Elastic Collision in 2D between 2 Hard Spheres

Substitute in the definition of μ once again: v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos α)/(m1+m2) v2 = (m1u1*cos
  • #1
captain.joco
39
0

Homework Statement



By resolving the momentum equations parallel and perpendicular to the incident beam direction, show that α is related to the speed v2 of the recoiling particle by:

cos α = m2*v2/(2μ*u1) where μ=m1m2/(m1+m2)

Homework Equations



See attachment for diagram.


m1v1cosθ +m2v2 cosψ = m1u1 ( parallel equation )

m1v1sinθ + m2v2 sinΨ =0 ( perpendicular equation )

The Attempt at a Solution



expressing v1 from the perpendicular equation, then v1 was substituted into the parallel equation, and rearranging for v2 i got
cos α = m2v2/m1u1 , which is not the right thing. What am I doing wrong?
 

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  • #2




Thank you for your post. It seems like you are on the right track, but there may be a small error in your calculations. Let's take a closer look at your steps:

1. Express v1 from the perpendicular equation:

m1v1sinθ = -m2v2sinψ

v1 = -(m2v2sinψ)/m1sinθ

2. Substitute v1 into the parallel equation:

m1(-(m2v2sinψ)/m1sinθ)cosθ + m2v2cosψ = m1u1

3. Simplify and rearrange:

-m2v2cosψcosθ + m2v2cosψ = m1u1

m2v2(cosψ - cosψcosθ) = m1u1

m2v2(cosψ(1-cosθ)) = m1u1

4. Use the cosine double-angle identity to simplify:

m2v2(2cos^2(ψ/2) - 1) = m1u1

5. Substitute in the definition of μ:

m2v2(2cos^2(ψ/2) - 1) = m1u1

m2v2(2(cos(ψ/2))^2 - 1) = m1u1

m2v2(2(μ/m2)^2 - 1) = m1u1

6. Simplify and solve for v2:

cos α = m2v2/m1u1

cos α = m2v2/(m1u1 - m2v2)

cos α = m2v2/(m1u1(1 - μ/m2))

cos α = m2v2/(m1u1(1 - m1/(m1+m2)))

cos α = m2v2/(m1u1(m2/(m1+m2)))

cos α = m2v2/(m1m2u1/(m1+m2))

cos α = m2v2/(μu1)

v2 = (μu1*cos α)/m2

v2 = (m1m2u1*cos α)/(m2(m1+m2))

v2 = (m1u
 

FAQ: Elastic Collision in 2D between 2 Hard Spheres

What is an elastic collision in 2D?

An elastic collision in 2D is a type of collision between two objects in a two-dimensional space where the total kinetic energy of the system is conserved. This means that the objects bounce off each other without any loss of energy.

What are hard spheres in the context of elastic collisions?

Hard spheres refer to objects that have a perfectly rigid surface, meaning they cannot be compressed or deformed during a collision. In elastic collisions, the objects involved are assumed to be hard spheres for the sake of simplifying the calculations.

What factors affect the outcome of an elastic collision in 2D?

The outcome of an elastic collision in 2D is affected by the masses and velocities of the objects involved. The angle at which the objects collide and the coefficient of restitution (a measure of the elasticity of the objects) also play a role in determining the final velocities of the objects after the collision.

How is the conservation of momentum applied in an elastic collision in 2D?

In an elastic collision in 2D, the total momentum of the system before the collision is equal to the total momentum after the collision. This means that the sum of the momentum of each object in the x and y directions remains constant.

Can an elastic collision in 2D result in a change in direction for the objects?

Yes, an elastic collision in 2D can result in a change in direction for the objects involved. This is because the angle at which the objects collide can affect the direction of their velocities after the collision, even if the total kinetic energy of the system is conserved.

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