Exercises — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)
1.4.8 · D4· Physics › Momentum & Collisions › Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)
Yahan sab kuch ek hi formula pe tikaa hai:
Level 1 — Recognition
L1.1
Numerator aur denominator mein se har ek kya represent karta hai, yeh words mein batao, aur ki range bhi batao.
Recall Solution
- = speed of separation — impact ke baad dono bodies kitni tezi se alag hoti hain.
- = speed of approach — impact se pehle woh kitni tezi se paas aa rahi thi.
- Range: ek ordinary passive collision ke liye . Dono quantities positive hain (isliye indices swap kiye gaye hain), to ; aur separation bina internal energy source ke approach se zyada nahin ho sakti, isliye . (Kisi hidden energy source wali superelastic collision mein aa sakta hai — upar edge-case note dekhein.)
L1.2
Ek collision mein hai. Yeh kaisi collision hai, aur momentum ke alawa kaunsi extra quantity (aur) conserved hai?
Recall Solution
ek perfectly elastic collision hai — separation speed approach speed ke barabar hoti hai. Momentum (hamesha conserved) ke alawa, kinetic energy bhi conserved hoti hai. Dekho Elastic Collisions.
L1.3
Clay ke do lumps collide karke chipak jaate hain. kya hai? Is collision ka technical naam kya hai?
Recall Solution
Woh saath milke chalte hain → separation speed → . Yeh ek perfectly inelastic (perfectly plastic) collision hai. Dekho Perfectly Inelastic Collisions.
Level 2 — Application
L2.1
Ball A ( m/s) ball B ( m/s) ko usi direction mein chalte hue hit karta hai. Impact ke baad m/s, m/s. nikalo.
Recall Solution
Approach m/s. Separation m/s. Positive aur 1 se kam → ek partially elastic collision. ✓
L2.2
Ek ball m se drop ki jaati hai aur m tak bounce karti hai. nikalo.
Recall Solution
Height speed ke square par depend karti hai (), isliye height ratio hai aur hume square root chahiye:
L2.3
Do bodies ek doosre ki taraf head-on aati hain: m/s, m/s (opposite direction, isliye negative). Collision ke baad separation speed m/s measure ki gayi. nikalo.
Recall Solution
Approach speed sahi se signed velocities use karti hai: Yeh physical closing speed hai (ek doosre ki taraf aane wali dono ek doosri add ho jaati hain). Phir
Level 3 — Analysis (momentum ke saath combine karo)
Neeche har problem ke liye reminder: doosri equation hai — separation speed, approach speed ka guna hai. Yahi physical statement (koi definition trick nahin) hai jo hume dono unknowns pin down karne deti hai.
L3.1
kg at m/s, kg jo rest par hai, se takraata hai. . aur nikalo.
Recall Solution
Momentum: . Restitution (inhe closing speed ka aadha alag hona chahiye): . Restitution se: . Substitute karo: Check: separation ✓; momentum ✓. Body 1 bilkul ruk jaata hai, body 2 momentum aage le jaata hai. Dekho Conservation of Linear Momentum.
L3.2
L3.1 wale hi masses aur speeds, lekin ab (perfectly elastic). nikalo aur confirm karo ki kinetic energy conserved hai.
Recall Solution
Momentum: (unchanged). Restitution (elastic → full closing speed par alag ho): . Body 1 bounce back karta hai (negative). KE check karo:
- Before: J.
- After: J. ✓ Conserved, jaisa demand karta hai.
L3.3
kg at m/s, kg at m/s (head-on) se takraata hai. . Dono final velocities nikalo.
Recall Solution
Momentum: . Restitution (closing speed ka guna alag ho): . Substitute: , aur . Check: separation ✓; momentum ✓.
Level 4 — Synthesis (multi-step chains)
L4.1 — Successive bounces
Ek ball m se ek fixed floor par drop ki jaati hai, ke saath. (a) 1st bounce ke baad, (b) 3rd bounce ke baad kitni height tak jaati hai? ( use karo.)

Recall Solution
Figure padhna: horizontal axis time (s) hai, vertical axis height (m) hai. Blue curve ball ka actual up-and-down path hai (har hump ek flight hai). Red dots har hump ke top par baithe hain — woh peak heights hain, aur unke paas printed har red-dot value bilkul pichle wali ki guni hai. Dashed grey line m release height mark karti hai. Maths: har bounce speed ko se multiply karta hai, aur kyunki , height ko se multiply karta hai. To .
- (a) m.
