Animate a pendulum

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Capture of the Oz version.
Task
Animate a pendulum
You are encouraged to solve this task according to the task description, using any language you may know.

One good way of making an animation is by simulating a physical system and illustrating the variables in that system using a dynamically changing graphical display. The classic such physical system is a simple gravity pendulum.

For this task, create a simple physical model of a pendulum and animate it.


Contents

[edit] C/C++

Library: SDL

Library: Cairo

#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <math.h>
#include <cairo.h>
#include <SDL.h>
 
#define WIDTH 320.0
#define HEIGHT 240.0
 
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
 
const double L = HEIGHT*150.0/200.0; // length
double theta = M_PI/4.0;
double dtheta = 0.0;
int homeX = WIDTH / 2;
int homeY = HEIGHT*25.0/200.0;
 
static uint32_t update_anim(uint32_t iv, void *p)
{
double scaling = 30.0 / (L*L); // this seems better for this impl.
 
double firstDDtheta = -sin(theta) * scaling;
double midDtheta = dtheta + firstDDtheta;
double midtheta = theta + (dtheta + midDtheta)/2.0;
 
double midDDtheta = -sin(midtheta) * scaling;
midDtheta = dtheta + (firstDDtheta + midDDtheta)/2.0;
midtheta = theta + (dtheta + midDtheta)/2.0;
 
midDDtheta = -sin(midtheta) * scaling;
double lastDtheta = midDtheta + midDDtheta;
double lasttheta = midtheta + (midDtheta + lastDtheta)/2.0;
 
double lastDDtheta = -sin(lasttheta) * scaling;
lastDtheta = midDtheta + (midDDtheta + lastDDtheta)/2.0;
lasttheta = midtheta + (midDtheta + lastDtheta)/2.0;
 
dtheta = lastDtheta;
theta = lasttheta;
 
return iv;
}
 
void show_pendulum(SDL_Surface *s)
{
cairo_surface_t *surf =
cairo_image_surface_create_for_data( s->pixels,
CAIRO_FORMAT_RGB24,
s->w, s->h, s->pitch);
 
cairo_t *ct = cairo_create(surf);
 
double x = homeX + L*sin(theta);
double y = homeY + L*cos(theta);
 
cairo_set_source_rgba(ct, 0, 0, 0, 1);
cairo_new_path(ct);
cairo_rectangle(ct, 0, 0, WIDTH, HEIGHT);
cairo_fill(ct);
 
cairo_set_source_rgba(ct, 1, 1, 1, 1);
 
// rod
cairo_new_path(ct);
cairo_move_to(ct, homeX, homeY);
cairo_line_to(ct, x, y);
cairo_stroke(ct);
 
cairo_set_source_rgba(ct, 1, 1, 0, 1);
 
// bob
cairo_new_path(ct);
cairo_move_to(ct, x, y);
cairo_arc(ct, x, y, 20.0, 0, 2*M_PI);
cairo_fill(ct);
 
cairo_set_source_rgba(ct, 0.7, 0.7, 0.7, 1);
 
// plate
cairo_new_path(ct);
cairo_move_to(ct, 0, homeY);
cairo_line_to(ct, WIDTH, homeY);
cairo_stroke(ct);
 
// pivot
cairo_new_path(ct);
cairo_move_to(ct, homeX, homeY);
cairo_arc(ct, homeX, homeY, 5.0, 0, 2*M_PI);
cairo_fill(ct);
 
cairo_surface_destroy(surf);
cairo_destroy(ct);
}
 
int main()
{
SDL_Surface *scr, *t;
SDL_Event event[1];
bool quit = false;
 
if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) >= 0 ) {
atexit(SDL_Quit);
if ( SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_DOUBLEBUF) != NULL ) {
 
scr = SDL_GetVideoSurface();
SDL_AddTimer(30, update_anim, NULL);
 
event->type = SDL_VIDEOEXPOSE;
SDL_PushEvent(event);
 
while(SDL_WaitEvent(event) && !quit) {
switch(event->type) {
case SDL_VIDEOEXPOSE:
while(SDL_LockSurface(scr) != 0) SDL_Delay(1);
 
show_pendulum(scr);
 
SDL_UnlockSurface(scr);
SDL_Flip(scr);
event->type = SDL_VIDEOEXPOSE;
SDL_PushEvent(event);
break;
case SDL_KEYDOWN:
if (event->key.keysym.sym == SDLK_q) quit = true;
break;
}
}
 
SDL_FreeSurface(scr);
}
}
 
return 0;
}

[edit] C#

Library: Windows Forms

Library: GDI (System.Drawing)

 
using System;
using System.Drawing;
using System.Windows.Forms;
 
class CSharpPendulum
{
Form _form;
Timer _timer;
 
double _angle = Math.PI / 2,
_angleAccel,
_angleVelocity = 0,
_dt = 0.1;
 
int _length = 50;
 
[STAThread]
static void Main()
{
var p = new CSharpPendulum();
}
 
public CSharpPendulum()
{
_form = new Form() { Text = "Pendulum", Width = 200, Height = 200 };
_timer = new Timer() { Interval = 30 };
 
_timer.Tick += delegate(object sender, EventArgs e)
{
int anchorX = (_form.Width / 2) - 12,
anchorY = _form.Height / 4,
ballX = anchorX + (int)(Math.Sin(_angle) * _length),
ballY = anchorY + (int)(Math.Cos(_angle) * _length);
 
_angleAccel = -9.81 / _length * Math.Sin(_angle);
_angleVelocity += _angleAccel * _dt;
_angle += _angleVelocity * _dt;
 
Bitmap dblBuffer = new Bitmap(_form.Width, _form.Height);
Graphics g = Graphics.FromImage(dblBuffer);
Graphics f = Graphics.FromHwnd(_form.Handle);
 
g.DrawLine(Pens.Black, new Point(anchorX, anchorY), new Point(ballX, ballY));
g.FillEllipse(Brushes.Black, anchorX - 3, anchorY - 4, 7, 7);
g.FillEllipse(Brushes.DarkGoldenrod, ballX - 7, ballY - 7, 14, 14);
 
f.Clear(Color.White);
f.DrawImage(dblBuffer, new Point(0, 0));
};
 
