algodoo 官方说明 入门教程 课程说明
罗托克IQ3完整中文调试手册
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导航 要浏览屏幕、菜单和页面,使用 和 键。 按下一个键即会产生一次移动。 按住键将会产生连续多 次移动。菜单、页面和下拉菜单相互环绕。这就意味着可通 过按下顶部的 访问屏幕底部的项目。
简写说明 该手册使用简写说明(示例) : (是指选择、 编辑、设置、保存) ,提示用户所需的按键操作。显示屏也 将在底部左侧指示相关按键。
下面的示例显示了 Setting–Limit–Close Settings, 其中功能 Action 加亮显示:
要进行更改,按下
选择。
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algodoo在中学物理教学中的应用 (1)
Algodoo软件在中学物理教学中的应用黄伟(江苏省海安高级中学江苏海安 226600)摘要:Algodoo软件是一款可以实现多种场景仿真的模拟软件,呈现在学生面前的不仅仅是其极具趣味性的卡通式画面,更重要的是它能够激发学生求知、创新的欲望。
关键词:Algodoo软件;物理教学;仿真在中学物理教学中,由于时间、场地、设备、技术等条件的限制,很多物理情境得不到充分的展现。
有时候仅靠老师描述,不够生动形象,学生也不易进入情境,教学效果自然不理想。
Algodoo软件是一款可以实现多种场景仿真的模拟软件,它将带领我们进入一个全新的物理世界。
1.Algodoo软件概述1.1.Algodoo软件简介Algodoo是瑞典Algoryx Simulation AB公司推出的一款独特的2D仿真软件。
前身是瑞典一所大学计算机专业硕士Emil E rnerfeld为其导师Kenneth Bodin写的一个名为Phun的程序,开发目的是为了让物理教学和研究更直观有效,其英文名称是“2D Physics Sandbox”,即“二维物理沙盒”。
Algodoo是在Phun的基础上针对课堂教学做了优化的一款虚拟物理实验软件,它给学生带来了一个卡通式的创作平台,科学地将教育与娱乐融合起来,学生可以充分发挥自己的创造力,通过简单的操作就可以快速的在电脑或电子白板上绘制物理模型,以趣味性的视觉效果展现物理原理,轻松地模拟物理情境,让你进入不一样的物理科学世界,极大的激发了学生学习物理的兴趣。
1.2.Algodoo软件的特点Algodoo软件界面如图所示,界面主要由场景工具面板、属性面板、工具面板、工具选项面板、模拟仿真控制面板构成,其主要的特点有以下几点。
1.轻松创建各种物理元件,如固体、液体、齿轮、弹簧、链条、电机、助推器、光线与透镜等。
2.模拟各元件在重力、摩擦力、弹力、浮力、空气阻力等条件下的相互作用;呈现光通过界面发生的反射、折射等物理现象等。
物理沙盒 Algodoo 教程
Lesson planA LGODOO L ESSON SC REATE S CENES WITH A LGODOO C ENTEROFG RAVITYT IPPING T RUCK T HE S EESAW F RICTIONOF AS LIDING O BJECTG ALILEO ’ S I NCLINED P LANES T WO T RACK P ROBLEM F REE F ALL P ARACHUTING M OTION R OLLING D OWN A R AMP F LOATANDS INKR EFLECTION AND R EFRACTION T ANGRAM M IRRORS M ARBLE P YRAMID R AINBOW M ODEL S WING W HY ARE W HEELS C IRCULAR IN S HAPE ? G AS S PRINGS A RCH C ONSTRUCTION W ATER T OWER G EARS AND C HAINS , R OPES AND P ULLEYSTHEP LAYGROUNDMore lessons at Lesson planC REATE S CENESTarget Description Learning objectives Time frame In classWITHA LGODOOTeachers, students Getting familiar with the Algodoo environment, the tools and menus by creating a scene and interacting with it. Getting familiar with the Algodoo environment 30 – 60 min Let the students explore the possibilities of Algodoo. Browse through the menus to see what is in there. By choosing File:Load scene you can load different scenes. The simulation can be started and stopped at any time. The accelerometer can be turned off and on. While the simulation is running you can pull objects by using the hand tool. You can add new objects any time. Your simulation is saved by choosing File:Save scene.C REATE1 2 3 4 5 6 7 8 9 10 11 12YOUR SCENECreate planes, one on each wall/floor/ceiling. Use at least two boxes Use at least two circles. Use at least one spring. Make at least one free form. Tilt the device to make use of the accelerometer. Use the CSG-tool to create an object. Use the knife to cut objects into pieces Change properties (color, material) of one of the objects. Take a snapshot with the camera and add the object to your scene Add a hinge and assign a motor to it. Create something that moves by using hinges, motor, or by constructing own driving arrangements. Add a pen to an object in order to follow its trajectory14 15 16 17 18 19 20Turn on force and velocity visualization Interact with the objects by pulling them. Add new objects. Turn one of the objects into water. Turn off and on gravity. Turn off and on air drag. Save your scene.13More lessons at Lesson planC ENTRETargetOF GRAVITYTeacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. The centre of gravity of a body is the point in which the mass of the body can be concentrated. Gravity acts as if all the mass of the body is concentrated in that point. This lesson allows the student to explore the concept of gravity and to find the centre of gravity of an irregular body. Understand and explain the concept of centre of gravity. Discuss methods of finding centre of gravity of an irregular body. Model a situation for centre of gravity and create an interactive simulation. 30-60 min centre of gravity, mass Discuss the centre of gravity. What does it mean and what effect does this phenomenon have in real life? How can the centre of gravity of a body be found? Discuss possible ways of doing this with the class and put up suggestions on the board. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.DescriptionLearning objectives Time frame Keywords In classCreate a scene Create an irregular body, using for example the brush and the CGS-tool, or use the camera to take a picture of your friend and use her shape. Cleancut the picture and suspend the body using a hinge. Make a prediction Estimate the center of gravity. Run/Interact Start the simulation. The body will probably start oscillating so it might be necessary to help stopping it using the hand tool. When still, glue a massless, vertical, straight line from the hinge. Choose another spot for the hinge and glue another massless, vertical line. Repeat a couple of times to get 3-4 lines through centre of gravity. Evaluate Where do the lines intersect? Compare with the gravity vector.More lessons at Lesson planT IPPINGTargetTRUCKTeacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. Investigate the critical point when a truck is tipping over. The position of centre of gravity is crucial for the balance of a body. This lesson allows the student to explore the concept of gravity and to find consequences rising from the position of centre of gravity. The example explores what causes a loaded truck to tip over, when does a book fall off a table and when does a person loose balance. Understand and explain the concept of centre of gravity. Understanding consequences of the position of the centre of gravity of an object. Understand and explain why an objects tips over/looses balance. Model a situation which demonstrates tipping over and create an interactive simulation. 30-60 min centre of gravity, mass Discuss the centre of gravity. What makes an object tip over? What does it mean and what consequences does this phenomenon have in real life? Discuss possible situations of “tipping over” in class and put up suggestions on the board. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.DescriptionLearning objectivesTime frame Keywords In classCreate a scene Create a plane and make sure friction is high enough to prevent sliding. Create a number of “trucks” by using boxes with different density modeling different ways of loading a truck. The truck should be seen from the rear. Make a prediction Which truck will tip over first when the plane is tilted? Run/Interact Start the simulation. Tilt the Classmate PC and watch the trucks tip over. Evaluate Why do the trucks tip over? How should the truck be loaded in order to prevent tipping over? Where is the centre of gravity? Note: Observe the position of the gravity vector. Revise scene Rearrange the loading in the trucks in order to make them more stable. Make a prediction How much can the plane be tilted before a truck will tip over? Which truck will tip over first?Run/Interact Start the simulation. Tilt the Classmate PC and watch the trucks tip over. Evaluate Why do the trucks tip over? How should the truck be loaded in order to prevent tipping over? What consequences may this have in real life situations?More lessons at Lesson planT HESEESAWTeacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. This lesson allows the student to explore the balance of a seesaw. By adding weights to both sides the seesaw can be kept in balance when using different fulcrums. The relation between mass and distance from the fulcrum can be investigated and give an understanding about lever arms and moment of forces (torques). The example also opens for creating and working with balance scales. Understand the relation between mass and distance to maintain balance of a seesaw. Understand the basic principles for a weight scale. Understand what a lever arm is and its relation to moment of force. Model a situation for balance and create an interactive simulation. 30-60 min centre of gravity, moment of force (torque), lever arm Discuss balance of a seesaw. How is it constructed and how does is look when no one is playing with it? What happens when kids of different sizes start playing it? Does it depend where they sit, how tall they are, what mass they have? Discuss different aspects of playing with a seesaw in class and put up suggestions on the board. How can the centre of gravity of a seesaw be found? Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.. Evaluate What happens when an object is moved towards or from the fulcrum respectively? What is the relation between mass of the object and distance from the fulcrum? Relate the mass of the object to the normal force and gravity. Suggestions for additional scenes modeling center of gravity, moment of force and lever arm Balancing book: When does the book fall off the table? Create a book sticking out from a table and find the critical point when the book falls to the floor. Falling friend: What makes your friend fall with respect to centre of gravity? Take a picture of you friend, clean-cut and stand her on the floor. Tilt the device until she falls. Weight scales: How is a simple scale constructed? Create a scale and use if for weighing different objects.TargetDescriptionLearning objectivesTime frame Keywords In classCreate a scene Create a plane. Create a seesaw with a fulcrum and a long rectangular box. Create objects with different sizes and densities and spread them on the seesaw. Or use the camera and take pictures of your friends and yourself. Make a prediction When is the seesaw in balance? How does the seesaw’s own mass influence balance? Run/Interact Start the simulation. Move the objects on the seesaw to make it balanced. Tilt the Classmate PC and observe what happens.More lessons at Lesson planF RICTIONTargetOF AS LIDING O BJECTDescriptionLearning objectivesTime frame Keywords In classTeacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. Friction is an important concept in understanding motion. This lesson allows the student to explore friction between different types of materials. How does an object behave when it lies on a surface? What happens when the surface is inclined? What influence does the material of the surface have on the motion? Distinguish between high friction and low friction. Understand friction as a force. Know about the influence of mass on friction. Know about the influence of contact area on friction. 