An exact copy of the original applet by Paul Falstad found at
http://www.falstad.com/
This java applet is a simulation that demonstrates classical wave motion
in two dimensions. Wave motion crops up in many different areas in
physics; water waves, sound, and light are three examples.
When the applet starts up you will see a
blue circle (called the "source") emitting red and green circular waves.
The green areas are negative and the red areas are positive. So, if you
prefer to think of the waves as sound waves, the green areas would be
areas of high
pressure, and the red areas would be low pressure. The source might be
a speaker of some sort.
The first thing to do when starting up the applet is to adjust the
settings for your computer. First try clicking the "Alternate Rendering"
checkbox. Depending on your browser it may speed things up or slow things
down. If it makes things slower then uncheck it.
Next, slide the "Resolution" slider to the right as far as you can
without slowing things down too much. Or you could slide it to the left
if things are already too slow.
Another thing to try, if the simulation is too
slow, is to slide the "Simulation Speed" button to the right. That won't
improve the framerate (it will slow it down slightly, in fact) but it
will get the waves moving faster. Or you could make the window smaller.
The applet runs slower when the window is large.
Now you can start playing with the applet. You can drag the source
around wherever you want. Also you can create new waves (areas of
high pressure) by clicking anywhere. There is a popup menu that
controls what the mouse does. By default it is set to
"Mouse = Edit Wave". If you change it to "Edit Walls", then you can
use the mouse to put obstacles in the wave's path.
The Clear Waves button clears out any waves but does not
remove any walls or sources. The Clear Walls button
clears out walls without clearing out waves.
The Add Border button add walls all around the edge of the
screen, so the waves will be reflected at the edges of the screen.
If you don't put walls up, then the waves will just drift off
the edge of the screen.
These walls can be removed with the Clear Walls button;
or you can remove some of them with the mouse, if you set the
mouse popup to "Mouse = Edit Walls".
The Stopped checkbox stops the applet, in case you want to
take a closer look at something, or if you want to work on something
with the mouse without worrying about it changing out from under you.
The Alternate Rendering checkbox is used to speed up
rendering, but it actually slows things down on some machines.
(Internally, it uses the MemoryImageSource class instead of drawing
a bunch of rectangles.)
The Fixed Edges checkbox determines what happens when the
wave hits a wall. To simulate sound waves, this should
not be checked. To simulate electromagnetic waves or waves in a
membrane, this should be checked. If this box is unchecked, waves
will be reflected with no phase change (so, green wavefronts will
still be green when reflected). If it is checked, waves will be reflected
negatively (green wavefronts will be red when reflected).
Different types of waves have different boundary conditions when they
hit an obstacle, and that's what determines the behavior when a
wave is reflected.
A good example to illustrate this is a string. If you have a string
under tension, fixed at either end, then waves going in one direction
along the string will be reflected negatively when it hits the end of
the string, because the
two wavefronts (incident and reflected) have to add up to zero at
the end of the string. If the end of the string is allowed to move
freely up and down, then a wave will be reflected positively when
it hits the end of the string, because the wavefronts no longer have
to add up to zero at the edge. A similar argument applies to the
two-dimensional case.
The Setup popup can be used to view some interesting
pre-defined experiments. Once an experiment is selected,
you may modify it all you want. The choices are:
- Basic: this is just a single source emitting circular waves.
- Single Slit: this demonstrates diffraction of waves
travelling through a slit.
- Double Slit: this demonstrates diffraction of waves
travelling through a double slit.
- Obstacle: this demonstrates diffraction of waves
travelling around an obstacle.
- Out of Phase: this demonstrates interference between
two sources out of phase.
- Big 1x1 Mode: this creates a small box
with a standing wave
in its normal mode of oscillation.
The inside of the box
changes color with a simple time dependence with
no left-right or up-down motion.
- 1x1 Modes: this creates several small boxes of different
sizes in their
fundamental modes. If you cut out the right side of one of the
boxes and turn up the brightness you can see waves coming out of the
box at its resonant frequency.
- 1xN Modes: this creates several small boxes in other
normal modes.
- NxN Modes: this creates several small boxes in other
normal modes.
- 1xN Mode Combos: this creates several small boxes,
each of which has a combination of two random 1xN modes.
- Beats: this creates two sources close together with
different frequencies. Because the frequencies are close but not
exactly the same, you will see black lines of interference or "beats".
- Slow Medium: in this demonstration, the area below the blue
line has a different refractive index, so that waves move slower through
that area. As a result, waves hitting the the blue region will be partially
reflected and partially transmitted.
Waves travel through the blue region at half the speed as they
travel through the black region, so the blue region has a refractive
index of 2. As a comparison, most common types of glass have
a refractive index anywhere from 1.46 to 1.96.
- Refraction: this creates a blue region similar to the
last setup, but shows short pulses hitting it at an angle so you can
see the waves being reflected and refracted.
