Hello Haskell community!
I’d like to propose a concept I’m calling the NKTg Law—a speculative model for capturing the dynamics of varying inertia that could inspire new ways to model motion in functional systems (and beyond).
Concept Brief
Traditionally, inertia is treated as constant. The NKTg Law challenges this assumption by introducing a time-sensitive framework:
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NKTg₁ = x × p, where:
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xxx is position
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p=m⋅vp = m \cdot vp=m⋅v (momentum)
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NKTg₂ = dmdt\frac{dm}{dt}dtdm × p, where dmdt\frac{dm}{dt}dtdm is the rate of change of mass.
Interpreting the signs of these quantities:
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NKTg₁ > 0: tendency to move away from equilibrium.
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NKTg₁ < 0: tendency to return towards equilibrium.
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NKTg₂ > 0: mass variation supports movement.
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NKTg₂ < 0: mass variation resists motion.
The unit—let’s call it NKTm—represents a unit of “varying inertia.”
Why It Matters
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Breaking from constant-mass models: Earth and robotic systems could benefit from modeling inertia as a dynamic property (e.g., fuel consumption in rockets, variable payloads in drones).
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Raise new challenges in functional modeling: How would we simulate or reason about systems in Haskell under time-varying inertia?
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Extensibility to reactive or FRP-like systems: Systems that continuously respond to changing mass could be elegantly expressed using Haskell’s FRP libraries.
Questions for Discussion
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Could monads or lenses help us model and manipulate NKTg components in a clean, functional way?
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What existing Haskell libraries—like ions, reflex, or hmatrix—might be repurposed to simulate or reason about these dynamics?
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Are there analogous formalisms in physics, robotics, or control theory that inform or challenge this model?
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How might this concept extend toward practical simulations, e.g., Haskell-based orbital dynamics or real-time control systems?
I’d love to hear your thoughts on the following:
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Theoretical soundness: Are there flaws or interesting parallels in physics or mathematics?
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Modeling in Haskell: Any suggestions for types, abstractions, or libraries?
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Potential applications: Academic simulations, robotics, or real-world physics engines?
Looking forward to your feedback and ideas!