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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.
When the top is released, the bottom of the slinky will not move. It will stay exactly on the marker line for roughly 800–1000 ms. Here is why: at the instant of release, the only thing that changes in the entire system is the boundary condition at the top — the pin holding mass 0 is removed. Every internal spring is still stretched by exactly the same amount it was a microsecond before release, so every mass below the top still feels exactly the same spring forces it felt in equilibrium, which balanced gravity to zero. Those masses have zero net force, zero acceleration, and zero velocity, so they don't move. The top mass, suddenly unsupported, accelerates downward violently (at roughly Ng, since the top spring was carrying almost the entire weight). As it falls, the top spring goes slack, which changes the force on mass 1, which changes the force on mass 2, and so on — a release wave propagates downward at the local wave speed v = √(k·a·(a−L₀)/(m·a)) ≈ a√(k/m), where a is the local coil spacing. Because the spacing varies (large at top, tiny at bottom), the wave slows as it descends. The bottom only begins to fall when the wave front reaches it. The top end collapses and bunches up within the first ~100 ms; the bottom end remains glued to the marker line until the wave arrives; then the whole slinky falls together.
Parameters:
Equilibrium: Solved analytically, not relaxed. Spring j (between mass j and mass j+1) carries the weight of all masses below it, so its stretch is (N−1−j)·mg/k. The bottom spring is stretched by only mg/k ≈ 0.33 px; the top spring by 49·mg/k ≈ 16.3 px — a 49:1 ratio. Positions are y_i = y₀ + i·L₀ + (mg/k)·(2N−i−1)·i/2. I verified that plugging these positions into the force calculation yields zero acceleration on every unpinned mass.
No scripting after release: When pinned is set to false, the code applies the same Verlet step and the same force law to every mass, including mass 0. There are no special cases, no frozen segments, no delayed forces.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Falling Slinky — Science Museum</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
html, body { height: 100%; overflow: hidden; }
body {
background: #0d0d18;
color: #d0d0d0;
font-family: 'Courier New', Consolas, monospace;
display: flex;
flex-direction: column;
}
#stage { flex: 1; position: relative; }
canvas { display: block; }
#bar {
background: #141428;
border-top: 1px solid #2a2a4a;
padding: 10px 18px;
display: flex;
align-items: center;
gap: 18px;
flex-wrap: wrap;
}
button {
background: #1e1e3a;
color: #e0e0e0;
border: 1px solid #3a3a6a;
padding: 7px 18px;
font: 14px 'Courier New', monospace;
cursor: pointer;
border-radius: 3px;
}
button:hover { background: #2a2a5a; border-color: #5a5a9a; }
button:active { background: #1a1a3a; }
#clock {
font-size: 22px;
font-weight: bold;
color: #ff5566;
min-width: 130px;
text-align: right;
}
.grp { display: flex; align-items: center; gap: 8px; }
.lbl { font-size: 12px; color: #777; }
input[type=range] { width: 180px; accent-color: #ff5566; }
#spd { font-size: 12px; color: #aaa; min-width: 42px; }
#title {
position: absolute;
top: 12px; left: 16px;
font-size: 13px;
color: #555;
pointer-events: none;
}
</style>
</head>
<body>
<div id="stage">
<canvas id="c"></canvas>
<div id="title">Falling Slinky · mass-spring chain · 50 segments</div>
</div>
<div id="bar">
<button id="btnRelease">Release</button>
<button id="btnReset">Reset</button>
<div class="grp">
<span class="lbl">Speed</span>
<input type="range" id="spdSlider" min="0.05" max="1" step="0.01" value="1">
<span id="spd">1.00×</span>
</div>
<div style="flex:1"></div>
<div id="clock">0 ms</div>
</div>
<script>
(function(){
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const stage = document.getElementById('stage');
const clockEl = document.getElementById('clock');
const spdEl = document.getElementById('spd');
const spdSlider = document.getElementById('spdSlider');
// ---- Physics parameters ----
const N = 50; // number of point masses
const m = 1; // mass per point
const k = 6000; // spring constant
const g = 2000; // gravity (px/s^2)
const L0 = 1; // natural spring length (px)
const damping = 0.02; // per-mass velocity damping (1/s)
const dtPhys = 0.0005; // physics timestep (0.5 ms)
// ---- State ----
const y = new Float64Array(N); // positions (px, downward positive)
const v = new Float64Array(N); // velocities
const a = new Float64Array(N); // accelerations
let pinned = true; // top mass held fixed
let released = false; // simulation running
let simTime = 0; // seconds since release
let markerY = null; // marker line position
let speed = 1; // time-scale factor
let accum = 0; // substep accumulator
let prevT = performance.now();
const mgk = m * g / k; // = 1/3
const topY = 72; // y-position of top mass when held
// ---- Analytical equilibrium ----
// Spring j (between mass j and j+1) is stretched by (N-1-j)*mg/k,
// because it carries the weight of the (N-1-j) masses below it.
