Concept

Coulomb logarithm — where it appears

The logarithm of the ratio of the largest useful impact parameter to the smallest, appearing in every gravitational encounter integral. Its presence is the statement that every decade of impact parameter contributes equally, so distant encounters matter as much as close ones.

Named by 7 essays across 2 fields — each of them below, with the objects they name alongside it.

The wake, computed from the streamlines that make it. Left: 26 streamlines past a point mass, in the mass's own frame, each integrated from far upstream with the same speed and a different impact parameter, and mirrored about the axis. Nothing is drawn to converge — every track is the hyperbola its own impact parameter gives it, and they cross downstream because an attraction focuses. Right: the density that focusing produces at 3.2 focusing radii behind the mass, as (b/y)(db/dy) — the Jacobian of the map from starting radius to arrival radius — which peaks at 15.53 times the background at 0.03 radii off the axis. The overdensity is behind the mass, and that is the entire mechanism: the wake pulls backwards on the body that made it. What the figure cannot show is the steady state, because it has no time in it: a real wake is continuously replenished, and the drag is the sum over an infinite train of these encounters, which is where Chandrasekhar's logarithm comes from.

A drag with nothing to drag against

A massive body moving through a sea of light ones raises an overdensity behind itself and is pulled back by it. The force does not depend on the masses of the background bodies at all — and it is strongest at one particular speed.

gravitation · Dynamical friction
7 decades of relaxation time, and a Hubble time between them. Crossing time and two-body relaxation time for 5 self-gravitating systems, against the number of bodies in each. The lower marks are the crossing time R/σ, which spans 3 decades; the upper ones are t_relax ≈ 0.1N/ln N times it, which spans 8. The horizontal rule is a Hubble time, and the same expression puts these systems on opposite sides of it. Two of them relax — an open cluster and a globular cluster — so their stars have exchanged energy, their heavy stars have sunk, and their present structure is not the one they were born with. The rest do not: a dwarf spheroidal, an elliptical galaxy, a cluster of galaxies, the elliptical missing it by a factor of 10⁶, which is why a galaxy is modelled as a smooth potential with no stars in it at all. The dependence is on N and hardly at all on anything else, because the Coulomb logarithm makes every decade of impact parameter contribute equally. A cluster that relaxes also evaporates: about a stellar mass in a hundred and forty leaves per relaxation time, so the globular cluster empties in 6.1·10¹¹ years.

How long a system takes to forget

A star crossing a galaxy is deflected by every other star, and the deflections add as a random walk. The time for that walk to change a star's energy by its own amount is a hundred million billion years for a galaxy and a billion for a globular cluster, and everything about how the two are modelled follows from which side of a Hubble time that falls on.

gravitation · Two-body relaxation
The whole kick, delivered in about two encounter times. The transverse force a body feels while a mass sweeps past it on a straight line, and the velocity that force has delivered so far, both against time in units of the impact parameter divided by the relative speed. The force is the component of the inverse-square attraction perpendicular to the path, which is the impact parameter over the cube of the distance, and it is drawn at its peak value of one at closest approach. The rising curve is its running integral, scaled by twice the gravitational constant times the mass over the impact parameter and the speed. Two things are visible and both are the point. The integral of the force over all time is exactly two in these units, so the kick is exactly 2GM/bv with no free constant anywhere — an answer to a three-body-shaped question obtained without solving anything. And it arrives quickly: 71 per cent of it within a single encounter time of closest approach and 98.6 per cent within the 6 drawn, which is what licenses calling the whole thing an impulse. On the scale of anything slower, the velocity changes discontinuously.

An answer obtained along a path that was not taken

Integrate the force of a passing mass along the straight line the body would have followed if the encounter had not happened, and out comes an exact deflection with no free constant in it. The approximation is circular, it is wrong in a known direction by a known amount, and it is the reason stellar dynamics has closed forms at all.

gravitation · Impulse approximation
Dynamical friction is strongest at 0.97 times the dispersion, and weaker either side. The dynamical friction on a body moving through a Maxwellian sea of stars, against its own speed in units of the square root of two times the velocity dispersion. The dashed curve is the fraction of the field moving slower than the body, which is the only part of the field that contributes: a star overtaking from behind pulls the body forward exactly as often as one being overtaken pulls it back, so the fast tail cancels out entirely. That fraction rises from nothing to one. The drag is that fraction divided by the square of the speed, and the quotient of a saturating numerator and a growing denominator has a single maximum, here at 0.97. The consequences run in both directions. A body moving much faster than the stars around it is barely slowed at all, which is why a galaxy passing through a cluster at a thousand kilometres a second does not sink; and a body already at rest with respect to the field feels nothing either, because there is no wake to be behind it. Sinking is therefore fastest in the middle of the process rather than at the start of it.

