通過線性回歸識別穩態斜率讓我想到了隨著時間的推移會有自然變化的行為的流程,以及如何製作一些 JSL 來模擬一些數據。 這個 JSL 模擬了 30 個點在一維管的兩端之間彈跳;這些點不能相互通過,也不能相互反彈,也不能從管子的末端反彈。 在管子的末端有一點摩擦,使速度隨著時間的推移而衰減,並在其他地方平均速度。 模擬循環相當有效;它在半小時內運行 1 億個週期。 由於一維約束,它可以在快速矩陣運算中檢查所有 30 個對象的碰撞。
該圖在 X 軸上顯示時間,作為循環數。 底部的彩色圖形跟踪 Y 軸上的 30 個點位置。 觀察點的顏色,您可以看到點上下移動並在擊中時彈跳。 上圖顯示了絕對速度總量的衰減。 因為點在彈跳時變成了相同的對立面,所以圖表的右端顯示了許多類似的條帶,因為行為同步。
Rainbow graph of point positions.點位置的彩虹圖。
dt = New Table( "particles" );
n = 30; // the graph builder is hard-coded for 30, probably don't change this
dt << addmultiplecolumns( "pos", n, "Numeric" );
dt << addmultiplecolumns( "vel", n, "Numeric" );
dt << newcolumn("time");
dt << newcolumn("energy");
dt << addrow( 1 );
// create the particles in a 1-dimensional tube, 1 unit long.
// the n particles are sandwiched between two 50% reflective end walls.
allpos = 1 :: n; // column indexes for data table subscripting: the position columns
allposDown = 1 :: n - 1; // all but the last. when this is used below, it is shifted over by adding the 0-wall.
dt[N Rows( dt ), allpos] = Sort List( J( 1, n, Random Uniform( 0, .01 ) ) ); // initial positions. Note the sortlist.
allvel = allpos + n; // the velocity columns come after the n position columns
dt[N Rows( dt ), allvel] = J( 1, n, Random Normal( 0, .0001 ) );// initial velocities
// run the simulation. pre-load the vectors from the table.
newvel = dt[N Rows( dt ), allvel];
newpos = dt[N Rows( dt ), allpos] + newvel;
limit=1e8; // 1e8: ~1500 seconds
start = tickseconds();
For( i = 1, i < limit, i += 1,
change = 0; // only record to the table when particles bounce.
newpos += newvel; // update all particle positions
// collisions happened where no longer sorted. The particles can't pass
// through each other. make them bounce with some energy sharing and loss.
// loc() returns indexes of flipped sort positions; the subtraction's
// right hand side is shifted over with the zero wall added.
seq1 = Loc( newpos - (0 || newpos[0, allposDown]) < 0 );
For Each( {iPos}, seq1, // repair (by bouncing) each flipped sort
If( ipos > 1, // 1 is the zero wall, leave it alone
where = Mean( newpos[iPos - 1], newpos[iPos] ); // both points move to 'where'
speed = Mean( Abs( newvel[iPos - 1] ), Abs( newvel[iPos] ) ); // and get 'speed'
newpos[iPos - 1] = Max( 0, where );
newvel[iPos - 1] = -speed; // speed is positive, low point moves lower
, //
where = -newpos[iPos] / 1000; // point that went below 0...flip sign, move back in range, barely
speed = Abs( newvel[iPos] ) / 2; // the energy leaks off the end; the other half of this average is lost.
);
newpos[iPos] = Min( 1, where );
newvel[iPos] = speed; // high point gets positive speed
change = 1;
);
if( newpos[n]>1, // handle point 30 (last point). 29 and 30 were lested above. now test 30 against one wall.
