globals [ tick-length ;; the amount by wich we will advance ticks max-tick-length ;; the largest a tick length is allowed to be box-edge ;; distance of box edge from axes avg-speed-init avg-energy-init ;; initial averages avg-speed avg-energy ;; current averages gravity-acceleration particle-mass lost-particles ;; particles that have escaped the pull of gravity (reached the top of the World & View) ;; these particles are removed from the simulation percent-lost-particles ;; these next six variables are needed for continuity in logging in Modeling Across the Curriculum activities temperature volume pressure outside-energy ] breed [ particles particle ] breed [ flashes flash ] flashes-own [ birthday ] particles-own [ speed mass energy ;; particle info last-collision ] ;; ;; Setup Procedures ;; to setup clear-all set particle-mass 2.0 set gravity-acceleration 9.8 set-default-shape particles "circle" set-default-shape flashes "square" set max-tick-length 0.1073 ;; box has constant size. set box-edge (max-pxcor) ;; make floor ask patches with [ pycor = ( - box-edge) ] [ set pcolor yellow ] make-particles update-variables set avg-speed-init avg-speed set avg-energy-init avg-energy ask particles [do-recolor] reset-ticks end to make-particles create-particles number-of-particles [ setup-particle random-position ] calculate-tick-length end to setup-particle ;; particle procedure set speed init-particle-speed set mass particle-mass set energy (0.5 * mass * (speed ^ 2)) set last-collision nobody set color green end ;; place particle at random location inside the box. to random-position ;; particle procedure setxy random-xcor random-ycor set heading random-float 360 end ;; ;; Runtime Procedures ;; to go ask particles [ bounce ] ask particles [ move ] if not any? particles [stop] ;; particles can die when they float too high if collide? [ ask particles [ check-for-collision ] ] ifelse trace? [ if any? particles [ask min-one-of particles [who] [ pen-down ] ] ] [ ask particles [ pen-up ] ] tick-advance tick-length if floor ticks > floor (ticks - tick-length) [ update-variables ] calculate-tick-length ask flashes with [ticks - birthday > 0.4] [ die ] ask particles [ do-recolor ] ;; we use display because tick-advance does not trigger display updates the way 'tick' does display end to update-variables set temperature 0 set volume 0 set outside-energy 0 set lost-particles (number-of-particles - count particles) set percent-lost-particles (lost-particles / number-of-particles) * 100 set avg-speed mean [speed] of particles set avg-energy mean [energy] of particles 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 it not to "jump over" a wall ;; or another particle. ifelse any? particles with [speed > 0] [ set tick-length min list (1 / (ceiling max [speed] of particles)) max-tick-length ] [ set tick-length max-tick-length ] 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 [pcolor] of new-patch != yellow [ stop ] ;; if hitting the bottom, reflect heading around y axis if (new-py = ( - box-edge)) [ set heading (180 - heading)] ask patch new-px new-py [ sprout-flashes 1 [ set color [pcolor] of patch-here - 2 set birthday ticks ] ] end to move ;; particle procedure ;; In other GasLab models, we use "jump speed * tick-length" to move the ;; turtle the right distance along its current heading. In this ;; model, though, the particles are affected by gravity as well, so we ;; need to offset the turtle vertically by an additional amount. The ;; easiest way to do this is to use "setxy" instead of "jump". ;; Trigonometry tells us that "jump speed * tick-length" is equivalent to: ;; setxy (xcor + sin heading * speed * tick-length) ;; (ycor + cos heading * speed * tick-length) ;; so to take gravity into account we just need to alter ycor ;; by an additional amount given by the classical physics equation: ;; y(t) = 0.5*a*t^2 + v*t + y(t-1) ;; but taking tick-length into account, since tick-length is a multiplier of t. setxy (xcor + sin heading * speed * tick-length) (ycor + cos heading * speed * tick-length - gravity-acceleration * (0.5 * (tick-length ^ 2))) factor-gravity if (pycor >= max-pycor) [ die ] end to factor-gravity ;; turtle procedure let vx (sin heading * speed) let vy (cos heading * speed) - (gravity-acceleration * tick-length) set speed sqrt ((vy ^ 2) + (vx ^ 2)) set heading atan vx vy end ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAS MOLECULES COLLISIONS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;from GasLab to check-for-collision ;; particle procedure ;; Here we impose a rule that collisions only take place when there ;; are exactly two particles per patch. We do this because when the ;; student introduces new particles from the side, we want them to ;; form a uniform wavefront. ;; ;; Why do we want a uniform wavefront? Because it is actually more ;; realistic. (And also because the curriculum uses the uniform ;; wavefront to help teach the relationship between particle collisions, ;; wall hits, and pressure.) ;; ;; Why is it realistic to assume a uniform wavefront? Because in reality, ;; whether a collision takes place would depend on the actual headings ;; of the particles, not merely on their proximity. Since the particles ;; in the wavefront have identical speeds and near-identical headings, ;; in reality they would not collide. So even though the two-particles ;; rule is not itself realistic, it produces a realistic result. Also, ;; unless the number of particles is extremely large, it is very rare ;; for three or more particles to land on the same patch (for example, ;; with 400 particles it happens less than 1% of the time). So imposing ;; this additional rule should have only a negligible effect on the ;; aggregate behavior of the system. ;; ;; Why does this rule produce a uniform wavefront? The particles all ;; start out on the same patch, which means that without the only-two ;; rule, they would all start colliding with each other immediately, ;; resulting in much random variation of speeds and headings. With ;; the only-two rule, they are prevented from colliding with each other ;; until they have spread out a lot. (And in fact, if you observe ;; the wavefront closely, you will see that it is not completely smooth, ;; because some collisions eventually do start occurring when it thins out while fanning.) let candidates other particles-here if count candidates = 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. ;; 3. 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. let candidate one-of candidates with [ (who < [ who ] of myself) and (last-collision != myself) and (speed > 0 or [ speed ] of myself > 0) ] if (candidate != nobody) [ collide-with candidate set last-collision candidate ask candidate [ set last-collision myself ] ] ] end to collide-with [ other-particle ] ;; particle procedure ;; local copies of other-particle's relevant quantities: ;; mass2 speed2 heading2 ;; ;; quantities used in the collision itself ;; theta ;; heading of vector from my center to the center of other-particle. ;; v1t ;; velocity of self along direction theta ;; v1l ;; velocity of self perpendicular to theta ;; v2t v2l ;; velocity of other-particle, represented in the same way ;; vcm ;; velocity of the center of mass of the colliding particles, ;; along direction theta ;;; 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 ;; and do the same for other-particle ask other-particle [ set speed sqrt ((v2t ^ 2) + (v2l ^ 2)) set energy (0.5 * mass * (speed ^ 2)) if v2l != 0 or v2t != 0 [ set heading (theta - (atan v2l v2t)) ] ] end to decrease-gravity set gravity-acceleration (gravity-acceleration - .7) if gravity-acceleration < 0 [set gravity-acceleration 0] end to increase-gravity set gravity-acceleration (gravity-acceleration + .7) if gravity-acceleration > 21 [set gravity-acceleration 21] end to do-recolor if speed-as-color? = "red-green-blue" [ recolor-rgb ] if speed-as-color? = "purple shades" [ recolorshade ] if speed-as-color? = "one color" [ recolornone ] if speed-as-color? = "custom color" [ ] end to recolor-rgb ;; particle procedure ifelse speed < (0.5 * 10) [ set color blue ] [ ifelse speed > (1.5 * 10) [ set color red ] [ set color green ] ] end to recolorshade ifelse speed < 27 [ set color 111 + speed / 3 ] [ set color 119.999 ] end to recolornone set color green - 1 end ; Copyright 2006 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 337 10 623 317 34 34 4.0 1 10 1 1 1 0 1 1 1 -34 34 -34 34 0 0 1 ticks 60.0 BUTTON 7 45 93 78 go/stop go T 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 7 10 93 43 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 96 10 327 43 number-of-particles number-of-particles 1 400 400 1 1 NIL HORIZONTAL MONITOR 12 202 115 247 average speed avg-speed 2 1 11 SWITCH 95 45 186 78 collide? collide? 