Elasticity
For
example, there is a drastic contrast of elasticity between a small rubber ball
and a handful of dough. One is highly elastic and the other is highly
inelastic. So when describing collisions, one can qualitatively state that the
collision is either elastic, or inelastic.
Now,
to quantitatively explain elasticity, there is the coefficient of restitution
for two objects in a head-on, direct collision:
e = -(v1f - v2f)/(v1i - v2i)
Using the equation, If e=1 (perfectly elastic collisions), the relative
velocity before impact equals in magnitude the relative velocity after impact.
And if e=0 (perfectly inelastic collisions) the two bodies adhere after
impact. Steel against steel has a high value for e whereas fabric is
almost inelastic. In real life, the values of e for all things fall
somewhere in the interval of 0 < e < 1.
Impulse
A
cue at rest struck by the player achieves a velocity in a relatively short span
of time. When the collision or impact occurs the ball is deformed and large
internal stresses are created. These stresses tend to restore the ball to its
original shape and it is the combined effect of these stresses which cause the
ball to jerk forward.
Mathematically speaking, an impulse is equivalent to:
From the above equation, we see that impulse is the total force from t=0
to t=t, or the change in the linear momentum.
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