Exercises — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)
The one formula behind everything here:
Level 1 — Recognition
L1.1
State, in words, what the numerator and denominator each represent, and the range of .
Recall Solution
- = speed of separation — how fast the two bodies fly apart after impact.
- = speed of approach — how fast they close in before impact.
- Range: for an ordinary passive collision. Both quantities are positive (that is why the indices are swapped), so ; and separation cannot exceed approach without an internal energy source, so . (A superelastic collision with a hidden energy source can give — see the edge-case note above.)
L1.2
A collision has . What kind of collision is it, and what extra quantity (besides momentum) is conserved?
Recall Solution
is a perfectly elastic collision — separation speed equals approach speed. Besides momentum (always conserved), kinetic energy is also conserved. See Elastic Collisions.
L1.3
Two lumps of clay collide and stick. What is ? What is the technical name for this collision?
Recall Solution
They move off together → separation speed → . This is a perfectly inelastic (perfectly plastic) collision. See Perfectly Inelastic Collisions.
Level 2 — Application
L2.1
Ball A ( m/s) hits ball B ( m/s) moving the same way. After impact m/s, m/s. Find .
Recall Solution
Approach m/s. Separation m/s. Positive and less than 1 → a partially elastic collision. ✓
L2.2
A ball is dropped from m and rebounds to m. Find .
Recall Solution
Height depends on speed squared (), so the height ratio is and we need a square root:
L2.3
Two bodies approach each other head-on: m/s, m/s (opposite direction, hence negative). After collision the separation speed is measured as m/s. Find .
Recall Solution
The approach speed correctly uses the signed velocities: That is the physical closing speed (each moving toward the other adds up). Then
Level 3 — Analysis (combine with momentum)
Reminder for every problem below: the second equation is — separation speed is times approach speed. That physical statement (not a definition trick) is what lets us pin down both unknowns.
L3.1
kg at m/s hits kg at rest. . Find and .
Recall Solution
Momentum: . Restitution (they must separate at half the closing speed): . From restitution: . Substitute: Check: separation ✓; momentum ✓. Body 1 stops dead, body 2 carries the momentum forward. See Conservation of Linear Momentum.
L3.2
Same masses and speeds as L3.1 but now (perfectly elastic). Find and confirm kinetic energy is conserved.
Recall Solution
Momentum: (unchanged). Restitution (elastic → separate at the full closing speed): . Body 1 bounces back (negative). Check KE:
- Before: J.
- After: J. ✓ Conserved, as demands.
L3.3
kg at m/s hits kg at m/s (head-on). . Find both final velocities.
Recall Solution
Momentum: . Restitution (separate at of the closing speed): . Substitute: , and . Check: separation ✓; momentum ✓.
Level 4 — Synthesis (multi-step chains)
L4.1 — Successive bounces
A ball is dropped from m onto a fixed floor with . To what height does it rise after (a) the 1st bounce, (b) the 3rd bounce? (Use .)

Recall Solution
Reading the figure: the horizontal axis is time (s), the vertical axis is height (m). The blue curve is the ball's actual up-and-down path (each hump is one flight). The red dots sit on the top of each hump — those are the peak heights , and each red-dot value printed beside it is exactly times the previous one. The dashed grey line marks the m release height. The maths: each bounce multiplies the speed by , and since , it multiplies the height by . So .
- (a) m.
- (b) m. Compare these numbers to the red-dot labels in the figure — they match the 1st and 3rd peaks.
L4.2 — Kinetic energy lost
kg at m/s hits kg at rest, . Find the final velocities, then the fraction of kinetic energy lost.
Recall Solution
Momentum: . Restitution: . Substitute: , .
- KE before: J.
- KE after: J.
- Lost: J → fraction . Cross-check with the shortcut J ✓. See Kinetic Energy Loss in Collisions.
L4.3 — Bounce off a horizontal surface (2-D)
A ball hits the ground with horizontal speed m/s and downward vertical speed m/s. The floor is smooth (no horizontal impulse), and acts on the vertical component only. Find the rebound speed and the angle above the horizontal after the bounce.

Recall Solution
Reading the figure: the axes are the two velocity components — horizontal (x) rightward, vertical (y) upward, both in m/s, drawn to the same scale (a square grid). The grey band is the floor; the red dot is the impact point. The orange arrow is the incoming velocity — it points down-right and is steep because the downward part () is bigger than the sideways part (). The green arrow is the outgoing velocity — same sideways length, but the upward part has shrunk to half, so it is shallower. The blue dashed vertical line is the impact normal; scales only the piece of velocity along that line. The maths. Restitution acts only along the impact normal (vertical here). A smooth floor exerts no horizontal force, so is unchanged.
- Horizontal after: m/s.
- Vertical after: m/s (now upward).
- Rebound speed: m/s.
- Angle above horizontal: . The green arrow is shallower than the orange one precisely because the vertical part shrank while the horizontal part stayed put — that is the whole geometric effect of . See Projectile Motion.
Level 5 — Mastery
L5.1 — Total distance while bouncing
A ball dropped from m keeps bouncing with . Find the total distance it travels vertically before coming to rest. (Take m/s².)
Recall Solution
Heights: , then up-and-down with . The first drop is . Each subsequent bounce contributes an up + down of . (The infinite sum for ; here .) With : Equivalent closed form: m ✓.
L5.2 — Total bouncing time
For the same ball (L5.1, m, , ), find the total time before it stops bouncing. (Time to fall from height is ; each bounce is up then down.)
Recall Solution
Why time scales as (not ). The time for one flight up-and-down from peak is — it is proportional to . But , so . The square root turns the of height into of time. That is the key: heights shrink by each bounce, times shrink by each bounce. First fall: s. After bounce , the up-then-down time is . (Again , now with .)
L5.3 — Back out from a collision + KE loss
Equal masses . Body 1 at m/s strikes body 2 at rest. Exactly of the kinetic energy is lost. Find (assume the physically sensible root) and the final velocities.
Recall Solution
Where the comes from. In any 1-D collision the kinetic energy lost can be written using the relative velocity. Approach relative speed is ; separation relative speed is . A standard result (proved by working in the centre-of-mass frame, where all KE is stored in the relative motion) is: The appears because separation speed is times approach speed, and energy goes as speed squared, so the leftover fraction of relative KE is . For equal masses and , while the initial KE is . So the fraction lost is Set : . Now the velocities. For equal masses, momentum gives ; restitution gives . Check KE: after ; before ; lost ✓.
Connections
- Conservation of Linear Momentum — the first equation in every L3–L5 solve.
- Elastic Collisions — the benchmark (L3.2).
- Perfectly Inelastic Collisions — the benchmark (L1.3).
- Impulse and Momentum — where the deeper meaning of (as a ratio of restoration-to-deformation impulse) is derived, in the parent note.
- Kinetic Energy Loss in Collisions — the shortcut used in L4.2 and L5.3.
- Projectile Motion — needed for the 2-D bounce (L4.3) and bounce heights.