Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Impulse (physics)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{short description|Integral of a comparatively larger force over a short time interval}} {{Infobox physical quantity |name = Impulse |image = Armedforces jeffery tee shot.jpg |caption = A large force applied for a very short duration, such as a golf shot, is often described as the club giving the ball an ''impulse''. |unit = [[newton-second]] ([[Newton (unit)|N]]⋅[[second|s]]) |otherunits = [[kilogram|kg]]⋅[[metre|m]]/[[second|s]] in SI base units, [[pound (force)|lbf]]⋅[[second|s]] |symbols = '''J''', '''Imp''' |dimension = wikidata |conserved = Yes |derivations = }} {{Classical mechanics|cTopic=Fundamental concepts}} In [[classical mechanics]], '''impulse''' (symbolized by {{math|'''J'''}} or '''Imp''') is the change in [[momentum]] of an object. If the initial momentum of an object is {{math|'''p'''<sub>1</sub>}}, and a subsequent momentum is {{math|'''p'''<sub>2</sub>}}, the object has received an impulse {{math|'''J'''}}: <math display=block>\mathbf{J}=\mathbf{p}_2 - \mathbf{p}_1.</math> [[Momentum]] is a [[Vector (physics)|vector]] quantity, so impulse is also a vector quantity: <math display="block">\sum \mathbf{F} \times \Delta t = \Delta \mathbf{p}.</math><ref>{{Cite book |title=Basic Physics: A Self-Teaching Guide |publisher=John Wiley & Sons |year=2020 |isbn=9781119629900 |pages=34 |language=en}}</ref> [[Newton’s second law of motion]] states that the rate of change of momentum of an object is equal to the resultant force {{mvar|F}} acting on the object: <math display="block">\mathbf{F}=\frac{\mathbf{p}_2 - \mathbf{p}_1}{\Delta t},</math> so the impulse {{mvar|J}} delivered by a steady [[force]] {{mvar|F}} acting for time {{math|Δ''t''}} is: <math display="block">\mathbf{J}=\mathbf{F} \Delta t.</math> The impulse delivered by a varying force acting from time {{mvar|a}} to {{mvar|b}} is the [[integral]] of the force {{mvar|F}} with respect to time: <math display="block">\mathbf{J}= \int_a^b\mathbf{F} \, \mathrm{d}t.</math> The [[International System of Units|SI]] unit of impulse is the [[newton second]] (N⋅s), and the [[dimensional analysis|dimensionally equivalent]] unit of momentum is the kilogram metre per second (kg⋅m/s). The corresponding [[English engineering unit]] is the [[pound (force)|pound]]-second (lbf⋅s), and in the [[British Gravitational System]], the unit is the [[Slug (unit)|slug]]-foot per second (slug⋅ft/s). ==Mathematical derivation in the case of an object of constant mass== [[File:Happy vs. Sad Ball.webm|thumbnail|The impulse delivered by the "sad" ball is {{math|''mv''<sub>0</sub>}}, where {{math|''v''<sub>0</sub>}} is the speed upon impact. To the extent that it bounces back with speed {{math|''v''<sub>0</sub>}}, the "happy" ball delivers an impulse of {{math|1=''m''Δ''v'' = 2''mv''<sub>0</sub>}}.<ref>[http://materialseducation.org/educators/matedu-modules/docs/Property_Differences_in_Polymers.pdf Property Differences In Polymers: Happy/Sad Balls]</ref>]] Impulse {{math|'''J'''}} produced from time {{math|''t''<sub>1</sub>}} to {{math|''t''<sub>2</sub>}} is defined to be{{sfn|Serway|Jewett|2004|loc=chpt. 9.2 Impulse and Momentum}} <math display=block qid=Q837940>\mathbf{J} = \int_{t_1}^{t_2} \mathbf{F}\, \mathrm{d}t,</math> where {{math|'''F'''}} is the resultant force applied from {{math|''t''<sub>1</sub>}} to {{math|''t''<sub>2</sub>}}. From [[Newton's laws of motion#Newton's second law|Newton's second law]], force is related to [[momentum]] {{math|'''p'''}} by <math display=block>\mathbf{F} = \frac{\mathrm{d}\mathbf{p}}{\mathrm{d}t}.