turtles-own [ force-x ;; x-component of force vector force-y ;; y-component of force vector vel-x ;; x-component of velocity vector this time step vel-y ;; y-component of velocity vector this time step dist ;; the distance from the center ;; the following are needed to keep track of when the turtle leave the screen: real-xcor real-ycor ] globals [ scatter-angle ] ;;; ;;; setup procedures ;;; to setup ca setup-target setup-particles setup-plots do-plots end to setup-target if show-target? [ ask patches [ if (distancexy 0 0 < radius) [ set pcolor yellow ] ] ] end to setup-particles cct number [ colorize distribute set vel-x 0 set vel-y velocity ;; turtle 0 is treated specially to help distinguish an individual's behavior if (who = 0) [ set xcor turtle-0-position ] set real-xcor xcor set real-ycor ycor set dist distancexy 0 0 ] end to colorize ;; turtle procedure ifelse ( trace? ) [ set color (who / (number - 1)) * 139 ] [ set color white ] end to distribute ;; turtle procedure setxy ((- screen-edge-x) + ((who - 1) / (number - 2)) * (screen-size-x - 1)) (- screen-edge-y) end ;;; ;;; main procedures ;;; to go if not any? turtles [ stop ] ask turtles [ move-particle ] ;; if the turtles move off the screen, they die do-plots ;; plots the speed and the distance from (0,0) of turtle 0 end to move-particle ;; turtle procedure calc-force update-velocity update-position if trace? [ stamp color ] if who = 0 [ stamp color ] end ;; force function: 1/(r*r+target-radius*target-radius) repulsion to calc-force ;; turtle procedure set force-x ((cos (atan (- real-ycor) (- real-xcor))) * (charge / (dist * dist + radius * radius))) set force-y ((sin (atan (- real-ycor) (- real-xcor))) * (charge / (dist * dist + radius * radius))) end to update-velocity ;; turtle procedure set vel-x (vel-x - force-x) set vel-y (vel-y - force-y) end to update-position ;; turtle procedure set real-xcor (real-xcor + vel-x) set real-ycor (real-ycor + vel-y) ifelse (abs real-xcor <= screen-edge-x and abs real-ycor <= screen-edge-y) ;; if the turtle is in the visible graphics screen, update xcor, ycor, and dist [ setxy real-xcor real-ycor set dist distancexy 0 0 showturtle ] ;; if the turtle has moved off of the screen, die [ die ] end ;;; ;;; plotting procedures ;;; to setup-plots set-current-plot "Speed" set-plot-y-range 0 velocity set-current-plot "Distance" set-plot-y-range 0 screen-edge-y end ;; plots the speed and the distance from (0,0) of turtle 0 to do-plots locals [ current-velocity ] if turtle 0 != nobody ;; if turtle 0 hasn't died yet [ set scatter-angle atan vel-x-of turtle 0 vel-y-of turtle 0 ask turtle 0 [ set current-velocity (sqrt (vel-x * vel-x + vel-y * vel-y)) ] set-current-plot "Speed" set-current-plot-pen "turtle 0" plot current-velocity set-current-plot "Distance" set-current-plot-pen "turtle 0" plot dist-of turtle 0 ] end ; *** NetLogo Model Copyright Notice *** ; ; 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. ; ; Copyright 1998 by Uri Wilensky. All rights reserved. ; ; Permission to use, modify or redistribute this model is hereby granted, ; provided that both of the following requirements are followed: ; a) this copyright notice is included. ; b) this model will not be redistributed for profit without permission ; from Uri Wilensky. ; Contact Uri Wilensky for appropriate licenses for redistribution for ; profit. ; ; This model was converted to NetLogo as part of the project: ; PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN ; CLASSROOMS. The project gratefully acknowledges the support of the ; National Science Foundation (REPP program) -- grant number REC #9814682. ; Converted from StarLogoT to NetLogo, 2002. Updated 2003. ; ; To refer to this model in academic publications, please use: ; Wilensky, U. (1998). NetLogo Scattering model. ; http://ccl.northwestern.edu/netlogo/models/Scattering. ; Center for Connected Learning and Computer-Based Modeling, ; Northwestern University, Evanston, IL. ; ; In other publications, please use: ; Copyright 1998 by Uri Wilensky. All rights reserved. See ; http://ccl.northwestern.edu/netlogo/models/Scattering ; for terms of use. ; ; *** End of NetLogo Model Copyright Notice *** @#$#@#$#@ GRAPHICS-WINDOW 163 10 455 323 70 70 2.0 0 10 1 1 1 CC-WINDOW 18 373 354 491 Command Center SLIDER 10 39 153 72 number number 10 300 280 10 1 NIL SLIDER 161 324 457 357 turtle-0-position turtle-0-position -70 70 0 1 1 NIL SWITCH 374 394 507 427 trace? trace? 0 1 -1000 SLIDER 10 105 154 138 charge charge 0 100.0 70.0 5.0 1 NIL SLIDER 10 138 154 171 radius radius 1 35.0 20.0 1.0 1 NIL SLIDER 10 71 153 104 velocity velocity 1.0 5.0 3.0 0.5 1 NIL BUTTON 11 180 155 253 setup setup NIL 1 T OBSERVER T BUTTON 41 275 131 345 go go T 1 T OBSERVER T PLOT 470 179 658 322 Speed Time Speed 0.0 25.0 0.0 5.0 true false PENS "turtle 0" 1.0 0 -65536 true PLOT 470 38 658 180 Distance Time Distance 0.0 25.0 0.0 70.0 true false PENS "turtle 0" 1.0 0 -16776961 true MONITOR 491 322 638 371 NIL scatter-angle 3 1 SWITCH 374 426 507 459 show-target? show-target? 