Gravitational effect of celestial bodies on your own body

I was reading an interesting article by Ray Villard, who gives a good shot at debunking a lot of the garbly goop dooms-day predictions (in particular, about 2012). It led me to think about the actual effect of a celestial body like Jupiter on one’s (human) body. Here are my conclusions from a few simple calculations based on the formula for gravitational force of one body on another, G*m1*m2/R^2, where m1 and m2 are the mass of each body and R the distance between them.

The ratio of gravitational force from two bodies on your human body is

M r r
——–
m R R
where M is mass of celestial body, m is mass of other body you are comparing to, r is distance between you and that other mass, and R the (shortest) distance between you and celestial body. First thing to notice is that neither G, the universal constant of gravitation, nor your own mass, matter. Assume one cubic meter of earth is 4 tons (even if this is off by one order of magnitude, the conclusions hold!)

Whence:

Jupiter: The ratio of the gravitatioal tug of Jupiter on your body, when Jupiter is closest to the Earth, to that of another person when they are 1 meter away from you, is about 50. This means that Jupiter, at its closest, exerts the same gravitational pull on you as approximately 5 tons of earth, which is approximately 1 cubic meter (2 or 3 at most). So the immediate ground under you (1 m patch) exerts about same force on you as Jupiter (and would roughly cancel it out at some point of day and double it 12 hours later — again assuming period of time when Jupiter is closest to Earth).

This might seem like a lot but that leaves the gravitational pull of 1000 billion billion tons of earth located just beyond that ground, to exert its full force on you, completely eclisping any effect that Jupiter (and all other planets combined, aligned or not) could ever have on your body.

Moon: What about the Moon? Ratio is 5,000 (at its nearest point of orbit)! Ie, the Moon exerts the same pull on your body as 50 tons of earth 3 m away from you. Hence, it exerts the same pull on you as the 5m x 5m x 5m cube of dirt under your feet (100 times stronger than Jupiter at its nearest). Again, that leaves 1000 billion billion tons of earth to pull freely on your body.

Sun: Finally, what about the Sun? This one is even more surprising: it is 100 times stronger than that of the Moon (on your body! not same as on tides etc), ie it exerts about the same gravitational pull on your body as the 6 km cubic block of dirt under your feet. However, this volume of matter is still puny compared to the planet, leaving about 1000 billion billion tons of earth to pull on your body freely, again eclipsing any effect the Sun could have on your body (via gravition — electromagnetic radiation — aka cosmic rays — is another story).

Conclusion: the effect of any celestial body on your own human body is completely insignificant at the best of times. But if you really want to compare, the Sun’s effect on your body is 100 times that of the Moon’s, which itself is 100 times that of Jupiter’s. Yet, even the Sun’s 10,000 strong effect than Jupiter’s is insignificant compared to the effect of the Earth on your body.

Additional Conclusion: This also debunks another popular myth: that the Moon affects women’s menstrual cycle (or mood, or whatever). The Sun has 100 times the effect of the Moon, hence the Moon rotating around the Earth causes a 1% variation of gravitational effect on top of the Sun’s effect, completely negligible! Complete hogwash. The myth probably comes from the metaphorical comparison of The Sea, indomitable, uncontrollable, the source of all life, with the female body, psyche and ability to give birth.

Skeptics (about the additional conclusion): will say that gravitational force is not the only force that could affect us, there are other “unknown” forces yet to be discovered. By definition of a Force, this could only be true if the force were much smaller in intensity than the other forces surrounding us (otherwise it would no longer be unknown). Skeptics will then say that we don’t necessarily know how to measure the effect of all forces. That may be true. Maybe there is something like a “psychic force” that only relates to beings with consciousness, and it’s really special because we don’t know how to measure it. Sure. Whatever.

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From My Waterworks:

‘Best of My WaterWorks’ is an Animated Living Water-illusion ScreenSavers collection set. Contains 21 high quality animated water photos with sound effects. Such as Living Rivers, Living Waterfalls, Lakes, Living Beaches. ’Best of My WaterWorks’ changes photos RANDOMLY (By default atomatically after 60 seconds.)

Intro to HLA

This site looks promising: http://www.ecst.csuchico.edu/~hla/. The lesson about FOM/SOM seems to be a good summary.