0 1 -1000 SLIDER 187 45 327 78 init-particle-speed init-particle-speed 1 20 20 1 1 NIL HORIZONTAL SWITCH 95 80 186 113 trace? trace? 1 1 -1000 MONITOR 133 202 264 247 percent lost particles percent-lost-particles 1 1 11 BUTTON 7 80 93 113 clear trace clear-drawing NIL 1 T OBSERVER NIL NIL NIL NIL 1 CHOOSER 187 80 327 125 speed-as-color? speed-as-color? "red-green-blue" "purple shades" "one color" "custom color" 1 BUTTON 7 121 110 154 NIL increase-gravity NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 8 156 109 189 decrease-gravity decrease-gravity NIL 1 T OBSERVER NIL NIL NIL NIL 1 MONITOR 115 131 267 176 acceleration from gravity gravity-acceleration 3 1 11 @#$#@#$#@ ## WHAT IS IT? In this model, a gaseous atmosphere is placed above the surface of a "planet". The model explores the behavior of gas molecules that have an external force acting on them (gravity), and therefore are no longer considered an ideal gas. This is the eighth in a sequence of models from the "Connected Chemistry" curriculum, exploring the behavior of gases. The Connected Chemistry curriculum was initially developed as part of the Modeling Across the Curriculum (MAC) Project (http://ccl.northwestern.edu/curriculum/mac). ## 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 (the NetLogo world is composed of a grid of small squares called patches). 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. 6) If a particle is on or very close to the surface of the planet (the yellow line at the bottom), it "bounces" -- that is, reflects its direction and keeps its same speed. In this model, the effect of gravity is calculated as follows: every particle is given additional velocity downward during each clock tick, as it would get in a gravitational field. The particles bounce off the "ground". They disappear if they reach the top of the world, as if they had escaped the planet's gravitational field. The percentage of lost particles is shown in the PERCENT LOST PARTICLES monitor. ## HOW TO USE IT Initial settings: - NUMBER-OF-PARTICLES: number of gas particles - INIT-PARTICLE-SPEED: initial speed of each particle ## BUTTONS: The SETUP button will set the initial conditions. The GO button will run the simulation. - INCREASE-GRAVITY: incrementally increases value of the gravitational acceleration - DECREASE-GRAVITY: incrementally increases value of the gravitational acceleration - CLEAR TRACE: removes the traces of the particle paths. Other settings: - COLLIDE?: Turns collisions between particles on and off. - TRACE?: Traces the path of one of the particles. Monitors: - AVERAGE SPEED: average speed of the particles. - ACCELERATION FROM GRAVITY: acceleration from the force of gravity on each particle. - PERCENT LOST PARTICLES: percentage of particles that have disappeared off the top of the world. Choosers: SPEED-AS-COLOR? allows you to visualize particle speed using a color palette. - The "blue-green-red" setting shows the lower half of the speeds of the starting population as blue, and the upper half as red. - The "violet shades" setting shows a gradient from dark violet (slow) to light violet (fast). - The "all green" setting shows all particles in green, regardless of speed. - The "custom color" setting, referenced in the Pedagogica version of this model, allows the user to modify the color of one or more particles, without having to worry that the particles will be recolored with each tick of the clock (as is the case for the other color options). ## THINGS TO NOTICE Try to predict what the model view will look like after a while, and why. Watch the path of one particle. What can you say about its motion? Turn COLLIDE? off and see if there are any differences. Watch the change in density distribution as the model runs. The atmosphere up high is thinner than down low. Why? Is the temperature of the lower atmosphere the same as the upper atmosphere? ## THINGS TO TRY What happens when gravity is increased or decreased? Change the initial number, speed and mass. What happens to the density distribution? What factors affect how many particles escape this planet? Does this model come to some sort of equilibrium? How can you tell when it has been reached? Try and find out if the distribution of the particles in this