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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 accelerate downward immediately after release: its initial acceleration is (64g), because its own weight and the spring tension below it both pull downward. It should descend roughly 25 cm in the first 100 ms and 40 cm in the first 200 ms. The bottom should remain essentially at the marker during those first 200 ms—not because it is constrained, but because its upward spring force still nearly balances its weight. The release disturbance travels down the chain, reaching the bottom over roughly 280–350 ms; the characteristic travel time is 315 ms. Around then, the bottom should begin falling noticeably. A finite, damped spring chain has a spreading disturbance rather than a perfectly sharp front, so “stationary” here means negligible displacement, not mathematically exact immobility.
This is an ideal Hookean slinky with finite natural pitch, not a close-packed coil-contact model. Springs can carry compression; coil impacts and the later formation of a solid stack are not modelled.
<!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;
font-family: system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
background: #101722;
color: #edf3ff;
}
* { box-sizing: border-box; }
body { margin: 0; padding: 22px 14px; }
main { max-width: 960px; margin: auto; }
h1 { margin: 0 0 7px; font-size: clamp(1.6rem, 4vw, 2.3rem); }
p { line-height: 1.5; }
.intro { margin: 0 0 18px; color: #b9c9df; }
.controls {
display: flex; flex-wrap: wrap; align-items: center;
gap: 12px; padding: 14px;
background: #1b2738; border-radius: 12px 12px 0 0;
}
button {
border: 1px solid #7397ba; border-radius: 7px;
background: #294260; color: white; padding: 10px 18px;
font: inherit; font-weight: 650; cursor: pointer;
}
button.primary { background: #9be2f3; color: #10232f; }
button:disabled { opacity: .45; cursor: default; }
button:focus-visible, input:focus-visible, summary:focus-visible {
outline: 3px solid #ffd77f; outline-offset: 4px;
}
.speed {
display: flex; flex: 1 1 260px; align-items: center;
gap: 10px; min-width: 240px;
}
input[type=range] { flex: 1; min-width: 90px; accent-color: #9be2f3; }
output { min-width: 4.6em; font-variant-numeric: tabular-nums; }
.clock {
padding: 8px 12px; background: #0d1725; border-radius: 7px;
font-variant-numeric: tabular-nums; white-space: nowrap;
}
#clock { display: inline-block; min-width: 6ch; text-align: right; }
canvas {
display: block; width: 100%; height: clamp(470px, 70vh, 690px);
background: #101c2b; border: 1px solid #304259;
}
.readouts {
display: flex; flex-wrap: wrap; gap: 8px 24px;
padding: 12px 14px; background: #1b2738;
border-radius: 0 0 12px 12px; font-size: .92rem;
font-variant-numeric: tabular-nums;
}
#status { flex: 1 1 100%; color: #ffd77f; }
.note { font-size: .92rem; color: #b9c9df; }
details {
margin-top: 14px; padding: 14px; border: 1px solid #304259;
border-radius: 9px; background: #152131;
}
summary { cursor: pointer; font-weight: 650; }
table {
width: 100%; border-collapse: collapse; margin-top: 14px;
font-size: .9rem; font-variant-numeric: tabular-nums;
}
th, td {
text-align: right; padding: 8px 6px;
border-bottom: 1px solid #304259;
}
th:first-child, td:first-child { text-align: left; }
.small { font-size: .85rem; color: #b9c9df; line-height: 1.5; }
</style>
</head>
<body>
<main>
<h1>The falling slinky</h1>
<p class="intro">
Watch the bottom against the gold line. Nothing holds it after release.
</p>
<div class="controls">
<button id="release" class="primary" type="button">Release</button>
<button id="reset" type="button">Reset</button>
<label class="speed">
<span>Speed</span>
<input id="speed" type="range" min="0" max="100" value="100"
aria-label="Playback speed, one twentieth to full speed">
<output id="speedValue" for="speed">1.00×</output>
</label>
<div class="clock">t = <span id="clock">0.0</span> ms</div>
</div>
<canvas id="canvas"
aria-label="Vertical spring-mass slinky. The gold horizontal line marks the bottom at release.">
Your browser needs canvas support to draw this demonstration.
</canvas>
<div class="readouts">
<span>Top drop: <strong id="topDrop">0.00</strong> mm</span>
<span>Bottom drop: <strong id="bottomDrop">0.00</strong> mm</span>
<span>COM error: <strong id="comError">0.000</strong> mm</span>
<span id="status" role="status">Hanging in exact static equilibrium.</span>
</div>
<p class="note">
64 masses · 63 identical springs · downward is positive.
Speed changes elapsed simulation time, not gravity or the integration step.