This site seems older but may have good material too: http://dss.ll.mit.edu/dss.web/96.14.103.RTI.Introduction.html

Concept of lookahead in HLA

The concept of lookahead in HLA is not explained much in HLA documentation. Here are some quotes that give a bit more info on it:

From HLA TIME MANAGEMENT AND DIS by Fujimoto himself:

The timestamp order service requires specification of a quantity called lookahead. To motivate the need for lookahead, consider a federation where timestamp order is specified for all communications. Consider the federate with the smallest logical time at some instant in the execution. Let this federate have a logical time of T. This federate could generate events relevant to every other participant in the federation with a timestamp of T. This implies the RTI cannot deliver any message with timestamp larger than T to any federate. In turn, this implies no federate can advance its logical clock beyond T because it is then prone to receiving an event in its past. This is a well-known problem that has been widely studied in the PDES community. The two principal approaches to circumventing it are:

  • use the notion of lookahead, described below, to define conservative protocols that prevent out-of-order delivery of messages, or
  • * use optimistic synchronization techniques that allow messages to be delivered out of timestamp order, and use a rollback mechanism within the federate to recover from errors introduced from out-of-order delivery.

HLA-TM supports both of these approaches. Optimistic synchronization is beyond the scope of this paper, but is described elsewhere [Fuji96]. Lookahead is elaborated upon next.

If one were to mandate that no simulation may schedule an event with timestamp less than the federate’s current time plus a value L, then the RTI can allow concurrent delivery and processing of messages in a time window L time units wide beginning at the minimum logical time of any simulation in the federation. This value L is referred to as the lookahead for the simulation because a federate must be able to “look ahead” L time units into the future, or in other words, predict attribute updates and interactions at least L time units “ahead of time”. Lookahead may, in general, be difficult to incorporate into certain classes of simulations, but nevertheless is very important for simulations requiring guaranteed message ordering services to achieve acceptable performance.

Lookahead is clearly very intimately related to details of the simulation model, and thus cannot be determined automatically by the RTI. Some examples of where lookahead may be derived are described below.

  • Physical limitations concerning how quickly one federate can react to an external event. Suppose the minimum amount of time for a tank to respond to an operator’s command (e.g., to fire an ordnance) is 500 milliseconds. This means the simulation can guarantee that it will not schedule the results of any new operator actions until at least 500 milliseconds into the future, providing a lookahead of this amount.
  • Physical limitations concerning how quickly one simulation can affect a second simulation. Suppose two tanks are ten miles apart, and there is also a maximum speed of a projectile fired from one tank to another. These constraints place a lower bound on how much time must elapse for the first tank to affect the second. Thus, events such as a projectile exploding at the second tank can be scheduled into the future, providing some degree of lookahead.
  • Tolerance to temporal inaccuracies. Suppose a simulation produces an event at time T, but the receiver of the message for that event cannot distinguish between the event occurring at time T and T+100 milliseconds (e.g., in a training simulation, it might be the case that a muzzle flash occurring at time T is indistinguishable from one at time T+100 milliseconds). Then, the simulation may schedule events 100 milliseconds into the future, providing a lookahead of this amount.
  • Time stepped simulations: In a time stepped simulation, the lookahead is normally the size of the time step. This is because a simulation can only schedule events into the next time step (or later), but not into the current time step.
  • Non-preemptive behavior. Suppose a tank is moving north at 30 miles per hour, and nothing in the federation model could cause it to change any events produced by the tank over the next ten minutes. These events could therefore be scheduled immediately, resulting in a lookahead of 10 minutes.
  • Precomputing simulation activities. If the events produced by a simulation over the next L units of time do not depend on external events, but only depend on internal computations, these computations can be performed in advance, enhancing lookahead. For example, if the time until the next interaction of a simulation with another simulation is drawn from a random number generator, the generator can be sampled ahead of time, and the computed value can be used to derive the simulation’s lookahead for this time instant.

Lookahead can change dynamically during the simulation. However, lookahead cannot instantaneously be reduced. At any instant, a lookahead of L indicates to the RTI that the federate will not generate any event (using timestamp ordering) with timestamp less than C+L, where C is the federate’s current time. If the lookahead is reduced by K units of time, the federate must advance K units before this changed lookahead can take effect, so no events with timestamp less than C+L are produced.

The RTI requires each simulation to specify lookahead information if any events utilizing the guaranteed event ordering service are generated. Care must be taken in developing the federate to maximize lookahead, as this can significantly affect performance.

