How to Correctly Differentiate the Acceleration Equation in N-Body Simulations?

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Homework Help Overview

The discussion revolves around differentiating the acceleration equation in the context of N-body simulations, specifically using the Hermite integration scheme. The original poster is trying to understand how to correctly evaluate the derivative of the acceleration equation involving jerk, which is the time rate of change of acceleration.

Discussion Character

  • Exploratory, Mathematical reasoning, Assumption checking

Approaches and Questions Raised

  • The original poster attempts to differentiate the acceleration equation using the quotient rule and expresses confusion about the transition from scalar to vector quantities. Some participants suggest maintaining scalar quantities throughout the differentiation process and propose using diagrams to clarify the relationships between the vectors involved.

Discussion Status

Participants are actively engaging with the problem, with some providing guidance on how to approach the differentiation correctly. There is a recognition of the need to express the change in length in terms of the velocity vector and the angle between vectors, indicating a productive direction in the discussion.

Contextual Notes

Participants are discussing the implications of using scalar versus vector quantities in the differentiation process, highlighting potential misunderstandings in the original poster's approach. The conversation reflects the complexity of the mathematical relationships involved in the N-body simulation context.

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Homework Statement


I was reading about the Hermite integration scheme for N-body simulations, as seen here: http://www.artcompsci.org/kali/vol/two_body_problem_2/ch11.html#rdocsect76

This scheme uses jerk, the time rate of change of acceleration. The problem is that I don't know how to correctly evaluate the derivative of the acceleration equation shown there.

Homework Equations



\vec{a} = \frac{GM}{r^2}\vec{\hat{r}}
\vec{j} = GM\left(\frac{\vec{v}}{r^3} - 3 \frac{(\vec{r} \cdot \vec{v})\vec{r}}{r^5}\right)

The Attempt at a Solution


First I rewrote the unit vector in a to get:
\vec{a}= \frac{GM\vec{r} }{r^3}

To differentiate, I applied the quotient rule:
\frac{d\vec{a}}{dt} = GM\frac{r^3\frac{d\vec{r}}{dt} - \vec{r}\frac{dr^3}{dt}}{r^6}

The first term is obviously v/r^3, but the second term is where I'm confused. I can get the right answer by using the chain rule:

\frac{\frac{dr^3}{dt}}{r^6} = \frac{3r^2\frac{d\vec{r}}{dt}}{r^6} = \frac{3\vec{r}\frac{d\vec{r}}{dt}}{r^5} = \frac{3(\vec{r}\cdot\vec{v})}{r^5}

but I'm just arbitrarily changing the scalar r into the vector r. What's the right way to do this step?
 
Last edited:
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The answer is correct, but the steps are all wrong: the first because it equates a scalar to a vector, the second because it contains a meaningless multiplication of two vectors, and the third because it then somehow gets back to a scalar quantity.
Instead, keep the amounts as scalars all the way along. Start with:
$$\frac{d(r^3)}{dt}=3r^2\frac{dr}{dt}$$
Then draw a diagram and try to express ##\frac{dr}{dt}## in terms of ##\vec v## and ##\vec r##. You may find it convenient to use ##\hat r##, the unit vector in the direction of ##\vec r##, along the way.
 
Ok so, if we draw \vec{r} = r\hat{r} on the plane, for instance, then the change in length will depend on which direction v is pointing. In the limit of a small time step dt, the change of length r is equal to v*dt*cos(θ), where θ is the angle between v and r. I.e.
\frac{dr}{dt} = vcos\theta

So we pull one of the 'r's from in front to get r*v*cos(θ), which is indeed equal to the dot product r·v. The remaining r cancels one in the bottom to get the r^5 term.
 
Yes, that's it!
 

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