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globals

[
tick-delta
time through
max-tick-delta
init-avg-speed init-avg-energy
avg-speed avg-energy
avg-energy-green
avg-energy-orange
avg-energy-purple
particle-size
toggle-red-state
toggle-green-state
min-particle-energy
max-particle-energy
particles-to-add
]
breed
breed
breed
breed

[
[
[
[

;; how much we advance the tick counter this


;; the largest tick-delta is allowed to be
;; initial averages
;; current average

particles particle ]
walls wall ]
flashes flash ]
erasers eraser ]

breed [ arrowheads arrowhead ]


erasers-own [pressure?]
flashes-own [birthday]
particles-own
[
speed mass energy
last-collision
color-type
]

;; particles info

walls-own
[
energy
valve-1?
valve-2?
pressure?
surface-energy
]
to setup
ca reset-ticks
set particle-size 1.0
set max-tick-delta 0.02
set particles-to-add 2
set-default-shape
set-default-shape
set-default-shape
set-default-shape

flashes "square"
walls "wall"
erasers "eraser"
arrowheads "default"

set min-particle-energy 0
set max-particle-energy 10000 ;;(.5 ) * ( max-dist-in-tick-delta / max-tickdelta ) ^ 2

create-erasers 1 [set hidden? true set pressure? true set size 3 set color whi
te]
make-box
make-particles
ask particles [ apply-speed-visualization]
set init-avg-speed avg-speed
set init-avg-energy avg-energy
update-variables
do-plotting
end
to go
mouse-action
if mouse-interaction = "none - let the particles interact" [
ask particles [ bounce ]
ask particles [ move ]
ask particles [ check-for-collision ]
ask particles with [any? walls-here] [rewind-to-bounce]
ask particles with [any? walls-here] [remove-from-walls]
]
tick-advance tick-delta
calculate-tick-delta
ask flashes [apply-flash-visualization]
ask particles [apply-speed-visualization]
update-variables
do-plotting
display
end
to update-variables
if any? particles [
set avg-speed mean [speed] of particles
set avg-energy mean [energy] of particles
]
if any? particles with [color-type = 55]
[set avg-energy-green mean [energy] of particles with [color-type = 55]]
if any? particles with [color-type = 25]
[set avg-energy-orange mean [energy] of particles with [color-type = 25]]
if any? particles with [color-type = 115]
[set avg-energy-purple mean [energy] of particles with [color-type = 115]]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;WALL INTERACTION;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;
to toggle-red-wall
ifelse toggle-red-state = "closed"
[ask walls with [valve-1?] [set hidden? true] set toggle-red-state "open"]
[ask walls with [valve-1?] [set hidden? false] set toggle-red-state "closed
"]
end
to toggle-green-wall
ifelse toggle-green-state = "closed"
[ask walls with [valve-2?] [set hidden? true] set toggle-green-state "open"
]
[ask walls with [valve-2?] [set hidden? false] set toggle-green-state "clos
ed"]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAS MOLECULES MOVEMENT;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
to bounce ;; particles procedure
;; get the coordinates of the patch we'll be on if we go forward 1
let bounce-patch nobody
let bounce-patches nobody
let hit-angle 0
let this-patch patch-here
let new-px 0
let new-py 0
let visible-wall nobody
set bounce-patch min-one-of walls in-cone ((sqrt (2)) / 2) 180 with [myself !
= this-patch] [distance myself ]
if bounce-patch != nobody [
set new-px [pxcor] of bounce-patch
set new-py [pycor] of bounce-patch
set visible-wall walls-on bounce-patch
if any? visible-wall with [not hidden?] [
set hit-angle towards bounce-patch
ifelse (hit-angle <= 135 and hit-angle >= 45) or (hit-angle <= 315 and hitangle >= 225)
[set heading (- heading) ]
[set heading (180 - heading) ]
if show-wall-hits? [
ask patch new-px new-py
[ sprout 1 [
set breed flashes
set color gray - 2
set birthday ticks
]
]

