Derive KE of rotating ring and disk

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Homework Help Overview

The discussion revolves around deriving the kinetic energy of a rotating ring and disk, focusing on the mathematical formulation and integration involved in the process. The subject area includes concepts from rotational dynamics and calculus.

Discussion Character

  • Exploratory, Mathematical reasoning, Conceptual clarification

Approaches and Questions Raised

  • The original poster attempts to derive the kinetic energy of a ring and subsequently a disk by integrating the kinetic energy expression for concentric rings. Some participants question the assumptions made regarding the infinitesimal mass elements and the integration process.

Discussion Status

Participants are actively engaging with the mathematical derivation, with some providing alternative expressions for kinetic energy and discussing the importance of accurately defining infinitesimal quantities in integrals. There is recognition of the need to adjust the approach to summing areas rather than lengths.

Contextual Notes

There is mention of potential algebraic mistakes and a need for verification of the derived expressions. The discussion also reflects on the challenges of integrating functions in calculus, particularly in the context of physical applications.

yosimba2000
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<Mentor's note: Moved from a technical forum and thus no template.>

A ring's kinetic energy is integral of 0.5v2 dm. Distance X is rΘ, and Θ is defined as distance traveled/radius, so X is r*distance traveled / r. Velocity V is X divided by time, so V is r*distance traveled / rt, and I define omega w as distance traveled / rt.

Plugging into integral of 0.5v2dm, I get 0.5(r*distance traveled / rt)2dm, and I get 0.5mr2(distance traveled2/r2t2), which is equal to 0.5mr2w2.

I find that my KE of the ring is 0.5mr2w2.

For the approach to a disk, I can add the kinetic energy of concentric rings.

So KE of ring is 0.5mr2w2, and w is distance traveled / rt, so I get 0.5mr2(distance traveled2/r2t2). Canceling the r2 gives me 0.5m(distance traveled2/t2). Integrating this from radius of 0 to r gives me 0.5mr(distance traveled2/t2).

If I multiply by r2/r2, I get 0.5mr*r2(distance traveled2/t2r2), and (distance traveled2/t2r2) is w2, so my KE of the disk is 0.5mr3w2.

Is this correct?
 
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You are close, but not quite right. I believe the answer should be (pi)(w^2)(area-density)(r^3)/(4). By the way, someone should check that, I often make algebra mistakes. So you're first step is right on. The KE = 1/2mv^2, or the integral of 1/2v^2*dm. Velocity, for a rotating bit of mass, equals omega (w) times the radius r, so we can replace v^2 with w^2*r^2. Now, what is dm? Well, it's an infinitesimal bit of mass. I think the easiest way to think of this is to say that it's the mass of a infinitely skinny ring a radius r away from the center of rotation. That ring has a thickness of dr, and a length )if you laid it out straight) of 2*pi*r*dr. So the mass of that ring is the density per unit area, which I'll call k, times the little tiny area, 2pi*r*dr.

So our integral is now 2*pi*r*k*w^2*r^2*.5*dr, or simplifying things, pi*k*w^2*r^3 dr. Integrate that from 0 to R, and we get (pi*w^2*k*R^4)/(4)
 
Oh, I see. I need to add up areas, not lines, to get the final area.
 
exactly. The main skill in doing integrals like that is to accurately find your infinitesimal quantity. It might be a tiny force or a tiny mass or a tiny length, but it can't be zero. It just has to approach zero. That's why it's so helpful to think of integrals first as Riemann sums, where we approximate a value by adding up lots of small subdivisions.
 
Yeah, what threw me off was that I'm too used to doing integrals of y(x) functions that I forget dx is the little width of each piece and eventually it just became embedded in my mind that I was adding up little lines to get area, when actually I was adding up little areas to get area under the curve.
 
The way that calculus generalizes to other things is incredibly cool. When you get a chance, make sure you learn multi-variable calculus and stuff like that. Triple integrals and unit conversions are so fun.
 
Yeah, I've gone through all of that, but it's been awhile since I've done it so I forgot some stuff.

Thanks!
 

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