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Physicist Harvey Gould and his students create computer simulations to understand the behavior of atoms and molecules in a variety of contexts, especially those that are difficult to study using traditional experimental methods. |
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Computer Simulation Methods
The following is a draft of the introductory chapter for the third edition (in progress) of Introduction to Computer Simulation Methods by Harvey Gould, Jan Tobochnik, and Julia Berrisford, 2nd edition, Pearson Education POD; (January 1996). Additional in process chapters can be viewed here.
Chapter 1: Introduction
© 2004 by Harvey Gould, Jan Tobochnik, and Wolfgang
Christian
The importance of computers in physics and the nature of
computer simulation is discussed. The nature of object-oriented
programming and various computer languages is also considered.
1.1 Importance of Computers in Physics
Computers are becoming increasingly important in how our society
is organized. Like any new technology they are affecting how we
learn and how we think. Physicists are in the vanguard of the
development of new computer hardware and software, and computation
has become an integral part of contemporary science. For the
purposes of discussion, we divide the use of computers in physics
into the following categories:
- numerical analysis
- symbolic manipulation
- simulation
- collection and analysis of data
- visualization
In the numerical analysis mode, the simplifying physical
principles are discovered prior to the computation. For example, we
know that the solution of many problems in physics can be reduced to
the solution of a set of simultaneous linear equations. Consider the
equations
2x + 3y = 18
x - y = 4 .
It is easy to find the analytical solution x = 6, y = 2
using the method of substitution and pencil and paper. Suppose we
have to solve a set of four simultaneous equations. We again can
find an analytical solution, perhaps using a more sophisticated
method. However, if the number of simultaneous equations becomes
much larger, we would have to a computer
to find a numerical solution. In this mode, the computer is a tool
of numerical analysis. Because it is often
necessary to compute a multidimensional integral, manipulate large
matrices, and solve a complex differential equation,
this use of the computer is important in physics.
An increasingly important mode of computation is symbolic manipulation. As an
example, suppose we want to know the solution to the quadratic
equation, ax2 + bx + c = 0. A symbolic manipulation program can
give us the solution as x = [-b ±
√(b2 - 4ac)]/2a. In addition, such a program can give us
the usual numerical solutions for specific values of a, b, and
c. Mathematical operations such as differentiation, integration,
matrix inversion, and power series expansion can be performed
using symbolic manipulation programs. Maple, Matlab,
Mathematica, and Octave are examples of symbolic languages.
In the simulation mode, the essential elements of a model
are included with a minimum of analysis. As an example, suppose a
teacher gives $10 to each student in a class of 100. The teacher,
who also begins with $10 in her pocket, chooses a student at random
and flips a coin. If the coin is "tails," the teacher gives
$1.00 to the student; otherwise, the student gives $1.00 to the
teacher. If either the teacher or the student would go into debt
by this transaction, the transaction is not allowed. After many
exchanges, what is the probability that the students have s
dollars? What is the probability that the teacher has t dollars?
Are these two probabilities the same? One way to find the answers
to these questions is to do a classroom experiment. However, such
an experiment would be difficult to arrange, and it would be
tedious to do a sufficient number of transactions. Although these
particular questions can be answered by analytical methods,
many problems of this nature cannot be solved in this way.
Another way to proceed is to convert the rules of the model into
an algorithm and a computer program, and simulate many exchanges,
and estimate the
probabilities. After we estimate the probabilities of interest, we
might gain a better understanding of their relation to the
exchanges of money, and more insight into the nature of an analytical
solution if one exists. We also can modify the rules and ask
"what if?" questions. For example, how would the probabilities
change if the exchanges were $0.50 rather than $1.00? What
would happen if the teacher were allowed to go into debt?
Developments in computer technology are leading to new ways of
thinking about physical systems. Asking the question "How can I
formulate the problem on a computer?" has led to new formulations
of physical laws and to the realization that it is both practical
and natural to express scientific laws as rules for a computer
rather than only in terms of differential equations. This new
way of thinking about physical processes is leading some physicists
to consider the computer as a physical system and to develop novel
computer architectures that can more efficiently model physical
systems in nature.
In all these approaches, the main goal of the computation is
generally insight rather than simply numbers. Computation has had a
profound effect on the way we do physics, on the nature of the
important questions in physics, and on the physical systems we
choose to study. All these approaches require the use of at least
some simplifying approximations to make the problem computationally
feasible. However, because the simulation mode requires a minimum of
analysis and emphasizes an exploratory mode of learning, we stress
this approach in this text. For example, if we change the names of
the players in the above example, for
example, let money → energy,
then the above questions would be applicable to problems in
magnetism and particle physics.
