globals [ clock tick-length ;; clock variables max-tick-length ;; the largest a tick length is allowed to be box-edge ;; distance of box edge from axes init-avg-speed init-avg-energy ;; initial averages avg-speed avg-energy ;; current averages avg-spd-orange avg-spd-yellow ;; average speed of orange and yellow particles fast medium slow ;; current counts percent-fast percent-medium ;; percentage of the counts percent-slow ;; percentage of the counts left-orange ;; number of orange particles in left half pct-left-orange ;; percentage of particles in left half that are orange pct-orange ;; percent of all particles that are orange pressure pressure-history length-vertical-surface ;; the size of the wall surfaces that run vertically - the left and right of the box first-tick? ;; TRUE if this is the first tick ] breed [ particles particle ] breed [ spinners spinner ] particles-own [ speed mass energy ;; particle info wall-hits ;; # of wall hits during this clock cycle ("big tick") momentum-difference ;; used to calculate pressure from wall hits last-collision spd-num ] to setup ca set-default-shape particles "circle" set-default-shape spinners "clock" set clock 0 set max-tick-length 0.1073 set box-edge (round (max-pxcor * box-size / 100)) set length-vertical-surface ( 2 * (box-edge - 1) + 1) make-box make-particles make-spinner set pct-orange 100 * ( ( count particles with [ color = orange ] ) / number-of-particles ) update-variables set pressure-history [0 0 0] ;; plotted pressure will be averaged over the past 3 entries update-variables set init-avg-speed avg-speed set init-avg-energy avg-energy setup-plots setup-histograms do-plotting set first-tick? true end to go ask particles [ bounce ] ask particles [ move ] ask particles [ ;; without-interruption is needed here so one collision is ;; happening at a time without-interruption [ if collide? [check-for-collision] ] ] ifelse (trace?) [ ask particle 0 [ pen-down ] ] [ ask particle 0 [ pen-up ] ] set clock clock + tick-length if floor clock > floor (clock - tick-length) [ calculate-pressure update-variables do-plotting ] calculate-tick-length ask spinners [ set heading clock * 360 set label floor clock ] end to update-variables set medium count particles with [spd-num = 2] set slow count particles with [spd-num = 1] set fast count particles with [spd-num = 3] set percent-medium (medium / count particles) * 100 set percent-slow (slow / count particles) * 100 set percent-fast (fast / count particles) * 100 set avg-speed mean values-from particles [speed] set avg-energy mean values-from particles [energy] set avg-spd-orange mean values-from particles with [ color = orange ] [ speed ] set avg-spd-yellow mean values-from particles with [ color = yellow ] [ speed ] set left-orange count particles with [ ( xcor < 0 ) and ( color = orange ) ] let bottom count particles with [xcor < 0] if (bottom = 0) [set bottom 1] set pct-left-orange ( left-orange / bottom) * 100 end to calculate-tick-length ;; tick-length is calculated in such way that even the fastest ;; particle will jump at most 1 patch length in a clock tick. As ;; particles jump (speed * tick-length) at every clock tick, making ;; tick length the inverse of the speed of the fastest particle ;; (1/max speed) assures that. Having each particle advance at most ;; one patch-length is necessary for them not to jump over each other ;; without colliding. ifelse any? particles with [speed > 0] [ set tick-length min list (1 / (ceiling max values-from particles [speed])) max-tick-length ] [ set tick-length max-tick-length ] end ;;; Pressure is defined as the force per unit area. In this context, ;;; that means the total momentum per unit time transferred to the walls ;;; by particle hits, divided by the surface area of the walls. (Here ;;; we're in a two dimensional world, so the "surface area" of the walls ;;; is just their length.) Each wall contributes a different amount ;;; to the total pressure in the box, based on the number of collisions, the ;;; direction of each collision, and the length of the wall. Conservation of momentum ;;; in hits ensures that the difference in momentum for the particles is equal to and ;;; opposite to that for the wall. The force on each wall is the rate of change in ;;; momentum