drafting6_alonosnat_project

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Default-person osnat gal (Author)

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Model group uhaifa-modeling-11 | Visible to everyone | Changeable by everyone
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הרוכבים עולים אחד על השני (Question)

למרות הנסיונות להגדיל את הטלאים או להקטין את הרוכבים, עדיין הרוכבים עולים אחד על השני. יש לך רעיון איך להתמודד עם זה? תודה

Posted over 13 years ago

הרוכבים עולים אחד על השני (Question)

למרות הנסיונות להגדיל את הטלאים או להקטין את הרוכבים, עדיין הרוכבים עולים אחד על השני. יש לך רעיון איך להתמודד עם זה? תודה

Posted over 13 years ago

אני מקווה ששוחחנו על זה

1

Posted over 13 years ago

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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
]
breed [riders rider]  ;; 
breed [particles particle ]

riders-own
 [energy
  speed
  flockmates         ;; agentset of nearby turtles
  nearest-neighbor   ;; closest one of our flockmates
  ]
particles-own
[
  speed mass energy          ;; particle info
  last-collision
]

to setup
  ca
  ask patches [ setup-road ]
  setup-riders
  setup-particels
;  do-plots
end  

to setup-road  ;; patch procedure
  ifelse ( pycor < 18) and ( pycor > -18 ) [ set pcolor red - 3 ]
         [set pcolor black]
end 

to setup-riders
  create-riders number-cyclists 
  [ set color yellow
      set size 4  ;; easier to see
      setxy random-xcor random-ycor
      ]
end 

to setup-particels
   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
end 
   

;to do-plots
;  set-current-plot "cyclist-energy"
;  plot count 
;end

to go
  go-riders
  go-particels
end  

to go-riders
  ask riders
  [ flock ]
  ;; the following line is used to make the turtles
  ;; animate more smoothly.
  repeat 20 [ ask turtles [ fd 0.2 ] display ]
  ;; for greater efficiency, at the expense of smooth
  ;; animation, substitute the following line instead:
  ;;   ask turtles [ fd 1 ]
  tick
end 

to flock  ;; turtle procedure
  find-flockmates
  if any? flockmates
    [ find-nearest-neighbor
      ifelse distance nearest-neighbor < minimum-separation
        [ separate ]
        [ align
          cohere ] ]
end 

to find-flockmates  ;; turtle procedure
  set flockmates other turtles in-radius vision
end 

to find-nearest-neighbor ;; turtle procedure
  set nearest-neighbor min-one-of flockmates [distance myself]
end 

;;; SEPARATE

to separate  ;; turtle procedure
  turn-away ([heading] of nearest-neighbor) max-separate-turn
end 

to align  ;; turtle procedure
  turn-towards average-flockmate-heading max-align-turn
  set heading 90
end 

;;; GOAL
;to goal
;  set heading 90
;end

to-report average-flockmate-heading  ;; turtle procedure
  ;; We can't just average the heading variables here.
  ;; For example, the average of 1 and 359 should be 0,
  ;; not 180.  So we have to use trigonometry.
  let x-component sum [sin heading] of flockmates
  let y-component sum [cos heading] of flockmates
  ifelse x-component = 0 and y-component = 0
    [ report heading ]
    [ report atan x-component y-component ]
end 

;;; COHERE

to cohere  ;; turtle procedure
  turn-towards average-heading-towards-flockmates max-cohere-turn
end 

to-report average-heading-towards-flockmates  ;; turtle procedure
  ;; "towards myself" gives us the heading from the other turtle
  ;; to me, but we want the heading from me to the other turtle,
  ;; so we add 180
  let x-component mean [sin (towards myself + 180)] of flockmates
  let y-component mean [cos (towards myself + 180)] of flockmates
  ifelse x-component = 0 and y-component = 0
    [ report heading ]
    [ report atan x-component y-component ]
end 

;;; HELPER PROCEDURES

to turn-towards [new-heading max-turn]  ;; turtle procedure
  turn-at-most (subtract-headings new-heading heading) max-turn
end 

to turn-away [new-heading max-turn]  ;; turtle procedure
  turn-at-most (subtract-headings heading new-heading) max-turn
end 

;; turn right by "turn" degrees (or left if "turn" is negative),
;; but never turn more than "max-turn" degrees

to turn-at-most [turn max-turn]  ;; turtle procedure
  ifelse abs turn > max-turn
    [ ifelse turn > 0
        [ rt max-turn ]
        [ lt max-turn ] ]
    [ rt turn ]
end 

to go-particels
   ask particles [ move-particels ]
  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

  display
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 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 move-particels  ;; 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 

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
;;;


;; creates initial particles

to make-particles
  create-particles number-of-particles
  [
    setup-particle
    random-position
   set color 9
   ask particles [ set size 0.5 ]
;    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 osnat gal.

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