist with Fig. 6.4. If you can, also construct one or two prior collisions (before t=4).

Evaluate approximate or average action values as described in class or after Fig. 6.4 in Unit 1.

 


Chapter 7 Interaction Forces and Potentials in Collisions

            Derivation of force field potentials in Ch. 6 used elementary bangs by tiny m2Ős on a big M1. (Ch.5) We predicted elementary bangs between a ball and floor, ceiling, or another ball without knowing potentials. However, three (or more) objects having a mŽnage a trois are not so easy to predict, and outcomes of 3-body interactions depend sensitively on whatever interaction potential or force law couples the participants.

Geometry of superball force law

            When a superball or any elastic sphere hits the floor or ceiling it dents itself and, maybe it dents the surface itŐs hitting a little bit, too. But, if the floor, wall, or ceiling is much harder than the ball, we might assume only the ball develops a Ňflat-tireÓ as shown in the Figure 7.1a below.

Fig. 7.1 Superball collides with solid wall. (a) ŇflatÓ (b) Saggital (ŇBowÓ) mean geometry

 

            The radius r of the ballŐs ŇflatÓ is indicated by an altitude in Fig. 7.1b and is the geometric mean of the depression distance x and the remainder 2R-x of the ball diameter. (Recall Thales geometry in Fig. 1.9a.)

                                                                   (7.1a)

Solving approximately for depression x gives the Saggital (ŇbowÓ) formula. (ItŐs used for thin arc lenses.)

                                                                                            (7.1b)

How much force F(x) is needed to depress the ball by distance x?

            The answer is, ŇIt depends.Ó A hollow rubber ball or balloon with pressure P pushes back with force equal to product PáA of pressure and area of contact A=šr2. It is a linear (Hooke) force law of a spring.

                          Fballoon(x) = PáA = P šr2  2šPRx                                                     (7.2)

(Recall (6.12) and Fig. 6.3.) Another example is gravity inside the Earth. (See (9.4) or Fig. 9.6 in Ch. 9.)

            However, the pressure and force in a solid ball varies non-linearly with x. Even if force varies only linearly with volume of the x-dent in Fig. 7.1b, itŐs still non-linear in x. As seen in (7.4) below, sector volume varies roughly as quadratic x2 function. Superballs involve even higher power laws. (Superpower!)

 

                  (7.4)

(Here we check that our integral gives the whole ball volume 4šr3/3 for x=2R. ThatŐs the equivalent of crushing the superball into a black hole (or black spot). ItŐs likely to complain before we get that far!)

Dynamics of superball force: The Project-Ball story

            One of the interesting things to come out of Project Ball was the superballŐs peculiar force law behavior. The USC mechanical engineering department took an interest in this crazy project when it showed up on NBC News ŇRay Duncan Reports.Ó They offered to measure the superball force curve on a precise tension meter. But, that curve never worked. It didnŐt predict the bounces the students were observing. Nothing was making any sense even though we had a big analog computer working it all out.

            That was a low point in the project. Even with all this fancy experiment, computers, and theory, I looked like I didnŐt know what the heck I was doing. So, whatŐs new? ThatŐs science most of the time! But, to make things worse we got kicked out of the Project Ballroom, the old basement Lab 69 that weŐd squatted in. It was up to be repainted so we had to drag all our stuff out of there and store it down the hall.

            Well,  after that I had to do something with the students so I arranged for a visit to Whammo Mfg. Co. in San Gabriel, California, where superballs and other goofy stuff was made. The Whammo man said maybe we could talk business about selling our super-elastic toy. So, a day or so later, with $$-signs in our eyes, we piled into our cars and drove down to the plant.

The trip to Whammo

            By the time we got there, the inventors were on an all-day Ňalpha-wave break.Ó ThatŐs a 60Ős fad where you try to increase your creativity by looking at your brain waves. I said, ŇMaybe, I could use some of that stuff!Ó But, the company lawyer wanted to show us around. After awhile, he said he thought our invention was cool, but its product liability potential looked too high to make a commercial toy.

            We all must have looked pretty sad after hearing that. So he went in a back room and dragged out a big collection of superballs that had been rejected for one reason or another. ŇHere, take as many as you want!Ó We thanked him and loaded the balls into some boxes and headed back to USC.

