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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 slinky accelerates downward much faster than gravity alone, while the bottom remains essentially at the marker line. This is because the hanging slinky is in a true stretched equilibrium: upper coils support the weight of everything below them, so they are stretched much more than lower coils. When the top is released, only the top mass initially has a large unbalanced force; the lower masses still have balanced spring forces and zero initial acceleration. The release disturbance travels down as a longitudinal wave. With the parameters below, that wave reaches the bottom after about (N-1)*sqrt(m/k) = 49*0.01 ≈ 0.49 s of simulated time. So the top collapses almost immediately, the bottom stays near the marker for roughly half a second, and then the whole collapsed slinky falls away from the marker.
N = 50 masses.m = 1 in pixel-mass units.g = 1000 px/s².L0 = 8 px.k = 10000 (chosen via m g / k = 0.1 px, so the hanging stretch is visible but not huge).c = 20.L0, a short-range repulsive contact force is added identically for every neighbouring pair, with stiffness kContact = 500000 and damping cContact = 1000. This prevents coils from passing through each other without scripting any individual segment.dt = 0.0002 s (1/5000 s), with semi-implicit Euler integration.y0, the extension of spring i is e_i = (N - 1 - i) * m * g / k. Positions are then y[i+1] = y[i] + L0 + e_i. This gives zero net force on every mass except the top one, which is held by the support. Velocities start at zero. No velocity clamping is used.<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Falling Slinky</title>
<style>
body {
margin: 0;
background: #111;
color: #eee;
font-family: monospace;
display: flex;
justify-content: center;
align-items: center;
min-height: 100vh;
}
.wrap {
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
}
canvas {
background: #222;
border: 1px solid #444;
}
.controls {
display: flex;
align-items: center;
gap: 12px;
flex-wrap: wrap;
justify-content: center;
}
button {
background: #333;
color: #eee;
border: 1px solid #555;
padding: 6px 12px;
cursor: pointer;
font-family: monospace;
}
button:disabled {
opacity: 0.5;
cursor: default;
}
input[type="range"] {
vertical-align: middle;
}
#clock {
min-width: 70px;
display: inline-block;
text-align: right;
}
</style>
</head>
<body>
<div class="wrap">
<canvas id="c" width="600" height="680"></canvas>
<div class="controls">
<button id="releaseBtn">Release</button>
<button id="resetBtn">Reset</button>
<label>Speed
<input type="range" id="speed" min="0.05" max="1" step="0.01" value="0.2">
</label>
<span id="speedLabel">0.20x</span>
<span>Clock: <span id="clock">0 ms</span></span>
</div>
</div>
<script>
(() => {
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const w = canvas.width;
const h = canvas.height;
const cx = w / 2;
// Physics parameters, length units are pixels.
const N = 50;
const m = 1;
const g = 1000;
const L0 = 8;
const mgPerK = 0.1;
const k = m * g / mgPerK; // 10000
const c = 20;
const kContact = 500000;
const cContact = 1000;
const dt = 0.0002;
const topY = 50;
const coilR = 4;
const y = new Float64Array(N);
const v = new Float64Array(N);
const initialY = new Float64Array(N);
const forces = new Float64Array(N);
let released = false;
let simTime = 0;
let markerY = 0;
let accumulated = 0;
let lastTime = performance.now();
const releaseBtn = document.getElementById('releaseBtn');
const resetBtn = document.getElementById('resetBtn');
const speedInput = document.getElementById('speed');
const speedLabel = document.getElementById('speedLabel');
const clockEl = document.getElementById('clock');
function updateClock() {
clockEl.textContent = Math.round(simTime * 1000) + ' ms';
}
function setInitial() {
y[0] = topY;
for (let i = 0; i < N - 1; i++) {
const extension = (N - 1 - i) * mgPerK;
y[i + 1] = y[i] + L0 + extension;
}
initialY.set(y);
v.fill(0);
markerY = y[N - 1] + coilR;
simTime = 0;
accumulated = 0;
released = false;
releaseBtn.disabled = false;
updateClock();
}
function computeForces() {
for (let i = 0; i < N; i++) forces[i] = m * g;
for (let i = 0; i < N - 1; i++) {
const dx = y[i + 1] - y[i];
const dv = v[i + 1] - v[i];
// Spring + dashpot between neighbouring masses.
let F = k * (dx - L0) + c * dv;
// Short-range contact, active only when coils are compressed
// below solid spacing. Applied identically to every pair.
if (dx < L0) {
F += kContact * (dx - L0) + cContact * dv;
}
forces[i] += F;
forces[i + 1] -= F;
}
}
function stepPhysics() {
computeForces();
for (let i = 0; i < N; i++) {
v[i] += (forces[i] / m) * dt;
}
for (let i = 0; i < N; i++) {
y[i] += v[i] * dt;
}
simTime += dt;
}
function draw() {
ctx.clearRect(0, 0, w, h);
// Marker line: bottom of slinky at release.
ctx.strokeStyle = 'rgba(255, 90, 90, 0.85)';
ctx.lineWidth = 1.5;
ctx.setLineDash([6, 5]);
ctx.beginPath();
ctx.moveTo(0, markerY);
ctx.lineTo(w, markerY);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = '#ff5a5a';
ctx.font = '12px monospace';
ctx.fillText('bottom at release', 10, markerY - 6);
// Slinky coils.
for (let i = 0; i < N; i++) {
const yy = y[i];
if (yy < -20 || yy > h + 20) continue;
ctx.beginPath();
ctx.ellipse(cx, yy, 22, coilR, 0, 0, Math.PI * 2);
ctx.strokeStyle = `hsl(${205 - i * 2.5}, 35%, ${62 - i * 0.4}%)`;
ctx.lineWidth = 1.4;
ctx.stroke();
}
// Support while hanging.
if (!released) {
ctx.strokeStyle = '#bbbbbb';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx, 0);
ctx.lineTo(cx, y[0] - coilR);
ctx.stroke();
ctx.beginPath();
ctx.arc(cx, y[0] - coilR, 5, 0, Math.PI * 2);
ctx.stroke();
}
}
function frame(now) {
let realDelta = (now - lastTime) / 1000;
lastTime = now;
if (realDelta < 0) realDelta = 0;
if (realDelta > 0.05) realDelta = 0.05;
if (released) {
const speed = parseFloat(speedInput.value);
accumulated += realDelta * speed;
const steps = Math.floor(accumulated / dt);
for (let s = 0; s < steps; s++) {
stepPhysics();
}
accumulated -= steps * dt;
updateClock();
}
draw();
requestAnimationFrame(frame);
}
releaseBtn.addEventListener('click', () => {
if (released) return;
released = true;
releaseBtn.disabled = true;
markerY = y[N - 1] + coilR;
simTime = 0;
accumulated = 0;
updateClock();
});
resetBtn.addEventListener('click', setInitial);
speedInput.addEventListener('input', () => {
speedLabel.textContent = parseFloat(speedInput.value).toFixed(2) + 'x';
});
setInitial();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
The simulation is built to reproduce the prediction. I have not executed it in this environment, so I cannot claim visual verification. The initial hanging state is exact, the integrator is stable at the chosen step, and the bottom delay should be close to the discrete-chain propagation time (N-1)*sqrt(m/k) ≈ 0.49 s. The part most likely to need tuning is the short-range contact force: if its stiffness were much lower, coils could overlap; if much higher, the timestep would need to be shortened. At the parameters above, I expect the bottom to stay at the marker for roughly the predicted half-second, then fall once the collapse wave reaches it.