_timer.Start();
Application.Run(_form);
}
}
 


[edit] Clojure

Clojure solution using an atom and a separate rendering thread

Library: Swing Library: AWT

 
(ns pendulum
(:import
(javax.swing JFrame)
(java.awt Canvas Graphics Color)))
 
(def length 200)
(def width (* 2 (+ 50 length)))
(def height (* 3 (/ length 2)))
(def dt 0.1)
(def g 9.812)
(def k (- (/ g length)))
(def anchor-x (/ width 2))
(def anchor-y (/ height 8))
(def angle (atom (/ (Math/PI) 2)))
 
(defn draw [#^Canvas canvas angle]
(let [buffer (.getBufferStrategy canvas)
g (.getDrawGraphics buffer)
ball-x (+ anchor-x (* (Math/sin angle) length))
ball-y (+ anchor-y (* (Math/cos angle) length))]
(try
(doto g
(.setColor Color/BLACK)
(.fillRect 0 0 width height)
(.setColor Color/RED)
(.drawLine anchor-x anchor-y ball-x ball-y)
(.setColor Color/YELLOW)
(.fillOval (- anchor-x 3) (- anchor-y 4) 7 7)
(.fillOval (- ball-x 7) (- ball-y 7) 14 14))
(finally (.dispose g)))
(if-not (.contentsLost buffer)
(.show buffer)) ))
 
(defn start-renderer [canvas]
(->>
(fn [] (draw canvas @angle) (recur))
(new Thread)
(.start)))
 
(defn -main [& args]
(let [frame (JFrame. "Pendulum")
canvas (Canvas.)]
 
(doto frame
(.setSize width height)
(.setDefaultCloseOperation JFrame/EXIT_ON_CLOSE)
(.setResizable false)
(.add canvas)
(.setVisible true))
 
(doto canvas
(.createBufferStrategy 2)
(.setVisible true)
(.requestFocus))
 
(start-renderer canvas)
 
(loop [v 0]
(swap! angle #(+ % (* v dt)))
(Thread/sleep 15)
(recur (+ v (* k (Math/sin @angle) dt)))) ))
 
(-main)
 

[edit] E

Works with: E-on-Java (Uses Java Swing for GUI. The animation logic is independent, however.)

The angle θ of a pendulum with length L and acceleration due to gravity g with all its mass at the end and no friction/air resistance has an acceleration at any given moment of

\frac{d^2}{dt^2}\theta = -\frac{g}{L} \sin \theta

This simulation uses this formula directly, updating the velocity from the acceleration and the position from the velocity; inaccuracy results from the finite timestep.

The event flow works like this: The clock object created by the simulation steps the simulation on the specified in the interval. The simulation writes its output to angle, which is a Lamport slot which can notify of updates. The whenever set up by makeDisplayComponent listens for updates and triggers redrawing as long as interest has been expressed, which is done whenever the component actually redraws, which happens only if the component's window is still on screen. When the window is closed, additionally, the simulation itself is stopped and the application allowed to exit. (This logic is more general than necessary; it is designed to be suitable for a larger application as well.)

#!/usr/bin/env rune
pragma.syntax("0.9")
 
def pi := (-1.0).acos()
def makeEPainter := <unsafe:com.zooko.tray.makeEPainter>
def makeLamportSlot := <import:org.erights.e.elib.slot.makeLamportSlot>
def whenever := <import:org.erights.e.elib.slot.whenever>
def colors := <import:java.awt.makeColor>
 
# --------------------------------------------------------------
# --- Definitions
 
def makePendulumSim(length_m :float64,
gravity_mps2 :float64,
initialAngle_rad :float64,
timestep_ms :int) {
var velocity := 0
def &angle := makeLamportSlot(initialAngle_rad)
def k := -gravity_mps2/length_m
def timestep_s := timestep_ms / 1000
def clock := timer.every(timestep_ms, fn _ {
def acceleration := k * angle.sin()
velocity += acceleration * timestep_s
angle += velocity * timestep_s
})
return [clock, &angle]
}
 
def makeDisplayComponent(&angle) {
def c
def updater := whenever([&angle], fn { c.repaint() })
 
bind c := makeEPainter(def paintCallback {
to paintComponent(g) {
try {
def originX := c.getWidth() // 2
def originY := c.getHeight() // 2
def pendRadius := (originX.min(originY) * 0.95).round()
def ballRadius := (originX.min(originY) * 0.04).round()
def ballX := (originX + angle.sin() * pendRadius).round()
def ballY := (originY + angle.cos() * pendRadius).round()
 
g.setColor(colors.getWhite())
g.fillRect(0, 0, c.getWidth(), c.getHeight())
g.setColor(colors.getBlack())
 
g.fillOval(originX - 2, originY - 2, 4, 4)
g.drawLine(originX, originY, ballX, ballY)
g.fillOval(ballX - ballRadius, ballY - ballRadius, ballRadius * 2, ballRadius * 2)
 
updater[] # provoke interest provided that we did get drawn (window not closed)
} catch p {
stderr.println(`In paint callback: $p${p.eStack()}`)
}
}
})
 
c.setPreferredSize(<awt:makeDimension>(300, 300))
return c
}
 
# --------------------------------------------------------------
# --- Application setup
 
def [clock, &angle] := makePendulumSim(1, 9.80665, pi*99/100, 10)
 
# Initialize AWT, move to AWT event thread
when (currentVat.morphInto("awt")) -> {
 
# Create the window
def frame := <unsafe:javax.swing.makeJFrame>("Pendulum")
frame.setContentPane(def display := makeDisplayComponent(&angle))
frame.addWindowListener(def mainWindowListener {
to windowClosing(_) {
clock.stop()
interp.continueAtTop()
}
match _ {}
})
frame.setLocation(50, 50)
frame.pack()
 
