A stone is projected from a horizontal plane. It attains maximum height $H$ and strikes a stationary smooth wall and falls on the ground vertically below the maximum height. Assume the collision to be elastic, the height of the point on the wall where the ball will strike is: \[ \begin{array}{ll} (1)

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Published July 20, 2025
Physics
Mechanics
Projectile motion
Collisions (elastic)
Kinematics

Detailed Explanation

Key ideas you must know

  1. Projectile motion basics
    • Horizontal motion: x=ucosθtx = u\cos\theta\,t (uniform)
    • Vertical motion: y=usinθt12gt2y = u\sin\theta\,t - \tfrac12 g t^2 (accelerated)

  2. Maximum height HH
    The ball’s vertical velocity becomes zero at time
    tp=usinθgt_p = \frac{u\sin\theta}{g}
    giving
    H=u2sin2θ2gH = \frac{u^2\sin^2\theta}{2g}

  3. Elastic collision with a smooth vertical wall
    • Only the horizontal component of velocity reverses (uxuxu_x \to -u_x).
    • Vertical component is unchanged.
    Therefore speed is conserved.

  4. Condition given
    After the bounce the stone lands directly below its maximum-height point. That means:
    xland=xpeakx_{\text{land}} = x_{\text{peak}}

  5. Unknowns
    t1t_1 = time from launch to wall-hit
    tt' = time from wall-hit to landing
    y1y_1 = height where it hits the wall (what we need)

  6. Equations you set up
    • Horizontal positions
    xpeak  =  ucosθtpx_{\text{peak}}\;=\;u\cos\theta\,t_p
    xwall  =  ucosθt1x_{\text{wall}}\;=\;u\cos\theta\,t_1
    After bounce: x=xwallucosθtx = x_{\text{wall}} - u\cos\theta\,t'
    Setting xland=xpeakx_{\text{land}} = x_{\text{peak}} gives
    t_1 - t' = t_p \tag{1}

    • Vertical motion after bounce must return to the ground:
    y_1 + (u\sin\theta - g t_1)\,t' - \tfrac12 g t'^2 = 0 \tag{2}

    • Algebraic manipulation of (2) surprisingly yields
    t_1 + t' = 2t_p \tag{3}

    Solve (1) and (3):
    t1=32tp,t=12tpt_1 = \tfrac32 t_p,\quad t' = \tfrac12 t_p

  7. Height of wall-hit
    Substitute t1t_1 into the vertical equation for yy:
    y1=usinθt112gt12y_1 = u\sin\theta\,t_1 - \tfrac12 g t_1^2
            =usinθ(32tp)12g(32tp)2\;\;\;\; = u\sin\theta\left(\tfrac32 t_p\right) - \tfrac12 g\left(\tfrac32 t_p\right)^2
            =32gtp298gtp2=38gtp2\;\;\;\; = \tfrac32 g t_p^2 - \tfrac98 g t_p^2 = \tfrac38 g t_p^2

    Now compare with H=12gtp2H = \tfrac12 g t_p^2:

    y1=38gtp2=34(12gtp2)=34Hy_1 = \frac{3}{8}g t_p^2 = \frac{3}{4}\Bigl(\tfrac12 g t_p^2\Bigr)=\frac{3}{4}H

Hence the ball meets the wall at 34H\boxed{\tfrac34 H}.

Simple Explanation (ELI5)

Imagine this

  1. You throw a ball from the ground so that it goes up in a nice curved path (a ‘rainbow’ shape) and would normally land somewhere far away.
  2. Half-way through its flight the ball reaches its highest point. We call that height HH.
  3. Now place a smooth, perfectly bouncy wall somewhere in front of you. When the ball hits the wall, it bounces sideways without losing any speed (elastic collision).
  4. After the bounce the ball comes straight back and finally lands exactly under the spot where it had been highest.