From TIME MANAGEMENT IN DISTRIBUTED FACTORY SIMULATION, A CASE STUDY USING HLA:

In operation, federates interact through messages. A message from one federate to another may represent an event originating with the first federate but affecting the second. Thus, when the second federate receives the message, it can “experience” the corresponding event by placing it in its local event queue. Synchronization requires that the second federate’s local time should not be greater than the time stamp of the arriving message, otherwise the second federate experiences an event “now” that occurred in its “past” (McGinnis et al. 2005). HLA TSO service is designed to facilitate the message interactions between federates. It ensures that messages will be delivered to federates in time stamp order, and no TSO message contains a time stamp less than the federate’s current time will be delivered to it.

The TSO service requires specification of lookahead, where lookahead is defined as the minimum distance into the future that a TSO event will be scheduled (Fujimoto 2000). Lookahead is a guarantee from the federate that it will not generate any messages with a time stamp smaller than its current time plus the value of lookahead. Thus lookahead can be used to define a lower bound on the time stamp (LBTS) of messages produced by a federate later during the execution. By computing a minimum of this lower bound across all federates that can send messages to a given federate, call it federate S, one can derive a lower bound on the time stamp of messages that will be delivered to S in the future. This lower bound is important because it means S can process messages with time stamp smaller than this lower bound without fear of later receiving a smaller time stamped message (Fujimoto 1997).

The lookahead of a federate is bounded by the federate’s quickest response time to TSO messages it subscribes. If, for example, the federate should respond to messages from other federates instantly, it can only guarantee a zero lookahead. Lookahead value has great implication for simulation run time. If lookahead value is large, federates potentially can achieve a high degree of parallelism in processing events. However, if lookahead value is small, there will be a high level of synchronization overhead and little parallelism.

and

In this design, since the factory federate is mainly in charge of the behaviors at the tools, and the smallest processing time of a lot on the tools is more than 8.1 minutes, the lookahead value of the factory federate can be as large as 8.1 minutes. For the material handling federate, the lookahead value depends on how fast the fab can send the material to its destination, which in most cases is the summation of transportation time and load/unload time at the stockers. Detailed calculations show that lookahead value of the material handling federate can be up to 52 seconds in our case (Wang 2004).

From Cookbook to Adapting Simulations for the High Level Architecture by Murray Gamble for DND/SECO:

If you are using Time Management services, you will need to be extremely careful with the configuration that you have selected and the options that you have set. Specifically, the selection and use of “lookahead” will have significant implications on the performance of your federate. Using a larger “lookahead” value means that messages you send to other federates will be delivered to those federates much later than they will be processed locally.

From MPADES: Middleware for Parallel Agent Discrete Event Simulation:

The sensation and action latencies provide a lookahead value for that agents and allows the agents to think in parallel. When a sense event is realized for agent 1, it cannot cause any event to be enqueued before the current time plus the minimum action latency. Therefore it is safe (at least when only considering agent 1) to realize all events up till that time without violating event ordering.

So it looks like a possible interpretation of lookahead is a “time period during which the simulation (by federate) could not generate new events”. This would happen, e.g., during the computation period. E.g. if it takes a federate 1 ms to evolve itself by 10 ms, then the lookahead could be 1 ms.

The quotations indicate that the larger the lookahead, the more things can happen in parallel. This is because if the lookahead is large, so a federate says that during that large time slice ahead of its current time, it will not generate new events. This doesn’t mean that the federate can’t evolve during that time: it may do so and modify itself significantly; it just means that it won’t broadcast any updates during that time. This allows other federates to progress without regard for input from that federate.

HOWEVER, this also assumes that this federate discards any events that would come from other federates in that time span. This would be true in “steady state” since the RTI guarantees it will not deliver messages with a TSO (time stamped order) less than a federates current time plus lookahead. This in turn indicates that the federate will have been granted a move to its current time only when its LBTS was more than its current time plus its lookahead, which should itself delay things. So it is still not clear that increasing the lookahead is pure gain.

From the many PDF articles found by Google, with brief discussions related to lookahead, it is clear that good values for lookahead are in general difficult to compute yet can have significant impact on performance. Some articles mentione dynamic optimization of the value during runtime.

Important simulation websites

  • modsim.org: M&S new/industry website
  • remotesensing.org
  • cigi.sf.net: open standard for API that allows decoupling of simulation back-end from visualization front-end(s)
  • portico.org: open-source HLA 1.3/1516 RTI (java and C++; though the C++ API is a wrapper for the java, i.e. you need a JRE to use the C++ API!)
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