At a glance
A charged particle fired past a fixed, repelling centre is deflected by the force alone. This sim lets you choose the aim and the speed of each shot and measures how far it is turned, the kind of measurement that revealed the atomic nucleus in 1911.
What you'll learn
- How the scattering angle ψ depends on the aim b and the speed v.
- What sets the closest approach rmin of a shot.
- What happens when you aim straight at the centre (b = 0).
- How a wide beam of particles is shared among small and large deflections.
What's on screen
- Scattering centre (red dot): fixed in place, and it repels the particle.
- Aim line (dashed blue): the incoming path; its distance from the centre is b. Drag it to change b.
- Current track (yellow): the shot in flight. When it ends, a short arc marks ψ.
- Past tracks (grey): every earlier shot, until you clear them.
- Live readouts and Results table: ψ and rmin of the last shot, and one row for every shot.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Impact parameter b | The perpendicular distance from the centre to the aim line, measured far from the centre. You can also drag the aim line on the stage. | 0–3 opens at 0.50 | |
| Incoming speed v | The particle's speed far from the centre. | 0.6–2.5 opens at 1.00 | |
| ▸ Fire | Fires one shot with the current b and v. | button | |
| Fire spread of b | Fires seven shots at once at the current v, with b = 0.2, 0.4, 0.7, 1.0, 1.5, 2.0 and 2.5, and adds them to the Results table. | button | |
| Clear tracks | Removes every track and empties the readouts and the table. | button | |
| Live readouts | ψ and rmin of the most recent shot. | panel | |
| Results table | One row per shot: b, v, ψ, rmin, tan(ψ/2) and 1/bv². | panel | |
| ▶ Play / ⏸ Pause | Freezes a shot in flight. With none in flight, Play fires one. | top bar | |
| Speed | Replays each shot faster or slower on screen. The angle is unaffected. | 0.5×–4× | |
| ↻ Reset | Restores b = 0.5 and v = 1, clears the stage, and fires one default shot. | top bar |
Fixed: k = m = 1 (natural units), and the centre does not recoil. Each shot is replayed in about 7 s whatever v is, so v cannot be read from how fast the dot moves.
The force and the angle
The centre repels the particle with the Coulomb force. In the sim's natural units (k = 1, m = 1):
- The force is felt at every distance. It is weak far away and grows quickly as the particle comes closer.
- b and v are measured far away, where the force is negligible and the path is a straight line: b is the perpendicular distance from the centre to that line, and v is the speed along it.
- The particle swings past and leaves along a second straight line. The angle between its outgoing and incoming velocity is the scattering angle ψ.
- Every path in this force is one branch of a hyperbola.
How b and v set the angle
Energy and angular momentum conservation give the angle in one line (L = mbv is the angular momentum):
- b sits in the denominator once, v twice. Doubling b halves tan(ψ/2); doubling v divides it by four.
- A smaller tan(ψ/2) means a smaller ψ, so aiming wider or going faster turns the shot less.
- Only the product b·v² matters: two shots with the same b·v² leave at the same angle.
- In the Results table, tan(ψ/2) and 1/bv² stay proportional, and their ratio is k/m.
These sliders move the sim too.
The closest approach
Along the path the energy E = ½mv² and the angular momentum L = mbv stay constant. At the closest approach the velocity is perpendicular to the line to the centre, and the two conservation laws give:
- e is the eccentricity of the hyperbola. It is at least 1, and equals 1 only when b = 0.
- rmin is always larger than b. At closest approach part of the energy is stored as potential energy, so the speed is below v; with L = mbv fixed, the shot must be farther out than b.
- Faster shots get closer to the centre. A wider aim keeps the shot farther away.
A head-on shot never reaches the centre
At b = 0 there is no angular momentum, so the shot runs straight at the centre and climbs the potential hill V = k/r. It stops where all its kinetic energy has become potential energy:
½mv² = k / rmin ⇒ rmin = 2k / (mv²)
- V grows without limit as r → 0, so any shot with finite energy stops first. At v = 1, rmin = 2.00; even at the sim's top speed (v = 2.5) it is 0.32.
- The shot then retraces its path: ψ = 180° with no contact.
- A head-on shot is also the closest approach at its speed: for b > 0, rmin = (k/mv²)(1 + e) is larger.
Large deflections are rare
A wide, uniform beam sends equal numbers of particles through equal areas. A shot turns by more than ψ only if it is aimed inside the circle b < k / (mv² tan(ψ/2)). That circle's area is the cross-section σ = πb².
| turned by more than | aim inside b < | target area πb² | compared with 90° |
|---|---|---|---|
| 90° | 1.00 | 3.14 | 1 |
| 150° | 0.27 | 0.23 | 14 times smaller |
| 170° | 0.09 | 0.024 | 130 times smaller |
At v = 1, k = m = 1. Doubling v shrinks every one of these areas by a factor of 16.
- Large angles need a small bullseye, so they are rare. Small angles come from the large area outside.
- The sim's spread fires seven chosen values of b, not a random beam. It shows the trend, not the counts.
Where it matters
- The nucleus (1911). Geiger and Marsden found that of order 1 in 104 α-particles fired at a thin metal foil came back by more than 90°. Rutherford showed this needs a tiny, dense, positive core: head-on, a 7.7 MeV α-particle on gold stops no closer than about 30 fm, thousands of times smaller than the atom.
- Rutherford backscattering spectrometry. Ions of a few MeV fired at a thin film, and counted by energy as they bounce back, reveal which elements are present and at what depth.
- Spacecraft flybys. Gravity is the attractive version of the same 1/r² force. The path bends toward the planet, and tan(ψ/2) keeps the same form, with k = GMm.
Go deeper: the Rutherford cross-section
Counting particles per unit solid angle, with E = ½mv², gives dσ/dΩ = (k/4E)² / sin⁴(ψ/2). It rises steeply toward small angles, matching section 07. This holds only while the particle stays outside the nucleus. At high enough energy it reaches the nuclear force and the Coulomb law fails. The same formula follows from quantum mechanics.
Summary
Key points
- tan(ψ/2) = k/(mbv²): a smaller b or a smaller v gives a larger ψ.
- The closest approach rmin = (k/mv²)(1 + e) exceeds b and is at least 2k/mv²; at b = 0 it equals 2k/mv².
- The cross-section for ψ above a given angle is πb², so large deflections are rare.
Common mix-ups
- "A particle that comes straight back must have hit something." The repulsion turned it round at rmin = 2k/mv², before it reached the centre.
- "Faster particles are deflected more, because they carry more energy." They spend less time near the centre and are turned less: tan(ψ/2) falls as 1/v².
- "Every deflection angle is equally likely." Likelihood follows target area πb², and large angles need a small b.
Things to try on your own
- Fire a spread at v = 1 and check in the Results table that tan(ψ/2) tracks 1/bv².
- Fire head-on shots at v = 0.6 and v = 2.5, and compare each rmin with 2/v².
- Find another (b, v) with about the same ψ as the default shot: keep b·v² near 0.5, e.g. v = 1.41, b = 0.25.