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Re: [Phys-l] Interactive Physics Simulations



My recollection is that one can turn an electric field (superimposed on the gravity field) at a specified moment of time. That should make your earlier approach workable, John, at least in principle. You wrote about assigning very large + and - charges to colliding objects. I would try to do this and turn the field on at the moment of zero-elasticity collision. (But last time I used IP was about 3 years ago. And my memory is not getting better.)

Ludwik Kowalski
Let the perfect not be the enemy of the good.

On Oct 9, 2006, at 3:45 PM, John Mallinckrodt wrote:

On Oct 9, 2006, at 12:02 PM, Cindy Schwarz wrote:

you definitely CAN get things to "stick" in IP - I have done it in my
IP Workbook (which I also now have to boot into windows to run on my
macbook pro) - but rumor has it from the president of the company
that now has IP that they are indeed going to do an OSX version.


Anyway what you need to do is change the accuracy - (hence the speed)
- make the integration type different - time step smaller etc. cant
look at the program right now but its definitely "doable"

Cindy,

I suspect what you are thinking about is the case of a head on,
totally inelastic collision in a gravity free environment. In that
very limited case, one doesn't need the objects to "stick" in order
to remain (almost) in contact. It is also true in this case that one
needs to tweak the accuracy and integration methods to obtain a truly
inelastic collision. However, if the collision isn't precisely head
on, then the angular momentum of the system will cause the two
objects to separate and if, as in this case, one of the objects is
suspended while the other is not, then gravity will cause them to
separate. Unless things have changed very recently, "sticking" is
not, unfortunately (and somewhat mystifyingly), one of the options in
IP.

I'm pleased to hear that the publisher is going to do an OSX version,
but trepid to hear the likely upgrade charge.