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  2. Impulse (physics) - Wikipedia

    en.wikipedia.org/wiki/Impulse_(physics)

    t 1 and t 2 are times when the impulse begins and ends, respectively, m is the mass of the object, v 2 is the final velocity of the object at the end of the time interval, and; v 1 is the initial velocity of the object when the time interval begins. Impulse has the same units and dimensions (MLT −1) as momentum.

  3. Fourth, fifth, and sixth derivatives of position - Wikipedia

    en.wikipedia.org/wiki/Fourth,_fifth,_and_sixth...

    Snap, [6] or jounce, [2] is the fourth derivative of the position vector with respect to time, or the rate of change of the jerk with respect to time. [4] Equivalently, it is the second derivative of acceleration or the third derivative of velocity, and is defined by any of the following equivalent expressions: = ȷ = = =.

  4. Dirac delta function - Wikipedia

    en.wikipedia.org/wiki/Dirac_delta_function

    [5]: 174 The Dirac delta is used to model a tall narrow spike function (an impulse), and other similar abstractions such as a point charge, point mass or electron point. For example, to calculate the dynamics of a billiard ball being struck, one can approximate the force of the impact by a Dirac delta.

  5. Shock (mechanics) - Wikipedia

    en.wikipedia.org/wiki/Shock_(mechanics)

    In mechanics and physics, shock is a sudden acceleration caused, for example, by impact, drop, kick, earthquake, or explosion. Shock is a transient physical excitation. Shock describes matter subject to extreme rates of force with respect to time. Shock is a vector that has units of an acceleration (rate of change of velocity).

  6. Center of percussion - Wikipedia

    en.wikipedia.org/wiki/Center_of_percussion

    For a free, rigid beam, an impulse is applied at right angle at a point of impact, defined as a distance from the center of mass (CM). The force results in the change in velocity of the CM, i.e. d v c m {\displaystyle dv_{cm}} :

  7. Elastic collision - Wikipedia

    en.wikipedia.org/wiki/Elastic_collision

    In physics, an elastic collision is an encounter between two bodies in which the total kinetic energy of the two bodies remains the same. In an ideal, perfectly elastic collision, there is no net loss of kinetic energy into other forms such as heat , noise, or potential energy .

  8. Inelastic collision - Wikipedia

    en.wikipedia.org/wiki/Inelastic_collision

    The formula for the velocities after a one-dimensional collision is: = + + + = + + + where v a is the final velocity of the first object after impact; v b is the final velocity of the second object after impact

  9. Collision response - Wikipedia

    en.wikipedia.org/wiki/Collision_response

    For fixed impulse , the equation suggests that | |, that is, a smaller time interval must be compensated by a stronger reaction force to achieve the same impulse. When modelling a collision between idealized rigid bodies, it is impractical to simulate the compression and expansion phases of the body geometry over the collision time interval.