File talk:Hall effect.png
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POV-Ray "code" for rendering all four parts of the illustration: /* ==================================================== The Hall effect in metal under various circumstances ---------------------------------------------------- Created by Søren Peo Pedersen - see my user page at http://da.wikipedia.org/wiki/Bruger:Peo ==================================================== */ #declare NorthAtLeft=no; // Orientation of magnetic field: // Use "yes" for north pole to the left, and south pole to the right // Use "no" for north pole to the right, and south pole to the left #declare PlusTowardsViewer=yes; // Direction of current: // Use "yes" to have the positive pole at the ends of battery and Hall sensor nearest to viewer // Use "no" to have the negative pole at the ends of battery and Hall sensor nearest to viewer #declare PositiveCharge=no; // Polarity (color) of charge carriers in the circuit: // Use "yes" for orangeish colored charge carriers in wires and Hall sensor // Use "no" for light blue colored charge carriers in wires and Hall sensor #declare HallUpwards=yes; // Direction of sideways force upon charge carriers: // Use "yes" to have the charge carriers "bend upwards" inside Hall element // Use "no" to have the charge carriers "bend downwards" inside Hall element #declare NegativeEdgeUp=yes; // Electrical polarization of Hall element (indicated by color): // Use "yes" to have bluish color at top of Hall element, indicating negative charge here // Use "no" to have reddish color at top of Hall element, indicating positive charge here #declare MagnetFont="arialbd.ttf" // Font for the "N" and "S" nomenclature on magnets // ----------------------------------------------------------------------------------------- #declare txtNeutralElement=texture { // Texture for electrically neutral parts of Hall element pigment {color rgbft <.5,.5,.5,1,0>} finish { reflection rgb .5 phong 1 metallic } } #declare txtNegativeElement=texture { // Texture for negatively charged parts of Hall element pigment {color rgbft <.1,.3,.9,1,0>} finish { reflection rgb <.1,.3,.9> phong 1 metallic } } #declare txtPositiveElement=texture { // Texture for positively charged parts of Hall element pigment {color rgbft <.9,.3,.1,1,0>} finish { reflection rgb <.9,.3,.1> phong 1 metallic } } #declare txtPolarisedElement=texture { // Texture for polarized parts of the Hall element gradient y texture_map { [0 txtNegativeElement] [.5 txtNeutralElement] [1 txtPositiveElement] } translate <0,-.5,0> #if (NegativeEdgeUp) rotate <180,0,0> #end } #declare txtHallElement=texture { // Complete texture for the entire Hall element gradient z texture_map { [0 txtNeutralElement] [.5 txtPolarisedElement] [1 txtNeutralElement] } translate <0,0,-.5> scale 4 } #declare WireTxt=texture { // Texture for the wires connecting Hall element with power source pigment {color rgb .5} finish { reflection rgb .7 phong 3 metallic } } #declare Qtorus=intersection{ // 1/4 of a torus, for rounded "corner" on the wiring torus {1,.06 rotate <0,0,90>} box {-2,<2,0,0>} } #declare PlusPgmt=pigment { // Pigment for positive end of the battery (power source) object { merge { box {<-.3,0, .35>,<.3,1,.45>} box {<-.05,0, .1>,<.05,1,.7>} } pigment {color rgb <1,0,0>} pigment {color rgb 1} } } #declare MinusPgmt=pigment { // Pigment for negative end of the battery (power source) object { box {<-.3,0,-.55>,<.3,1,-.45>} pigment {color rgb <0,0,1>} pigment {color rgb 1} } } #declare PowerSource=union { // Power source, symbolised by a battery merge { torus {.45,.05 rotate <90,0,0> translate <0,0,-.95>} cylinder {<0,0,-.95>,<0,0,.8>,.5} torus {.45,.05 rotate <90,0,0> translate <0,0, .8>} pigment { object { plane {<0,0,1>,0} pigment {PlusPgmt} pigment {MinusPgmt} } rotate <0,0,-35> } finish {ambient .4} } merge { torus {.35,.05 rotate <90,0,0> translate <0,0,-.95>} cylinder {<0,0,-1>,<0,0,-.9>,.35} torus {.35,.05 rotate <90,0,0> translate <0,0,.8>} cylinder {<0,0,.85>,<0,0,.8>,.35} difference { cylinder {<0,0,.85>,<0,0,.9>,.15} torus {.15,.05 rotate <90,0,0> translate <0,0,.9>} } cylinder {<0,0,.9>,<0,0,.95>,.1} torus {.05,.05 rotate <90,0,0> translate <0,0,.95>} cylinder {<0,0,.95>,<0,0,1>,.05} pigment {color rgb .5} finish {reflection rgb .9 phong 1 metallic} } } #macro txtChargeCarrier(Transparency) // Texture for charge carriers and their "motion blur tails" pigment {color rgbt < #if (PositiveCharge) 1,.5,.2,Transparency #else .2,.5,1,Transparency #end >} finish {ambient .4} #end #declare FieldArrow=merge { // Arrow indicating direction of magnetic field cylinder {<-2.5,0,0>,<2.3,0,0>,.003} cone {<2.3,0,0>,.05,<2.5,0,0>,0} pigment {color rgb 0} #if (NorthAtLeft) #else scale <-1,1,1> #end no_shadow no_reflection } #declare StraightCharge=union { // Charge carrier with straight "motion blur tail" sphere {0,.15 texture {txtChargeCarrier(0)}} cylinder {0,<0,0,.499>,.15 hollow texture { gradient z texture_map { [0 txtChargeCarrier(0)] [1 txtChargeCarrier(1)] } scale .5 } } no_shadow no_reflection } #declare CurvedCharge=union { // Charge carrier with curved "motion blur tail" sphere {<0,-1,0>,.15 texture {txtChargeCarrier(0)}} difference { torus {1,.15 rotate <0,0,90>} plane {<0,0,1>,0} plane {<0,0,-1>,0 rotate <-29.99,0,0>} hollow texture { radial texture_map { [0 txtChargeCarrier(.3)] [1 txtChargeCarrier(1)] } frequency 12 rotate <0,0,90> } } no_shadow no_reflection } // The scenario: box {<-.16,-1,-2>,<.16,1,2> // The hall element texture {txtHallElement} no_shadow } merge { // Wiring with travelling charge carriers // Wiring on the side towards the viewer: cylinder {<0,0,-2>,<0,0,-3>,.06} #object {Qtorus rotate <90,0,0> translate <0,-1,-3>} cylinder {<0,-1,-4>,<0,-2,-4>,.06} #object {Qtorus translate <0,-2,-3>} cylinder {<0,-3,-3>,<0,-3,-1>,.06} // Wiring on the side facing away from the viewer: cylinder {<0,-3, 1>,<0,-3, 3>,.06} #object {Qtorus rotate <-90,0,0> translate <0,-2,3>} cylinder {<0,-1, 4>,<0,-2, 4>,.06} #object {Qtorus rotate <180,0,0> translate <0,-1,3>} cylinder {<0,0, 2>,<0,0, 3>,.06} texture {WireTxt} } union { // Charge carriers: // Charge carriers on the side towards the viewer: #object {StraightCharge translate <0,-3,-2.7>} #object {CurvedCharge rotate <30,0,0> translate <0,-2,-3>} #object {CurvedCharge rotate <90,0,0> translate <0,-2,-3>} #object {StraightCharge rotate <90,0,0> translate <0,-1,-4>} #object {StraightCharge rotate <90,0,0> translate <0,-1,-4>} #object {CurvedCharge rotate <150,0,0> translate <0,-1,-3>} #object {StraightCharge rotate <180,0,0> translate <0,0,-2.5>} // Charge carriers inside Hall element: #if (HallUpwards) #object {CurvedCharge rotate <195,0,0> translate <0,-.3,0>} #object {CurvedCharge rotate <30,180,0> translate <0,1.15,-1.5>} #object {CurvedCharge rotate <0,180,0> translate <0,1.15,1.5>} #else #object {CurvedCharge rotate <210,0,0> translate <0,-1,-1.5>} #object {CurvedCharge rotate <15,180,0> translate <0,.3,0>} #object {CurvedCharge rotate <180,0,0> translate <0,-1,1.5>} #end // Charge carriers on the side facing away from the viewer: #object {StraightCharge rotate <180,0,0> translate <0,0,3>} #object {CurvedCharge rotate <270,0,0> translate <0,-1,3>} #object {StraightCharge rotate <270,0,0> translate <0,-2,4>} #object {CurvedCharge rotate <330,0,0> translate <0,-2,3>} #object {StraightCharge translate <0,-3,2.3>} #if (PlusTowardsViewer) scale <1,1,-1> #end } #object {PowerSource // The battery symbolising the power source of the circuit #if (PlusTowardsViewer) scale <1,1,-1> #end scale 2 translate <0,-3,0> } #union { // Pair of magnets // The magnet at the left-hand side of the image: box {<-15,-1,-1>,<-3,1,1> pigment { object { text {ttf MagnetFont #if (NorthAtLeft) "N" #else "S" #end ,3,0 scale 2 translate <-4.3,-.7,-1.5> } #if (NorthAtLeft) color rgb <1,0,0> color rgb .85 #else color rgb .85 color rgb <1,0,0> #end } } finish {ambient .4} no_shadow no_reflection } // The magnet at the right-hand side of the image: box {<3,-1,-1>,<15,1,1> pigment { object { text {ttf MagnetFont #if (NorthAtLeft) "S" #else "N" #end ,3,0 scale 2 translate <3.2,-.7,-1.5> } #if (NorthAtLeft) color rgb .85 color rgb <1,0,0> #else color rgb <1,0,0> color rgb .85 #end } } finish {ambient .4} no_shadow no_reflection } } // 4 x 4 arrows to indicate the direction of the magnetic field: #local Ktal=-.75; #while (Ktal<1) #local Rtal=-.75; #while (Rtal<1) #object {FieldArrow translate <0,Rtal,Ktal>} #local Rtal=Rtal+.5; #end #local Ktal=Ktal+.5; #end // Point of view: camera { location <4,3,-5> look_at <.8,-1.3,0> } // Illumination: light_source {<20,10,-15> color rgb 1} light_source {<-10,20,10> color rgb 1} // Spotty surroundings outside viewfield to enhance reflective surfaces: #declare Spotty=pigment { marble color_map { [0 color rgb 0] [1 color rgb .8] } scale .1 } sky_sphere { pigment { gradient z pigment_map { [0.00 Spotty] [0.88 Spotty] [0.88 color rgb 1] [1.00 color rgb 1] } translate -.5 scale 2 rotate <35,-32,0> } }
Fehlerhafte Darstellung
[edit]Meiner Meinung nach, ist die Darstellung des Hall-Effektes auf dem Bild mit Batterie und Magneten falsch, da die Elektronen keine bogenförmige Auslenkung erfahren, sondern geradlinig von - nach + verlaufen. Das liegt in dem Fall daran, dass das E-Feld und das B-Feld sich ausgleichen in Bezug auf die Kraft, welche die Elektronen ablenkt. (nicht signierter Beitrag von 93.223.251.129 (Diskussion) 23:40, 29. Nov. 2011 (CET))
copied from de:Datei Diskussion:Hall effect.png before deleting there -- Niteshift (talk) 01:32, 6 December 2011 (UTC)