            When we got back to Rm 69, the painters were done but the paint wasnŐt quite dry. So I said, ÓLetŐs drop off our new balls so weŐre ready for tomorrow.Ó The students took ŇdropÓ to mean literally and dumped them out of the boxes into the empty room. Right away the balls bounced into the wet paint and made lots of little polka-dot spots all over the floor and wall. What fun! What a mess.

Eureka! Polka-dots save Project Ball

            But, suddenly, it occurred to me what was wrong with our force analysis and how we might fix it. The engineers had carefully and slowly produced a static or isothermal force curve, but what we really needed was a fast-response or adiabatic force curve. I thought, ŇMaybe that force law can be told by the polka-dots!Ó

            From a polka-dot radius r made by a superball of mass M and radius R dropped from a height h we could relate gravitational potential energy Mgh to an adiabatic superball potential energy U,  and then find a U(x) curve for each value of x=r2/2R in formula (7.1b) by plotting height h against x given by dot radius r. Then the adiabatic force curve F(x) can be found from the slope dU(x)/dx of a U(x) curve.

            Just as the adiabatic F=1/Y3 in (6.5) force curve is steeper and curvier than the isothermal F=1/Y in (6.4) so was the polka-dot bounce curve steeper than what we had been using. We stuck our new F(x) on the analog computerŐs diode function generator and started getting good predictions. Now we could work out the deadly Model-X3, a 3-ball super tower! (This is described later in Chapter 8.)

The Ňpolka-dotÓ potential

            First, letŐs look carefully at this Ňpolka-dotÓ potential theory. What we did, like most of physics, was an approximation. Using gravitational potential to estimate superball U(x) is a neat trick only if the superball forces are large and quick compared to the gravitational force or weight mg of the ball.

            Fig. 7.2a shows a massive (Bowling-ball sized) superball at its (V=0) drop point h, where potential energy is mgh. Kinetic energy rises from zero as the ball falls and flattens on the floor until it passes a point where the upward floor force cancels the ballŐs downward weight mg. That point-xstatic of static equilibrium is at the bottom of the total potential energy curve in Fig. 7.2b. The ball would sit still if put gently at xstatic with no kinetic energy. ItŐs a point of zero slope since total force F(xstatic) is zero there.

            After passing xstatic the ball slows down due to upward force. (ThatŐs positive F(x) for x<xstatic.) Finally it stops at its maximum penetration point xmax where the total energy line intersects the total potential line in Fig. 7.2c. Now the ballŐs initial gravity potential mgh0 has been converted completely into potential energy U(xmax)  due to compressing rubber a distance xmax. (WeŐre ignoring tiny frictional heat.)

            In the example, the ballŐs weight is almost as large as the inertial bang-force driving the ball into the floor. An indication of this is how flat the ball is in Fig. 7.2 b when its weight and compressive force are equal. A standard superball sits stiffly on a table with no noticeable depression, and mg is a tiny part of the total force. ItŐs so stiff that its bang force is several times its weight and lasts only a few hundredths of a second. Very stiff rebounding potentials are shown in the later Fig. 7.3 and Fig. 7.4 b in which gravity is a negligible force and stiff rebound forces dominate during the collision.

By comparison, the ball in Fig. 7.2 is heavy and its potential is not so stiff. Instead it is so soft it has a big ŇflatÓ if sits still with zero KE at xstatic just as it does when passing that point in Fig. 7.2 b. The collision shown in Fig. 7.2 a-c is less like a bang and more like a lingering smooch! Similarly soft collision energy for a linear rebound force and quadratic potential is shown in parts (d) and (e) of Fig. 7.4.


 

Fig. 7.2 Geometry of ball hitting floor (a) Ball is dropped. (b) Ball at max speed. (c) Ball at low point.

 

 

Force geometry: Work and impulse vs. energy and momentum

            TV daredevils jump off 30-meter towers and belly-flop into kiddy-pools that are less than 1 meter deep. What a way to earn a buck! And, how do they ever survive such stunts?