30-60 min friction, force, velocity Discuss the properties of different surfaces. What does high and low friction means? Discuss everyday situations when high friction is useful (tires on cars and bicycles, shoes, gloves) and when low friction is useful (skating, skiing, playground slides). What happens in a slope with high and low friction respectively? Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation. Create several parallel planes using rectangular boxes of different materials. Add a stopper on each end to prevent the box from falling off the track. Use identical boxes on each track to watch the simultaneous sliding down the planes with different friction properties. Investigate the influence on contact area on friction by using boxes of different sizes. Make sure the boxes have the same mass. Investigate the influence of mass on friction by assigning different mass to the boxes.Create a scene Use four planes to create a room with floor, ceiling and walls. Assign different frictions/materials to the planes. Turn on force and velocity vector visualization. Use a small box to investigate friction by letting it slide on the surfaces.Make a prediction Are there differences in how the box is picking up speed when sliding down the different surfaces? Why? Run/Interact Start the simulation and watch the box slide down the different planes. Tilt the Classmate PC and make the box slide down all planes. Evaluate What happens when the angle of the plane is increased? Decreased? Is it the same for all planes? Develop sceneNote: Use velocity vectors to estimate sliding speed. Stopping the simulation freezes the motion with the vector representations still present. The simulation can also be run in slow motion by decreasing simulation speed.More lessons at Lesson planG ALILEO ’ S I NCLINED P LANESTarget Teacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. Galileo used rolling balls on inclined planes to develop his understanding of acceleration. He did not have proper timing devices to measure the high speeds of free fall and used different angles of inclined planes to model different accelerations. The greater the slope of the incline, the greater the acceleration of the ball. Galileo found a ball rolling down a certain incline picked up same amount of speed for each second. That gain is acceleration. Model the acceleration of a falling object using Galileo’s inclined planes. Understand the influence of gravity on an object. 30-60 min gravity, free fall, acceleration, velocity, force Discuss how something on a plane can be set into motion. Discuss the experiment that Galileo performed in order to understand the motion of free fall. Why did he do this experiment? Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation. Evaluate Which plane is faster? Which ball is picking up the most speed for each second? Is it possible to check how much speed the balls are picking up? Run the simulation again and check for velocities. Observe which forces that are involved in the motion. What is the acceleration of the vertical plane? Is there a pattern in how speed is picked up for each plane? Run/Interact Run the simulation as an experiment. Make sure that velocity representation and values are turned on. Use a timer and pause the simulation every second. Write down the velocity for each box in a table. Plot velocity as a function of time and study the graphs. Evaluate What does the slope of the graph mean?DescriptionLearning objectives Time frame Keywords In classCreate a scence Create five rectangular boxes as planes and rotate them to the different angles between 0° and 90°. Make the planes frictionless. Use identical boxes to slide down the planes. A rectangular box, fixed to the background, can be used as a starting device. Remove the shelf at the start to make the boxes start simultaneously.Make a prediction Which box reaches the end of its plane first? Run/Interact Start the simulation and watch the boxes slide down the planes.More lessons at Lesson planT WOTRACK PROBLEMTeacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. This problem explores the behaviour of two objects rolling on different tracks. How does the shape of the track influence the motion of the balls? The slope causes a gain in speed which will give a higher average speed through the track. The example illustrates how a change in direction means acceleration. It is also possible to discuss how speed and acceleration can be broken up into components parallel and vertical to the ground. Understanding how speed can be gained by a slope Acceleration means change in direction or speed. 30-60 min acceleration, velocity, gravity, force Draw the problem on the whiteboard and ask the students which one of the balls reaches the end of the track first. Discuss different aspects of what might influence the motion. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.TargetDescriptionLearning objectives Time frame Keywords In classCreate a scene Make the two tracks using rectangular boxes. Try to make smooth transitions in order to prevent bouncing. Assign steel to the balls and set the restitution to zero in order to prevent bouncing of the balls. Make a prediction Which boll reaches the end of its track first? Run/Interact Collect the bets and start the simulation and watch the ball roll on the two tracks. Note: Run the simulation without velocity representation first. Evaluate How can we explain that the ball that roll the longest way reaches the finish first? Discuss changes in velocity. In which places do we have acceleration and how does that affect the motion? Run/Interact Run the simulation again and use velocity vector representation to discuss how the box is gaining speed in the slope. Evaluate Which type of track is fastest? Is a straight track always slower than an up-and-down-track? Make different tracks to check different hypothesis. Measure the speed of the ball at different places on both tracks and calculate the average speeds.More lessons at Lesson planF REE F ALLTarget Teacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. What variables influence free fall? This lesson treats motion when there are no forces in contact with the object. Free fall – falling under the influence of gravitational acceleration only. Air drag – the influence of air drag of a falling object 30-60 min free fall, gravity, air drag, force Drop an object. Discuss what aspects that might influence the motion (mass, shape, falling height). Discuss everyday experiences such as falling leaves, feathers, rocks, parachutists. Collect suggestion from the students and list them on the whiteboard. Discuss possible causes of the falling motion, gravity, air drag. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.Description Learning objectives Time frame Keywords In classF REE F ALLCreate a scene Create planes to work as ground in all directions. Create a number of objects with different shapes and masses for comparison. Make a small light ball, a large heavy ball, assign different materials to the same shape. Make a large featherlight object likely to fall slowly. Tilt the Classmate PC and let all the objects starts from one of the planes. Make sure that Air drag is turned off.F ALL WITH A IR D RAGRevise the scene Turn on Air drag. Use the same objects as with the previous scene.Make a prediction Which object should come down first? Run/Interact Tilt the Classmate PC and watch the objects fall under the influence of gravity only. Evaluate Which object fell to the ground first? Why? Compare velocities of the falling objects.Make a prediction Which object will now come down first? Run/Interact Tilt the Classmate PC and watch the objects fall under the influence of air drag and gravity. Evaluate Are there differences in how the objects fall? Compare velocities of the falling objects.More lessons at Lesson planP ARACHUTINGTarget Teacher: Key Stage 3 (ages 11-14) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. This lesson discusses what makes parachutists fall at different speeds, with and without parachute. By manipulating the body to different shapes the parachutist can control his falling velocity. Air drag due to the body only is a lot smaller than when after the parachute is open. Free fall – falling under the influence of gravitational acceleration only. Air drag – the influence of air drag of a falling object 30-60 min free fall, gravity, air drag, force, terminal velocity Draw the problem on the whiteboard and ask the students which one of the balls reaches the end of the track first. Discuss different aspects of what might influence the motion. Collect aspects from the students and list them on the whiteboard (gravity, mass, size, shape, air drag, falling height, etc) Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation. Run/Interact Tilt the Classmate PC and watch the parachutists falling.DescriptionLearning objectives Time frame Keywords In classCreate a scene Draw two parachutists or use the camera to take pictures of your friends. Make one of them twice as heavy as the other. Create planes on each side of the screen in order to have “ground” in all directions. Make a prediction Which parachutist will hit the ground first if there is no air drag? Run/Interact Tilt the Classmate PC and watch the parachutists falling.Make a prediction With air drag, which parachutist will now hit the ground first? Evaluate Compare the velocities. How does air drag affect the motion? What is the influence of mass on the motion?Evaluate Compare the velocities of the two parachutists. How do the shape and mass affect the motion? Revise scene Turn on air drag.More lessons at Lesson planM OTIONTarget Teacher: Key Stage 2 (ages 7-11) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. Motion is a fundamental concept in science. This lesson explores different causes of motion, such as pull, push, drop (gravity), and also introduces the term force. Knowing different ways of setting an object into motion. Knowing a cause of motion (push, pull, drop, slide) in terms of influence of a force. Knowing about the relation between speed, distance and time. 30-60 min motion, force, push, pull, gravity Discuss what causes an object to move. Let the students suggest different ways of setting an object into motion and list them on the whiteboard. For example pushing, pulling, throwing, dropping, sliding, adding a motor. Discuss that the cause of motion is called force. Discuss how the size of the force influences the motion. Discuss relation between speed, distance and time. