Click on one of the physics simulations below... you'll see them animating in real time, and be able to interact with them by dragging objects or changing parameters like gravity.
Would you like more specific instructions or tutorials on any of these methods?
Power off the Alcatel 2012D, remove the battery for 5 seconds, put it back in, and connect the USB cable.
It's recommended to seek professional help from a qualified technician or our Alcatel 2012D IMEI repair service to ensure a safe and effective repair.
Several professional and free tools support IMEI repair for Alcatel MTK devices: alcatel 2012d imei repair
Enter your device's in the boxes provided.
The Alcatel 2012D relies on specific hardware architecture. Knowing this ensures you select the correct software drivers and tools. Chipset Information
Download and extract the alongside the correct firmware database file (specifically the BPLGUInfoCustomAppSrcP... database file found inside an Alcatel 2012D stock firmware folder). Open SNConfig.exe . Would you like more specific instructions or tutorials
Cell phone towers use this number to identify your device. If the number is missing or shows up as all zeros, the tower will block your phone. You will not be able to make calls, send texts, or use mobile data. Legitimate Ways to Resolve IMEI Issues
Insert your SIM cards and check the upper corner of the screen to confirm that the phone searches for and successfully connects to your carrier network. Troubleshooting Common Errors
Enter the 14 digits of your original IMEI into the fields. The 15th digit (checksum) will calculate automatically. Click . Several professional and free tools support IMEI repair
: Most repair tools are only compatible with Windows.
First, verify if your IMEI is truly lost. On the Alcatel 2012D, you can check network-related settings in the user manual. Dial *#06# and note what appears. Also check your warranty card or box for the correct number.
: A specialized factory tool for MediaTek devices. It requires "APDB" and "BPDB" database files—often found within the device's stock firmware—to correctly write the IMEI to the NVRAM. Ultimate Multi Tool (UMT) Pro
There are several ways to reproduce a particular experimental setup. The easiest way is to click the "share" button.
When the recipient clicks the URL, the EasyScript that is embedded in the URL will replicate the conditions that you set up.
See Customizing myPhysicsLab Simulations for how to customize further with JavaScript or EasyScript.
myPhysicsLab is provided as open source software under the Apache 2.0 License. Source code is available at https://github.com/myphysicslab/myphysicslab. Online documentation is available.
There are around 50 different simulations in the source code, each of which has an example file which is for development and testing. There are also downloadable versions which be used to show simulations offline (when not connected to the internet).
Most of the simulation web pages show how the math is derived. See for example the Single Spring simulation.
The rigid body physics engine is the most sophisticated simulation shown here. It is capable of replicating all of the other more specialized simulations. The physics engine handles collisions and also calculates contact forces which allow objects to push against each other.
See also links to other physics websites.
The myPhysicsLab simulations do not have units of measurements specified such as meters, kilograms, seconds. The units are dimensionless, they can be interpreted however you want, but they must be consistent within the simulation.
For example if we regard a unit of distance as one meter and a unit of time as one second, then a unit of velocity must be one meter/second.
See the discussion About Units Of Measurement in the myPhysicsLab Documentation.
Hi, my name is , I live in Seattle, WA, USA, and I am a self-employed software engineer. I started developing this website in 2001, both as a personal project to learn scientific computing, and with a vision of developing an online science museum. I grew up in Chicago near the Museum of Science and Industry which I loved to visit and learn about science and math.
I got a BA in Mathematics at Oberlin College, Ohio, 1978, and an MBA from Univerity of Chicago, 1984. My first software jobs were using the language APL which I enjoyed for its math-like conciseness and power.
I was fortunate to get involved in the Macintosh software industry early on in 1985, joining MacroMind, which became Macromedia. I led the software development at MacroMind as VP of Engineering for 5 years. Our most significant product was VideoWorks, which was renamed Director, and lives on today as Adobe Director. In the 1980's, the interactive multimedia concepts that are so common today were new and being developed. VideoWorks was mainly an animation tool, but also incorporated programmable interactivity. Our main competitors at that time were HyperCard, SuperCard, and Authorware. Director was used in many different ways; I am most proud that it became the preferred way to prototype software user interfaces for a time during the 90's. Director was also used to develop the introductory "guided tour" tutorial that came with the Macintosh in the early years. And of course, Director was used for all sorts of art, design, and marketing projects.
I went on to work at Apple Computer on new multimedia and user interface concepts involving digital agents, animated user interfaces, speech recognition and distributed information access. In 1991, there was a sudden flurry of activity when Apple and IBM were trying to set up a strategic partnership. I became involved in the super-secret negotiations, and made the suggestion that what the world needed was a standard for multimedia that multimedia content creators could rely on to publish to (ultimately this is what HTML became). Based on these suggestions, Kaleida Labs was founded. Our work there developed a product called ScriptX, which turned out to be very similar to Sun's Java which was being developed at the same time. ScriptX had goals of supporting all forms of multimedia: text, images, audio, video, animation; being cross-platform (Mac and Windows), interpreted, object oriented, with a garbage collector to manage memory.
I then moved to Seattle and turned my attention back to mathematics and science. I relearned calculus by doing all the problems in my old college text book and took further math classes at the University of Washington. I started developing this website as a way to practice what I was learning. I am now happy to use excellent tools such as HTML and JavaScript, and leave their development to others. I continue to work on physics simulations, with several new ones in development.
Archive of older projects.
This web page was first published April 2001.