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Physlet Library

The Physlet Library is an on-line repository of Physlet animations. The goal of the library is to make it easier for you to share Physlet animations. Making a useful library presents many challenges, especially pertaining to the classification of animations. The on-line version where you can search for and download Physlet animations is not yet complete. The version shown here is the one included on the Physlet Resources CD by Wolfgang Christian and Marion Belloni.

The Physlet Library is meant to be a library of stand-alone animations without curricular content. Please copy the animations and add your own content such as questions and tutorials.

Let me know if you are willing to participate in a study of the effectiveness of the physlet questions for instruction or assessment.

Classical Mechanics

ID # Animation Name Description data graphs vectors
3 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

     
17 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Position and time is displayed in a datatable.

   
27 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Position vs. time graphs for x and y are shown.

   
38 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Graphs of v_x and v_y vs. time are shown.

   
48 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Student must draw the displacement vector.

     
60 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

The velocity vector for the ball is shown.

   
71 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Graphs of a_x and a_y vs. time are shown.

   
83 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
94 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

The acceleration vector for the ball is shown.

   
104 Basketball bounces A basketball with an initial velocity in the x-direction bounces on the floor. The ball loses energy with each collision and eventually stops.

Simulation uses setTrajectory instead of setForce in order to show the ball at the instant that it hits the floor. Energy is lost with each collision but no particular physical model is used to determine how much energy is lost due to a collision.

Velocity and time is displayed in a datatable.

   
11 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.      
25 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Position and time is displayed in a datatable.

   
35 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Position vs. time graphs for x and y are shown.

   
46 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Graphs of v_x and v_y vs. time are shown.

   
57 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Student must draw displacement vector.

     
68 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

The velocity vector for the electron is shown.

   
79 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Graphs of a_x and a_y vs. time are shown.

   
102 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

The acceleration vector for the electron is shown.

   
92 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
112 Electron between two oppositely charged plates An electron travels between two oppositely charged plates.

Velocity and time is displayed in a datatable.

   
1 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.      
12 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Position and time is displayed in a datatable.

   
13 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Position vs. time graphs for x and y are shown.

   
14 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Student must draw the displacement vector.

     
15 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Graphs of v_x and v_y vs. time are shown.

   
58 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

The velocity vector for the ball is shown.

   
69 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Graphs of a_x and a_y vs. time are shown.

   
80 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
81 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

The acceleration vector for the ball is shown.

   
103 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Velocity and time is displayed in a datatable.

   
105 Golf ball with break and friction A putted golf ball rolls toward the hole. Simulation includes break and velocity-dependent friction.

Velocity and time is displayed in a datatable.

   
7 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.      
21 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Position and time is displayed in a datatable.

   
31 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Position vs. time graphs for x and y are shown.

   
42 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Graphs of v_x and v_y vs. time are shown.

   
52 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Student must draw displacement vector.

     
64 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

The velocity vector for the ball is shown.

   
75 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Graphs of a_x and a_y vs. time are shown.

   
88 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
98 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

The acceleration vector for the ball is shown.

   
109 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Velocity and time is displayed in a datatable.

   
116 Golf ball rims hole A golf ball "rims" the hole as it catches the lip of the hole. The animation uses an inverse-square interaction to model the path of the ball.

Velocity and time is displayed in a datatable.

 
2 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.      
16 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Position and time is displayed in a datatable.

   
26 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Position vs. time graphs for x and y are shown.

   
37 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Graphs of v_x and v_y vs. time are shown.

   
47 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Student must draw the dispacement vector.

     
59 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

The velocity vector for the ball is shown.

   
70 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Graphs of a_x and a_y vs. time are shown.

   
82 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
93 Golf ball--linear motion with friction A putted golf ball rolls toward the hole. Motion of the ball is linear. Simulation includes velocity-dependent friction.

The acceleration vector for the ball is shown.

   
9 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.      
23 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Position and time is displayed in a datatable.

   
33 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Position vs. time graphs for x and y are shown.

   
44 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Graphs of v_x and v_y vs. time are shown.

