globals [ clock ;; how much simulated time has passed so far tick-length ;; how much simulation will pass in this step box-edge ;; distance of box edge from axes colliding-particles sorted-colliding-particles colliding-particle-1 colliding-particle-2 colliding-pair original-tick-length last-view-update manage-view-updates? view-update-rate ;; specifies the minimum amount of simulation time that must ;; pass before the view is updated ] breeds [particles] particles-own [ speed mass ] ;;;;;;;;;;;;;;;; to setup ca set-default-shape particles "circle" set clock 0 set manage-view-updates? true set view-update-rate 0.2 set box-edge (screen-edge-x - 1) make-box make-shooter make-particles ;; set variable tick length based on fastest particle. If the fastest particle has a speed of 1, ;; then tick-length is 1. If the fastest particles has a speed of 10, then tick-length is 1/10. set tick-length (1 / (ceiling max values-from particles [speed])) set original-tick-length tick-length end to go set colliding-particles [] ask particles [without-interruption [check-for-wall-collision]] ask particles [without-interruption [check-for-particle-collision ]] sort-collisions ask particles [ jump speed * tick-length ] if colliding-particles != [] [collide-winners] set clock clock + tick-length ;; flag that updates display only after enough simulation time has passed. ;; the display-update-rate sets the minimum simulation time that must pass ;; before updating the display. This avoids many redisplays of the view for ;; a series of small time steps in the simulation (which would make the view show ;; what looks like particles slowing down as they get near multiple collision points) if manage-view-updates? [ if (clock - last-view-update) > view-update-rate [ display set last-view-update clock ] ] end to-report convert-heading-x [heading-angle] report sin heading-angle end to-report convert-heading-y [heading-angle] report cos heading-angle end to check-for-particle-collision ;; check-for-particle-collision is a particle procedure that determines the time it takes to the collision between ;; two particles (if one exists). It solves for the time by representing the equations of motion for ;; distance, velocity, and time in a quadratic equation of the vector components of the relative velocities ;; and changes in position between the two particles and solves for the time until the next collision let my-x xcor let my-y ycor let my-particle-size size let my-x-speed (speed * convert-heading-x heading) let my-y-speed (speed * convert-heading-y heading) ;; ask particles to check for a collision with that are in the set of particles lower in who # then myself ;; this ensures that check-for-particle-collision only happens once for a pair of particles ask particles with [( (self != myself) and (who < who-of myself) )] [ without-interruption [ let dpx (xcor - my-x) ;; relative distance between particles in the x direction let dpy (ycor - my-y) ;; relative distance between particles in the y direction let x-speed (speed * convert-heading-x heading) ;; speed of other particle in the x direction let y-speed (speed * convert-heading-y heading) ;; speed of other particle in the x direction let dvx (x-speed - my-x-speed) ;; relative speed difference between particles in the x direction let dvy (y-speed - my-y-speed) ;; relative speed difference between particles in the y direction let sum-r (((my-particle-size) / 2 ) + ((size-of self) / 2 )) ;; sum of both particle radii ;; To figure out what the difference in position (P1) between two particles at a future time (t) would be, ;; one would need to know the current difference in position (P0) between the two particles ;; and the current difference in the velocity (V0) between of the two particles. ;; The equation that represents the relationship would be: P1 = P0 + t * V0 ;; we want find when in time (t), P1 would be equal to the sum of both the particle's radii (sum-r). ;; When P1 is equal to is equal to sum-r, the particles will just be touching each other at ;; their edges (a single point of contact). ;; Therefore we are looking for when: sum-r = P0 + t * V0 ;; This equation is not a simple linear equation, since P0 and V0 should both have x and y components ;; in their two dimensional vector representation (calculated as dpx, dpy, and dvx, dvy). ;; By squaring both sides of the equation, we get: (sum-r) * (sum-r) = (P0 + t * V0) * (P0 + t * V0) ;; When expanded gives: (sum-r ^ 2) = (P0 ^ 2) + (t * PO * V0) + (t * PO * V0) + (t ^ 2 * VO ^ 2) ;; Which can be simplified to: 0 = (P0 ^ 2) - (sum-r ^ 2) + (2 * PO * V0) * t + (VO ^ 2) * t ^ 2 ;; Below, we will let p-squared represent: (P0 ^ 2) - (sum-r ^ 2) ;; and pv represent: (2 * PO * V0) ;; and v-squared represent: (VO ^ 2) ;; then the equation will simplifiy to: 0 = p-squared + pv * t + v-squared * t^2 let p-squared ((dpx * dpx) + (dpy * dpy)) - (sum-r ^ 2) ;; p-squared represents difference of the square of the radii ;; and the square of the initial positions let pv (2 * ((dpx * dvx) + (dpy * dvy))) ;;the vector product of the position times the velocity let v-squared ((dvx * dvx) + (dvy * dvy)) ;; the square of the difference in speeds ;; represented as the sum of the squares of the x-component ;; and y-component of relative speeds between the two particles ;; p-squared, pv, and v-squared are coefficients in the quadratic equation shown above that represents how distance ;; between the particles and relative velocity are related to the time, t, at which they ;; will next collide (or when their edges will just be touching) ;; Any quadratic equation that is the function of time (t), can represented in a general form as a*t*t + b*t + c = 0, ;; where a, b, and c are the coefficients of the three different terms, and has solutions for t ;; that can be found by using the quadratic formula. The quadratic formula states that if a is not 0, ;; then there are two solutions for t, either real or complex. ;; t is equal to (b +/- sqrt (b^2 - 4*a*c)) / 2*a ;; the portion of this equation that is under a square root is referred to here ;; as the determinant, D1. D1 is equal to (b^2 - 4*a*c) ;; and: a = v-squared, b = pv, and c = p-squared. let D1 pv ^ 2 - (4 * v-squared * p-squared) ;; the next line next line tells us that a collision will happen in the future if ;; the determinant, D1 is >= 0, since a positive determinant tells us that there is a ;; real solution for the quadratic equation. Quadratic equations can have solutions ;; that are not real (they are square roots of negative numbers). These are referred ;; to as imaginary numbers and for many real world systems that the equations represent ;; are not real world states the system can actually end up in. ;; Once we determine that a real solution exists, we want to take only one of the two ;; possible solutions to the quadratic equation, namely the smaller of the two the solutions: ;; (b - sqrt (b^2 - 4*a*c)) / 2*a ;; which is a solution that represents when the particles first touching on their edges. ;; instead of (b + sqrt (b^2 - 4*a*c)) / 2*a ;; which is a solution that represents a time after the particles have penetrated ;; and are coming back out of each other and when they are just touching on their edges. let time-to-collision -1 if D1 >= 0 [set time-to-collision (- pv - sqrt D1) / (2 * (v-squared + 0.01)) ] ;;solution for time step ;; if time-to-collision is still -1 there is no collision in the future - no valid solution ;; note: negative values for time-to-collision represent where particles would collide ;; if allowed to move backward in time. ;; if time-to-collision is greater than 1, then we continue to advance the motion ;; of the particles along their current trajectories. They do not collide yet. if time-to-collision > 0 and time-to-collision < 1 [ set colliding-pair (list time-to-collision self myself) ;; sets a three element list of time to ;; collision and the colliding pair set colliding-particles lput colliding-pair colliding-particles ;; adds above list to collection ;; of colliding pairs and time ;; steps ] ] ] end to check-for-wall-collision ;; particle procedure for determining if a particle will hit one of the ;; four walls of the box let x-speed (speed * convert-heading-x heading) let y-speed (speed * convert-heading-y heading) let xpos-plane (box-edge - 0.5) ;;inside boundary of right side of the box let xneg-plane (- box-edge + 0.5) ;;inside boundary of left side of the box let ypos-plane (box-edge - 0.5) ;;inside boundary of top side of the box let yneg-plane (- box-edge + 0.5) ;;inside