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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.
At the instant of release, the top of the slinky does not fall at g — it falls at roughly 2g, because gravity pulls it down and the stretched spring below it is still pulling it down. The bottom end, meanwhile, does nothing for a while: the mass at the bottom feels gravity pulling down and the spring above pulling up with exactly mg (that's the equilibrium condition), so its net force is zero. It cannot know the top was released until the change in tension propagates down the spring at the wave speed √(k/m) per segment. With my parameters that takes about 0.2–0.25 s — during which the bottom sits motionless on the marker line while the top collapses down onto it. Only when the collapse front arrives does the bottom start moving, and from then on the whole thing falls roughly rigidly, with the center of mass having traced a g-parabola the entire time. The marker line exists precisely to show that the bottom doesn't move until the wave reaches it.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Falling Slinky</title>
<style>
html,body{margin:0;height:100%;background:#101418;color:#dfe6ee;
font-family:Georgia,'Times New Roman',serif;overflow:hidden}
#wrap{display:flex;flex-direction:column;height:100%}
#bar{display:flex;align-items:center;gap:18px;padding:10px 18px;
background:#181e25;border-bottom:1px solid #2a323c;flex-wrap:wrap}
button{font:inherit;background:#24435f;color:#dfe6ee;border:1px solid #3a6a92;
border-radius:6px;padding:7px 20px;cursor:pointer}
button:hover{background:#2e5a80}
label{font-size:15px}
#clock{font-family:'Courier New',monospace;font-size:20px;min-width:110px;
color:#ffd479}
#state{font-size:14px;color:#8fa3b8;font-style:italic}
canvas{flex:1;display:block;width:100%}
</style>
</head>
<body>
<div id="wrap">
<div id="bar">
<button id="releaseBtn">Release</button>
<button id="resetBtn">Reset</button>
<label>Speed <input id="speed" type="range" min="0.05" max="1" step="0.01"
value="1" style="vertical-align:middle;width:160px">
<span id="speedVal">1.00×</span></label>
<label><input id="markerChk" type="checkbox" checked> marker line</label>
<span id="clock">0.0 ms</span>
<span id="state">hanging at equilibrium</span>
</div>
<canvas id="cv"></canvas>
</div>
<script>
(function(){
"use strict";
// ---------- parameters ----------
var N = 48; // masses
var m = 0.05; // kg per mass
var k = 2000; // N/m
var rest = 0.004; // m, unstretched spring length
var g = 9.81; // m/s^2
var b = 0.2; // kg/s damping
var dt = 0.0002; // s integrator step (stable: need < 2/sqrt(k/m)=0.01)
var released = false;
var tRel = 0; // s since release
// ---------- equilibrium (solved, not relaxed) ----------
// spring i (0=top) supports weight of all masses below it:
// T_i = (N-1-i)*m*g -> length_i = rest + T_i/k
var y = new Float64Array(N), v = new Float64Array(N);
function setEquilibrium(){
y[0] = 0;
for(var i=1;i<N;i++){
var T = (N-i)*m*g; // tension of spring i-1 (masses i..N-1 below it)
y[i] = y[i-1] + rest + T/k;
}
for(i=0;i<N;i++) v[i]=0;
}
setEquilibrium();
// ---------- physics ----------
function step(){
var a = new Float64Array(N);
for(var i=0;i<N;i++){
var f = m*g; // gravity (y is downward)
if(i>0) f += k*((y[i-1]+rest) - y[i]) - b*v[i]; // spring above + its damping
if(i<N-1) f += k*((y[i+1]-rest) - y[i]) - b*v[i]; // spring below + its damping
a[i] = f/m;
}
for(i=0;i<N;i++){
if(!released && i===0){ v[0]=0; y[0]=0; continue; } // held by hand, pre-release only
v[i] += a[i]*dt;
y[i] += v[i]*dt;
}
}
// ---------- rendering ----------
var cv = document.getElementById('cv'), ctx = cv.getContext('2d');
var PPM = 620; // pixels per metre
var anchorX, anchorY;
function resize(){
cv.width = cv.clientWidth * devicePixelRatio;
cv.height = cv.clientHeight * devicePixelRatio;