The view does not follow the falling slinky; eventually it falls out of sight.
Hidden tabs pause playback.
</p>
<details>
<summary>Physics and numerical checks</summary>
<p class="small">
m = 0.003 kg, k = 120 N/m, natural spring length = 0.020 m,
neighbour damping = 0.012 N·s/m, g = 9.81 m/s².
Fixed-step RK4 with Δt = 0.00025 s.
Each pair exerts F = k(y[j] − y[i] − ℓ₀) + c(v[j] − v[i])
downward on i and upward on j. There is no air drag.
</p>
<p class="small">
Initially spring i supports all 63 − i masses below it.
Only the top is supported before release. Afterwards, the force loop
has no pinned masses and no end-specific rules.
This is a linear elastic model, without coil contact or impacts.
The horizontal width of the drawing is illustrative; the dynamics are vertical.
</p>
<p class="small">
The table below is calculated on page load by a separate copy of the
same numerical model. It is not a recorded trajectory and does not
drive the animation. Positive drop means downward displacement.
Its last column compares the standard step with a halved step.
</p>
<table>
<thead>
<tr>
<th>Time</th>
<th>Top drop</th>
<th>Bottom drop</th>
<th>Max position difference*</th>
</tr>
</thead>
<tbody id="checks"></tbody>
</table>
<p id="checkSummary" class="small"></p>
<p class="small">
*Across all masses, comparing 0.25 ms and 0.125 ms steps.
The live COM error compares the numerical centre-of-mass drop with
½gt². Internal spring and damping forces cancel, so this is an
independent force-balance check, not a correction applied to the motion.
</p>
</details>
</main>
<script>
"use strict";
(() => {
const N = 64;
const M = 0.003;
const K = 120;
const L0 = 0.020;
const C = 0.012;
const G = 9.81;
const DT = 0.00025;
// Coordinates are metres downward from the support.
const hanging = new Float64Array(N);
for (let i = 0; i < N - 1; i++) {
hanging[i + 1] = hanging[i] + L0 + (N - 1 - i) * M * G / K;
}
const hangingLength = hanging[N - 1];
function mean(a) {
let total = 0;
for (let i = 0; i < N; i++) total += a[i];
return total / N;
}
const initialCOM = mean(hanging);
function makeState() {
return {
y: new Float64Array(hanging),
v: new Float64Array(N),
ty: new Float64Array(N),
tv: new Float64Array(N),
ky: Array.from({ length: 4 }, () => new Float64Array(N)),
kv: Array.from({ length: 4 }, () => new Float64Array(N)),
ticks: 0
};
}
// This force function is used unchanged for every RK4 stage after release.
// No prescribed trajectories, delays, clamps, contacts, or fixed masses.
function derivatives(y, v, dy, dv) {
for (let i = 0; i < N; i++) {
dy[i] = v[i];
dv[i] = G;
}
for (let i = 0; i < N - 1; i++) {
const j = i + 1;
const force = K * (y[j] - y[i] - L0) + C * (v[j] - v[i]);
dv[i] += force / M;
dv[j] -= force / M;
}
}
function step(s, h) {
const { y, v, ty, tv, ky, kv } = s;
derivatives(y, v, ky[0], kv[0]);
for (let i = 0; i < N; i++) {
ty[i] = y[i] + 0.5 * h * ky[0][i];
tv[i] = v[i] + 0.5 * h * kv[0][i];
}
derivatives(ty, tv, ky[1], kv[1]);
for (let i = 0; i < N; i++) {
ty[i] = y[i] + 0.5 * h * ky[1][i];
tv[i] = v[i] + 0.5 * h * kv[1][i];
}
derivatives(ty, tv, ky[2], kv[2]);
for (let i = 0; i < N; i++) {
ty[i] = y[i] + h * ky[2][i];
tv[i] = v[i] + h * kv[2][i];
}
derivatives(ty, tv, ky[3], kv[3]);
for (let i = 0; i < N; i++) {
y[i] += h / 6 * (ky[0][i] + 2 * ky[1][i] +
2 * ky[2][i] + ky[3][i]);
v[i] += h / 6 * (kv[0][i] + 2 * kv[1][i] +
2 * kv[2][i] + kv[3][i]);
}
s.ticks++;
}
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const releaseButton = document.getElementById("release");
const resetButton = document.getElementById("reset");
const speedSlider = document.getElementById("speed");
const speedValue = document.getElementById("speedValue");
const clock = document.getElementById("clock");
const topDrop = document.getElementById("topDrop");
const bottomDrop = document.getElementById("bottomDrop");
const comError = document.getElementById("comError");
const status = document.getElementById("status");
let state = makeState();
let released = false;
let markerY = null;
let speed = 1;
let accumulator = 0;
let previousTime = null;
let width = 800;
let height = 620;
let scale = 180;
const topMargin = 48;
function resize() {
const box = canvas.getBoundingClientRect();
width = box.width;
height = box.height;
const ratio = window.devicePixelRatio || 1;
canvas.width = Math.round(width * ratio);
canvas.height = Math.round(height * ratio);
ctx.setTransform(ratio, 0, 0, ratio, 0, 0);
// Fixed world framing, independent of time and current mass positions.