]
]]
end
to rewind-to-bounce ;; particles procedure
;; attempts to deal with particle penetration by rewinding the particle path b
ack to a point
;; where it is about to hit a wall
;; the particle path is reversed 49% of the previous tick-delta it made,
;; then particle collision with the wall is detected again.
;; and the particle bounces off the wall using the remaining 51% of the tick-d
elta.
;; this use of slightly more of the tick-delta for forward motion off the wall
, helps
;; insure the particle doesn't get stuck inside the wall on the bounce.
let
let
let
let
let
let
let

bounce-patch nobody
bounce-patches nobody
hit-angle 0
this-patch nobody
new-px 0
new-py 0
visible-wall nobody

bk (speed) * tick-delta * .49


set this-patch patch-here
set bounce-patch min-one-of walls in-cone ((sqrt (2)) / 2) 180 with [self !=
this-patch] [distance myself ]
if bounce-patch != nobody [
set new-px [pxcor] of bounce-patch
set new-py [pycor] of bounce-patch
set visible-wall walls-on bounce-patch
if any? visible-wall with [not hidden?] [
set hit-angle towards bounce-patch
ifelse (hit-angle <= 135 and hit-angle >= 45) or (hit-angle <= 315 and hit
-angle >= 225)
[set heading (- heading) ]
[set heading (180 - heading) ]
if show-wall-hits? [
ask patch new-px new-py
[ sprout 1 [
set breed flashes
set color gray - 2
set birthday ticks
]
]
]
]]
fd (speed) * tick-delta * .51
end

to move ;; particles procedure


if patch-ahead (speed * tick-delta) != patch-here
[ set last-collision nobody ]
jump (speed * tick-delta)
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAS MOLECULES COLLISIONS;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;from GasLab
to calculate-tick-delta
;; tick-delta is calculated in such way that even the fastest
;; particles will jump at most 1 patch delta in a ticks tick. As
;; particles jump (speed * tick-delta) at every ticks tick, making
;; tick delta the inverse of the speed of the fastest particles
;; (1/max speed) assures that. Having each particles advance at most
; one patch-delta is necessary for it not to "jump over" a wall
; or another particles.
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 check-for-collision ;; particles 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 particles 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 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 collisions eventually do start occurring when it thins out while f

anning.)
if count other particles-here in-radius 1 = 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 particles.
;; 2. they must not be the same particles 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

implements a collision with another particles.


THIS IS THE HEART OF THE particles 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-particles, 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 particles centers
(call it theta).
2. Convert the representation of the velocity of each particles 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 particles.
5. Perform final cleanup and update derived quantities.
collide-with [ other-particles ] ;; particles procedure
;;; PHASE 1: initial setup
;; for convenience, grab quantities from other-particles
let mass2 [mass] of other-particles
let speed2 [speed] of other-particles
let heading2 [heading] of other-particles
;; 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
;; along theta
let v1t (speed
let v1l (speed

my velocity from speed/heading representation to components


and perpendicular to theta
* cos (theta - heading))
* sin (theta - heading))

;; do the same for other-particles


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 particles 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 particles 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-particles [
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)) ]
]
end

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; mouse interaction procedures
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
to mouse-action
let snap-xcor 0
let snap-ycor 0
let orig-xcor 0

let orig-ycor 0
let eraser-window-walls nobody
let eraser-window-particles nobody
ifelse mouse-down? [
set orig-xcor mouse-xcor
set orig-ycor mouse-ycor
set snap-xcor round orig-xcor
set snap-ycor round orig-ycor
ask patches with [pxcor = snap-xcor and pycor = snap-ycor] [
set eraser-window-walls walls-on neighbors
set eraser-window-walls eraser-window-walls with [not pressure?]
set eraser-window-particles particles-on neighbors
if mouse-interaction = "draw basic wall" [
ask walls-here [die]
sprout 1 [
set breed walls set color gray
initialize-this-wall
]
]
if mouse-interaction = "draw red removable wall" [
set toggle-red-state "open"
toggle-red-wall
ask walls-here [die]
sprout 1 [
set breed walls set color red
initialize-this-wall set valve-1? true
]
]
if mouse-interaction = "draw green removable wall" [
set toggle-green-state "open"
toggle-green-wall
ask walls-here [die]
sprout 1 [
set breed walls set color 55
initialize-this-wall set valve-2? true
]
]
if mouse-interaction = "big eraser" [
ask erasers [
set hidden? false
set shape "eraser"
setxy orig-xcor orig-ycor
]
ask eraser-window-walls [die]
ask eraser-window-particles [die]
]
if mouse-interaction = "add purple particles"
or mouse-interaction = "add green particles"
or mouse-interaction = "add orange particles" [
ask erasers [
set hidden? false

set shape "spray paint"


setxy orig-xcor orig-ycor
]
sprout particles-to-add [
set breed particles
setup-particles
jump random-float 2
if mouse-interaction = "add purple particles" [set color-type 115 colo
r-particle-and-link]
if mouse-interaction = "add orange particles" [set color-type 25 color
-particle-and-link]
if mouse-interaction = "add green particles" [set color-type 55 color
-particle-and-link]
apply-speed-visualization
]
]

if mouse-interaction = "paint particles purple"


