globals [ next-color ;; this is the next color we'll use when a new aggregate starts ;; (when a particle touches the bottom edge of the world) ] breed [ movers mover ] ;; gray particles zooming down from the top breed [ stayers stayer ] ;; colored particles that stay where they are ;; throughout, we assume that the turtles are all of size 1. ;; to support different-sized turtles, minor adjustments ;; would be needed. to setup clear-all set-default-shape turtles "circle" ;; applies to both breeds set next-color gray ;; first aggregate will be gray reset-ticks end to go ;; if any aggregates reach the top of the world, we're done if any? stayers with [pycor = max-pycor] [ ask movers [ die ] stop ] ;; make one new falling particle per tick make-mover ;; we sort the green particles by who number, because we ;; need to make sure that closer particles move before farther ;; particles, otherwise we could get wrong results when two ;; greens are very close together. SORT reports a list and ;; not an agentset (since agentsets are always in random ;; order), so we use FOREACH to iterate over the sorted list foreach sort movers [ ask ? [ move ] ] tick end to make-mover create-movers 1 [ ;; start at a random location along the top edge setxy random-xcor max-pycor ;; head down set heading 180 ] end to move ;; mover procedure ;; any greens within a 2 step radius are potential ;; candidates for colliding with. (Remember, in-radius ;; measures the distances between turtles' centers; but ;; we're checking for how far apart the edges are, hence ;; the 2 step radius: 1 is the sum of the two radii, and ;; another 1 for the distance from edge to edge.) The ;; closest one we find is the one we actually collide with. let blocker min-one-of (stayers in-radius 2) [ collision-distance myself ] ;; if there's nothing within 2 steps, then we're free ;; to take a step forward if blocker = nobody [ fd 1 if ycor = min-pycor [ set breed stayers set color next-color ;; the next aggregate that starts will be a new color set next-color next-color + 10 ] stop ] ;; see how far away the one we're about to collide with is. let dist [collision-distance myself] of blocker ;; if it's more than one step away, we're still free to ;; take a step forward. if dist > 1 [ fd 1 stop ] ;; otherwise, go forward until we're just touching the ;; "blocker", then cease any further motion fd dist set breed stayers ;; turn the same color as the particle we touched set color [color] of blocker end to fall ;; mover procedure fd min list 1 (ycor + max-pycor) end ;; essentially what all this math does is compute the intersection ;; point between a line and a circle. the line is the straight path the ;; center point of the moving particle is following. the circle is ;; a circle of radius 1 around the center of the stationary particle. ;; see http://mathworld.wolfram.com/Circle-LineIntersection.html ;; The details of the math are hard to follow, but the gist of it ;; is that the system of two equations, one for the circle and one ;; for the line, can be combined into a single quadratic equation, ;; and then that equation can be solved by the quadratic formula. ;; Note the strong resemblance of the formulas on the web page ;; to the quadratic formula. to-report collision-distance [ incoming ] ;; stayer procedure let x1 [xcor] of incoming - xcor let y1 [ycor] of incoming - ycor let d-x sin [heading] of incoming let d-y cos [heading] of incoming let x2 x1 + d-x let y2 y1 + d-y let big-d x1 * y2 - x2 * y1 let discriminant 1 - big-d ^ 2 ;; if the discriminant isn't positive, then there is no collision. if discriminant <= 0 [ report false ] ;; the line and the circle will intersect at two points. we find ;; both points, then look to see which one is closer let new-x-1 ( big-d * d-y + sign-star d-y * d-x * sqrt discriminant) let new-y-1 ((- big-d) * d-x + abs d-y * sqrt discriminant) let new-x-2 ( big-d * d-y - sign-star d-y * d-x * sqrt discriminant) let new-y-2 ((- big-d) * d-x - abs d-y * sqrt discriminant) let distance1 sqrt ((x1 - new-x-1) ^ 2 + (y1 - new-y-1) ^ 2) let distance2 sqrt ((x1 - new-x-2) ^ 2 + (y1 - new-y-2) ^ 2) ifelse distance1 < distance2 [ report distance1 ] [ report distance2 ] end to-report sign-star [ x ] report ifelse-value (x < 0) [-1] [1] end ; Copyright 2005 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 110 10 617 538 35 35 7.0 1 10 1 1 1 0 0 0 1 -35 35 -35 35 1 1 1 ticks 30.0 BUTTON 16 41 91 74 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 16 80 91 113 NIL go T 1 T OBSERVER NIL NIL NIL NIL 1 @#$#@#$#@ ## WHAT IS IT? Like the main DLA model, this model demonstrates diffusion-limited aggregation. In this variant, instead of particles forming a circular aggregate that grows from a central point, particles form vertical aggregates that grow along an edge. In diffusion limited aggregation, particles moving (diffusing) in random trajectories stick together (aggregate) to form beautiful treelike branching fractal structures. There are many patterns found in nature that resemble the patterns produced by this model: crystals, coral, fungi, lightning, and so on. This model has "Alternate" in its name because, like DLA Alternate, it is based on slightly different rules than the main DLA model. In the main model, the aggregate forms on a grid. In this version, there is no grid; the particles are circles and we do the necessary calculations to determine exactly when the circles touch each other. That makes this version more complicated, but arguably more physically accurate. ## HOW IT WORKS Gray particles fall from the top of the world, straight down. When a falling particle touches the floor, or a stationary particle, the falling particle stops moving. Periodically, a new particle is created to keep the process going. When a particle touches the floor, it changes color. When a particle touches another particle, it takes that particle's color. That makes it easy to see the separate aggregates that form. ## HOW TO USE IT Press SETUP, then press GO. SETUP: eliminates all existing particles and starts over GO: runs the simulation ## THINGS TO NOTICE Stuck particles block the passage of falling particles. We get black areas that do not have any stuck particles, because the falling particles are moving in straight lines, so they cannot work their way in to fill the black areas. The simulation runs slower as it goes on. That's because there are more and more particles in the view that have to be redrawn. If you freeze the view, the model will always run at the same speed. You can also use the speed slider to "fast forward" the model. The number of "live" aggregates (that can still grow) decreases over time. ## THINGS TO TRY Try changing the size of the world (by editing the view). What happens when the world is very tall? How many live aggregates do you end up with? ## EXTENDING THE MODEL Create a plot showing the number of live aggregates over time. Over several runs, does this graph have a typical shape? Introduce a "wiggle" into the path of falling particles. That means that just before the particle moves forward, it turns a bit, randomly. How does the affect the aggregate? Experiment with different amounts of wiggle. ## NETLOGO FEATURES The code is mostly the same as in DLA Alternate. In particular, the `collision-distance` procedure, the one with all the hairy math, is the same. It would actually be possible to use simpler math in this model, because we know that only the y coordinate of the moving particle is changing, while its x coordinate remains the same. ## RELATED MODELS DLA and DLA Alternate are the same idea, but with particles all falling towards a central point instead of straight down. ## CREDITS AND REFERENCES The mathematical procedures used in calculating the collision paths comes from: Eric W. Weisstein, "Circle-Line Intersection". From MathWorld--A Wolfram Web Resource. http://mathworld.wolfram.com/Circle-LineIntersection.html ## 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. (2005). NetLogo DLA Alternate Linear model. http://ccl.northwestern.edu/netlogo/models/DLAAlternateLinear. 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 2005 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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