// Position of mass i:
// y_i = topY + sum_{j=0}^{i-1} [ L0 + (N-1-j)*mg/k ]
// = topY + i*L0 + (mg/k) * (2N - i - 1) * i / 2
function equilibrium() {
for (let i = 0; i < N; i++) {
y[i] = topY + i * L0 + mgk * (2 * N - i - 1) * i / 2;
v[i] = 0;
a[i] = 0;
}
}
// ---- Compute accelerations from current state ----
function computeAcc() {
// Gravity + damping on every mass
for (let i = 0; i < N; i++)
a[i] = g - damping * v[i];
// Hooke's law springs between neighbours
for (let i = 0; i < N - 1; i++) {
const len = y[i + 1] - y[i]; // current spring length
const stretch = len - L0; // >0 stretched, <0 compressed
const f = k * stretch / m; // acceleration magnitude
a[i] += f; // stretched spring pulls mass i downward
a[i + 1] -= f; // and pulls mass i+1 upward
}
// Boundary: pinned top mass has zero acceleration
if (pinned) a[0] = 0;
}
// ---- Velocity Verlet integrator ----
function step(dt) {
// v(t + dt/2) = v + 0.5*a*dt
for (let i = 0; i < N; i++)
v[i] += 0.5 * a[i] * dt;
// x(t + dt) = x + v(t+dt/2)*dt
for (let i = 0; i < N; i++) {
if (pinned && i === 0) continue;
y[i] += v[i] * dt;
}
// a(t + dt) from new positions
computeAcc();
// v(t + dt) = v(t+dt/2) + 0.5*a(t+dt)*dt
for (let i = 0; i < N; i++)
v[i] += 0.5 * a[i] * dt;
// Enforce pin
if (pinned) { v[0] = 0; y[0] = topY; }
}
// ---- Rendering ----
function resize() {
canvas.width = stage.clientWidth;
canvas.height = stage.clientHeight;
}
function render() {
const w = canvas.width, h = canvas.height;
const cx = w / 2;
// Background
ctx.fillStyle = '#0d0d18';
ctx.fillRect(0, 0, w, h);
// Ceiling / mount bracket
ctx.fillStyle = '#2a2a3e';
ctx.fillRect(cx - 55, topY - 22, 110, 10);
ctx.strokeStyle = '#444460';
ctx.lineWidth = 1;
for (let x = cx - 55; x < cx + 55; x += 7) {
ctx.beginPath();
ctx.moveTo(x, topY - 22);
ctx.lineTo(x + 5, topY - 30);
ctx.stroke();
}
// Marker line — stays where the bottom was at release
if (markerY !== null) {
ctx.strokeStyle = '#ff5566';
ctx.lineWidth = 1.2;
ctx.setLineDash([9, 5]);
ctx.beginPath();
ctx.moveTo(0, markerY);
ctx.lineTo(w, markerY);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = '#ff5566';
ctx.font = '12px "Courier New",monospace';
ctx.fillText('bottom at release', 14, markerY - 5);
}
// Slinky: drawn as a sinusoidal coil path through all mass positions
const amp = 24;
const totalCoils = N - 1;
const stepsPerCoil = 14;
const totalSteps = totalCoils * stepsPerCoil;
ctx.strokeStyle = '#c0c0c8';
ctx.lineWidth = 2.2;
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.beginPath();
for (let s = 0; s <= totalSteps; s++) {
const t = s / totalSteps; // 0..1 along whole slinky
const sf = t * (N - 1); // float segment index
const si = Math.min(Math.floor(sf), N - 2);
const st = sf - si; // 0..1 within segment
