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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.
The top will move downward immediately—its initial acceleration is about 61 g, because releasing the support leaves both its weight and the stretched spring below pulling downward. The upper coils will bunch together, with the collapse progressing downward. The bottom should remain essentially on the release marker for roughly the first 150 ms, then begin appreciable downward motion around 200–300 ms. That timing is an estimate for the parameters below, including coil contact, not a programmed delay. Initially, every mass except the top still has exactly balanced forces; the bottom moves only as the changing spring forces reach it. Its apparent suspension is approximate, not an enforced period of perfect immobility. Meanwhile, the entire slinky’s center of mass falls with acceleration (g).
Only the top is constrained while hanging. After release, no mass is constrained or assigned special dynamics. Every neighbouring pair uses the same spring, damping, and contact laws; the free endpoints simply have one neighbour.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1">
<title>The Falling Slinky</title>
<style>
:root {
color-scheme: dark;
--bg: #101720;
--panel: #182330;
--text: #ecf2fa;
--muted: #a8bacd;
--accent: #70daca;
--marker: #ffc77c;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
color: var(--text);
font: 15px/1.5 system-ui, sans-serif;
}
main { max-width: 1050px; margin: auto; padding: 24px; }
header {
display: flex;
align-items: baseline;
justify-content: space-between;
gap: 12px;
flex-wrap: wrap;
}
h1 { margin: 0; font-size: clamp(25px, 4vw, 36px); }
header p { color: var(--muted); margin: 0; }
.controls {
display: flex;
align-items: center;
flex-wrap: wrap;
gap: 12px;
margin: 20px 0 14px;
}
button {
border: 1px solid #41556b;
border-radius: 9px;
padding: 11px 21px;
background: #283a4d;
color: var(--text);
font: inherit;
font-weight: 650;
cursor: pointer;
}
#release { background: var(--accent); color: #102923; border-color: var(--accent); }
button:disabled { opacity: .45; cursor: default; }
button:focus-visible, input:focus-visible, summary:focus-visible {
outline: 3px solid var(--marker);
outline-offset: 4px;
}
.speed {
display: flex;
align-items: center;
gap: 10px;
flex: 1 1 280px;
max-width: 470px;
margin-left: auto;
}
input { accent-color: var(--accent); min-width: 110px; flex: 1; }
output { min-width: 58px; font-variant-numeric: tabular-nums; }
.readouts {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 1px;
background: #354456;
border: 1px solid #354456;
border-radius: 12px 12px 0 0;
overflow: hidden;
}
.readout { padding: 11px 16px; background: var(--panel); }
.label {
display: block;
font-size: 11px;
text-transform: uppercase;
letter-spacing: .09em;
color: var(--muted);
}
.value { font-size: 23px; font-variant-numeric: tabular-nums; }
#status { font-size: 17px; }
.stage {
position: relative;
border: 1px solid #354456;
border-top: 0;
border-radius: 0 0 12px 12px;
overflow: hidden;
}
canvas {
display: block;
width: 100%;
height: clamp(440px, 67vh, 690px);
background: #111c28;
}
.caption { color: var(--muted); margin: 12px 0; }
.key { color: var(--marker); }
details {
border-top: 1px solid #354456;
padding-top: 13px;
color: var(--muted);
}
summary { color: var(--text); cursor: pointer; }
details p { max-width: 85ch; }
code { color: #cee5f8; }
@media (max-width: 560px) {
main { padding: 14px; }
.speed { margin: 0; max-width: none; }
.readout { padding: 10px 8px; }
.value { font-size: 19px; }
#status { font-size: 14px; }
}
</style>
</head>
<body>
<main>
<header>
<h1>The falling slinky</h1>
<p>Watch the bottom. Then watch the clock.</p>
</header>
<div class="controls">
<button id="release" type="button">Release</button>
<button id="reset" type="button">Reset</button>
<label class="speed" for="speed">
Speed
<input id="speed" type="range" min="0.05" max="1" step="0.01"
value="1" aria-label="Simulation speed">
<output id="speedValue" for="speed">1.00×</output>
</label>
</div>
<div class="readouts">
<div class="readout">
<span class="label">Since release</span>
<span class="value" id="clock">0.0 ms</span>
</div>
<div class="readout">
<span class="label">Bottom displacement ↓</span>
<span class="value" id="displacement">0.0 mm</span>
</div>
<div class="readout">
<span class="label">State</span>
<span class="value" id="status">Hanging</span>
</div>
</div>
<div class="stage">
<canvas id="canvas" role="img"
aria-label="A vertically hanging slinky. After release a fixed amber line marks its original bottom height.">
Your browser needs canvas support to draw this exhibit.
