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MMA 2b13-Mathematical Computing
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CONTAIN
ACKNOWLEDGMENT INTRODUCTION MATHEMATICAL BACK GROUND METHOD OF SOLUTIONS PRORRAMING PART CONCLUSIONS DISCUSSION REFERENCE
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ACKNOWLEDGMENT
Our heartiest thanks to Dr.M.K.Aberatne who gave us a lot of advices which gave us a brilliant guidance for us to make our project successful and at the same time we would like to offer our heartiest thanks to Mrs.E.J.K.P.Nandani who nourished us with mathematica Programming knowledge and the well devoted Miss.K.D.R.P.Kumarannehi and all demonstrators who helped us a lot in this project. It is the resources of the library gave us additional knowledge and lots of information to make our attempt more successful and fruitful. We hope our project will be a very successful attempt, thanks to all personalities who helped us.
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INTRODUCTION
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Mathematical modeling is the presses of constructing mathematical objects whose behaviors or properties correspond in some way to a particular real world system. There are of course many specific reasons, but most are related in some way to the following two To predict or simulate. Very often we wish to know what a real world system will do in the future, but it is expensive, impractical, or impossible to experiment directly with the system. Examples include space flight, nuclear reactor design, extinction of species, weather prediction, and so on. To gain understanding. Generally speaking, if we have a mathematical model which accurately reflects some behavior of a real-world system of interest, we can often gain improved understanding of that system through analysis of the model. Furthermore in the process of building the model we find out which factors are most important in the system, and how different parts of the system are related. It should be apparent that much of modern science involves mathematical modeling. Scientists use mathematics to describe real phenomena, and in fact much of this activity constitutes mathematical modeling. As computers become powerful and their use becomes more widespread, mathematical models play an increasingly important role in science. For a business perspective, it is clear that an improved ability to simulate, predict, or understand certain real world system through mathematical modeling provides a distinct comparative advantage. Examples: aircraft design, stock market like this.
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o Pitch:
The pitch is a rectangular area of the ground 22 yards (20.12 m) long and 10 ft (3.04 m) wide. weighs between 5.5 and 5.75 ounces (155.9g and 163g)So We tack take the ball mass as 0.160 kg, and a cricket ball is between 8 13/16 and 9 inches (22.4 cm and 22.9 cm) in circumference. The wicket consists of three wooden stumps that are 28 inches (0.7112 m) tall. The stumps are placed along the batting crease with equal distances between each stump. They are positioned so they are 9 inches (0.2286 m) wide.
o Ball mass:
Wicket:
As well as ballers ball Speed range is 138 km/h (115/3 ms-1) to 148km/h(370/9 ms-1). And we consider the ball is not very large and velocity is not larger than sound velocity because we consider the air friction is proportional to velocity of ball. If not the air friction is proportional to square of velocity of ball and we not consider effect of side shift (Swing the ball).
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Speed and direction are each a part of what is technically known as a velocity vector. The path of a bowling ball can be calculated with a suitable algorithm (formula) using the known values of speed, rotation, etc (as listed above) at the point of contact with the lane. This algorithm can be found in Classical Mechanics and as well as we tried to construct the algorithms in following Ball Motion: Straight Line Motion: This is the simplest case in which the axis of rotation is 90 degrees to the direction of the ball (no side roll).If you have trouble visualizing this, think of how your cars wheels rotate when the car is moving in a straight line. At the point on the ball which contacts the lane has two velocity vectors, one due to sliding, and one due to rotation. At first they are opposite in direction and not equal in speed, but eventually friction will equalize them. Equal and opposite vectors will cancel each other making the velocity at the point of contact zero. This is the place on the lane at which the ball stops sliding and rolls in a straight line. Curved Motion: This motion is more complicated than the straight line motion due to the rotation the bowler puts on the ball when he releases it. The axis of rotation will have an angle other than 90 degrees, and the sliding and rotational vectors will not be initially opposite in direction as it is with straight motion. The algorithm used to calculate the ball path will have to account for
Page |7 this new geometry. When done correctly the calculated path will not be a straight line, but will be a curved line with the shape of a parabola. The average bowler is not interested in formulas and numbers. This is understandable because path calculations alone cannot be easily visualized. However, thanks to computer graphics the numbers can be transformed into pictures that are understandable. Ball paths displayed on the computer screen allow the bowler to see how changes ii speed, direction, angle, etc affect the ball path without actually bowling. This gives the bowler, our prefect will be tool to help improve his/her game.
