1.4.8 · D3 · HinglishMomentum & Collisions

Worked examplesCoefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

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1.4.8 · D3 · Physics › Momentum & Collisions › Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

Yeh page parent note ke liye workout gym hai. Hum formula pehle se jaante hain: Yahaan hum har tarah ke collision problems dhundhte hain jo yeh topic de sakta hai aur har ek ko puri tarah solve karte hain. Usse pehle, hum ek map banate hain taaki koi bhi aisi situation kabhi na mile jise humne practice na ki ho.


Sign convention (ek baar fix karo, poore page ke liye)

Neeche har velocity signed hai, aur hum SIRF EK rule use karte hain har jagah.


Dono master equations (aur closed form)

Har 1-D restitution problem exactly do facts use karti hai:

  • Momentum conservation (ek equation): .
  • Restitution law (doosri equation): .

Do linear equations, do unknowns → ek canonical closed-form answer milta hai. Chalte hain yeh pair ek baar, generally, solve karte hain, taaki neeche ke har worked example mein sirf yahi formula numbers ke saath use ho.

Har worked example ya toh is closed form mein plug in karta hai ya ise invert karta hai ( solve karne ke liye).


Scenario matrix — aur yeh exhaustive kyun hai

Koi bhi collision chaar ingredients se fix hoti hai: do initial velocities (unke signs aur order), ki value ( se tak), aur yeh ki koi ek mass finite hai ya infinite (ek wall). Har possibility neeche diye branches mein se kisi ek mein aati hai — yeh ek genuine case split hai, wishlist nahi.

Cell Case class Kya special hai Example
A Same-direction chase ( dono , ) dono velocities positive Ex 1
B Head-on, opposite signs (, ) ek velocity negative → approach speed add hoti hai Ex 2
C elastic limit KE bhi conserved hai; equal mass ke liye velocities swap hoti hain Ex 3
D perfectly inelastic bodies chipak jaate hain, ek common velocity Ex 4
E Data se find karo (inverse problem) solve karo, 's ke liye nahi Ex 5
F Fixed wall / infinite mass , ball bas reverse hoti hai Ex 6
G Bouncing ball, height aur multiple bounces , chahiye; Ex 7
H Degenerate: equal initial speeds () approach , koi collision nahi — formula toot jaata hai Ex 8
I Real-world word problem (2-D bounce off ground) vertical component maanta hai, horizontal unchanged Ex 9
J Exam twist: back-solve from KE loss use karta hai Ex 10

Prerequisites jo tumhare paas open ho sakte hain: Conservation of Linear Momentum, Elastic Collisions, Perfectly Inelastic Collisions, Kinetic Energy Loss in Collisions, Projectile Motion.


Cell A — same-direction chase


Cell B — head-on collision (opposite signs)


Cell C — elastic limit


Cell D — perfectly inelastic


Cell E — inverse problem, find karo


Cell F — ball off a fixed wall


Cell G — bouncing ball, heights aur repeated bounces

Yahaan geometry matter karti hai, toh hum ise draw karte hain. Neeche figure mein, horizontal axis ball ki position hai jaise woh rightward hop karta hai aur vertical axis uski height metres mein hai. Ball seedha neeche left par drop ki gayi hai (dotted white line height se), aur har successive bounce arc color-coded peak tak uthta hai — blue peak 1 ke liye, yellow peak 2 ke liye, pink peak 3 ke liye. Left side ke dashed guide lines un peak heights ko mark karti hain. Figure ka poora point: har peak bilkul times us peak ki height par baith ta hai jo uske pehle thi, toh peaks ek fixed multiplying factor se neeche march karti hain.

Figure — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

Cell H — degenerate case (koi collision nahi)


Cell I — real-world 2-D bounce

Hum ab velocity arrows draw karte hain bounce se pehle aur baad mein. Figure page ke top se 2-D sign convention use karta hai ( right, up). Blue arrow incoming velocity hai (down-right point karta hai, floor mein); pink arrow outgoing velocity hai (up-right); yellow horizontal arrow shared horizontal part hai jo change nahi hota; dashed white vertical arrow outgoing vertical part hai; pink arc rebound angle mark karta hai. Dekho yellow horizontal arrow full-length rehta hai jabki vertical part shrink hota hai.

Figure — Coefficient of restitution e = (v₂ − v₁) - (u₁ − u₂)

Cell J — exam twist: KE loss se back-solve karo


Active recall

Recall Yeh kaunsi cell hai?

Ek ball wall par phenko aur woh seedha slower wapas aati hai — kaunsi cell, aur kya special hai? ::: Cell F: fixed wall, , toh rebound speed ÷ impact speed aur velocity sign flip hoti hai.

Recall Sign trap

Do balls head-on aur m/s par approach karti hain. Approach speed kya hai? ::: m/s — negative subtract karna speeds ko add karta hai.

Recall Heights ke liye square root kyun?

Ek ball se drop hoti hai aur tak rebound karti hai. kyun hai aur kyun nahi? ::: Kyunki speeds ka ratio hai aur , toh ; square undo karne ke liye root chahiye.

Recall Degenerate input

Restitution formula kab undefined ho jaata hai, aur iska matlab kya hai? ::: Jab approach speed (equal velocities) — division by zero. Iska matlab hai koi collision nahi hoti.

Recall Closed form

ko ke terms mein likho. ::: .


Connections


General final velocity
General final velocity
Approach speed for head-on balls at and m/s
m/s
Fixed-wall restitution
rebound speed ÷ impact speed, with velocity sign reversed
When is the formula undefined?
When approach speed (equal velocities, no collision)
Height after bounces
2-D floor bounce: which component obeys ?
Only the vertical (perpendicular) component; horizontal is unchanged
Equal-mass, target-at-rest KE loss fraction
Perfectly inelastic () KE loss fraction