Exploring Elastic Collisions: Solving for Final Velocities

In summary, the conversation discusses a perfectly elastic collision between two particles and how the directions of the particles make a right angle in this case. The conversation also mentions using the conservation of linear momentum and kinetic energy to solve for the final velocities. Different approaches, such as using the law of cosines and working with momentum vectors, are suggested to solve the problem.
  • #1
itsjorge
5
0
A particle with mass m is at rest. A second one, identical to the last one hits the first one. Show that in the case of a perfectly elastic collision (Q=0) the directions of the two particles make a right angle.

You can't assume that both final velocities will be equal. Here's what I've got from using: 1. the conservation of linear momentum. 2. The conservation of kinetic energy (Q=0). 3. Scalar product between the initial velocities.

v=u1cosα + u2 cosβ
u1 sinα = u2 sinβ
v2=u12 + u22
cos(α+β)=(u12 cosα cosβ + u22 sinα sinβ) / (u1 u2)

And hell, I really can't solve this system...
 
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  • #2
You haven't defined the variables you used. You didn't say how you established the coordinate system. If you are going to portray a collision in 3-dimensions as 2-dimensional problem, you should say why this is possible.
 
  • #3
OK. That's my bad, I'm sorry. We're in 2 dimensions.
v represents the initial velocity of the particle. (The one hitting).
u represents the final velocity.
α, β represent the angles made with the direction of the particle 1 (The one hitting)
- α for the one that was moving previously and β for the one that was at rest.
They way I got to that system is explained up there.
 
  • #4
Why does your expression derrived from the inner product [itex] (u1 \cos(\alpha), u1 \sin(\alpha)) \cdot (u2\cos(\beta), u2\sin(\beta)) [/itex] have the factors [itex] u_1^2 , u_2^2 [/itex]? Why not the factor [itex] u_1u_2 [/itex]?
 
  • #5
Agree. You're right. Anyways, is this the way to proceed?
 
  • #6
Hi, manipulate your equations from conservation of linear of momentum and kinetic energy (three equations) to eliminate all instances of ##v, u_1## and ##u_2##.
 
  • #7
The simplistic way to look at it is that two momentum vectors add to be the vector velocity V and that conservation of energy implies that the lengh of the hypotenuse V squared is the sum of the squares of the lengths of the other two sides. Hence it is a right triangle. Can we put that into algebra?
 
  • #8
Try the law of cosines for triangles.

(By the way, the angle between the two velocity vectors wouldn't be sum of angles [itex] \alpha, \beta [/itex] , it would be a difference of them. The the addition law for [itex] cos(A +B) [/itex] should be consistent with the signs of the cosine terms in the inner product.)
 
  • #9
Another approach is to work with the momentum vectors without breaking them into components. Conservation of momentum gives you
$$\vec{p}_1 + \vec{p}_2 = \vec{p}'_1 + \vec{p}'_2$$ where ##\vec{p}_1 = 0##. Square both sides and use the fact that the kinetic energy can be written as ##\frac{\vec{p}^2}{2m}##.
 

Related to Exploring Elastic Collisions: Solving for Final Velocities

1. What is a collision in mechanics?

A collision in mechanics is a physical event in which two or more objects come into contact with each other and exchange energy. This can result in changes in the objects' motion and can be either elastic or inelastic.

2. What is the difference between elastic and inelastic collisions?

In an elastic collision, the total kinetic energy of the system is conserved. This means that the objects involved bounce off each other without any loss of energy. In an inelastic collision, some of the kinetic energy is converted into other forms of energy, such as heat or sound, resulting in a loss of energy.

3. How is momentum conserved in a collision?

According to the law of conservation of momentum, the total momentum of a system before a collision is equal to the total momentum after the collision. This means that the sum of the individual momenta of the objects involved in the collision remains constant.

4. How do you calculate the impulse of a collision?

The impulse of a collision is equal to the change in momentum of an object. It can be calculated by multiplying the force exerted on the object by the duration of the collision. The unit of impulse is kilogram-meter per second (kg∙m/s).

5. How do collisions affect the motion of objects?

Collisions can cause changes in the motion of objects, such as changes in speed, direction, or both. In elastic collisions, the objects involved may experience a change in velocity, while in inelastic collisions, objects may stick together or deform, resulting in changes in their motion.

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