Head-On and Stuck — Choosing the Positive Direction

Mechanics Beginner Free VR · AR
Head-On and Stuck — Choosing the Positive Direction – Mechanics
Head-On and Stuck — Choosing the Positive Direction – Mechanics

Two gliders ride an air track on a lab bench, with a big + → painted on the rail: right is positive. Glider A comes from the left and glider B from the right; hook-and-loop pads on the facing ends make them stick when they meet. Four sliders set the two masses and the two velocities, and a negative velocity means moving left. Press ▶ to watch the approach, the brief squeeze of the pads and the stuck pair moving off, four times slower than real life — the run plays once and stops, and the sign of the pair's velocity tells you which way it goes.

How to use this simulation

What to look for

The physics behind it

Choose the positive direction first — here, to the right — and write the momentum balance on one line: mA·vA + mB·vB = (mA + mB)·v′. At the starting values 1.2 × 3.0 + 2.8 × (−2.0) = 4.0 v′, so 3.6 − 5.6 = 4.0 v′ and v′ = −0.50 m/s. The answer is negative, so the pair moves left: B brought the larger momentum. The contact is modelled as two pads pressing and gripping, every push on A matched by an equal and opposite push on B, so the total momentum measured from the gliders' positions is −2.0 kg m/s before and after. The pair stops dead when the two momenta cancel — for example 1.4 kg at +2.0 m/s against 2.8 kg at −1.0 m/s. If A is not faster than B (vA ≤ vB), the gap never closes and there is no collision at all. The same one-line balance works for any collision in which the bodies stick: 2.0 kg at 3.0 m/s joining 1.0 kg at rest move off at 6.0/3.0 = 2.0 m/s.

conservation of momentumperfectly inelastic collisionsign conventionm₁v₁ + m₂v₂ = (m₁ + m₂)v′air track3D