Real Physics |
この情報はストアのものより古い可能性がございます。 | ||||
価格 | 450円 | ダウンロード |
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---|---|---|---|---|
ジャンル | 教育 | |||
サイズ | 914.7KB | |||
開発者 | Kirk Kaminsky | |||
順位 |
| |||
リリース日 | 2012-04-16 16:00:56 | 評価 | 評価が取得できませんでした。 | |
互換性 | iOS 以降が必要です。 iPhone、iPad および iPod touch 対応。 |
An absolutely unique physics app ... whose intent is to revolutionize physics education. Written by a physicist and educator.
Need to check that numerical answer to a physics homework problem … while you watch the problem visually evolve? Want to create and project a physics simulation you built yourself for your students ... in real time? Or do you just have an uncontrollable desire to simulate and animate realistic physical systems?
'Real Physics' is the first numerical, touch-based, real-time, point-particle simulator of Newtonian mechanics (and now systems normally explored in Lagrangian mechanics) in two dimensions for iOS devices. It can model, animate and numerically solve with high accuracy a wide class of high school and University mechanics problems you set up yourself using its direct, intuitive touch interface and its open-world 'sandbox' design. Whether you're a student who wants to animate and solve a projectile motion or Atwood’s pulley problem, a teacher wanting to show your students the connection between circular motion and simple harmonic motion, or a physicist who wants to numerically solve a triple pendulum you simply must have Real Physics: it’s like having a calculator of the real world in your hand! For the price of a fancy cup of coffee.
Features include the ability to generate free-body diagrams, trajectories, and 'versus-time' (or arbitrary two variable) graphs that evolve while the simulation runs. In addition to a standard set of 'explicit forces', bodies can be subject to essentially arbitrary user-specified position, velocity and time-dependent forces (like inverse square law forces or external driving forces) in terms of Cartesian components, magnitude and direction, or tangential and centripetal components. Bodies can also be constrained to user-defined constraint curves or surfaces (with or without realistic friction), and connected to each other via springs, direct tension force constraints (as of V1.2), indirectly through pulleys, or a custom force you specify. Unconstrained and certain singly-constrained bodies can also participate in collisions with each other or with a constraint surface, with a user-specified coefficient of restitution, in order to determine scattering angles and speeds.
The ability to specify a 'halting condition' on any physical property of a body that can be graphed as a function of time means that 'Real Physics' can be used to numerically solve a wide range of problems commonly encountered in high school through second year University mechanics. It can even model complex systems numerically that cannot be analytically solved with its choice of four different numerical integrators, time-step control, and as of V1.2, a powerful new constraint solver.
More than 60 examples are bundled with Real Physics that range from the specific numerical solution of old exam/homework type problems in Newtonian mechanics, to pure qualitative simulations (e.g. the three body problem, or Coulomb scattering), to powerful simulations of Lagrangian mechanics constrained problems (like the double pendulum).
更新履歴
New Features:
- General two-variable graphing: plot any two body properties against each other. For example, now you can build phase plane plots (velocity vs position), or see how your custom force evolves with respect to a variable other than time. (Previously only versus time graphs could be constructed.)
- trajectories are now OpenGL ES based, and hence render much faster, using fewer device resources.
- proper world persistence: 'Autosaved' world is always loaded on returning to to the app (in the event iOS terminates it after exiting)
- greater background color flexibility
New Examples:
- Van der Pol nonlinear oscillator (unforced and forced) with phase plane analysis.
- 'driven' circular spring pendulum (in the default example)
- SHM (damped and undamped) phase plane, and potential energy versus position graph example.
Bugfixes:
- Critical: issues with stopping and restarting (instead of modifying/rewinding) a simulation involving multiply tension-constrained bodies with nonzero final velocities fixed. Please update. (See 'What's New' notes for more details.)
- other initial velocity setting bugs fixed.
- small iOS 6 framework memory leak workaround.
Need to check that numerical answer to a physics homework problem … while you watch the problem visually evolve? Want to create and project a physics simulation you built yourself for your students ... in real time? Or do you just have an uncontrollable desire to simulate and animate realistic physical systems?
'Real Physics' is the first numerical, touch-based, real-time, point-particle simulator of Newtonian mechanics (and now systems normally explored in Lagrangian mechanics) in two dimensions for iOS devices. It can model, animate and numerically solve with high accuracy a wide class of high school and University mechanics problems you set up yourself using its direct, intuitive touch interface and its open-world 'sandbox' design. Whether you're a student who wants to animate and solve a projectile motion or Atwood’s pulley problem, a teacher wanting to show your students the connection between circular motion and simple harmonic motion, or a physicist who wants to numerically solve a triple pendulum you simply must have Real Physics: it’s like having a calculator of the real world in your hand! For the price of a fancy cup of coffee.
Features include the ability to generate free-body diagrams, trajectories, and 'versus-time' (or arbitrary two variable) graphs that evolve while the simulation runs. In addition to a standard set of 'explicit forces', bodies can be subject to essentially arbitrary user-specified position, velocity and time-dependent forces (like inverse square law forces or external driving forces) in terms of Cartesian components, magnitude and direction, or tangential and centripetal components. Bodies can also be constrained to user-defined constraint curves or surfaces (with or without realistic friction), and connected to each other via springs, direct tension force constraints (as of V1.2), indirectly through pulleys, or a custom force you specify. Unconstrained and certain singly-constrained bodies can also participate in collisions with each other or with a constraint surface, with a user-specified coefficient of restitution, in order to determine scattering angles and speeds.
The ability to specify a 'halting condition' on any physical property of a body that can be graphed as a function of time means that 'Real Physics' can be used to numerically solve a wide range of problems commonly encountered in high school through second year University mechanics. It can even model complex systems numerically that cannot be analytically solved with its choice of four different numerical integrators, time-step control, and as of V1.2, a powerful new constraint solver.
More than 60 examples are bundled with Real Physics that range from the specific numerical solution of old exam/homework type problems in Newtonian mechanics, to pure qualitative simulations (e.g. the three body problem, or Coulomb scattering), to powerful simulations of Lagrangian mechanics constrained problems (like the double pendulum).
更新履歴
New Features:
- General two-variable graphing: plot any two body properties against each other. For example, now you can build phase plane plots (velocity vs position), or see how your custom force evolves with respect to a variable other than time. (Previously only versus time graphs could be constructed.)
- trajectories are now OpenGL ES based, and hence render much faster, using fewer device resources.
- proper world persistence: 'Autosaved' world is always loaded on returning to to the app (in the event iOS terminates it after exiting)
- greater background color flexibility
New Examples:
- Van der Pol nonlinear oscillator (unforced and forced) with phase plane analysis.
- 'driven' circular spring pendulum (in the default example)
- SHM (damped and undamped) phase plane, and potential energy versus position graph example.
Bugfixes:
- Critical: issues with stopping and restarting (instead of modifying/rewinding) a simulation involving multiply tension-constrained bodies with nonzero final velocities fixed. Please update. (See 'What's New' notes for more details.)
- other initial velocity setting bugs fixed.
- small iOS 6 framework memory leak workaround.
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