            Two important physical quantities tell about survival chances. The first is the product Fúx of force-times-distance, or, more precisely, the integral şFdx of force over distance. The second is the product Fút of force-times-time, or, more precisely, the integral şFdt of force over time. (Recall the fundamental Galileo-Newton relations (3.16) and (6.0).)

            The first quantity şFdx is work done or energy -U(x) acquired. U(x) is area under an -F vs. x plot.

                                    (7.5a)

If energy is stored as potential energy U(x), then force -F(x) is the slope of a U(x) plot at point x.

                                                                                                                          (7.5b)

(Recall the discussion of force and potential leading up to (6.10).)

            A second quantity şFdt is impulse done or momentum P(t) acquired and area under an F vs.t plot.

                                 (7.5c)

If momentum is stored in kinetic velocity V(t)= P(t)/M then force F(t) is slope of the P(t) plot at time t.

                                                                                                                              (7.5d)

The time equation (7.5c-d) is just NewtonŐs 2nd law given by (6.0). The space force law (7.5a-b) is just the slope rule first stated (with the physicistŐs minus-sign) in (6.9). Both laws deal with conserved stuff. If you, a daredevil, acquire x of this stuff (energy or momentum) sooner or later you are going to have to find something or someone help you get rid of x. Or else!

            A daredevil falling 30 meters acquires energy equal to gravity force (body weight Mg) times thirty meters. Fig. 7.3a-b plots a constant F=-Mg and a linear potential U(y)=Mg y from y=30 to y=0. The 1m kiddy-pool must get rid of the 30Mg (Newton meters) of energy in one meter, by applying a force of 30Mg (Newtons) steadily over the entire meter from y=0 to y=-1. (ThatŐs a 30g~300ms-2 deceleration. Human survivability is somewhere around 50g.) An alternative is to get rid of that energy in the concrete below the pool in about 1millimeter, a 30 thousand g deceleration. (That is not survivable!)

Kiddy-pool versus trampoline

            Suppose the daredevil falls onto a special trampoline that applies exactly the same constant force as the kiddy-pool, but stores the energy as potential instead of dissipating it all by dousing the audience with a huge splash. (Recall Ka-Bong! versus Ka-Runch!  in Ch. 1.) The trampoline could then toss the daredevil back up to the 30 m tower to do the fall over again. (My gosh! What a daredevil has to do to satisfy a sated TV audience these days!) Such a potential is plotted by a steep-slope line U(y)=-30y in Fig. 7.3b.

Fig. 7.3 Force and potential plots. (a-b) Strong (30g) deceleration. (c-d) Medium (6g) deceleration.

 

            Suppose the Americans for Humane Daredevilry (AHD) demand that the deceleration distance be increased from 1 meter to 5 meters. (ThatŐs what Olympic divers get for a 10 m fall.) As shown in Fig. 7.3c this reduces the deceleration by a factor of 5 from 30g to only 6g. (A walk in the park!)  The sloping U(x) lines are tallying the area-accumulation under the F(x) lines. Starting on the right hand side, U(x) drops by 30 units in 30 meters in Fig. 7.3b to correspond to the –30 units of area under the gravitational F=-1 unit line for the same distance in Fig. 7.3a. The daredevilŐs kinetic energy must increase by 30 units to conserve total energy. So trampoline or pool is hit at 24 meters per sec. or 55 mph. (Recall (6.13).)

                                      1/2 M V2=30 Mg                        or:  V=Ă(60g) = Ă588=24.2m/sec.

Getting rid of this 30 J potential deficit means climbing a steep 30 J high slope between y=0 and -1 in Fig. 7.3b or a medium slope of the same height between y=0 and –5 in Fig. 7.3d. Both cases have the same +30 J area under a force line, but having 5 meters instead of just one reduces the force to 30/5=6.

            Time functions F(t) and MV(t)=P(t) relate to F(x) and U(x) using Newton II: F=MdV/dt in (7.5d).

      or:                   (7.6a)

                                      or:                   (7.6b)

The first relation is total energy conservation (KE+PE=const.) first stated in (6.6) and (6.7).

