When an analytical solution to a problem is not available, then one must resort to numerical methods for solving Newton's equations. In the average numerical methods book, some methods that appear there are
Once again, we shall illustrate the problem of numerical solution by considering a single particle moving in one dimension. This will be easily generalizable to N particles moving in three dimensions. In the one-dimensional case, we have to solve
subject to the initial conditions x(0), v(0). The solution will be uniquely given as functions of t and x(0) and v(0):
such that f(0;x(0),v(0)) = x(0) and g(0;x(0),v(0)) = v(0) and
.
An obvious approach would be simply
to perform a Taylor expansion of the unknown functions f and g about t=0,
Recognizing that
, we can write the position equation as
Now since we do not have any information about the system beyond the second derivative
(Newton's second law tells nothing about
, for example), we need to truncate
the expansion at the second order term. Thus, it will only be valid for times
small enough that the
term can be considered negligible. Let us introduce
a small time interval
and write
which tells us that the solution will be good up to second order in
.
Unfortunately, if we look at the velocities, we actually need to truncate this expansion
at the first order, since we know nothing about
. If we truncate
v(t) at first order, however, we have
which is only good to first order in
.
It would be far better if we could find an approximation for v(t) that was good
to second order in
just as the position is. In fact, this is possible if we
only use the information in the position equation. To this end, we seek an
expression for
. This can be obtained by taking the position equation
where, although ``='' is used, it must be remembered that the solution is now
an approximate solution, not the true solution. Let us now consider starting
from
and applying the rule backwards in time (i.e. for a time
)
so that we end up back at x(0). The rule would be
Now, if we solve this for
, we find
Using the rule for
, we have
so that
The combination of the two rules gives a numerical algorithm:
which is known as the velocity Verlet algorithm. Note that both the position and velocity
are good to second order in
. It is one of the most widely used
algorithms for solving Newton's equations numerically. It will be shown later that
the algorithm respects all of the fundamental symmetries of Newton's equation.
Note that it is straightforward to generalize the algorithm for N particles moving in 3 dimensions:
where the shorthand notation
means
and
means
.
Some comments are in order at this point:
and the procedure can be repeated to yield
, thereby
generating a solution of total time
at discrete time points,
,
,...,
.
Thus, the overall error in a solution of total time t will be good only to
first order in
with a prefactor that grows as t. It is important to keep this
in mind when quoting time-step errors in numerical solutions.
Note that the velocities are not used here, explicitly, and must be obtained by a finite difference formula
This method is exactly equivalent to velocity Verlet.
Another populat method is the so called position Verlet method given by
We will see later how algorithms such as these are derived in a more formal
and powerful way. It will also be shown there that the position Verlet method
is not exactly equivalent to the velocity Verlet method, although it is also
an algorithm that is good to second order in
.
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Mark Tuckerman