# Start and become visible
frame.show()
clock.start()
}
 
interp.blockAtTop()

[edit] Factor

Approximation of the pendulum for small swings : theta = theta0 * cos(omega0 * t)

USING: accessors alarms arrays calendar colors.constants kernel
locals math math.constants math.functions math.rectangles
math.vectors opengl sequences system ui ui.gadgets ui.render ;
IN: pendulum
 
CONSTANT: g 9.81
CONSTANT: l 20
CONSTANT: theta0 0.5
 
: current-time ( -- time ) nano-count -9 10^ * ;
 
: T0 ( -- T0 ) 2 pi l g / sqrt * * ;
: omega0 ( -- omega0 ) 2 pi * T0 / ;
: theta ( -- theta ) current-time omega0 * cos theta0 * ;
 
: relative-xy ( theta l -- xy )
[ [ sin ] [ cos ] bi ]
[ [ * ] curry ] bi* bi@ 2array ;
: theta-to-xy ( origin theta l -- xy ) relative-xy v+ ;
 
TUPLE: pendulum-gadget < gadget alarm ;
 
: O ( gadget -- origin ) rect-bounds [ drop ] [ first 2 / ] bi* 0 2array ;
: window-l ( gadget -- l ) rect-bounds [ drop ] [ second ] bi* ;
: gadget-xy ( gadget -- xy ) [ O ] [ drop theta ] [ window-l ] tri theta-to-xy ;
 
M: pendulum-gadget draw-gadget*
COLOR: black gl-color
[ O ] [ gadget-xy ] bi gl-line ;
 
M:: pendulum-gadget graft* ( gadget -- )
[ gadget relayout-1 ]
20 milliseconds every gadget (>>alarm) ;
M: pendulum-gadget ungraft* alarm>> cancel-alarm ;
 
: <pendulum-gadget> ( -- gadget )
pendulum-gadget new
{ 500 500 } >>pref-dim ;
: pendulum-main ( -- )
[ <pendulum-gadget> "pendulum" open-window ] with-ui ;
MAIN: pendulum-main
 

[edit] F#

A nice application of F#'s support for units of measure.

open System
open System.Drawing
open System.Windows.Forms
 
// define units of measurement
[<Measure>] type m; // metres
[<Measure>] type s; // seconds
 
// a pendulum is represented as a record of physical quantities
type Pendulum =
{ length  : float<m>
gravity  : float<m/s^2>
velocity : float<m/s>
angle  : float
}
 
// calculate the next state of a pendulum
let next pendulum deltaT : Pendulum =
let k = -pendulum.gravity / pendulum.length
let acceleration = k * Math.Sin pendulum.angle * 1.0<m>
let newVelocity = pendulum.velocity + acceleration * deltaT
let newAngle = pendulum.angle + newVelocity * deltaT / 1.0<m>
{ pendulum with velocity = newVelocity; angle = newAngle }
 
// paint a pendulum (using hard-coded screen coordinates)
let paint pendulum (gr: System.Drawing.Graphics) =
let homeX = 160
let homeY = 50
let length = 140.0
// draw plate
gr.DrawLine( new Pen(Brushes.Gray, width=2.0f), 0, homeY, 320, homeY )
// draw pivot
gr.FillEllipse( Brushes.Gray, homeX-5, homeY-5, 10, 10 )
gr.DrawEllipse( new Pen(Brushes.Black), homeX-5, homeY-5, 10, 10 )
// draw the pendulum itself
let x = homeX + int( length * Math.Sin pendulum.angle )
let y = homeY + int( length * Math.Cos pendulum.angle )
// draw rod
gr.DrawLine( new Pen(Brushes.Black, width=3.0f), homeX, homeY, x, y )
// draw bob
gr.FillEllipse( Brushes.Yellow, x-15, y-15, 30, 30 )
gr.DrawEllipse( new Pen(Brushes.Black), x-15, y-15, 30, 30 )
 
// defines an operator "-?" that calculates the time from t2 to t1
// where t2 is optional
let (-?) (t1: DateTime) (t2: DateTime option) : float<s> =
match t2 with
| None -> 0.0<s> // only one timepoint given -> difference is 0
| Some t -> (t1 - t).TotalSeconds * 1.0<s>
 
// our main window is double-buffered form that reacts to paint events
type PendulumForm() as self =
inherit Form(Width=325, Height=240, Text="Pendulum")
let mutable pendulum = { length = 1.0<m>;
gravity = 9.81<m/s^2>
velocity = 0.0<m/s>
angle = Math.PI / 2.0
}
let mutable lastPaintedAt = None
let updateFreq = 0.01<s>
 
do self.DoubleBuffered <- true
self.Paint.Add( fun args ->
let now = DateTime.Now
let deltaT = now -? lastPaintedAt |> min 0.01<s>
lastPaintedAt <- Some now
 
pendulum <- next pendulum deltaT
 
let gr = args.Graphics
gr.Clear( Color.LightGray )
paint pendulum gr
 
// initiate a new paint event after a while (non-blocking)
async { do! Async.Sleep( int( 1000.0 * updateFreq / 1.0<s> ) )
self.Invalidate()
}
|> Async.Start
)
 
[<STAThread>]
Application.Run( new PendulumForm( Visible=true ) )

[edit] Haskell

Using Library: HGL from HackageDB

import Graphics.HGL.Draw.Monad (Graphic, )
import Graphics.HGL.Draw.Picture
import Graphics.HGL.Utils
import Graphics.HGL.Window
import Graphics.HGL.Run
 
import Control.Exception (bracket, )
import Control.Arrow
 
toInt = fromIntegral.round
 
pendulum = runGraphics $
bracket
(openWindowEx "Pendulum animation task" Nothing (600,400) DoubleBuffered (Just 30))
closeWindow
(\w -> mapM_ ((\ g -> setGraphic w g >> getWindowTick w).
(\ (x, y) -> overGraphic (line (300, 0) (x, y))
(ellipse (x - 12, y + 12) (x + 12, y - 12)) )) pts)
where
dt = 1/30
t = - pi/4
l = 1
g = 9.812
nextAVT (a,v,t) = (a', v', t + v' * dt) where
a' = - (g / l) * sin t
v' = v + a' * dt
pts = map (\(_,t,_) -> (toInt.(300+).(300*).cos &&& toInt. (300*).sin) (pi/2+0.6*t) )
$ iterate nextAVT (- (g / l) * sin t, t, 0)

