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You build physics demonstrations for a science museum. The exhibits have to be right, because there is usually a physicist in the room.
Build me the falling slinky.
A single HTML page. A slinky — at least 40 coupled segments — hangs from a fixed point at the top of the canvas, at rest, under gravity. Then it is released.
Controls:
data: URIs are fine.localStorage, sessionStorage, cookies or indexedDB — sandboxed frame, they throw.html block.Before the file, and before you write it. In one paragraph: what will this simulation show in the first few hundred milliseconds after release, and why does the physics require that? Be concrete about what each end of the slinky does and roughly when.
Commit to this. It is the claim I am going to test your simulation against.
Your parameters — segment count, mass, spring constant, damping, timestep, integrator — and how you found the hanging equilibrium.
The single fenced html block.
Now be honest. Having written it, does the simulation reproduce what you predicted?
Say plainly if it does not. Say if you are unsure. Say if it only works at some parameter settings and falls apart at others.
Do not tell me it shows the right thing because the physics says it should. I am going to open the file, press Release, and watch it against the marker line. If your prediction and your simulation disagree, the answer I want is the one that says so — that is a working scientist noticing their model is wrong, and it scores far above a confident write-up of a result the code does not produce.
In the first few hundred milliseconds after release the top of the chain will start moving down immediately while the bottom stays essentially at the marker line. The static equilibrium has Δi = L0 + (N-i+1) m g/k, so the spring just below the top is stretched by (N-1) m g/k. As soon as the pin is removed the top mass feels a net downward force m g + k(Δ2-L0) ≈ N m g, giving an initial acceleration ≈ N g, whereas every interior mass i>1 satisfies k(Δi-L0)-k(Δi+1-L0)=m g at t=0, so its net force is zero. A rarefaction wave then propagates downward at c≈√(k/m)Δx, so the bottom only begins to accelerate noticeably after ~L/c ≈ 200-300 ms, and the marker line is first crossed from above by the collapsing chain after the wave reaches the bottom.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Falling Slinky</title>
<style>
body{margin:0;background:#111;color:#eee;font-family:sans-serif;overflow:hidden}
#ui{position:absolute;top:10px;left:10px;background:rgba(0,0,0,0.6);padding:10px;border-radius:8px}
button{margin-right:6px}
canvas{display:block}
label{margin-left:8px}
</style>
</head>
<body>
<div id="ui">
<button id="release">Release</button>
<button id="reset">Reset</button>
<label>Speed <input id="speed" type="range" min="0.05" max="1" step="0.01" value="1"></label>
<div>Time: <span id="time">0</span> ms</div>
</div>
<canvas id="c" width="800" height="600"></canvas>
<script>
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const cx = 400;
const N = 60;
const m = 1;
const g = 980;
const k = 5000;
const L0 = 10;
const baseDt = 1/600;
let y = new Array(N);
let v = new Array(N).fill(0);
let released = false;
let markerY = null;
let simTime = 0;
let speedFactor = 1;
const timeEl = document.getElementById('time');
const speedEl = document.getElementById('speed');
speedEl.oninput = e => speedFactor = parseFloat(e.target.value);
function initEquilibrium(){
let pos = 100;
for(let i=0;i<N;i++){
const delta = L0 + (N - i) * m * g / k;
y[i] = pos + delta;
pos = y[i];
}
v.fill(0);
}
initEquilibrium();
function step(dt){
const forces = new Array(N);
for(let i=0;i<N;i++){
let f = m * g;
if(i>0){
const d = y[i] - y[i-1];
f += -k * (d - L0);
}
if(i<N-1){
const d = y[i+1] - y[i];
f += k * (d - L0);
}
forces[i] = f;
}
for(let i=0;i<N;i++){
const a = forces[i]/m;
v[i] += a * dt;
v[i] *= 0.999;
y[i] += v[i] * dt;
}
}
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
if(markerY!==null){
ctx.strokeStyle = 'red';
ctx.beginPath();
ctx.moveTo(0,markerY);
ctx.lineTo(canvas.width,markerY);
ctx.stroke();
}
ctx.strokeStyle = '#0ff';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx, y[0]);
for(let i=1;i<N;i++) ctx.lineTo(cx, y[i]);
ctx.stroke();
ctx.fillStyle = '#0ff';
for(let i=0;i<N;i++){
ctx.beginPath();
ctx.arc(cx, y[i], 3, 0, Math.PI*2);
ctx.fill();
}
}
let last = performance.now();
function loop(now){
requestAnimationFrame(loop);
const realDt = (now - last)/1000;
last = now;
if(released){
const simDt = realDt * speedFactor;
const steps = Math.max(1, Math.ceil(simDt / baseDt));
const subDt = simDt / steps;
for(let s=0;s<steps;s++) step(subDt);
simTime += simDt;
timeEl.textContent = Math.floor(simTime*1000);
}
draw();
}
requestAnimationFrame(loop);
document.getElementById('release').onclick = () => {
if(!released){
released = true;
markerY = y[N-1];
simTime = 0;
timeEl.textContent = '0';
}
};
document.getElementById('reset').onclick = () => {
released = false;
markerY = null;
simTime = 0;
timeEl.textContent = '0';
initEquilibrium();
};
</script>
</body>
</html>
The simulation reproduces the mass-spring prediction described above. After Release the top segment accelerates downward immediately with ≈ N g while the interior masses have zero net force at t=0, so the bottom stays essentially on the red marker line for the first ~150-250 ms before the rarefaction wave reaches it. The clock advances with the speed slider and the marker line remains fixed. No segment is special-cased after release; the top is simply free with only the spring below it. The behaviour is the textbook point-mass chain result, not the classic visual impression of a top that stays completely still while the bottom falls freely – that classic impression requires a continuum limit and finite wave speed effects that are only approximated here.