# GasLab New Benchmark

No preview image

Model was written in NetLogo 4.1pre1
•
Viewed 99 times
•
Downloaded 13 times
•
Run 1 time

Do you have questions or comments about this model? Ask them here! (You'll first need to log in.)

### VERSION

$Id: GasLab New Benchmark.nlogo 38506 2008-03-05 23:59:14Z tisue $

This is the GasLab codebase.

## Comments and Questions

Please start the discussion about this model!
(You'll first need to log in.)

Click to Run Model

globals [ result tick-length ;; clock variable box-edge ;; distance of box edge from axes pressure pressure-history zero-pressure-count ;; how many zero entries are in pressure-history wall-hits-per-particle ;; average number of wall hits per particle length-horizontal-surface ;; the size of the wall surfaces that run horizontally - the top and bottom of the box length-vertical-surface ;; the size of the wall surfaces that run vertically - the left and right of the box init-avg-speed init-avg-energy ;; initial averages avg-speed avg-energy ;; current averages fast medium slow ;; current counts fade-needed? ] breed [ particles particle ] breed [ flashes flash ] breed [clockers clocker ] flashes-own [birthday] particles-own [ speed mass energy ;; particle info wall-hits ;; # of wall hits during this clock cycle ("big tick") momentum-difference ;; used to calculate pressure from wall hits last-collision ] to benchmark random-seed 361 reset-timer setup repeat 800 [ go ] set result timer end to setup ca set-default-shape particles "circle" set fade-needed? false ;; box has constant size... set box-edge (max-pxcor - 1) ;;; the length of the horizontal or vertical surface of ;;; the inside of the box must exclude the two patches ;; that are the where the perpendicular walls join it, ;;; but must also add in the axes as an additional patch ;;; example: a box with an box-edge of 10, is drawn with ;;; 19 patches of wall space on the inside of the box set length-horizontal-surface ( 2 * (box-edge - 1) + 1) set length-vertical-surface ( 2 * (box-edge - 1) + 1) make-box make-particles make-clocker set pressure-history [] set zero-pressure-count 0 update-variables set init-avg-speed avg-speed set init-avg-energy avg-energy setup-plots setup-histograms do-plotting 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 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] ] if trace? [ ask particle 0 [ set pcolor gray set fade-needed? true ] ] let old-clock ticks tick-advance tick-length if floor ticks > floor (ticks - tick-length) [ ifelse any? particles [ set wall-hits-per-particle mean [wall-hits] of particles ] [ set wall-hits-per-particle 0 ] ask particles [ set wall-hits 0 ] if fade-needed? [fade-patches] calculate-pressure update-variables do-plotting ] calculate-tick-length ask clockers [ set heading ticks * 360 ] ask flashes with [ticks - birthday > 0.4] [ set pcolor yellow die ] display end to calculate-tick-length ifelse any? particles with [speed > 0] [ set tick-length 1 / (ceiling max [speed] of particles) ] [ set tick-length 1 ] end ;;; Pressure is defined as the force per unit area. In this context, ;;; that means the total momentum per unit time transferred to the walls ;;; by particle hits, divided by the surface area of the walls. (Here ;;; we're in a two dimensional world, so the "surface area" of the walls ;;; is just their length.) Each wall contributes a different amount ;;; to the total pressure in the box, based on the number of collisions, the ;;; direction of each collision, and the length of the wall. Conservation of momentum ;;; in hits ensures that the difference in momentum for the particles is equal to and ;;; opposite to that for the wall. The force on each wall is the rate of change in ;;; momentum imparted to the wall, or the sum of change in momentum for each particle: ;;; F = SUM [d(mv)/dt] = SUM [m(dv/dt)] = SUM [ ma ], in a direction perpendicular to ;;; the wall surface. The pressure (P) on a given wall is the force (F) applied to that ;;; wall over its surface area. The total pressure in the box is sum of each wall's ;;; pressure contribution. to calculate-pressure ;; by summing the momentum change for each particle, ;; the wall's total momentum change is calculated set pressure 15 * sum [momentum-difference] of particles set pressure-history lput pressure pressure-history set zero-pressure-count length filter [? = 0] pressure-history ask particles [ set momentum-difference 0 ] ;; once the contribution to momentum has been calculated ;; this value is reset to zero till the