model is the same as what is predicted by conventional physical laws. Is this consistent, for instance, with the fact that high-altitude places have lower pressure (and thus lower density of air)? Why are they colder? Try making gravity negative. ## EXTENDING THE MODEL Find a way to plot the relative "temperature" of the gas as a function of distance from the planet. Try this model with particles of different masses. You could color each mass differently to be able to see where they go. Are their distributions different? Which ones escape most easily? What does this suggest about the composition of an atmosphere? The fact that particles escape when they reach a certain height isn't completely realistic, especially in the case when the particle was about to turn back towards the planet. Improve the model by allowing particles that have "escaped" to re-enter the atmosphere once gravity pulls them back down. How does this change the behavior of the model? Keeping track of actual losses (particles which reached the escape velocity of the planet) would be interesting. Under what conditions will particles reach escape velocity at all? Make the "planet" into a central point instead of a flat plane. This basic model could be used to explore other situations where freely moving particles have forces on them -- e.g., a centrifuge or charged particles (ions) in an electrical field. ## NETLOGO FEATURES Because of the influence of gravity, the particles follow curved paths. Since NetLogo models time in discrete steps, these curved paths must be approximated with a series of short straight lines. This is the source of a slight inaccuracy where the particles gradually lose energy if the model runs for a long time. The effect is as though the collisions with the ground were slightly inelastic. Increasing the variable "vsplit" can reduce the inaccuracy, but the model will run slower. ## RELATED MODELS This model is modified from those in the GasLab suite and curriculum. See, in particular, the models "Gas in a Box" and "Gravity Box", which is a modified version of the "Atmosphere" model, with a ceiling on the atmosphere. See other Connected Chemistry models. ## CREDITS AND REFERENCES This model is part of the Connected Chemistry curriculum. See http://ccl.northwestern.edu/curriculum/chemistry. We would like to thank Sharona Levy and Michael Novak for their substantial contributions to this model. ## HOW TO CITE If you mention this model in a publication, we ask that you include these citations for the model itself and for the NetLogo software: * Wilensky, U. (2006). NetLogo Connected Chemistry Atmosphere model. http://ccl.northwestern.edu/netlogo/models/ConnectedChemistryAtmosphere. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. * Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. To cite the Connected Chemistry curriculum as a whole, please use: Wilensky, U., Levy, S. T., & Novak, M. (2004). Connected Chemistry curriculum. http://ccl.northwestern.edu/curriculum/chemistry. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. ## COPYRIGHT AND LICENSE Copyright 2006 Uri Wilensky. ![CC BY-NC-SA 3.0](http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png) This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. Commercial licenses are also available. To inquire about commercial licenses, please contact Uri Wilensky at uri@northwestern.edu. @#$#@#$#@ default true 0 Polygon -7500403 true true 150 5 40 250 150 205 260 250 airplane true 0 Polygon -7500403 true true 150 0 135 15 120 60 120 105 15 165 15 195 120 180 135 240 105 270 120 285 150 270 180 285 210 270 165 240 180 180 285 195 285 165 180 105 180 60 165 15 arrow true 0 Polygon -7500403 true true 150 0 0 150 105 150 105 293 195 293 195 150 300 150 box false 0 Polygon -7500403 true true 150 285 285 225 285 75 150 135 Polygon -7500403 true true 150 135 15 75 150 15 285 75 Polygon -7500403 true true 15 75 15 225 150 285 150 135 Line -16777216 false 150 285 150 135 Line -16777216 false 150 135 15 75 Line -16777216 false 150 135 285 75 bug true 0 Circle -7500403 true true 96 182 108 Circle -7500403 true true 110 127 80 Circle -7500403 true true 110 75 80 Line -7500403 true 150 100 80 30 Line -7500403 true 150 100 220 30 butterfly true 0 Polygon -7500403 true true 150 165 209 199 225 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