newpos[n] = 1 - (newpos[n] - 1) / 1000;
newvel[n] = -newvel[n]/2;
change = 1;
);
If( change, // add a row to the table. there are only ~20,000 rows for 1e8 iterations
dt << addrows( 1 );
dt[N Rows( dt ), allvel] = newvel;
dt[N Rows( dt ), allpos] = newpos;
dt:time[N Rows( dt )] = i;
dt:energy[N Rows( dt )] = sum(abs(newvel));
);
);
stop = tickseconds();
speed = "Wall clock time: "||char(stop-start,9,1)||" seconds.";
dt << Graph Builder( Size( 1754, 804 ), Show Control Panel( 0 ), Show Legend( 0 ),
Variables( X( :time ), Y( :energy ), Y( :pos 01 ), Y( :pos 02, Position( 2 ) ), Y( :pos 03, Position( 2 ) ), Y( :pos 04, Position( 2 ) ), Y( :pos 05, Position( 2 ) ), Y( :pos 06, Position( 2 ) ), Y( :pos 07, Position( 2 ) ), Y( :pos 08, Position( 2 ) ), Y( :pos 09, Position( 2 ) ), Y( :pos 10, Position( 2 ) ), Y( :pos 11, Position( 2 ) ), Y( :pos 12, Position( 2 ) ), Y( :pos 13, Position( 2 ) ), Y( :pos 14, Position( 2 ) ), Y( :pos 15, Position( 2 ) ), Y( :pos 16, Position( 2 ) ), Y( :pos 17, Position( 2 ) ), Y( :pos 18, Position( 2 ) ), Y( :pos 19, Position( 2 ) ), Y( :pos 20, Position( 2 ) ), Y( :pos 21, Position( 2 ) ), Y( :pos 22, Position( 2 ) ), Y( :pos 23, Position( 2 ) ), Y( :pos 24, Position( 2 ) ), Y( :pos 25, Position( 2 ) ), Y( :pos 26, Position( 2 ) ), Y( :pos 27, Position( 2 ) ), Y( :pos 28, Position( 2 ) ), Y( :pos 29, Position( 2 ) ), Y( :pos 30, Position( 2 ) )),
Relative Sizes( "Y", [79 337] ),
Elements( Position( 1, 1 ), Points( X, Y, Legend( 5 ) ) ),
Elements( Position( 1, 2 ), Points( X, Y( 1 ), Y( 2 ), Y( 3 ), Y( 4 ), Y( 5 ), Y( 6 ), Y( 7 ), Y( 8 ), Y( 9 ), Y( 10 ), Y( 11 ), Y( 12 ), Y( 13 ), Y( 14 ), Y( 15 ), Y( 16 ), Y( 17 ), Y( 18 ), Y( 19 ), Y( 20 ), Y( 21 ), Y( 22 ), Y( 23 ), Y( 24 ), Y( 25 ), Y( 26 ), Y( 27 ), Y( 28 ), Y( 29 ), Y( 30 ), Legend( 3 ))),
SendToReport( Dispatch( {}, "time", ScaleBox, {Scale( "Log" ), Min( 99 ), Max( 101000000 ), Inc( 1 ), Minor Ticks( 1 ), Label Row( {Show Minor Labels( 0 )})} ),
Dispatch( {}, "energy", ScaleBox, {Scale( "Log" ), Format( "Best", 10 ), Min( 0.0000009 ), Max( 0.003 ), Inc( 1 ), Minor Ticks( 1 ), Label Row( {Show Major Grid( 1 ), Show Minor Labels( 0 )})}),
Dispatch( {}, "pos 01", ScaleBox, {Min( -0.008 ), Max( 1.03 ), Inc( 0.2 ), Minor Ticks( 3 )} ),
Dispatch( {}, "400", ScaleBox, {Legend Model( 5, Properties( 0, {Line Color( 0 )}, Item ID( "energy", 1 ) ) )} ),
Dispatch( {}, "graph title", TextEditBox, {Set Text( "energy remaining in system (top), 30 points spreading out (bottom)" )} ),
Dispatch( {}, "Graph Builder", FrameBox, {Background Color( 32 ), Marker Size( 0 ), Marker Drawing Mode( "Fast" )} ),
Dispatch( {}, "Y 1 title", TextEditBox, {Set Text( "points" )} ),
Dispatch( {}, "Graph Builder", FrameBox( 2 ), {Marker Size( 0 ), Marker Drawing Mode( "Fast" ), {Add Text Annotation(Text("the points are initially near y==0 and are confined to a 1-dimensional Y axis from 0 to 1. As they bump each other they exchange some velocity/energy and bounce so they never exchange positions in the 1-D column. When the first or last point bumps the end, half of its energy is lost, so the energy curve drops toward zero and the points slow down. The initial velocities are random normal. The fish-net appearance around 10,000 shows the zig-zag bouncing if the colors are examined rather than the long straight lines. Each iteration adds 1 to the time axis for 100 million iterations."),Fixed Size( 0 ),Text Box( {44, 47, 392, 614} ),Filled( 0 )), Add Text Annotation( Text( speed ), Fixed Size( 0 ), Text Box( {56, 459, 278, 496} ), Filled( 0 ) )}})
)
);
這只是為了好玩,並不代表任何現實世界的系統。 不是物理專業的。 享受。