Use (interpreter ghci):

*Main> pendulum

[edit] HicEst

DIFFEQ and the callback procedure pendulum numerically integrate the pendulum equation. The display window can be resized during the run, but for window width not equal to 2*height the pendulum rod becomes a rubber band instead:

REAL :: msec=10, Lrod=1, dBob=0.03, g=9.81, Theta(2), dTheta(2)
BobMargins = ALIAS(ls, rs, ts, bs) ! box margins to draw the bob
 
 
Theta = (1, 0) ! initial angle and velocity
start_t = TIME()
 
DO i = 1, 1E100 ! "forever"
end_t = TIME() ! to integrate in real-time sections:
DIFFEQ(Callback="pendulum", T=end_t, Y=Theta, DY=dTheta, T0=start_t)
xBob = (SIN(Theta(1)) + 1) / 2
yBob = COS(Theta(1)) - dBob
 
! create or clear window and draw pendulum bob at (xBob, yBob):
WINDOW(WIN=wh, LeftSpace=0, RightSpace=0, TopSpace=0, BottomSpace=0, Up=999)
BobMargins = (xBob-dBob, 1-xBob-dBob, yBob-dBob, 1-yBob-dBob)
WINDOW(WIN=wh, LeftSpace=ls, RightSpace=rs, TopSpace=ts, BottomSpace=bs)
WRITE(WIN=wh, DeCoRation='EL=4, BC=4') ! flooded red ellipse as bob
 
! draw the rod hanging from the center of the window:
WINDOW(WIN=wh, LeftSpace=0.5, TopSpace=0, RightSpace=rs+dBob)
WRITE(WIN=wh, DeCoRation='LI=0 0; 1 1, FC=4.02') ! red pendulum rod
 
SYSTEM(WAIT=msec)
start_t = end_t
ENDDO
 
END
 
SUBROUTINE pendulum ! Theta" = - (g/Lrod) * SIN(Theta)
dTheta(1) = Theta(2) ! Theta' = Theta(2) substitution
dTheta(2) = -g/Lrod*SIN(Theta(1)) ! Theta" = Theta(2)' = -g/Lrod*SIN(Theta(1))
END

[edit] J

require 'gl2 trig'
coinsert 'jgl2'
 
DT =: %30 NB. seconds
ANGLE=: 0.25p1 NB. radians
L =: 1 NB. metres
G =: 9.80665 NB. ms_2
VEL =: 0 NB. ms_1
 
PEND=: noun define
pc pend;pn "Pendulum";
xywh 0 0 320 200;cc isi isigraph rightmove bottommove;
pas 0 0;pcenter;
rem form end;
)
 
pend_run =: verb def ' wd PEND,'';pshow;timer '',":DT * 1000 '
pend_close =: verb def ' wd ''timer 0; pclose'' '
pend_isi_paint=: verb def ' drawPendulum ANGLE '
 
sys_timer_z_=: verb define
recalcAngle ''
wd 'psel pend; setinvalid isi'
)
 
recalcAngle=: verb define
accel=. - (G % L) * sin ANGLE
VEL =: VEL + accel * DT
ANGLE=: ANGLE + VEL * DT
)
 
drawPendulum=: verb define
width=. {. glqwh''
ps=. (-: width) , 40
pe=. ps + 280 <.@* (cos , sin) 0.5p1 + y NB. adjust orientation
glrgb 91 91 91
glbrush''
gllines ps , pe
glellipse (,~ ps - -:) 40 15
glellipse (,~ pe - -:) 20 20
glrect 0 0 ,width, 40
)
 
pend_run'' NB. run animation

[edit] Java

Library: Swing Library: AWT

import java.awt.*;
import javax.swing.*;
 
public class Pendulum extends JPanel implements Runnable {
 
private double angle = Math.PI / 2;
private int length;
 
public Pendulum(int length) {
this.length = length;
setDoubleBuffered(true);
}
 
@Override
public void paint(Graphics g) {
g.setColor(Color.WHITE);
g.fillRect(0, 0, getWidth(), getHeight());
g.setColor(Color.BLACK);
int anchorX = getWidth() / 2, anchorY = getHeight() / 4;
int ballX = anchorX + (int) (Math.sin(angle) * length);
int ballY = anchorY + (int) (Math.cos(angle) * length);
g.drawLine(anchorX, anchorY, ballX, ballY);
g.fillOval(anchorX - 3, anchorY - 4, 7, 7);
g.fillOval(ballX - 7, ballY - 7, 14, 14);
}
 
public void run() {
double angleAccel, angleVelocity = 0, dt = 0.1;
while (true) {
angleAccel = -9.81 / length * Math.sin(angle);
angleVelocity += angleAccel * dt;
angle += angleVelocity * dt;
repaint();
try { Thread.sleep(15); } catch (InterruptedException ex) {}
}
}
 
@Override
public Dimension getPreferredSize() {
return new Dimension(2 * length + 50, length / 2 * 3);
}
 
public static void main(String[] args) {
JFrame f = new JFrame("Pendulum");
Pendulum p = new Pendulum(200);
f.add(p);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.pack();
f.setVisible(true);
new Thread(p).start();
}
}

[edit] JavaScript + <canvas>

Translation of: E (plus gratuitous motion blur)

<html><head>
<title>Pendulum</title>
</head><body style="background: gray;">
 
<canvas id="canvas" width="600" height="600">
<p>Sorry, your browser does not support the &lt;canvas&gt; used to display the pendulum animation.</p>
</canvas>
<script>
function PendulumSim(length_m, gravity_mps2, initialAngle_rad, timestep_ms, callback) {
var velocity = 0;
var angle = initialAngle_rad;
var k = -gravity_mps2/length_m;
var timestep_s = timestep_ms / 1000;
return setInterval(function () {
var acceleration = k * Math.sin(angle);
velocity += acceleration * timestep_s;
angle += velocity * timestep_s;
callback(angle);
}, timestep_ms);
}
 