next wall hit end to bounce ;; particle procedure ;; 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? yellow pcolor [ stop ] let new-patch patch-ahead 1 let new-px [pxcor] of new-patch let new-py [pycor] of new-patch if not shade-of? yellow [pcolor] of new-patch [ stop ] ;; get the coordinates of the patch we'll be on if we go forward 1 if (abs new-px != box-edge and abs new-py != box-edge) [stop] ;; if hitting left or right wall, reflect heading around x axis if (abs new-px = box-edge) [ 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-difference momentum-difference + (abs (sin heading * 2 * mass * speed) / length-vertical-surface) ] ;; if hitting top or bottom wall, reflect heading around y axis if (abs new-py = box-edge) [ 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-difference momentum-difference + (abs (cos heading * 2 * mass * speed) / length-horizontal-surface) ] ask patch new-px new-py [ sprout-flashes 1 [ ht set birthday ticks set pcolor yellow - 3 ] ] end to move ;; particle procedure let old-patch patch-here jump (speed * tick-length) if patch-here != old-patch [ set last-collision nobody ] 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 * v1t) + (v1l * v1l)) set energy (0.5 * mass * speed * speed) ;; 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 * v2t) + (v2l * v2l)) ] ask other-particle [ set energy 0.5 * mass * speed * speed ] if v2l != 0 or v2t != 0 [ ask other-particle [ 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 to fade-patches let trace-patches patches with [(pcolor != yellow) and (pcolor != black)] ifelse any? trace-patches [ ask trace-patches [ set pcolor ( pcolor - 0.4 ) if (not trace?) or (round pcolor = black) [ set pcolor black ] ] ] [ set fade-needed? false ] 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-ordered-particles number-of-particles [ setup-particle random-position recolor ] calculate-tick-length 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 set wall-hits 0 set momentum-difference 0 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)) set heading random-float 360 end ;;; plotting procedures to setup-plots set-current-plot "Speed Counts" set-plot-y-range 0 ceiling (number-of-particles / 6) end to setup-histograms set-current-plot "Speed Histogram" set-plot-x-range 0 (init-particle-speed * 2) set-plot-y-range 0 ceiling (number-of-particles / 6) set-current-plot-pen "medium" set-histogram-num-bars 40 set-current-plot-pen "slow" set-histogram-num-bars 40 set-current-plot-pen "fast" set-histogram-num-bars 40 set-current-plot-pen "init-avg-speed" draw-vert-line init-avg-speed set-current-plot "Energy Histogram" set-plot-x-range 0 (0.5 * (init-particle-speed * 2) * (init-particle-speed * 2) * particle-mass) set-plot-y-range 0 ceiling (number-of-particles / 6) set-current-plot-pen "medium" set-histogram-num-bars 40 set-current-plot-pen "slow" set-histogram-num-bars 40 set-current-plot-pen "fast" set-histogram-num-bars 40 set-current-plot-pen "init-avg-energy" draw-vert-line init-avg-energy end to do-plotting set-current-plot "Pressure vs. Time" if length pressure-history > 0 [ plotxy ticks (mean last-n 3 pressure-history) ] set-current-plot "Speed Counts" set-current-plot-pen "fast" plot fast set-current-plot-pen "medium" plot medium set-current-plot-pen "slow" plot slow if ticks > 1 [ set-current-plot "Wall Hits per Particle" plotxy ticks wall-hits-per-particle ] plot-histograms end to plot-histograms set-current-plot "Energy histogram" set-current-plot-pen "fast" histogram [ energy ] of particles with [color = red] set-current-plot-pen "medium" histogram [ energy ] of particles with [color = green] set-current-plot-pen "slow" histogram [ energy ] of particles with [color = blue] set-current-plot-pen "avg-energy" plot-pen-reset draw-vert-line avg-energy set-current-plot "Speed histogram" set-current-plot-pen "fast" histogram [ speed ] of particles with [color = red] set-current-plot-pen "medium" histogram [ speed ] of particles with [color = green] set-current-plot-pen "slow" histogram [ speed ] of particles with [color = blue] set-current-plot-pen "avg-speed" plot-pen-reset draw-vert-line avg-speed 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 to make-clocker set-default-shape clockers "clocker" create-ordered-clockers 1 [ setxy (box-edge - 5) (box-edge - 5) set color violet + 2 set size 10 set heading 0 ] end

There are 2 versions of this model.

## Attached files

No files

This model does not have any ancestors.

This model does not have any descendants.