</canvas>
</div>
<p class="caption">
<span class="key">Dashed amber line:</span> bottom height at release.
The camera and ruler stay fixed. There is no floor; the slinky
eventually falls out of view. Reset to repeat.
</p>
<details>
<summary>Inside the model</summary>
<p>
61 masses of 2 g, joined by 60 Hookean springs:
60 N/m stiffness, 3 mm natural separation, and
0.015 N·s/m relative-velocity damping. Gravity is 9.81 m/s².
Hanging separations are calculated from the weight below each spring,
rather than found by an animation settling down.
</p>
<p>
Every neighbouring pair also has a dissipative repulsive contact
below 1.5 mm separation: 6000 N/m stiffness and 3 N·s/m damping.
Contact is a finite-stiffness approximation to coil collision,
not an exact rigid nonpenetration constraint.
There are no position corrections or velocity limits.
</p>
<p>
Semi-implicit Euler uses a fixed 1/24000 s step.
After release all forces are gravity or equal-and-opposite
neighbour forces. No bottom hold, timed release sequence,
mass-specific rule, or scripted collapse is used.
The helix is a drawing of a one-dimensional model;
sideways motion and air resistance are not simulated.
</p>
<p>
The clock reports integrated simulation time. Hidden tabs pause.
On a slow device, computation can lag wall time rather than taking
larger, unstable physics steps.
</p>
<p id="diagnostic"></p>
</details>
</main>
<script>
"use strict";
(() => {
const N = 61;
const MASS = 0.002;
const G = 9.81;
const K = 60;
const REST = 0.003;
const DAMPING = 0.015;
const CONTACT_GAP = 0.0015;
const CONTACT_K = 6000;
const CONTACT_DAMPING = 3;
const DT = 1 / 24000;
const MAX_STEPS_PER_FRAME = 2400;
const y = new Float64Array(N);
const v = new Float64Array(N);
const force = new Float64Array(N);
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const releaseButton = document.getElementById("release");
const resetButton = document.getElementById("reset");
const speedInput = document.getElementById("speed");
const speedValue = document.getElementById("speedValue");
const clock = document.getElementById("clock");
const displacement = document.getElementById("displacement");
const status = document.getElementById("status");
const diagnostic = document.getElementById("diagnostic");
let released = false;
let markerY = null;
let initialBottom = 0;
let initialCOM = 0;
let steps = 0;
let accumulator = 0;
let previousTimestamp = null;
let playbackSpeed = 1;
let width = 800;
let height = 600;
let dpr = 1;
function reset() {
released = false;
markerY = null;
steps = 0;
accumulator = 0;
previousTimestamp = null;
y[0] = 0;
v.fill(0);
// Spring i connects masses i-1 and i.
// Exactly N-i masses hang below it.
for (let i = 1; i < N; i++) {
const supportedWeight = (N - i) * MASS * G;
y[i] = y[i - 1] + REST + supportedWeight / K;
}
initialBottom = y[N - 1];
initialCOM = 0;
for (let i = 0; i < N; i++) initialCOM += y[i] / N;
releaseButton.disabled = false;
updateReadouts();
draw();
}
function release() {
if (released) return;
markerY = y[N - 1];
released = true;
steps = 0;
accumulator = 0;
previousTimestamp = null;
releaseButton.disabled = true;
updateReadouts();
draw();
}
function integrateOneStep() {
// Down is positive. Every mass gets exactly the same gravity.
force.fill(MASS * G);
// Each pair contributes equal-and-opposite internal forces.
for (let i = 0; i < N - 1; i++) {
const gap = y[i + 1] - y[i];
const relativeVelocity = v[i + 1] - v[i];
// Positive tension pulls the upper mass down and lower mass up.
let tension = K * (gap - REST) + DAMPING * relativeVelocity;
if (gap < CONTACT_GAP) {
// Unilateral contact can repel, never attract.
