Haskell, Vectors and Simple Mechanics – part 4.

I think this post will wrap up the series on Vectors and Simple Mechanics and we’ll look at Simple Harmonic Motion (SHM) and compare the numerical solutions to SHM using the naive step function from the previous post – aka the ‘Euler‘ step and the more accurate ‘Euler-Cromer‘ method. Here’s the Euler Step from last time.

a very simple change to the above yields the ‘Euler-Cromer‘ step where the ‘new velocity‘ rather than the ‘old‘ is used to determine the ‘new‘ position.

These two functions have the same signature, Accnf -> Float -> State -> State which allows us to generalise a solution based Read More

Haskell, Vectors and Simple Mechanics – part 3.

In this post we’ll continue the previous one about vectors and take a look at calculating the path of a projectile and rendering that path to the screen. Imagine a single particle in three dimensional space, we can characterise a state for it as its position and velocity at some instant in time. type State = (Time, Displacement, Velocity) From basic mechanics and Newtons laws we know that if no forces act on it then not a lot happens really! Time will increase and depending on your point of view, not much else will change. However, if some forces are acting then things become more Read More

Haskell, Vectors and Simple Mechanics – part 2.

Here we will continue the previous ideas about vectors and take a look at basic rendering of Vectors – for which we will use the Haskell Gloss package at https://hackage.haskell.org/package/gloss Gloss claims that “Gloss hides the pain of drawing simple vector graphics behind a nice data type and a few display functions. Gloss uses OpenGL under the hood, but you won’t need to worry about any of that. Get something cool on the screen in under 10 minutes.” and to be fair I found it very easy to use but not without problems when installing. However I believe these problems Read More

Haskell, Vectors and Simple Mechanics – part 1.

I like vectors! A long time ago my maths teacher introduced me to them and I just like the way three numbers (typically three) can express the notion of a position in space and combining these under different operations can produce other interesting properties. Just recently I found this paper Learn Physics by Programming in Haskell which gives a very interesting Haskell oriented discussion on vectors and their use in mechanical problems. Reading it has inspired me to create my own implementation of vectors, bore you all senseless with it and see where it goes. What I’d like to do Read More

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