globals [ tick-delta ;; how much we advance the tick counter this time through max-tick-delta ;; the largest tick-delta 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 fast medium slow ;; current counts percent-slow percent-medium percent-fast ;; percentage of current counts ] breed [ particles particle ] breed [ flashes flash ] flashes-own [birthday] particles-own [ speed mass energy ;; particle info last-collision ] to setup clear-all set-default-shape particles "circle" set-default-shape flashes "plane" set max-tick-delta 0.1073 ;; the box size is determined by the slider set box-edge (round (max-pxcor * box-size / 100)) make-box make-particles update-variables set init-avg-speed avg-speed set init-avg-energy avg-energy reset-ticks end to update-variables set medium count particles with [color = green] set slow count particles with [color = blue] set fast count particles with [color = red] 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 [speed] of particles set avg-energy mean [energy] of particles end to go ask particles [ bounce ] ask particles [ move ] ask particles [ if collide? [check-for-collision] ] ifelse (trace?) [ ask particle 0 [ pen-down ] ] [ ask particle 0 [ pen-up ] ] tick-advance tick-delta if floor ticks > floor (ticks - tick-delta) [ update-variables update-plots ] calculate-tick-delta ask flashes with [ticks - birthday > 0.4] [ die ] display end to calculate-tick-delta ;; tick-delta is calculated in such way that even the fastest ;; particle will jump at most 1 patch length when we advance the ;; tick counter. As particles jump (speed * tick-delta) each time, making ;; tick-delta 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-delta min list (1 / (ceiling max [speed] of particles)) max-tick-delta ] [ set tick-delta max-tick-delta ] 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 [ stop ] ;; if hitting left or right wall, reflect heading around x axis if (abs new-px = box-edge) [ set heading (- heading) ] ;; if hitting top or bottom wall, reflect heading around y axis if (abs new-py = box-edge) [ set heading (180 - heading)] ask patch new-px new-py [ sprout-flashes 1 [ set color pcolor - 2 set birthday ticks set heading 0 ] ] end to move ;; particle procedure if patch-ahead (speed * tick-delta) != patch-here [ set last-collision nobody ] jump (speed * tick-delta) 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. 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.) 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 ask candidate [ set last-collision myself ] ] ] 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 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)) ] ] ;; PHASE 5: final updates ;; now recolor, since color is based on quantities that may have changed recolor ask other-particle [ recolor ] end to recolor ;; particle procedure ifelse speed < (0.5 * 10) [ set color blue ] [ ifelse speed > (1.5 * 10) [ set color red ] [ set color green ] ] end ;;; ;;; drawing procedures ;;; ;; draws the box to make-box ask patches with [ ((abs pxcor = box-edge) and (abs pycor <= box-edge)) or ((abs pycor = box-edge) and (abs pxcor <= box-edge)) ] [ set pcolor yellow ] end ;; creates initial particles to make-particles create-particles number-of-particles [ setup-particle random-position recolor ] calculate-tick-delta end to setup-particle ;; particle procedure set speed init-particle-speed set mass particle-mass set energy (0.5 * mass * speed * speed) set last-collision nobody 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)) end ;; histogram procedure to draw-vert-line [ xval ] plotxy xval plot-y-min plot-pen-down plotxy xval plot-y-max plot-pen-up end to-report last-n [n the-list] ifelse n >= length the-list [ report the-list ] [ report last-n n butfirst the-list ] end ; Copyright 1997 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 325 10 659 365 40 40 4.0 1 10 1 1 1 0 0 0 1 -40 40 -40 40 1 1 1 ticks 30.0 BUTTON 10 73 96 106 go/stop go T 1 T OBSERVER NIL NIL NIL NIL 0 BUTTON 10 40 96 73 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 98 40 