- (b) m. In numbers ko figure ke red-dot labels se compare karo — woh 1st aur 3rd peaks se match karte hain.
L4.2 — Kinetic energy lost
kg at m/s, kg rest par, se takraata hai. Final velocities nikalo, phir kinetic energy lost ka fraction nikalo.
Recall Solution
Momentum: . Restitution: . Substitute: , .
- KE before: J.
- KE after: J.
- Lost: J → fraction . Shortcut se cross-check: J ✓. Dekho Kinetic Energy Loss in Collisions.
L4.3 — Horizontal surface par bounce (2-D)
Ek ball ground se horizontal speed m/s aur downward vertical speed m/s ke saath takraati hai. Floor smooth hai (koi horizontal impulse nahin), aur sirf vertical component par act karta hai. Rebound speed aur bounce ke baad horizontal se angle nikalo.

Recall Solution
Figure padhna: axes do velocity components hain — horizontal (x) rightward, vertical (y) upward, dono m/s mein, same scale par drawn (ek square grid). Grey band floor hai; red dot impact point hai. Orange arrow incoming velocity hai — yeh neeche-daayein point karta hai aur steep hai kyunki downward part (), sideways part () se bada hai. Green arrow outgoing velocity hai — same sideways length, lekin upward part aadha ho gaya, isliye yeh shallower hai. Blue dashed vertical line impact normal hai; sirf us line ke saath velocity wale piece ko scale karta hai. Maths. Restitution sirf impact normal ke saath act karta hai (yahan vertical). Ek smooth floor koi horizontal force nahin lagaata, isliye unchanged rehta hai.
- Horizontal after: m/s.
- Vertical after: m/s (ab upward).
- Rebound speed: m/s.
- Horizontal se angle: . Green arrow orange wale se shallower hai bilkul isliye kyunki vertical part chhota ho gaya jabki horizontal part waisa hi raha — yeh ka poora geometric effect hai. Dekho Projectile Motion.
Level 5 — Mastery
L5.1 — Bouncing karte waqt total distance
m se drop ki gayi ball ke saath bounce karti rehti hai. Rukne se pehle woh vertically kitni total distance travel karti hai? ( m/s² lo.)
Recall Solution
Heights: , phir up-and-down jahan . Pehla drop hai. Har baad wala bounce ek up + down of contribute karta hai. (Infinite sum for ; yahan .) ke saath: Equivalent closed form: m ✓.
L5.2 — Total bouncing time
Usi ball ke liye (L5.1, m, , ), bounce karna band hone se pehle total time nikalo. (Height se girne ka time hai; har bounce upar phir neeche hota hai.)
Recall Solution
Kyun time se scale karta hai ( se nahin). Peak se ek flight up-and-down ka time hai — yeh ke proportional hai. Lekin , isliye . Square root height ke ko time ke mein badal deta hai. Yahi key hai: heights har bounce par se shrink hoti hain, times har bounce par se shrink hote hain. Pehla fall: s. Bounce ke baad, up-then-down time hai . (Phir se , ab ke saath.)
L5.3 — Collision + KE loss se nikalna
Equal masses . Body 1, m/s par, body 2 ko rest par strike karta hai. Kinetic energy ka exactly lost hota hai. nikalo (physically sensible root assume karo) aur final velocities nikalo.
Recall Solution
kahan se aata hai. Kisi bhi 1-D collision mein kinetic energy lost ko relative velocity use karke likha ja sakta hai. Approach relative speed hai ; separation relative speed hai . Ek standard result (centre-of-mass frame mein prove kiya gaya, jahan saari KE relative motion mein stored hoti hai) yeh hai: isliye aata hai kyunki separation speed, approach speed ka guna hai, aur energy speed के square ke saath jaati hai, isliye relative KE ka bacha hua fraction hai. Equal masses ke liye aur , jabki initial KE hai . To lost ka fraction hai set karo: . Ab velocities. Equal masses ke liye, momentum deta hai ; restitution deta hai . KE check: after ; before ; lost ✓.
Connections
- Conservation of Linear Momentum — har L3–L5 solve mein pehli equation.
- Elastic Collisions — benchmark (L3.2).
- Perfectly Inelastic Collisions — benchmark (L1.3).
- Impulse and Momentum — jahan ka deeper meaning (restoration-to-deformation impulse ka ratio) parent note mein derive kiya gaya hai.
- Kinetic Energy Loss in Collisions — shortcut jo L4.2 aur L5.3 mein use hua.
- Projectile Motion — 2-D bounce (L4.3) aur bounce heights ke liye zaroori.