Preface
This is a tutorial made solely for the purpose of education and it was designed for students taking Applied Math 0330. It is primarily for students who have very little experience or have never used Mathematica before and would like to learn more of the basics for this computer algebra system. As a friendly reminder, don't forget to clear variables in use and/or the kernel.
Finally, the commands in this tutorial are all written in bold black font, while Mathematica output is in normal font. This means that you can copy and paste all commands into Mathematica, change the parameters and run them. You, as the user, are free to use the scripts for your needs to learn the Mathematica program, and have the right to distribute this tutorial and refer to this tutorial as long as this tutorial is accredited appropriately.
Return to computing page for the second course APMA0340
Return to Mathematica tutorial for the second course APMA0330
Return to Mathematica tutorial for the first course APMA0340
Return to the main page for the course APMA0340
Return to the main page for the course APMA0330
Return to Part II of the course APMA0330
Pursuit
People are familiar with chases and escapes since their childhood when every child played the game hide-and-seek.
On January 16, 1732, the French mathematician and hydrographer Pierre Bouguer (1698--1758) read his paper before the French Academy where he first formulated and solved the pursuit problem. Bouguer treated the case of a pirate ship pursuing a fleeing merchant vessel that he assumed to travel along straight line with constant speed vm. The pirate ship travels at constant speed vp along a curved path such that it is always moving directly toward the merchant, that is, the velocity vector of the pirate ship points directly at the merchant vessel at every instant of time. Bouguer's problem was to determine the equation \( y = y(x) \) of the curved path which is called the curve or ine of pursuit.
To find the curve of pursuit for Bouguer's problem, let us denote by (x,y) the location of pirate ship in rectangualr coordinate system at arbitrary time \( t \ge 0 . \) We assume that initially, the pirate ship was at the origin, and the merchant vessel was at the point \( \left( x_0 , 0 \right) . \) At time t, the merchant vessel has sailed to the point \( \left( x_0 , v_m t \right) . \) The slope of the tangent line to the pursuit curve is
x0 = 3
c = n*x0/(1 - n^2)
y[x_] = c + (x0 - x)/ 2*((1 - x/x0)^n /(1 + n) - (1 - x/x0)^(-n) /(1 - n))
Plot[y[x], {x, 0, x0}, PlotStyle -> Thick]

A. E. Dubinov, I. D. Dubinova, S. K. Saykov, The Lambert W-function and its Applications to Mathematical Problems of Physics (in Russian), S§rov (Russia), The Russian Federal Nuclear Center, 2006, pp. 1-160.
Some Applications of the Lambert W-function to Theoretical Physics Education S. G. Kazakova and E. S. Pisanova
Return to Mathematica page
Return to the main page (APMA0330)
Return to the Part 1 (Plotting)
Return to the Part 2 (First Order ODEs)
Return to the Part 3 (Numerical Methods)
Return to the Part 4 (Second and Higher Order ODEs)
Return to the Part 5 (Series and Recurrences)
Return to the Part 6 (Laplace Transform)
Return to the Part 7 (Boundary Value Problems)