307 73 number-of-particles number-of-particles 1 1000 100 1 1 NIL HORIZONTAL MONITOR 9 249 128 294 average speed avg-speed 2 1 11 PLOT 603 379 893 575 Energy Histogram energy count 0.0 400.0 0.0 10.0 false true "set-plot-x-range 0 (0.5 * (init-particle-speed * 2) * (init-particle-speed * 2) * particle-mass)\nset-plot-y-range 0 ceiling (number-of-particles / 6)" "" PENS "fast" 10.0 1 -2674135 true "set-histogram-num-bars 40" "histogram [ energy ] of particles with [color = red]" "medium" 10.0 1 -10899396 true "set-histogram-num-bars 40" "histogram [ energy ] of particles with [color = green]" "slow" 10.0 1 -13345367 true "set-histogram-num-bars 40" "histogram [ energy ] of particles with [color = blue]" "avg-energy" 1.0 0 -7500403 true "" "plot-pen-reset draw-vert-line avg-energy" "init-avg-energy" 1.0 0 -16777216 true "draw-vert-line init-avg-energy" "" MONITOR 188 252 317 297 average energy avg-energy 2 1 11 PLOT 9 379 298 576 Speed Counts ticks count (%) 0.0 100.0 0.0 100.0 true true "set-plot-y-range 0 100" "" PENS "fast" 1.0 0 -2674135 true "" "plotxy ticks percent-fast" "medium" 1.0 0 -10899396 true "" "plotxy ticks percent-medium" "slow" 1.0 0 -13345367 true "" "plotxy ticks percent-slow" SWITCH 99 74 202 107 collide? collide? 0 1 -1000 PLOT 302 379 596 576 Speed Histogram speed count 0.0 50.0 0.0 100.0 false true "set-plot-x-range 0 (init-particle-speed * 2)\nset-plot-y-range 0 ceiling (number-of-particles / 6)" "" PENS "fast" 5.0 1 -2674135 true "set-histogram-num-bars 40" "histogram [ speed ] of particles with [color = red]" "medium" 5.0 1 -10899396 true "set-histogram-num-bars 40" "histogram [ speed ] of particles with [color = green]" "slow" 5.0 1 -13345367 true "set-histogram-num-bars 40" "histogram [ speed ] of particles with [color = blue]" "avg-speed" 1.0 0 -7500403 true "" "plot-pen-reset draw-vert-line avg-speed" "init-avg-speed" 1.0 0 -16777216 true "draw-vert-line init-avg-speed" "" MONITOR 10 306 107 351 percent fast percent-fast 0 1 11 MONITOR 113 306 216 351 percent medium percent-medium 0 1 11 MONITOR 226 306 318 351 percent slow percent-slow 0 1 11 SLIDER 10 206 189 239 box-size box-size 5 100 95 1 1 % HORIZONTAL SLIDER 11 123 190 156 init-particle-speed init-particle-speed 1 20 10 1 1 NIL HORIZONTAL SLIDER 10 164 189 197 particle-mass particle-mass 1 20 1 1 1 NIL HORIZONTAL SWITCH 203 74 306 107 trace? trace? 0 1 -1000 BUTTON 204 107 306 140 clear trace clear-drawing NIL 1 T OBSERVER NIL NIL NIL NIL 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 simulates the behavior of gas particles in a closed box, or a container with a fixed volume. The path of single particle is visualized by a gray colored trace of the particle's most recent positions. This model is part of the Connected Mathematics "Making Sense of Complex Phenomena" Modeling Project. ## HOW IT WORKS The particles are modeled as hard balls with no internal energy except that which is due to their motion. Collisions between particles are elastic. Particles are colored according to speed --- blue for slow (speed less than 5), green for medium (above 5 and below 15), and red for high speeds (above 15). The basic principle of all GasLab models, including this one, is the following algorithm: 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. 3. A random axis is chosen, as if they are two balls that hit each other and this axis is the line connecting their centers. 4. They exchange momentum and energy along that axis, according to the conservation of momentum and energy. This calculation is done in the center of mass system. 5. Each particle is assigned its new velocity, energy, and heading. 