// This clips a contact force, not a position or velocity.
const repulsion = Math.max(
0,
CONTACT_K * (CONTACT_GAP - gap)
- CONTACT_DAMPING * relativeVelocity
);
tension -= repulsion;
}
force[i] += tension;
force[i + 1] -= tension;
}
// No pinned mass and no endpoint exceptions after release.
// Symplectic / semi-implicit Euler: velocity first, then position.
for (let i = 0; i < N; i++) {
v[i] += (force[i] / MASS) * DT;
y[i] += v[i] * DT;
}
steps++;
}
function updateReadouts() {
const t = steps * DT;
clock.textContent = (1000 * t).toFixed(1) + " ms";
const bottomDelta = y[N - 1] - initialBottom;
const mm = 1000 * bottomDelta;
displacement.textContent =
(Math.abs(mm) < 0.05 ? "0.0" : mm.toFixed(1)) + " mm";
const allBelowView = y.every(position => toScreenY(position) > height + 20);
status.textContent = !released ? "Hanging"
: allBelowView ? "Below view" : "Released";
let com = 0;
for (let i = 0; i < N; i++) com += y[i] / N;
const exactCOM = initialCOM + 0.5 * G * t * t;
diagnostic.textContent =
"Numerical check: center-of-mass position minus the exact " +
"free-fall parabola = " + ((com - exactCOM) * 1000).toFixed(3) +
" mm. Semi-implicit Euler has a small, first-order position error.";
}
// Fixed world-to-screen transform: it never follows the falling chain.
function scale() {
return (height - 84) / 1.45;
}
function toScreenY(worldY) {
return 54 + worldY * scale();
}
function resize() {
const rect = canvas.getBoundingClientRect();
width = rect.width;
height = rect.height;
dpr = Math.min(window.devicePixelRatio || 1, 3);
canvas.width = Math.round(width * dpr);
canvas.height = Math.round(height * dpr);
draw();
}
function draw() {
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = "#111c28";
ctx.fillRect(0, 0, width, height);
const cx = width * 0.53;
const radius = Math.min(38, width * 0.085);
const supportY = toScreenY(0);
// Metre ruler and fixed background grid.
ctx.font = "11px system-ui, sans-serif";
ctx.textAlign = "left";
for (let metres = 0; metres <= 1.6; metres += 0.1) {
const sy = toScreenY(metres);
if (sy > height - 10) break;
ctx.strokeStyle = "#213142";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(53, sy);
ctx.lineTo(width - 18, sy);
ctx.stroke();
ctx.fillStyle = "#8ba1b8";
ctx.fillText(metres.toFixed(1), 15, sy + 4);
}
ctx.fillStyle = "#a8bacd";
ctx.fillText("metres ↓", 15, 23);
// The support stays in place, but has no connection after release.
ctx.strokeStyle = "#7c90a5";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.moveTo(cx - 56, 24);
ctx.lineTo(cx + 56, 24);
ctx.stroke();
ctx.lineWidth = 1.5;
for (let x = cx - 54; x < cx + 56; x += 12) {
ctx.beginPath();
ctx.moveTo(x, 24);
ctx.lineTo(x + 9, 14);
ctx.stroke();
}
ctx.beginPath();
ctx.moveTo(cx, 24);
ctx.lineTo(cx, supportY - (released ? 12 : 0));
ctx.stroke();
if (markerY !== null) {
const my = toScreenY(markerY);
ctx.save();
ctx.strokeStyle = "#ffc77c";
ctx.lineWidth = 1.5;
ctx.setLineDash([8, 6]);
ctx.beginPath();
ctx.moveTo(54, my);
ctx.lineTo(width - 18, my);
ctx.stroke();
ctx.restore();
const label = width < 500 ? "release height" : "bottom at release";
ctx.font = "12px system-ui, sans-serif";
const labelWidth = ctx.measureText(label).width;
ctx.fillStyle = "#111c28";
ctx.fillRect(63, my - 21, labelWidth + 12, 18);
ctx.fillStyle = "#ffc77c";
ctx.fillText(label, 69, my - 8);
}
// One complete drawn turn per spring. Endpoints follow the actual
// mass positions. No minimum visual spacing or fake collapsed shape.