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.Description Learning objectives Time frame Keywords In classCreate a scene Create a plane with objects resting on it. Make objets that roll, slide, driven by a motor, fall. Make a prediction How can the object be set into motion? What makes the object stop? Run/Interact Explore different ways of moving the object. Tilt the Classmate PC and watch the object slide down the plane or fall through the air. Turn off an on gravity and explore its influence on the motion. Grab the object by using the hand tool. Push and pull and make the objects move in different ways. Evaluate What are the different causes of motion in the cases? What is needed in order to set an object into motion?More lessons at Lesson planR OLLINGTargetDOWN A RAMPTeacher: Key Stage 2 (ages 7-11) This lesson plan is not intended to be handed out to students but to be use as a teacher preparation and tutorial. Letting objects roll or slide down a ramp opens possibilities to explore causes and effects of motion. The students can make suggestions of what to investigate and how to test Explore the aspects of how far up on the ramp the object starts, the material of the ramp, the amount of slope and how that affects the motion. Asking questions to the situation. Plan an experiment. Predict what might happen. Evaluate the result. Explore the cause of the motion. 30-60 min motion, force, push, pull, speed, distance Discuss what happens when an object rolls or slides down a ramp. Discuss what questions that are interesting to ask in order to explain the motion. Discuss how the height, the slope and the material influence the motion. What happens at the end of the ramp when the plane is flat? When the plane is going upwards again? What makes the object stop? What makes it continue its motion? How should the ramp look like in order to get an object to move as far as possible. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation. Make a prediction How can the object be set into motion? What makes the object stop? Run/Interact Let the object slide or roll down the ramp. Tilt the Classmate PC to model different slopes. Let the object slide or roll down to a flat surface and see how far it goes. Let the object roll or slide down to an uphill and see how high up it goes. Change the material of the ramp to give it more or less friction and explore the motion. Evaluate When does the object roll really far? When does it roll high? How does the material influence the motion?DescriptionLearning objectivesTime frame Keywords In classCreate a scene Use a plane as a ramp. Create an object (a box, a car with wheels, take a picture of an object). Add one or two planes to create a track with downhill, flat ground and uphill.More lessons at Lesson planF LOATTargetANDS INKTeacher: Key Stage 2 (ages 7-11) This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial. The students will create objects of different shapes and materials and investigate whether they sink and float. Investigate properties of different shapes of the same material. How can steel float? Besides assigning material properties to objects, the students can also be introduced to density and investigate how numerical values of density relates to density of water. What is the density of water, when does an object neither float or sink? Predict and observe the buoyancy of objects of different materials. Investigate how the density of an object affects its buoyancy. 30-60 min float, sink, density, buoyancy Discuss what objects sink and what objects float. Discuss what make objects float. Why does a boat made of steel float? How does an iceberg float? Put up suggestions on the board. Discuss how this can be visualized and explored in Algodoo using the Classmate PC. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions. Encourage the students to follow the procedure Create – Predict – Interact – Evaluate. Allow the students to follow-up and share their experiences in class after the simulation.DescriptionLearning objectives Time frame Keywords In classCreate a scene Create a container, about 2 m wide by using for example the brush tool. Drawing a large body inside the container and select Liquify under Geometry actions. Run the simulation to fill the container. Create an object and clone it to make a number of objects of equal size. Assign different material to the objects. Make a prediction Which objects will float and which will sink? Run/Interact Run the simulation and watch objects float and sink. Revise scene Create an iceberg. Remove items from the container if it gets too crowded. Make a prediction How do you expect the iceberg to float? What happens when the iceberg melts or pieces fall off? What happens if you turn the iceberg into water? Run/Interact Run the simulation. Use the knife and cut pieces of the iceberg to change its shape. You may have to remove the pieces. Evaluate How does the iceberg float? What happens when its shape is changed? How does the water level change when the iceberg melts?Evaluate What properties are different between the objects? Why do some float and why do some sink? What happens with the water when the objects are put in?More lessons at 。
Pascal基础教程(PDF完整版)
Pascal基础教程目录第一课初识PASCAL语言 (1)第二课赋值语句与简单的输出语句 (5)第三课带格式的输出语句输入语句 (12)第四课简单的分支结构程序设计 (19)第五课if嵌套与case语句 (23)第六课for循环 (29)第七课while循环与repeat-until循环 (30)第八课一维数组 (35)第九课多维数组 (39)第十课字符数组与字符串 (45)第十一课枚举、子界、集合及记录类型 (51)第十二课过程与函数 (66)第十三课动态数据类型(指针类型) (76)第十四课文件 (89)附录一Pascal中的字符串函数和数学函数 (111)附录二关于fillchar的使用和讨论 (116)附录三程序的调试技巧 (117)附录四Pascal的多种退出语句用法 (123)第一课初识Pascal语言信息学奥林匹克竞赛是一项益智性的竞赛活动,核心是考查选手的智力和使用计算机解题的能力。
选手首先应针对竞赛中题目的要求构建数学模型,进而构造出计算机可以接受的算法,之后要写出高级语言程序,上机调试通过。
程序设计是信息学奥林匹克竞赛的基本功,在青少年朋友参与竞赛活动的第一步必须掌握一门高级语言及其程序设计方法。
一、Pascal语言概述PASCAL语言也是一种算法语言,它是瑞士苏黎世联邦工业大学的N.沃思(Niklaus Wirth)教授于1968年设计完成的,1971年正式发表。
1975年,对PASCAL语言进行了修改,作为"标准PASCAL语言"。
PASCAL语言是在ALGOL60的基础上发展而成的。
它是一种结构化的程序设计语言,可以用来编写应用程序。
它又是一种系统程序设计语言,可以用来编写顺序型的系统软件(如编译程序)。
它的功能强、编译程序简单,是70年代影响最大一种算法语言。
二、Pascal语言的特点从使用者的角度来看,PASCAL语言有以下几个主要的特点:⒈它是结构化的语言。
GenAlgo包使用指南说明书
Package‘GenAlgo’October12,2022Version2.2.0Date2020-10-13Title Classes and Methods to Use Genetic Algorithms for FeatureSelectionAuthor Kevin R.CoombesMaintainer Kevin R.Coombes<******************>Depends R(>=3.0)Imports methods,stats,MASS,oompaBase(>=3.0.1),ClassDiscoverySuggests Biobase,xtableDescription Defines classes and methods that can be usedto implement genetic algorithms for feature selection.The idea isthat we want to select afixed number of features to combine into alinear classifier that can predict a binary outcome,and can use agenetic algorithm heuristically to select an optimal set of features.License Apache License(==2.0)LazyLoad yesbiocViews Microarray,ClusteringURL /NeedsCompilation noRepository CRANDate/Publication2020-10-1517:40:03UTCR topics documented:gaTourResults (2)GenAlg (2)GenAlg-class (4)GenAlg-tools (6)maha (7)tourData09 (9)Index101gaTourResults Results of a Genetic AlgorithmDescriptionWe ran a genetic algorithm tofind the optimal’fantasy’team for the competition run by the Versus broadcasting network for the2009Tour de France.In order to make the vignette run in a timely fashion,we saved the results in this data object.Usagedata(gaTourResults)FormatThere are four objects in the datafile.Thefirst is recurse,which is an object of the GenAlg-class representing thefinal generation.The other three objects are all numeric vector of length1100: diversity contains the average population diversity at each generation,fitter contains the max-imumfitness,and meanfit contains the meanfitness.SourceKevin R.CoombesGenAlg A generic Genetic Algorithm for feature selectionDescriptionThese functions allow you to initialize(GenAlg)and iterate(newGeneration)a genetic algorithm to perform feature selection for binary class prediction in the context of gene expression microarrays or other high-throughput technologies.UsageGenAlg(data,fitfun,mutfun,context,pm=0.001,pc=0.5,gen=1)newGeneration(ga)popDiversity(ga)Argumentsdata The initial population of potential solutions,in the form of a data matrix with one individual per row.fitfun A function to compute thefitness of an individual solution.Must take two input arguments:a vector of indices into rows of the population matrix,and a contextlist within which any other items required by the function can be resolved.Mustreturn a real number;higher values indicate betterfitness,with the maximumfitness occurring at the optimal solution to the underlying numerical problem.mutfun A function to mutate individual alleles in the population.Must take two argu-ments:the starting allele and a context list as in thefitness function.context A list of additional data required to perform mutation or to computefitness.This list is passed along as the second argument when fitfun and mutfun are called.pm A real value between0and1,representing the probability that an individual allele will be mutated.pc A real value between0and1,representing the probability that crossover will occur during reproduction.gen An integer identifying the current generation.ga An object of class GenAlgValueBoth the GenAlg generator and the newGeneration functions return a GenAlg-class object.The popDiversity function returns a real number representing the average diversity of the population.Here diversity is defined by the number of alleles(selected features)that differ in two individuals. Author(s)Kevin R.Coombes<******************>,P.Roebuck<***********************>See AlsoGenAlg-class,GenAlg-tools,maha.Examples#generate some fake datanFeatures<-1000nSamples<-50fakeData<-matrix(rnorm(nFeatures*nSamples),nrow=nFeatures,ncol=nSamples)fakeGroups<-sample(c(0,1),nSamples,replace=TRUE)myContext<-list(dataset=fakeData,gps=fakeGroups)#initialize populationn.individuals<-200n.features<-9y<-matrix(0,n.individuals,n.features)for(i in1:n.individuals){y[i,]<-sample(1:nrow(fakeData),n.features)}#set up the genetic algorithmmy.ga<-GenAlg(y,selectionFitness,selectionMutate,myContext,0.001,0.75)#advance one generationmy.ga<-newGeneration(my.ga)GenAlg-class Class"GenAlg"DescriptionObjects of the GenAlg class represent one step(population)in the evolution of a genetic algorithm.This algorithm has been customized to perform feature selection for the class prediction problem.Usage##S4method for signature GenAlgas.data.frame(x,s=NULL,optional=FALSE,...)