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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.
Immediately after release, the top mass will begin accelerating downward while the bottom remains, to visual precision, on the marker line: its supporting tension has not yet had time to change. The disturbance travels down the chain through the springs, so the upper coils start moving and bunching first; the lower end should stay nearly still for roughly the first 0.2 seconds, then begin to move noticeably around 0.3–0.4 seconds. This is not a delayed or frozen bottom: in a discrete spring chain the disturbance has small effects everywhere, but its main signal takes about (N/\sqrt{k/m}\approx0.35) seconds to travel through these 60 masses.
There are 60 equal masses of 0.001 kg and 60 equal springs, including the spring from the fixed support to the top mass while hanging. Each spring has (k=30\ \text{N/m}) and an unstretched length of 0.004 m. Gravity is (9.81\ \text{m/s}^2), and the relative-velocity damping coefficient is 0.01 kg/s. The timestep is 0.0005 s. I use fixed-step RK4; the highest undamped angular frequency is about (2\sqrt{k/m}=346\ \text{rad/s}), so the timestep is small relative to the fastest oscillation.
The hanging positions are set analytically, not relaxed from evenly spaced positions: spring (i), counting from the top, is extended by ((60-i)mg/k), because it supports that many masses. On release the support spring is removed; all 60 masses then obey the same gravity and internal-spring force rules. No mass is pinned, frozen, delayed, or otherwise treated specially after release.
<!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>
:root {
color-scheme: light;
font-family: system-ui, sans-serif;
background: #f2f5f7;
color: #17212b;
}
* { box-sizing: border-box; }
body { margin: 0; padding: 20px; }
main { max-width: 740px; margin: 0 auto; }
h1 { margin: 0 0 6px; font-size: 1.55rem; }
.intro { margin: 0 0 14px; color: #4a5967; }
.controls {
display: flex; flex-wrap: wrap; align-items: center; gap: 10px 16px;
padding: 12px; margin-bottom: 12px; background: white;
border: 1px solid #d5dde3; border-radius: 10px;
}
button {
border: 0; border-radius: 7px; padding: 9px 16px;
background: #1769aa; color: white; font: inherit; font-weight: 650;
cursor: pointer;
}
button.secondary { background: #536575; }
button:disabled { opacity: .5; cursor: default; }
label { display: flex; align-items: center; gap: 8px; }
input[type="range"] { width: 145px; }
#speedValue { min-width: 3.5em; font-variant-numeric: tabular-nums; }
#clock { margin-left: auto; font-variant-numeric: tabular-nums; font-weight: 700; }
canvas {
display: block; width: 100%; max-width: 700px; height: auto;
margin: 0 auto; background: #fff; border: 1px solid #d5dde3;
border-radius: 8px;
}
.note { margin: 10px 2px 0; color: #536575; font-size: .9rem; }
</style>
</head>
<body>
<main>
<h1>Falling Slinky</h1>
<p class="intro">Watch the release travel down a spring-supported chain of masses.</p>
<div class="controls">
<button id="release">Release</button>
<button id="reset" class="secondary">Reset</button>
<label for="speed">Speed
<input id="speed" type="range" min="0.05" max="1" step="0.05" value="1">
<span id="speedValue">1.00×</span>
</label>
<span id="clock">0 ms</span>
</div>
<canvas id="view" aria-label="Animated falling slinky"></canvas>
<p class="note">The green line marks the bottom mass's release height. The clock shows simulated time.</p>
</main>
<script>
(() => {
"use strict";
const N = 60;
const mass = 0.001;
const springK = 30;
const damping = 0.01;
const restLength = 0.004;
const gravity = 9.81;
const dt = 0.0005;
const W = 700, H = 700;
const anchorX = W / 2, anchorY = 70;
const pixelsPerMetre = 500;
const canvas = document.getElementById("view");
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");
let y = new Float64Array(N);
let v = new Float64Array(N);
let markerY = 0;
let released = false;
let simTime = 0;
let accumulator = 0;
let previousFrameTime = null;
function setCanvasResolution() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
draw();
}
window.addEventListener("resize", setCanvasResolution);
function reset() {
// Each support spring carries the weight of all masses below it.
let position = 0;
for (let i = 0; i < N; i++) {
const extension = ((N - i) * mass * gravity) / springK;
position += restLength + extension;
y[i] = position;
v[i] = 0;
}
markerY = anchorY + y[N - 1] * pixelsPerMetre;
released = false;
simTime = 0;
accumulator = 0;
previousFrameTime = null;
releaseButton.disabled = false;
clock.textContent = "0 ms";
draw();
}
// Accelerations for the free chain. Positive y points down.
