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Momentum and collisions.

A rolling cart hits a parked one. Some crashes stick and some bounce. Change the masses and the bounce, and find what no crash can change.

Explore the scene Interactive article

01 / The experiment

Every crash keeps the books.

Change the mass ratio and the bounciness, then switch on Show momentum and energy to see what the crash keeps and what it spends.

Still of the Momentum and collisions 3D scene, which explores: When two carts crash, what is the same before and after?
Interactive scene

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The explanation below is available while the scene loads.

Cart A, 1 kg, rolls at 0.6 m/s into cart B, parked in the middle of a level track. Cart B weighs half as much as A, the same, or up to four times as much.The track is treated as frictionless and the collision as instantaneous. Bounciness is the coefficient of restitution; heat and sound are shown together as the kinetic energy the collision did not give back. A run ends when either cart reaches an end stop.

02 / Three bumpers

Same momentum, different energy.

Two 1 kg carts. Cart A arrives at 0.6 m/s; cart B waits at rest. Only the ends that meet are changed.

Velcro pads01

Sticks together

The carts lock together and share the momentum, rolling on at half the speed. Half the kinetic energy becomes heat and sound.

After: A, B
0.30 m/s, 0.30 m/s
Total momentum
0.60 kg·m/s
Kinetic energy kept
50%
Rubber bumpers02

Half bouncy

The carts part, but at only half the speed they met. Cart A keeps a little of its momentum, and some kinetic energy is lost.

After: A, B
0.15 m/s, 0.45 m/s
Total momentum
0.60 kg·m/s
Kinetic energy kept
62%
Spring plungers03

Perfectly bouncy

Cart A stops dead and cart B leaves at A’s old speed. All the momentum and all the kinetic energy are handed over.

After: A, B
0 m/s, 0.60 m/s
Total momentum
0.60 kg·m/s
Kinetic energy kept
100%
The big idea

In every collision the carts’ total momentum stays the same. Their kinetic energy stays the same only when the collision is perfectly bouncy; otherwise some becomes heat and sound.

pbefore = pafter

Two carts, one crash

Roll one cart into another that is standing still and three things can happen. The first cart can stop dead while the second rolls away. The two can lock together and roll on as one, more slowly. Or the first cart can bounce back the way it came while the second creeps forward.

Which one you get depends on only two things: how heavy the carts are compared with each other, and how bouncy the ends that meet are. Yet underneath all three outcomes one quantity comes out of the crash exactly as it went in.

Momentum is mass times velocity

That quantity is momentum: a moving object’s mass multiplied by its velocity, written p = mv and measured in kilogram metres per second (kg·m/s). Cart A, 1 kg at 0.6 metres per second, carries 0.6 kg·m/s. A 4 kg cart would need only 0.15 metres per second to carry the same.

Momentum has a direction. Moving right counts as positive and moving left as negative, so a cart bouncing backwards carries negative momentum. That sign is what lets the books balance when a cart rebounds.

Why the total cannot change

While the bumpers touch, cart A pushes on cart B and cart B pushes back on cart A. By Newton’s third law those two pushes are equal in size and opposite in direction, and they last for exactly the same moment, because they are the same contact. Whatever momentum B gains, A loses. Nothing else pushes along the track, so the total of the two is fixed.

This is the conservation of momentum: when nothing outside a group of objects pushes on it, their total momentum stays the same, however violently they interact. It holds for carts, for billiard balls, for a rifle and its bullet, and for a rocket and its exhaust.

Shared, handed over or bounced back

Slide Mass ratio B : A to see how the momentum is divided.

With equal carts, Mass ratio B : A at 1, and perfectly bouncy ends, Bounciness at 1, cart A stops dead and cart B leaves at 0.6 metres per second: all the momentum is handed over, as in a game of pool or a Newton’s cradle. Keep the ends perfectly bouncy and make B lighter: A cannot give all its momentum away, so it keeps rolling forward while B shoots off faster than A arrived. Slide Mass ratio B : A up to 4, four times A’s mass, and B moves off slowly, at 0.24 metres per second. That is 0.96 kg·m/s, more than A started with, so for the total to stay at 0.6 kg·m/s cart A must bounce back carrying −0.36 kg·m/s.

A bounce therefore pushes harder than a stick. A cart that bounces back has to have its forward momentum removed and then reversed, so it receives a bigger push from the other cart, and gives a bigger one in return.

Where the kinetic energy goes

Moving things also carry kinetic energy, ½mv². Cart A starts with 0.18 joules. Unlike momentum, kinetic energy is not kept in every crash.

Bounciness, which physicists call the coefficient of restitution, is the speed at which the carts move apart divided by the speed at which they came together. At 1 they separate as fast as they met, and all the kinetic energy comes back as motion. At 0 they do not separate at all. In between, the bumpers dent and spring back imperfectly, and some of the energy ends up as warmth in the bumpers and as the sound of the knock.

Two equal carts that stick together share the momentum, each rolling at 0.3 metres per second. That is still 0.6 kg·m/s in total, but only 0.09 joules of kinetic energy: half of it has gone. The energy has not vanished. It has spread out into the jostling of the bumpers’ molecules and into a sound wave, where it can no longer push the carts.

Try it: choose On under Show momentum and energy, then slide Bounciness from 0, where the carts stick together, through 0.5 to 1, perfectly bouncy. The total momentum bar stays on its dashed line every time, while the kinetic energy bar gives way to heat and sound in every crash except the perfectly bouncy one.

Back to the experiment

What this model leaves out

Real carts lose a little speed to friction in their wheels and to the air, so their total momentum drifts slowly down between collisions, and a long track can make that drift visible. The model also treats the collision as instantaneous. A real one lasts a few thousandths of a second while the bumpers squash, and how long it lasts decides how hard the push is: the same change of momentum spread over a longer time needs a smaller force. That is why cars have crumple zones and why catching a ball means letting your hands give, a story the momentum bars alone cannot show.

No real bumper is perfectly bouncy, although spring and magnet bumpers come close. The flash of heat and sound in the Scene is sized to the energy lost, but it is a symbol: the warming is far too small to feel and the sound is a brief click.

Reuse with credit to ViewWiki and a link to this page.

04 / Learn this in a course

Practise it, step by step.

These 4 lessons teach the topic with checked questions, in course order.

  1. Mass times velocity Physics · Momentum
  2. Impulse Physics · Momentum
  3. Conservation of momentum Physics · Momentum
  4. Elastic and inelastic collisions Physics · Momentum