##S4method for signature GenAlgas.matrix(x,...)##S4method for signature GenAlgsummary(object,...)Argumentsobject object of class GenAlgx object of class GenAlgs character vector giving the row names for the data frame,or NULLoptional logical scalar.If TRUE,setting row names and converting column names to syn-tactic names is optional....extra arguments for generic routinesObjects from the ClassObjects should be created by calls to the GenAlg generator;they will also be created automatically as a result of applying the function newGeneration to an existing GenAlg object.Slotsdata:The initial population of potential solutions,in the form of a data matrix with one individual per row.fitfun:A function to compute thefitness of an individual solution.Must take two input argu-ments:a vector of indices into the rows of the population matrix,and a context list within which any other items required by the function can be resolved.Must return a real num-ber;higher values indicate betterfitness,with the maximumfitness occurring at the optimal solution to the underlying numerical problem.mutfun:A function to mutate individual alleles in the population.Must take two arguments:the starting allele and a context list as in thefitness function.p.mutation:numeric scalar between0and1,representing the probability that an individual allele will be mutated.p.crossover:numeric scalar between0and1,representing the probability that crossover will occur during reproduction.generation:integer scalar identifying the current generation.fitness:numeric vector containing thefitness of all individuals in the population.best.fit:A numeric value;the maximumfitness.best.individual:A matrix(often with one row)containing the individual(s)achieving the max-imumfitness.context:A list of additional data required to perform mutation or to computefitness.This list is passed along as the second argument when fitfun and mutfun are called.Methodsas.data.frame signature(x="GenAlg"):Converts the GenAlg object into a data frame.The first column contains thefitness;remaining columns contain three selected features,given as integer indices into the rows of the original data matrix.as.matrix signature(x="GenAlg"):Converts the GenAlg object into a matrix,following the conventions of as.data.frame.summary signature(object="GenAlg"):Print a summary of the GenAlg object.Author(s)Kevin R.Coombes<******************>,P.Roebuck<***********************>ReferencesDavid Goldberg."Genetic Algorithms in Search,Optimization and Machine Learning."Addison-Wesley,1989.See AlsoGenAlg,GenAlg-tools,maha.ExamplesshowClass("GenAlg")6GenAlg-tools GenAlg-tools Utility functions for selection and mutation in genetic algorithmsDescriptionThese functions implement specific forms of mutation andfitness that can be used in genetic algo-rithms for feature selection.UsagesimpleMutate(allele,context)selectionMutate(allele,context)selectionFitness(arow,context)Argumentsallele In the simpleMutate function,allele is a binary vectorfilled with0’s and 1’s.In the selectionMutate function,allele is an integer(which is silentlyignored;see Details).arow A vector of integer indices identifying the rows(features)to be selected from the context$dataset matrix.context A list or data frame containing auxiliary information that is needed to resolve references from the mutation orfitness code.In both selectionMutate andselectionFitness,context must contain a dataset component that is eithera matrix or a data frame.In selectionFitness,the context must also includea grouping factor(with two levels)called gps.DetailsThese functions represent’callbacks’.They can be used in the function GenAlg,which creates objects.They will then be called repeatedly(for each individual in the population)each time the genetic algorithm is updated to the next generation.The simpleMutate function assumes that chromosomes are binary vectors,so alleles simply take on the value0or1.A mutation of an allele,therefore,flips its state between those two possibilities.The selectionMutate and selectionFitness functions,by contrast,are specialized to perform feature selection assuming afixed number K of features,with a goal of learning how to distinguish between two different groups of samples.We assume that the underlying data consists of a data frame(or matrix),with the rows representing features(such as genes)and the columns representing samples.In addition,there must be a grouping vector(or factor)that assigns all of the sample columns to one of two possible groups.These data are collected into a list,context,containinga dataset matrix and a gps factor.An individual member of the population of potential solutionsis encoded as a length K vector of indices into the rows of the dataset.An individual allele, therefore,is a single index identifying a row of the dataset.When mutating it,we assume that it can be changed into any other possible allele;i.e.,any other row number.To compute thefitness, we use the Mahalanobis distance between the centers of the two groups defined by the gps factor.maha7 ValueBoth selectionMutate and simpleMutate return an integer value;in the simpler case,the value is guaranteed to be a0or1.The selectionFitness function returns a real number.Author(s)Kevin R.Coombes<******************>,P.Roebuck<***********************>See AlsoGenAlg,GenAlg-class,maha.Examples#generate some fake datanFeatures<-1000nSamples<-50fakeData<-matrix(rnorm(nFeatures*nSamples),nrow=nFeatures,ncol=nSamples)fakeGroups<-sample(c(0,1),nSamples,replace=TRUE)myContext<-list(dataset=fakeData,gps=fakeGroups)#initialize populationn.individuals<-200n.features<-9y<-matrix(0,n.individuals,n.features)for(i in1:n.individuals){y[i,]<-sample(1:nrow(fakeData),n.features)}#set up the genetic algorithmmy.ga<-GenAlg(y,selectionFitness,selectionMutate,myContext,0.001,0.75)#advance one generationmy.ga<-newGeneration(my.ga)maha Compute the(squared)Mahalanobis distance between two groups ofvectorsDescriptionThe Mahalanobis distance between two groups of vectorsUsagemaha(data,groups,method="mve")8maha Argumentsdata A matrix with columns representing features(or variables)and rows represent-ing independent samplesgroups A factor or logical vector with length equal to the number of rows(samples)in the data matrixmethod A character string determining the method that should be used to estimate the covariance matrix.The default value of"mve"uses the cov.mve function fromthe MASS package.The other valid option is"var",which uses the var functionfrom the standard stats package.DetailsThe Mahalanobis distance between two groups of vectors is the distance between their centers, computed in the equivalent of a principal component space that accounts for different variances.ValueReturns a numeric vector of length1.Author(s)Kevin R.Coombes<******************>,P.Roebuck<***********************>ReferencesMardia,K.V.and Kent,J.T.and Bibby,J.M.Multivariate Analysis.Academic Press,Reading,MA1979,pp.213–254.See Alsocov.mve,varExamplesnFeatures<-40nSamples<-2*10dataset<-matrix(rnorm(nSamples*nFeatures),ncol=nSamples)groups<-factor(rep(c("A","B"),each=10))maha(dataset,groups)tourData099 tourData09Tour de France2009DescriptionEach row represents the performance of a rider in the2009Tour de France;the name and team of the rider are used as the row names.The four columns are the Cost(to include on a team in the Versus fantasy challenge),Scores(based on dailyfinishing position),JerseyBonus(for any days spent in one of the three main leader jerseys),and Total(the sum of Scores and JerseyBonus). Usagedata(tourData09)FormatA data frame with102rows and4columns.SourceThe data were collected in2009from the web site /tdfgames,which appears to no longer exist.Index∗classesGenAlg-class,4∗classifGenAlg-class,4∗datasetsgaTourResults,2tourData09,9∗multivariatemaha,7∗optimizeGenAlg,2GenAlg-class,4GenAlg-tools,6as.data.frame,GenAlg-method(GenAlg-class),4as.matrix,GenAlg-method(GenAlg-class), 4cov.mve,8diversity(gaTourResults),2fitter(gaTourResults),2 gaTourResults,2GenAlg,2,4–7GenAlg-class,4GenAlg-tools,6maha,3,5,7,7meanfit(gaTourResults),2 newGeneration,4newGeneration(GenAlg),2 popDiversity(GenAlg),2recurse(gaTourResults),2 selectionFitness(GenAlg-tools),6selectionMutate(GenAlg-tools),6simpleMutate(GenAlg-tools),6summary,GenAlg-method(GenAlg-class),4tourData09,9var,810。
Algodoo物理课件制作实例教程——2光的反射
向后推动鼠标滚轮,缩小场景,框选镭射笔和圆形、轴承。
右键镭射笔,鼠标移至“选取”。
点击“设为同一组”。
右键拖动镭射笔,可实现入射光线绕入射点转动的效果。
选择圆形工具,将鼠标移至入射点,拖画出一个圆形。
取消圆形的碰撞层,在圆形的外观选项中勾选“量角器”
右键拖动圆形,旋转到合适位置。
