Calculating the Vertical Displacement of a Block After a Bullet Collision

In summary, using conservation of momentum, the final velocity of the block after the collision is 2.2 m/s. From here, using kinematics equations, we can find that the block will rise approximately 0.24 meters into the air before falling back down.
  • #1
mathcrzy
47
0

Homework Statement



A gun is fired vertically into a 1.80 kg block of wood at rest directly above it. If the bullet has a mass of 21.0 g and a speed of 190 m/s, how high will the block rise into the air after the bullet becomes embedded in it?
_____m

Homework Equations



Vf^2-Vi^2=2ax

The Attempt at a Solution



Vf=0
Vi=190
a=9.8
x=?

0^2-190^2=2*9.8*x
x=1841.83m
 
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  • #2
The answer you have found is how high the bullet will rise in the air if it was NOT embedded in the block, i.e. if the block was never in the way. Here is a hint to get you on the right track:

Remember we are talking about how high the BLOCK moves after it is hit by the bullet. Does conservation of momentum tell you anything about the block's motion?
 
  • #3
Conservation of momentum is going to be the same before and after the collision. so the momentum of the block upwards is going to be the same as the bullet before it hits the block.? would i then use the equation (before collision)M1V1+M2V2=M1V1+M2V2(after collision)
 
  • #4
Exactly:smile:

Now, what would that equation tell you? Do you know where to go from there?
 
  • #5
M1 would be the bullet .021kg
V1 is the bullets velocity 190m/s (initial) 0m/s (final)
M2 is the block 1.8kg
V2 is the block's velocity 0m/s (initial) ?m/s (final)

Then find the V2 final
.021*190+1.8*0=.021*0+1.8*?
3.99=1.8?
2.2=V2 final

Now how do i find delta x for the block?
 
  • #6
Ok, now that you have the velocity of the block after the collision, this becomes a kinematics problem. Can you find a way to solve it with kinematics? HINT: You had this part down in you original post...
 

Related to Calculating the Vertical Displacement of a Block After a Bullet Collision

1. What is bullet physics?

Bullet physics is an open-source physics engine used for real-time simulation of rigid body dynamics, soft body dynamics, and collision detection in computer graphics and video games.

2. How does bullet physics work?

Bullet physics uses mathematical algorithms to simulate the physical properties and interactions of objects in a virtual environment. It takes into account factors such as mass, velocity, and collision detection to create realistic movement and interactions between objects.

3. What are the advantages of using bullet physics?

Some advantages of using bullet physics include its open-source nature, which allows for customization and integration into various platforms, its efficient performance in real-time simulations, and its support for a wide range of physical interactions and behaviors.

4. Can bullet physics be used for all types of simulations?

No, bullet physics is primarily designed for rigid body dynamics and collision detection. While it does have some capabilities for soft body dynamics, it may not be the best choice for simulations that require more complex behaviors or interactions.

5. Is bullet physics free to use?

Yes, bullet physics is free to use for both personal and commercial purposes. It is licensed under the permissive zlib license, which allows for modification and distribution of the source code. However, some game engines or software may have their own licensing fees for using bullet physics within their platform.

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