Notes on running Mike Moloney's light simulations.               First Draft  February 27, 2001

All these simulations can be run by double-clicking them, but they all run full screen. Don't try to use Alt-Enter as I did to run in a smaller window, or you may lock up your laptop like I did.

This simulation initially shows two sources of light. These sources are at each end of the white arrow, so you can think of them as the ends of a slender object in the lower medium. (If you want the lower medium to be water, change its index to 1.33.) Notice that the black arrow represents the approximate point from which the rays appear to be coming after they are refracted at the surface. That is, the black arrow represents approximately the position and orientation of the image of the white arrow.

The white arrow is the true position of the object and the black arrow is the apparent position of the object. You can move each end of the white arrow around by dragging with the mouse, so that you change the position of the object. (The ends will merge if you get them too close. In this case you can go to one source (bottom slider) then drag the source away from where it was, then go back to 2 sources, and this should give you the white arrow back again. Otherwise, you could just restart the simulation by pressing <Esc> and then <y>.

From each source a bundle of rays emerges and reaches the surface. At the surface each ray is refracted and reflected, but the simulation shows only the refracted ray unless the critical angle is exceeded, then only the reflected ray is shown (beyond the critical angle).

Suggestions for running the simulation.

Lens and Mirror Simulation.

This lets you play with i) a single object and two lenses, or ii) a single object and one spherical mirror.

Common features of the simulation are: real images are red, and virtual images are light green. Real light rays are white, and extensions of these rays are green. (The green rays indicate where the white rays appear to come from, or appear to be going to.)

Red divisions denote 10 units (pixels) and yellow units 50. For the lenses, small blue blocks show the location of the focal point.

The mouse position is given in yellow in the lower middle of the screen.

In each simulation, you can drag the head of the object (where the tip of the arrow is) to move the object around. You can drag the mirror with the mouse, but to move the lenses, or change their focal lengths, you must use the sliders.

In the mirror simulation, you can drag the object around by its 'head' and if you run too close to the mirror, the object gets 'stuck' to the mirror. Then the question is how to get the object 'unstuck' from the mirror. Try to figure that out. [See answers below if not.]

Suggestions for Running the Lens Simulation

Suggestions for Runnng the Mirror Simulation

Grating Simulation.

This lets you 'see' the waves coming out of a grating, and move the angle around to see at what angles the waves 'get in step'. You can adjust the number of slits in the grating between 2 and 6. When you move the angle and it looks like the waves are in step, call for an intensity plot, and see if it gets bright at the angle you selected.

Suggestions:

Some Answers