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	<entry>
		<id>http://www.physicsbook.gatech.edu/index.php?title=Systems_with_Nonzero_Torque&amp;diff=32441</id>
		<title>Systems with Nonzero Torque</title>
		<link rel="alternate" type="text/html" href="http://www.physicsbook.gatech.edu/index.php?title=Systems_with_Nonzero_Torque&amp;diff=32441"/>
		<updated>2018-11-25T17:17:46Z</updated>

		<summary type="html">&lt;p&gt;Carudz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Edited by Conner Rudzinski Fall 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In certain systems, external torques have an effect on a system&#039;s angular momentum. Since these external forces do not sum to zero, we end up with a system with non-zero net torque.&lt;br /&gt;
&lt;br /&gt;
==The Main Idea==&lt;br /&gt;
&lt;br /&gt;
With previous systems involving torque, we&#039;ve been fortunate enough to have systems where the net torque is non-zero, hence &amp;lt;math&amp;gt; \vec{L}_{final} = \vec{L}_{initial}. &amp;lt;/math&amp;gt; &amp;lt;br&amp;gt; &lt;br /&gt;
See systems with zero net torque in &amp;quot;See Also&amp;quot; section below for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, we&#039;re not always fortunate enough to have such systems.  In such cases, our computations become a little more complicated, and we&#039;ll see how below.&lt;br /&gt;
&lt;br /&gt;
===A Mathematical Model===&lt;br /&gt;
&lt;br /&gt;
The angular momentum principle is the following: &amp;lt;math&amp;gt;{\frac{d\vec{L}}{dt}}= \vec{r} * \vec{F}_{net} = \vec{т}_{net} &amp;lt;/math&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
This means that the calculation of torque is the cross product of the force and distance vectors. We&#039;ll now look at the case where &amp;lt;math&amp;gt; \vec{F}_{net} &amp;lt;/math&amp;gt; is NOT equal to 0.&lt;br /&gt;
&lt;br /&gt;
===How to Model in VPython===&lt;br /&gt;
The following code should be self explanatory and can be used as a template for modeling a system involving torque.&lt;br /&gt;
Important things to note are the use of cross() to calculate the cross product between two vectors and sphere.rotate() to rotate a sphere object around some axis at some angle.&lt;br /&gt;
    # -*- coding: utf-8 -*-&lt;br /&gt;
    from __future__ import division&lt;br /&gt;
    from visual import *&lt;br /&gt;
    &lt;br /&gt;
    NUM_LOOP_ITERATIONS = 5000 # Arbitrarily chose 5000&lt;br /&gt;
    wheel = sphere(pos = vector(0, 0, 0), radius = 10, color = color.cyan, mass = 5)&lt;br /&gt;
    axisOfRotation = vector(5, 0, 0) # Axis of rotation of system&lt;br /&gt;
    force = vector(5, 0, 0) # Force acting on system&lt;br /&gt;
    delta_t = 1&lt;br /&gt;
    t = 0&lt;br /&gt;
    angularMomentum= vector(20, 0, 0) # Initial angular momentum&lt;br /&gt;
    omega = 40 # Initial angular speed&lt;br /&gt;
    inertia = (wheel.mass * wheel.radius ** 2)/12 # Calculating intertia; ML^2 / 12&lt;br /&gt;
    dtheta = 0&lt;br /&gt;
    while t &amp;lt; 5000:&lt;br /&gt;
        rate(500)&lt;br /&gt;
        torque = cross(wheel.pos, force) # torque = position x force&lt;br /&gt;
        angularMomentum += torque * delta_t # Update angular momentum&lt;br /&gt;
        omega = angularMomentum / inertia&lt;br /&gt;
        omegaScalar = dot(omega, norm(axisOfRotation))&lt;br /&gt;
        dtheta += omegaScalar * delta_t&lt;br /&gt;
        wheel.rotate(angle=dtheta, axis = axisOfRotation, origin = wheel.pos)&lt;br /&gt;
        t += delta_t&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Simple===&lt;br /&gt;
If a constant net torque (non-zero) is exerted on an object, which of the following quantities cannot be constant? &amp;lt;br&amp;gt;&lt;br /&gt;
A) Moment of inertia &amp;lt;br&amp;gt;&lt;br /&gt;
B) Center of mass &amp;lt;br&amp;gt;&lt;br /&gt;
C) Angular momentum &amp;lt;br&amp;gt;&lt;br /&gt;
D) Angular velocity &amp;lt;br&amp;gt;&lt;br /&gt;
E) Angular acceleration &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Solution/Explanation: &amp;lt;br&amp;gt;&lt;br /&gt;
C, D.  Why? &amp;lt;br&amp;gt;&lt;br /&gt;
A) Moment of inertia does not change depending on whether torque is exerted on an object; moment of inertia depends on the object and axis of rotation, nothing more. &amp;lt;br&amp;gt;&lt;br /&gt;
B) Center of mass doesn&#039;t change with applied torque as well. &amp;lt;br&amp;gt;&lt;br /&gt;
C) Angular momentum is equal to inertia times angular speed, and we establish below that angular velocity changes. &amp;lt;br&amp;gt;&lt;br /&gt;