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var prev=0;
var sim = PendulumSim(1, 9.80665, Math.PI*99/100, 10, function (angle) {
var rPend = Math.min(canvas.width, canvas.height) * 0.47;
var rBall = Math.min(canvas.width, canvas.height) * 0.02;
var rBar = Math.min(canvas.width, canvas.height) * 0.005;
var ballX = Math.sin(angle) * rPend;
var ballY = Math.cos(angle) * rPend;
 
context.fillStyle = "rgba(255,255,255,0.51)";
context.globalCompositeOperation = "destination-out";
context.fillRect(0, 0, canvas.width, canvas.height);
 
context.fillStyle = "yellow";
context.strokeStyle = "rgba(0,0,0,"+Math.max(0,1-Math.abs(prev-angle)*10)+")";
context.globalCompositeOperation = "source-over";
 
context.save();
context.translate(canvas.width/2, canvas.height/2);
context.rotate(angle);
 
context.beginPath();
context.rect(-rBar, -rBar, rBar*2, rPend+rBar*2);
context.fill();
context.stroke();
 
context.beginPath();
context.arc(0, rPend, rBall, 0, Math.PI*2, false);
context.fill();
context.stroke();
context.restore();
prev=angle;
});
</script>
 
</body></html>

[edit] Logo

Works with: UCB Logo

make "angle 45
make "L 1
make "bob 10
 
to draw.pendulum
clearscreen
seth :angle+180 ; down on screen is 180
forward :L*100-:bob
penup
forward :bob
pendown
arc 360 :bob
end
 
make "G 9.80665
make "dt 1/30
make "acc 0
make "vel 0
 
to step.pendulum
make "acc -:G / :L * sin :angle
make "vel  :vel + :acc * :dt
make "angle :angle + :vel * :dt
wait :dt*60
draw.pendulum
end
 
hideturtle
until [key?] [step.pendulum]

[edit] MATLAB

pendulum.m

%This is a numerical simulation of a pendulum with a massless pivot arm.
 
%% User Defined Parameters
%Define external parameters
g = -9.8;
deltaTime = 1/50; %Decreasing this will increase simulation accuracy
endTime = 16;
 
%Define pendulum
rodPivotPoint = [2 2]; %rectangular coordinates
rodLength = 1;
mass = 1; %of the bob
radius = .2; %of the bob
theta = 45; %degrees, defines initial position of the bob
velocity = [0 0]; %cylindrical coordinates; first entry is radial velocity,
%second entry is angular velocity
 
%% Simulation
assert(radius < rodLength,'Pendulum bob radius must be less than the length of the rod.');
 
position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta)]); %in rectangular coordinates
 
%Generate graphics, render pendulum
figure;
axesHandle = gca;
xlim(axesHandle, [(rodPivotPoint(1) - rodLength - radius) (rodPivotPoint(1) + rodLength + radius)] );
ylim(axesHandle, [(rodPivotPoint(2) - rodLength - radius) (rodPivotPoint(2) + rodLength + radius)] );
 
rectHandle = rectangle('Position',[(position - radius/2) radius radius],...
'Curvature',[1,1],'FaceColor','g'); %Pendulum bob
hold on
plot(rodPivotPoint(1),rodPivotPoint(2),'^'); %pendulum pivot
lineHandle = line([rodPivotPoint(1) position(1)],...
[rodPivotPoint(2) position(2)]); %pendulum rod
hold off
 
%Run simulation, all calculations are performed in cylindrical coordinates
for time = (deltaTime:deltaTime:endTime)
 
drawnow; %Forces MATLAB to render the pendulum
 
%Find total force
gravitationalForceCylindrical = [mass*g*cosd(theta) mass*g*sind(theta)];
 
%This code is just incase you want to add more forces,e.g friction
totalForce = gravitationalForceCylindrical;
 
%If the rod isn't massless or is a spring, etc., modify this line
%accordingly
rodForce = [-totalForce(1) 0]; %cylindrical coordinates
 
totalForce = totalForce + rodForce;
 
acceleration = totalForce / mass; %F = ma
velocity = velocity + acceleration * deltaTime;
rodLength = rodLength + velocity(1) * deltaTime;
theta = theta + velocity(2) * deltaTime;
 
position = rodPivotPoint - (rodLength*[-sind(theta) cosd(theta)]);
 
%Update figure with new position info
set(rectHandle,'Position',[(position - radius/2) radius radius]);
set(lineHandle,'XData',[rodPivotPoint(1) position(1)],'YData',...
[rodPivotPoint(2) position(2)]);
 
end

[edit] Oz

Inspired by the E and Ruby versions.

declare
[QTk] = {Link ['x-oz://system/wp/QTk.ozf']}
 
Pi = 3.14159265
 
class PendulumModel
feat
K
attr
angle
velocity
 
meth init(length:L <= 1.0 %% meters
gravity:G <= 9.81 %% m/s²
initialAngle:A <= Pi/2.) %% radians
self.K = ~G / L
angle := A
velocity := 0.0
end
 
meth nextAngle(deltaT:DeltaTMS %% milliseconds
 ?Angle) %% radians
DeltaT = {Int.toFloat DeltaTMS} / 1000.0 %% seconds
Acceleration = self.K * {Sin @angle}
in
velocity := @velocity + Acceleration * DeltaT
angle := @angle + @velocity * DeltaT
Angle = @angle
end
end
 
