Maximum precision of deterministic measurements

AI Thread Summary
The discussion centers on the theoretical limits of measuring the position and velocity of a particle using collisions with identical hard spheres in a Newtonian mechanics framework. Participants note that there is a fundamental limit to the precision of these measurements, akin to the Heisenberg Uncertainty Principle, even in a classical system. The act of measurement inherently disturbs the particle being measured, complicating the accuracy of simultaneous position and momentum readings. While calculations exist for quantum mechanics, the classical scenario presents its own unique challenges. Clarification on the measurement process and system specifics is necessary for a more detailed analysis.
Runner 1
Messages
100
Reaction score
0
Okay, I tend to have some weird thoughts, so bear with my odd question here.

Suppose you have a collection of particles that obey Newtonian mechanics. For simplification, all particles are identical and can be assumed to be hard spheres that collide elastically. Each particle has a position and a velocity. Now suppose we want to measure the position and velocity of a particular particle. By measurement, I mean a series of bits indicating its position, and a series of bits indicating its velocity.

The only way we can obtain information about that particle is using other hard, spherical particles. With enough types of collisions between the various particles (the "experiment" in essence), we eventually get a digital readout of both values of interest.

Now, intuitively it seems like there must be a theoretical limit to the amount of information we can get about the particle. Has someone done a calculation that determines what this is? In other words, what is the maximum amount of bits we can get that accurately describes the particle using other particles?

If you need more clarification about what I'm asking, just let me know (because I am not that great at conveying what I mean to others).

(Note this has nothing to do with HUP or quantum mechanics -- it's just an idealized classical situation.)
 
Physics news on Phys.org
Question is underspecified ... how are you using the spheres to collect the information?

However - the type of calculation you want has been done in the QM case ... the classical one will differ in the value of h. You have a similar problem to the Heisenberg uncertainty - you cannot know position and momentum, simutaniously, to arbitrary precision, even in this 100% classical system, because the act of measurement (in this case, hurling a sphere at the sphere you want to measure) disturbs the system.

I suppose, in principle, you should be able to rig something where repeated measurements could give better precision ... which is why you need to specify the system you have in mind in more detail.
 
Runner 1 said:
Okay, I tend to have some weird thoughts, so bear with my odd question here.

Suppose you have a collection of particles that obey Newtonian mechanics. For simplification, all particles are identical and can be assumed to be hard spheres that collide elastically. Each particle has a position and a velocity. Now suppose we want to measure the position and velocity of a particular particle. By measurement, I mean a series of bits indicating its position, and a series of bits indicating its velocity.

The only way we can obtain information about that particle is using other hard, spherical particles. With enough types of collisions between the various particles (the "experiment" in essence), we eventually get a digital readout of both values of interest.

Now, intuitively it seems like there must be a theoretical limit to the amount of information we can get about the particle. Has someone done a calculation that determines what this is? In other words, what is the maximum amount of bits we can get that accurately describes the particle using other particles?

If you need more clarification about what I'm asking, just let me know (because I am not that great at conveying what I mean to others).

(Note this has nothing to do with HUP or quantum mechanics -- it's just an idealized classical situation.)
On the contrary, it has everything to do with HUP. It is the basic argument behind the uncertainty principle.
 
I think it's easist first to watch a short vidio clip I find these videos very relaxing to watch .. I got to thinking is this being done in the most efficient way? The sand has to be suspended in the water to move it to the outlet ... The faster the water , the more turbulance and the sand stays suspended, so it seems to me the rule of thumb is the hose be aimed towards the outlet at all times .. Many times the workers hit the sand directly which will greatly reduce the water...
I don't need cloth simulation. I need to simulate clothing meshes. Made of triangles and I need an answer that someone with High School math can understand. I am actually using the time it takes for someone to answer to create a model with less geometry than the one I have been using. I want clothing that can be removed on a model that will be animated. I don't need stretching or wrinkles on my meshes, I just need gravity. I have an idea of how I could do it, but I don't know how to apply...
Back
Top