6. If a particle finds itself on or very close to a wall of the container, it "bounces" --- that is, reflects its direction and keeps its same speed. ## HOW TO USE IT Initial settings: - NUMBER-OF-PARTICLES: number of gas particles - INIT-PARTICLE-SPEED: initial speed of the particles - PARTICLE-MASS: mass of the particles - BOX-SIZE: size of the box. (percentage of the world-width) The SETUP button will set the initial conditions. The GO button will run the simulation. Other settings: - TRACE?: Traces the path of one of the particles. - COLLIDE?: Turns collisions between particles on and off. Monitors: - FAST, MEDIUM, SLOW: numbers 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. Plots: - SPEED COUNTS: plots the number of particles in each range of speed. - SPEED HISTOGRAM: speed distribution of all the particles. The gray line is the average value, and the black line is the initial average. - ENERGY HISTOGRAM: distribution of energies of all the particles, calculated as m*(v^2)/2. The gray line is the average value, and the black line is the initial average. 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. The histogram distribution changes accordingly. ## THINGS TO NOTICE What is happening to the numbers of particles of different colors? Does this match what's happening in the histograms? Why are there more blue particles than red ones? Can you observe collisions and color changes as they happen? For instance, when a red particle hits a green particle, what color do they each become? Why does the average speed (avg-speed) drop? Does this violate conservation of energy? The particle histograms quickly converge on the classic Maxwell-Boltzmann distribution. What's special about these curves? Why is the shape of the energy curve not the same as the speed curve? Watch the particle whose path is traced in gray. Does the trace resemble Brownian motion? Can you recognize when a collision happens? What factors affect the frequency of collisions? What about the how much the angles in the path vary? Can you get a particle to remain in a relatively small area as it moves, instead of traveling across the entire box? ## THINGS TO TRY Set all the particles in a region of the box to have the 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? Try adjusting these variables in the model to better match the numbers you look up. Does this affect the outcome of the model? What physical phenomena might be observed if there really were a small number of big particles in the space around us? ## 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.) What happens if the collisions are non-elastic? How does this 2-D model differ from a 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 between collisions, on the average. The latter is called the "mean free path". What factors affect its value? In what ways is this idealization different from the idealization that is 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 particles 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 developed as part of the GasLab curriculum (http://ccl.northwestern.edu/curriculum/gaslab/) and has also been incorporated into the Connected Chemistry curriculum (http://ccl.northwestern.edu/curriculum/ConnectedChemistry/) Wilensky, U. (2003). Statistical mechanics for secondary school: The GasLab modeling toolkit. International Journal of Computers for Mathematical Learning, 8(1), 1-41 (special issue on agent-based modeling). Wilensky, U., Hazzard, E & Froemke, R. (1999). GasLab: An Extensible Modeling Toolkit for Exploring Statistical Mechanics. Paper presented at the Seventh European Logo Conference - EUROLOGO '99, Sofia, Bulgaria ## 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. (1997). NetLogo GasLab Gas in a Box model. http://ccl.northwestern.edu/netlogo/models/GasLabGasinaBox. 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. ## COPYRIGHT AND LICENSE Copyright 1997 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. 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. This model was developed at the MIT Media Lab using CM StarLogo. See Wilensky, U. (1993). Thesis - Connected Mathematics: Building Concrete Relationships with Mathematical Knowledge. Adapted to StarLogoT, 1997, as part of the Connected Mathematics Project. Adapted to NetLogo, 2002, as part of the Participatory Simulations Project. 