The Newtonian statement above [F=ma] ... is completely useless, because no prediction whatsoever can be made from a definition.
One might sit in an armchair all day long and define words at will, but to find out what happens when two balls push against each other, or when a weight is hung on a spring, is another matter altogether, because the way the bodies behave is something completely outside any choice of definitions.
The Laws Of Gorce?
If we were to choose to say that an object left to itself keeps its position and does not move, then when we see something drifting, we could say that must be due to a “gorce”— a gorce is the rate of change of position.
Now we have a wonderful new law, everything stands still except when a gorce is acting.
You see, that would be analogous to the above definition of force, and it would contain no information.
This is The Doctor
(back in the 1980s, when he was a fan of cricket)
...illustrating The 3rd Law
"To every action there is always opposed an equal reaction: or the mutual actions of two bodies upon each other are always equal, and directed to contrary parts"
So, if you ever find yourself trapped in deep space, halfway between an alien ship and your TARDIS...
...throw away that stupid cricket ball!
Falling Objects
If you drop a 1kg weight and a 2kg weight, how much faster does the 2kg weight fall?
(see around 15:00 - 16:30)
Gravity
This says that every object in the universe is "magically" attracted to every other object in the universe,
instantaneously, and without limit of distance.
This is
really weird.
(Also, it's not entirely accurate.)
Gravity Near Earth
Objects near the surface of the Earth all have fairly similar values of "r squared" and the Earth is massive enough to make the influence of other bodies relatively negligible.
That's why we can approximate things down to:
F = mg
Where 'g' is Earth's local gravity "magic number"
Calculate It!
G = 6.67 x 10
-11
(
m
3
kg
-1
s
-2)
M
e = 6 x 10
24
(kg)
r = 6.4 x 10
6
(m)
g = GM
e/r
2
=
(6.67 x 6 x 1013) /
(6.4 x 6.4 x 1012)
= 9.77 (The correct value is actually 9.81)
Other Mysterious Forces
Summary
Forces are applied to bodies. The origin of the forces is not specified, but they usually arise from body-to-body interactions such as contact, collision or gravitation.
These forces add together (as vector sums) and cause the bodies to accelerate (in inverse proportion to their masses).
Acceleration is the change in velocity with respect to time.
Velocity is the change in position with respect to time.
Velocity-Time graphs
Such graphs provide an excellent way of
understanding the situation e.g.
In physics we often talk about "displacements" as being the vector form of total "distances" (accounting for directions).
So, displacements just define positions, and that is what we ultimately care about, because that is what we can see.
We can't directly see a velocity, or an acceleration, but can only infer them from their eventual effects on a position.
Displacement is the integral (sum) of velocity wrt time.
i.e. it is the "area under the curve" of a vel-t graph.
Numerical Integration
Smaller steps give more accurate approximations.
(And using averages across each step is even better).
Mid-Point Integration
Midpoints generally provide a better approximation
than relying purely on either of the end points.
Uniform Acceleration
(e.g. what gravity provides, near a 'big' planet)
Actually very easy! (and is what we usually assume)
Algebraically
We can perform this "integration" with a discrete numerical approximation i.e. by adding it all up in little pieces, for small increments of time, called "dt"...
pos = pos + average_v * dt
average_v = (initial_v + final_v) / 2
final_v = initial_v + accel * dt
accel = force / mass
force = sum of all forces acting on this body
We can calculate these terms in backwards order.
Kids Can Do This
...with the help of computer simulations
...which they write themselves (16:30 - 19:00)
Homework Pt 2.
Simulate a thrust-driven spaceship sprite, which can rotate freely in space (by, erm, "magic")
Provide a toggle for gravity, and implement bouncing collision with the top and bottom of the playfield when gravity is active, otherwise implement standard wrap-around positional behaviour.
Also provide two "extra" ships, which imitate the primary one, but use update deltaTimes of half and quarter the size.
NB: The mouse-button handling of this framework doesn't seem to work correctly in Firefox. I must have wandered into some grim, ugly, browser-specific behaviour. So use Chrome!
It seems to be related to browser-inconsistencies with evt.button and evt.which (etc.) on mouse-click events:
JavaScript isn't an ideal language for performing computations on vector quantities...
Although it allows "user defined types" (objects), and provides native arrays (a good fit for vector quantities), it doesn't support operator-overloading, and has weak support for copying and comparing "object" types.
As such, I've found it best to implement "vectors" using "scalar" numeric types i.e. with explicit, and separate, 'x' and 'y' values for each component.