- Internal Reflection: this creates a blue region similar to the
last setup, but shows short pulses hitting it at an angle from inside
the blue region. The angle is such that none of the main part
of the wave is transmitted; this is called total internal reflection.
You will see some activity in the blue area; this is partly because the
top part of the wave is rounded instead of being a plane, so that
it hits the interface at a different angle (it goes up from the
source instead of diagonally). This part is transmitted, but the
plane part going diagonally is reflected. But, even for the part of
the wave that is reflected, you will a portion of the wave
travelling along the interface between the blue and black area;
but it will not propagate into the black area.
- Zone Plate (Even):
This creates a zone plate, which uses diffraction to focus light.
- Zone Plate (Odd):
This creates another zone plate which is similar to the previous one,
but has opaque areas made
transparent and vice versa. It also focuses light.
- Circle:
This creates a circular area with a source at the center.
Pulses will travel outward and will then be reflected back
to the center.
- Ellipse:
This creates a circular area with a source at one focus.
Pulses will converge at the other focus.
- Resonant Cavities:
This creates a series of rectangular cavities being driven by
a plane wave from above. As you change the frequency you will
see the response of each cavity change. Each cavity has a different
resonant frequency so it will respond differently. After changing
the frequency you may want to wait a bit for things to settle down.
- Horn:
The interesting thing about an exponential horn is it acts as a high-pass
filter. Low-frequency sound waves do not travel through it as well
as high-frequency waves. Try modifying the frequency to test this.
- Parabolic Mirror 1:
This shows a parabola with a source at the focus. The parabola
direct the waves upward as plane waves (except at the edges where
the waves don't look planar; if we extended the parabola further
it would fix this).
- Parabolic Mirror 2:
This shows a parabola with plane waves coming from above.
They converge at the focus.
- Sound Duct:
This shows a duct with sound waves travelling through it.
When they get to the end, they are partially reflected,
even through there is nothing there for them to bounce off of.
This shows that waves are partially reflected by any discontinuity.
- Low-pass filter:
This shows an acoustic low-pass filter. Low-frequency waves
travel through it more easily than high-frequency waves, as you
can very by experimenting.
However there are a few higher frequencies which will pass easily.
If you follow the link you can take a look at the frequency response curve.
- Planar convex lens:
This shows a lens made out of a glasslike material. It focuses
plane waves. Unfortunately the lens is pretty small compared to
the wavelength of light so it won't focus the light as well as it
would in real life. This lens is only a dozen or so wavelengths
wide. The range of
visible light wavelengths is 400 to 700 nanometers, so obviously
a real lens is much larger compared to a wavelength and so will
focus better without running into diffraction effects.
- Biconvex lens:
This shows another lens. It takes line
coming from a point source and focuses it at another point.
- Planar Concave Lens:
This shows a lens that takes plane waves and spreads them out.
- Circular Prism:
This shows a round prism made out of a dense material.
- Right-Angle Prism:
This shows a prism that takes waves travelling down and points them
to the right.
- Porro Prism:
This shows a prism that takes waves travelling down and points them up.
Obviously in real life it would do this at light speed.
- Scattering:
This shows a plane wave being scattered by a point particle.
- Lloyd's Mirror:
This shows an interferometer which consists of a point source
close to a mirror (at the bottom of the window).
The waves coming from the source interfere with the waves coming
from its mirror image.
The Source popup controls the wave sources. It has the
following settings:
-
No Sources: there will be no source of new wave motion except
for waves you create with the mouse.
-
1 Src, 1 Freq: there will
be a single source of sinusoidal waves at a single frequency
(set using the Source Frequency slider). This source can be
dragged anywhere on the screen with the mouse.
-
1 Src, 2 Freq: the source will be emitting
two waves, at separate frequencies. The first frequency is set
using the Source Frequency slider, and the second frequency
is set using 2nd Frequency.
- 2 Src, 1 Freq: two sources will be created,
both at the same frequency. But you can select the phase difference
using the Phase Difference slider. If the slider is all the
way to the left, the sources will be in phase; if it is all the
way to the right, the sources will be 180 degrees out of phase.
(The top one will be green while the bottom one is red, and vice versa.)
- 2 Src, 2 Freq: the two sources will be at
different frequencies. The Source 2 Frequency slider can be
used to set the second one's frequency.
- 3 Src, 1 Freq or 4 Src, 1 Freq:
3 or 4 sources will be created, all at the same frequency.
- 1 Src, 1 Freq (Square): the source will emit
a square wave. This works best at low freqencies; at high frequencies
it is hard to tell it from a sine wave.
- 1 Src, 1 Freq (Pulse): the source will emit
green pulses periodically.
- 1 Moving Src: the source will move, thereby demonstrating
the Doppler effect. The speed can be controlled with the
Source Speed slider.
- x Plane Src, y Freq: the source(s) will emit plane waves
rather than circular waves. The location and direction of the
plane wave can be modified by dragging one or both of the two
blue circles. If the blue circles are located at the edge of
the screen, the plane is extended offscreen; otherwise it is not.