Computers also are involved in all phases of a laboratory
experiment, from the design of the apparatus to the collection and
analysis of data. This involvement of the computer has made
possible experiments that would otherwise be impossible. Some of
these tasks are similar to those encountered in simulations such
as the analysis of data. However, the tasks involved in real-time
control and interactive data analysis are qualitatively different
and involve the interfacing of computer hardware to various types
of instrumentation. For these reasons we will not discuss the
application of computers in experimental physics.
1.2 The Nature of Computer Simulations
Why is computation becoming so important in physics? One
reason is that most of our analytical tools such as differential
calculus are best suited to the analysis of
linear problems. For example, you probably have learned to
analyze the motion of a particle attached to a spring by assuming a
linear restoring force and solving Newton's second law of motion. In
this case, a small change in the displacement of the particle leads
to a small change in the force. However, many natural phenomena are
nonlinear, and a small change in a variable might produce a
large change in another. Because relatively few nonlinear problems
can be solved by analytical methods, the computer gives us a new
tool to explore nonlinear phenomena. Another reason for the
importance of computation is the growing interest in complex systems
with many variables or with many degrees of
freedom. The money exchange model described in
Section 1.1 is a simple example of a system with many
variables.
Computer simulations are sometimes referred to as computer
experiments because they share much in common with laboratory
experiments. Some of the analogies are shown in
Table 1.1. The starting point of a computer
simulation is the development of an idealized model of a physical
system of interest. We then need to specify a procedure or
algorithm for implementing the model on a computer. The
program represents the physical system and defines the computer
experiment. Such a computer experiment serves as a bridge between
laboratory experiments and theoretical calculations. In some cases
we can obtain essentially exact results by simulating an idealized
model that has no laboratory counterpart. The comparison of the
simulation results with an approximate theoretical calculation
serves as a stimulus to the development of methods of calculation.
On the other hand, a simulation can be done on a realistic model
in order to make a more direct comparison with laboratory
experiments. In general, computation has become a third way of
doing physics and complements both theory and experiment.
Computer simulations, like laboratory experiments, are not
substitutes for thinking, but are tools that we can use to understand
complex phenomena. But the goal of all our investigations of
fundamental phenomena is to seek explanations of physical phenomena
that fit on the back of an envelope or that can be made by the wave
of a hand.
| ANALOGIES BETWEEN |
| A laboratory experiment | | A computer simulation |
| sample | | model |
| physical apparatus | | computer program |
| calibration | | testing of program |
| measurement | | computation |
| data analysis | | data analysis |
1.3 The Importance of Graphics and Visualization
Because computers are changing the way we do physics, they
will change the way we learn physics. For example, as the
computer plays an increasing role in our understanding of physical
phenomena, the visual representation of complex numerical results
will become even more important. The human eye in conjunction with
the visual processing capacity of the brain is a very sophisticated
device for analyzing visual information. Most of us can draw a
good approximation to the best straight line through a sequence of
data points very quickly. Such a straight line is more
meaningful to us than the "best fit" line drawn by a statistical
package that we do not understand. Our eye can determine patterns
and trends that might not be evident from tables of data and can
observe changes with time that can lead to insight into the
important mechanisms underlying a system's behavior.
At the same time, the use of graphics can increase our
understanding of the nature of analytical solutions. For example,
what does a sine function mean to you? We suspect that your answer
is not the series, sin x = x - x3/3! + x5/5! + … , but
rather a periodic, constant amplitude curve (see
Figure 1.1). What is most important is the mental
image gained from a visualization of the form of the function.
Figure 1.1. Plot of the sine function.
An increasing application of computers is the visualization of
large amounts of data. Traditional modes of presenting data
include two- and three-dimensional plots including contour and
field line plots. Frequently, more than three variables are needed
to understand the behavior of a system, and new methods of using
color and texture are being developed to help researchers gain
greater insight about their data.
1.4 Programming Languages
There is no single best programming language any more than there
is a best natural language. Fortran is the
oldest of the more popular scientific programming languages and was
developed by John Backus and his colleagues at IBM between 1954
and 1957. Fortran is commonly used in
scientific applications, and Fortran 90/95 has many modern
features that are similar to C.
The Basic programming language was
developed in 1965 by John Kemeny and Thomas Kurtz of Dartmouth
College as a language for introductory courses in computer
science. In 1983 Kemeny and Kurtz created True Basic to extend and
standarize the language and included structured programming and
platform independent graphics. The programs in the first two
editions of our textbook were written in True Basic. Popular
versions of Basic include Visual Basic and REALBasic.
C was developed in 1972 by Dennis Ritchie at Bell Laboratories
as a general purpose and system programming
language. It features an economy of expression, a rich set of
operators, and modern data structures and control statements. C++
is an extension of C designed by Bjarne Stroustrup at AT& T Bell
laboratories in the mid-eighties. C++ is object-oriented and also
incorporates other features that improve the C language. C++ is
currently the language of choice for most commercial
software developers.