for (let i = 0; i < N - 1; i++) {
const upper = toScreenY(y[i]);
const lower = toScreenY(y[i + 1]);
// Rendering-only culling; all masses continue to be integrated.
if (Math.min(upper, lower) > height + 10 ||
Math.max(upper, lower) < -10) continue;
ctx.strokeStyle = i % 2 ? "#7bded2" : "#a4eee6";
ctx.lineWidth = 1.65;
ctx.beginPath();
for (let j = 0; j <= 20; j++) {
const u = j / 20;
const sx = cx + radius * Math.sin(2 * Math.PI * u);
const sy = upper + (lower - upper) * u;
if (j === 0) ctx.moveTo(sx, sy);
else ctx.lineTo(sx, sy);
}
ctx.stroke();
}
// Physical mass locations are shown on the centerline.
ctx.fillStyle = "#d7fff6";
for (let i = 0; i < N; i++) {
const sy = toScreenY(y[i]);
if (sy < -5 || sy > height + 5) continue;
ctx.beginPath();
ctx.arc(cx, sy, 1.6, 0, 2 * Math.PI);
ctx.fill();
}
// Endpoint emphasis changes drawing only, never the physics.
for (const i of [0, N - 1]) {
const sy = toScreenY(y[i]);
if (sy < -8 || sy > height + 8) continue;
ctx.fillStyle = i === N - 1 ? "#ffc77c" : "#ffffff";
ctx.beginPath();
ctx.arc(cx, sy, 4, 0, 2 * Math.PI);
ctx.fill();
}
if (!released) {
ctx.fillStyle = "#a8bacd";
ctx.font = "13px system-ui, sans-serif";
ctx.textAlign = "center";
ctx.fillText("Exact hanging equilibrium", cx, height - 34);
ctx.textAlign = "left";
} else if (y.every(position => toScreenY(position) > height + 20)) {
ctx.fillStyle = "#a8bacd";
ctx.font = "14px system-ui, sans-serif";
ctx.textAlign = "center";
ctx.fillText("Still falling below the window. Reset to repeat.",
width / 2, height - 35);
ctx.textAlign = "left";
}
}
function frame(timestamp) {
if (document.hidden) {
previousTimestamp = null;
requestAnimationFrame(frame);
return;
}
if (previousTimestamp === null) previousTimestamp = timestamp;
const wallSeconds = (timestamp - previousTimestamp) / 1000;
previousTimestamp = timestamp;
if (released) {
accumulator += wallSeconds * playbackSpeed;
// Retain excess accumulated time rather than enlarge the timestep.
let frameSteps = 0;
while (accumulator >= DT && frameSteps < MAX_STEPS_PER_FRAME) {
integrateOneStep();
accumulator -= DT;
frameSteps++;
}
}
updateReadouts();
draw();
requestAnimationFrame(frame);
}
releaseButton.addEventListener("click", release);
resetButton.addEventListener("click", reset);
speedInput.addEventListener("input", () => {
playbackSpeed = Number(speedInput.value);
speedValue.textContent = playbackSpeed.toFixed(2) + "×";
speedInput.setAttribute("aria-valuetext",
playbackSpeed.toFixed(2) + " times normal speed");
});
document.addEventListener("visibilitychange", () => {
previousTimestamp = null;
});
window.addEventListener("resize", resize);
reset();
resize();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
I have not executed this file here, so I cannot honestly report a measured result or confirm the predicted 200–300 ms onset. That prediction remains something to test against the marker and displacement readout.
The code does implement the nonuniform equilibrium, uniform post-release dynamics, fixed marker, and fixed-step integration described above. The timestep is conservatively small for both the spring and contact stiffnesses, but that is not a substitute for an execution test.
The main modelling limitation is coil contact: it is a compliant, dissipative approximation, and its parameters affect the collapse front and subsequent bounce. There is no transverse motion or air resistance. The speed slider does not change those parameters or the physical trajectory; it only changes playback rate.