o Test at 1024x768 o Test on a Mac. o Intensity readers should be constrained on the x-axis when in side-view. o Should we show intensity readouts anywhere, or just wave values? o Could show intensity on detectors instead of displacement (ask Noah P) o Okay, I'll add a switch to detectors to show intensity. Do we want to optionally show absolute values (or intensities) in the wave area (to give a more global idea of constructive and destructive interference)? o I would leave it up to others whether we should show intensity in the wave itself. I don't really have an opinion, but I would lean towards not doing this, since there are already a lot of controls in this sim and I'm not sure what this option would buy us. Maybe in an advanced pull-down menu?? o Add correct units to measuring tape. o Add correct units to stopwatch. o Barrier, multiple sources should disappear for rotate wave. Wave Interference: notes from phet meeting 4-4-06 o When a barrier is present, it should be shown in side view as behind the wave. o Show a dotted gray line on intermediate rotation graphic to signify the cross section. o Faucets should be draggable. o In particle mode, there should be a smaller number of red particles. o For the photon panel, users should be able to view with or without arrow vectors. o Should be able to view sound waves from the side. o Photon vectors should not have their tail fixed at E=0, but their middle, so students don't confuse "y" with "E" - When you put up a barrier in sound, the particles to the right of the barrier don't go through (this is correct), but the particles on the left of the barrier penetrate the barrier. I suspect that there is a boundary condition on the right side, but not the left? - Issue with the light source. (you need coherent light to get interference). The way this is actually done (I think) is to shine a laser through a single slit (or pinhole) and make the light diffract, creating circular wavefronts. Also a problem of scale, since the light should be ~500nm. Maybe none of this matters, but it's something I noticed and should be solved if there is an easy solution. - It looks like the particles run away from the speaker and then fill in from behind. I know this is sort of an optical illusion, but there may be a way to minimize this visual effect. I tried to follow a single particle and it still looked like it was running away. - When you change the wavelength of light, it resets rather than continuing with differently colored ripples. Bug: When you turn the gun off, it goes to solid color rather than black. Bug: Cross section graphic shouldn't show in side-view (water waves only). The graph that shows the efield should have the arrows colored the same as the curve and possibly a place to choose vectors on or off but hard to say until we see the graph. >What does this mean? Not easy (yet) to make the view angle box narrower. A comment said "Detectors should have red x’s in the upper right corner to delete them." >Did you mean Barriers? All three views will rotate (Sound and Light show same thing on side as on top) >I'm not sure how to visualize the intermediate graphics for sound & light. Pressure waves are out of phase (particles are too slow to keep up with pressure).