%% Animates a pendulum on a given canvas.
class PendulumAnimation from Time.repeat
feat
Pend
Rod
Bob
home:pos(x:160 y:50)
length:140.0
delay
 
meth init(Pendulum Canvas delay:Delay <= 25) %% milliseconds
self.Pend = Pendulum
self.delay = Delay
%% plate and pivot
{Canvas create(line 0 self.home.y 320 self.home.y width:2 fill:grey50)}
{Canvas create(oval 155 self.home.y-5 165 self.home.y+5 fill:grey50 outline:black)}
%% the pendulum itself
self.Rod = {Canvas create(line 1 1 1 1 width:3 fill:black handle:$)}
self.Bob = {Canvas create(oval 1 1 2 2 fill:yellow outline:black handle:$)}
%%
{self setRepAll(action:Animate delay:Delay)}
end
 
meth Animate
Theta = {self.Pend nextAngle(deltaT:self.delay $)}
%% calculate x and y from angle
X = self.home.x + {Float.toInt self.length * {Sin Theta}}
Y = self.home.y + {Float.toInt self.length * {Cos Theta}}
in
%% update canvas
try
{self.Rod setCoords(self.home.x self.home.y X Y)}
{self.Bob setCoords(X-15 Y-15 X+15 Y+15)}
catch system(tk(alreadyClosed ...) ...) then skip end
end
end
 
Pendulum = {New PendulumModel init}
 
Canvas
GUI = td(title:"Pendulum"
canvas(width:320 height:210 handle:?Canvas)
action:proc {$} {Animation stop} {Window close} end
)
Window = {QTk.build GUI}
 
Animation = {New PendulumAnimation init(Pendulum Canvas)}
in
{Window show}
{Animation go}

[edit] PureBasic

If the code was part of a larger application it could be improved by specifying constants for the locations of image elements.

Procedure handleError(x, msg.s)
If Not x
MessageRequester("Error", msg)
End
EndIf
EndProcedure
 
#ScreenW = 320
#ScreenH = 210
handleError(OpenWindow(0, 0, 0, #ScreenW, #ScreenH, "Animated Pendulum", #PB_Window_SystemMenu), "Can't open window.")
handleError(InitSprite(), "Can't setup sprite display.")
handleError(OpenWindowedScreen(WindowID(0), 0, 0, #ScreenW, #ScreenH, 0, 0, 0), "Can't open screen.")
 
Enumeration ;sprites
#bob_spr
#ceiling_spr
#pivot_spr
EndEnumeration
 
TransparentSpriteColor(#PB_Default, RGB(255, 0, 255))
CreateSprite(#bob_spr, 32, 32)
StartDrawing(SpriteOutput(#bob_spr))
Box(0, 0, 32, 32, RGB(255, 0, 255))
Circle(16, 16, 15, RGB(253, 252, 3))
DrawingMode(#PB_2DDrawing_Outlined)
Circle(16, 16, 15, RGB(0, 0, 0))
StopDrawing()
 
CreateSprite(#pivot_spr, 10, 10)
StartDrawing(SpriteOutput(#pivot_spr))
Box(0, 0, 10, 10, RGB(255, 0, 255))
Circle(5, 5, 4, RGB(125, 125, 125))
DrawingMode(#PB_2DDrawing_Outlined)
Circle(5, 5, 4, RGB(0,0 , 0))
StopDrawing()
 
CreateSprite(#ceiling_spr,#ScreenW,2)
StartDrawing(SpriteOutput(#ceiling_spr))
Box(0,0,SpriteWidth(#ceiling_spr), SpriteHeight(#ceiling_spr), RGB(126, 126, 126))
StopDrawing()
 
Structure pendulum
length.d ; meters
constant.d ; -g/l
gravity.d ; m/s²
angle.d ; radians
velocity.d ; m/s
EndStructure
 
Procedure initPendulum(*pendulum.pendulum, length.d = 1.0, gravity.d = 9.81, initialAngle.d = #PI / 2)
With *pendulum
\length = length
\gravity = gravity
\angle = initialAngle
\constant = -gravity / length
\velocity = 0.0
EndWith
EndProcedure
 
 
Procedure updatePendulum(*pendulum.pendulum, deltaTime.d)
deltaTime = deltaTime / 1000.0 ;ms
Protected acceleration.d = *pendulum\constant * Sin(*pendulum\angle)
*pendulum\velocity + acceleration * deltaTime
*pendulum\angle + *pendulum\velocity * deltaTime
EndProcedure
 
Procedure drawBackground()
ClearScreen(RGB(190,190,190))
;draw ceiling
DisplaySprite(#ceiling_spr, 0, 47)
;draw pivot
DisplayTransparentSprite(#pivot_spr, 154,43) ;origin in upper-left
EndProcedure
 
Procedure drawPendulum(*pendulum.pendulum)
;draw rod
Protected x = *pendulum\length * 140 * Sin(*pendulum\angle) ;scale = 1 m/140 pixels
Protected y = *pendulum\length * 140 * Cos(*pendulum\angle)
StartDrawing(ScreenOutput())
LineXY(154 + 5,43 + 5, 154 + 5 + x, 43 + 5 + y) ;draw from pivot-center to bob-center, adjusting for origins
StopDrawing()
 
;draw bob
DisplayTransparentSprite(#bob_spr, 154 + 5 - 16 + x, 43 + 5 - 16 + y) ;adj for origin in upper-left
EndProcedure
 
Define pendulum.pendulum, event
initPendulum(pendulum)
drawPendulum(pendulum)
 
AddWindowTimer(0, 1, 50)
Repeat
event = WindowEvent()
Select event
Case #pb_event_timer
drawBackground()
Select EventTimer()
Case 1
updatePendulum(pendulum, 50)
drawPendulum(pendulum)
EndSelect
FlipBuffers()
Case #PB_Event_CloseWindow
Break
EndSelect
ForEver

[edit] Python

Library: pygame

Translation of: C

import pygame, sys
from pygame.locals import *
from math import sin, cos, radians
 
pygame.init()
 
WINDOWSIZE = 250
TIMETICK = 100
BOBSIZE = 15
 
window = pygame.display.set_mode((WINDOWSIZE, WINDOWSIZE))
pygame.display.set_caption("Pendulum")
 
screen = pygame.display.get_surface()
screen.fill((255,255,255))
 
