Vector Problem - Collision: When Will Two Particles Collide?

In summary: Or have I misunderstood?What bothers me is that the equations are not symmetric in the two particles, so there is no hint as to which one is supposed to collide into the other. In particular, the equations would continue to hold if you added a constant vector to both a and b (corresponding to shifting both trajectories by the same amount). So how could the time of collision be affected by such a shift?I must be missing something, but I can't see what. Can you please post your answer to (c)?In summary, the conversation discusses the proof of the collision of two particles on different trajectories, given their initial positions, velocities, and the condition for collision. The condition for collision is derived
  • #1
unscientific
1,734
13

Homework Statement



(a) Show that if three vectors a, b and c are linearly dependent then
a[itex]\bullet[/itex](b x c) = 0


(b)Two particles are on the trajectories: r = a + ut and r = b + vt. Show that the particles will collide if v[itex]\bullet[/itex](b x u) = v[itex]\bullet[/itex](a x u).


(c) Express the time for the collision in terms of a, b, u and v.

(d) Hence or otherwise, show that the collision takes place at position

r = b + v [a [itex]\bullet[/itex] (b x u)/v [itex]\bullet[/itex] (b x u)]

(e) What must the time of collision be if a, b, u and v are coplanar?

Homework Equations





The Attempt at a Solution



(a) Shown.

(b) shown.

(c) shown.

(d) shown.

(e) this meant a [itex]\bullet[/itex] (b x u) = v [itex]\bullet[/itex] (b x u) = 0

Then what i have is t = 0/0 which doesn't make sense..

Not sure what difference does co-planar make to the question, as parts (a) to (d) never worked under the assumption that the vectors are co-planar. Does it impose some sort of restriction?
 
Physics news on Phys.org
  • #2
I don't see the significance of those two equations.
The time of collision stays the same if you add an arbitrary vector to both a and b (you just shift both trajectories), but you can remove the 0/0-result with that.

The time of collison stays the same if you replace u and v by 0 and v-u (which gives all the relative velocity to one trajectory), but you always get 0/0 then.

I would expect that there is some equation which avoids this case, but it has no "physical" significance, it is just a problem of the formula.
 
  • #3
You did not post your answer to (c). I assume it involves triple products, producing infinity if the condition for collision is not met?
I'm puzzled about (b). If the four vectors are coplanar, the equality condition will be met, but that does not guarantee they collide, does it?
I think the point of question (e) is to find another way of calculating the time that does not break down when coplanarity makes the triple products vanish. mfb seems to be suggesting you can add an arbitrary vector to a and b to fix it; maybe right, but I'd be surprised. I need to see your answer for (c).
Meanwhile, in the coplanar case, there is a very simple way of finding the collision time if it can be assumed that collision occurs, and a correspondingly simple test for collision.
 
  • #4
Actually, I am surprised to see a and b on their own anywhere. I would expect that only their difference, a-b, appears. Coplanarity of (a-b), u, v is then required (but not sufficient) for a collision, and the time of collision has to satisfy t(v-u)=(a-b). This equation is problematic for v=u and a=b only, and that case corresponds to identical trajectories.
 
  • #5
mfb said:
Actually, I am surprised to see a and b on their own anywhere. I would expect that only their difference, a-b, appears. Coplanarity of (a-b), u, v is then required (but not sufficient) for a collision, and the time of collision has to satisfy t(v-u)=(a-b). This equation is problematic for v=u and a=b only, and that case corresponds to identical trajectories.

Yes that is what i got for the expression of time as well (for the last part). Part (c) can be found by simply taking the 'time' component to answer of part (d).

So what must the time be in part (e) if they are co-planar?
 
  • #6
unscientific said:
Yes that is what i got for the expression of time as well (for the last part). Part (c) can be found by simply taking the 'time' component to answer of part (d).

So what must the time be in part (e) if they are co-planar?

If you assume collision occurs, you can just take the dot product of each side of that with u+v, allowing division by a scalar to isolate t. But it may be that u-v and a-b are not collinear, in which case there will be no collision.
 

FAQ: Vector Problem - Collision: When Will Two Particles Collide?

What is a vector problem - collision?

A vector problem - collision is a type of physics problem that involves the interaction of two or more objects in motion. It is used to analyze the velocity and direction of objects before and after a collision.

What types of collisions can occur in a vector problem?

The two types of collisions that can occur in a vector problem are elastic collisions and inelastic collisions. In elastic collisions, kinetic energy is conserved and the objects bounce off each other. In inelastic collisions, some kinetic energy is lost and the objects stick together after the collision.

How do you solve a vector problem - collision?

To solve a vector problem - collision, you must first identify the initial velocities and directions of the objects involved. Then, using the principles of conservation of momentum and energy, you can calculate the final velocities and determine the outcome of the collision.

What factors affect the outcome of a vector problem - collision?

The mass, velocity, and angle of approach of the objects involved are the main factors that affect the outcome of a vector problem - collision. In addition, the type of collision (elastic or inelastic) and whether external forces are present can also impact the outcome.

What are some real-life applications of vector problem - collision?

Vector problem - collision is used in various fields, including engineering, sports, and transportation. It is used to design safer cars and analyze the impact of collisions in sports like football and hockey. It is also used in the design of roller coasters and other amusement park rides to ensure the safety of riders.

Similar threads

Back
Top