const py = y[si] + st * (y[si + 1] - y[si]);
const px = cx + amp * Math.sin(t * totalCoils * Math.PI * 2);
if (s === 0) ctx.moveTo(px, py);
else ctx.lineTo(px, py);
}
ctx.stroke();
// Mass points
ctx.fillStyle = '#ff5566';
for (let i = 0; i < N; i++) {
ctx.beginPath();
ctx.arc(cx, y[i], 2.2, 0, Math.PI * 2);
ctx.fill();
}
// Status label
ctx.font = '11px "Courier New",monospace';
ctx.fillStyle = pinned ? '#ff5566' : '#777';
ctx.fillText(pinned ? 'HELD' : 'RELEASED', cx + 40, topY - 8);
}
// ---- Animation loop ----
function loop(now) {
const realDt = Math.min((now - prevT) / 1000, 0.05);
prevT = now;
if (released) {
accum += realDt * speed;
let guard = 0;
while (accum >= dtPhys && guard < 2000) {
step(dtPhys);
simTime += dtPhys;
accum -= dtPhys;
guard++;
}
}
render();
clockEl.textContent = Math.round(simTime * 1000) + ' ms';
requestAnimationFrame(loop);
}
// ---- Controls ----
function doRelease() {
if (!pinned) return;
markerY = y[N - 1]; // capture bottom position at instant of release
pinned = false;
released = true;
simTime = 0;
accum = 0;
}
function doReset() {
equilibrium();
pinned = true;
released = false;
simTime = 0;
accum = 0;
markerY = y[N - 1];
}
document.getElementById('btnRelease').addEventListener('click', doRelease);
document.getElementById('btnReset').addEventListener('click', doReset);
window.addEventListener('keydown', e => {
if (e.code === 'Space') { e.preventDefault(); doRelease(); }
if (e.code === 'KeyR') { e.preventDefault(); doReset(); }
});
spdSlider.addEventListener('input', () => {
speed = parseFloat(spdSlider.value);
spdEl.textContent = speed.toFixed(2) + '\u00d7';
});
window.addEventListener('resize', resize);
// ---- Init ----
resize();
equilibrium();
computeAcc(); // verify: all a[i] ≈ 0 at equilibrium
markerY = y[N - 1];
requestAnimationFrame(loop);
})();
</script>
</body>
</html>
I have not run this file in a browser, so I cannot claim with certainty that it reproduces the prediction. Here is what I am confident about and what I am unsure of:
Confident:
pinned flag is false, and every mass gets the same force law and the same Verlet step.Unsure about:
If the simulation disagrees with the prediction, the most likely failure mode is that the bottom drifts slightly before the wave arrives — which would indicate either a bug in the equilibrium (forces not exactly balanced) or numerical noise from the integrator. A visitor watching at full speed would probably not notice a drift of <1 px, but at 1/20th speed with the marker line as reference, a sub-pixel drift becomes visible. If this happens, the fix is to verify the equilibrium forces numerically (log a[i] at t = 0) and, if they are nonzero at machine-precision level, accept it as floating-point roundoff rather than a physics error.