D) Angular velocity changes since a constant force is being applied to the object, so it&#039;s speed/velocity must inherently increase. &amp;lt;br&amp;gt;&lt;br /&gt;
E) Because the torque being applied is constant, angular acceleration does not change (remember, acceleration is a measure of the rate of change of velocity!). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===System with Non-Zero Torque Calculation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculate the torque of a system with a distance vector &amp;lt;2,1,3&amp;gt; and a force vector of &amp;lt;4,3,5&amp;gt;.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
This is a system with non-zero torque, so we will use the formula &amp;lt;math&amp;gt; \vec{т}_{net} = \vec{r} * \vec{F}_{net}&amp;lt;/math&amp;gt;&lt;br /&gt;
The cross product of &amp;lt;math&amp;gt;\vec{r} * \vec{F}_{net} &amp;lt;/math&amp;gt; is &amp;lt;math&amp;gt;\vec{2,1,3} * \vec{4,3,5} &amp;lt;/math&amp;gt;, creating the vector &amp;lt;math&amp;gt; \vec{-4,2,2} &amp;lt;/math&amp;gt;. This is the torque vector.&lt;br /&gt;
&lt;br /&gt;
=== Non-Zero Torque System using magnitude of vectors and Given Angle===&lt;br /&gt;
&#039;&#039;Calculate the torque of a system with a distance magnitude of 5 meters and a force magnitude of 7 newtons, working at an angle of 30 degrees.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
We will use the formula &amp;lt;math&amp;gt; \vec{т}_{net} = \vec{r} * \vec{F}_{net} * sin(theta)&amp;lt;/math&amp;gt;&lt;br /&gt;
This calculation becomes 5*7*sin(30) and equals 17.5 Nm.&lt;br /&gt;
&lt;br /&gt;
===Middling===&lt;br /&gt;
&lt;br /&gt;
[[File:ProblemAndSolution.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Connectedness==&lt;br /&gt;
#How is this topic connected to something that you are interested in?&lt;br /&gt;
:::I had taken physics in high school, and a majority of the concepts covered in this class were familiar to me.  However, I had never seen any of the material we covered in the last unit (like angular momentum, conservation of angular momentum, torque, etc.).  This material was new and something I found interesting since it went a step further with the information we learned throughout the semester.&lt;br /&gt;
[[File:HaloGameplay.jpg|420px|thumb|right|Example of physics being used to model the motion of vehicles in Halo 2]]&lt;br /&gt;
#How is it connected to your major? Is there an interesting industrial application?&lt;br /&gt;
:::My major is Computer Science, so I cannot really draw a clear line between my current coursework and this topic.  That being said, physics is, of course, used in computer science.  A good example would be in programming games where most interactions between objects involve physics of some kind, and the programmers/game designers want to model realistic situations in game. &amp;lt;br&amp;gt;&lt;br /&gt;
:::Another example that never really dawned upon me until about halfway through the semester was that both topics require a decent level skill in problem solving/reasoning.  I&#039;ve liked physics this semester because (and I guess this just applies to math in general) it&#039;s almost beautiful just to see how, in the end, everything works out and makes sense.  Throughout the semester, I&#039;ve never had a moment during class where I&#039;ve flat out said, &amp;quot;No, that doesn&#039;t make sense&amp;quot; simply because that&#039;s never happened.  I&#039;ve never been a huge fan of physics, but even I can appreciate something that comes together so well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Torque is a calculation of the rotational force applied to the system.&lt;br /&gt;
This concept doesn&#039;t have it&#039;s own history since it&#039;s just a section under torque, so refer to http://www.physicsbook.gatech.edu/Torque#History for more information.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
A general description of torque:&lt;br /&gt;
http://www.physicsbook.gatech.edu/Torque&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://www.youtube.com/watch?v=mvzSjRFQbHE A brief overview on systems with non-zero torque]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
Matters and Interactions: 4th Edition  &amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/0B6hjEAwn8lB-WURaNmRvVGFjUnM/edit College Physics: Ninth Edition] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Angular Momentum]]&lt;/div&gt;</summary>
		<author><name>Carudz</name></author>