</math> Therefore, <math display=block qid=Q837940>\begin{align} \mathbf{J} &= \int_{t_1}^{t_2} \frac{\mathrm{d}\mathbf{p}}{\mathrm{d}t}\, \mathrm{d}t \\ &= \int_{\mathbf{p}_1}^{\mathbf{p}_2} \mathrm{d}\mathbf{p} \\ &= \mathbf{p}_2 - \mathbf{p} _1= \Delta \mathbf{p}, \end{align}</math> where {{math|Δ'''p'''}} is the change in linear momentum from time {{math|''t''<sub>1</sub>}} to {{math|''t''<sub>2</sub>}}. This is often called the impulse-momentum theorem (analogous to the [[work-energy theorem]]). As a result, an impulse may also be regarded as the change in momentum of an object to which a resultant force is applied. The impulse may be expressed in a simpler form when the mass is constant: <math display=block qid=Q837940>\mathbf{J} = \int_{t_1}^{t_2} \mathbf{F}\, \mathrm{d}t = \Delta\mathbf{p} = m \mathbf{v_2} - m \mathbf{v_1},</math> where *{{math|'''F'''}} is the resultant force applied, *{{math|''t''<sub>1</sub>}} and {{math|''t''<sub>2</sub>}} are times when the impulse begins and ends, respectively, *{{mvar|m}} is the mass of the object, *{{math|'''v'''<sub>2</sub>}} is the final velocity of the object at the end of the time interval, and *{{math|'''v'''<sub>1</sub>}} is the initial velocity of the object when the time interval begins. Impulse has the same units and dimensions {{nowrap|(MLT<sup>−1</sup>)}} as momentum. In the [[International System of Units]], these are {{nowrap|1=[[kilogram|kg]]⋅[[meter per second|m/s]] =}} {{nowrap|[[newton (units)|N]]⋅[[second|s]]}}. In [[English engineering units]], they are {{nowrap|1=[[Slug (unit)|slug]]⋅[[foot per second|ft/s]] =}} {{nowrap|[[pound (force)|lbf]]⋅[[second|s]]}}. The term "impulse" is also used to refer to a fast-acting force or [[Impact (mechanics)|impact]]. This type of impulse is often ''idealized'' so that the change in momentum produced by the force happens with no change in time. This sort of change is a [[step function|step change]], and is not physically possible. However, this is a useful model for computing the effects of ideal collisions (such as in videogame [[physics engine]]s). Additionally, in rocketry, the term "total impulse" is commonly used and is considered synonymous with the term "impulse". ==Variable mass== {{Further|Specific impulse}} The application of Newton's second law for variable mass allows impulse and momentum to be used as analysis tools for [[jet propulsion|jet]]- or [[rocket]]-propelled vehicles. In the case of rockets, the impulse imparted can be normalized by unit of [[rocket propellant|propellant]] expended, to create a performance parameter, [[specific impulse]]. This fact can be used to derive the [[Tsiolkovsky rocket equation]], which relates the vehicle's propulsive change in velocity to the engine's specific impulse (or nozzle exhaust velocity) and the vehicle's propellant-[[mass ratio]]. ==See also== *[[Wave–particle duality]] defines the impulse of a wave collision. The preservation of momentum in the collision is then called [[Nonlinear optics#Phase matching|phase matching]]. Applications include: **[[Compton effect]] **[[Nonlinear optics]] **[[Acousto-optic modulator]] **Electron [[phonon]] scattering * [[Dirac delta function]], mathematical abstraction of a pure impulse ==Notes== {{reflist}} ==References== *{{cite book | last=Serway | first=Raymond A. | last2=Jewett | first2=John W. |title=Physics for Scientists and Engineers |url=https://archive.org/details/physicssciengv2p00serw |url-access=registration |edition=6th|publisher=Brooks/Cole |year=2004 |isbn=0-534-40842-7}} *{{cite book |author=Tipler, Paul |title=Physics for Scientists and Engineers: Mechanics, Oscillations and Waves, Thermodynamics |edition=5th|publisher=W. H. Freeman |year=2004 |isbn=0-7167-0809-4}} ==External links== * [http://www.rwc.uc.edu/koehler/biophys/2c.html Dynamics] {{Classical mechanics derived SI units}} [[Category:Classical mechanics]] [[Category:Vector physical quantities]] [[Category:Mechanical quantities]] [[de:Impuls#Kraftstoß]]
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)
Pages transcluded onto the current version of this page
(
help
)
:
Template:Cite book
(
edit
)
Template:Classical mechanics
(
edit
)
Template:Classical mechanics derived SI units
(
edit
)
Template:Further
(
edit
)
Template:Infobox physical quantity
(
edit
)
Template:Math
(
edit
)
Template:Mvar
(
edit
)
Template:Nowrap
(
edit
)
Template:Reflist
(
edit
)
Template:Sfn
(
edit
)
Template:Short description
(
edit
)