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Like most groups of technical people, stellar dynamicists have a language
all their own.
This glossary is informal, and constitutes an exceedingly brief and
fleeting crash course in stellar dynamics for those members of my
committee not familiar with the terms.
It is designed to be read sequentially, not alphabetically.
- collision
- A collision
occurs when two particles pass close
enough to each other to ``substantially'' alter at least one of their
pre-encounter paths. They don't actually have to ``touch'' in any
physical sense. If they are part of a larger parent body (eg., a
galaxy) then their orbits will also be altered. The definition of
``substantial'' depends on context, but most real gravitational systems
are either clearly collisional (eg., globular clusters) or
collisionless (most galaxies). No system is completely collisionless,
but galactic disks, for example, have relaxation times that are orders
of magnitude longer than the age of the universe.
- encounter
- An encounter is a term that applies to any
2-body interaction. Although collision and encounter
are often used interchangeably, a collision usually refers explicitly
to a close or strong encounter.
- crossing time
- The average time it takes a body to travel
from one side of the system to the other, sometimes defined as
where
is the radius of a sphere that contains a fraction f
(usually 1/2) of the mass of the system, and
is the root
mean square particle speed. In disk systems, it is half the average
orbital period.
- relaxation
- In a real system, each particle has a birth date (eg.,
the formation of a star from a condensing gas cloud), at which time it
enters an initial orbit. As the system ages, particles are perturbed
from their initial orbits both by the slowly changing global potential,
and by collisions. The
process acting on individual particles is similar to a random walk; the
cumulative effect on the system is called relaxation. A system
is relaxed when no information remains about the initial orbits
of most particles. More formally, if we look at the collisions
experienced by a single particle and
is the deflection in radians
caused by each
collision c, then if most particles satisfy
then the system
is relaxed. Similar arguments can
be made for the relative change in orbital energy or orbital angular
momentum per collision. A slightly more detailed analysis
[9, chapter 4,] shows that the relaxation time
is about
crossing times.
- equipartition
- Each particle has kinetic energy
(v
measured relative to the centre of mass of the entire cluster of
objects). When two stars of unequal mass collide, they tend to
exchange energy so as to equalize their kinetic energies. (This is the
same principle used by interplanetary probes for gravity assists: they
gain speed, relative to the sun, by passing close to planets.) This
results in lighter particles gaining energy and entering higher orbits
while larger ones lose energy and sink towards the centre of the
system. If we consider particles to be members of a gas, then their
kinetic energy can also be interpreted as their temperature
(nothing to do with the surface temperature of an actual star). When
the temperature of each particle has become statistically independent of
its mass, then the system has achieved equipartition of energy.
- cold disk
- A cold system is characterized by low RMS
collision velocities (i.e., low velocity dispersion), and higher
temperatures mean higher velocity dispersion. A spherical system
cannot be cold because every point in the system has orbits with vastly
different velocity vectors passing through it. Only disks can be
cold, where nearby orbits have similar orbital vectors
and thus low relative speeds. The disks of spiral galaxies are
generally cold and collisionless, but they slowly heat up as the system
relaxes (over time periods much longer than the current age of the
universe).
- globular cluster
- A small, dense, roughly spherically symmetric
group of
old stars. There are about 150 known
globular clusters orbiting our Milky Way Galaxy. Since a globular
cluster is small and dense, it is highly collisional. The relaxation
time of a globular cluster is roughly 3-5 billion years, and they are
believed to be composed of the very first stars to form during the
formation of our Galaxy about 10 billion years ago; thus existing
globular clusters are relaxed (and they are observed to be quite
equipartitioned).
- spiral galaxy
- A group of roughly
stars,
arranged with an ellipsoidal centre of old stars and a sparser thin disk
of younger stars. The core can be collisional, the disk is generally
not.
- elliptical galaxy
- A voluminous group of roughly
stars. They look a lot like globular clusters but are many
orders of magnitude larger, sometimes having
diameters larger than spiral galaxies. They can be collisional in
the core, but generally not outside of it.