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Newton-Raphson Method
In numerical analysis, Newton's method (also known as the Newton-Raphson method), named after Isaac Newton and Joseph Raphson, is perhaps the best known method for finding successively better approximations to the zeroes (or roots) of a real-valued function. Newton's method can often converge remarkably quickly; especially if the iteration begins "sufficiently near" the desired root. , and just how quickly "remarkably quickly" can be, depends on the problem. This is discussed in detail below.
Unfortunately, when iteration begins far from the desired root, Newton's method can easily lead an unwary user astray with little warning. Thus, good implementations of the method embed it in a routine that also detects and perhaps overcomes possible convergence failures. Given a function (x) and its derivative '(x), we begin with a first guess better approximation xn +1 is
xn
. A
n + 1
F H X F ' H X
n n
L L
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The idea of the method is as follows: one starts with an initial guess (we took initial time as the time of without air friction when the ball hit the ground in first time) which is reasonably close to the true root, then the function is approximated by its tangent line (which can be computed using in the programming), and one computes the x-intercept of this tangent line (which is easily done with elementary algebra). This x-intercept will typically be a better approximation to the function's root than the original guess, and the method can be iterated. This method was used for finding time when ball is hit the pitch in first time. For further more reading visit, Newton-Raphson method in WIKIPEDIA or Numerical method (J. Douglas Faires Richard Burden in 3rd Edition)
METHOD OF SOLUTIONS
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In first , trying to make formula distance of vertical and horizontal vary with time. Reason, solving in analytically because of reduce to simple this function and get result in one step
F= m a k X = m X
kX
o o oo
x = mX
o o
oo
k X + C = m X
oo
C1 = m u
m X = m u k x o k X = Ju XN m
k X m
C2 =
m ln m u k m m ln m u k X t ln m u =
k t m ln m u = k k
m ln m u k H0L = 0 + C2 k
kt + ln m u = ln m u k X m m uk X kt ln = mu m kX kt = ln 1 mu m kt kt m = 1 mu kX kt m = 1 mu kt mu i j1 m y z X= j z k k {
m ln m u k X k
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Now we can define function of horizontal distance of ball at any time X=X[ t ] X=X[ t ]+1.22 Where 1.22 is distance of X coordinate between ballers foot and wicket (look in above figure) now then trying to make formula distance and velocity of vertical vary with time w F=m a
m g k Z = m Z
o oo o
m g t k Z + C3 = m Z
C3 = m v + k H
m g t k Z + H m v + k HL = m Z
o
@H m v + k HL m g tD k Z = m Z
o
k k Z = AJv + HN g tE m m o k k Z + J N Z = AJv + HN g tE m m now we try solving this differential equation it is just like, dZ +PZ = Q dx Z+
o
I=
k t
kt m
kt dZ k k + J N ZE = AJ v + HN g tE m dx m m kt kt k Z m = AJv + HN g tE m t + C4 m kt m kt k mg m Av + Z m = C4 + H gt+ E k m k
kt m A
When t=0 -> Z=H where is vertical distance between ball and pitch in initial time t=0. Then we can found C4
m mg AV + E k k There was the function of vertical distance vary with the time C4 = m kH mg Av + + g tE k m k m k
kt m
Z=
Av +
mg E k
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Now we can define function of vertical distance of ball at any time Z=Z[t] The distance of Y coordinate can be obtain using horizontal distance in simple geometry Y=X Sin[ X ] -L Y[ t ]=X[ t ]Sin[ X ]-L So now varying time, we could find vertical and horizontal distance then arranged the list of distance for each time situation but when trying to do this, we get in problem so for the most part we deploy numerical method to find root, solution like that. The problem is get more time to evaluate function at last we will make another function to get point over the area of wicket, using this method to find a range for ball speed and angle when released ball with horizontal axis, so at most part we deploy numerical method.
