Gravitation | Programme permettant de visualiser l'interaction
kandi X-RAY | Gravitation Summary
kandi X-RAY | Gravitation Summary
Ce programme permet de simuler un problème à N corps en contrôlant les paramètres initiaux (masse moyenne, vitesse moyenne, moment angulaire, position, etc.). Nous avons conçu cette simulation dans le cadre d'un projet scolaire afin d'étudier les paramètres favorisant l'émergence de systèmes planétaires stables.
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Top functions reviewed by kandi - BETA
- Calculates the actualisation of a planete
- This method computes the position of the accelerometer using Euler integration
- Calculate the total energy of a list of planetes
- R Calculate the eccentricity of a planet
- Calculate acceleration of a list of planets
- Return the squared distance between two points
- Compute the acceleration of a list of planets
- Return the squared distance between the two points
- Returns the maximum mass of the planetetea
- Calculates the moment of a list of planets
- Return the number of planets that are in the same planete
- Return the mean mass of a list of planets
- Return the mass of a list of planets
- Return the rayon of a list of planets
- Returns the vitessese of a list of planetos
- Determine whether a species is stable
- Return the gravity of the given autrepoetea
Gravitation Key Features
Gravitation Examples and Code Snippets
Community Discussions
Trending Discussions on Gravitation
QUESTION
A couple of weeks ago, I started getting into Python mainly because I wanted to learn a programming language, but also to get a little piece of software that I want to use when playing other games.
The program I have started programming consists of a tkinter window with a dynamically updating plot created with matplotlib. There are a total of 4 sliders, 3 of which are linked.
The goal is to get the different parameters needed for a Hohmann transfer orbit between two planets.
As I am not really experienced with programming in general, I like fooling around doing dirty workarounds or just not write clean code in general just to understand things.
I've successfully made a working version of the program I need, but as I said, it's pretty dirty and barely uses any object, so I took on the task to remake it in an improved way, using objects and less redundant code.
Here is the code of the working version:
...ANSWER
Answered 2021-May-15 at 18:01I eventually figured out how to do it after a good night of sleep, here is a working version that uses the B1-Motion and ButtonRelease events instead of updating everytime one slider is moved because it would execute the command twice by just moving one slider. This led to the value being used for the calculation not being the current one because of how things are processed.
QUESTION
I need to perform a ZOH discretization of a continuous LTI state-space model in OpenModelica (OMEdit). I tried two ways of doing this:
- using matrix exponential (Matrices.exp function) for calculating discretized A matrix (Ad) and subsequent calculation of discretized B matrix (Bd) following equation: Bd = A-1 (Ad - I) B, where I is identity matrix; This algebraic equation can be solved either by direct calculation of matrix inversion (Matrices.inv function) or, more efficiently, by solving for Bd matrix using Matrices.solve2 function:
Bd = Matrices.solve2(A,(Ad-identity(2)))
, thus avoiding calculation of matrix inversion. However, in both cases A matrix must be invertible, what generally (and very often) doesn't hold. - using Matrices.integralExp function which should return both discretized matrices (Ad, Bd) and should work for general matrix A, whether invertible or singular; However, this function does not work for me - it returns error message: "No viable alternative near token: (".
I attach code for both methods for demonstration purpose. The state space model represents a very simple second-order system of linearized pendulum with length 1 m, mass 1 kg and gravitational acceleration 9.81 m/s2. Sampling time for discretization is 0.1 s. The first code works fine (A is invertible in this particular case) but the second code doesn't. Does anybody know what am I doing wrong? I'd be grateful for any advice.
method #1:
...ANSWER
Answered 2021-May-03 at 18:10You forgot the equation keyword in example 2. It still won't work in OpenModelica since it seems to have a problem with the alias na=size(A,1)
in that function but you could easily fix the source code to make that work.
QUESTION
this is my first post! With that in mind, if I need to add anything more than what is below, please let me know. Thank you!
I am currently working to make a platformer game in Javascript where a player can move using arrow keys. Currently, my left and right movements, as well as my player gravity, works. However, when I jump, I am unable to provide smooth jumping movements. originally, I tried simply moving my player's y value higher.
...ANSWER
Answered 2021-Apr-29 at 14:26Do you have a variable for y speed? i've found the best way to create a fairly normal looking jump would be to set the y speed to a set number, EG: -4. My personal favorite method for realistic player jumping and gravity would be as follows, but can be easily modified for your uses:
QUESTION
this is my website that I am developing, and I trying to develop a calculator which depending on the subject and equation your are trying to use, the calculator will give you an answer.
I made two dropdown menus, however, when I hover over the "Physics" menu, for some reason the "Maths" menu is covered. Also, the list for "Physics" is a bit too long and I wanted to make a scroll bar, but I don't know how to.
I tried to look on w3schools and other resources, but I couldn't find a solutions which solved my problem.
...ANSWER
Answered 2021-Apr-05 at 11:21You had a lot of errors in the code. Like in li
, you gave css as display: inline;
; and the sub-menu you didn't give any positions like position: absolute;
I have applied my changes below.
Thanks me later.
QUESTION
I pretty much deleted the last code and started new. I added a new class called Object which is the replacement for the lists called body_1 and body_2. Also all the calculations are now done from within the Object class. Most previous existing issues were resolved through this process but there is still one that presists. I believe its inside the StartVelocity() function which creates the v1/2 needed to start the Leapfrog algorithm. This should give me a geostationary Orbit but as clearly visible the Satelite escapes very quickly after zooming through earth.
