1.4.6 · D1 · Physics › Momentum & Collisions › Elastic collisions — 2D - angle relationship
Ek collision mein do unbreakable bookkeeping rules hote hain — momentum (ek directional arrow-total jo kabhi nahi badalta) aur kinetic energy (ek single number of "motion-cash" jo, elastic hit ke liye, bhi kabhi nahi badalta). Jab tum dono rules ko do equal balls ke liye likhte ho aur combine karte ho, to geometry dono outgoing paths ko ek perfect right angle mein force kar deti hai.
Pehle tum parent page par 90° result derive karo, har arrow, symbol, aur squiggle ka kuch matlab hona chahiye tumhare liye. Yeh page har ek ko zero se build karta hai. Upar se neeche padho — har block sirf wahi use karta hai jo pehle aaya hai.
Ek vector ek arrow hai: iske paas ek length hai (kitna) aur ek direction hai (kidhar). Hum ise upar ek chhoti arrow ke saath likhte hain, jaise u 1 . Iska seedha length (ek single number, koi direction nahi) bars ke saath likha jaata hai: ∣ u 1 ∣ , ya bas u 1 .
Neeche wali figure dekho. Lavender arrow ek velocity hai. Yeh jhuka hua hai, isliye direction hai. Yeh lamba hai, isliye speed badi hai. Do facts, ek arrow.
Intuition Topic ko vectors ki zaroorat kyun hai
Ek ball ke paas sirf speed nahi hoti — woh kahin move karti hai. "5 m/s" bekar hai jab tak tum yeh na kaho ki "5 m/s dayi taraf." 2D mein Collisions poori tarah directions ke alag hone ke baare mein hain, isliye har velocity ek arrow honi chahiye, number nahi.
Kisi bhi arrow ko do perpendicular directions ke saath uske shadow se describe kiya ja sakta hai: kitna right (x ) aur kitna upar (y ). Yeh shadows components hain. Hum inhe ek pair ke roop mein likhte hain, a = ( a x , a y ) , jahaan a x x-part hai aur a y y-part hai. Hum ek right triangle banate hain: arrow slanted side hai, do shadows flat aur upright sides hain.
Figure mein coral arrow v 1 horizontal line ke upar angle θ 1 par jhuka hua hai. Ek seedha neeche wali line aur ek flat line daalo — tumhe ek right triangle milta hai:
flat side (θ 1 ke adjacent) x-component v 1 cos θ 1 hai,
upright side (θ 1 ke opposite) y-component v 1 sin θ 1 hai.
sin , cos — ratios ka matlab kya hai
Angle θ wale right triangle mein:
cos θ = hypotenuse adjacent side , sin θ = hypotenuse opposite side
Cosine = "arrow ka kitna hissa base ke saath point karta hai." θ = 0 ∘ par arrow flat leta hai, isliye cos 0 ∘ = 1 (poora).
Sine = "kitna upar point karta hai." θ = 9 0 ∘ par arrow seedha upar point karta hai, isliye sin 9 0 ∘ = 1 .
Intuition Components ki zaroorat kyun hai
Tum do jhuke hue arrows ko aankhon se add nahi kar sakte. Lekin tum kar sakte ho saare right-parts ko alag se jodte aur saare up-parts ko alag se jodte. Splitting into components ek mushkil vector equation ko do aasaan number equations mein badal deta hai — exactly woh "x and y" split jo parent page par hai.
Common mistake "Sine hamesha vertical wala hota hai."
Kyun sahi lagta hai: Upar wali picture mein, sine ne height di. Fix: sin aur cos depend karte hain us angle par jise tum measure karte ho . Opposite/adjacent us angle ke relative hain. Pehle hamesha triangle draw karo aur angle label karo.
Formulas v cos θ aur v sin θ har direction ko already handle karte hain, kyunki sin aur cos sign change karte hain depending on ki arrow kahan point karta hai.