imparted to the wall, or the sum of change in momentum for each particle: ;;; F = SUM [d(mv)/dt] = SUM [m(dv/dt)] = SUM [ ma ], in a direction perpendicular to ;;; the wall surface. The pressure (P) on a given wall is the force (F) applied to that ;;; wall over its surface area. The total pressure in the box is sum of each wall's ;;; pressure contribution. to calculate-pressure ;; by summing the momentum change for each particle, ;; the wall's total momentum change is calculated set pressure 15 * sum values-from particles [momentum-difference] ifelse first-tick? [set pressure-history (sentence pressure pressure pressure) set first-tick? false] [set pressure-history lput pressure but-first pressure-history] ask particles [ set momentum-difference 0 ] ;; once the contribution to momentum has been calculated ;; this value is reset to zero till the next wall hit end to bounce ;; particle procedure ;; get the coordinates of the patch we'll be on if we go forward 1 let new-patch patch-ahead 1 let new-px pxcor-of new-patch let new-py pycor-of new-patch ;; if we're not about to hit a wall, we don't need to do any further checks if not ((shade-of? yellow pcolor-of new-patch) or (shade-of? red pcolor-of new-patch)) [ stop ] ;; if hitting left or right wall, reflect heading around x axis if (abs new-px = box-edge) [ set heading (- heading) ;; if the particle is hitting a vertical wall, only the horizontal component of the speed ;; vector can change. The change in velocity for this component is 2 * the speed of the particle, ;; due to the reversing of direction of travel from the collision with the wall if (new-px < 0) [set momentum-difference momentum-difference + (abs (sin heading * 2 * mass * speed) / length-vertical-surface) ] ] ;; if hitting top or bottom wall, reflect heading around y axis if (abs new-py = box-edge) [ set heading (180 - heading)] end to move ;; particle procedure if patch-ahead (speed * tick-length) != patch-here [ set last-collision nobody ] jump (speed * tick-length) end to check-for-collision ;; particle procedure ;; Here we impose a rule that collisions only take place when there ;; are exactly two particles per patch. if count other-particles-here = 1 [ ;; the following conditions are imposed on collision candidates: ;; 1. they must have a lower who number than my own, because collision ;; code is asymmetrical: it must always happen from the point of view ;; of just one particle. ;; 2. they must not be the same particle that we last collided with on ;; this patch, so that we have a chance to leave the patch after we've ;; collided with someone. let candidate one-of other-particles-here with [who < who-of myself and myself != last-collision] ;; we also only collide if one of us has non-zero speed. It's useless ;; (and incorrect, actually) for two particles with zero speed to collide. if (candidate != nobody) and (speed > 0 or speed-of candidate > 0) [ collide-with candidate set last-collision candidate set last-collision-of candidate self ] ] end ;; implements a collision with another particle. ;; ;; THIS IS THE HEART OF THE PARTICLE SIMULATION, AND YOU ARE STRONGLY ADVISED ;; NOT TO CHANGE IT UNLESS YOU REALLY UNDERSTAND WHAT YOU'RE DOING! ;; ;; The two particles colliding are self and other-particle, and while the ;; collision is performed from the point of view of self, both particles are ;; modified to reflect its effects. This is somewhat complicated, so I'll ;; give a general outline here: ;; 1. Do initial setup, and determine the heading between particle centers ;; (call it theta). ;; 2. Convert the representation of the velocity of each particle from ;; speed/heading to a theta-based vector whose first component is the ;; particle's speed along theta, and whose second component is the speed ;; perpendicular to theta. ;; 3. Modify the velocity vectors to reflect the effects of the collision. ;; This involves: ;; a. computing the velocity of the center of mass of the whole system ;; along direction theta ;; b. updating the along-theta components of the two velocity vectors. ;; 4. Convert from the theta-based vector representation of velocity back to ;; the usual speed/heading representation for each particle. ;; 5. Perform final cleanup and update derived quantities. to collide-with [ other-particle ] ;; particle procedure ;;; PHASE 1: initial setup ;; for convenience, grab some quantities from other-particle let mass2 mass-of other-particle let speed2 speed-of other-particle let heading2 heading-of other-particle ;; since particles are modeled as zero-size points, theta isn't meaningfully ;; defined. we can assign it randomly without affecting the model's outcome. let theta (random-float 360) ;;; PHASE 2: convert velocities to theta-based vector representation ;; now convert my velocity from speed/heading representation to components ;; along theta and perpendicular to theta let v1t (speed * cos (theta - heading)) let v1l (speed * sin (theta - heading)) ;; do the same for other-particle let v2t (speed2 * cos (theta - heading2)) let v2l (speed2 * sin (theta - heading2)) ;;; PHASE 3: manipulate vectors to implement collision ;; compute the velocity of the system's center of mass along theta let vcm (((mass * v1t) + (mass2 * v2t)) / (mass + mass2) ) ;; now compute the new velocity for each particle along direction theta. ;; velocity perpendicular to theta is unaffected by a collision along theta, ;; so the next two lines actually implement the collision itself, in the ;; sense that the effects of the collision are exactly the following changes ;; in particle velocity. set v1t (2 * vcm - v1t) set v2t (2 * vcm - v2t) ;;; PHASE 4: convert back to normal speed/heading ;; now convert my velocity vector into my new speed and heading set speed sqrt ((v1t ^ 2) + (v1l ^ 2)) set energy (0.5 * mass * (speed ^ 2)) ;; if the magnitude of the velocity vector is 0, atan is undefined. but ;; speed will be 0, so heading is irrelevant anyway. therefore, in that ;; case we'll just leave it unmodified. if v1l != 0 or v1t != 0 [ set heading (theta - (atan v1l v1t)) ] ;; and do the same for other-particle set speed-of other-particle sqrt ((v2t ^ 2) + (v2l ^ 2)) set energy-of other-particle (0.5 * (mass-of other-particle) * ((speed-of other-particle) ^ 2)) if v2l != 0 or v2t != 0 [ set heading-of other-particle (theta - (atan v2l v2t)) ] ;; PHASE 5: final updates ;; now resort into high, medium and low speed resort ask other-particle [ resort ] end to resort ;; particle procedure ifelse speed < (0.5 * 10) [ set spd-num 1 ] [ ifelse speed > (1.5 * 10) [ set spd-num 3 ] [ set spd-num 2 ] ] end ;;; ;;; drawing procedures ;;; ;; creates initial particles to make-particles create-custom-particles number-of-particles [ random-position setup-particle resort ] calculate-tick-length end ;; draws the box to make-box ask patches with [ ((pxcor = (- box-edge)) and (abs pycor <= box-edge)) ] [ set pcolor red ] ask patches with [ ((pxcor = box-edge) and (abs pycor <= box-edge)) or ((abs pycor = box-edge) and (abs pxcor <= box-edge)) ] [ set pcolor yellow ] end ;; place particle at random location inside the box. to random-position ;; particle procedure setxy ((1 - box-edge) + random-float ((2 * box-edge) - 2)) ((1 - box-edge) + random-float ((2 * box-edge) - 2)) ifelse ( xcor < 0 ) [set color orange] [set color yellow] set heading random-float 360 end to setup-particle ;; particle procedure ifelse ( ( orange-stationary? ) and ( color = orange ) ) [ set speed 0 ] [ set speed init-particle-speed ] set mass particle-mass set energy (0.5 * mass * (speed ^ 2)) set last-collision nobody end to make-spinner ;; creates the clock in the view create-custom-spinners 1 [ setxy (max-pxcor - 6) (max-pycor - 6) set color gray - 1.5 set size 10 set heading 0 set label 0 ] end to-report last-n [n the-list] ifelse n >= length the-list [ report the-list ] [ report last-n n butfirst the-list ] end ;;; plotting procedures to setup-plots set-current-plot "Speed Counts" set-plot-y-range 0 100 set-current-plot "% on left that are orange" set-plot-y-range 0 100 set-plot-x-range 0 20 end to setup-histograms set-current-plot "Speed Histogram" set-plot-x-range 0 (init-particle-speed * 2) set-plot-y-range 0 ceiling (number-of-particles / 6) set-current-plot-pen "orng" set-histogram-num-bars 40 set-current-plot-pen "yllw" set-histogram-num-bars 40 set-current-plot "Energy Histogram" set-plot-x-range 0 (0.5 * (init-particle-speed * 2) * (init-particle-speed * 2) * particle-mass) set-plot-y-range 0 ceiling (number-of-particles / 