   
55 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Student must draw displacement vector.

     
66 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

The velocity vector for the helicopter is shown.

   
77 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Graphs of a_x and a_y vs. time are shown.

   
90 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
100 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

The acceleration vector for the helicopter is shown.

   
111 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.

Velocity and time is displayed in a datatable.

   
114 Helicopter -- linear motion with constant velocity A helicopter has constant velocity with a negative x-component and a negative y-component.      
10 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.      
34 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

Position vs. time graphs for x and y are shown.

   
24 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

There is also a data table for the displacement.

   
45 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

Graphs of v_x and v_y vs. time are shown.

   
56 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

Student must draw displacement vector.

     
67 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

The velocity vector for the balloon is shown.

   
78 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

Graphs of a_x and a_y vs. time are shown.

   
91 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
101 Helium balloon rises A helium balloon rises. Simulation includes the effect of drag that depends on v-squared.

The acceleration vector is for the balloon shown.

   
8 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.      
22 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Position and time is displayed in a datatable.

   
32 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Position vs. time graphs for x and y are shown.

   
43 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Graphs of v_x and v_y vs. time are shown.

   
54 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Student must draw displacement vector.

     
65 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

The velocity vector for the balloon is shown.

   
76 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Graphs of a_x and a_y vs. time are shown.

   
89 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
99 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

The acceleration vector for the balloon is shown.

   
110 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

Velocity and time is displayed in a datatable.

   
115 Hot air balloon A hot air balloon rises with a constant positive y-acceleration for a few seconds and then a constant negative y-acceleration until its y-velocity goes to zero. It has a constant x-acceleration until it reaches contant velocity.

The velocity vector for the balloon is shown.

 
4 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.      
18 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic. There is also a data table plotting the path.

Position and time is displayed in a datatable.

   
28 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

Position vs. time graphs for x and y are shown.

   
39 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

Graphs of v_x and v_y vs. time are shown.

   
49 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

Student must draw the displacement vector.

     
61 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

The velocity vector for the rocket is shown.

   
72 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

Graphs of a_x and a_y vs. time are shown.

   
84 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
95 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic.

The acceleration vector for the rocket is shown.

     
106 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic. There is also a data table plotting the path.

Velocity and time is displayed in a datatable.

   
117 Rocket with constant acceleration Rocket with constant acceleration. Rocket's path is parabolic. There is also a data table plotting the path.

Acceleration components and time is displayed in a datatable.

   
5 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.      
19 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Position and time is displayed in a datatable.

   
29 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Position vs. time graphs for x and y are shown.

   
40 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Graphs of v_x and v_y vs. time are shown.

   
50 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Student must draw dispacement vector.

     
62 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

The velocity vector for the square is shown.

   
73 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Graphs of a_x and a_y vs. time are shown.

   
107 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Velocity and time is displayed in a datatable.

   
85 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
96 Square rotates with a constant speed about its center A square rotates with a constant speed about its center.

The acceleration vector for a corner of the square is shown.

   
6 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.      
20 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Position and time is displayed in a datatable.

   
41 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Graphs of x and y vs. time are shown.

   
51 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Student must draw dispacement vector.

     
63 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

The velocity vectors for both cars are shown.

   
74 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Graphs of x-velocity and y-velocity vs. time are shown.

   
86 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Vectors v1 and v2 are shown at two instances of time. They can be dragged to a common origin so that the change in velocity can be determined.

   
97 Two cars pass each other with constant velocities Two cars pass each other; one has a constant velocity and the other has a constant acceleration. The animation shows the cars from a top view.

The acceleration vector for one car is shown.

   
113 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Graphs of a_x and a_y vs. time are shown.

   
108 Two cars pass each other with constant velocities Two cars pass each other; each one has a constant velocity. The animation shows the cars from a top view.

Velocity and time is displayed in a datatable.

   

 

 

This material is based upon work supported by the National Science Foundation under Grant No. 9952323. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.

 

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Dr. Aaron Titus | High Point University| titus@mailaps.org