boundary of bottom side of the box ;; find point of contact on edge of circle ;; points of contact located at 1 radius above, below, to the left, and to the right ;; of the center of the particle let contact-point-xpos (xcor + (size / 2)) let contact-point-xneg (xcor - (size / 2)) let contact-point-ypos (ycor + (size / 2)) let contact-point-yneg (ycor - (size / 2)) ;; find difference in position between plane location and edge of circle let dpxpos (xpos-plane - contact-point-xpos) let dpxneg (xneg-plane - contact-point-xneg) let dpypos (ypos-plane - contact-point-ypos) let dpyneg (yneg-plane - contact-point-yneg) let t-plane-xpos 0 ;; solve for the time it will take the particle to reach the wall by taking ;; the distance to the wall and dividing it by the speed in the direction to the wall ifelse x-speed != 0 [set t-plane-xpos (dpxpos / x-speed)] [set t-plane-xpos 0] if t-plane-xpos > 0 and t-plane-xpos < 1 [ assign-colliding-wall t-plane-xpos "plane-xpos" ] let t-plane-xneg 0 ifelse x-speed != 0 [set t-plane-xneg (dpxneg / x-speed)] [set t-plane-xneg 0] if t-plane-xneg > 0 and t-plane-xneg < 1 [ assign-colliding-wall t-plane-xneg "plane-xneg" ] let t-plane-ypos 0 ifelse y-speed != 0 [set t-plane-ypos (dpypos / y-speed)] [set t-plane-ypos 0] if t-plane-ypos > 0 and t-plane-ypos < 1 [ assign-colliding-wall t-plane-ypos "plane-ypos" ] let t-plane-yneg 0 ifelse y-speed != 0 [set t-plane-yneg (dpyneg / y-speed)] [set t-plane-yneg 0] if t-plane-yneg > 0 and t-plane-yneg < 1 [ assign-colliding-wall t-plane-yneg "plane-yneg" ] end to assign-colliding-wall [wall-position wall] ;; this procedure is used by the check-for-wall-collision procedure ;; to assemble the correct particle-wall pair set colliding-pair (list wall-position self wall) set colliding-particles lput colliding-pair colliding-particles end to sort-collisions ;; Sort the list of projected collisions between all the particles into an ordered list. ;; Take the smallest time-step from the list (which represents the next collision that will ;; happen in time). Use this time step as the tick-length for all the particles to move through ifelse colliding-particles != [] [ set sorted-colliding-particles sort-by [first ?1 < first ?2] colliding-particles let dt min map [first ?] sorted-colliding-particles let winners filter [first ? = dt] sorted-colliding-particles set colliding-particle-1 item 1 first winners ;; colliding-particle-2 can both be an agent (the other colliding particle) ;; or a string (the name of the plane that the particle will collide with). set colliding-particle-2 item 2 first winners if dt > 0 [set tick-length dt] ] ;; When there are no collisions for the next time step, ;; tick-length goes back to the value of original-tick-length [set tick-length original-tick-length] end to collide-winners ;; deal with 3 possible cases of collisions: ;; particle and one wall, particle and two walls, and two particles ;; deal with a case where the next collision in time is between a particle and a wall if colliding-particle-2 = "plane-xpos" or colliding-particle-2 = "plane-xneg" [ask colliding-particle-1 [set heading (- heading)] stop] if colliding-particle-2 = "plane-ypos" or colliding-particle-2 = "plane-yneg" [ask colliding-particle-1 [set heading (180 - heading)] stop] ;; deal with the remaining case of the next collision in time being between two particles. ask colliding-particle-1 [collide-with colliding-particle-2] end to collide-with [ other-particle ] ;; particle procedure ;;; PHASE 1: initial setup ;; for convenience, grab some quantities from other-particle let mass2 mass-of other-particle let speed2 speed-of other-particle let heading2 heading-of other-particle ;;modified so that theta is heading toward other particle let theta towards-nowrap other-particle ;;; PHASE 2: convert velocities to theta-based vector representation ;; now convert my velocity from speed/heading representation to components ;; along theta and perpendicular to theta let v1t (speed * cos (theta - heading)) let v1l (speed * sin (theta - heading)) ;; do the same for other-particle let v2t (speed2 * cos (theta - heading2)) let v2l (speed2 * sin (theta - heading2)) ;;; PHASE 3: manipulate vectors to implement collision ;; compute the velocity of the system's center of mass along theta