6) set-current-plot-pen "orng" set-histogram-num-bars 40 set-current-plot-pen "yllw" set-histogram-num-bars 40 end to do-plotting set-current-plot "Pressure on red wall" plotxy clock (mean pressure-history) set-current-plot "Speed Counts" set-current-plot-pen "fast" plotxy clock percent-fast set-current-plot-pen "medium" plotxy clock percent-medium set-current-plot-pen "slow" plotxy clock percent-slow set-current-plot "% on left that are orange" set-current-plot-pen "target" plot-pen-reset draw-horiz-line pct-orange set-current-plot-pen "normal" plotxy clock pct-left-orange plot-histograms end to plot-histograms set-current-plot "Energy histogram" set-current-plot-pen "orng" histogram-from particles with [color = orange] [ energy ] set-current-plot-pen "yllw" histogram-from particles with [color = yellow] [ energy ] set-current-plot "Speed histogram" set-current-plot-pen "orng" histogram-from particles with [color = orange] [ speed ] set-current-plot-pen "yllw" histogram-from particles with [color = yellow] [ speed ] end ;; histogram procedures to draw-vert-line [ xval ] plotxy xval plot-y-min plot-pen-down plotxy xval plot-y-max plot-pen-up end to draw-horiz-line [ yval ] plotxy plot-x-min yval plot-pen-down plotxy plot-x-max yval plot-pen-up end ; *** NetLogo 3.1.3 Model Copyright Notice *** ; ; This model was created as part of the project: CONNECTED MATHEMATICS: ; MAKING SENSE OF COMPLEX PHENOMENA THROUGH BUILDING OBJECT-BASED PARALLEL ; MODELS (OBPML). The project gratefully acknowledges the support of the ; National Science Foundation (Applications of Advanced Technologies ; Program) -- grant numbers RED #9552950 and REC #9632612. ; ; Copyright 1997 by Uri Wilensky. All rights reserved. ; ; Permission to use, modify or redistribute this model is hereby granted, ; provided that both of the following requirements are followed: ; a) this copyright notice is included. ; b) this model will not be redistributed for profit without permission ; from Uri Wilensky. ; Contact Uri Wilensky for appropriate licenses for redistribution for ; profit. ; ; This model was converted to NetLogo as part of the projects: ; PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING ; IN CLASSROOMS and/or INTEGRATED SIMULATION AND MODELING ENVIRONMENT. ; The project gratefully acknowledges the support of the ; National Science Foundation (REPP & ROLE programs) -- ; grant numbers REC #9814682 and REC-0126227. ; Converted from StarLogoT to NetLogo, 2002. ; ; To refer to this model in academic publications, please use: ; Wilensky, U. (1997). NetLogo GasLab Free Gas model. ; http://ccl.northwestern.edu/netlogo/models/GasLabFreeGas. ; Center for Connected Learning and Computer-Based Modeling, ; Northwestern University, Evanston, IL. ; ; In other publications, please use: ; Copyright 1997 Uri Wilensky. All rights reserved. ; See http://ccl.northwestern.edu/netlogo/models/GasLabFreeGas ; for terms of use. ; ; *** End of NetLogo 3.1.3 Model Copyright Notice *** @#$#@#$#@ GRAPHICS-WINDOW 316 11 650 366 40 40 4.0 1 10 1 1 1 0 0 0 1 -40 40 -40 40 CC-WINDOW 5 596 913 691 Command Center 0 BUTTON 8 43 94 76 go/stop go T 1 T OBSERVER T NIL BUTTON 8 10 94 43 NIL setup NIL 1 T OBSERVER T NIL SLIDER 97 11 303 44 number-of-particles number-of-particles 1 1000 399 1 1 NIL MONITOR 169 271 310 320 average speed avg-speed 2 1 PLOT 614 386 904 582 Energy Histogram Energy Number 0.0 400.0 0.0 10.0 false true PENS "orng" 10.0 1 -955883 true "yllw" 10.0 1 -1184463 true MONITOR 9 276 149 325 average energy avg-energy 2 1 PLOT 15 385 304 582 Speed Counts time count (%) 0.0 20.0 0.0 100.0 true true PENS "fast" 1.0 0 -2674135 true "medium" 1.0 0 -10899396 true "slow" 1.0 0 -13345367 true SWITCH 97 44 200 77 collide? collide? 0 1 -1000 PLOT 312 385 606 582 Speed Histogram Speed Number 0.0 50.0 0.0 100.0 false true PENS "orng" 5.0 1 -955883 true "yllw" 5.0 1 -1184463 true MONITOR 9 329 96 378 percent fast percent-fast 0 1 MONITOR 103 329 200 378 percent medium percent-medium 0 1 MONITOR 206 329 304 378 percent slow percent-slow 0 1 SWITCH 200 44 303 77 trace? trace? 