Linear force law, again (But, with constant gravity, too)

LetŐs imagine the AHD demands further protection of daredevils from themselves by outlawing constant-force targets that turn on a full force suddenly upon entry. Claiming that Ňhigh-jerkÓ is bad, the AHD requires linear-force targets, instead. Physicists comply happily since a harmonic-oscillator linear-force-quadratic-potential (6.12) is the favorite force law. It also describes inside-Earth oscillation in Chapter 9.

            Plots of linear-force-quadratic-potentials are shown in Fig. 7.4. Just like the preceding Fig. 7.3, a constant gravitational force Fgrav=-Mg is present both in and out of the (y<0)-region where the linear F=-ky force and the U(y)=1/2ky2 potential exist as a sum of constant and linear forces for (y<0).

                  

                                                            (7.7a)                                                               (7.7b)

If a linear potential báy is added to a quadratic aáy2 potential we get the same parabolic curve U=aáy2, but that curve is shifted to the left by yshift=-b/2a and down by Ushift=-b2/4a as follows.

                                            (7.8a)

                                                       (7.8b)

The nose or tip of the parabola, which is the equilibrium resting point, follows an upside-down copy of the U-parabola itself! This important geometric fact is shown in Fig. 7.4. The geometry does not reveal itself until we look in Fig. 7.4e at a Ňsoft ballÓ that is soft enough to clearly show its gravitational shifts. A hard superball is more like Fig. 7.4b that barely shows such a small shift.

            Hardball total potential is u(y)=8y2+y with a total force function f(y)=-16y-1 in graph units of Fig. 7.4(a-b). A medium total potential is u(y)=y2+y with a total force function f(y)=-2y-1 is plotted in Fig. 7.4(c-d). The latter clearly shows the equilibrium or lowest ŇsagÓ point of zero force. The softball total potential is u(y)=(1/4)y2+y with a total force function f(y)=-(1/2)y-1 in Fig. 7.4e. The hardball potential requires about 6 meters (Y=-6 or y=-0.6) to cancel the energy from the 30 meter fall (from Y=30 or y=3) and maximum force of about F=10. This is much more than the constant F=6 that stopped the same daredevil in 5 meters in Fig. 7.3c because a linear force has only the area under a triangle which has a factor of 1/2. Here 1/2(F=10)(Y=-6) gives the necessary energy of 30 Joules. So the AHD ruling has actually increased the maximum force on the daredevil! (But, only during the final milliseconds is F large.)

            Note that the focus of the U(y) parabola is on the y-axis because we plot gravity with slope=1. Can you find a geometrical a way to locate that focus given some allowed stopping distance?

            Parabolic geometry of an oscillator potential subject to a uniform (or nearly uniform) force field is an important one in physics. Electronic charges pinned to an atomic potential well behave like oscillators in an electric field of a passing light wave. Generally the light wavelength of 0.5 micron (0.5E-6m) is several thousand times as long as the atomic radius of a few Angstrom (1E-10m). So the effective potential is a rigid parabola like Fig. 7.4e shifting to and fro and up and down at some frequency.

 

Fig. 7.4 Linear deceleration force after constant falling force. (a-b) Hard (c-d) Medium (e)Soft

 

            As we mentioned, superball force function is non-linear; approximately Fball(y)~y4 plotted in Fig. 7.2 and Fig. 7.5 below. Compare this to the linear balloon-like force curve Fballoon(y)~y1 in Fig. 7.4e above. (Recall (7.2).) Fballoon(y) is a pair of straight lines bent at contact point y=0, while Fball(y) has a long flat region below y=0. For either case, the force integrals şFtotal(y)dy and the areas they represent cancel between any two points y=h and y=ymax that have the same potential energy U(h)=E=U(ymax). If that energy is the total energy E then these points y=h and y=ymax are classical turning points. The mass M stops with zero KE (no speed) to turn around and fall backward or forward, respectively, into the potential valley lying between h and ymax. PE curve Utotal(y) near bottom (ystatic) in Fig. 7.2-5 is nearly parabolic as is U(x) in Fig. 6.3. The difference for Fig. 7.4 is that all of the Utotal(y) curves are perfectly parabolic for y<0. (See exercise 1.7.1.)           

            Fig. 7.5 Force and potential for soft nonlinear (F=ky4) superball dropped from height h

           

Why super-elastic bounce?