A drag that is strongest in the middle

Dynamical friction is not like air resistance. Only the stars moving slower than the body contribute at all, so the drag rises from nothing, peaks when the body has slowed to about the speed of everything around it, and falls away again — which is why a fast satellite is never captured and a slow one sinks in a hurry.

gravitation · Dynamical friction
Four defensible choices, and a factor of 2.9 between them. The Coulomb logarithm against the ratio of the two impact parameters it is cut off at. The curve is a logarithm, so it is flat — a factor of ten in the ratio buys 2.3 — and that is usually offered as the reason not to worry. The four marked conventions are all in current use and all defensible, and they give ln Λ from 3.4 to 9.9. Since the drag force is proportional to ln Λ and not to its logarithm, that is a factor of 2.9 in every sinking time computed from it. The flatness protects the answer from a wrong guess about the ratio; it does not protect it from there being no correct guess, which is the actual situation.

A drag computed with a logarithm nobody can pin down

Chandrasekhar's drag formula is exact, derived from first principles, and contains a logarithm of a ratio of two lengths that the derivation does not supply. Every sinking time in astronomy is proportional to that logarithm, and the four conventions in current use differ by a factor of three.

gravitation · Dynamical friction
The kick falls as b⁻² and the heating as b⁻⁴. Two quantities delivered by the same distant encounter, against impact parameter in units of the target's half-mass radius, both logarithmic and both scaled to cross near one. The upper line is the impulse itself, 2Gm/vb, which every star in a bound system receives almost equally — so it moves the system and changes nothing inside it. The lower line is what is left after the common part is subtracted: the difference of the impulse across the system, which is its gradient multiplied by the system's own size, one power of b smaller and squared in the energy. The slopes are −2 and −4 exactly, and they are measured off the drawn curves rather than quoted. What follows is the point. Encounters at impact parameter b arrive at a rate proportional to b db, so summing the impulse over all of them gives ∫b⁻¹ db, which diverges logarithmically and is the origin of the Coulomb logarithm that appears in every treatment of relaxation. Summing the heating gives ∫b⁻³ db, which converges: extending the population from ten half-mass radii out to 300 multiplies the summed impulse by 2.48 and the summed heating by 1.010. Distant encounters diffuse velocities and heat nothing, and a tidal-heating calculation therefore needs no cutoff at large impact parameter, where a relaxation calculation cannot proceed without one.

The part of a kick that heats nothing

Most of the impulse a passing mass delivers to a star cluster is delivered equally to every star in it, so the cluster moves and nothing inside it changes. What heats it is the difference across it — one power of the impact parameter smaller, squared in the energy — and that one distinction decides which encounters matter and which cannot.

gravitation · Impulse approximation
Where the stars that are torn apart come from, round a 10⁶ solar-mass hole. The rate at which stars are delivered onto orbits reaching the tidal radius, per logarithmic interval of their orbital radius, for a hole of 10⁶ solar masses at the centre of a nucleus that is isothermal outside the hole's influence and a Bahcall–Wolf cusp within it, with a velocity dispersion of 54 km/s set by the black hole mass–dispersion relation. The radius is in units of the hole's influence radius, GM/σ² = 1.47 pc. Close in, a star's orbit is so short and its angular momentum changes so slowly that the loss cone empties every orbit, and the rate is limited by relaxation diffusing stars into it; far out, the angular momentum wanders across the whole cone in one orbit, the cone is full, and the rate is limited by how many stars there are and how long they take to come in. The flux peaks at 0.27 influence radii, near where the two regimes meet (0.19), and the total is 7.4·10⁻⁵ disruptions a year. The nucleus model is the simplest there is and real nuclei differ from it by factors of several; the shape — a narrow band of radii supplying most of the flares — is what survives.

The stars a black hole eats come from a narrow band

A star is torn apart only if its orbit happens to point almost exactly at the hole — within a millionth of the possible directions of its angular momentum. Stars on those orbits are gone within one orbit, and the only way new ones arrive is by the slow random walk of encounters with other stars. Close to the hole that walk is too slow; far from it the orbits take too long; and most of the stars a hole destroys come from a narrow band between.

galaxies · Tidal disruption

Named alongside it

The objects these essays reach for when they reach for this one.

Impulse approximationDynamical frictionGlobular clusterMass segregationRelaxation timeTwo-body relaxationVelocity dispersionAdiabatic invariantCollisionless systemCrossing timeTwo-body encounterBahcall wolf cusp

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