1 1 -1000 SLIDER 9 77 200 110 init-particle-speed init-particle-speed 1.0 20.0 12.0 1.0 1 NIL SLIDER 9 110 201 143 particle-mass particle-mass 1.0 20.0 1.0 1.0 1 NIL BUTTON 200 77 303 110 clear trace clear-drawing NIL 1 T OBSERVER T NIL MONITOR 9 225 149 274 % on left that are orange pct-left-orange 3 1 PLOT 662 199 904 368 % on left that are orange time count (%) 0.0 20.0 0.0 100.0 true false PENS "normal" 1.0 0 -16777216 false "target" 1.0 0 -16777216 false SLIDER 201 110 303 143 box-size box-size 0 100 95 1 1 % PLOT 659 15 902 184 Pressure on red wall time pressure 0.0 20.0 0.0 10.0 true false SWITCH 9 143 149 176 orange-stationary? orange-stationary? 1 1 -1000 MONITOR 201 143 303 192 NIL avg-spd-orange 3 1 MONITOR 201 216 305 265 NIL avg-spd-yellow 3 1 MONITOR 9 176 149 225 % that are orange pct-orange 3 1 @#$#@#$#@ WHAT IS IT? ----------- This model is one in a series of GasLab models. They use the same basic rules for simulating the behavior of gases. Each model integrates different features in order to highlight different aspects of gas behavior. The basic principle of the models is that gas particles are assumed to have two elementary actions: they move and they collide - either with other particles or with any other objects such as walls. This model has two gases, one with orange particles and the other with yellow, that are otherwise identical. The particles are moving and colliding with each other and with the container walls, but with no gravitational effects.. In this model, particles are modeled as perfectly elastic ones with no energy except their kinetic energy -- which is due to their motion. Collisions between particles are elastic. The pressure on the left or red container wall is calculated as the change in momentum of the particles colliding with it. HOW IT WORKS ------------ The basic principle of all GasLab models is the following algorithm (for more details, see the model "GasLab Gas in a Box"): 1) A particle moves in a straight line without changing its speed, unless it collides with another particle or bounces off the wall. 2) Two particles "collide" if they find themselves on the same patch (NetLogo's View is composed of a grid of small squares called patches). In this model, two particles are aimed so that they will collide at the origin. 3) An angle of collision for the particles is chosen, as if they were two solid balls that hit, and this angle describes the direction of the line connecting their centers. 4) The particles exchange momentum and energy only along this line, conforming to the conservation of momentum and energy for elastic collisions. 5) Each particle is assigned its new speed, heading and energy. HOW TO USE IT ------------- Initial settings: - NUMBER-OF-PARTICLES: the number of gas particles. - TRACE?: Draws the path of one individual particle. - COLLIDE?: Turns collisions between particles on and off. - INIT-PARTICLE-SPEED: the initial speed of each particle -- they all start with the same speed. - ORANGE-STATIONARY?: If this is set to "Off," then the orange particles are initialized with the same speed as the yellow ones, to INIT-PARTICLE-SPEED. If this is set to "On," then the orange particles are initially stationary (not moving). The orange particles are only put into motion through collisions with the yellow particles. - PARTICLE-MASS: the mass of each particle -- they all have the same mass. As in most NetLogo models, the first step is to press SETUP. It puts in the initial conditions you have set with the sliders. Be sure to wait till the SETUP button stops before pushing GO. The GO button runs the models again and again. This is a "forever" button. Monitors: - PERCENT FAST, PERCENT MEDIUM, PERCENT SLOW monitors: percent of particles with different speeds: fast (red), medium (green), and slow (blue). - AVERAGE SPEED: average speed of the particles. - AVERAGE ENERGY: average kinetic energy of the particles. - % THAT ARE ORANGE: This does not change, but is not 50% because particles are colored orange or yellow based on their initial position, which varies statistically. - % ON LEFT THAT ARE ORANGE: For the particles on the left hand of the box, what percent are orange. Plots: - SPEED COUNTS: plots the number of particles in each range of speed (fast, medium or slow). - SPEED HISTOGRAM: speed distribution of all the particles, plotted separately for each color (orange / yellow). The displayed values for speed are ten times the actual