turtles-own [ fx ;; x-component of force vector fy ;; y-component of force vector vx ;; x-component of velocity vector vy ;; y-component of velocity vector xc ;; real x-coordinate (in case particle leaves world) yc ;; real y-coordinate (in case particle leaves world) r-sqrd ;; square of the distance to the mouse ] globals [ m-xc ;; x-coordinate of acting mass m-yc ;; y-coordinate of acting mass g ;; Gravitational Constant to slow the acceleration ] ;;;;;;;;;;;;;;;;;;;;;;;; ;;; Setup Procedures ;;; ;;;;;;;;;;;;;;;;;;;;;;;; to setup clear-all set g 0.5 set-default-shape turtles "circle" crt number [ if (not colors?) [ set color white ] set size 10 fd (random-float (max-pxcor - 6)) set vx 0 set vy 0 set xc xcor set yc ycor ] reset-ticks end ;;;;;;;;;;;;;;;;;;;;;;;;;; ;;; Runtime Procedures ;;; ;;;;;;;;;;;;;;;;;;;;;;;;;; to go if mouse-down? [ ;; Get the mouse(mass) position. set m-xc mouse-xcor set m-yc mouse-ycor ask turtles [ gravitate ] fade-patches tick ] end to gravitate ;; Turtle Procedure update-force update-velocity update-position end to update-force ;; Turtle Procedure ;; Similar to 'distancexy', except using an unbounded plane. set r-sqrd (((xc - m-xc) * (xc - m-xc)) + ((yc - m-yc) * (yc - m-yc))) ;; prevents divide by zero ifelse (r-sqrd != 0) [ ;; Calculate component forces using inverse square law set fx ((cos (atan (m-yc - yc) (m-xc - xc))) * (mass / r-sqrd)) set fy ((sin (atan (m-yc - yc) (m-xc - xc))) * (mass / r-sqrd)) ] [ ;; if r-sqrd = 0, then it's at the mass, thus there's no force. set fx 0 set fy 0 ] end to update-velocity ;; Turtle Procedure ;; Now we update each particle's velocity, by taking the old velocity and ;; adding the force to it. set vx (vx + (fx * g)) set vy (vy + (fy * g)) end to update-position ;; Turtle Procedure set xc (xc + vx) set yc (yc + vy) ifelse patch-at (xc - xcor) (yc - ycor) != nobody [ setxy xc yc ifelse (colors?) [ if (color = white) [ set color 5 + 10 * random 14 ] ] [ set color white ] show-turtle if (fade-rate != 100) [ ifelse (color = white) [ set pcolor red + 3 ] [ set pcolor color + 3 ] ] ] [ hide-turtle ] end to fade-patches ask patches with [pcolor != black] [ ifelse (fade-rate = 100) [ set pcolor black ] [ if (fade-rate != 0) [ fade ] ] ] end to fade ;; Patch Procedure let new-color pcolor - 8 * fade-rate / 100 ;; if the new-color is no longer the same shade then it's faded to black. ifelse (shade-of? pcolor new-color) [ set pcolor new-color ] [ set pcolor black ] end ; Copyright 1998 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 195 10 607 443 100 100 2.0 1 10 1 1 1 0 0 0 1 -100 100 -100 100 1 1 1 ticks 10.0 BUTTON 10 42 182 75 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 10 75 182 108 number number 0 100 10 1 1 particles HORIZONTAL SLIDER 10 151 182 184 mass mass 0.0 1000 50 1.0 1 NIL HORIZONTAL BUTTON 10 118 72 151 NIL go T 1 T OBSERVER NIL NIL NIL NIL 1 SWITCH 72 118 182 151 colors? colors? 0 1 -1000 SLIDER 10 184 182 217 fade-rate fade-rate 0 100 0.3 0.1 1 % HORIZONTAL TEXTBOX 10 232 182 311 Click and hold the mouse in the view while GO is running to act as a gravitational source with mass set by the slider value. 11 0.0 0 @#$#@#$#@ ## WHAT IS IT? This project displays the common natural phenomenon expressed by the inverse-square law. Essentially this model displays what happens when the strength of the force between two objects varies inversely with the square of the distance between these two objects. ## HOW IT WORKS In this model the formula used to guide each object's behavior is the standard formula for the Law of Gravitational Attraction: >(m1 * m2 * G) / r2 This is a single force 'n-body' model, where we have a certain number of small particles, and one large acting mass (the mouse pointer). The force is entirely one-way: the large mass remains unaffected by the smaller particles around it. And the smaller particles remain unaffected by each other as well. (Note that this is purely for purposes of simulation. In the real world, a force such as gravity acts on all bodies around it.) Gravity is the best example of such a force. You can watch the particles form elliptic orbits around the mouse pointer, or watch them slingshot around it, similar to how a comet streaks past our sun. Think of the individual objects as planets or other solar bodies, and see how they react to various masses that move or remain stationary. ## HOW TO USE IT First select the number of particles with the NUMBER slider. Then press the SETUP button