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Programming part
In first we tried to write 2 dimensional motions and then wrote 3 dimensional motions
ln[1]:= <<Graphics`Graphics3D`; ln[2]:=
ModuleA8t<, = 5 ; 115 ; Speed = 3 H = 1.75; e = 0.5; k = 0.001; m = 0.160; g = 9.80; u = Speed Cos@D; v = Speed Sin@D; kt m uu i j1 m y; z X@t_ , uu_ D := j z k k { m k HH m g J vv + + g tN Z@t_ , vv_, HH_D := k m k
m
kt m
k gm + vN; k k X@t, uuD ; U@t_ , uu_D := uu m k k Z@t, vv, HHD V@t_ , vv_, HH_D := Jvv + HH N g t ; m m gm Z'@t_D := + k
kt m J
J vv +
mg N; k
T=
J 2 v N + $%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% J 4 v + 4 J 2 H NN 2
2 g g g
Print@"\n\n_______________________________________________________"D; Print@"\t\tBall is pitch at ", TD; OUR = 8<; ForAt = 0, t 10, t += 1 103, If@t T, OUR = AppendTo@OUR, 8X@t, uD, Z@t, v, HD<D, If@t T, OUR = AppendTo@OUR, 8X@T, uD, 0<D, OUR = AppendTo@OUR , 8 HX@T, uD + X@Ht TL, U@T, uDDL , Z@Ht TL, HeL V@T, v, HD, 0D<D;
E;
D;
For@i = 1, i Length@OURD, i++, If@HOUR@@i, 1DD 20.12 && OUR@@i, 1DD 20.15L && HOUR@@i, 2DD 0.7112L, Print@"\t\tHit the wicket"DD D;
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ListPlotAOUR, PlotJoined False, PlotStyle PointSizeA0.54 102E, PlotRange 880, 20.12<, 80, 3<<E; For@i = 0, i Length@OURD, i += 8, Show@ Graphics@ 8Disk@ OUR@@iDD, 80.18, 0.05<D<, AspectRatio 0.8, Frame True, PlotRange 880, 20.12<, 80, 3<< D, Background GrayLevel@0.92D
D; E D
Out put:
0.347351
10
15
20
2.5 2
1.5
0.5
10
15
20
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ModuleA8t<,
gm Z'@t_D := + k
k gm m J + vN; k k X@t, uuD U@t_ , uu_D := uu ; m k k Z@t, vv, HHD HH N g t ; V@t_ , vv_, HH_D := J vv + m m
kt
X@t_ , uu_ D :=
m
kt m
J vv +
mg N; k
L = 0.6025; = 1.500 ; = 5 ; 115 u= Cos@D; 3 115 v= Sin@D; 3 m = 0.160; k = 0.001; H = 1.75; g = 9.80; e = 0.5;
J 2 v N + $%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% J 4 v + 4 J 2 H NN 2
2 g g g
T=
Print@"\n\n\n=================================================================="D; OUR = 8<; ForAt = 0, t 10, t += 1 103, If@t T, OUR = AppendTo@OUR, 8HX@t, uD Sin@D LL, HX@t, uD + 1.22L, Z@t, v, HD<D, If@t T, OUR = AppendTo@OUR, 8HX@T, uD Sin@D LL, HX@T, uD + 1.22L, 0<D, OUR = AppendTo@OUR , 8HHX@T, uD + X@Ht TL, U@T, uDDL Sin@D LL, HHX@T, uD + X@Ht TL, U@T, uDDL + 1.22L, Z@Ht TL, HeL V@T, v, HD, 0D< D; If@HHX@T, uD + X@Ht TL, U@T, uDDL + 1.22L > 21, Break@DD; E; For@i = 1, i Length@OURD, i++, If@HOUR@@i, 1DD 1.3208 OUR@@i, 1DD 1.3208L, Print@"Wide Ball"D; Break@D; D; If@HOUR@@i, 2DD 18.85 && OUR@@i, 1DD 18.95L, Print@"Yorker Ball"D; Break@D; D; D;