Python, like Basic, originated in an educational environment.
Guido van Rossum created Python in the late 80's and early 90's. It is an interpreted, interactive, object-oriented, general-purpose
programming language that is also a good for prototyping. Python enthusiasts like to say that C and
and C++ were written to make life easier for the computer, but
Python was designed to be easier for the programmer.
Java is a relatively new object-oriented language that was created
by James Gosling and others at Sun Microsystems. Java 1.0 was
introduced in late 1995 and Java 1.1, which includes many new and
important features was released in 1997. Java has become very
popular and is evolving rapidly.
Programming languages are not static,
but continue to change with developments in hardware and theories
of computation. As with any language, a working knowledge of one
makes it easier to learn another. C, Basic, and Fortran are examples
of procedural languages. Procedural languages change the state
or memory of a computer by a sequence of statements. In a
functional language such as LISP, the focus of the language
is not on changing the data in specific memory locations. Instead,
a program consists of a function that takes an input and produces
an output. For most of the simulations discussed in this text
functional languages such as Mathematica, Maple, and
Lisp are slower than procedural languages.
Another important class of programming languages are
object-oriented languages such as C++, Java, Python, and
Smalltalk. The idea is that functions and data are not treated
separately, but are grouped together in an
object. A program is a structured collection of objects that
communicate with each other causing the data within a given object
to change. One goal of the object-oriented approach is to produce
libraries of objects that can be easily modified and extended for
individual problems.
Our choice of Java for this text is
motivated by its platform independence, intrinsic graphics
statements, event-based programming capability, bit manipulation
and parallel programming capability, and the fact that it is
useful outside of physics so that the language will be maintained
and improved and provide a marketable skill for students. It also
has a growing library for doing numerical calculations, and is
free or inexpensive depending on the programming environment that
you choose. Java is also relatively simple to learn,
especially the subset of Java that we will need to do physics.
Java has a built-in
application programming interface (API) that can handle graphics
and user interfaces such as buttons and text fields. Because of
its rich set of API's, similar to the Macintosh and Windows, and
its platform independence, Java can also be thought of as a
platform in itself. Java programs are compiled to a
platform neutral byte-code format so that they
can run on any computer and operating system as long as the
system implements the Java Virtual Machine. Although the
use of a platform neutral byte-code format means that a Java
program runs more slowly than platform-dependent compiled languages
such as C and Fortran, this disadvantage is not important for most
of the programs in this book. If a project requires more speed to
obtain reasonable results, the computationally demanding parts of
the program can be converted to C/C++ or Fortran.
Readers who wish to use another programming language should
consider the Java program listings in the text to be pseudocode that
can be converted into a language of their choice.
1.5 Programming Technique
If you already know how to program, try reading a program that you
wrote several years, or even several weeks, ago. Many people would
not be able to follow the logic of their program and consequently
would have to rewrite it. And your program would probably be of
little use to a friend who needs to solve a similar problem. If
you are learning programming for the first time, it is important
to learn good programming habits and to avoid this problem. One
way is to employ object-oriented
programming techniques such as inheritance, encapsulation,
and polymorphism.
Inheritance allows a programmer to add capabilities to
existing code without having to rewrite the code or even know
the details of how the code works. For example,
Chapter 2 defines an object called Particle
that has properties of mass, position, and velocity. It also has a
method called
move that instructs the object to calculate new
coordinates based upon its current position and velocity. Later in
Chapter 6 we define a new object called
ChargedParticle that adds a new property called charge
and extends the move method to take into account electric and
magnetic fields. The original code remains unchanged and only a
small amount of code needs to be written to produce a more
specialized object, a charged particle.
Encapsulation refers to the organizational principle whereby
an object's essential information, such as its position, charge,
and mass, is exposed though a well-documented interface, but
unnecessary details of the code are hidden. Consider again a
charged particle. Whenever a charged particle moves, it
calculates its acceleration from the external electric and magnetic
fields. Exactly how this calculation is done is important to a
scientist and is discussed in this book, but inconsequential to a
someone who wishes to show the motion of a charged
particle as part of an animation. The software engineer merely
needs to know that a move method exists and how this method is
invoked.
Polymorphism enables us to write code that can solve a wide
variety of problems. It is easy to imagine many types of objects
that depend on time and are able to move. For example, in
Chapter 18 we simulate an ensemble of particles in
which the move method uses random numbers rather than forces to
generate new configurations. But the animation procedure that is
used does not need to be changed from the procedure that was used
for forces because polymorphism allows us to write a program in a
general way that leaves it up to the individual objects to
determine how they should respond to a change in time.
Science students have special
advantages in learning how to program. We know that our mistakes
cannot harm the computer (except for spilling coffee or soda on
the keyboard). More importantly, we have an existing context in
which to learn programming. The past several decades of doing
physics research with computers has given us numerous examples
that we can use to learn physics, programming, and data analysis.