            Super-elastic bounce involving two balls was introduced way back in Fig. 4.5 and ŇexplainedÓ by the 2-Bang model sketched there. Is that the only explanation? Certainly not! Is it even right? Well, yes and no. Here is a chance to discuss how science works or doesnŐt work. It is, after all, a human endeavor. (To err isÉ)

RumpCo versus Crap Corp

            LetŐs imagine a big scientific fight between two research groups something like real ones IŐve seen. WeŐll imagine itŐs about superball dynamics. On one side is a small but creative group working for the Rumpany Company¨ that first discovers the effect and explains it with the 2-Bang model. But their small budget limits them to things you can do cheaply with a ruler and compass.

On the other side is the huge Crap Corporation¨. With unlimited military contracts, CrapCorp can afford any kind of computer or lab equipment. They hear about RumpCoŐs discovery and decide to develop and sell it to the Army as a bomb detonation system.

            I hope youŐll excuse a scatological nomenclature and contempt for shortsighted and mindless goals often associated with post-modern cash-flow-science. My allegorical objective is to encourage curiosity-driven-science that is now becoming regarded as quaint. I do believe that humans are capable of creating much more than fertilizer and should be strongly encouraged to do better. If earning gets in the way of learning, then humans do poorly. I have watched big labs in government, industry, and university die of a pernicious groupthink fueled by the acquisitive rather than the inquisitive human drives. People lose their ability to reflect and become happy to merely genuflect. A novel Radiance by Carter Scholz (Picador 2002) is a ŇStar WarsÓ romaine aŐclef exposing foibles of scientists at Livermore and Los Alamos.

            On one side of our allegory is poor but resourceful little RumpCo full of ideas but nowhere to go. Their 2-Bang model of super-elastic bounce is simple, elegant, but appears wrong. The powerful CrapCorp, on the other hand, knows where itŐs going and whatŐs right. It has every resource imaginable. Except wisdom.

            CrapCorpŐs first move is to discredit RumpCoŐs work. They set up a computer that uses lab observed potential functions to fully analyze a 2-ball bounce. LetŐs compare two competing vu-graphs side-by-side.

 

 

Fig. 7.6 RumpCo theory versus CrapCorpŐs simulation. (RumpCo) Finite initial gap (CrapCorp) NO gap

 

            One thing is clear. CrapCorp does fancy-schmancy vu-graphs! They resemble wedding invitations.

And, while CrapCorpŐs 10-figure precision is dubious, we note their V1=0.62  and V2=2.29  disagree with RumpCoŐs predictions (Recall Fig. 4.4.) of final V1=0.5 and V2=2.5 by a little. Furthermore, RumpCo uses an independent 2-ball bang model. They assume or idealize an initial gap separating mass m1 from m2 so Bang-1 of m1 with the floor is independent of Bang-2 between m1 and m2. So V1 and V2 result from 2-body energy-momentum conservation. RumpCoŐs results are not sensitive to force functions.

                  CrapCorp can compute the difficult 3-body collision between m2 , m1, and m0 (the Earth) all together just like whatŐs really happening on the floor. CrapCorp Ôs curvy V1 vs. V2 plot in Fig. 7.6 is very sensitive to each force function F(y) between each pair of colliding bodies. When (and if) CrapCorp values check out with experiment, theyŐll happily sneer at the primitive pair of straight lines in the RumpCo velocity plot.

Does RumpCo have nearly the right (V1,V2) for wrong reasons? Not entirely. The reason a 2-Bang model works at all is that the force function for these balls is highly non-linear. A quartic function F(y)=y4 has a flat bottom as noted before Fig. 7.5. That allows the floor-m1 collision to nearly finish before the m1-m2 bang really gets going even though the balls are in contact all during the collision.

            Realizing this, the RumpCo researchers suggest that CrapCorp try a linear force F(y)=y1 simulation to see if super-elastic bounce disappears. They do, it does, and the rest is history. As seen in Fig. 7.7, m1 and m2 bounce up in unison. ItŐs a pax de deux. Super-elastic bounce goes away!

Fig. 7.7 Linear force kills super-elastic bounce. (Collaborative effort.)

