diffusion_sigal_project
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globals [ tick-delta ;; how much we advance the tick counter this time through max-tick-delta ;; the largest tick-delta is allowed to be init-avg-speed init-avg-energy ;; initial averages avg-speed avg-energy ;; current averages fast medium slow ;; current counts percent-fast percent-medium ;; percentage of the counts percent-slow ;; percentage of the counts air-particles perfume-particles delta-horizontal-surface ;; the size of the wall surfaces that run horizontally - the top and bottom of the box delta-vertical-surface ;; the size of the wall surfaces that run vertically - the left and right of the box ] breed [ particles particle ] particles-own [ speed mass energy ;; particle info last-collision step-size wall-hits ;; # of wall hits during this clock cycle momentum-difference ;; used to calculate pressure from wall hits momentum-instant ;; used to calculate pressure darkparticle? ] to setup ca set-default-shape particles "circle" set max-tick-delta 0.1073 make-particles update-variables set init-avg-speed avg-speed set init-avg-energy avg-energy ; setup-plots ; setup-histograms ;; do-plotting make-box end to make-box ask patches[ ;; if patches are between (-10,-10) to (-10,-16)... if ( pxcor = -10 and pycor <= -10 and pycor >= -16 ) [set pcolor red] ;; ... draws left edge in red ;; if patches are between (-16,-10) to (-16,-16)... if ( pxcor = -16 and pycor <= -10 and pycor >= -16 ) [set pcolor red] ;; ... draws right edge in red ;; if patches are between (-10,-10) to (-16,-10)... if ( pycor = -10 and pxcor >= -16 and pxcor <= -10 ) [set pcolor red] ;; ... draws bottom edge in red ;; if patches are between (-10,-16) to (-16,-16)... if ( pycor = -16 and pxcor >= -16 and pxcor <= -10 ) [set pcolor red] ;; ... draws upper edge in red ] end to go 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 ; do-plotting ] calculate-tick-delta ask particles [bounce] display end to update-variables set medium count particles with [color = cyan] set slow count particles with [color = cyan] set fast count particles with [color = cyan] 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 calculate-tick-delta ;; tick-delta is calculated in such way that even the fastest ;; particle will jump at most 1 patch length in a tick. As ;; particles jump (speed * tick-delta) at every 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-delta min list (1 / (ceiling max [speed] of particles)) max-tick-delta ] [ set tick-delta max-tick-delta ] end to bounce ;; particle procedure let new-px 0 let new-py 0 ;; if we're not about to hit a wall (yellow patch), or if we're already on a ;; wall, we don't need to do any further checks if shade-of? red pcolor or not shade-of? red [pcolor] of patch-at dx dy [ stop ] ;; get the coordinates of the patch we'll be on if we go forward 1 set new-px round (xcor + dx) set new-py round (ycor + dy) ;; if hitting left or right wall, reflect heading around x axis if (abs new-px = 100) [ set heading (- heading) ; set wall-hits wall-hits + 1 ;; 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 set momentum-instant (abs (sin heading * 2 * mass * speed) / delta-vertical-surface) set momentum-difference momentum-difference + momentum-instant ] ;; if hitting top or bottom wall, reflect heading around y axis if (abs new-py = 100) [ set heading (180 - heading) set wall-hits wall-hits + 1 ;; if the particle is hitting a horizontal wall, only the vertical 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 set momentum-instant (abs (cos heading * 2 * mass * speed) / delta-horizontal-surface) set momentum-difference momentum-difference + momentum-instant ] ; if (darkparticle? = false) [ ; ask patch new-px new-py ; [ sprout 1 [ ; set breed flashes ; set birthday ticks ; set color red - 3 ] ] 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. 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 cyan set size .40 ] [ ifelse speed > (1.5 * 10) [ set color cyan ] [ set color cyan ] ] end ;;; ;;; drawing procedures ;;; ;; creates initial particles to make-particles create-particles 100 [ 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 ^ 2)) set last-collision nobody end ;; place particle at random location inside the box. to random-position ;; particle procedure setxy ((1 + min-pxcor) + random-float ((2 * max-pxcor) - 2)) ((1 + min-pycor) + random-float ((2 * max-pycor) - 2)) end ;to-report last-n [n the-list] ; ifelse n >= length the-list ; [ report the-list ] ; [ report last-n n butfirst the-list ] ;end
There is only one version of this model, created over 13 years ago by sigal samon.
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sigal samon
פרוצדורת bounce
שרונה שלום. בפרוצדורתהחלפתי את המשתנה bounche במספר אך זה לא עבד.box-edge מה עלי לכתוב במקום box-edg אם אני ?לא רוצה לשים מחוון של גודל הקופסה
Posted over 13 years ago
sigal samon
כיצד פונים לחלקיקים בתוך הקופסה?
אני רוצה לבקש מהחלקיקים שבתוך הקופסה לשנות צבע לצהוב ולשנות את המסה אך לא הצלחתי לעשותזאת. האם אוכל לקבל עזרה?
Posted over 13 years ago
sigal samon
כיצד פונים לחלקיקים בתוך הקופסה?
אני רוצה לבקש מהחלקיקים שבתוך הקופסה לשנות צבע לצהוב ולשנות את המסה אך לא הצלחתי לעשותזאת. האם אוכל לקבל עזרה?
Posted over 13 years ago