右键拖动镭射笔,可演示反射角与入射角的大小关系。
选择“玻璃”材质。
添加镭射笔工具。
再点击“材质”设定,调整“折光指数”。
可对反射、折射现象有侧重地显示。
选择圆形工具。
向前推动鼠标滚轮,放大场景,在入射点处拖动鼠标左键,绘制一个圆形。
右键圆形,在外观属性中去除“绘出物距边框”的勾选。来自右键圆形,鼠标移至碰撞作用层。
点击打钩处,取消碰撞层。
右键圆形,在“几何行为”中点击“在中心添加轴承”
algodoo物理课件制作实例教程实例光的反射图示说明操作步骤新建一个光学场景选择方框工具在场景中拖画一个长方体作为放射面
Algodoo物理课件制作实例教程
实例2光的反射
图示说明
操作步骤
新建一个光学场景
选择方框工具
在场景中拖画一个长方体,作为放射面。
换成移动工具,选择反射面。
点击右上方“材质”设定。
algodoo语法
algodoo语法Algodoo语法是一种用于创建虚拟实验和模拟物理现象的编程语言。
它是一种基于事件驱动的语言,具有简单易学的特点,适合初学者和教育者使用。
本文将介绍Algodoo语法的基本概念和用法,帮助读者了解如何使用这种语言来创建模拟实验。
Algodoo语法基础Algodoo是一款提供了图形化界面的虚拟实验平台,可以用于模拟物理现象和动画效果。
Algodoo语法是用于在Algodoo环境中创建交互式虚拟实验的一种脚本语言。
它基于物理引擎和事件处理,使得用户可以通过编写代码来控制实验中的物体和参数。
Algodoo语法的基本组成部分是对象和事件。
对象可以是物体、传感器、约束等,而事件是指用户的输入或者物体间的相互作用。
用户可以通过编写代码来响应这些事件,改变物体的状态、位置或者施加力。
Algodoo语法的语句和逻辑类似于其他编程语言,使用一些关键字和运算符。
用户可以定义变量、函数和控制流程来实现所需的功能。
Algodoo语法的用法首先,用户需要在Algodoo中创建一个场景来进行虚拟实验。
然后,可以使用Algodoo语法来控制物体在场景中的行为。
使用Algodoo语法的第一步是定义物体和参数。
用户可以创建多种物体,如矩形、圆形和多边形等,可以设置它们的属性和初始状态。
可以使用关键字"object"或者"item"来定义物体,然后使用"."操作符来访问和修改属性。
在Algodoo语法中,用户可以定义函数来封装一组操作。
函数可以接受参数,并返回一个值或者执行特定的操作。
用户可以使用"function"关键字来定义函数,然后使用函数名来调用函数。
在Algodoo语法中,用户可以使用各种事件来获取用户的输入或者响应场景中的事件。
例如,用户可以使用"onKeyDown"事件来检测键盘按键的按下事件,使用"onCollide"事件来检测物体碰撞事件。
Omega学习手册
Omega学习手册Omega学习手册 0前言 (9)第一章陆地观测系统定义 (10)1.0 技术讨论 (10)1.1 模块简介 (10)1.2 Database and Line Information 观测系统和测线信息 (15)1.3 Geometry Database Creation 观测系统数据库创建 (15)1.4 Primary and Secondary Data Tables (16)1.5 Pattern Specifications (16)1.6 Field Statics Corractions (16)1.7 Trace Editing 道编辑 (19)第二章静校正 (24)第一节2-D 折射静校正(EGRM) (24)1.0 技术讨论 (24)1.1 简介 (24)1.2 第一步——对拾取值进行处理 (25)1.3 第二阶段---建立折射模型 (37)1.4 第3步——计算静校正 (46)1.5 特别选件 (49)1.6 海洋资料处理要考虑的因素 (53)1.7 控制手段 (53)参考文献: (63)3.0 道头总汇: (63)第二节三维折射波静校正 (64)1.0 技术讨论 (64)2.0 二维与三维折射静校正方法 (64)1.2 折射静校正计算原理 (65)1.3 初始值的给定 (67)1.4 最小二乘法延迟时的计算 (67)1.5 iterations (75)1.6 Diving Waves (81)1.7 建立折射模型 (84)1.8 uphole options (86)1.9 water uphole corrections (87)1.10 用井口信息修正风化层速度 (88)1.11 静校正量的计算 (89)1.12 地表基准面和剩余折射静校正 (90)1.13 定义偏移距范围 (91)1.14 定义速度 (91)1.15 延迟时控制 (92)1.16 观测系统、辅助观测系统和一些道头字的输入要求 (92)1.17 输出的库文件和道头字 (96)第三节反射波剩余静校正(miser) (97)2.0 地表一致性剩余静校正 (98)3.0 非地表一致性静校正 (102)第四节反射波最大叠加能量静校正计算 (103)1.0 模块简介: (104)2.0 应用流程: (105)3.0 分子动力模拟法的理论基础: (106)4.0 模块中参数的设计 (106)5.0 应用实例及效果分析 (110)第五节波动方程基准面校正 (113)1.0 技术讨论 (113)1.1 理论基础 (115)1.2 波动方程层替换的应用 (117)1.4 模块算法 (118)1.5 应用的方法 (120)第三章地表一致性振幅补偿 (127)第一节地表一致性振幅补偿–拾取(1) (127)1.0 技术讨论 (127)1.1 概况 (127)1.2 地表一致性振幅补偿流程 (128)1.3 振幅统计 (128)1.4 预处理/道编辑 (129)1.5 自动道删除 (129)1.6 模块输出 (130)1.7 分析时窗 (130)2.0 道头字总结 (131)3.0 参数设置概要 (131)4.0 参数设置 (131)4.3 Amplitude Reject Limits (132)第二节地表一致性振幅补偿–分解(2) (133)目录 (133)一、技术讨论 (134)二、道头字总结 (148)三、参数设置概述 (148)四、参数设置(简) (148)第三节地表一致性振幅补偿–应用(3) (149)目录 (149)一、技术讨论 (150)1.1 背景 (150)1.2 SCAC处理过程的流程图 (150)1.2.1 HIDDEN SPOOLING (151)1.3 模块概论 (152)二、道头字总结 (152)三、参数设置概述 (152)五、参数设置(略) (153)5.1 General (153)5.2 SCAC Term Application (153)5.3 Printout Options (153)第四节剩余振幅分析与补偿 (153)1.0 技术讨论: (153)1.1 背景 (154)1.2 模块的输入和输出 (155)1.3 分析过程概述 (155)1.4 分析参数表 (159)1.5 设置网格范围 (164)1.6 分析用时间门参数设定 (166)1.7 时空域加权 (167)1.8 打印选项参数设置 (168)1 .9 应用过程综述 (168)1.10 应用参数设置 (171)1.11 应用时间门参数设置 (173)1.12 RAC函数的质量控制 (174)1.13 在振幅随偏移距变化(A VO)处理中的注意事项 (175)1.14 背景趋势推算 (176)2.0 道头字总结 (176)3.0 参数设置摘要 (176)4.0 设置参数 (176)4.1 Units (176)4.2 General (176)4.3 Analysis (177)Primary Auto Range: (180)Secondary Auto Range: (180)4.6 Primary Manual Range 用于划分面元的首排序范围确定(手动设置) (180)4.7 Secondary Auto Range:用于划分面元的次排序范围确定(手动设置)1804.8 Analysis Time Gates :分析时间门参数(可选) (181)4.9 Temporal Smoothing Weights at Top of Data (可选) (181)4.10 Temporal Smoothing Weights at Bottom of Data(可选) (181)4.11 Primary Spatial Smoothing Weights(可选) (182)4.12 Secondary Spatial Smoothing Weights(可选) (182)4.13 Application (182)4.14 Application Time Gates (183)5.0 参考流程 (183)第四章 (185)第一节瞬时增益 (185)1.0 技术讨论 (185)第二节指数函数增益 (188)1.1 背景 (188)1.2 梯度平滑 (189)2.0 道头总结 (191)3.0 参数设置概要 (191)4.0 参数设置 (191)4.1 General (191)5.0 应用实例 (192)第四章反褶积 (195)第一节地震子波处理(SWP)指导 (195)辅导班Tutorial (195)辅导班1 快速漫游(Quick Tour) (195)概要 (195)快速漫游: 基本训练 (195)辅导班2 –a 为信号反褶积准备一个子波 (203)辅导班2 –b 从野外信号中消除原始的仪器响应影响 (204)辅导班2–c 建立新的仪器响应和新的整形算子 (209)辅导班2– d 将滤波器保存到带通滤波作业文件中 (211)辅导班3用尖脉冲的逆做特征信号反褶积 (213)第二节子波转换应用指导 (215)子波训练 (215)第三节地表一致性反褶积分析 (218)地表一致性谱分解 (225)地表一致性反褶积算子设计 (249)反褶积算子的应用 (255)第四节谱分析 (273)第五节地表一致性反褶积分析 (297)第六节地表一致性谱分解 (302)第八节地表一致性反褶积算子设计 (320)第九节反褶积算子的应用 (325)第六章动校正 (345)第一节视各向异性动校正 (345)第七章各种理论方法简介 (355)第一节层速度反演方法简介 (355)1.1 层速度反演的几种方法 (355)1.1.1 相干反演 (356)1.1.2 旅行时反演 (357)1.1.3 叠加速度反演 (358)2.1 二维层速度反演 (359)2.1.1 相干反演计算的偏移距范围 (359)2.1.2 单个CMP位置超道集的选择 (359)2.1.3 相干反演中的互相关 (360)2.1.4 不确定值 (360)2.1.5 速度的横向变化 (360)3.1 三维层速度反演 (361)3.1.1 方位角范围 (361)3.1.2 相干反演 (362)3.1.3 叠加速度反演 (363)3.1.4 方位角 (364)3.1.5 DMO (364)3.1.6 射线追踪 (364)第二节射线偏移方法简介 (365)1.1 射线偏移 (365)1.2 向射线偏移与成像射线偏移 (367)第三节层位正演方法简介 (368)1.1 层位正演 (368)1.2 零偏移距正演 (369)1.3 成像射线追踪-从深度域到时间偏移域的零偏移距正演 (369)1.4 CMP射线追踪 (371)1.5 CRP正演 (371)1.6 3D正演 (372)1.7 速度正演 (372)1.8 浮动基准面与静校正的处理 (372)第四节扩展STOLT--FK 偏移 (373)概述 (373)1.0 技术讨论 (373)1.1 背景 (374)1.2 扩展STOLT算法 (374)1.3 扩展STOLT偏移的推荐参数 (376)1.4 截断速度和W因子 (377)1.5 框架速度(frame velocity) (378)1.6 速度的横向变化 (378)1.7 速度输入 (378)1.8 三维偏移 (379)1.9 反偏移 (379)1.10 反偏移到零偏移距的处理 (379)1.11 充零方式镶边 (380)1.12 边界处理 (380)1.13 频率内插 (381)1.14 随机波前衰减 (381)1.15 三维偏移中少道的情形 (381)1.16 时间内插 (381)第五节DMO 准备模块 (381)概述: (382)1.0 技术讨论: (382)1.1 理论基础 (382)1.2 递进叠加文件 (382)1.3 速度监控和非矩形网格 (383)1.4 倾角加权表 (383)1.5 统计分析 (383)1.6 层位属性分析 (384)1.7 位图化(Bitmapping) (384)1.8 均衡DMO (384)1.9 限定边界DMO (385)1.10 随意边界DMO (386)1.11 3D DMO Monitor (389)DMO 倾角校正 (390)(DMO X-T STACK)(2) (390)概述: (390)1.0 技术讨论 (390)1.1 简介 (390)1.2 递进叠加 (390)1.3 倾角时差校正(Dip Moveout)-DMO (391)1.4 处理类型 (392)1.5 DMO应用模式 (392)1.6 算子设计 (393)1.7 递进叠加文件 (393)1.8 固定边界和随意边界中的分片段叠加 (393)1.9 运行时间 (394)1.10 DMO处理流程 (394)DMO 输出模块 .............................................................................................................. - 396 - (DMO X-T OUT)(3)........................................................................................................ - 396 - 第八章多波多分量................................................................................................................ - 397 - 第一节多分量相互均衡.............................................................................................. - 397 -1.0 技术讨论......................................................................................................... - 397 -1.1 引言................................................................................................................. - 397 -1.2 数据的输入/输出............................................................................................ - 397 -1.3 背景介绍......................................................................................................... - 398 -1.4 原理................................................................................................................. - 398 -1.5 道头字集......................................................................................................... - 400 -1.6 三维实例......................................................................................................... - 401 -1.7 操作指南......................................................................................................... - 404 -第二节S波两分量旋转合成....................................................................................... - 408 -1.1 引言................................................................................................................. - 408 -1.2 背景介绍......................................................................................................... - 409 -1.3 输入数据......................................................................................................... - 410 -1.4 旋转的应用..................................................................................................... - 412 -1.5 测算水平方向................................................................................................. - 416 -第三节转换波速度比(Vp/Vs)计算 ..................................................................... - 417 -1.0 技术讨论......................................................................................................... - 418 -1.1 引言................................................................................................................. - 418 -1.2 输入速度和Vp/Vs文件 ................................................................................ - 418 -1.3 输出速度和Vp/Vs文件 ................................................................................ - 420 -1.4 有效Vp/Vs比值计算 .................................................................................... - 420 -1.5 S波速度计算(Vs) .......................................................................................... - 421 -1.6 平均Vp/Vs比值计算 .................................................................................... - 424 -第四节共转换点计算(CCP_BIN) ............................................................................. - 424 -1.0 技术简介......................................................................................................... - 425 -1.1 基础原理......................................................................................................... - 425 -1.2 更新道头字..................................................................................................... - 427 -1.3 输入速度和Vp/Vs比率文件 ........................................................................ - 427 -1.4 共转换点的计算方法..................................................................................... - 428 -1.5 时窗................................................................................................................. - 430 -1.6 操作指导......................................................................................................... - 431 -1.7 有关提高运行效率的指导............................................................................. - 433 - 第九章模型建立.................................................................................................................. - 435 - 第一节地震岩性模型建立.......................................................................................... - 435 -1.0 技术讨论......................................................................................................... - 435 -SLIM处理 ............................................................................................................... - 435 -1.2 概述................................................................................................................. - 436 -1.3 SLIM模型研究 .............................................................................................. - 437 -1.4 输入层的细分................................................................................................. - 441 -第二节地震岩性模拟属性分析.............................................................................. - 442 -1. 0 技术讨论........................................................................................................ - 442 -1.1 地震模拟模型处理......................................................................................... - 442 -1.2 概要............................................................................................................... - 442 -1.3 地震记录输入................................................................................................. - 443 -1.4 合成地震记录剖面图..................................................................................... - 443 -1.5 地球物理属性................................................................................................. - 444 -1.6 测井记录数据................................................................................................. - 445 -1.7 显示................................................................................................................. - 445 -第三节地震正演模拟模型生成................................................................................ - 445 -1.0 技术讨论......................................................................................................... - 445 -1.1 地震正演模拟模型处理................................................................................. - 446 -1.2 概要................................................................................................................. - 446 -1.3 SLIM模型讨论 .............................................................................................. - 446 -1.4 输入层的细分................................................................................................. - 450 -1.5 井记录............................................................................................................. - 451 -1.6 密度是速度的函数......................................................................................... - 451 - 第四节地震岩性模型优化.......................................................................................... - 453 - 技术讨论.................................................................................................................. - 453 -1.1 地震岩性模拟过程......................................................................................... - 453 -1.2 概要................................................................................................................. - 453 -1.3 问题的公式化................................................................................................. - 453 -1.4 计算方法......................................................................................................... - 455 -1.5 影响区域......................................................................................................... - 462 - 第五节地震岩性模拟控制点定义.............................................................................. - 464 -1.0 技术讨论......................................................................................................... - 464 -1.1 概要................................................................................................................. - 464 -1.2 二维控制点组................................................................................................. - 465 -1.3 三维控制点组................................................................................................. - 467 -前言自西方地球物理公司Omega处理系统引进以来,通过我院处理人员的不断开发,目前已成为西北分院的主力处理系统。
Algodoo物理课件制作实例教程——7传送带的摩擦与惯性
Algodoo物理课件制作实例教程实例7传送带的摩擦与惯性Algodoo物理课件制作实例教程实例7传送带的摩擦与惯性课件效果图:图示说明操作步骤新建一个白色背景的场景。
绘制一个圆,透明度设为50%,再重制一个,水平摆放。
绘制一个矩形,上下与圆相切,左右过圆心。
右键矩形,构建几何体,选择“连集”。
点击矩形区域,用“delete”键删除矩形,得到一个如图元件。
重制该元件,调整大小,如图所示。
右键中央区域,构建几何体,点击差集,得到皮带的形状。
注意要确保皮带各处厚度均匀。
再绘制一个圆,作为皮带轮,并重制。
在皮带轮上打上轴承。
右键左轮,在轴承选项中勾选“马达”。
右键皮带,点击“spongify”,软化皮带。
点击播放,在播放状态下,适当调小皮带密度、调大皮带摩擦、调大两轮间距、调大马达转速等,以期达到最佳效果。
注意这一步骤需要反复调试。
可框选一段皮带,设置其他颜色,以作为货物与皮带相对运动的参照标记。
绘制一个矩形,材质设为木材,作为货物。
整体效果如图,演示前货物放在地面。
点击播放,拖动货物在皮带左上方由静止下落,观察货物与皮带的相对运动,分析货物所受摩擦力的方向。
点击左轮,在轴承选项中点击刹闸键,安东键盘左方向键,设置刹闸键。
在播放状态下,当货物运到到皮带中间偏右的位置时,按下左方向键,皮带刹车,观察货物由于惯性的运动方向,分析货物的摩擦力方向。
取下货物,调小两轮间距,可演示皮带与轮间压力变下,怎样增大它们之间的摩擦力。
如图,结合弹簧长度变化,通过调节马达转速,可演示滑动摩擦力的大小与运动速度无关。
安捷伦1200培训手册B04-03
Agilent 1200 LC(中文版 B04.03)现场培训教材安捷伦科技有限公司生命科学与化学分析仪器部一、培训目的:●基本了解1200LC硬件操作。
●掌握化学工作站的开机,关机,参数设定,学会数据采集,数据分析的基本操作。
二、培训准备:1、仪器设备:Agilent 1200LC●G1310A :(单元泵);G1312A(二元泵);G1311A(四元泵)。
● G1313A(标准型自动进样器)。
● G1316A(柱温箱)。
● G1314A(VWD检测器)。
● G1362A(示差检测器)。
●色谱柱: Eclipse XDB-C18 150 x 4.6 mm, 5um column P/N 993967-9022、溶剂准备:●色谱级纯或优级纯乙腈或甲醇。
●二次蒸馏水基本操作步骤:(一)、开机:1、打开计算机,进入中文Windows XP画面。
2、打开 1200 LC 各模块电源。
3、待各模块自检完成后,双击“仪器 1 联机”图标,化学工作站自动与1200LC通讯,进入的工作站画面如下所示。
4、从“视图”菜单中选择“方法和运行控制”画面, 点击“视图”菜单中的“系统视图”,“样品视图”,使其命令前有“√”标志,来调用所需的界面。
5、把流动相放入溶剂瓶中。
6、打开冲洗阀。
7、右键点击“泵”图标,点击“方法”选项,进入泵编辑画面。
8 、设流速:5ml/min,点击“确定”。
9、点击“泵”图标,点击“控制”选项,选中“打开,点击“确定”,则系统开始冲洗,直到管线内(由溶剂瓶到泵入口)无气泡为止,切换通道继续冲洗,直到所有要用通道无气泡为止。
10、右键点击“泵”图标,点击“控制”选项,选中“关闭”,点击“确定”关泵,关闭冲洗阀。
11、右键点击“泵”图标,点击“方法”,设流速:1.0ml/min。
12、左键点击泵下面的瓶图标,如下图所示(以四元泵为例),输入溶剂的实际体积和瓶体积。
也可输入停泵的体积,点击“确定”。
algodoo的语言
algodoo的语言Algodoo是一款基于物理模拟的软件,其内置的Algodoo语言可以帮助用户实现各种物理仿真和交互性场景。
本文将介绍Algodoo语言的基本语法和常用功能,以及如何利用Algodoo语言创建有趣的物理场景。
Algodoo语言的基本语法相对简单易懂,用户可以通过编写脚本来实现各种物理效果。
首先,我们需要了解一些基本的概念和命令。
Algodoo中的物体被称为“物件”,我们可以通过创建命令来定义物件的属性和行为。
例如,我们可以使用“create”命令来创建一个圆形物体,并指定其半径和位置。
在Algodoo中,物件之间的交互是通过创建约束来实现的。
约束可以是固定的,也可以是可变的,可以模拟各种力和碰撞效果。
例如,“hinge”约束可以将两个物件连接在一起,并允许它们绕着一个共同的轴旋转。
通过设置约束的参数,我们可以控制物件的运动方式和行为。
Algodoo语言还提供了丰富的事件和触发器,可以让用户根据特定条件触发一系列的动作。
例如,我们可以使用“onCollide”触发器来检测两个物件的碰撞,并执行一段代码来模拟碰撞效果。
通过组合不同的事件和触发器,我们可以创造出各种有趣的交互场景。
除了基本的物理模拟功能外,Algodoo语言还提供了一些高级功能,如自定义函数和变量。
用户可以通过定义函数来封装一些复杂的逻辑,以便在不同的场景中重复使用。
变量可以用来存储和跟踪物件的状态和属性,可以通过赋值和运算来改变变量的值。
在使用Algodoo语言时,我们还可以利用Algodoo软件提供的图形界面来辅助编写代码。
Algodoo的界面非常直观和友好,用户可以通过拖拽和调整参数来快速创建和调试物理场景。
同时,Algodoo 还提供了一些示例场景和教程,供用户学习和参考。
Algodoo语言是一种强大而灵活的物理仿真语言,可以帮助用户实现各种有趣的物理场景和交互效果。
通过掌握基本的语法和功能,用户可以在Algodoo软件中创造出丰富多样的物理世界。
利用Algodoo软件探究弹性碰撞和非弹性碰撞
利用Algodoo软件探究弹性碰撞和非弹性碰撞利用Algodoo软件来探究弹性碰撞和非弹性碰撞是一个既直观又有趣的学习方式。
Algodoo是一款物理模拟软件,它允许用户创建和模拟各种物理现象,包括碰撞、运动、力学等。
以下是一个基本的步骤指南,用于在Algodoo中设置和探究这两种类型的碰撞。
准备工作下载并安装Algodoo:首先,确保你已经从官方网站或其他可靠来源下载了Algodoo软件,并成功安装在你的计算机上。
打开Algodoo:启动Algodoo软件,并熟悉其基本界面和工具。
创建场景设置背景:在Algodoo中,你可以选择一个简单的背景,比如一个空白的平面,以便于观察碰撞现象。
添加物体:使用“球体”工具(或其他形状,如立方体,根据你的需要),在场景中创建两个或多个物体。
这些物体将用于模拟碰撞。
调整物体的大小、质量、初始位置和速度等属性。
对于弹性碰撞,确保物体具有一定的弹性(在Algodoo中可能需要调整材料的弹性系数)。
设置碰撞类型弹性碰撞:在Algodoo中,默认情况下,许多物体之间的碰撞都接近弹性碰撞。
你可以通过调整物体的材料属性(如弹性系数)来更精确地模拟弹性碰撞。
确保在碰撞前后,系统的总动能保持不变(或接近不变),这是弹性碰撞的一个重要特征。
非弹性碰撞:要模拟非弹性碰撞,你可以通过调整物体的材料属性来降低碰撞的弹性,或者让碰撞后的物体粘在一起(如果Algodoo支持这种设置)。
在非弹性碰撞中,碰撞后系统的总动能会减少,部分动能会转化为内能或其他形式的能量。
模拟和观察运行模拟:设置好场景和碰撞类型后,运行模拟以观察碰撞过程。
记录数据:如果可能的话,记录碰撞前后的速度、动能等关键数据,以便进行后续分析。
分析现象:观察碰撞过程中物体的运动轨迹、速度变化等,分析弹性碰撞和非弹性碰撞的区别。
结论与讨论总结发现:根据模拟结果,总结弹性碰撞和非弹性碰撞的主要特征和区别。
讨论原因:探讨为什么弹性碰撞和非弹性碰撞在能量转化和物体运动状态上存在差异。
Pascal基本教程
Pascal基本教程来自Pascal语言中文网的一份Pascal入门教程,适合Pascal初学者阅读。
第一章 Pascal语言概述与预备知识第二章 Pascal语言基础知识第三章顺序结构程序设计第四章选择结构程序设计第五章循环结构程序设计第六章枚举型和子界型第七章数组第八章函数和过程第九章集合与记录第十章指针第十一章文件第一章 Pascal语言概述与预备知识1 关于Turbo PascalPascal是一种计算机通用的高级程序设计语言。
它由瑞士Niklaus Wirth教授于六十年代末设计并创立。
以法国数学家命名的Pascal语言现已成为使用最广泛的基于DOS的语言之一,其主要特点有:严格的结构化形式;丰富完备的数据类型;运行效率高;查错能力强。
正因为上述特点,Pascal语言可以被方便地用于描述各种算法与数据结构。
尤其是对于程序设计的初学者,Pascal语言有益于培养良好的程序设计风格和习惯。
IOI(国际奥林匹克信息学竞赛)把Pascal语言作为三种程序设计语言之一, NOI(全国奥林匹克信息学竞赛)把Pascal语言定为唯一提倡的程序设计语言,在大学中Pascal语言也常常被用作学习数据结构与算法的教学语言。
在Pascal问世以来的三十余年间,先后产生了适合于不同机型的各种各样版本。
其中影响最大的莫过于Turbo Pascal系列软件。
它是由美国Borland公司设计、研制的一种适用于微机的Pascal编译系统。
该编译系统由1983年推出1.0版本发展到1992年推出的7.0版本,其版本不断更新,而功能更趋完善。
下面列出Turbo Pascal编年史:出版年代版本名称主要特色1983Turbo Pascal 1.0Turbo Pascal 2.0Turbo-87 Pascal提高实数运算速度并扩大值域1985Turbo Pascal 3.0增加图形功能Turbo BCD Pascal特别适合应用于商业1987Turbo Pascal 4.0提供集成开发环境(IDE),引入单元概念1988Turbo Pascal 5.0增加调试功能1989Turbo Pascal 5.5支持面向对象的程序设计(OPP)1990Turbo Pascal 6.0提供面向对象的应用框架和库(Turbo Vision)1992Turbo Pascal 7.0面向对象的应用系统、更完善的IDETurbo Vision 2.01993Borland Pascal 7.0开发 Object Windows库、(For Windows)提供对OLE多媒体应用开发的支持1995DelphiVisual PascalTurbo Pascal语言是编译型程序语言,它提供了一个集成环境的工作系统,集编辑、编译、运行、调试等多功能于一体。
pascal教程 自学完整版
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• • • • 功能域明确; 很容易确定局部和全局数据的作用域; 不可能任意转移控制; 很容易表示嵌套关系及模块的层次关系。
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第二讲
程序语言
编程语言
• • • • 机器语言 汇编语言 高级语言 脚本语言
第三讲
Pascal编译器基础
例题
• 例2.5.3 • 闰年表达式: (year mod 400 = 0) or (year mod 4 = 0) and (year mod 100 <> 0)
例题
• 例2.5.4 • 求圆周长语句: 1: s = 3.14 * r * r ; 2: s = 3.14 * sqr ( r );
保留字
• (1)程序、函数、过程符号 :program , function , procedure • (2)说明部分专用定义符号:array , const , file , label , of , packed , record , set , type , var • (3)语句专用符号 :case , do , downto , else , for , forward , goto , if , repeat , then ,to until , while , with • (4)运算符号:and , div , in , mod , not , or • (5)分隔符号:begin , end • (6)空指针常量 :nil • 共36个 • 补充:unit implementation interface string……
Algodoo物理课件制作实例教程8重力的方向
点击“播放”按钮,再点击小菜单的“松开”。
课件小球在重力作用下的运动轨迹
右键旋转矩形,重复“播放”、“松开”。
右键旋转地面,重复“播放”、“松开”。
拖动鼠标,全选矩形、细线、小球,重制一个装置,改变矩形倾斜角度。
选中小球,按住ctrl选中两个小球,右键拖出两个圆形的小菜单。
点击“播放”,再点击菜单的“轴承”工具。
在矩形左端点击添加轴承。
点击多边形工具。
按住shift,拖动鼠标,绘制三角形。
调整三角形大小,移动至矩形右下方,并粘附到背景。
右键矩形,将矩形从背景松开。
点击小手工具,拖动矩形有段,观察细线始终竖直方向。
algodoo物理课件制作实例教程实例重力的方向algodoo物理课件制作实例教程实例图示说明操作步骤新建一个黑色场景实际背景是白色绘制一个矩形并粘附到背景
Algodoo物理课件制作实例教程
实例8重力的方向
Algodoo物理课件制作实例教程
实例8重力的方向.
图示说明
操作步骤
新建一个黑色场景(实际背景是白色).
绘制一个矩形,并粘附到背景。
绘制一个小球。
点击链条工具
按住shift,从矩形到小球拖动,绘制细绳,改变小球颜色,便于观察。
点击轨迹工具。
在小球中心点击,添加轨迹球。
点击轨迹球,更改轨迹颜色为红色。
右键轨迹球,更改轨迹消退时间和轨迹粗细。
点击轨迹球,滚动鼠标滚轮,让轨迹球叠放在小球背面。
右键小球,选择“几何行为”。
Algodoo物理课件制作实例教程——6悬挂法确定重心
实例6悬挂法确定重心.