to create and scatter them across the world. The MASS slider sets the value of the mass of the acting force. (Thus, it also determines at what distances the particles can safely orbit before they get sucked in by an overwhelming force.) The FADE-RATE slider controls the percent of color that the paths marked by the particles fade after each cycle. Thus at 100% there won't be any paths as they fade immediately, and at 0% the paths won't fade at all. With this you can see the ellipses and parabolas formed by different particles' travels. The COLORS? switch, when set to ON, assigns different colors to the particles, otherwise they will all be white. When the sliders have been set to desirable levels, press the GO button to begin the simulation. Move the mouse to where you wish it to begin, and click and hold the mouse button. This will start the particles moving. If you wish to stop the simulation (say, to change the value of MASS), release the mouse button and the particles will stop moving. You may then change any settings you wish (except PARTICLES). Then, to continue the simulation, simply put your mouse in the window again and click and hold. Objects in the window will only move while the mouse button is pressed down within the window. ## THINGS TO NOTICE The most important thing to observe is the behavior of the particles. Notice that, as the particles have no initial velocity of their own, a single motionless acting mass will just pull them all in. Even a very slight mass (MASS set to a small value) will pull in all the particles. (Due to limited precision beyond a certain point, the motive-force on a particle can become zero.) Move the mouse around - watch what happens if you move it quickly or slowly. Jiggle it around in a single place, or let it sit still. Observe what patterns the particles fall into. (Keep FADE-RATE low to watch this explicitly.) ## THINGS TO TRY There are a few other parameters, set in the code, that affect the behavior of the model. The force acting upon each particle is multiplied by a constant, 'g' (another global variable). Feel free to play with their values, set in the procedure 'setup'. (Of course, the default value of g for the model, 0.5, is much higher than the value used in Newtonian Mechanics, 6.67e-11.) Initial conditions are very important for a model such as this one. Try changing how the particles are placed during the `setup` procedure. Make sure to watch how different values of the MASS slider impact the model. ## EXTENDING THE MODEL Let the particles begin with a constant velocity, or give them all a random velocity. You could add a slider that would let the user set the velocities, and thus be able to compare the effects of different speeds. Or try giving each particle a variable mass, which directly affects the strength of the acting force upon it. The model assumes the force to be an attractive force (the particles tend to be pulled towards it). However, it should be a relatively easy change to make this into a repulsive force. Try setting up the model with a repulsive force, and observe what happens. ## NETLOGO FEATURES This model creates the illusion of a plane of infinite size, to better model the behavior of the particles. Notice that, with path marking you can see most of the ellipse a particle draws, even though the particle periodically shoots out of bounds. This is done through a combination of the basic turtle primitives `hide-turtle` and `show-turtle`, when a particle hits the boundary, keeping every turtle's `xcor` and `ycor` as special turtle variables `xc` and `yc`, and calculations similar to the `distance` primitive that uses `xc` and `yc` instead of `xcor` and `ycor`. When you examine the code, take note that standard turtle commands like `set heading`, `fd 1`, and so on aren't used here. Everything is done directly to the x and y coordinates of the turtles. ## 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. (1998). NetLogo Gravitation model. http://ccl.northwestern.edu/netlogo/models/Gravitation. 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 1998 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 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 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240 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 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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 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