let vcm (((mass * v1t) + (mass2 * v2t)) / (mass + mass2) ) ;; now compute the new velocity for each particle along direction theta. ;; velocity perpendicular to theta is unaffected by a collision along theta, ;; so the next two lines actually implement the collision itself, in the ;; sense that the effects of the collision are exactly the following changes ;; in particle velocity. set v1t (2 * vcm - v1t) set v2t (2 * vcm - v2t) ;;; PHASE 4: convert back to normal speed/heading ;; now convert my velocity vector into my new speed and heading set speed sqrt ((v1t * v1t) + (v1l * v1l)) ;; if the magnitude of the velocity vector is 0, atan is undefined. but ;; speed will be 0, so heading is irrelevant anyway. therefore, in that ;; case we'll just leave it unmodified. if v1l != 0 or v1t != 0 [ set heading (theta - (atan v1l v1t)) ] ;; and do the same for other-particle set speed-of other-particle sqrt (((v2t * v2t) + (v2l * v2l))) if v2l != 0 or v2t != 0 [ set heading-of other-particle (theta - (atan v2l v2t)) ] ;; PHASE 5: final updates ;; now recolor, since color is based on quantities that may have changed recolor ask other-particle [ recolor ] end to recolor if color-scheme = "red-green-blue" [ recolor-banded ] if color-scheme = "blue shades" [ recolor-shaded ] if color-scheme = "one color" [ recolor-none ] end to recolor-banded ;; particle procedure let avg-speed 1 ;; avg-speed is assumed to be 0.5, since particles are assigned a random speed between 0 and 1 ;; particle coloring procedures for visualizing speed with a color palette, ;; red are fast particles, blue slow, and green in between. ifelse speed < (0.5 * avg-speed) ;; at lower than 50% the average speed [ set color blue ;; slow particles colored blue ] [ ifelse speed > (1.5 * avg-speed) ;; above 50% higher the average speed [ set color red ] ;; fast particles colored blue [ set color green ] ;; medium speed particles colored green ] end to recolor-shaded let avg-speed 1 ;; avg-speed is assumed to be 0.5, since particles are assigned a random speed between 0 and 1 ;; a particle shading gradient is applied to all particles less than speed 1.5, ;; the uppermost threshold speed to apply the shading gradient to. ifelse speed < (3 * avg-speed) [ set color (sky - 3.001) + (8 * speed / (3 * avg-speed)) ] [ set color (sky + 4.999)] end to recolor-none set color green - 1 end ;;; ;;; drawing procedures ;;; to make-box ask patches with [ ((abs pxcor = box-edge) and (abs pycor <= box-edge)) or ((abs pycor = box-edge) and (abs pxcor <= box-edge)) ] [ set pcolor yellow ] end ;; creates some particles to make-particles create-custom-particles number [ set speed 1 set size largest-particle-size if (randomize-sizes?) [set size (size - (random-float largest-particle-size ))] if (size < smallest-particle-size) [set size smallest-particle-size] set mass (size * size) ;; set the mass proportional to the area of the particle random-position recolor ] end ;; place particle at random location inside the box. to random-position ;; particle procedure let count-loops 0 let radius (size / 2) let largest-radius (largest-particle-size / 2) let both-radii (radius + largest-radius) ;;this loop only works with < 25 particles while [(count particles in-radius both-radii ) > 1 and count-loops < 5000] [ setxy ((radius - (box-edge - size )) + random-float ((2 * (box-edge - size )) - (2 * radius))) ((radius - (box-edge - size )) + random-float ((2 * (box-edge - size )) - (2 * radius))) set count-loops count-loops + 1 ] set heading random-float 360 end to make-shooter create-custom-particles 1 [ setxy (largest-particle-size - screen-edge-x) 0 set heading 90 set speed 1 set size largest-particle-size set mass (size * size) recolor ] end to add-stationary-particles if mouse-down? [ create-custom-particles 1 [ setxy mouse-xcor mouse-ycor set speed 0.01 set size largest-particle-size set mass (size * size) recolor ] wait 0.5 ] end to rack-up create-custom-particles 1 [ setxy 0 0 set speed 0.01 set size largest-particle-size set mass (size * size) recolor ] create-custom-particles 1 [ set speed 0.01 set size largest-particle-size setxy size (size * 0.866) set mass (size * size) recolor ] create-custom-particles 1 [ set speed 0.01 set size largest-particle-size setxy size (- size * 0.866 ) set mass (size * size) recolor ] create-custom-particles 1 [ set speed 0.01 set size largest-particle-size setxy (2 * size) (2 * size * 0.866) set mass (size * size) recolor ] create-custom-particles 1 [ set speed 0.01 set size largest-particle-size setxy (2 * size) (- 2 * size * 0.866 ) set mass (size * size) recolor ] create-custom-particles 1 [ set speed 0.01 set size largest-particle-size setxy (2 * size) 0 set mass (size * size) recolor ] end to reverse-velocity ask particles [ set heading heading - 180 ] end ; *** NetLogo Model Copyright Notice *** ; ; This model was created as part of the projects: ; PARTICIPATORY SIMULATIONS: NETWORK-BASED DESIGN FOR SYSTEMS LEARNING IN ; CLASSROOMS and INTEGRATED SIMULATION AND MODELING ENVIRONMENT. ; The project gratefully acknowledges the support of the ; National Science Foundation (REPP & ROLE programs) -- grant numbers ; REC #9814682 and REC-0126227. ; ; Copyright 2005 by Uri Wilensky. Updated 2005. All rights reserved. ; ; Permission to use, modify or redistribute this model is hereby granted, ; provided that both of the following requirements are followed: ; a) this copyright notice is included. ; b) this model will not be redistributed for profit without permission ; from Uri Wilensky. ; Contact Uri Wilensky for appropriate licenses for redistribution for ; profit. ; ; To refer to this model in academic publications, please use: ; Wilensky, U. (2005). NetLogo GasLab Circular Particles model. ; http://ccl.northwestern.edu/netlogo/models/GasLabCircularParticles. ; Center for Connected Learning and Computer-Based Modeling, ; Northwestern University, Evanston, IL. ; ; In other publications, please use: ; Copyright 2005 Uri Wilensky. All rights reserved. ; See http://ccl.northwestern.edu/netlogo/models/GasLabCircularParticles ; for terms of use. ; ; *** End of NetLogo Model Copyright Notice *** @#$#@#$#@ GRAPHICS-WINDOW 212 10 708 527 40 40 6.0 1 20 1 1 1 0 0 0 1 CC-WINDOW 5 541 717 636 Command Center 0 BUTTON 13 212 106 245 NIL setup NIL 1 T OBSERVER T NIL MONITOR 13 432 107 481 clock clock 2 1 SLIDER 10 38 199 71 number number 0 50 0 1 1 NIL BUTTON 112 212 199 245 NIL go T 1 T OBSERVER NIL NIL SLIDER 10 117 198 150 largest-particle-size largest-particle-size 1 10 5.0 0.5 1 NIL SWITCH 11 158 197 191 randomize-sizes? randomize-sizes? 1 1 -1000 CHOOSER 12 383 143 428 color-scheme color-scheme "red-green-blue" "blue shades" "one color" 2 SLIDER 10 77 198 110 smallest-particle-size smallest-particle-size 0 5 1.0 0.5 1 NIL BUTTON 15 255 96 288 add balls add-stationary-particles T 1 T OBSERVER T NIL BUTTON 106 256 187 289 reverse-time reverse-velocity NIL 1 T OBSERVER T NIL BUTTON 16 294 90 327 NIL rack-up NIL 1 T OBSERVER T NIL @#$#@#$#@ WHAT IS IT? ----------- This model is one in a series of GasLab models. They use the same basic rules for simulating the behavior of gases. Each model integrates different features in order to highlight different aspects of gas behavior. This model is different from the other GasLab models in that the collision calculations take the circular shape and size of the particles into account, instead of modeling the particles as dimensionless points. HOW IT WORKS ------------ The model determines the resulting motion of particles that collide, with no loss in their total momentum or total kinetic energy (an elastic collision). To calculate the outcome of collision, it is necessary to calculate the exact time at which the edge of one particle (represented as a circle), would touch the edge of another particle (or the walls of a container) if the particles were allowed to continue with their current headings and speeds. By performing such a calculation, one can determine when the next collision anywhere in the system would occur in time. From this determination, the model then advances the motion of all the particles using their current headings and speeds that far in time until this next collision point is reached. Exchange of kinetic energy and momentum between the two particles, according to conservation of kinetic energy and conservation of momentum along the collision axis (a line drawn between the centers of the two particles), is then calculated, and the particles are given new headings and speeds based on this outcome. HOW TO USE IT ------------- NUMBER