	</entry>
	<entry>
		<id>http://www.physicsbook.gatech.edu/index.php?title=Systems_with_Nonzero_Torque&amp;diff=32440</id>
		<title>Systems with Nonzero Torque</title>
		<link rel="alternate" type="text/html" href="http://www.physicsbook.gatech.edu/index.php?title=Systems_with_Nonzero_Torque&amp;diff=32440"/>
		<updated>2018-11-25T17:16:29Z</updated>

		<summary type="html">&lt;p&gt;Carudz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Edited by Conner Rudzinski&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In certain systems, external torques have an effect on a system&#039;s angular momentum. Since these external forces do not sum to zero, we end up with a system with non-zero net torque.&lt;br /&gt;
&lt;br /&gt;
==The Main Idea==&lt;br /&gt;
&lt;br /&gt;
With previous systems involving torque, we&#039;ve been fortunate enough to have systems where the net torque is non-zero, hence &amp;lt;math&amp;gt; \vec{L}_{final} = \vec{L}_{initial}. &amp;lt;/math&amp;gt; &amp;lt;br&amp;gt; &lt;br /&gt;
See systems with zero net torque in &amp;quot;See Also&amp;quot; section below for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
However, we&#039;re not always fortunate enough to have such systems.  In such cases, our computations become a little more complicated, and we&#039;ll see how below.&lt;br /&gt;
&lt;br /&gt;
===A Mathematical Model===&lt;br /&gt;
&lt;br /&gt;
The angular momentum principle is the following: &amp;lt;math&amp;gt;{\frac{d\vec{L}}{dt}}= \vec{r} * \vec{F}_{net} = \vec{т}_{net} &amp;lt;/math&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
This means that the calculation of torque is the cross product of the force and distance vectors. We&#039;ll now look at the case where &amp;lt;math&amp;gt; \vec{F}_{net} &amp;lt;/math&amp;gt; is NOT equal to 0.&lt;br /&gt;
&lt;br /&gt;
===How to Model in VPython===&lt;br /&gt;
The following code should be self explanatory and can be used as a template for modeling a system involving torque.&lt;br /&gt;
Important things to note are the use of cross() to calculate the cross product between two vectors and sphere.rotate() to rotate a sphere object around some axis at some angle.&lt;br /&gt;
    # -*- coding: utf-8 -*-&lt;br /&gt;
    from __future__ import division&lt;br /&gt;
    from visual import *&lt;br /&gt;
    &lt;br /&gt;
    NUM_LOOP_ITERATIONS = 5000 # Arbitrarily chose 5000&lt;br /&gt;
    wheel = sphere(pos = vector(0, 0, 0), radius = 10, color = color.cyan, mass = 5)&lt;br /&gt;
    axisOfRotation = vector(5, 0, 0) # Axis of rotation of system&lt;br /&gt;
    force = vector(5, 0, 0) # Force acting on system&lt;br /&gt;
    delta_t = 1&lt;br /&gt;
    t = 0&lt;br /&gt;
    angularMomentum= vector(20, 0, 0) # Initial angular momentum&lt;br /&gt;
    omega = 40 # Initial angular speed&lt;br /&gt;
    inertia = (wheel.mass * wheel.radius ** 2)/12 # Calculating intertia; ML^2 / 12&lt;br /&gt;
    dtheta = 0&lt;br /&gt;
    while t &amp;lt; 5000:&lt;br /&gt;
        rate(500)&lt;br /&gt;
        torque = cross(wheel.pos, force) # torque = position x force&lt;br /&gt;
        angularMomentum += torque * delta_t # Update angular momentum&lt;br /&gt;
        omega = angularMomentum / inertia&lt;br /&gt;
        omegaScalar = dot(omega, norm(axisOfRotation))&lt;br /&gt;
        dtheta += omegaScalar * delta_t&lt;br /&gt;
        wheel.rotate(angle=dtheta, axis = axisOfRotation, origin = wheel.pos)&lt;br /&gt;
        t += delta_t&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Simple===&lt;br /&gt;
If a constant net torque (non-zero) is exerted on an object, which of the following quantities cannot be constant? &amp;lt;br&amp;gt;&lt;br /&gt;
A) Moment of inertia &amp;lt;br&amp;gt;&lt;br /&gt;
B) Center of mass &amp;lt;br&amp;gt;&lt;br /&gt;
C) Angular momentum &amp;lt;br&amp;gt;&lt;br /&gt;
D) Angular velocity &amp;lt;br&amp;gt;&lt;br /&gt;
E) Angular acceleration &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Solution/Explanation: &amp;lt;br&amp;gt;&lt;br /&gt;
C, D.  Why? &amp;lt;br&amp;gt;&lt;br /&gt;
A) Moment of inertia does not change depending on whether torque is exerted on an object; moment of inertia depends on the object and axis of rotation, nothing more. &amp;lt;br&amp;gt;&lt;br /&gt;
B) Center of mass doesn&#039;t change with applied torque as well. &amp;lt;br&amp;gt;&lt;br /&gt;
C) Angular momentum is equal to inertia times angular speed, and we establish below that angular velocity changes. &amp;lt;br&amp;gt;&lt;br /&gt;
