Editing Talk:2904: Physics vs. Magic

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Probably not the clearest way to put that I suppose, but while the Euler-Lagrange equations might not take initial and final states as inputs, the least action principle from which they are derived is formalised that way, at least insofar as it takes the generalized coordinates at each end of an interval and gives a rule for the evolution between them. The fact that in practice you usually grind the Lagrangian into ELEs in order to solve it doesn't mean that there's anything stopping you doing it directly by, say, discretizing the interval to turn the action integral into a form you can minimize directly. I still think that the least-action principle from classical mechanics makes much more sense as the root for this joke than their use specifically in particle physics. [[Special:Contributions/172.70.86.189|172.70.86.189]] 17:50, 14 March 2024 (UTC)
 
Probably not the clearest way to put that I suppose, but while the Euler-Lagrange equations might not take initial and final states as inputs, the least action principle from which they are derived is formalised that way, at least insofar as it takes the generalized coordinates at each end of an interval and gives a rule for the evolution between them. The fact that in practice you usually grind the Lagrangian into ELEs in order to solve it doesn't mean that there's anything stopping you doing it directly by, say, discretizing the interval to turn the action integral into a form you can minimize directly. I still think that the least-action principle from classical mechanics makes much more sense as the root for this joke than their use specifically in particle physics. [[Special:Contributions/172.70.86.189|172.70.86.189]] 17:50, 14 March 2024 (UTC)
 
: Sure, it is possible to implement stationary action numerically. For instance, around 2003 Edwin F. Taylor and Jozef Hanc collaborated on a series of articles, and Slavomir Tuleja created a Java simulation in which the concept of 'hunting for the true trajectory' is implemented. (I created a numerical implementation too, it's on my website.) In order to home in on the true trajectory an iterative algorithm must be implemented. The total time interval is subdivided in ''n'' time intervals: t_1, t_2, t_3, t_4, ... t_n. As seed for the iterations start with a straight line. First iteration: adjust the height at t_2, while keeping the height at t_1 and t_3 the same; next adjust the height at t_3, while keeping the height at t_2 and t_4 the same, and so on until you are at t_n. Start again with the triplet t_1, t_2, t_3. Keep iterating until the vertical increments become negligably small. In the Tuleja applet the size of the time increment is adjustable. The smaller the time increments the higher the accuracy of the numerical approximation. My point is: in the end the only distinction between implementing a differential solver and implementing a stationary action solver is order of operations; in both cases the ''unit of operation'' is inherently a ''differential operation''. To push for higher accuracy you must make the time increments smaller. General assertion: contrary to its appearance the stationary action concept is ''inherently'' a differential concept [[User:Cleonis|Cleonis]] ([[User talk:Cleonis|talk]]) 10:04, 17 March 2024 (UTC)
 
 
 
  
 
I feel like this explanation needs a Simple English rewrite. The introduction is ok, but I came here with the simple question "What are Lagrangians?" and the sci-speak is so opaque it might as well be just "magic". [[Special:Contributions/172.70.91.61|172.70.91.61]] 20:03, 15 March 2024 (UTC)
 
I feel like this explanation needs a Simple English rewrite. The introduction is ok, but I came here with the simple question "What are Lagrangians?" and the sci-speak is so opaque it might as well be just "magic". [[Special:Contributions/172.70.91.61|172.70.91.61]] 20:03, 15 March 2024 (UTC)

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