At a glance
Two players run along a court while A throws a ball at B, and the sim lets you read every velocity from A's, B's or the ball's own rest frame. It is the first step towards relativity: before asking what changes near the speed of light, you need to know exactly what a velocity means at everyday speeds.
What you'll learn
- How the ball's velocity over the ground is related to A's motion and to the throw.
- What each rest frame reports for A, B and the ball, and why.
- Which quantities depend on the choice of frame, and which do not.
What's on screen
- A (blue): the thrower.
- B (red): the target.
- Ball (orange): starts at A. The throw restarts when the ball reaches B, or when the ball or B leaves the court.
- Velocity arrows and court markings: the arrows show each object's velocity in the active frame. The floor ticks stay still or slide, depending on that frame.
- Frame badge (top right of the court): the active frame, and its own velocity relative to the ground.
- Velocities strip (under the court): the numbers for A, B and the ball in the active frame.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Reference frame | Whose rest frame the numbers are read in: A's, B's or the ball's. The velocities, arrows and floor markings are redrawn for that frame. It does not restart the throw. | 3 buttons opens in A's frame | |
| A v (ground) | A's velocity relative to the ground. Moving any velocity slider restarts the throw. | −8 to +8 m/s opens at +2.0 | |
| B v (ground) | B's velocity relative to the ground. | −8 to +8 m/s opens at +5.0 | |
| Ball v (rel A) | The throw speed, measured from A. | 1 to 15 m/s opens at 8.0 | |
| Frame badge | Names the active frame and gives that frame's own velocity relative to the ground. | on the court | |
| Velocities strip | A, B and the ball, each in the active frame. | under the court | |
| ▶ Play / ⏸ Pause | Runs or freezes the throw. | top bar | |
| Speed | Plays the throw faster or slower on screen. No readout changes. | 0.25×–4× opens at 1× | |
| ↻ Reset | Puts the three sliders and the frame back to their opening values and restarts the throw. | top bar |
Fixed: the court is 44 m long, and each throw starts with A at 10 m and B at 30 m. All velocities are constant.
The ball carries the thrower's motion
The sliders A v and B v are set against the ground. The throw speed is set against A, so it is not yet a ground velocity. The ball leaves A already moving with A, so over the ground the two velocities add:
- At the opening settings: 2.0 + 8.0 = 10.0 m/s over the ground, although A's throw alone is 8.0 m/s.
- No button selects the ground as a frame, but the A v and B v sliders are set in it.
- Every rest frame the sim offers reads the ball from this one ground value (next section).
Each frame subtracts its own velocity
Two observers share one clock, and their rulers are offset by the motion between them (Lecture 6, with V the frame's velocity):
Differentiating the position once gives the rule for every velocity. The lecture writes it ũ = u − V; the sim writes it as:
- Vframe is the ground velocity of whatever the frame rides: vA, vB, or vA + vball,A for the ball.
- Every velocity loses the same Vframe, sign included, so the object the frame rides reads zero.
- The court markings are not exempt: they read −Vframe.
Differences are the same in every frame
Subtract two velocities read in the same frame, and Vframe cancels:
- The rate at which the ball closes on B is vball − vB = 10.0 − 5.0 = 5.0 m/s in every frame, though the ball and B each read differently.
- The same holds for any pair: B moves away from A at vB − vA = 3.0 m/s in every frame.
- No frame has the "true" closing rate. Each one just reads it off a different pair of numbers.
All frames agree on the catch
The Galilean rule keeps one shared clock, t̃ = t. At the opening settings the ball starts 20 m behind B and closes at 5.0 m/s, so every observer clocks the catch at 20 ÷ 5.0 = 4.0 s.
These controls move the sim too.
The acceleration agrees as well. V is constant, so it vanishes when ũ is differentiated, and Newton's second law reads the same in every frame:
Where the rule stops
Plain addition and subtraction fail for light. If Alice clocks a light pulse at c, Bob moving along with it at V should clock c − V, but every measurement gives c. Lecture 7 resolves this. Relativity replaces the addition rule, with c = 3.00 × 10⁸ m/s:
- When uv is much smaller than c², the denominator is 1 and the rule is u + v.
- Put u = c and the rule gives w = c for any v.
- In this sim the correction is about 2 parts in 10¹⁶ at the opening settings, and about 1 part in 10¹⁵ at the fastest settings (A v = 8, ball v = 15 m/s). No stopwatch could see that, so the sim models only the Galilean rule.
Where it matters
- Airspeed and ground speed. A plane at 200 km/h next to a train moving the same way at 100 km/h is seen from the train at 100 km/h (the lecture's example). With a wind along the flight path, ground speed is airspeed plus wind, by the same arithmetic.
- Collisions. Two cars in the same lane at 20 m/s and 15 m/s meet at a closing speed of 5 m/s. The severity of the impact depends on that difference, not on either speed over the road.
- Galileo's ship. Because ã = a, an experiment inside a smoothly moving cabin gives the same results as on shore. This is the principle of relativity, which Einstein kept and extended.
Go deeper: the relativistic version of the subtraction
Beyond this sim, the rule u′ = u − V becomes u′ = (u − V)/(1 − uV/c²). For small speeds it is the sim's rule, and for u = c it gives u′ = c in every frame.
Summary
Key points
- The ball's ground velocity is vA + vball,A.
- In any rest frame v′ = v − Vframe, and the court markings read −Vframe.
- The closing rate vball − vB and the catch time are the same in every frame.
- The rule is exact for everyday speeds and wrong for light.
Common mix-ups
- "The ground frame gives the ball's real speed." The ground is one more moving object. In every frame the court markings read −Vframe.
- "Switching frames changes the motion." It changes only the description. A, B and the ball stay where they were, and the catch still happens.
- "If frames disagree on velocities, they disagree on everything." They agree on differences of velocity, on time, and on acceleration.
Things to try on your own
- Raise A v and B v by 3 m/s each and stay in A's frame. Compare A, B and the ball in the strip with before, then look at the floor markings.
- Set A v = 2, ball v = 6 and B v = 8. Work out the closing rate before you press Play, then check what the sim does.