determines the number of gas particles used with SETUP. If the view is too small or the particles are too large, the SETUP procedure of the particles will stop so as to prevent overlapping particles. LARGEST-PARTICLE-SIZE sets the size of the largest particles at SETUP. RANDOMIZE-SIZES? when turned on will this allow particles to be randomly assigned any a size less then or equal to LARGEST-PARTICLE-SIZE. When off, all particles are assigned a size equal to LARGEST-PARTICLE-SIZE. Particles are also assigned a mass proportional to the area of the particle that is created. SHOW-SPEED-AS-COLOR? allows you to visualize particle speed using a color pallette. The "blue-green-red" setting shows the lower half of the speeds of the starting population as blue, and the upper half as red. The "blue shades" setting shows a gradient of dark blue to light blue for slow to fast particle speed. The "all green" setting does not show a different color for each particle based on its speed. THINGS TO NOTICE ---------------- Particles never overlap or penetrate into each other or the wall as they move about. SET the SPEED-AS-COLOR? chooser to red-green-blue and run the model with RANDOMIZE-MASS-SIZES? set turned on. With many different mass particles colliding over time, different sized particles start to move at different speed ranges (in general). The smallest mass particles will be usually moving faster (red) than the average particle speed and the largest mass particles will be usually slower (blue) than the average particle speed. This emergent result is what happens in a gas that is a mixture of particles of different masses. At any given temperature, the higher mass particles are moving slower (such as Nitrogen gas: N2) then the lower mass particles (such as water vapor: H2O). THINGS TO TRY ------------- Setting all the particles to have a very slow speed (e.g. 0.001) and one particle to have a very fast speed helps show how kinetic energy is eventually transferred to all the particles through a series of collisions and would serve as a good model for energy exchange through conduction between hot and cold gases. To see what the approximate mass of each particle is, type this in the command center: | ask particles [set label precision mass 0] EXTENDING THE MODEL ------------------- Collisions between boxes and circles could also be explored. Variations in size between particles could investigated or variations in the mass of some of the particle could be made to explore other factors that affect the outcome of collisions. NETLOGO FEATURES ---------------- MANAGE-VIEW-UPDATES? uses the VIEW-UPDATE-RATE slider to enforce a requirement that a minimum amount of ticks (simulation time) must pass before the view is updated. VIEW-UPDATE-RATE sets what this minimum value is. This helps smooth out the motion of the particles that is seen in the WORLD & VIEW. The particles should appear to have a linear rate of change in their motion when they are not colliding. Without a minimum VIEW-UPDATE-RATE, however, this would not appear to be the case, since without a the model would update the graphics every time after every tick and ticks vary in length, depending on how close the next projected collision is. As the tick length moved up and down, the simulation time the particles were allowed to move forward before they were redisplayed would also move up and down. This would cause the motion of the particles to look jerky and non-linear. RELATED MODELS --------------- Look at the other GasLab models to see collisions of "point" particles, that is, the particles are assumed to have an area or volume of zero. CREDITS AND REFERENCES ---------------------- To refer to this model in academic publications, please use: Wilensky, U. (2005). NetLogo GasLab Circular Particles model. http://ccl.northwestern.edu/netlogo/models/GasLabCircularParticles. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. In other publications, please use: Copyright 2005 Uri Wilensky. All rights reserved. 