Animated Solution for Physics - Kinematics: A ball is thrown from the location (x0,y0)=(0,0) of a horizontal playground with an initial speed v0 at an angle θ0 from the +x-direction. The ball is to be hit by a stone, which is thrown at the same time from the location (x1,y1)=(L,0). The stone is thrown at an angle (180∘−θ1) from the +x-direction with a suitable initial speed. For a fixed v0, when (θ0,θ1)=(45∘,45∘), the stone hits the ball after time T1, and when (θ0,θ1)=(60∘,30∘), it hits the ball after time T2. In such a case, (T1/T2)2 is _______________
Enter Numerical Value:
Visualized Solution
yball=ystone
yball=(v0sinθ0)t
ystone=(vssinθ1)t
v0sinθ0=vssinθ1
yball=ystone
v0sinθ0=vssinθ1
t=v0cosθ0+vscosθ1L
xball+∣xstone∣=L
(v0cosθ0)t+(vscosθ1)t=L
t=v0cosθ0+vscosθ1L
Case 1: θ0=45∘,θ1=45∘
v0sin45∘=v1sin45∘⟹v1=v0
T1=v0cos45∘+v1cos45∘L
T1=2v0L
T1=v0(21)+v0(21)L
T1=2v0L
Case 2: θ0=60∘,θ1=30∘
v0sin60∘=v2sin30∘
v0(23)=v2(21)⟹v2=3v0
T2=2v0L
T2=v0cos60∘+v2cos30∘L
T2=v0(21)+3v0(23)L
T2=2v0+23v0L=2v0L
(T1/T2)2=2
T2T1=2v0L2v0L=22=2
(T2T1)2=(2)2=2
\text{Reflections & Variations}
What if the playground was inclined?
How would gravity affect the time of collision?
00:00 / 00:00
The Sigma Insight: Motion in a Plane
Solution Diagram
The beauty of kinematics lies in its ability to break down complex, multi-dimensional motion into simpler, independent one-dimensional components. This problem is a classic demonstration of that principle. We are presented with two objects—a ball and a stone—moving on a horizontal playground. The fact that the playground is horizontal is our first major clue: we are dealing with a purely two-dimensional motion in the x−y plane, completely unbothered by the vertical pull of gravity.
Analyzing the Setup
Imagine looking down at this playground from a bird's-eye view. The ball is launched from the origin (0,0) with a velocity v0 at an angle θ0. Simultaneously, a stone is launched from a point (L,0) on the x-axis. It is thrown towards the ball, making an angle of 180∘−θ1 with the positive x-axis, which simply means it makes an angle θ1 with the negative x-axis.
For these two objects to collide, they must occupy the exact same spatial coordinates at the exact same time. This gives us two independent constraints: one for the y-axis and one for the x-axis.
The Master Equations
Let's look at the y-axis first. Both objects start at y=0. For them to meet at some point (x,y), their vertical displacements must be identical. Since there is no acceleration in this horizontal plane, their vertical velocities must be perfectly matched.
v0sinθ0=vssinθ1
This equation is incredibly powerful. It tells us exactly how fast the stone must be thrown (vs) to ensure it doesn't miss the ball vertically.
Now, let's consider the x-axis. The ball is moving to the right, and the stone is moving to the left. The total horizontal distance between them is initially L. To collide, the sum of the horizontal distances they cover must equal L. This is the classic concept of relative velocity of approach.
xball+∣xstone∣=L
(v0cosθ0)t+(vscosθ1)t=L
Solving for the time of collision, t, we get our master equation:
t=v0cosθ0+vscosθ1L
Case 1
The Symmetrical Throw
In the first scenario, both angles are 45∘.
(θ0,θ1)=(45∘,45∘)
Plugging this into our y-axis constraint:
v0sin45∘=v1sin45∘⟹v1=v0
The symmetry dictates that the stone must be thrown with the exact same speed as the ball. Now, we substitute this into our time equation to find T1:
T1=v0cos45∘+v0cos45∘L
T1=v0(21)+v0(21)L=2v0L
Case 2
The Asymmetrical Throw
In the second scenario, the angles are different.
(θ0,θ1)=(60∘,30∘)
Again, we start with the y-axis constraint to find the required speed of the stone, v2:
v0sin60∘=v2sin30∘
v0(23)=v2(21)⟹v2=3v0
Because the stone is thrown at a shallower angle (30∘), it must be thrown much faster (3 times faster) to keep up with the vertical pace of the ball. Now, we find the new collision time, T2:
T2=v0cos60∘+v2cos30∘L
T2=v0(21)+3v0(23)L
T2=2v0+23v0L=2v0L
Final Calculation
The problem asks for the square of the ratio of these two times. Let's divide T1 by T2:
T2T1=2v0L2v0L=22=2
Finally, squaring this ratio gives us our elegant final answer:
(T2T1)2=2
This problem beautifully illustrates how setting up the right constraints—equating coordinates for a collision—turns a seemingly complex 2D kinematics problem into a straightforward algebraic exercise.