Because the bounce is perfect, only the sideways (horizontal) speed changes direction; the up-down (vertical) speed stays the same. By stitching together the timing before and after the bounce, we can work out how high on the wall it must have hit. The maths shows that the hit-point is at three-quarters of the maximum height, i.e.

height on wall=34H\text{height on wall} = \frac{3}{4}H

Step-by-Step Solution

Step-by-step Mathematical Solution

  1. Let the initial speed and angle be uu and θ\theta.
    Horizontal velocity: ux=ucosθu_x = u\cos\theta
    Vertical velocity: uy=usinθu_y = u\sin\theta

  2. Time to maximum height
    tp=usinθgt_p = \frac{u\sin\theta}{g}

  3. Maximum height
    H=u2sin2θ2gH = \frac{u^2\sin^2\theta}{2g}

  4. Unknowns
    t1t_1 = time to reach the wall,
    tt' = time from wall to ground,
    y1y_1 = required wall-hit height.

  5. Horizontal position condition
    xpeak=ucosθtpx_{\text{peak}} = u\cos\theta\,t_p
    xwall=ucosθt1x_{\text{wall}} = u\cos\theta\,t_1
    After bounce: xland=xwallucosθtx_{\text{land}} = x_{\text{wall}} - u\cos\theta\,t'
    Given xland=xpeakx_{\text{land}} = x_{\text{peak}}:

    ucosθ(t1t)=ucosθtp    t1t=tp(1)u\cos\theta(t_1 - t') = u\cos\theta\,t_p \;\Longrightarrow\; t_1 - t' = t_p \qquad (1)

  6. Vertical motion after collision to hit the ground
    Post-collision vertical velocity remains usinθgt1u\sin\theta - g t_1.
    Setting y=0y=0 at landing:

    y1+(usinθgt1)t12gt2=0(2)y_1 + (u\sin\theta - g t_1)t' - \tfrac12 g t'^2 = 0 \qquad (2)

    where
    y1=usinθt112gt12y_1 = u\sin\theta\,t_1 - \tfrac12 g t_1^2

    Insert y1y_1 into (2) and simplify:

    usinθ(t1+t)12g(t1+t)2=0    usinθ=12g(t1+t)u\sin\theta(t_1 + t') - \tfrac12 g(t_1 + t')^2 = 0 \;\Longrightarrow\; u\sin\theta = \tfrac12 g (t_1 + t')

    Hence
    t1+t=2usinθg=2tp(3)t_1 + t' = \frac{2u\sin\theta}{g} = 2t_p \qquad (3)

  7. Solve (1) and (3)
    Adding: 2t1=3tp    t1=32tp2t_1 = 3t_p \;\Rightarrow\; t_1 = \tfrac32 t_p
    Subtracting: 2t=tp    t=12tp2t' = t_p \;\Rightarrow\; t' = \tfrac12 t_p

  8. Height at the wall
    y1=usinθ(32tp)12g(32tp)2y_1 = u\sin\theta\left(\tfrac32 t_p\right) - \tfrac12 g\left(\tfrac32 t_p\right)^2

    Replace usinθu\sin\theta by gtpg t_p:

    y1=32gtp298gtp2=38gtp2y_1 = \tfrac32 g t_p^2 - \tfrac98 g t_p^2 = \tfrac38 g t_p^2

    Compare with H=12gtp2H = \tfrac12 g t_p^2:

    y1=34Hy_1 = \frac{3}{4}H

  9. Final answer
    [ \boxed{\displaystyle \text{Height on wall} = \frac{3H}{4}} ]

Examples

Example 1

Water jet hitting a vertical board and reflecting back with the same speed (concept of component reversal).

Example 2

A squash ball colliding elastically with the side wall then returning to the player—the hit point’s height depends on when the ball meets the wall.

Example 3

Bouncing billiard ball on a side cushion: horizontal component reverses while vertical (along the table) component stays, mirroring the path.

Visual Representation

References

  • [1]H.C. Verma – Concepts of Physics, Volume 1 (Projectile motion chapter)
  • [2]I.E. Irodov – Problems in General Physics, Mechanics Section
  • [3]Kleppner & Kolenkow – An Introduction to Mechanics (Projectile motion problems)
  • [4]JEE Main/Advanced previous years’ problems on projectile + collision

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