At a glance
This sim rolls a ball along a potential-energy curve V(x) and draws its fixed total energy E as a line on the same diagram. Reading that one diagram tells you where the ball can go, how fast it moves there, and whether it stays or escapes.
What you'll learn
- How to read the ball's speed off an energy diagram.
- What the slope of V(x) does to the ball, and what it does not do.
- How the total energy decides whether the ball stays or escapes.
- What happens exactly on the dividing line, and how the curve's two flat points differ.
What's on screen
- Grey curve: the potential energy V(x) at each position.
- Dashed cyan line E: the total energy (drag its ⇕ handle).
- Dashed amber line: the barrier height Vb, at the crest x = −1 m.
- Ball and trail: dots dropped at equal time steps. White dots: v = 0.
- Green KE bar, cyan v-arrow and magenta a-arrow on the ball.
- Chips, top left: type of motion, speed v, and a stopwatch t near the barrier.
The controls
Press ⌖ on a row to see where that control sits in the sim.
| Control | What it changes | Range | |
|---|---|---|---|
| Total energy E | The ball's energy, fixed during a run. You can also drag the E line on the plot. Below the valley floor (−⅔s) the sim holds E at the floor. | −1.35 to +1.5 J opens at 0.30 J | |
| E below Vb / E above Vb | Presets: E = 0.45 Vb, or E = 1.25 Vb (at most 1.5 J). | buttons | |
| Snap E = Vb | Sets E exactly equal to the barrier height. Press again to return to your previous E. | on / off | |
| Potential scale s | Stretches the whole curve up and down. The flat points stay at x = ±1 m. | 0.4–2 opens at 1 | |
| Release point x₀ | Where the ball starts. Inside the allowed region it sets off to the left. If the curve at x₀ is above the E line, the start moves to the nearest turning point, at rest. You can also drag the ball. | −0.95 to 2.35 m opens at 2.35 m | |
| 📈 Speed map v(x) | Plots the speed against x over the region the ball can reach, with a marker at the ball. | panel | |
| 📏 Measurements | Live KE, V, v and a at the ball, time since release, the turning points and Vb. | panel | |
| ▶ Play / ⏸ Pause | Runs or freezes the motion. | top bar | |
| Speed | Plays the motion faster or slower on screen. The physics stays the same. | 0.25×–4× | |
| ↻ Reset | Restarts the mode you are in from its beginning. | top bar |
Fixed: mass m = 1 kg, no friction, so E stays constant.
Speed comes from the energy gap
With no friction, E = ½mv² + V(x) stays the same everywhere. So the kinetic energy at any x is the vertical gap from the curve up to the E line:
- Bigger gap, faster ball. The gap is largest where V is lowest, at the valley floor x = +1 m.
- Turning points. The ball can only be where V(x) ≤ E. Where the curve meets the line, KE = 0 and the ball turns round.
These sliders move the sim too.
The slope sets the acceleration, not the speed
The force on the ball is −V′(x), so the slope of the curve gives the acceleration:
- At the valley floor the slope is zero, so a = 0, at the very point where v is largest.
- At a turning point v = 0, but the slope is not zero. The force is still there, so the ball turns back instead of stopping.
- On the steep stretches the speed changes fastest. Steep means a large acceleration, not a large speed.
Above the barrier, the ball escapes
The crest at x = −1 m is the highest point between the valley and the open slope to the left. Its height is the barrier, Vb = V(−1) = ⅔s (0.667 J at s = 1).
- E below Vb: bound. The line meets the curve on both sides, so there are two turning points. With no friction, the ball swings between them forever.
- E above Vb: free. The left turning point is gone. The ball crosses the crest still moving, at √(2(E − Vb)/m), and runs off to the left for good.
- The starting point is always in the valley, so E alone decides which of the two happens. The steepness of the curve plays no part.
At exactly the barrier, the ball never arrives
Set E = Vb. The ball reaches the crest with zero speed, and close to it the speed is proportional to the distance ξ = x + 1 still to go:
- The remaining gap halves every t½ = ln 2 · √(m/2s): 0.49 s at s = 1.
- Every halving costs the same time, so the ball gets ever closer but never reaches x = −1 m. The stopwatch keeps counting.
- This energy is the separatrix, the boundary between bound and free motion. Just below it, each swing slows near the crest: at s = 1 a full swing takes 4.4 s for small swings, 5.3 s at E = 0.30 J, and longer without limit as E approaches Vb.
Two flat points, two kinds of balance
At x = ±1 m the slope is zero, so a ball at rest there feels no force and stays put. Both points are equilibria. The curvature V″ decides what a small nudge does:
- Valley floor, V″ = +2s. Off the floor the force points back toward it, so a nudged ball oscillates. Small swings take 2π√(m/2s): 4.44 s at s = 1.
- Crest, V″ = −2s. Off the crest the force points away from it, so any nudge grows. The same rate λ = √(2s/m) sets how fast it runs away.
The sim cannot place a ball at rest on the crest; section 06 shows the crest from the approach side.
Where it matters
- A pendulum has the same structure. Below 2mgℓ it swings; above it, it goes over the top. At exactly 2mgℓ it creeps toward upside down and never gets there.
- A chemical bond is a potential well. The H₂ molecule needs about 4.5 eV to break: with less, the two atoms vibrate; with more, they fly apart.
- Escape speed. A body launched from Earth's surface at 11.2 km/s or more (ignoring air) has enough energy to climb out of Earth's gravity well and never return.
Go deeper: the pendulum's energy diagram
Summary
Key points
- KE = E − V(x): speed peaks where V is lowest and is zero at the turning points.
- The slope sets the acceleration, a = −V′(x)/m, not the speed.
- Below Vb the ball is bound and swings forever; above Vb it escapes once.
- At E = Vb exactly, the ball approaches the crest forever: the separatrix.
Common mix-ups
- "Steeper means faster." Steep means the speed is changing fast. The speed is largest where the slope is zero, at the valley floor.
- "Energy is conserved, so the speed is the same everywhere." E is constant, but its split between KE and V changes at every x.
- "At E = Vb the ball reaches the top and stops there." It gets ever closer but never arrives.
Things to try on your own
- Set s = 2, then raise E until the ball escapes. Check that the threshold matches Vb in Measurements (1.333 J).
- Keep E fixed and move x₀ across the valley. Check that the turning points and top speed do not change.