课件效果图:
图示说明
操作步骤
新建一个白色背景的场景。
点击元件按钮,调入事先做好的不规则纸板图片,也可在场景中绘制。
绘制天花板,设置材料为木材,几何行为黏附在背景。
调整元件大小和位置。
绘制绳索,间隔设为最小,强度设为最低。
点击播放,当卡片静止时,用画笔工具画出延长线,画笔设为最细。
用小刀工具割断细线。
点击暂停,用右键旋转卡பைடு நூலகம்到另一位置,在连接处打上轴承。
点击播放,待卡片再次静止。
用画笔工具,【右键】画出第二根延长线,则交点即为卡片重心。
保存并退出程序。
PASCAL学习教程111
PASCAL学习教程(十二章)第一章 Pascal入门第一节 Pascal语言的特点信息学奥林匹克竞赛是一项益智性的竞赛活动,核心是考查参赛选手的智力和使用计算机编程解题的能力。
信息学奥林匹克竞赛要求参赛选手有如下能力:针对竞赛题目中的要求构建数学模型,构造出有效的算法和选用相应的数据结构,写出高级语言程序,上机调试通过。
程序设计是信息学奥林匹克竞赛的基本功,因此,青少年参与竞赛活动的第一步是必须掌握一门高级语言及其程序设计方法。
以纪念法国数学家而命名的Pascal语言是使用最广泛的计算机高级语言之一,被国际上公认为程序设计教学语言的典范。
其主要特点有:严格的结构化形式;丰富完备的数据类型;运行效率高;查错能力强。
正因为这些特点,Pascal语言可以被方便地用于描述各种数据结构和算法,编写出高质量的程序。
尤其是对于青少年程序设计初学者,Pascal•语言有利于顺利入门,有益于从一开始培养良好的程序设计风格和习惯,越来越多的各类学校都把Pascal语言作为程序设计教学的第一语言。
IOI(国际奥林匹克信息学竞赛)把Pascal语言规定为二种程序设计语言之一,•NOI(全国信息学奥林匹克竞赛)把Pascal语言定为唯一提倡的程序设计语言,NOIp(全国信息学奥林匹克联赛)把Pascal定为最主要的程序设计语言。
Pascal语言有多种版本,本教材采用的Turbo Pascal 7.0(或Borland Pacsal 7.0)是目前P C机上使用最多的一种高效Pascal,是迄今为止DOS环境下的最高版本。
Turbo Pascal 7.0 所需硬件环境是任意型号的PC机,并且仅需一台1.44M软盘驱动器(•当然有其他条件更好);最小软件系统包括Turbo.exe(集成环境)和Turbo.tpl(标准单元库)两个文件,如果包括Turbo. hlp(求助文件)则更有利于学习。
Turbo Pascal 7.0可以工作在DOS操作系统或Windows操作系统环境下。
Algodoo
Algodoo
什么是“Algodoo”?“ Algodoo”是瑞典宜家软件公司在2009年推出的趣味仿真实验平台。
“Algodoo”给我们带来了⼀个全新的实验平台,在⾥⾯你可以做各种各样的科学实验。
⽐如说,让⼩车爬上坡,做光的反射实验,甚⾄是做浮⼒实验。
这款软件的的确确实现了⾼仿真,它⾥⾯出现的效果和我们在现实中做实验的效果完全相同。
好了,现在说说我的下载情况。
我本来想下载个Algodoo的,可是,这⼉有⼀点要告诉⼤
家,Algodoo属于付费软件,在试⽤⼀⼩段时间以后,你就必须要填写序列码,这个序列码是要花钱买的。
所以呢,下载的时候,可以找那种破解版的资源下载,我相信你也不想花那个冤枉钱去买序列码吧。
当然,Algodoo也有它⾃⼰的教程,但是都⽐较简单。
这个学期,我们的微机课上就要学
到Algodoo,使⽤Algodoo,就像在⼀个虚拟的实验平台上⼀样,你可以享受⾼科技给我们带来的⽆限乐趣!祝你下载成功。
推荐在百度上下载。
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LESSON PLANSTargets, objectives & scenes for lessonsIndex - ALgodoo LeSSonSiNtrOductiON1. CReATe SCeneS WITH ALgodoo2. ModeL THe PLAYgRoUnd (AgeS 5-11)3. TAngRAM (AgeS 5-11)4. MoTIon (AgeS 5-11)5. WHY ARe WHeeLS CIRCULAR In SHAPe? (AgeS 5-11)6. SWIng (AgeS 7-11)7. RoLLIng doWn A RAMP (AgeS 7-11)8. FLoAT And SInk (AgeS 7-11)9. MIRRoRS (AgeS 7-11)10. RAInBoWS (AgeS 7-11)11. CenTRe oF gRAvITY (AgeS 11-14)12. TIPPIng TRUCk (AgeS 11-14)13. THe SeeSAW (AgeS 11-14)14. FRICTIon oF A SLIdIng oBJeCT (AgeS 11-14)15. gALILeo’S InCLIned PLAneS (AgeS 11-14)16. TWo TRACk PRoBLeM (AgeS 11-14)17. FRee FALL (AgeS 11-14)18. PARACHUTIng (AgeS 11-14)19. ReFLeCTIon And ReFRACTIon (AgeS 11-14)20. MARBLe PYRAMId (AgeS 11-14)21. gAS (AgeS 11-14)22. SPRIngS (AgeS 11-14)23. ARCH ConSTRUCTIonS (AgeS 14-)24. WATeR ToWeR (AgeS 14-)25. geARS And CHAInS, RoPeS And PULLeYS(AgeS 14-) PRInT And deSIgn YoUR oWn LeSSon PLAn ABoUT ALgodooALGODOO is a unique 2D-simulation environment for creating interactive scenes in a playful, cartoony manner. Algodoo is designed to encourage students and children’s creativity, ability and motivation to construct knowledge, making use of the physics that explains our real world. The synergy of science and art makes Algodoo as educational as it is entertaining.ALgodoo´S MAIn FeATUReSFUNCTIONALITY - Create and edit using simple drawing tools. Interact by click and drag, tilt and shake. Play and pause scenes, change material and appearance of objects. Use color traces, graphs, forces, etc. for enhanced visualization. Change and make your own user skins or create unique palettes for objects and backgrounds.PHYSICAL ELEMENTS - Build and explore with rigid bodies, fluids, chains, gears, gravity, friction, restitution, springs, hinges, motors, light rays, optics, lenses.TUTORIALS - Algodoo has several built in tutorials to get started. Have a “Crash course” to learn basic features of the software or try the “Sketch tool tutorial“ for drawing and interacting with one multi sketch tool.METHODS - Algodoo is based on the latest technologies, from Algoryx Simulations, for interactive multiphysics simulation, including variational mechanical integrators and high performance numerical methods.EducAtiONAL uSEAs educational software, Algodoo applies a constructionist learning paradigm, that is, learning by actually making simulations and not just running pre-made systems. The open-endedness of Algodoo is very important as a creative and motivational aspectfor users. This use model is accompanied with a lively community web site, tutorials,a number of pre-made scenes and examples, sample lessons, and on-line user created scene repository.Several research projects are initiated that study learning and motivational aspects of Algodoo. Algoryx’s ambition is to continue developing Algodoo based on input from user feedback and from academic science education research, and also further develop more educational material, use and evaluation models based on this.MoveDrag toolto objects during simulation.RotateScalethingsproportional scaling hold SHIFT.CutdrawingHold SHIFT for a straight cut.PolygonHold SHIFT to draw straight lines.Brushbrush. Draw with the left mousebutton, erase with the right.BoxSHIFT for a square.Circle toolStart simulation.and air buoyancy. Objects start tomove.Pausechange and analyse objects whenthe scene is paused.Undoseveralsteps.RedoGravityAir frictionbuoyancy and air friction.Gearthe gear icon for more options.PlaneUsefulplane, a wall or a sealing.Chainlinkbackground.Springwith a spring.Fixateor one to the background.Hingewithyou can turn a hinge in to a motor.Tracerantrajectory.Laser penChangeSettings menu - Appearance.Texture toolon an object. SIMULATIon ConTRoL1. CReATe SCeneS WITH ALgodooTarget Teachers, studentsdescription Getting familiar with the Algodoo environment, the tools and menus by creating a scene and interacting with it.LearningobjectivesGetting familiar with the Algodoo environment Time frame30 – 60 minIn class Let the students explore the possibilities of Algodoo. Browse through the menus to see what is in there. By choosing File:Load scene you can load different scenes. The simulation can be started and stopped at any time. The accelerometer can be turned off and on. While the simulation is running you can pull objects by using the hand tool. You can add new objects any time. Your simulation is saved by choosing File:Save scene.1. Create planes, one on each wall/floor/ceiling.2. Use at least two boxes.3. Use at least two circles.4. Use at least one spring.5. Make at least one free form.6. If possible tilt the device to make use of the accelerometer.7. Use the CSG-tool to create an object.8. Use the knife to cut objects into pieces9. Change properties (color, material) of one of the objects.10. Take a snapshot with the camera (if your computer have one) and add the object to your scene.11. Add a hinge and assign a motor to it.12. Create something that moves by using hinges, motor, or by constructing own driving arrangements.13. Add a pen to an object in order to follow its trajectory.14. Turn on force and velocity visualization.15. Interact with the objects by pulling them.16. Add new objects.17. Turn one of the objects into water.18. Turn off and on gravity.19. Turn off and on air drag.20. Save your scene.2. ModeL THe PLAYgRoUnd (AgeS 5-11)Target Teacher ages 5-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.description The students are well familiar to the playground and there are many phenomena in that environment that can be examined making use of basic concepts in science. This lesson allows the students to explore the concepts of motion, push and pull, shapes and mechanisms and relate these to well-known everyday phenomena. Furthermore, this lesson serves as an introduction to Algodoo and the scientific idea of modelling, i.e., the idea of representing the real world with a simplified model that can be examined to gain understanding and to make testable predictions.Learning objectives Knowing about the concepts of motion, push and pull, weight and balance. The ideas of modeling, predicting and testing.Create computer models representing real or imaginary objects.Time frame30 – 60 minkeywords Motion, push, pull, weight, balance, mechanism, modelIn class Let the students make scenes in Algodoo of a playground, a fa-vorite part of it or an outdoor toy. Let the students become famil-iar with the basic drawing tools to create different shapes. Guidethe students also to make use of hinge, fixate, spring, chain, gearsin their creations. Examine the scenes together with the students.Ask the students to describe what motions can be observed andtheir relation to push and pull. Ask the students to describe theirmechanisms or toy and lead them to use the concepts of weightand balance. Try to use the models to make a clear prediction thatcan be tested in the playground. Will it work out? Ask the studentto describe what differences there are between their model andthe real world. Encourage the students to follow the procedureCreate – Predict – Interact – evaluate.The lesson can be followed up with a visit to the playground fortesting the predictions. Another follow-up or extra exercise canbe to invent a new playground using Algodoo. Let the studentspresent their models for the class.crEAtE A ScENECreate a plane. Draw the playground by creating objects of different shapes. Connect theobjects using the tools for hinge, fixate, chain etc. to make them into mechanisms or toythat can be found in the playground.MAke A PRedICTIonWhat makes the playground mechanisms work?Do the objects have to be pushed or pulled?What is the influence of weight?ruN/iNtErActRun the simulation and interact with it.evALUATeDid the playground mechanism work as in the real world? Try to improve the model!Target Teacher ages 5-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.description In this lesson students will create a tangram puzzle and work with different shapes. Build new shapes and investigate how the shapes are related to each other. The areas of the tans are given by Algodoo but can also be calculated as an exercise for older students.Learning objectives Use spatial memory skills.Use spatial visualization skills.Learn geometric shapes.Apply flips, slides and turns to geometric shapes.Time frame30 – 60 minkeywords Shape, square, rectangle, triangle, right triangle, parallelogram, areaIn class Ask if anybody knows what a tangram is. Draw a square on theboard and create the pieces, tans, by drawing the five lines withhelp from the students. Discuss what different shapes that appear.Discuss the concept of area. Discuss how the tans are related toeach other. Discuss how this can be visualized and explored inAlgodoo.Let the students create scenes in Algodoo using the suggestionsyou came up with together or let them use their own ideas. Helpthe students make decisions and ask guiding questions.Encourage the students to follow the procedure Create – Predict –Interact – evaluate.Allow the students to follow-up and share their experiences inclass after the simulation.Turn on the grid and create a square with a side of 10 grid squares. Use the knife tooland cut the square in the seven tans. Use an ordinary ruler to make straight lines. Startwith the diagonal cut followed by the cut between the middles of the square side.MAke A PRedICTIonIs it possible to make the different shapes using all the tans? What is the area of eachtan? Is it possible to mirror/flip a shape?ruN/iNtErActIf you run the simulation and the tans fall. Turn off the grid and pause the simulation.Move and rotate the tans in order to build shapes. Build for example a square, a rectan-gle and create new shapes.evALUATeWhat are the relations between the areas of the different tans? What happens when youflip the tans? Do they represent the same shape?Create a horizontal plane and one plane as a slope. Make objets that can roll, slide, driven by a motor, fall.MAke A PRedICTIonHow can the object be set into motion?What makes the object stop?ruN/iNtErActExplore different ways of moving the object. Rotate the planes (if you have a computer with accelerometer, tilt the PC) and move objects, watch the object slide down the plane or fall through the air. Turn off and on gravity and explore its influence on the mo-tion. Grab the object by using the hand tool. Push and pull and make the objects move in different ways.evALUATeWhat are the different causes of motion in the cases?What is needed in order to set an object into motion?TargetTeacher ages 5-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionMotion is a fundamental concept in science. This lesson explores different causes of motion, such as pull, push, drop (gravity), and also introduces the term force.Learning objectives Knowing different ways of setting an object into motion.Knowing a cause of motion (push, pull, drop, slide) in terms of influence of a force.Knowing about the relation between speed, distance and time.Time frame 30 – 60 minkeywordsMotion, force, push, pull, gravityIn classDiscuss what causes an object to move. Let the students suggest different ways of setting an object into motion and list them on the whiteboard. For example pushing, pulling, throwing, dropping, sliding, adding a motor.Discuss that the cause of motion is called force.Discuss how the size of the force influences the motion.Discuss relation between speed, distance and time.Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.Encourage the students to follow the procedure Create – Predict – Interact – evaluate .Allow the students to follow-up and share their experiences inclass after the simulation.crEAtE A ScENECreate a plane. Create circular, rectangular and irregular objects and study their motion. What type of motions are observed? What is special with rolling? Can a box roll?Experiment with dragging a heavy box over objects of different shapes. What is the behaviour?MAke A PRedICTIonConstruct a vehicle by connecting the center of the wheels to the vehicle body using the hinge tool. This is similar to the axel in the car.How will a vehicle with irregular shaped wheels behave? What are the advantages of having circular shaped wheels?ruN/iNtErActRun the simulation and interact with it.evALUATeWhat behaviour is observed with the different wheel shapes? How long do they roll?Adding a motor to the hinge and visualizing velocity arrows may help the analysis.5. WHY ARe WHeeLS CIRCULAR In SHAPe? (AgeS 5-11)TargetTeacher ages 5-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionThis lesson allows the student to examine the motion of circular, triangular, rectangular and irregular objects on a plane. What type of motions can be observed? Can boxes roll? Build a simple transportation vehicle. Experiment with with different shapes on the wheels. Why are wheels circular in shape?Learning objectives Knowing about rolling motionUnderstanding of the wheel and simple transportation vehicles Evaluate different designs Time frame 30 – 60 minkeywordsRolling motion, wheel, axel, vehicleIn classStart by discussing the problem of moving heavy objects over distances.- What type of machines are there?- When are wheeled machines used for this?- What are the drawbacks with using other machines - e.g. cranes have limitied range, flying machines and robots are expensive?- Are there wheeled vehicles with no motor?Use Algodoo for studying the motion of circular, rectangular and irregular objects on a plane.- What type of motions are observed? - What is special with rolling?- Can a box roll?Experiment with dragging a heavy box over objects of different shapes. Let the student construct simple vehicles with wheels of different shapes. Why are wheels circular in shape?Encourage the students to follow the procedure Create – Predict – Interact – evaluate.crEAtE A ScENECreate a plane. Create a swing using rigid elements and the hinge tool. You can also use the chain tool for more realism.MAke A PRedICTIonStudy the swing motion.When is the velocity at maximum value? Is the velocity ever zero?When is the contact force from swing to body at it its maximum. Why?Is the contact force ever zero?What happens if there is no gravity?ruN/iNtErActRun the simulation and interact with it.evALUATeStudy how the forces and velocities vary with time. Add a tracer to the swing to enhance the shape of the motion.6. SWIng (AgeS 7-11)TargetTeacher ages 7-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionSwing motion is a good system for examining the concepts of force and motion. Several forces interplay. In reality the forces can be experienced, e.g., as the tickling sensation of acceleration under gravity and the pressure from the swing on the body. Veloc-ity can be experienced through the air drag. This lesson allows the students to visualize the forces that are present in a swing and understand their relation to the swinging motion.Learning objectives Understanding of gravity as a force present at all times.Knowing about force as a cause of change in motion.Knowing that several forces may interplay.Understand the forces interplaying in swinging motion.Time frame 30 – 60 minkeywordsSwing motion, gravity, forceIn classDiscuss different swing designs. Discuss what makes a swing start to move and what that motion looks like. When is the velocity at maximum speed? What is the velocity at the turn points? What makes the swing turn?Make a simple drawing of a swing carrying a student (modelled as a box, say) sitting on a seat. Let the students create the scene in Algodoo. Encourage the students to follow the procedure Create – Predict – Interact – evaluate .Study the forces by visualizing them as arrows. Study also the velocity visualized as arrows. Observe that gravity is present as a constant force but that the force between the seat and the stu-dent varies. Observe also that there is a force from the student to the seat – this is a contact force we experience as pressure from the seat.Connect to the real experience of swinging. Observe how the velocity changes with time. Ask the students what would happenif there was no gravity. Test this by setting gravity to zero.crEAtE A ScENEUse a plane as a ramp. Create an object (a box, a car with wheels, take a picture of an object). Add one or two planes to create a track with downhill, flat ground and uphill.MAke A PRedICTIonHow can the object be set into motion?What makes the object stop?ruN/iNtErActLet the object slide or roll down the ramp. Rotate the plane (if you have a computer with accelerometer, tilt the PC) to model different slopes.Let the object slide or roll down to a flat surface and see how far it goes. Let the object roll or slide down to an uphill and see how high up it goes.Change the material of the ramp to give it more or less friction and explore the motion.evALUATeWhen does the object roll really far?When does it roll high?How does the material influence the motion?7. RoLLIng doWn A RAMP (AgeS 7-11)TargetTeacher ages 7-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionLetting objects roll or slide down a ramp opens possibilities to explore causes and effects of motion. The students can make suggestions of what to investigate and how to test Explore the as-pects of how far up on the ramp the object starts, the material of the ramp, the amount of slope and how that affects the motion.Learning objectivesAsking questions to the situation.Plan an experiment.Predict what might happen.Evaluate the result.Explore the cause of the motion.Time frame 30 – 60 minkeywordsMotion, force, push, pull, speed, distanceIn classDiscuss what happens when an object rolls or slides down a ramp. Discuss what questions that are interesting to ask in order to explain the motion. Discuss how the height, the slope and the material influence the motion.What happens at the end of the ramp when the plane is flat? When the plane is going upwards again? What makes the object stop?What makes it continue its motion? How should the ramp look like in order to get an object to move as far as possible.Discuss how this can be visualized and explored in Algodoo.Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Helpthe students make decisions and ask guiding questions.Encourage the students to follow the procedure Create – Predict – Interact – evaluate .Allow the students to follow-up and share their experiences in class after the simulation.8. FLoAT And SInk (AgeS 7-11)Target Teacher ages 7-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.description The students will create objects of different shapes and materials and investigate whether they sink and float. Investigate proper-ties of different shapes of the same material. How can steel float? Besides assigning material properties to objects, the students can also be introduced to density and investigate how numerical values of density relates to density of water. What is the density of water, when does an object neither float or sink?Learning objectives Predict and observe the buoyancy of objects of different materi-als.Investigate how the density of an object affects its buoyancy.Time frame30 – 60 minkeywords Float, sink, density, buoyancyIn class Discuss what objects sink and what objects float. Discuss whatmake objects float.Why does a boat made of steel float?How does an iceberg float?Put up suggestions on the board. Discuss how this can be visual-ized and explored in Algodoo. Let the students create scenes inAlgodoo using the suggestions you came up with together or letthem use their own ideas. Help the students make decisions andask guiding questions.Encourage the students to follow the procedure Create – Predict –Interact – evaluate.Allow the students to follow-up and share their experiences inclass after the simulation.crEAtE A ScENECreate a container, about 2 m wide by using for example the brush tool. Drawing a largebody inside the container and select Liquify under Geometry actions. Run the simulationto fill the container. Create an object and clone it to make a number of objects of equalsize. Assign different material to the objects.MAke A PRedICTIonWhich objects will float and which will sink?ruN/iNtErActRun the simulation and watch objects floatand sink.evALUATeWhat properties are different between the objects? Why do some float and why dosome sink? What happens with the water when the objects are put in?RevISe SCeneCreate an iceberg. Remove items from thecontainer if it gets too crowded.MAke A PRedICTIonHow do you expect the iceberg to float?What happens when the iceberg melts orpieces fall off?What happens if you turn the iceberg intowater?ruN/iNtErActRun the simulation. Use the knife and cut pieces of the iceberg to change its shape. Youmay have to remove the pieces.evALUATeHow does the iceberg float?What happens when its shape is changed?How does the water level change when the iceberg melts?Create a periscope. Mirrors are modelled by setting index of refraction to infinity. Use for example two lasers of different colors to represent the object that is observed through the periscope.MAke A PRedICTIonWhat angle should the mirrors have? Will the picture appear upside down?ruN/iNtErActRotate mirrors to see what happens to the light beams. Rotate lasers to see what hap-pens to the beam.evALUATeHow does the angle between the light beam and the mirror affect the reflected light beam?RevISe SCeneCreate a laser labyrinth with a starting point and an end point using for example the brush tool. Put a laser at the starting point. Set the fading distance of the laser to maximum.MAke A PRedICTIonHow can the laser beam be guided throughthe labyrinth?ruN/iNtErActPut mirrors in the labyrinth in order to guide the laser beam through the labyrinth. Use for example the brush tool to make the mirrors and set the index of refraction to infinity. Rotate and move mirrors for guiding.evALUATeBased on your solution to the labyrinth, is it possible to use fewer mirrors?TargetTeacher ages 7-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionIn this lesson students investigate the reflection of mirrors to di-rect light. They build devices that send light in different directions, for example a periscope.Learning objectives To explore the effects of mirrors on the passage of light.Understand how a periscope works.To explore a simple optical labyrinth.Time frame 30 – 60 min keywordsReflection, mirrorIn classDiscuss what tools that helps us see better. Put up the suggestions on the board, for example glasses, binoculars, telescopes. Discuss what these tools do. Discuss if there are times when these tools do not help. Let the students give suggestions on how it is pos-sible to see and shine light around corners.Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.Encourage the students to follow the procedure Create – Predict – Interact – evaluate .Allow the students to follow-up and share their experiences in class after the simulation.Create a prism by using the polygon tool and setting material to glass.MAke A PRedICTIonWhat happens when white light hit the prism? Is the light white all the way through the prism? What happens when the color of the laser beam is changed? Do all colors behave the same?ruN/iNtErActLet a white light beam shine at the prism. Create white light by decreasing Saturation. Rotate the prism, move the light beam to watch the effects.evALUATeAdd more glass objects after the prism and investigate what happens with the scattered light from the prism. How do the different colors behave? Do they refract in the same way?RevISe SCeneModel a raindrop by creating a transparent circle with refraction index 1.3.MAke A PRedICTIonWhat happens with a white light beam when it hits the raindrop?ruN/iNtErActLet a white laser represent the sun and let the beam hit the raindrop. Rotate laser or move it up and down to alter the angle of incidence. What happens with the intensity of the refracted light?evALUATeWhich refracted beam is actually the rainbow? What happens with the light that goes out on the other side of the rainbow?TargetTeacher ages 7-11This lesson plan is not intended to be handed out to students but to be used as a teacher preparation and tutorial.descriptionThe rainbow is a good starting point when discussing properties of light. The students investigate the influence of prisms and other transparent objects when passed by light beams. A rainbow can be modelled by letting white light refract in a transparent circle, representing a raindrop.Learning objectives Understand that white light is a mix of all colours (wavelengths).Know the colours of the rainbow.Time frame 30 – 60 minkeywordsVisible light, prism, rainbow, spectrum, refraction, speed of light In classStart with discussing the rainbow. How and when does a rainbow appear? Where does the light come from? Where do the colours come from?Let the students come up with suggestions. Discuss how white light can split up into rainbow colours. Discuss other phenomena when rainbow colours appear. Demonstrate how a prisms refracts white light.Discuss how this can be visualized and explored in Algodoo. Let the students create scenes in Algodoo using the suggestions you came up with together or let them use their own ideas. Help the students make decisions and ask guiding questions.Encourage the students to follow the procedure Create – Predict – Interact – evaluate .Allow the students to follow-up and share their experiences inclass after the simulation.The rainbow appears because the intensity of the reflected beam depends on the angle between the incident beam and the reflected beam. The most intense beam is at 40°-42°. This is not the case for the light that goes through the raindrop which means that it will be blended and appears white.。