Hence, we encourage you to learn programming in the context of
the examples in each chapter.
Our experience is that the single most important criterion of
program quality is readability. If a program is easy to read and
follow, it is probably a good program. The analogies between a
good program and a well-written paper are strong. Few programs
come out perfectly on their first draft, regardless of the
techniques and rules we use to write it. Rewriting is an
important part of programming.
1.6 How to Use This Book
In general, each chapter begins with a short background summary of
the nature of the system and the important physical questions. We
then introduce the computer algorithms, new syntax as needed,
and discuss a sample program. The programs are meant to be read as
text on an equal basis with the discussions and the problems and
exercises that are interspersed throughout the text. It is strongly
recommended that all the problems be read, because many concepts
are introduced after the simulation of a physical process. The
emphasis of this book is on learning programming by example. We will
not discuss all aspects of Java, and this text is not a substitute
for a text on Java.
It is a good idea to maintain a computer-based
laboratory notebook to record your programs, results, graphical
output, and analysis of the data. This practice will help you
develop good habits for future research projects, prevent
duplication, organize your thoughts, and save time. After a while,
you will find that most of your new programs will use parts of
your earlier programs. Ideally, you will use your notebook to
write a laboratory report or mini-research paper on your work.
Many of the problems in the text are open ended and do not lend
themselves to simple "back of the book" answers. So how will you
know if your results are correct? How will you know when you have
done enough? There are no simple answers to either question, but
we can give some guidelines. First, you should compare the
results of your program to known results whenever possible. The
known results might come from an analytical solution that exists in
certain limits or from published results. You also should look at
your numbers and graphs, and determine if they make sense. Do the
numbers have the right sign? Are they the right order of
magnitude? Do the trends make sense as you change the parameters?
What is the statistical error in the data? What is the systematic
error? Some of the problems explicitly ask you to do these checks,
but you should make it a habit to do as many as you can whenever
possible.
How do you know when you are finished? The main guideline is
whether you can tell a coherent story about your system of
interest. If you have only a few numbers and do not know their
significance, then you need to do more. Let your curiosity lead
you to more explorations. Do not let the questions asked in the
problems limit what you do. They are only starting points, and
frequently you will be able to think of your own questions.
References and Suggestions for Further Reading
Programming
We recommend that you learn programming the same way you
learned English --- with practice and with a little help from your
friends and manuals. We list some of our favorite Java
programming books here. The online Java documentation provided by
Sun at java.sun.com/docs/
is essential and the tutorial,
java.sun.com/docs/books/tutorial/
is very helpful.
- Stephen J. Chapman, Java for Engineers and
Scientists, Prentice-Hall (2000).
- Bruce Eckel, Thinking in Java, second edition,
Prentice-Hall (2000). This text also discusses the finer
points of object-oriented programming. See also
www.mindview.net/Books/.
- David Flanagan, Java in a Nutshell, third edition,
O'Reilly (2000).
- Brian R. Overland, Java in Plain English, third
edition, M&T Books (2001).
- Walter Savitch, Java: An Introduction to Computer
Science and Programming, second edition Prentice-Hall (2001).
- Patrick Winston and Sundar Narasimhan, On to Java,
second edition, Addison-Wesley (1999).
General References on Physics and Computers
A more complete listing of books on computational physics
is available at
sip.clarku.edu/books/.
- Richard E. Crandall, Projects in Scientific
Computation, Springer-Verlag (1994).
- Paul L. DeVries, A First Course in Computational
Physics, John Wiley & Sons (1994).
- Alejandro L. Garcia, Numerical Methods for Physics,
second edition, Prentice Hall (2000). Matlab, C++, and Fortran are
used.
- Neil Gershenfeld, The Nature of Mathematical Modeling, Cambridge University Press (1998).
- Nicholas Giordano, Computational Physics, Prentice Hall (1997).
- Dieter W. Heermann, Computer Simulation Methods in
Theoretical Physics, second edition, Springer-Verlag (1990). A
discussion of molecular dynamics and Monte Carlo methods directed
toward advanced undergraduate and beginning graduate students.
- Rubin H. Landau and M. J. Paez, Computational Physics,
Problem Solving with Computers, John Wiley (1997).
- P. Kevin MacKeown, Stochastic Simulation in Physics,
Springer (1997).
- Tao Pang, Computational Physics, Cambridge (1997).
- William J. Thompson, Computing for Scientists and
Engineers, John Wiley & Sons (1992). This text contains many
examples of C programs and a discussion of the nature of C.
- Franz J. Vesely, Computational Physics, second
edition, Plenum Press (2002).
- Michael M. Woolfson and Geoffrey J. Perl, Introduction
to Computer Simulation, Oxford University Press (1999).
Updated 1 July 2003.
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