scale = (height - 115) / (hangingLength + 0.9);
draw();
}
function screenY(y) {
return topMargin + y * scale;
}
function dot(x, y, r, colour) {
ctx.beginPath();
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fillStyle = colour;
ctx.fill();
}
function draw() {
ctx.clearRect(0, 0, width, height);
const cx = width * 0.5;
const coilWidth = Math.min(33, width * 0.085);
// Metre ruler; neither this nor the marker follows the falling masses.
ctx.font = "12px system-ui, sans-serif";
ctx.textAlign = "left";
const rulerX = 24;
const visibleDepth = (height - topMargin) / scale;
for (let y = 0; y <= visibleDepth; y += 0.25) {
const py = screenY(y);
const major = Math.round(y * 4) % 2 === 0;
ctx.strokeStyle = major ? "#2b4058" : "#1c3045";
ctx.beginPath();
ctx.moveTo(rulerX, py);
ctx.lineTo(width - 16, py);
ctx.stroke();
if (major) {
ctx.fillStyle = "#8199b5";
ctx.fillText(y.toFixed(1) + " m", rulerX, py - 5);
}
}
if (markerY !== null) {
const py = screenY(markerY);
ctx.save();
ctx.setLineDash([8, 6]);
ctx.strokeStyle = "#ffd77f";
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(14, py);
ctx.lineTo(width - 14, py);
ctx.stroke();
ctx.restore();
const label = "Bottom at release";
ctx.font = "12px system-ui, sans-serif";
const labelWidth = ctx.measureText(label).width;
ctx.fillStyle = "#101c2b";
ctx.fillRect(18, py - 23, labelWidth + 12, 20);
ctx.fillStyle = "#ffd77f";
ctx.fillText(label, 24, py - 9);
}
// The support remains drawn but exerts no force after release.
ctx.strokeStyle = "#d2e0ee";
ctx.lineWidth = 3;
ctx.beginPath();
ctx.moveTo(cx - 30, topMargin - 17);
ctx.lineTo(cx + 30, topMargin - 17);
ctx.stroke();
if (!released) {
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx, topMargin - 17);
ctx.lineTo(cx, screenY(state.y[0]));
ctx.stroke();
}
// Each sinusoidal turn represents one spring between adjacent masses.
ctx.strokeStyle = "#9be2f3";
ctx.lineWidth = 2;
ctx.lineJoin = "round";
ctx.beginPath();
ctx.moveTo(cx, screenY(state.y[0]));
for (let i = 0; i < N - 1; i++) {
for (let j = 1; j <= 16; j++) {
const u = j / 16;
const x = cx + coilWidth * Math.sin(2 * Math.PI * u);
const y = state.y[i] + u * (state.y[i + 1] - state.y[i]);
ctx.lineTo(x, screenY(y));
}
}
ctx.stroke();
// All 64 mass locations are visible; endpoint colours are visual only.
for (let i = 0; i < N; i++) {
dot(cx, screenY(state.y[i]), 2.1, "#e8f8ff");
}
dot(cx, screenY(state.y[0]), 4, "#ffad91");
dot(cx, screenY(state.y[N - 1]), 4, "#ffd77f");
if (!released) {
ctx.textAlign = "center";
ctx.fillStyle = "#b9c9df";
ctx.font = "13px system-ui, sans-serif";
ctx.fillText("More weight below → more stretch",
cx, height - 24);
}
const t = state.ticks * DT;
clock.textContent = (1000 * t).toFixed(1);
topDrop.textContent = (1000 * (state.y[0] - hanging[0])).toFixed(2);
bottomDrop.textContent =
(1000 * (state.y[N - 1] - hanging[N - 1])).toFixed(2);
const error = mean(state.y) - initialCOM - 0.5 * G * t * t;
comError.textContent = (1000 * error).toFixed(3);
if (released) {
let entirelyBelow = true;
for (let i = 0; i < N; i++) {
if (screenY(state.y[i]) <= height) {
entirelyBelow = false;
break;
}
}
status.textContent = entirelyBelow
? "The slinky is below the fixed view. Physics and clock continue; Reset to repeat."