values. - ENERGY HISTOGRAM: the distribution of energies of all the particles, plotted separately for each color (orange / yellow). - PRESSURE ON THE RED WALL: The average of the momentum change of particles colliding with the left or red wall, per unit wall length, over the last three clock ticks. Initially, all the particles have the same speed but random directions. Therefore the first histogram plots of speed and energy should show only one column each. As the particles repeatedly collide, they exchange energy and head off in new directions, and the speeds are dispersed -- some particles get faster, some get slower, and the plot will show that change. THINGS TO NOTICE ---------------- While all of the orange particles are initially on the left, and yellow on the right, the colors diffuse until they are evenly distributed. Initially, 100% of the particles on the left are orange, but this declines quickly to about the percent of all particles that are orange. If ORANGE_STIONARY? is clicked to "On," how long does it take for the speed and energy distributions for the two colors to equalize? Compared to the initial speed, what speed to both colors come to? What is happening to the numbers of particles of different speeds? Why are there more slow particles than fast ones? Why does the average speed (avg-speed) drop? Does this violate conservation of energy? Watch the particle whose path is traced in the drawing. Does the trace resemble Brownian motion? Can you recognize when a collision happens? What factors affect the frequency of collisions? What about the "angularity" of the path? Could you get it to stay "local" or travel all over the world? In what ways is this model an "idealization" of the real world? THINGS TO TRY ------------- Both the fluctuations in the percent of the particles on the left that are orange and the fluctuations in pressure get larger for a lower number of particles. These are statistical effects. Set all the particles in part of the world, or with the same heading -- what happens? Does this correspond to a physical possibility? Try different settings, especially the extremes. Are the histograms different? Does the trace pattern change? Are there other interesting quantities to keep track of? Look up or calculate the REAL number, size, mass and speed of particles in a typical gas. When you compare those numbers to the ones in the model, are you surprised this model works as well as it does? What physical phenomena might be observed if there really were a small number of big particles in the space around us? We often say outer space is a vacuum. Is that really true? How many particles would there be in a space the size of this computer? EXTENDING THE MODEL ------------------- Could you find a way to measure or express the "temperature" of this imaginary gas? Try to construct a thermometer. What happens if there are particles of different masses? (See "GasLab Two Gas" model.) How would you define and calculate pressure in this "boundless" space? What happens if the gas is inside a container instead of a boundless space? (See "Gas in a Box" model.) What happens if the collisions are non-elastic? How does this 2-D model differ from the 3-D model? Set up only two particles to collide head-on. This may help to show how the collision rule works. Remember that the axis of collision is being randomly chosen each time. What if some of the particles had a "drift" tendency -- a force pulling them in one direction? Could you develop a model of a centrifuge, or charged particles in an electric field? Find a way to monitor how often particles collide, and how far they go, on average, between collisions. The latter is called the "mean free path". What factors affect its value? In what ways is this idealization different from the one used to derive the Maxwell-Boltzmann distribution? Specifically, what other code could be used to represent the two-body collisions of particles? If MORE than two particles arrive on the same patch, the current code says they don't collide. Is this a mistake? How does it affect the results? Is this model valid for fluids in any aspect? How could it be made to be fluid-like? NETLOGO FEATURES ----------------- Notice the use of the histogram primitive. Notice how collisions are detected by the turtles and how the code guarantees that the same two particles do not collide twice. What happens if we let the patches detect them? CREDITS AND REFERENCES ---------------------- This model was written by David Bowen at Wayne State University, and is based on the GasLab models (a) Free Gas, (b) Gas in a Box, and (c) Pressure Box. To refer to Free Gas, Gas in a Box, or Pressure Box models in academic publications, please use: Wilensky, U. (1997). NetLogo GasLab Free Gas (or other) model. http://ccl.northwestern.edu/netlogo/models/GasLabFreeGas (or other). Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. In other publications, please use: Copyright 1997 Uri Wilensky. All rights reserved. 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60 120 60 135 30 150 15 165 30 180 60 195 60 180 120 195 120 210 105 240 90 255 90 263 104 285 105 270 120 285 135 240 165 240 180 270 195 240 210 180 210 165 195 Polygon -7500403 true true 135 195 135 240 120 255 105 255 105 285 135 285 165 240 165 195 line true 0 Line -7500403 true 150 0 150 300 line half true 0 Line -7500403 true 150 0 150 150 pentagon false 0 Polygon -7500403 true true 150 15 15 120 60 285 240 285 285 120 person false 0 Circle -7500403 true true 110 5 80 Polygon -7500403 true true 105 90 120 195 90 285 105 300 135 300 150 225 165 300 195 300 210 285 180 195 195 90 Rectangle -7500403 true true 127 79 172 94 Polygon -7500403 true true 195 90 240 150 225 180 165 105 Polygon -7500403 true true 105 90 60 150 75 180 135 105 plant false 0 Rectangle -7500403 true true 135 90 165 300 Polygon -7500403 true true 135 255 90 210 45 195 75 255 135 285 Polygon -7500403 true true 165 255 210 210 255 195 225 255 165 285 Polygon -7500403 true true 135 180 90 135 45 120 75 180 135 210 Polygon -7500403 true true 165 180 165 210 225 180 255 120 210 135 Polygon -7500403 true true 135 105 90 60 45 45 75 105 135 135 Polygon -7500403 true true 165 105 165 135 225 105 255 45 210 60 Polygon -7500403 true true 135 90 120 45 150 15 180 45 165 90 square false 0 Rectangle -7500403 true true 30 30 270 270 square 2 false 0 Rectangle -7500403 true true 30 30 270 270 Rectangle -16777216 true false 60 60 240 240 star false 0 Polygon -7500403 true true 151 1 185 108 298 108 207 175 242 282 151 216 59 282 94 175 3 108 116 108 target false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 Circle -7500403 true true 60 60 180 Circle -16777216 true false 90 90 120 Circle -7500403 true true 120 120 60 tree false 0 Circle -7500403 true true 118 3 94 Rectangle -6459832 true false 120 195 180 300 Circle -7500403 true true 65 21 108 Circle -7500403 true true 116 41 127 Circle -7500403 true true 45 90 120 Circle -7500403 true true 104 74 152 triangle false 0 Polygon -7500403 true true 150 30 15 255 285 255 triangle 2 false 0 Polygon -7500403 true true 150 30 15 255 285 255 Polygon -16777216 true false 151 99 225 223 75 224 truck false 0 Rectangle -7500403 true true 4 45 195 187 Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194 Rectangle -1 true false 195 60 195 105 Polygon -16777216 true false 238 112 252 141 219 141 218 112 Circle -16777216 true false 234 174 42 Rectangle -7500403 true true 181 185 214 194 Circle -16777216 true false 144 174 42 Circle -16777216 true false 24 174 42 Circle -7500403 false true 24 174 42 Circle -7500403 false true 144 174 42 Circle -7500403 false true 234 174 42 turtle true 0 Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210 Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105 Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105 Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87 Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210 Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99 wheel false 0 Circle -7500403 true true 3 3 294 Circle -16777216 true false 30 30 240 Line -7500403 true 150 285 150 15 Line -7500403 true 15 150 285 150 Circle -7500403 true true 120 120 60 Line -7500403 true 216 40 79 269 Line -7500403 true 40 84 269 221 Line -7500403 true 40 216 269 79 Line -7500403 true 84 40 221 269 x false 0 Polygon -7500403 true true 270 75 225 30 30 225 75 270 Polygon -7500403 true true 30 75 75 30 270 225 225 270 @#$#@#$#@ NetLogo 3.1.3 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@