 

The two groups decide to stop feuding and join forces. A corporate merger results in a multi-national conglomerate Carumpany Ltd. based in the Caymans. They lived happily ever after. (Well, sort of.)

Seatbelts and buckboards

Another important physics lesson from this section is, ŇFasten your seatbeltsÉtightly!Ó To avoid great and damaging force you need to avoid non-linear force functions and fasten yourself with linear ones that can start working off your kinetic energy and momentum most immediately after a collision. The non-linear force with its ŇflatÓ region applies little or no force at first but then has to make up for its procrastination with deadly high force after itŐs too late. Note how nonlinear force in Fig. 7.5 finishes much higher than the linear force in Fig. 7.4. Even worse is having no seatbelt at all. ThatŐs like a very non-linear force of, say, F(x)=kx100. ItŐs a flat gap with a practically vertical wall waiting to crush you!

            One of the most dangerous vehicles in the Wild West of the early US was the buckboard, a wagon with no suspension except for a set of springs right under the riderŐs seat. When the buckboard hit a bump it generally lived up to its name. Unfortunate riders ended up like a little m1 superball knocked skyward by a big m2 wagon. A safer and more comfortable ride is had in a car with a body as much heavier than the wheels and suspension as possible. So-called ŇMonster trucksÓ have the worst kind of ratio possible for stability.

Friction and all that ŇdirtyÓ stuff

            Slowly we have put back some of the Ňreal-worldÓ features of the superball collisions that our idealized ŇBang-BangÓ models of Ch.4 ignored in order to make the problems more easily solvable. The effects of gravity during collision have been introduced and applied to interacting zero-gap superballs.

More such effects will be studied in what follows since interacting linear forces are very common in nature and there are ways to make them easily solvable, too. The oscillating neutron star in Ch. 9 provides a taste of what is to come in the study of waves and oscillation in Unit 4 and orbits in Unit 5.

            But even the neutron star model neglects what is the bane of the purist physicist, the dreaded frictional forces. These are among the most neglected and poorly treated physical effects in physics. If anything goes wrong with a theory, we just blame it on friction! Often we have little choice in this matter.

            Friction is a result of having more particles than weŐd like to admit. Consider one m1=72 gram superball. ThatŐs about a mole of Carbon C6 rings and a mole has 6.02E23 (ThatŐs AvogodroŐs number.) of these C6 molecules. So weŐre dealing with not one mass m1 particle but an enormous heap with an unimaginably huge number 60,200,000,000,0000,000,000,000 of particles that individually are (mostly) friction-free and well behaved, but their mob-behavior is just plain abominable!

YouŐve got to get down to at least the individual molecular level before Ňinternal-frictionÓ is pretty much a non-existent phenomena and pure quantum wave mechanics rules. So what we call Ňfrictional lossÓ is simply the best accounting we can do of 60.2 gazillion chiseling thieves stealing bits of energy that turn up later as Ňheat.Ó In conservative economics the effect is known as Ňsupply sideÓ or Ňtrickle-down.Ó LetŐs see if we can account for energy chiseled by just three thieves. (And, then weŐll hire more thieves until we bankrupt the whole operation!)

 


 

 

Important atomic and molecular force geometry

1.1.2 A most important mechanics problems is that of atomic oscillators affected by electric fields since it is basic to all spectroscopy. A useful approximate model is potential Vatom(x)=k x2/2 function of center x of charge Q where k is a spring constant of atomic polarizability. A uniform electric field E is assumed to apply a force F=QáE to the charge by adding a potential VE(x) to Vatom(x). (Give VE(x)=______ and FE(x)=_____)

Consider the resulting potential Vtotal(x) for an atom for unit constants k=1 and Q=1. Derive and plot the new values for equilibrium position xequil(E), energy Vequil(E), dipole moment pequil(E). Plot Vtotal(x) for field values of E=-2,-1, 0, 1, and 2.

Does charge oscillation frequency equil(E) change? If so express in terms of equil(0) and E?

 

 

 



[1] Smolin, Lee, The Trouble With Physics, Rise of String Theory,fall of a science,what comes next, H Miflin(2006)

[2] Woit, Peter, Not Even Wrong: The Failure of String Theory & the Continuing Challenge to Unify the Laws of Physics, Persius  (2006)