HardSphereDynamics.evolve!Method
evolve!(fluid::HardSphereFluid, δt, final_time)

Calculate positions and velocities at times up to final_time, spaced by δt.

HardSphereDynamics.evolve!Method
evolve!(fluid::HardSphereFluid, times)

Time evolution, calculating positions and velocities at given times.

HardSphereDynamics.evolve!Method
evolve!(fluid::HardSphereFluid, num_collisions::Integer)

Discrete-time evolution: Evolve fluid for num_collisions collisions. Both sphere–sphere and sphere–wall collisions are counted as collisions.

Returns post-collision states, times at which collisions occur, and collision types.

HardSphereDynamics.initial_condition!Method

Generate initial condition for balls.

Uses random sequential deposition: place a disc at a time and check that it doesn't overlap with any previously placed disc.

Generates allowed ball positions and uniform velocities.