sqljunkey
- 183
- 8
I created this in java just a while ago.
The discussion revolves around a particle simulation of the Double Slit experiment created in Java. Participants explore the nature of the simulation, its methodology, and the implications of its design choices, focusing on classical particle behavior rather than wave mechanics.
Participants express differing views on the validity and accuracy of the simulation. Some agree on the limitations of not using wave mechanics, while others appreciate the effort put into the project. The discussion remains unresolved regarding the adequacy of the simulation in representing the Double Slit experiment.
Participants highlight the absence of wave behavior in the simulation, which is traditionally essential for accurately modeling interference patterns. There is also mention of the potential for the simulation to produce various patterns based on how it is programmed, indicating a reliance on the specific implementation choices made by the creator.
Thanks!sophiecentaur said:It's great when someone has taken the trouble to do something like this. Something that we all talk about but never actually get round to doing.
I didn't use wave equations. You can look for yourself I uploaded the code : https://github.com/sqljunkey/sim.particle all the action happens in Engine.java .sophiecentaur said:I assume you take the standard interference pattern equation and use that to calculate the probabilities (?).
sqljunkey said:You can look for yourself I uploaded the code :
As I read the code, you are sending small solid balls towards the screen and when they collide with the edge of a slit you are adding a fixed transverse amount to their momentum. This isn't simulating the double slit in either classical or quantum mechanical form.sqljunkey said:You can look for yourself I uploaded the code : https://github.com/sqljunkey/sim.particle all the action happens in Engine.java .
Not only negative values but a continuum of phase.Nugatory said:I don't think there's any way of getting a plausible simulation without using some of the mathematics of wave propagation - interference requires the possibility of negative amplitudes
It's a nice looking animation (and pretty convincing as a one off demonstration) but not based on any accurate physics at all, I'm afraid. Neither the physics of waves nor the likely behaviour of objects around black holes.sqljunkey said:I coded this thinking how something like a black hole with the mass of the moon traveling at high velocity to the sun would get caught in it's orbit for a brief time and then escape. Since the moons would be of the same size all the time the orbit escape angles would be nearly the same for a range of "orbit entering positions". That is not what actually happens with particles probably, but that is(I think) what creates the effect you see.
Nugatory said:As I read the code, you are sending small solid balls towards the screen and when they collide with the edge of a slit you are adding a fixed transverse amount to their momentum. This isn't simulating the double slit in either classical or quantum mechanical form.
sqljunkey said:I could change the momentum to be proportional to the distance and it would probably be the same thing. Probably even better. and I'm not simulating waves and wave interference.
Your thread title suggests something fairly different from that.sqljunkey said:I could change the momentum to be proportional to the distance and it would probably be the same thing. Probably even better. and I'm not simulating waves and wave interference.
That is correct, although someone reading the thread title might be forgiven for thinking that you were trying to.sqljunkey said:I'm not simulating waves and wave interference.