D; D
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For@i = 1, i Length@OURD, i++, If@HOUR@@i, 2DD 20.12 && OUR@@i, 2DD 20.15L && HOUR@@i, 3DD 0.7112L && HOUR@@i, 1DD 0.115 && OUR@@i, 1DD 0.115L, Print@"THE BALL WAS HIT TO WICKET"DD D; Print@"The ball was picth in first time at time ", T " Sec.."D; ScatterPlot3DAOUR, PlotJoined False, PlotStyle PointSizeA0.14 102E, ViewPoint > 80.177, 3.423, 0.109<, AspectRatio 0.9, AxesLabel 8"WidthHXL", "LengthHZL", "HeightHZL"<, PlotRange 881.32, 1.32<, 80, 21<, 80, 2<< Print@""D; Pause@3D; For@i = 1, i Length@OURD, i += 8, Show@ Graphics3D@ 8PointSize@0.0225D, Point@ OUR@@iDDD<, Axes True, PlotRange 881.32, 1.32<, 80, 20.2<, 80, 2<<, BoxRatios 80.5, 2, 1<, AspectRatio 0.9, AxesLabel 8"WidthHXL", "LengthHZL", "HeightHZL"<, ViewPoint > 82.200, 2.221, 0.592<
D; D D E
Output: ================================================================= **------Yorker Ball------** THE BALL WAS HIT TO WICKET The ball was picth in first time at time
Length HZL 20 15 10 5 0 2
0.347351
Sec..
1.5
Height HZL
0.5
0 -1 0 Width HXL 1
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~~~~~~~~*~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~
1.5
Height HZL
20
This above picture is animation of ball motion in 2 dimensions So in finally we try to find range of pitch when touch to the ground and must be hit to
ln[4]:= X@t_ , uu_ D :=
wicket.
k gm + vN; k k X@t, uuD U@t_ , uu_D := uu ; m k k Z@t, vv, HHD V@t_ , vv_, HH_D := J vv + HH N g t ; m m L = 0.6025; = 1.500 ; = 5 ; m = 0.160; k = 0.001; H = 1.75; g = 9.80; e = 0.5; F@SS_, _D := 9 u = SS Cos@D; v = SS Sin@D; gm Z'@t_D := + k
kt m J
m
kt m
J vv +
mg N; k
; ForAi = 0, i 102, i++, t0 = T; T = t0 2 m k H20.12 1.22L t1 = LogA1 E; k mu If@t1 T, Z@t1, v, HD, Z@Ht1 TL, HeL V@T, v, HD, 0D T=
= D
J 2 v N + $%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% J 4 v + 4 J 2 H NN 2
2 g g g
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When plot, fixed speed and varying released angle and output is height of ball between a pitch when near the front wicket. the graph is following
ln[14]:=
PlotAFA
Out[14]= Graphics
1 ln[15]:=Plot3DA F@SP, THD@@1DD, 8SP, 1, 100<, 8TH, 10 , 10 <, AxesLabel 9"VH ms L", "H L", "Z HmL"=, PlotRange 881, 100<, 810 , 10 <, 80, 0.7112<<
0.1
Out[15]=
SurfaceGraphics
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This 3-D graph is varying speed and varying released angle. Output is height of when ball is near to front wicket. So we can find out how would be 3-D graph in root of released angle and ball released speed.