D) Angular velocity changes since a constant force is being applied to the object, so it&#039;s speed/velocity must inherently increase. &amp;lt;br&amp;gt;&lt;br /&gt;
E) Because the torque being applied is constant, angular acceleration does not change (remember, acceleration is a measure of the rate of change of velocity!). &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===System with Non-Zero Torque Calculation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Calculate the torque of a system with a distance vector &amp;lt;2,1,3&amp;gt; and a force vector of &amp;lt;4,3,5&amp;gt;.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
This is a system with non-zero torque, so we will use the formula &amp;lt;math&amp;gt; \vec{т}_{net} = \vec{r} * \vec{F}_{net}&amp;lt;/math&amp;gt;&lt;br /&gt;
The cross product of &amp;lt;math&amp;gt;\vec{r} * \vec{F}_{net} &amp;lt;/math&amp;gt; is &amp;lt;math&amp;gt;\vec{2,1,3} * \vec{4,3,5} &amp;lt;/math&amp;gt;, creating the vector &amp;lt;math&amp;gt; \vec{-4,2,2} &amp;lt;/math&amp;gt;. This is the torque vector.&lt;br /&gt;
&lt;br /&gt;
=== Non-Zero Torque System using magnitude of vectors and Given Angle===&lt;br /&gt;
&#039;&#039;Calculate the torque of a system with a distance magnitude of 5 meters and a force magnitude of 7 newtons, working at an angle of 30 degrees.&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
We will use the formula &amp;lt;math&amp;gt; \vec{т}_{net} = \vec{r} * \vec{F}_{net} * sin(theta)&amp;lt;/math&amp;gt;&lt;br /&gt;
This calculation becomes 5*7*sin(30) and equals 17.5 Nm.&lt;br /&gt;
&lt;br /&gt;
===Middling===&lt;br /&gt;
&lt;br /&gt;
[[File:ProblemAndSolution.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Connectedness==&lt;br /&gt;
#How is this topic connected to something that you are interested in?&lt;br /&gt;
:::I had taken physics in high school, and a majority of the concepts covered in this class were familiar to me.  However, I had never seen any of the material we covered in the last unit (like angular momentum, conservation of angular momentum, torque, etc.).  This material was new and something I found interesting since it went a step further with the information we learned throughout the semester.&lt;br /&gt;
[[File:HaloGameplay.jpg|420px|thumb|right|Example of physics being used to model the motion of vehicles in Halo 2]]&lt;br /&gt;
#How is it connected to your major? Is there an interesting industrial application?&lt;br /&gt;
:::My major is Computer Science, so I cannot really draw a clear line between my current coursework and this topic.  That being said, physics is, of course, used in computer science.  A good example would be in programming games where most interactions between objects involve physics of some kind, and the programmers/game designers want to model realistic situations in game. &amp;lt;br&amp;gt;&lt;br /&gt;
:::Another example that never really dawned upon me until about halfway through the semester was that both topics require a decent level skill in problem solving/reasoning.  I&#039;ve liked physics this semester because (and I guess this just applies to math in general) it&#039;s almost beautiful just to see how, in the end, everything works out and makes sense.  Throughout the semester, I&#039;ve never had a moment during class where I&#039;ve flat out said, &amp;quot;No, that doesn&#039;t make sense&amp;quot; simply because that&#039;s never happened.  I&#039;ve never been a huge fan of physics, but even I can appreciate something that comes together so well.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Torque is a calculation of the rotational force applied to the system.&lt;br /&gt;
This concept doesn&#039;t have it&#039;s own history since it&#039;s just a section under torque, so refer to http://www.physicsbook.gatech.edu/Torque#History for more information.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
A general description of torque:&lt;br /&gt;
http://www.physicsbook.gatech.edu/Torque&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
[https://www.youtube.com/watch?v=mvzSjRFQbHE A brief overview on systems with non-zero torque]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
Matters and Interactions: 4th Edition  &amp;lt;br&amp;gt;&lt;br /&gt;
[https://drive.google.com/file/d/0B6hjEAwn8lB-WURaNmRvVGFjUnM/edit College Physics: Ninth Edition] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Category:Angular Momentum]]&lt;/div&gt;</summary>
		<author><name>Carudz</name></author>
	</entry>
</feed>