Interactive PhysicsTM

Giving an Object a Particular Acceleration


[Up][Home][Help]

BHS -> Staff -> Mr. Stanbrough ->IP How-To Notes -> this page


I am trying to simulate a kinematical situation in which an object is supposed to have a particular acceleration, say 5 m/s2. How do I do this in Interactive PhysicsTM?

There are at least a couple of convenient ways.


The "Physicist's Way"

The method that springs to the mind of a physicist is "Use Newton's Second Law!"

If, for some reason, you can't make the mass of your object equal to 1.0 kg, simply use Newton's Second Law - Fnet = ma (m = mass of the object, a = its acceleration) to calculate the force you need.

Here is an example.


The Other Way

The object shown below will have an acceleration of 5 m/s in the x-direction. It will not be affected by any gravitational forces.
Anchor as accelerator
It turns out that the Interactive PhysicsTM' Anchor Tool (Anchor tool icon ) has the effect of removing the object that it is attached to from normal force and acceleration calculations in the simulation. This property can be exploited, with the use of formulas, to make an object do just about anything - from following an arbitrary path, to having a particular acceleration. To do this:



[Up][Home][Help]

BHS -> Staff -> Mr. Stanbrough ->IP How-To Notes -> this page
last update July 1, 2000 by JL Stanbrough