1.4.1 · D3Momentum & Collisions

Worked examples — Linear momentum p = mv

3,375 words15 min readBack to topic

This page is the practice arena for Linear momentum $p=mv$. The parent note told you what momentum is; here we drill every kind of question it can ask you — every sign, both directions, zero and infinite limits, a real-world word problem, and an exam-style trap. Nothing new is assumed: if a symbol shows up, we re-earn it right here.

Recall The one formula everything rests on

is mass (always a positive number, measured in kilograms, ). is velocity — speed with a direction. The little arrow on means momentum is a vector: it has a size and points somewhere. Its unit is .


The scenario matrix

Before solving anything, let's list every distinct kind of situation this topic can throw at you. A worked example below hits each cell.

# Cell (case class) What makes it different Example that covers it
A Plain 1D, one object, positive velocity The bare formula, no signs to worry about Ex 1
B 1D negative velocity Momentum can be negative — direction encoded as a sign Ex 2
C 1D, two objects, opposite directions Vector sum with cancellation Ex 3
D Zero / degenerate input Object at rest, or massless idealisation — what happens to ? Ex 4
E 2D, perpendicular components Adding at right angles → Pythagoras + angle Ex 5
F 2D, general angle (both components signed) A component points the "wrong" way Ex 6
G Limiting behaviour Same , mass huge / speed huge Ex 7
H Real-world word problem Translate messy English into and Ex 8
I Exam-style twist (units + link) Mixed units, and Ex 9

We cover cells A–I with nine examples. Let's go.


Setting up our picture of direction

Everything below uses a sign convention: pick one direction as positive. We'll always draw right = positive and left = negative . This single choice turns "direction" into "a plus or minus sign," which is the whole trick that makes 1D momentum easy.

Figure — Linear momentum p = mv

Cell A — Plain 1D, positive velocity


Cell B — 1D negative velocity


Cell C — 1D, opposite directions, total momentum


Cell D — Zero and degenerate inputs


Cell E — 2D, perpendicular components

Now motion leaves the line, so a single sign is no longer enough. We need components: split the velocity into how much goes east () and how much goes north (), handle each separately, then rebuild.


A consistent rule for angles in all four quadrants

Before Cell F mixes signs, let's fix one way to name a direction so we never get lost. We measure every angle as the standard angle : start at the positive -axis (east) and sweep counter-clockwise. East , north , west , south .

Figure — Linear momentum p = mv

Cell F — 2D, a component pointing the "wrong" way


Cell G — Limiting behaviour (same momentum, extreme mass/speed)


Cell H — Real-world word problem



Recall

Recall Which cell is which?

Positive 1D single object ::: Ex 1 (Cell A) Where does the direction "live" in 1D? ::: In the sign of , hence of . Both and give ::: , because is a product. Perpendicular components combine by ::: Pythagoras, . A negative component changes the magnitude how? ::: Not at all — squaring erases its sign; it only sets the quadrant. How do you get the true direction in any quadrant? ::: Take , then use the sign table (I: , II: , III: , IV: ). For fixed , as the speed ::: (and as , ). Cannon recoil direction ::: Opposite the ball, so total stays . Convert to m/s ::: . from momentum ::: .


Connections