- Plummer model
- A popular model used to describe the gravitational
potential (and thereby the density of particles) in spherical stellar
systems. The Plummer Potential is defined by
where b is the single parameter and
gives the potential of a point mass. The gravitational
force between two non-overlapping ``Plummer spheres'' is
- force softening and discreteness noise
-
Finally, we are usually restricted to simulate with
an N which is many orders of magnitude smaller than the actual number
of particles in the system. (For example, even a small globular
cluster has
members, and it's just possible that we may be able
to fully simulate such a system without softening in the next few
years.) Thus, each particle in our simulation can be representative of
thousands or millions of particles in the real system. Each simulated
particle can be interpreted as either A) the total mass of the group it
represents, at the centre of mass of the group, or B) a randomly chosen
member of that group (``Monte carlo sampling''). In either case the
potential energy function of the system is much more ``lumpy''
than it should be, and two-body interactions will be much more
important than in the real system. For example, using interpretation
(A), two simulated particles passing by each other with zero distance
encounter infinite force; whereas in the real system, two groups
of particles thrown at each other generally pass through each other
almost unscathed. (Because the diameter of a star is about
of the average distance between them.) This results in the
simulated system being much more collisional than the real system, and
having a much higher relaxation rate.
A simple method to attempt to partially alleviate this problem is to
``soften'' the force between two simulated particles. The simplest method
is to use model (A) and treat the particles as Plummer spheres, replacing
Newton's gravitational force law
with
where
is a constant chosen to approximate the
average separation between simulated particles. Other methods (like
the particle mesh methods, eg., [61]) contain
implicit softening. However, softening only partially alleviates this
problem of discreteness noise. The only known way to substantially
improve it is simply to increase N [39].
- regularization
- If a system is being simulated without softening,
then close encounters between particles can occur, and sometimes 3-
or more-body interactions can result in the formation of a
closed binary or multiple star system. To accurately integrate these
tight orbits takes time-steps many orders of magnitude smaller than is
typical for non-interacting stars. Multiple star systems form an
integral part of the evolution of globular clusters, and thus cannot be
ignored. Without special treatment the integration of tight binary
star systems can soak up the majority of your CPU time and slow the
simulation immensely [1]. Regularization is the
process of speeding up the simulation of these orbits by solving them
analytically as perturbed two-body systems.
Here are some more terms that are not to do with stellar dynamics,
but astronomy in general.
- Dark Matter
- matter that we can't see, but we know must exist for
various reasons, like spiral galaxies rotating so fast that, if the
light matter was all that was there, the galaxy would fly apart.
Something must be holding it together, assuming gravity is still
at galaxy-sized distances.
- Particle-Particle method
- the obvious
method for computing all
the forces between all the particles of an N-body system.
- Particle-Mesh Method
- compute a finite-term expansion of the
gravitational potential over a grid (mesh) in space, then interpolate
the potential at each particle. The gradient of the potential is the
force on that particle.
- Tree method
- Split the universe hierarchically up into boxes, such that
any box containing more than one particle is split into
equal-sized
boxes, where d is the dimension, 2 or 3. Then, when computing the
force on a particle, far away particles can be lumped into boxes and an
approximate force from all of them can be computed by assuming all the
particles are at their mutual centre of mass in the box. The time is
to compute all the forces.
- Mass segregation
- a result of equipartition: massive bodies sink to the
bottom of a cluster over time.
- Core collapse
- a phenomenon, independent of mass segregation (because
it happens even if all the masses are the same), whereby energy is
transfered out of the core of a collisional system, like a globular
cluster. The core gets more and more dense, until, in the limit, it
becomes infinitely dense. In reality, core collapse is halted by a
mechanism I'm not familiar with, but involves the formation of binary
stars in the core.
- Perihelion
- point of closest approach of a solar system object to the
Sun. Also peri-astron, closest approach to any star.
Next: References
Up: Contents
Previous: Discussion and future directions
Wayne Hayes
Fri Dec 27 17:41:39 EST 1996