PIVOT = (WINDOWSIZE/2, WINDOWSIZE/10)
SWINGLENGTH = PIVOT[1]*4
 
class BobMass(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.theta = 45
self.dtheta = 0
self.rect = pygame.Rect(PIVOT[0]-SWINGLENGTH*cos(radians(self.theta)),
PIVOT[1]+SWINGLENGTH*sin(radians(self.theta)),
1,1)
self.draw()
 
def recomputeAngle(self):
scaling = 3000.0/(SWINGLENGTH**2)
 
firstDDtheta = -sin(radians(self.theta))*scaling
midDtheta = self.dtheta + firstDDtheta
midtheta = self.theta + (self.dtheta + midDtheta)/2.0
 
midDDtheta = -sin(radians(midtheta))*scaling
midDtheta = self.dtheta + (firstDDtheta + midDDtheta)/2
midtheta = self.theta + (self.dtheta + midDtheta)/2
 
midDDtheta = -sin(radians(midtheta)) * scaling
lastDtheta = midDtheta + midDDtheta
lasttheta = midtheta + (midDtheta + lastDtheta)/2.0
 
lastDDtheta = -sin(radians(lasttheta)) * scaling
lastDtheta = midDtheta + (midDDtheta + lastDDtheta)/2.0
lasttheta = midtheta + (midDtheta + lastDtheta)/2.0
 
self.dtheta = lastDtheta
self.theta = lasttheta
self.rect = pygame.Rect(PIVOT[0]-
SWINGLENGTH*sin(radians(self.theta)),
PIVOT[1]+
SWINGLENGTH*cos(radians(self.theta)),1,1)
 
 
def draw(self):
pygame.draw.circle(screen, (0,0,0), PIVOT, 5, 0)
pygame.draw.circle(screen, (0,0,0), self.rect.center, BOBSIZE, 0)
pygame.draw.aaline(screen, (0,0,0), PIVOT, self.rect.center)
pygame.draw.line(screen, (0,0,0), (0, PIVOT[1]), (WINDOWSIZE, PIVOT[1]))
 
def update(self):
self.recomputeAngle()
screen.fill((255,255,255))
self.draw()
 
bob = BobMass()
 
TICK = USEREVENT + 2
pygame.time.set_timer(TICK, TIMETICK)
 
def input(events):
for event in events:
if event.type == QUIT:
sys.exit(0)
elif event.type == TICK:
bob.update()
 
while True:
input(pygame.event.get())
pygame.display.flip()

[edit] Ruby

Library: Ruby/Tk

Translation of: Tcl

This does not have the window resizing handling that Tcl does -- I did not spend enough time in the docs to figure out how to get the new window size out of the configuration event. Of interest when running this pendulum side-by-side with the Tcl one: the Tcl pendulum swings noticibly faster.

require 'tk'
 
$root = TkRoot.new("title" => "Pendulum Animation")
$canvas = TkCanvas.new($root) do
width 320
height 200
create TkcLine, 0,25,320,25, 'tags' => 'plate', 'width' => 2, 'fill' => 'grey50'
create TkcOval, 155,20,165,30, 'tags' => 'pivot', 'outline' => "", 'fill' => 'grey50'
create TkcLine, 1,1,1,1, 'tags' => 'rod', 'width' => 3, 'fill' => 'black'
create TkcOval, 1,1,2,2, 'tags' => 'bob', 'outline' => 'black', 'fill' => 'yellow'
end
$canvas.raise('pivot')
$canvas.pack('fill' => 'both', 'expand' => true)
 
$Theta = 45.0
$dTheta = 0.0
$length = 150
$homeX = 160
$homeY = 25
 
def show_pendulum
angle = $Theta * Math::PI / 180
x = $homeX + $length * Math.sin(angle)
y = $homeY + $length * Math.cos(angle)
$canvas.coords('rod', $homeX, $homeY, x, y)
$canvas.coords('bob', x-15, y-15, x+15, y+15)
end
 
def recompute_angle
scaling = 3000.0 / ($length ** 2)
# first estimate
firstDDTheta = -Math.sin($Theta * Math::PI / 180) * scaling
midDTheta = $dTheta + firstDDTheta
midTheta = $Theta + ($dTheta + midDTheta)/2
# second estimate
midDDTheta = -Math.sin(midTheta * Math::PI / 180) * scaling
midDTheta = $dTheta + (firstDDTheta + midDDTheta)/2
midTheta = $Theta + ($dTheta + midDTheta)/2
# again, first
midDDTheta = -Math.sin(midTheta * Math::PI / 180) * scaling
lastDTheta = midDTheta + midDDTheta
lastTheta = midTheta + (midDTheta + lastDTheta)/2
# again, second
lastDDTheta = -Math.sin(lastTheta * Math::PI/180) * scaling
lastDTheta = midDTheta + (midDDTheta + lastDDTheta)/2
lastTheta = midTheta + (midDTheta + lastDTheta)/2
# Now put the values back in our globals
$dTheta = lastDTheta
$Theta = lastTheta
end
 
def animate
recompute_angle
show_pendulum
$after_id = $root.after(15) {animate}
end
 
show_pendulum
$after_id = $root.after(500) {animate}
 
$canvas.bind('<Destroy>') {$root.after_cancel($after_id)}
 
Tk.mainloop

[edit] Scheme

Library: Scheme/PsTk

Translation of: Ruby

This is a direct translation of the Ruby/Tk example into Scheme + PS/Tk.