If it is not extended offscreen it is finite
and so is not a true plane wave, strictly speaking.
- 1 Plane 1 Freq (Pulse): the source will emit
plane wave pulses.
The Mouse popup controls what happens when the mouse is
clicked. If the popup is set to Mouse = Edit Wave, then a
green or red area is drawn on the screen. When the mouse is
released, this will create a circular wave centered at that point.
If the popup is set to Mouse = Edit Wall, then clicking on a
point will create a wall there which will reflect waves. Clicking on
a wall will erase it.
If the popup is set to Mouse = Edit Medium, then clicking on a
point will create (or remove) an area which has a higher refractive index
than the surrounding area, so that waves will move slower through it.
This area will be shown in blue.
If the popup is set to Mouse = Hold Wave, then if you click on
a point and hold the mouse down, it will create a green
area on the screen which will persist as long as the mouse is down.
This will cause the surrounding area to also be green. For sound waves,
this is like adding air at that point;
it puts more pressure on the surrounding area. If you click on a
green area instead, it will turn it red.
The Simulation Speed slider controls how far the waves move
between frames. If you slide this to the left, the applet will go
faster but the motion will be choppier.
The Resolution slider allows you to speed up or slow down the
applet by adjusting the resolution; a higher resolution is slower
but looks better.
The Damping slider controls how quickly waves die out after
they are emitted from a source. If you slide this to the right, waves will
die out more quickly.
The Brightness slider controls the brightness, just like on a
TV set. This can be used to view faint waves more easily.
Now a list of some of the many types of waves simulated by this
applet. (Actually the applet only simulates two basic types of waves,
but you can interpret the waves as being many different types.)
- Sound waves are longitudinal waves in air or other fluids.
The green areas are high pressure, and the red areas are low pressure.
To simulate sound waves, the "Fixed Edges" checkbox should be unchecked.
On my computer, at the default settings,
a wave takes about four seconds to travel across the screen.
In real life, at typical temperatures, sound waves travel about
340 meters/second or about 1100 feet/sec (760 mph).
A wave with a frequency of 440 Hz
(the A above middle C) has a wavelength of
about 77 cm (2.5 feet). At the default frequency
setting in this applet, the screen is about three wavelengths across.
If the default wave in the applet were a real 440 Hz wave, that would mean
the screen would be 2.3 meters wide (or 7.5 feet wide) and the wave would
take 7 milliseconds to go that distance. The possible settings for the
frequency in this applet would range from 88 Hz (close to the second F below
middle C) to 2640 Hz (the highest E on a piano). The range of
frequencies that can be heard by humans is 20 to 20,000 Hz.
- Compression waves are longitudinal waves in solids.
These are similar to sound waves. This applet does not simulate
any of the dispersive effects that would occur in a real solid.
The green areas are high compression, and the red areas are low compression.
The "Fixed Edges" checkbox should be unchecked.
- Water waves
are actually far more complicated than the
simplified wave model used by this applet. But if we ignore effects
like dispersion (which is very significant for water waves)
and keep the amplitude of the waves small, we can
pretend that the waves represent water waves.
The green areas are where the water is high,
and the red areas are where it is low.
To simulate water waves, the "Fixed Edges" checkbox should be unchecked,
because there are no constraints on what the water level should be at the
edge of the water.
- A membrane is a thin elastic substance under tension,
like a sheet or a square drum head. The green areas are where the sheet
is higher than the edges, and the red areas are where the sheet is
lower. The edges are at a fixed level,
so the "Fixed Edges" checkbox must be checked.
- Electromagnetic waves are radiation produced by electric
and magnetic fields. Light, radio waves, and microwaves are all
electromagnetic waves. The green areas are where the electric
field is in the positive z direction, and the red areas are where
the electric field is in the negative z direction. The magnetic
field is not shown. The "Fixed Edges" checkbox should be checked to properly
simulate electromagnetic waves.
On my computer, at the default settings,
a wave takes about four seconds to travel across the screen.
In real life, at typical temperatures, electromagnetic waves travel at
about 300 million meters/second or about 186,000 mph.
Green light has a wavelength of around 500 nanometers.
At the default frequency
setting in this applet, the screen is about three wavelengths across.
So if the default wave in the applet were really green light, that would mean
the screen would be 1.5 micrometers across and the wave would
take 5 femtoseconds (5 billionths of a millionth of a second) to go that
distance. The possible settings for the
frequency in this applet would range from 2500 nanometers (which is
in the infrared range)
to 83 nanometers (in the ultraviolet range).
The range of
visible light wavelengths is 400 to 700 nanometers.
Alternatively, we could think of the default waves as AM radio waves,
the wavelength would be about 300 meters (328 yards) long. In that
case the screen represents an area about 900 meters (about 1/2 mile) wide.