: "Released: all 64 masses are free. Gold line fixed at the release height.";
}
}
releaseButton.addEventListener("click", () => {
if (released) return;
markerY = state.y[N - 1];
released = true;
accumulator = 0;
previousTime = performance.now();
releaseButton.disabled = true;
draw();
});
resetButton.addEventListener("click", () => {
state = makeState();
released = false;
markerY = null;
accumulator = 0;
previousTime = performance.now();
releaseButton.disabled = false;
status.textContent = "Hanging in exact static equilibrium.";
draw();
});
function updateSpeed() {
speed = Math.pow(20, (Number(speedSlider.value) - 100) / 100);
speedValue.textContent = speed.toFixed(2) + "×";
speedSlider.setAttribute("aria-valuetext",
speed.toFixed(2) + " times full speed");
}
speedSlider.addEventListener("input", updateSpeed);
document.addEventListener("visibilitychange", () => {
// Do not accumulate wall-clock time while this exhibit is hidden.
previousTime = null;
});
window.addEventListener("resize", resize);
function frame(now) {
if (previousTime === null) previousTime = now;
const elapsed = (now - previousTime) / 1000;
previousTime = now;
if (released && !document.hidden) {
accumulator += elapsed * speed;
// Work budget only: retain any unprocessed time in the accumulator.
// No enlarged timesteps and no discarded physical evolution.
let budget = 800;
while (accumulator >= DT && budget > 0) {
step(state, DT);
accumulator -= DT;
budget--;
}
}
draw();
requestAnimationFrame(frame);
}
function numericalChecks() {
const coarse = makeState();
const fine = makeState();
const sampleTimes = [100, 200, 250, 300, 350, 400];
const tbody = document.getElementById("checks");
let onset = null;
let maxCOMError = 0;
for (const milliseconds of sampleTimes) {
const targetTick = Math.round(milliseconds / (1000 * DT));
while (coarse.ticks < targetTick) {
step(coarse, DT);
step(fine, DT / 2);
step(fine, DT / 2);
const t = coarse.ticks * DT;
if (onset === null &&
coarse.y[N - 1] - hanging[N - 1] >= 0.001) {
onset = t * 1000;
}
maxCOMError = Math.max(maxCOMError,
Math.abs(mean(coarse.y) - initialCOM - 0.5 * G * t * t));
}
let difference = 0;
for (let i = 0; i < N; i++) {
difference = Math.max(difference,
Math.abs(coarse.y[i] - fine.y[i]));
}
const row = document.createElement("tr");
const entries = [
milliseconds + " ms",
(1000 * (coarse.y[0] - hanging[0])).toFixed(3) + " mm",
(1000 * (coarse.y[N - 1] - hanging[N - 1])).toFixed(3) + " mm",
(1000 * difference).toExponential(2) + " mm"
];
for (const entry of entries) {
const cell = document.createElement("td");
cell.textContent = entry;
row.appendChild(cell);
}
tbody.appendChild(row);
}
// Verify the analytic hanging state independently through the force loop.
const dy = new Float64Array(N);
const acceleration = new Float64Array(N);
derivatives(hanging, new Float64Array(N), dy, acceleration);
let equilibriumResidual = 0;
for (let i = 1; i < N; i++) {
equilibriumResidual = Math.max(equilibriumResidual,
Math.abs(acceleration[i]));
}
document.getElementById("checkSummary").textContent =
"Computed first bottom drop of 1 mm: " +
(onset === null ? "not reached within 400 ms" : onset.toFixed(2) + " ms") +
". Maximum COM error through 400 ms: " +
(1000 * maxCOMError).toExponential(2) + " mm. " +
"Initial acceleration residual of the unsupported hanging masses: " +
equilibriumResidual.toExponential(2) + " m/s². " +
"Initial top acceleration immediately after release: " +
acceleration[0].toFixed(2) + " m/s².";
}
updateSpeed();
numericalChecks();
resize();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
I have not executed this file in a browser, so I cannot honestly claim that I observed it reproduce the prediction. The timing and displacement estimates above remain predictions, not measured results.
The file exposes the test: live endpoint displacements, a fixed marker, and a computed table through 400 ms. It also compares two timesteps and checks centre-of-mass free fall. Those checks report numerical results without modifying the animation.
The important limitation is physical rather than hidden scripting: this models an elastic spring chain, not coil collisions and close-packed collapse. It is intended to reproduce the initial bottom-hovering phenomenon; it should not be presented as a faithful model of the later piled-up slinky.