#!r6rs
 
;;; R6RS implementation of Pendulum Animation
 
(import (rnrs)
(lib pstk main) ; change this for your pstk installation
)
 
(define PI 3.14159)
(define *conv-radians* (/ PI 180))
(define *theta* 45.0)
(define *d-theta* 0.0)
(define *length* 150)
(define *home-x* 160)
(define *home-y* 25)
 
;;; estimates new angle of pendulum
(define (recompute-angle)
(define (avg a b) (/ (+ a b) 2))
(let* ((scaling (/ 3000.0 (* *length* *length*)))
; first estimate
(first-dd-theta (- (* (sin (* *theta* *conv-radians*)) scaling)))
(mid-d-theta (+ *d-theta* first-dd-theta))
(mid-theta (+ *theta* (avg *d-theta* mid-d-theta)))
; second estimate
(mid-dd-theta (- (* (sin (* mid-theta *conv-radians*)) scaling)))
(mid-d-theta-2 (+ *d-theta* (avg first-dd-theta mid-dd-theta)))
(mid-theta-2 (+ *theta* (avg *d-theta* mid-d-theta-2)))
; again first
(mid-dd-theta-2 (- (* (sin (* mid-theta-2 *conv-radians*)) scaling)))
(last-d-theta (+ mid-d-theta-2 mid-dd-theta-2))
(last-theta (+ mid-theta-2 (avg mid-d-theta-2 last-d-theta)))
; again second
(last-dd-theta (- (* (sin (* last-theta *conv-radians*)) scaling)))
(last-d-theta-2 (+ mid-d-theta-2 (avg mid-dd-theta-2 last-dd-theta)))
(last-theta-2 (+ mid-theta-2 (avg mid-d-theta-2 last-d-theta-2))))
; put values back in globals
(set! *d-theta* last-d-theta-2)
(set! *theta* last-theta-2)))
 
;;; The main event loop and graphics context
(let ((tk (tk-start)))
(tk/wm 'title tk "Pendulum Animation")
(let ((canvas (tk 'create-widget 'canvas)))
 
;;; redraw the pendulum on canvas
;;; - uses angle and length to compute new (x,y) position of bob
(define (show-pendulum canvas)
(let* ((pendulum-angle (* *conv-radians* *theta*))
(x (+ *home-x* (* *length* (sin pendulum-angle))))
(y (+ *home-y* (* *length* (cos pendulum-angle)))))
(canvas 'coords 'rod *home-x* *home-y* x y)
(canvas 'coords 'bob (- x 15) (- y 15) (+ x 15) (+ y 15))))
 
;;; move the pendulum and repeat after 20ms
(define (animate)
(recompute-angle)
(show-pendulum canvas)
(tk/after 20 animate))
 
;; layout the canvas
(tk/grid canvas 'column: 0 'row: 0)
(canvas 'create 'line 0 25 320 25 'tags: 'plate 'width: 2 'fill: 'grey50)
(canvas 'create 'oval 155 20 165 30 'tags: 'pivot 'outline: "" 'fill: 'grey50)
(canvas 'create 'line 1 1 1 1 'tags: 'rod 'width: 3 'fill: 'black)
(canvas 'create 'oval 1 1 2 2 'tags: 'bob 'outline: 'black 'fill: 'yellow)
 
;; get everything started
(show-pendulum canvas)
(tk/after 500 animate)
(tk-event-loop tk)))
 

[edit] Tcl

Works with: Tcl version 8.5 and Library: Tk

package require Tcl 8.5
package require Tk
 
# Make the graphical entities
pack [canvas .c -width 320 -height 200] -fill both -expand 1
.c create line 0 25 320 25 -width 2 -fill grey50 -tags plate
.c create line 1 1 1 1 -tags rod -width 3 -fill black
.c create oval 1 1 2 2 -tags bob -fill yellow -outline black
.c create oval 155 20 165 30 -fill grey50 -outline {} -tags pivot
 
# Set some vars
set points {}
set Theta 45.0
set dTheta 0.0
set pi 3.1415926535897933
set length 150
set homeX 160
 
# How to respond to a changing in size of the window
proc resized {width} {
global homeX
.c coords plate 0 25 $width 25
set homeX [expr {$width / 2}]
.c coords pivot [expr {$homeX-5}] 20 [expr {$homeX+5}] 30
showPendulum
}
 
# How to actually arrange the pendulum, mapping the model to the display
proc showPendulum {} {
global Theta dTheta pi length homeX
set angle [expr {$Theta * $pi/180}]
set x [expr {$homeX + $length*sin($angle)}]
set y [expr {25 + $length*cos($angle)}]
.c coords rod $homeX 25 $x $y
.c coords bob [expr {$x-15}] [expr {$y-15}] [expr {$x+15}] [expr {$y+15}]
}
 
# The dynamic part of the display
proc recomputeAngle {} {
global Theta dTheta pi length
set scaling [expr {3000.0/$length**2}]
 
# first estimate
set firstDDTheta [expr {-sin($Theta * $pi/180)*$scaling}]
set midDTheta [expr {$dTheta + $firstDDTheta}]
set midTheta [expr {$Theta + ($dTheta + $midDTheta)/2}]
# second estimate
set midDDTheta [expr {-sin($midTheta * $pi/180)*$scaling}]
set midDTheta [expr {$dTheta + ($firstDDTheta + $midDDTheta)/2}]
set midTheta [expr {$Theta + ($dTheta + $midDTheta)/2}]
# Now we do a double-estimate approach for getting the final value
# first estimate
set midDDTheta [expr {-sin($midTheta * $pi/180)*$scaling}]
set lastDTheta [expr {$midDTheta + $midDDTheta}]
set lastTheta [expr {$midTheta + ($midDTheta + $lastDTheta)/2}]
# second estimate
set lastDDTheta [expr {-sin($lastTheta * $pi/180)*$scaling}]
set lastDTheta [expr {$midDTheta + ($midDDTheta + $lastDDTheta)/2}]
set lastTheta [expr {$midTheta + ($midDTheta + $lastDTheta)/2}]
# Now put the values back in our globals
set dTheta $lastDTheta
set Theta $lastTheta
}
 
# Run the animation by updating the physical model then the display
proc animate {} {
global animation
 
recomputeAngle
showPendulum
 
# Reschedule
set animation [after 15 animate]
}
set animation [after 500 animate]; # Extra initial delay is visually pleasing
 
# Callback to handle resizing of the canvas
bind .c <Configure> {resized %w}
# Callback to stop the animation cleanly when the GUI goes away
bind .c <Destroy> {after cancel $animation}
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