or mouse-interaction = "paint particles orange"
or mouse-interaction = "paint particles green" [
ask erasers [
set hidden? false
set shape "spray paint"
setxy orig-xcor orig-ycor
]
ask eraser-window-particles [
if mouse-interaction = "paint particles purple" [set color-type 115 c
olor-particle-and-link]
if mouse-interaction = "paint particles orange" [set color-type 25 col
or-particle-and-link]
if mouse-interaction = "paint particles green" [set color-type 55 col
or-particle-and-link]
apply-speed-visualization
]
]
if mouse-interaction = "speed up particles" [
ask erasers [
set hidden? false
set shape "spray paint"
setxy orig-xcor orig-ycor
]
ask eraser-window-particles [
set energy (energy * 1.1)
set energy limited-particle-energy
set speed speed-from-energy
apply-speed-visualization
]
]
if mouse-interaction = "slow down particles" [
ask erasers [
set hidden? false

set shape "spray paint"


setxy orig-xcor orig-ycor
]
ask eraser-window-particles [
set energy (energy / 1.1)
set energy limited-particle-energy
set speed speed-from-energy
apply-speed-visualization
]
]
]
ask particles with [any? walls-here] [remove-from-walls] ;; deal with any wa
lls drawn on top of particles
]
[ask erasers [set hidden? true]]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; particle speed and flash visualization procedures
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
to apply-flash-visualization
set size (size * .95)
if (ticks - birthday > 0.4) [ die ]
end
to apply-speed-visualization
if visualize-speed? = "arrows" [ scale-arrowheads]
if visualize-speed? = "different shades" [ recolorshade ]
if visualize-speed? = "none" [ recolornone ]
end
to color-particle-and-link
let
let
set
ask
end

this-link my-out-links
this-color-type color-type
color this-color-type
this-link [set color this-color-type]

to scale-arrowheads
let this-xcor xcor
let this-ycor ycor
let this-speed speed
let this-heading heading
let this-arrowhead out-link-neighbors
let this-link my-out-links
ask this-link [set hidden? false]
ask this-arrowhead [
set xcor this-xcor
set ycor this-ycor
set heading this-heading
fd .5 + this-speed / 3
]
end

to recolorshade
let this-link my-out-links
ask this-link [set hidden? true]
ifelse speed < 27
[ set color color-type - 3 + speed / 3 ]
[ set color color-type + 4.999 ]
end
to recolornone
let this-link my-out-links
ask this-link [set hidden? true]
set color color-type
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; initialization procedures
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

to make-box
ask patches with [(pycor = min-pycor or pycor = max-pycor or pxcor = min-pxcor
or pxcor = max-pxcor) ]
[ sprout 1 [set breed walls set color yellow initialize-this-wall set pressu
re? true] ]
end
to initialize-this-wall
set valve-1? false
set valve-2? false
set pressure? false
end
to make-particles
create-particles initial-#-particles
[
setup-particles
random-position
]
end
to setup-particles ;; particles procedure
set shape "circle"
set size particle-size
set energy initial-gas-temperature
set color-type 115
set color color-type
set mass (10) ;; atomic masses of oxygen atoms
hatch 1 [set breed arrowheads set hidden? true create-link-from myself [tie]]
set speed speed-from-energy
set last-collision nobody
end

;; Place particles at random, but they must not be placed on top of wall atoms.
;; This procedure takes into account the fact that wall molecules could have two
possible arrangements,
;; i.e. high-surface area ot low-surface area.
to random-position ;; particles procedure
let open-patches nobody
let open-patch nobody
set open-patches patches with [not any? turtles-here and pxcor != max-pxcor an
d pxcor != min-pxcor and pycor != min-pycor and pycor != max-pycor]
set open-patch one-of open-patches
;; Reuven added the following "if" so that we can get through setup without a
runtime error.
if open-patch = nobody [
user-message "No open patches found. Exiting."
stop
]
setxy ([pxcor] of open-patch) ([pycor] of open-patch)
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; wall penetration error handling procedure
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; if particles actually end up within the wall
;;
to remove-from-walls
let this-wall walls-here with [not hidden?]
if count this-wall != 0 [
let available-patches patches with [not any? walls-here]
let closest-patch nobody
if (any? available-patches) [
set closest-patch min-one-of available-patches [distance myself]
set heading towards closest-patch
setxy ([pxcor] of closest-patch) ([pycor] of closest-patch)
]
]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GRAPHS;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;

to do-plotting
set-current-plot "Temperature of gases"
if any? particles with [color-type = 55]