Intuition Yahan yeh kyun matter karta hai
Parent page par struck ball line ke neeche fly karta hai — iska y-component negative hai. Exactly isliye parent ki y-momentum equation mein ek minus sign hai: v 2 sin θ 2 opposite sign ke saath enter karta hai kyunki woh arrow neeche point karta hai. Ek negative component koi error nahi hai; yeh direction hai jo sign ke roop mein encode hua hai.
Conservation of momentum literally velocity arrows ko add karta hai, isliye humein yeh nail down karna chahiye ki arrows ke liye "+ " ka matlab kya hai.
Definition Vector addition
Do arrows a + b jodhne ke liye: b ko slide karo taaki iska tail a ki tip par baithe; sum woh naya arrow hai jo a ke start se b ki tip tak jaata hai ("tip-to-tail" rule). Components mein yeh bilkul simple hai — bas parts jodhte jao :
a + b = ( a x + b x , a y + b y )
Intuition Addition kyun, aur kyun component-wise
"Total momentum" ka matlab hai dono balls ke arrows ko ek mein combine karna. Geometrically yeh tip-to-tail hai. Lekin jhuke hue arrows ko aankhon se jodhna hopeless hai, isliye hum right-parts ko saath jodhte hain aur up-parts ko saath jodhte hain — yeh woh gehri wajah hai jiske liye components exist karte hain. Parent ka u 1 = v 1 + v 2 exactly yahi rule hai.
Common mistake "Lengths jodhte hain:
∣ a + b ∣ = ∣ a ∣ + ∣ b ∣ ."
Kyun sahi lagta hai: Numbers us tarah add hote hain. Fix: Sirf tab sach hai jab arrows same direction mein point karte hon. Inhe alag alag point karo aur sum do lengths ke jodte se chhota hoga — woh shortening exactly wahi hai jo collision triangle ko ek real triangle banata hai.
Yeh sach kyun hai? Do components ek right triangle ki legs hain jiska hypotenuse length v 1 ka arrow hai. Pythagoras kehta hai leg² + leg² = hypotenuse²:
( v 1 cos θ 1 ) 2 + ( v 1 sin θ 1 ) 2 = v 1 2 .
Dono sides ko v 1 2 se divide karo aur tumhe identity milti hai. (Yeh har quadrant mein sach rehta hai: squaring minus signs ko khatam kar deta hai.) Parent page is identity ko Step 5 mein use karta hai yeh check karne ke liye ki v 1 2 + v 2 2 = u 1 2 — woh check yahi identity hai.
Parent page kaafi velocity letters use karta hai. Unke meanings abhi fix karo taaki koi subscript tumhe surprise na kare.
Definition Velocity roster
u 1 — ball 1 ki velocity collision se pehle (incoming ball); iska length u 1 hai.
u 2 — ball 2 ki velocity pehle . Parent page par ball 2 at rest hai, isliye u 2 = 0 aur u 2 = 0 .
v 1 — ball 1 ki velocity baad mein ; iska length (speed) v 1 hai.
v 2 — ball 2 ki velocity baad mein ; iska length v 2 hai.
Rule of thumb: u = pehle, v = baad mein; subscript = which ball. Toh "v 1 2 + v 2 2 = u 1 2 " padhte hain: (ball 1 ki final speed)² + (ball 2 ki final speed)² = (ball 1 ki initial speed)².
Ek particle ka momentum uski mass times velocity arrow hai:
p = m v
Yeh ek vector hai (mass sirf ek number hai, isliye m v usi direction mein point karta hai jisme v karta hai, sirf scaled). Ek bhaari slow truck aur ek halka fast bullet same momentum carry kar sakte hain.
Intuition Momentum kyun, aur kyun conserved hota hai
Collision ke dauran do balls ek doosre ko push karte hain, lekin bahar se kuch pair ko push nahi karta. Newton's third law kehta hai unke mutual pushes equal-and-opposite hain, isliye woh total mein cancel ho jaate hain. Pair ka total momentum arrow isliye nahi badal sakta — yeh Conservation of Momentum hai. Yeh woh single most important rule hai jis par parent page rely karta hai.
