{"id":376204,"date":"2010-03-01T13:00:14","date_gmt":"2010-03-01T18:00:14","guid":{"rendered":"http:\/\/blogs.discovermagazine.com\/badastronomy\/?p=12347"},"modified":"2010-03-01T13:00:14","modified_gmt":"2010-03-01T18:00:14","slug":"i-am-created-shiva-destroyer-of-worlds-bad-astronomy","status":"publish","type":"post","link":"https:\/\/mereja.media\/index\/376204","title":{"rendered":"I am created Shiva, destroyer of worlds | Bad Astronomy"},"content":{"rendered":"<p>This is totally cool: an animated simulator <a rel=\"nofollow\"  href=\"http:\/\/phet.colorado.edu\/sims\/my-solar-system\/my-solar-system_en.html\">that lets you make model solar systems<\/a>! It&#8217;s put together by <a rel=\"nofollow\"  href=\"http:\/\/phet.colorado.edu\/index.php\">the PhET Interactive Simulations group<\/a> at &#8212; hey! &#8212; the University of Colorado at Boulder.<\/p>\n<p>All you have to do is put in the masses, locations, and initial velocities of the objects (up to four) and then hit &#8220;go&#8221;. What you&#8217;ll probably find is that for almost any parameters you use, you won&#8217;t get a stable system. You&#8217;ll fling off the tiny moon, or drop a planet into the star, or collide two planets (when you do, one survives after a brief comical flash). There are preset conditions that will put together a stable simulation, so I suggest you start there and then tweak the numbers. The most fun thing is to fiddle with the mass and see what happens. <\/p>\n<p><center><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/blogs.discovermagazine.com\/badastronomy\/files\/2010\/02\/mysolarsystem.jpg\" alt=\"mysolarsystem\" title=\"mysolarsystem\" width=\"610\" height=\"427\" class=\"aligncenter size-full wp-image-12355\"\/><\/center><\/p>\n<p>You&#8217;ll note a slider that says Accurate vs. Fast. That has to do with bin size. Basically, a simulation like this calculates the force of gravity of each object on every other object using Newton&#8217;s law. But it needs a time interval to do this: where will all the objects be after some period of time? You can pick that time step, but the smaller the time step the more accurate it will be. That&#8217;s because gravity works continuously. If you take the Earth&#8217;s current position and velocity and ask where it will be a year from now by just adding a year to the program, it&#8217;ll extrapolate the Earth&#8217;s current velocity direction! The program will take that velocity (about 30 km\/sec) and multiply it by one year, and get a distance of about a billion kilometers. It&#8217;ll then place the Earth there. But that&#8217;s not right, because the Earth orbits the Sun; the Sun&#8217;s gravity is continuously changing the direction of Earth&#8217;s motion. So the smaller the time step, the more accurate the program will be. <\/p>\n<p>At least, I think that&#8217;s what&#8217;s going on here. I&#8217;ve fiddled with programs like this before, and that&#8217;s what I&#8217;ve found. Roundoff error can be bad too; because the program can&#8217;t do the calculations exactly &#8212; the decimal value has to cut off somewhere &#8212; every step has a little bit of error in it. That adds up, and after a few orbits things can go wonky. This one does a pretty good job of that, it looks like.<\/p>\n<p>Anyway, go play god with your very own cosmic erector set. It&#8217;s fun, and before you know it a long time will have passed&#8230; but you might get a feel for orbital mechanics. It&#8217;s worth it.<\/p>\n<p><a rel=\"nofollow\"  href=\"http:\/\/feedads.g.doubleclick.net\/~a\/8ODoG6P9i_nZFmdXuIS7kD6X7oU\/0\/da\"><img decoding=\"async\" src=\"http:\/\/feedads.g.doubleclick.net\/~a\/8ODoG6P9i_nZFmdXuIS7kD6X7oU\/0\/di\" border=\"0\" ismap><\/a><br \/>\n<a rel=\"nofollow\"  href=\"http:\/\/feedads.g.doubleclick.net\/~a\/8ODoG6P9i_nZFmdXuIS7kD6X7oU\/1\/da\"><img decoding=\"async\" src=\"http:\/\/feedads.g.doubleclick.net\/~a\/8ODoG6P9i_nZFmdXuIS7kD6X7oU\/1\/di\" border=\"0\" ismap><\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/feeds.feedburner.com\/~r\/BadAstronomyBlog\/~4\/PVsdsIIGUa8\" height=\"1\" width=\"1\"\/><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/feeds.feedburner.com\/~r\/DiscoverMag\/~4\/6mxslR6UXuk\" height=\"1\" width=\"1\"\/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is totally cool: an animated simulator that lets you make model solar systems! It&#8217;s put together by the PhET Interactive Simulations group at &#8212; hey! &#8212; the University of Colorado at Boulder. All you have to do is put in the masses, locations, and initial velocities of the objects (up to four) and then [&hellip;]<\/p>\n","protected":false},"author":641,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-376204","post","type-post","status-publish","format-standard","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/posts\/376204","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/users\/641"}],"replies":[{"embeddable":true,"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/comments?post=376204"}],"version-history":[{"count":0,"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/posts\/376204\/revisions"}],"wp:attachment":[{"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/media?parent=376204"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/categories?post=376204"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mereja.media\/index\/wp-json\/wp\/v2\/tags?post=376204"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}