// Every mass receives gravity; every internal spring acts on its two neighbours.
function accelerations(pos, vel, out) {
for (let i = 0; i < N; i++) out[i] = gravity;
for (let i = 0; i < N - 1; i++) {
const extension = pos[i + 1] - pos[i] - restLength;
const extensionRate = vel[i + 1] - vel[i];
const tension = springK * extension + damping * extensionRate;
out[i] += tension / mass;
out[i + 1] -= tension / mass;
}
}
function rk4Step() {
const a1 = new Float64Array(N), a2 = new Float64Array(N);
const a3 = new Float64Array(N), a4 = new Float64Array(N);
const p2 = new Float64Array(N), p3 = new Float64Array(N), p4 = new Float64Array(N);
const v2 = new Float64Array(N), v3 = new Float64Array(N), v4 = new Float64Array(N);
accelerations(y, v, a1);
for (let i = 0; i < N; i++) {
p2[i] = y[i] + 0.5 * dt * v[i];
v2[i] = v[i] + 0.5 * dt * a1[i];
}
accelerations(p2, v2, a2);
for (let i = 0; i < N; i++) {
p3[i] = y[i] + 0.5 * dt * v2[i];
v3[i] = v[i] + 0.5 * dt * a2[i];
}
accelerations(p3, v3, a3);
for (let i = 0; i < N; i++) {
p4[i] = y[i] + dt * v3[i];
v4[i] = v[i] + dt * a3[i];
}
accelerations(p4, v4, a4);
for (let i = 0; i < N; i++) {
y[i] += (dt / 6) * (v[i] + 2 * v2[i] + 2 * v3[i] + v4[i]);
v[i] += (dt / 6) * (a1[i] + 2 * a2[i] + 2 * a3[i] + a4[i]);
}
simTime += dt;
}
function drawSpring(x1, y1, x2, y2, color) {
const dy = y2 - y1;
const turns = 5;
const points = turns * 2;
ctx.beginPath();
ctx.moveTo(x1, y1);
for (let j = 1; j < points; j++) {
const f = j / points;
const offset = (j % 2 ? 1 : -1) * 5;
ctx.lineTo(x1 + offset, y1 + f * dy);
}
ctx.lineTo(x2, y2);
ctx.strokeStyle = color;
ctx.lineWidth = 1.35;
ctx.stroke();
}
function draw() {
ctx.clearRect(0, 0, W, H);
// Fixed support
ctx.strokeStyle = "#344451";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.moveTo(anchorX - 45, anchorY - 8);
ctx.lineTo(anchorX + 45, anchorY - 8);
ctx.stroke();
for (let x = anchorX - 39; x <= anchorX + 39; x += 12) {
ctx.beginPath();
ctx.moveTo(x, anchorY - 8);
ctx.lineTo(x - 7, anchorY - 1);
ctx.stroke();
}
const py = new Float64Array(N);
for (let i = 0; i < N; i++) py[i] = anchorY + y[i] * pixelsPerMetre;
if (!released) {
drawSpring(anchorX, anchorY, anchorX, py[0], "#1769aa");
}
for (let i = 0; i < N - 1; i++) {
drawSpring(anchorX, py[i], anchorX, py[i + 1], "#1769aa");
}
// Masses
for (let i = 0; i < N; i++) {
ctx.beginPath();
ctx.arc(anchorX, py[i], 1.55, 0, Math.PI * 2);
ctx.fillStyle = "#173f5f";
ctx.fill();
}
// Release-height comparison marker
ctx.save();
ctx.setLineDash([8, 5]);
ctx.strokeStyle = "#18864b";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(22, markerY);
ctx.lineTo(W - 22, markerY);
ctx.stroke();
ctx.restore();
ctx.fillStyle = "#147341";
ctx.font = "13px system-ui, sans-serif";
ctx.fillText("bottom at release", 28, markerY - 7);
}
function frame(now) {
if (previousFrameTime === null) previousFrameTime = now;
const elapsed = Math.min((now - previousFrameTime) / 1000, 0.1);
previousFrameTime = now;
if (released) {
accumulator += elapsed * Number(speedSlider.value);
while (accumulator >= dt) {
rk4Step();
accumulator -= dt;
}
clock.textContent = `${Math.floor(simTime * 1000)} ms`;
}
draw();
requestAnimationFrame(frame);
}
releaseButton.addEventListener("click", () => {
if (released) return;
released = true;
simTime = 0;
accumulator = 0;
previousFrameTime = null;
releaseButton.disabled = true;
});
resetButton.addEventListener("click", reset);
speedSlider.addEventListener("input", () => {
speedValue.textContent = `${Number(speedSlider.value).toFixed(2)}×`;
});
setCanvasResolution();
reset();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
By inspection, the model has the expected setup: the equilibrium is nonuniform, release removes the support spring, and the bottom can only respond to changes transmitted through the chain. I expect it to show the bottom staying close to the marker initially and then moving as the disturbance arrives. I have not run this file in a browser, so I cannot honestly claim to have observed that result; the timing and visual match remain unverified.