Kyunki momentum ek vector hai, "total momentum unchanged" actually do promises hai (§3 ke addition rule ko use karke): total right-part unchanged hai aur total up-part unchanged hai. Wahan se parent ki do equations (x aur y) aati hain.
Definition Kinetic energy
Kinetic energy woh energy hai jo motion mein stored hai:
K E = 2 1 m v 2
Yeh ek scalar hai — ek plain number, koi direction nahi (dhyan do yeh v 2 use karta hai, velocity ka length , squared). Dekho Kinetic Energy .
Definition Elastic vs inelastic
Elastic collision: total kinetic-energy number baad mein same hai jitna pehle tha. Kuch bhi heat, sound, ya dents mein nahi gaya.
Inelastic collision: kuch KE lost hoti hai. Dekho Inelastic collisions .
Intuition Energy sirf EK equation kyun deta hai
Momentum ek arrow hai, isliye yeh x aur y mein split hota hai — do equations. Energy sirf ek number hai, isliye yeh ek equation deta hai. 2D mein yeh 2 + 1 = 3 scalar equations total hain — exact count jo parent page announce karta hai.
Common mistake "Momentum aur energy same cheez hain."
Kyun sahi lagta hai: Dono tab badhte hain jab ball speed up karti hai. Fix: Momentum hai m v (speed mein linear, direction hai); energy hai 2 1 m v 2 (squared, koi direction nahi). Ball ki direction reverse karne se uska momentum flip ho jaata hai lekin energy unchanged rehti hai. Yeh genuinely alag bookkeeping hain.
Yeh parent proof ka star tool hai, isliye hum ise carefully build karte hain.
Definition Dot product — do equal definitions
Do arrows a aur b ka dot product ek single number hai. Iska ek geometric form aur ek algebraic form hai, aur woh hamesha agree karte hain:
a ⋅ b = geometric ∣ a ∣ ∣ b ∣ cos ϕ = algebraic (component) a x b x + a y b y
jahaan ϕ do arrows ke beech angle hai, aur ( a x , a y ) , ( b x , b y ) unke components hain. Dekho Dot Product .
Intuition Dot product kyun, aur koi doosra tool kyun nahi?
Hum ek aisi machine chahte hain jo do arrows khaaye aur humein unke beech angle bataye — precisely yeh sawaal ki "kya outgoing balls perpendicular hain?" Dot product woh machine hai. Iska magical value tab hai jab answer 9 0 ∘ hota hai:
cos 9 0 ∘ = 0 ⟹ a ⋅ b = 0.
Toh "dot product = 0 " exactly same statement hai jaise "arrows right angle par hain ." Jab parent page v 1 ⋅ v 2 = 0 tak pahuncha, usne literally 90° prove kar diya.
a ⋅ b ek aur arrow hai."
Kyun sahi lagta hai: Tumne do arrows se shuru kiya, toh answer bhi ek arrow hona chahiye. Fix: Dot product ek plain number (scalar) nikalta hai. Exactly isliye yeh energy-like bookkeeping aur angles test karne ke liye useful hai.
Definition Handy values (note: kuch rounded hain)
θ
sin θ
cos θ
0 ∘
0 (exact)
1 (exact)
3 0 ∘
0.5 (exact)
0.866 … ≈ 0.87 (rounded)
3 7 ∘
≈ 0.6 (rounded)
≈ 0.8 (rounded)
5 3 ∘
≈ 0.8 (rounded)
≈ 0.6 (rounded)
9 0 ∘
1 (exact)
0 (exact)
3 7 ∘ /5 3 ∘ pair ek physics-classroom convenience hai: real values hain sin 3 7 ∘ = 0.6018 … , isliye 0.6 aur 0.8 approximations hain jo tidy 3 –4 –5 triangle ke liye choose ki gayi hain. Inhe arithmetic ke liye use karo, lekin jaano ki yeh lagbhag 0.3% rounding error carry karte hain. Parent ka worked example yeh pair use karta hai — dhyan karo yeh 9 0 ∘ mein add hote hain, aur unke sine/cosine values swap ho jaate hain (right-angle rule ka direct consequence).
