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Speed of Particle in 3D Box Calculator

Formula Used:

\[ u_{3D} = \frac{2 \times L}{t} \]

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s

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1. What is the Speed of Particle in 3D Box?

The Speed of Particle in 3D Box refers to the velocity of a particle moving within a three-dimensional rectangular container, calculated based on the distance traveled between collisions with the walls and the time interval between these collisions.

2. How Does the Calculator Work?

The calculator uses the formula:

\[ u_{3D} = \frac{2 \times L}{t} \]

Where:

Explanation: This formula calculates the speed by considering the distance the particle travels between two consecutive collisions (which is twice the length of the rectangular section) divided by the time taken between these collisions.

3. Importance of Speed Calculation

Details: Calculating the speed of a particle in a 3D box is essential in statistical mechanics and kinetic theory to understand the behavior of gases and particles in confined spaces, aiding in the analysis of pressure, temperature, and other thermodynamic properties.

4. Using the Calculator

Tips: Enter the length of the rectangular section in meters and the time between collisions in seconds. Ensure both values are positive and non-zero for accurate results.

5. Frequently Asked Questions (FAQ)

Q1: Why is the distance 2 times the length?
A: The particle travels from one end of the box to the other and back, covering twice the length between two consecutive collisions with the same wall.

Q2: What units should be used for inputs?
A: Length should be in meters (m) and time in seconds (s) to get speed in meters per second (m/s).

Q3: Can this formula be used for any shape?
A: This specific formula is derived for a rectangular (cuboid) box. For other shapes, the calculation might differ.

Q4: What if the particle collides with different walls?
A: The formula assumes collisions with parallel walls. For complex paths, additional factors may need consideration.

Q5: Is this speed constant?
A: In an ideal scenario with no external forces and elastic collisions, the speed remains constant between collisions.

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