1 1 -1000 @#$#@#$#@ WHAT IS IT? ----------- This project models the scattering of particles from a target that repels them. An example of this is the scattering of alpha particles (helium nuclei) from a heavy nucleus such as gold. This experiment, first done by Rutherford, provided important evidence that the positive charge in an atom is concentrated in a small place. In this model, the target is an immovable patch with a variable charge and a variable radius in the center of the screen. A parallel beam of particles is sent upward from the bottom of the screen, and the path of each particle is traced. Each particle is repelled from the target according to Coulomb's inverse square law, modified for a distributed nuclear charge. The particles do not interact with each other. HOW IT WORKS ------------ Each particle is given a position, a velocity, and a charge. Every time tick, each particle calculates the force that is enacted on it by the repulsion of the central charge. This equation is Coulomb's inverse square law. After the force is determined, it will revise it current velocity according the equation F = M * A where M = 1. After which, the particle's new position is found by adding its new velocity to its current position. HOW TO USE IT ------------- First select the number of particles with the NUMBER slider. Set their initial velocity with the VELOCITY slider. Set the charge of the target with the CHARGE slider. Set the radius of the target with the RADIUS slider. Then press the SETUP button. When the sliders have been set to a desired level and SETUP has been pressed, press the GO button to begin the simulation. The TRACE? switch, if on, has each turtle mark out its position every time-tick. In this way, you can see the arcs formed by different particles' travels. When TRACE? is off, only one particle (turtle 0) marks out its position. The TURTLE-0-POSITION slider sets the starting x-coordinate of turtle 0. If TURTLE-0-POSITION is 0, the particle approaches the target head-on. If it's positive, turtle 0 starts off to the right of center, and if it's negative, turtle 0 starts off to the left of center. The SPEED of turtle 0 is displayed in a plot as well as its DISTANCE from the target. The SCATTER-ANGLE monitor shows turtle 0's heading. (Zero is straight up, 90 is right, and so on.) If set to on, the SHOW-TARGET? switch allows you to see the target. THINGS TO NOTICE ---------------- Each setting gives a family of paths for particles of equivalent initial velocity but different starting positions. What is the shape of each trajectory? Is it the same shape approaching and leaving the target? What is the shape of the family of curves? Do any of the paths intersect? Does it depend on the settings of the sliders? If two particles start off close to each other, will they end up close to each other? A very large nucleus represents J.J. Thompson's "plum pudding" model of the atom, in which the charge was thought to be spread out in a volume as large as the atom itself. A very small nucleus represents Rutherford's discovery, namely that the charge is concentrated in a very small nucleus, about 1/10000 the size of the atom. THINGS TO TRY ------------- You can study the trajectory of one particle by turning off TRACE?. Change the TURTLE-0-POSITION slider to change the single particle's initial position. This will allow you to study individual paths. What happens to the particle's path when its velocity and the charge of the target are changed? What needs to be true for particles to bounce almost straight backward? The value of the SCATTER-ANGLE monitor, averaged over millions of particles, along with the particles' speed and the charge on the nucleus, is what an experimenter would actually be able to measure. Devise an experiment that would give information about the size of the nucleus from this information alone. If you knew the particle velocity and nuclear charge from other experiments, could you devise an experiment, using this model that would determine the size of the target? EXTENDING THE MODEL ------------------- Put in a different function for the force between the nucleus and the particles -- 1/r dependence, r dependence, or attraction instead of repulsion. This can be done in the function "calc-force". A repulsive force will "scatter" the particles, but an attractive force will put some of them into orbits. Let the particles begin with a constant velocity, or give them all a random velocity. Or try giving each particle a variable charge, which directly affects the strength of the acting force upon it. Try having a lattice of targets, and vary the targets' spacing. NETLOGO FEATURES ---------------- Notice that the procedure 'move-particle' is all turtle commands. When you examine the procedures tab, note that the standard turtle primitives such as 'fd 1', etc... aren't used here. Everything is done directly to the x-coordinates and y-coordinates of the turtles. RELATED MODELS -------------- Gravitation also calculates an inverse-square force between particles and changes their motion accordingly. In Gravitation, each particle looks at every other particle, whereas in Scattering, each particle interacts only with the target. CREDITS AND REFERENCES ---------------------- Martin Rocek made important modifications to this model. He writes, "the main point of my modifications was introducing rcore (radius); it has the effect of smoothing out the target, that is, making something more like the old 'plum-pudding' model of the atom that held sway before Rutherford's experiment. When rcore is large enough, even though the scattering of particles with impact parameters significantly bigger than rcore is essentially unchanged, no particles experience large deflections. As you make rcore smaller, the hard core is restored, and large angle scattering returns." To refer to this model in academic publications, please use: Wilensky, U. (1998). NetLogo Scattering model. http://ccl.northwestern.edu/netlogo/models/Scattering. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. In other publications, please use: Copyright 1998 by Uri Wilensky. All rights reserved. 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