Neeche wala map ek dependency chart hai: ek arrow "A → B " padhte hain jaise "tumhe A chahiye pehle B sense banane se." Upar se shuru karo (raw vector ), arrows neeche follow karo, aur har path eventually 90 degree angle result mein funnel ho jaata hai neeche. Agar diagram tumhare device par render nahi hota, toh wahi order hai: vector → components → (sign/quadrant rules, addition, sin/cos identity); vector → momentum → conservation → two equations; kinetic energy → elastic → one energy equation; vector → dot product → "dot = 0 means 90°". Woh sab final result par milte hain.
Kinetic energy half m v squared
Elastic means KE conserved
Dot product measures angle
Dot equals zero means 90 degrees
Khud ko test karo — tum parent page ke liye ready ho jab tum har ek ka jawab de sako:
Ek single vector arrow kaunse do facts carry karta hai? Iska length (magnitude) aur iska direction.
Tum ek vector ko components mein kaise likhte ho? Ek pair ke roop mein
a = ( a x , a y ) : iska x-part aur y-part.
Tum ek arrow ko components mein kaise split karte ho? X aur y axes par perpendicular shadows daalo, ek right triangle banate hue; sides hain v cos θ (adjacent) aur v sin θ (opposite).
Components negative kab hote hain? Jab arrow left point karta ho (cos θ < 0 , quadrants II–III) ya neeche (sin θ < 0 , quadrants III–IV).
Tum do vectors kaise jodhte ho, ek picture mein aur components mein? Tip-to-tail (pehle ka start se doosre ki tip tak); components mein part-by-part add karo, ( a x + b x , a y + b y ) .
Kya ∣ a + b ∣ hamesha ∣ a ∣ + ∣ b ∣ hota hai? Nahi — sirf tab agar woh same direction mein point karte hon; warna sum chhota hota hai.
Right triangle par cos θ ka matlab kya hai? Adjacent side divided by hypotenuse — arrow ka kitna hissa base ke saath point karta hai.
Sine aur cosine ki Pythagoras identity batao. sin 2 θ + cos 2 θ = 1 .
u 1 , u 2 , v 1 , v 2 ka matlab kya hai?u = pehle, v = baad mein; subscript = ball number. Yahan u 2 = 0 (target at rest).
Ek particle ka momentum likho. Collision mein total momentum conserved kyun hota hai? Balls ke mutual pushes equal aur opposite hote hain (Newton's third law) aur cancel ho jaate hain; koi bahar ka force nahi lagta.
Momentum 2D mein do equations kyun deta hai lekin energy sirf ek? Momentum ek vector hai (x aur y parts); kinetic energy ek scalar hai (ek number).
Kinetic energy likho aur batao "elastic" ka matlab kya hai. K E = 2 1 m v 2 ; elastic ka matlab hai total KE pehle aur baad mein same hai.
Dot product ki dono definitions do. Geometric
a ⋅ b = ∣ a ∣∣ b ∣ cos ϕ aur algebraic
a ⋅ b = a x b x + a y b y .
Woh distributive property batao jo tumhe sum square karne deti hai. ( v 1 + v 2 ) ⋅ ( v 1 + v 2 ) = v 1 2 + 2 v 1 ⋅ v 2 + v 2 2 .
a ⋅ b = 0 tumhe kya batata hai (nonzero arrows ke liye)?Woh perpendicular hain — 9 0 ∘ par, kyunki cos 9 0 ∘ = 0 .
a ⋅ a kiske barabar hai?∣ a ∣ 2 , length squared — "square both sides" trick.