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-7500403 true true 177 40 38 Circle -7500403 true true 177 132 38 Circle -7500403 true true 70 85 38 Circle -7500403 true true 130 25 38 Circle -7500403 true true 96 51 108 Circle -16777216 true false 113 68 74 Polygon -10899396 true false 189 233 219 188 249 173 279 188 234 218 Polygon -10899396 true false 180 255 150 210 105 210 75 240 135 240 house false 0 Rectangle -7500403 true true 45 120 255 285 Rectangle -16777216 true false 120 210 180 285 Polygon -7500403 true true 15 120 150 15 285 120 Line -16777216 false 30 120 270 120 leaf false 0 Polygon -7500403 true true 150 210 135 195 120 210 60 210 30 195 60 180 60 165 15 135 30 120 15 105 40 104 45 90 60 90 90 105 105 120 120 120 105 60 120 60 135 30 150 15 165 30 180 60 195 60 180 120 195 120 210 105 240 90 255 90 263 104 285 105 270 120 285 135 240 165 240 180 270 195 240 210 180 210 165 195 Polygon -7500403 true true 135 195 135 240 120 255 105 255 105 285 135 285 165 240 165 195 line true 0 Line -7500403 true 150 0 150 300 line half true 0 Line -7500403 true 150 0 150 150 pentagon false 0 Polygon -7500403 true true 150 15 15 120 60 285 240 285 285 120 person false 0 Circle -7500403 true true 110 5 80 Polygon -7500403 true true 105 90 120 195 90 285 105 300 135 300 150 225 165 300 195 300 210 285 180 195 195 90 Rectangle -7500403 true true 127 79 172 94 Polygon -7500403 true true 195 90 240 150 225 180 165 105 Polygon -7500403 true true 105 90 60 150 75 180 135 105 plant false 0 Rectangle -7500403 true true 135 90 165 300 Polygon -7500403 true true 135 255 90 210 45 195 75 255 135 285 Polygon -7500403 true true 165 255 210 210 255 195 225 255 165 285 Polygon -7500403 true true 135 180 90 135 45 120 75 180 135 210 Polygon -7500403 true true 165 180 165 210 225 180 255 120 210 135 Polygon -7500403 true true 135 105 90 60 45 45 75 105 135 135 Polygon -7500403 true true 165 105 165 135 225 105 255 45 210 60 Polygon -7500403 true true 135 90 120 45 150 15 180 45 165 90 square false 0 Rectangle -7500403 true true 30 30 270 270 square 2 false 0 Rectangle -7500403 true true 30 30 270 270 Rectangle -16777216 true false 60 60 240 240 star false 0 Polygon -7500403 true true 151 1 185 108 298 108 207 175 242 282 151 216 59 282 94 175 3 108 116 108 target false 0 Circle -7500403 true true 0 0 300 Circle -16777216 true false 30 30 240 Circle -7500403 true true 60 60 180 Circle -16777216 true false 90 90 120 Circle -7500403 true true 120 120 60 tree false 0 Circle -7500403 true true 118 3 94 Rectangle -6459832 true false 120 195 180 300 Circle -7500403 true true 65 21 108 Circle -7500403 true true 116 41 127 Circle -7500403 true true 45 90 120 Circle -7500403 true true 104 74 152 triangle false 0 Polygon -7500403 true true 150 30 15 255 285 255 triangle 2 false 0 Polygon -7500403 true true 150 30 15 255 285 255 Polygon -16777216 true false 151 99 225 223 75 224 truck false 0 Rectangle -7500403 true true 4 45 195 187 Polygon -7500403 true true 296 193 296 150 259 134 244 104 208 104 207 194 Rectangle -1 true false 195 60 195 105 Polygon -16777216 true false 238 112 252 141 219 141 218 112 Circle -16777216 true false 234 174 42 Rectangle -7500403 true true 181 185 214 194 Circle -16777216 true false 144 174 42 Circle -16777216 true false 24 174 42 Circle -7500403 false true 24 174 42 Circle -7500403 false true 144 174 42 Circle -7500403 false true 234 174 42 turtle true 0 Polygon -10899396 true false 215 204 240 233 246 254 228 266 215 252 193 210 Polygon -10899396 true false 195 90 225 75 245 75 260 89 269 108 261 124 240 105 225 105 210 105 Polygon -10899396 true false 105 90 75 75 55 75 40 89 31 108 39 124 60 105 75 105 90 105 Polygon -10899396 true false 132 85 134 64 107 51 108 17 150 2 192 18 192 52 169 65 172 87 Polygon -10899396 true false 85 204 60 233 54 254 72 266 85 252 107 210 Polygon -7500403 true true 119 75 179 75 209 101 224 135 220 225 175 261 128 261 81 224 74 135 88 99 vector true 0 Line -7500403 true 150 15 150 150 Polygon -7500403 true true 120 30 150 0 180 30 120 30 wheel false 0 Circle -7500403 true true 3 3 294 Circle -16777216 true false 30 30 240 Line -7500403 true 150 285 150 15 Line -7500403 true 15 150 285 150 Circle -7500403 true true 120 120 60 Line -7500403 true 216 40 79 269 Line -7500403 true 40 84 269 221 Line -7500403 true 40 216 269 79 Line -7500403 true 84 40 221 269 x false 0 Polygon -7500403 true true 270 75 225 30 30 225 75 270 Polygon -7500403 true true 30 75 75 30 270 225 225 270 @#$#@#$#@ NetLogo 3.0 @#$#@#$#@ @#$#@#$#@ @#$#@#$#@ @#$#@#$#@