ln[16]:=
0.7112 , 8SP, 15, 50<, 8TH, 10 , 10 <, 2 AxesLabel 9"VH ms1L", " H L", "Z HmL"=, PlotRange 8815, 50<, 810 , 10 <, 80, 0.7112<<
0.1
Out[16]= SurfaceGraphics
we can see ever speed has one or more than one solution of released angle. In numerically we tried to find this root but it is so difficult because when using Newton-Raphson method it is convent for find one solution and we must have a postulate root when it will be convergent. At last we decide use trial and error method as solve in direct, using previously user defined function to find height of ball and pitch when near to front wicket.
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ln[17]:=
FA
FA FA
FA
Out[20]= 0.7112
ln[21]:=
T=
=
J 4 v + 4 J 2 H NN J 2 v N + $%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 2
2 g g
X@t0, u D
This Ds[ ] function is given horizontal distance between ballers foot and when ball pitch the ground at first time
ln[22]:= Out[22]= ln[23]:= Out[23]:= ln[24]:= Out[24]:= ln[25]:= Out[25]:=
Lmi = DsA138
9.5386
Lma = DsA138
24.136
Hmi = DsA148
9.69405
Hma = DsA148
24.5272
ln[26]:= Print[" Ball must pitch between ",Hmi," m --to-- ",Lma," m" ];
9.69405
m --to--
24.136
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To find rang of Y axis: so we can find this range in simple geometry because there isnt consider effect of side shift (Swing the ball).
]
.
=1.4775 o
=Tan -1[
. .
=2.1740 o
180
1.47754
180
Out[28]= 2.17407
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CONCLUSIONS
We made more guess the different concepts relative to the argument treated, recoursing to visualization and supplying the possibility to change all the parameters involved in projectile motion for cricket ball path. We have given great importance to choose of reference system and function, to graphic representation of ball motion path, and to laws
ruling projectile motion (in absence and in presence of friction air). All this to explain the meaning of different physics quantities, and to underline the importance of initial conditions in the projectile motion. Finally we got possibility range of baller to ball to wicket and touch to wicket. So grange is
ln[29]:= Print[" Ball must pitch between ",Hmi," m --to-- ",Lma," m" ];
9.69405
m --to--
24.136
And we got possibility range of baller to ball with angle to front horizontal axis
ln[30]:= Print["Possibility angle range with front horizontal axis is ", ," --to-- ",,""]
Possibility angle range with front horizontal axis is 1.47754 2.17407 --to--
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DISCUSSION
While we doing project, we could see the solving result using numerically and analytically there will be tiny differences in solutions. So we are soling and building model there, we used analytically in most part. Newton-Rapson method has due to the initial guest. so it is a weak point in solving root for high oscillating function. It is may convenient to find a new method for solving any function. Then we can use in any situation. As well as we couldnt find out what is the factor of shift a ball (Swing a ball), As the ball is flying through the air, a thin layer of air called the "boundary layer" forms along the ball's surface. The boundary layer cannot stay attached to the ball's surface all the way around the ball and it tends to leave or "separate" from the surface at some point. The location of this separation point determines the pressure, and a relatively late separation results in lower pressure on that side. A side force or swing will
only be generated if there is a pressure difference between the two sides of the ball. Swing factor:
1. Ball Speed 2. seam angled 3. Rotation Speed (angular velocity) Like these... This methods use for build a computer game and computer simulation to sport.
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REFERENCE
WWWW.WIKIPEDIA.COM
COMPUTER MODELING
by J.M.A. DANBY
http://ezinearticles.com/?Bowling Ball-Path-and-Motion-Study---A-New Look&id==527461 NUMWRICAL METHODS (Third Edition) J.Douglas Faires Richard Burden
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