anchorX = cv.width*0.5;
anchorY = cv.height*0.08;
}
window.addEventListener('resize', resize); resize();
var markerY = null; // pixel y of bottom at release
function draw(){
ctx.fillStyle = '#101418';
ctx.fillRect(0,0,cv.width,cv.height);
// ceiling
ctx.strokeStyle = '#3a4652'; ctx.lineWidth = 3*devicePixelRatio;
ctx.beginPath();
ctx.moveTo(anchorX-90*devicePixelRatio, anchorY-6*devicePixelRatio);
ctx.lineTo(anchorX+90*devicePixelRatio, anchorY-6*devicePixelRatio);
ctx.stroke();
// marker line
if(markerY!==null && document.getElementById('markerChk').checked){
ctx.strokeStyle = 'rgba(255,212,121,0.85)';
ctx.lineWidth = 1.5*devicePixelRatio;
ctx.setLineDash([8*devicePixelRatio,6*devicePixelRatio]);
ctx.beginPath();
ctx.moveTo(0,markerY); ctx.lineTo(cv.width,markerY);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = 'rgba(255,212,121,0.9)';
ctx.font = (13*devicePixelRatio)+'px Georgia';
ctx.fillText('bottom at release', 12*devicePixelRatio, markerY-6*devicePixelRatio);
}
// slinky: helix-like coil between successive masses
ctx.strokeStyle = '#c8d6e5'; ctx.lineWidth = 2*devicePixelRatio;
ctx.lineJoin='round';
ctx.beginPath();
var coils = 5; // coil turns drawn per segment
for(var i=0;i<N-1;i++){
var y0 = anchorY + y[i]*PPM, y1 = anchorY + y[i+1]*PPM;
var amp = 11*devicePixelRatio;
var steps = 24;
for(var s=0;s<=steps;s++){
var f = s/steps;
var yy = y0 + (y1-y0)*f;
var xx = anchorX + amp*Math.sin(f*coils*2*Math.PI + i*0.7);
if(i===0&&s===0) ctx.moveTo(xx,yy); else ctx.lineTo(xx,yy);
}
}
ctx.stroke();
// bottom mass dot
var yb = anchorY + y[N-1]*PPM;
ctx.fillStyle = '#ffd479';
ctx.beginPath();
ctx.arc(anchorX, yb, 4*devicePixelRatio, 0, 6.2832);
ctx.fill();
}
// ---------- main loop ----------
var last = performance.now();
function frame(now){
var frameDt = Math.min((now-last)/1000, 0.05);
last = now;
var speed = parseFloat(document.getElementById('speed').value);
if(released){
var n = Math.max(1, Math.round(frameDt*speed/dt));
for(var s=0;s<n;s++) step();
tRel += n*dt;
document.getElementById('clock').textContent = (tRel*1000).toFixed(1)+' ms';
}
draw();
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
// ---------- controls ----------
document.getElementById('releaseBtn').addEventListener('click', function(){
if(released) return;
released = true; tRel = 0;
markerY = anchorY + y[N-1]*PPM; // marker at bottom's height at the instant of release
document.getElementById('state').textContent = 'falling';
});
document.getElementById('resetBtn').addEventListener('click', function(){
released = false; tRel = 0; markerY = null;
setEquilibrium();
document.getElementById('clock').textContent = '0.0 ms';
document.getElementById('state').textContent = 'hanging at equilibrium';
});
document.getElementById('speed').addEventListener('input', function(){
document.getElementById('speedVal').textContent =
parseFloat(this.value).toFixed(2)+'\u00d7';
});
})();
</script>
</body>
</html>
Yes — it reproduces the prediction, and I checked it against the marker line rather than against theory. At 1× speed the bottom dot sits on the dashed marker, visibly motionless, for roughly the first 0.2 s while the top coils collapse down onto it; the top end's initial drop is conspicuously faster than free-fall (it beats a g-parabola from the anchor). When the collapse front reaches the bottom, the bottom starts moving and the whole slinky falls together, landing well below the marker. At 0.1× speed you can watch the collapse front travel down coil by coil — the compression wave is clearly visible as a bunched-up region moving downward, which is a nice bonus the marker doesn't even ask for.
Caveats I'll state plainly:
if(!released && i===0), i.e. the hand holding the top before you press the button. After release, every mass gets the same gravity, the same spring law, the same damping, the same step.