[
set-current-plot-pen "green"
plotxy ticks avg-energy-green
]
if any? particles with [color-type = 25]
[
set-current-plot-pen "orange"
plotxy ticks avg-energy-orange
]
if any? particles with [color-type = 115]
[
set-current-plot-pen "purple"
plotxy ticks avg-energy-purple
]
end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;REPORTERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;
to-report speed-from-energy
report sqrt (2 * energy / mass)
end
to-report energy-from-speed
report (mass * speed * speed / 2)
end
to-report limited-particle-energy
let limited-energy energy
if limited-energy > max-particle-energy [set limited-energy max-particle-energ
y]
if limited-energy < min-particle-energy [set limited-energy min-particle-energ
y]
report limited-energy
end
; Copyright 2006 Uri Wilensky.
; See Info tab for full copyright and license.
@#$#@#$#@
GRAPHICS-WINDOW
320
10
726
437
16
16
12.0
1
10
1
1

1
0
0
0
1
-16
16
-16
16
1
1
1
ticks
30.0
BUTTON
90
10
165
43
go/stop
go
T
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
BUTTON
10
10
85
43
NIL
setup
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SLIDER
10
45
315
78
initial-#-particles
initial-#-particles
0
100
6
1

1
NIL
HORIZONTAL
SLIDER
10
80
315
113
initial-gas-temperature
initial-gas-temperature
1
500
250
1
1
NIL
HORIZONTAL
PLOT
10
200
315
422
Temperature of gases
time
temp.
0.0
10.0
0.0
200.0
true
true
"" ""
PENS
"orange" 1.0 0 -955883 true "" ""
"purple" 1.0 0 -8630108 true "" ""
"green" 1.0 0 -10899396 true "" ""
CHOOSER
165
115
315
160
mouse-interaction
mouse-interaction
"none - let the particles interact" "draw basic wall" "draw red removable wall"
"draw green removable wall" "big eraser" "slow down particles" "speed up particl
es" "paint particles purple" "paint particles green" "paint particles orange" "a
dd green particles" "add purple particles" "add orange particles"
7
BUTTON
165
165
315
198
remove/replace green wall
toggle-green-wall
NIL

1
T
OBSERVER
NIL
NIL
NIL
NIL
1
SWITCH
170
10
314
43
show-wall-hits?
show-wall-hits?
0
1
-1000
BUTTON
10
165
160
198
remove/replace red wall
toggle-red-wall
NIL
1
T
OBSERVER
NIL
NIL
NIL
NIL
1
CHOOSER
10
115
160
160
visualize-speed?
visualize-speed?
"none" "different shades" "arrows"
1
@#$#@#$#@
## WHAT IS IT?
This model supports a drawing style interface for "sketching" up representations
of new systems to explore related to gas behavior and gas particles. This mode
l is part of the "Connected Chemistry" curriculum http://ccl.northwestern.edu/cu
rriculum/ConnectedChemistry/ which explores the behavior of gases.
Most of the models in the Connected Chemistry curriculum use the same basic rule
s for simulating the behavior of gases. Each model highlights different feature
s of how gas behavior is related to gas particle behavior.
In all of the models, gas particles are assumed to move and to collide, both wit

h each other and with objects such as walls.


In this model, particles can be added, color coded, and sped up or slowed down,
by drawing with the mouse cursor in the WORLD & VIEW. Also, additional types of
removable and replaceable walls can be added to the WORLD.
This model enables students to draw a model of a real world system and then test
that model. A wide range of real world systems can be modeled with this simple
interface (e.g. diffusion of perfume from an uncapped container, hot gas mixed
with a cold gas, mixtures of gases).
## HOW IT WORKS
The particles are modeled as hard balls with no internal energy except that whic
h is due to their motion. Collisions between particles are elastic. Collisions
with the wall are not.
The exact way two particles collide is as follows:
1. A particle moves in a straight line without changing its speed, unless it col
lides with another particle or bounces off the wall.
2. Two particles "collide" if they find themselves on the same patch. In this mo
del, two turtles are aimed so that they will collide at the origin.
3. An angle of collision for the particles is chosen, as if they were two solid
balls that hit, and this angle describes the direction of the line connecting th
eir centers.
4. The particles exchange momentum and energy only along this line, conforming t
o the conservation of momentum and energy for elastic collisions.
5. Each particle is assigned its new speed, heading and energy.
As the walls of the box are heated, the sides of the walls will change color fro
m a deep red (cool) to a bright red, to pink to a pale pink white (hot). The wa
lls contain a constant heat value throughout the simulation.
The exact way particles gain energy from the walls of the box is as follows:
1. Particles check their state of energy (kinetic).
2. They hit or bounce off the wall.
3. They find wall energy and set their new energy to be the average of their old
kinetic energy and the wall energy.
4. They change their speed and direction after the wall hit.
## HOW TO USE IT
Buttons:
SETUP - sets up the initial conditions set on the sliders.
GO/STOP - runs and stops the model.
MOUSE INTERACTION - when this is set to "none - let the particles interact" the
particles will move and interact with each other and the surroundings. When set
to any other value you can then click in the WORLD & VIEW to paint, erase, colo
r, or add various objects and properties.
Sliders:
INITIAL-#-PARTICLES - sets the number of gas particles in the box when the simul
ation starts.
INITIAL-GAS-TEMPERATURE sets the initial temperature of the gas.
Switches:
SHOW-WALL-HITS? turn visualization of when particles hits the walls (as flashes)
on or off
Choosers:

VISUALIZE-SPEED? allows you to visualize particle speeds. For example, selectin


g "arrows", creates a representation of each particle velocity using a scalar ar
row. Selecting "shades" creates representation of each particle speed using a b
righter (faster) or darker (slower) shade of the particle's color.
MOUSE-INTERACTION sets the type interaction the user can do with the mouse in t
he WORLD & VIEW. Possible settings include:
"none - let the particles interact" - particles move about
"draw basic wall" - adds a gray wall under the mouse cursor
"draw red removable wall" - adds a red wall under the mouse cursor which can be
alternatively removed and replaced (like a valve) using the REMOVE/REPLACE RED W
ALL.
"draw green removable wall" - adds a green wall under the mouse cursor which can
be alternatively removed and replaced (like a valve) using the REMOVE/REPLACE G
REEN WALL.
"big eraser" - erases all objects (except the yellow box boundary walls) under t
he mouse cursor.
"slow down particles" - increase the current speed of the particles by 10%.
"speed up particles" - reduces the current speed of the particles by 10%.
"paint particles green" - recolors the particles under the mouse cursor green (o
ther settings include orange and purple)
"add green particles" - adds a couple of new particles under the mouse cursor (o
ther settings include orange and purple)
Plots:
- 1: TEMPERATURE OF GASES VS. TIME: plots the temperature of the different gases
in the model, as indicated by their color (orange particles, green particles, a
nd purple particles)
## THINGS TO NOTICE
The mouse interaction can be used while the model is running as well as when it
is stopped.
## THINGS TO TRY
Create a model of how odors move throughout a room. Why do some people smell th
e odor before others? Does the layout of furniture, large objects, and walls in
the room effect the movement of the odor? How about the temperature of the air
in the room?
Create a model of diffusion of a perfume from a closed container. How would you
represent the different gases (the perfume and the surrounding air)? What shap
e will the container be? How will you model a removable cap or lid?
Create a model of room filled with cold air and a different room filled with war
m air. How will represent these different rooms of air? What could you add to
show what happens when they mix?
Create a model of heat transfer that shows what happens to the energy of one ver
y fast moving gas particle when it hits a bunch of very slow moving gas particle
s. What does this show happening to the energy of the initial gas particles?
## RELATED MODELS
See GasLab Models
See other Connected Chemistry models.
## CREDITS AND REFERENCES

This model is part of the Connected Chemistry curriculum. See http://ccl.northw


estern.edu/curriculum/chemistry.
We would like to thank Sharona Levy and Michael Novak for their substantial cont
ributions to this model.
## HOW TO CITE
If you mention this model in a publication, we ask that you include these citati
ons for the model itself and for the NetLogo software:
* Wilensky, U. (2006). NetLogo Connected Chemistry 8 Gas Particle Sandbox model
. http://ccl.northwestern.edu/netlogo/models/ConnectedChemistry8GasParticleSand
box. Center for Connected Learning and Computer-Based Modeling, Northwestern Un
iversity, Evanston, IL.
* Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for
Connected Learning and Computer-Based Modeling, Northwestern University, Evanst
on, IL.
To cite the Connected Chemistry curriculum as a whole, please use: Wilensky, U.,
Levy, S. T., & Novak, M. (2004). Connected Chemistry curriculum. http://ccl.nor
thwestern.edu/curriculum/chemistry. Center for Connected Learning and Computer-B
ased Modeling, Northwestern University, Evanston, IL.
## COPYRIGHT AND LICENSE
Copyright 2006 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-Share
Alike 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 Abb
ott Way, Stanford, California 94305, USA.
Commercial licenses are also available. To inquire about commercial licenses, pl
ease contact Uri Wilensky at uri@northwestern.edu.
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