P3: Boundary Conditions and Colliding Pulses
(P3a) Fixed Boundary Conditions and Pulse-Antipulse Annihilation
Start again from the default values. (If you're not sure, you can either
restart the simulation, or select Default from the ``presets'' menu.)
Notice that the right-hand boundary has Fixed boundary condition:
at all times y(L)=0. Watch the pulse carefully as it approaches the right-hand
boundary: come close, and then set ``Time to Run'' to smaller and smaller
values, clicking until you inch in to the wall. If you overshoot and
the pulse starts growing again, just type in a negative ``Time to Run''
(the simulation runs backwards too). Notice how the displacement
completely vanishes when the center of the packet hits the boundary at L.
Where did the packet go? Observe Y DOT, and explain briefly
in your lab writeup.
Now, collide two packets of opposite signs from opposite directions. You
can do this by changing the forcing on the right boundary from None to
NegPulse, but we'd like you instead to select the preset NegColli (which
also splits the string nicely into two colors). Notice that the black
square in the middle is motionless. Explain in your lab write-up why
this follows from the principle of superposition. (Hint: if the pulse
moving right is y(x,t), what is the formula for the pulse moving to the
left? What is the sum?
Notice that the motion of the blue curve for the colliding packets
in the vicinity of the black rectangle is precisely the same as it
was when hitting the right wall with fixed boundary conditions. The
wave doesn't care why the point is stationary! This is an extremely
useful method for predicting what happens to waves as they approach
fixed boundaries: you construct a fictitious (fake) canceling wave from past
the end of the string, and let them freely pass through one another
at the boundary.
Test your intuition! Suppose I start with an asymmetric pulse.
Select the preset ``Asym'', and stop it (be alert!) before it hits
the far wall. Write in your lab notebook your guess
(no points off for being wrong: commit yourself!) about
- Whether the packet will be swallowed by the wall, like the other
packet was.
- Whether the big bump will point up or down after it hits the wall.
(This should be easy.)
- Whether the little bump will be ahead (more negative X) or behind
(more positive X) after it collides with the fixed boundary at X=L.
After guessing, run the simulation and check your answers. You'll have to look
carefully to test for complete swallowing! If you were wrong about
any of your guesses, explain the right answer in your
writeup.
(P3b) Colliding Pulses Aren't Traveling Waves
Reloading the NegColli preset, run until the two packets are merged
together at the black dot. Do this carefully, eventually taking
tiny steps in Time to Run. Or, use your estimate of the time for
the packet centers to hit the boundary that you did in
the introduction to the simulation, plus
your knowledge of the wave propagation speed v, to calculate the right
amount of time to run from t=0.
As in the previous exercise, before looking with the program, predict
in your writeup
- What will the potential energy density be for the string when the
pulse and negative anti-pulse are completely overlapping?
- What will the total energy density be, in terms of the total energies
for the original pulses?
- What will the kinetic energy density be, in terms of the total energy
for the two overlapping pulses?
Check your answers by selecting the three energy densities versus X.
Look also at the power: does this make sense? (Hint: energy currents
toward the right cancel energy currents toward the left.) If the graph
spills out of the window, the easiest way to get the whole graph
is to use "Copy Graph" to put it in a new window, and then click
the right button (or Control-click the single or left button) in the
new graph window: that should ``unzoom'' and show the whole curve.
Again, if you guess wrong, explain the right answer in your
writeup.
What's true for traveling waves (KE(x)=PE(x), Power(x) = V * u(x))
isn't always true for colliding pulses, standing waves, or anything else.
Keep the different formulas straight!
(P3c) Free Boundary Conditions
Reload the ``Default'' preset, and change one or both of the boundary
conditions from Fixed to Free. How does this change the motion when the
packet hits the boundary?
Watch the wave carefully at the free boundary: zoom in to a small region
from X=9 to X=10, leaving the Y-axis to range from -A to 2A. Notice
that the slope of the line dy/dx stays zero at the boundary.
In your lab write-up, explain why a force-free boundary
must have no slope dy/dx there.
Launch the preset ``Collide'', which takes two packets of the same sign
and bashes them together. Run them until they collide: as before,
collide them carefully (the point of perfect collision is more obvious
when observing Y DOT). Briefly note in your lab write-up
(some of these may be obvious)
- How the merged packet compares in amplitude to the two individual packets.
- The kinetic energy at the point of collision.
- The potential energy compared to the total energy at the point of
collision.
- The derivative dy/dx of the rope at the black dot, as the pulses
approach and recede from one another,
- The blue rope shape as a function of time, compared to the pulse
hitting a free boundary condition.
Again, one can figure out what happens at a free boundary condition
by using a fictitious wave coming from past the end of the string - this
time, inverted in X but not in Y.
Links Back
- Traveling Pulse
- Energy and Power
- Boundary Conditions and Colliding Pulses
- Reflection and Transmission
- Resonance
- Reflectionless Coatings
Statistical Mechanics: Entropy, Order Parameters, and Complexity,
now available at
Oxford University Press
(USA,
Europe).