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. @#$#@#$#@ 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 150 165 209 199 225 225 225 255 195 270 165 255 150 240 Polygon -7500403 true true 150 165 89 198 75 225 75 255 105 270 135 255 150 240 Polygon -7500403 true true 139 148 100 105 55 90 25 90 10 105 10 135 25 180 40 195 85 194 139 163 Polygon -7500403 true true 162 150 200 105 245 90 275 90 290 105 290 135 275 180 260 195 215 195 162 165 Polygon -16777216 true false 150 255 135 225 120 150 135 120 150 105 165 120 180 150 165 225 Circle -16777216 true false 135 90 30 Line -16777216 false 150 105 195 60 Line -16777216 false 150 105 105 60 car false 0 Polygon -7500403 true true 300 180 279 164 261 144 240 135 226 132 213 106 203 84 185 63 159 50 135 50 75 60 0 150 0 165 0 225 300 225 300 180 Circle -16777216 true false 180 180 90 Circle -16777216 true false 30 180 90 Polygon -16777216 true false 162 80 132 78 134 135 209 135 194 105 189 96 180 89 Circle -7500403 true true 47 195 58 Circle -7500403 true true 195 195 58 circle false 0 Circle -7500403 true true 0 0 300 circle 2 false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 clock true 0 Circle -7500403 true true 30 30 240 Polygon -16777216 true false 150 31 128 75 143 75 143 150 158 150 158 75 173 75 Circle -16777216 true false 135 135 30 cow false 0 Polygon -7500403 true true 200 193 197 249 179 249 177 196 166 187 140 189 93 191 78 179 72 211 49 209 48 181 37 149 25 120 25 89 45 72 103 84 179 75 198 76 252 64 272 81 293 103 285 121 255 121 242 118 224 167 Polygon -7500403 true true 73 210 86 251 62 249 48 208 Polygon -7500403 true true 25 114 16 195 9 204 23 213 25 200 39 123 cylinder false 0 Circle -7500403 true true 0 0 300 dot false 0 Circle -7500403 true true 90 90 120 face happy false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 255 90 239 62 213 47 191 67 179 90 203 109 218 150 225 192 218 210 203 227 181 251 194 236 217 212 240 face neutral false 0 Circle -7500403 true true 8 7 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Rectangle -16777216 true false 60 195 240 225 face sad false 0 Circle -7500403 true true 8 8 285 Circle -16777216 true false 60 75 60 Circle -16777216 true false 180 75 60 Polygon -16777216 true false 150 168 90 184 62 210 47 232 67 244 90 220 109 205 150 198 192 205 210 220 227 242 251 229 236 206 212 183 fish false 0 Polygon -1 true false 44 131 21 87 15 86 0 120 15 150 0 180 13 214 20 212 45 166 Polygon -1 true false 135 195 119 235 95 218 76 210 46 204 60 165 Polygon -1 true false 75 45 83 77 71 103 86 114 166 78 135 60 Polygon -7500403 true true 30 136 151 77 226 81 280 119 292 146 292 160 287 170 270 195 195 210 151 212 30 166 Circle -16777216 true false 215 106 30 flag false 0 Rectangle -7500403 true true 60 15 75 300 Polygon -7500403 true true 90 150 270 90 90 30 Line -7500403 true 75 135 90 135 Line -7500403 true 75 45 90 45 flower false 0 Polygon -10899396 true false 135 120 165 165 180 210 180 240 150 300 165 300 195 240 195 195 165 135 Circle -7500403 true true 85 132 38 Circle -7500403 true true 130 147 38 Circle -7500403 true true 192 85 38 Circle -7500403 true true 85 40 38 Circle -7500403 true true 177 40 38 Circle -7500403 true true 177 132 38 Circle -7500403 true true 70 85 38 Circle -7500403 true true 130 25 38 Circle -7500403 true true 96 51 108 Circle -16777216 true false 113 68 74 Polygon -10899396 true false 189 233 219 188 249 173 279 188 234 218 Polygon -10899396 true false 180 255 150 210 105 210 75 240 135 240 house false 0 Rectangle -7500403 true true 45 120 255 285 Rectangle -16777216 true false 120 210 180 285 Polygon -7500403 true true 15 120 150 15 285 120 Line -16777216 false 30 120 270 120 leaf false 0 Polygon -7500403 true true 150 210 135 195 120 210 60 210 30 195 60 180 60 165 15 135 30 120 15 105 40 104 45 90 60 90 90 105 105 120 120 120 105 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 plane false 0 Rectangle -7500403 true true 30 30 270 270 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 5.1.0 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ default 0.0 -0.2 0 0.0 1.0 0.0 1 1.0 0.0 0.2 0 0.0 1.0 link direction true 0 Line -7500403 true 150 150 90 180 Line -7500403 true 150 150 210 180 @#$#@#$#@ 0 @#$#@#$#@