Codes are:
...ANSWER
Answered 2021-Mar-12 at 07:49The constant G
is in kg-m-sec units. The radius of the satellite orbit however only makes sense in km, else the orbit would be inside the Earth core. Then the speed in m/sec gives a near circular orbit with negligible eccentricity. (Code from a math.SE question on Kepler law quantities)
QUESTION
Why does my Fortran code execute 5 times faster than my C++ code to solve this second order differential equation (for universal gravitation between a planet and a sun) using RK4? How could I optimize my C++ code, please ?
I have tried changing pow() to x*x with no improvements. Removing the write operations divided execution time by 2 on Fortran, but only made C++ code about 15% faster.
Here are the codes:
C++ (compiled with: c++ -Wall -Wextra equadiff.cpp -o equadiffcpp.x):
...ANSWER
Answered 2021-Mar-07 at 21:05The comment of Bob__'s should capture the main culprit: In your loops you call deriv
after the update of each coordinate. But only the last call counts. As that is done with the completely set vector, you get overall the correct result. Change to
QUESTION
I am planning to acquire position in 3D cartesian coordinates from an IMU (Inertial Sensor) containing Accelerometer and Gyroscope. I'm using this to track the objects position and trajectory in 3D.
1- From my limited knowledge I was under the assumption that Accelerometer alone would be enough, resulting in acceleration in xyz axis A(Ax,Ay,Az) and would need to be integrated twice to get velocity and then position, but integrating would add an unknown constant value, this error called drift increases with time. How to remove this error?
2- Furthermore, why is there a need for gyroscope in the first place, cant we just translate the x-y-z axis acceleration to displacement, if accelerometer tells the axis of motion then why check orientation from Gyroscopes. Sorry this is a very basic question, everywhere I checked both Gyro+Accel were used but don't know why.
3- Even when stationary and not in any motion there is earth's gravitation force acting on the sensor which will always give values more than that attributed by the motion of sensor. How do you remove the gravity?
Once this has been done ill apply Kalman Filters to them to fuse them and to smooth the values. How accurate is this method for trajectory estimation of an object for environments where GPS is not an option. I'm getting the Accelerometer and Gyroscope values from arduino and then importing to Python where it will be plotted on a 3D graph updating in real time. Any help would be highly appreciated, especially links to similar codes.
...ANSWER
Answered 2021-Feb-12 at 07:531 - An accelerometer can be calibrated to account for some of this drift but in the end no sensor is perfect and inaccuracy will inevitably cause drift. To fix this you would need some filter such as the Kalman filter to use the accelerometer for short high frequency data, and a secondary sensor such as a camera to periodically get the absolute position and update the internal position. This is the fundamental idea behind the Kalman filter.
2 - Accelerometers aren't very good for high frequency rotational data. Just using the accelerometers data would mean the system could not differentiate between a horizontal linear acceleration and rotational position. The gyroscope is used for the high frequency data while the accelerometer is used for low frequency data to adjust and counteract the rotational drift. A Kalman filter is one possible solution to this problem and there are many great online resources explaining this.
3 - You would have to use the methods including gyro / accel sensor fusion to get the 3d orientation of the sensor and then use vector math to subtract 1g from that orientation.
You would most likely be better off looking at some online resources to get the gist of it and then using a pre-built sensor fusion system whether it be a library or an fusion system on the accelerometer (on most accelerometers today including the mpu6050). These onboard systems typically do a better job then a simple Kalman filter and can combine other sensors such as magnetometers to gain even more accuracy.
QUESTION
I am currently working through problem sets for java and I am tasked with computing the acceleration of gravity however I am unsure as to get the appropriate result. The question is below:
Compute the acceleration of gravity for a given distance from the earth's center, distCenter, assigning the result to accelGravity. The expression for the acceleration of gravity is: (G * M) / (d2), where G is the gravitational constant 6.673 x 10-11, M is the mass of the earth 5.98 x 1024 (in kg) and d is the distance in meters from the earth's center (stored in variable distCenter).
Here is the code that was given to me:
...ANSWER
Answered 2021-Feb-10 at 03:05Double can handle this range without any issue. I have modified your code. It gave me the correct result. When taking input, avoid any "," e.g.: 6371000 is valid input, 63,71000 is not valid.
5980000000000000000000000 is an integer, which is out of integer range, so you should use M instead of 5980000000000000000000000 Or use 5980000000000000000000000.00(add decimal part)
QUESTION
I am trying to make an n-body solver (a bunch of objects gravitationally attracted to each-other). The problem is that it looks like the gravity1 function does not feed back the return objects, resulting in linear motion of the objects:
The code looks like this:
...ANSWER
Answered 2021-Jan-07 at 14:59Let's consider the type of gravity1
:
QUESTION
Here's a little code that I've written to get a ball bouncing in Processing. The ball should change it's color everything it bounces off the "ground" and become slower and slower and lay at the ground at the end. But - and that's the problem I've got - the ball doesn't stops changing it's color at the bottom - and that means it didn't stops bouncing, right?
The question is: How do I tell the ball to stop and not to change it's color anymore?
...ANSWER
Answered 2021-Jan-03 at 15:41The problem is that even though you are setting the speed to -0.1
when it is small, and y
to height - 25
, the very next pass through the loop adds gravity
to speed
and then speed
to y
, making y
larger than height - 25
(by slightly more than 1 pixel) again. This makes the ball jump up and down through an infinite loop of hops of zero height.
You could use a threshold on the reflected speed. If it is below the threshold, stop the loop.
At the top of the file, add a line like
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Install Gravitation
You can use Gravitation like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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