Figuring out formula from graph

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Homework Help Overview

The discussion revolves around deriving a formula from a graph that represents the height of a bouncing ball over time. Participants are exploring how to simulate this motion in programming, specifically using ActionScript for Flash applications.

Discussion Character

  • Exploratory, Conceptual clarification, Mathematical reasoning

Approaches and Questions Raised

  • Participants suggest using piecewise functions and kinematic equations to model the motion. Some propose fitting curves with polynomials or using Fourier series for more complex simulations. Others discuss the idea of reducing bounce height to simulate energy loss and question how to create a formula that accurately reflects the bouncing behavior over time.

Discussion Status

The conversation is ongoing, with various approaches being explored. Some participants have offered guidance on potential methods for simulating the motion, while others are clarifying their understanding of the graph and the requirements for the formula.

Contextual Notes

There is a mention of a misunderstanding regarding the graph's representation, which is clarified to show height versus time rather than the trajectory of the ball. Participants also express a desire for a simple formula that can be iteratively applied to simulate the bouncing effect.

AluminX
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Hi, I'm not sure if this is the best forum to post this question but I'm going to give it a try.
I would like to be able to figure out a formula from a given graph( http://img46.imageshack.us/img46/8172/graphun4.jpg ). basically that would be the motion of a bouncing ball. Ultimately what i would like to do is figure out how to simulate those kind of motions into flash via action script to build bouncing windows, drop down menues etc.
I guess i can go and do some research on snippets and copy past but i'd rather try to understand it how it works :P.
thank you in advance.
 
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MOST functions can't be easily defined in a formula.

I'd make it a piecewise function. The first "hump" will be a kinematic equation I'm sure, then after you analyze the collision with the ground you can keep using kinematics.
 
You can always fit a curve with N 'humps' with a polynomial with N terms
( if you're an astronomer you can fit 1 hump with N terms ;-)

For 'real world' objects you could look at Fourier series.

For a simple bouncing simulation I would just make each bounce x% smaller than the previous, adjust x to get the degree of damping you want. This prettry much models the real energy loss in a bouncing ball.
 
ohh the graph doesn't represent the trajectory of a bouncing ball, it represents height vs time. how high would the ball be at x seconds. sorry :P.
basically what i need is a simple formula, for example if i want to make a point a de-acceleration, i'll just do:
1.dist= final_x-current_x;
2.acel = .7;
3.next_x = current_x+(dist*acel)
4.repeat step 3 until dist<=0;

basically the object will move "dist" many units every tick(second).

I'm looking for a similar formula to simulate bouncing. The formula should (lets say y=100 and a tick of 5 seconds) make y=0 after 5 seconds, y=60 after 5 more seconds; than back to 0 after 5 more secs, y=40,y=0,y=20,y=0, y=7,y=0,y=1,y=0,y=0 and than y stays constant at 0.
Now i understand the concept is just that i don't have the knowledge to come up with a formula. I'm not sure if I'm making myself clear.
 
The simplest way to get something that looks like a bouncing ball would be to use y=sin(x)^2.
Not quite the correct shape ( a parabola ) but unless you are writing physics simulations it will look close enough. You can reduce Y on each round by a factor if you want to loose energy.
 

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