Elastic Collision Problem: Maximum and Minimum Speeds for Colliding Balls

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In summary, the maximum speed of the second ball after an elastic collision with a ball of mass M traveling at non-relativistic speed v is 2M/(M+m)v. The minimum speed is zero and corresponds to an angular deflection of the incoming mass of zero degrees. In the CM frame, the two masses are always oppositely directed, but can go out at any angle. Momentum and energy are conserved in an elastic collision.
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Homework Statement



5. A ball of mass M traveling at non-relativistic speed v elastically collides with a
stationary ball of mass m. Show that the maximum speed which the second ball can
have after the collision is

2M/(M+m) v

What is the minimum speed?

Homework Equations





The Attempt at a Solution



Ok well i know it's an elastic collision so I know that momentum and energy are conserved... So if i label the final velocities of the two masses v1 and v2 I can write;

Mv = Mv1+ mv2

and 1/2Mv^2 = 1/2 M v1^2 + 1/2 mv2^2

But how do i now work out the maximum and minimum possible values for v2?

I know that the minimum speed would imply they stick together, but then the collision would no longer be elastic..So is it asking for maximum and minimum speeds GIVEN the collision is elastic - in which case I don't understand why there should be a range of possible speeds? Surely the system is determined..? Confused :S
 
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  • #2
anyone able to help with this?
 
  • #3
The speeds will depend on the angle between the two outgoing velocity vectors. You're assuming the collision is head-on, which it isn't necessarily. Try writing the final velocities as a function of this angle and find which angles give the largest and smallest speeds for m after the collision.
 
  • #4
phyzguy said:
The speeds will depend on the angle between the two outgoing velocity vectors. You're assuming the collision is head-on, which it isn't necessarily. Try writing the final velocities as a function of this angle and find which angles give the largest and smallest speeds for m after the collision.

Ahh absolutely. Thanks

So I've tried solving this in the centre of mass frame, as it should be quicker..

i worked out Vcm = Mv/M+m

so I know that the magnitude of v2' = Mv/(M+m)..

I now need to choose the direction so as to maximise (and then minimise the speed in LABF) - So i can see that when v2' is parallel to Vcm the max speed will be what they stated, but my analysis also suggests that the minimum speed should be zero - which is counterintuitive..am i wrong?

I worked out it should be zero as follows:

Imagine we're in cmf - draw an arrow at some angle to horizontal to represent v2'...draw a horizontal arrow to represent Vcm - these are of the same magnitude..we need to "vector" add them to get v2 - but this means the possible values of v2 trace out a circle...and the minimum is 0..

where have i gone wrong? thanks!
 
  • #5
I think you're right - the minimum is zero.
 
  • #6
phyzguy said:
I think you're right - the minimum is zero.

Cool - how does that work then? Physically speaking...

(Also - am I right in thinking that there is no maximum scattering angle in CMF?)

Thanks!
 
  • #7
Physically the minimum of zero corresponds to an angular deflection of the incoming mass of zero degrees. If you think of two billiard balls, this is the limiting case where the incoming ball just barely grazes the stationary ball and imparts basically zero momentum. Yes, in the CM frame, the two masses are always oppositely directed, but can go out at any angle.
 

FAQ: Elastic Collision Problem: Maximum and Minimum Speeds for Colliding Balls

What is a "Quick Collision Problem"?

A Quick Collision Problem is a type of scientific problem that involves determining the outcome of a collision between two objects. It is a simplified version of a collision problem that focuses on calculating the final velocities of the objects after impact.

How is a Quick Collision Problem different from a regular collision problem?

A Quick Collision Problem is different from a regular collision problem in that it does not take into account factors such as friction, air resistance, or deformation of the objects. It assumes that the objects collide in a perfectly elastic manner and that there is no external force acting on them.

What information is needed to solve a Quick Collision Problem?

To solve a Quick Collision Problem, you will need the masses of the two objects, their initial velocities, and the angle at which they collide. You may also need to know the coefficient of restitution, which represents the elasticity of the collision.

How do you solve a Quick Collision Problem?

To solve a Quick Collision Problem, you can use the principles of conservation of momentum and conservation of kinetic energy. First, calculate the total momentum and kinetic energy of the system before the collision. Then, use these values to calculate the final velocities of the objects after the collision.

What are some real-world applications of Quick Collision Problems?

Quick Collision Problems are commonly used in fields such as physics, engineering, and sports. They can be used to predict the outcome of collisions in car crashes, sports collisions, and even particle collisions in particle accelerators. They are also useful in designing efficient and safe structures, vehicles, and equipment.

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