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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.
In the first 280 to 300 milliseconds after release, the simulation will show the bottom coil of the slinky hovering completely motionless in mid-air right on the reference marker line, while the top coils accelerate downward faster than free-fall ($g$) and progressively collapse into a dense stack against the rising wave front. The physics requires this because the slinky is an extended elastic medium: the center of mass immediately accelerates downward at $g = 9.81\text{ m/s}^2$, but individual coils only respond to local forces—gravity pulling down and adjacent springs pulling up and down. At the moment of release, the bottom coil's upward spring tension still exactly balances its downward weight ($k(y_{N} - y_{N-1} - l_0) = mg$), yielding zero net force. The information that the top has been let go must propagate down the chain as a longitudinal tension-release (rarefaction) wave, which travels at a finite speed $c = \sqrt{k/\mu}$ in Lagrangian (coil-index) coordinates. With $N=50$ coils, total mass $M=0.25\text{ kg}$, and overall stiffness $K_{\text{eff}} = 1.0\text{ N/m}$, the characteristic wave transit time from top to bottom is roughly $t \approx \sqrt{M/K_{\text{eff}}} \approx 0.28\text{ s}$ (shortened slightly from the linear acoustic time of $\frac{\pi}{2}\sqrt{M/K} \approx 0.78\text{ s}$ due to inelastic collision damping as upper coils slam into each other like a snowplow). Only when this shock/rarefaction wave reaches the bottom coil around $t \approx 285\text{ ms}$ will the spring above it go slack, causing the entire collapsed slinky to finally drop below the marker line together.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>The Falling Slinky — Museum Physics Exhibit</title>
<style>
:root {
--bg: #0f141c;
--panel: #18202c;
--border: #2a364a;
--text: #e6edf3;
--muted: #8b949e;
--accent: #38bdf8;
--marker: #f43f5e;
--com: #10b981;
--warn: #f59e0b;
}
* { box-sizing: border-box; margin: 0; padding: 0; }
body {
background: var(--bg);
color: var(--text);
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif;
min-height: 100vh;
display: flex;
flex-direction: column;
padding: 16px;
gap: 16px;
}
header {
display: flex;
justify-content: space-between;
align-items: baseline;
border-bottom: 1px solid var(--border);
padding-bottom: 10px;
flex-wrap: wrap;
gap: 12px;
}
h1 {
font-size: 1.35rem;
font-weight: 700;
letter-spacing: -0.02em;
}
.subtitle {
color: var(--muted);
font-size: 0.9rem;
}
.exhibit-layout {
display: grid;
grid-template-columns: 340px 1fr;
gap: 16px;
flex: 1;
min-height: 640px;
}
@media (max-width: 860px) {
.exhibit-layout { grid-template-columns: 1fr; }
}
.sidebar {
background: var(--panel);
border: 1px solid var(--border);
border-radius: 10px;
padding: 16px;
display: flex;
flex-direction: column;
gap: 16px;
}
.clock-box {
background: #090d12;
border: 1px solid var(--border);
border-radius: 8px;
padding: 12px 14px;
text-align: right;
}
.clock-label {
font-size: 0.72rem;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--muted);
display: block;
margin-bottom: 4px;
}
.clock-value {
font-family: "SFMono-Regular", Consolas, "Liberation Mono", Menlo, monospace;
font-size: 2.1rem;
font-weight: 700;
color: var(--accent);
line-height: 1;
}
.clock-unit {
font-size: 1rem;
color: var(--muted);
margin-left: 4px;
}
.btn-row {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 10px;
}
button {
appearance: none;
border: 1px solid var(--border);
background: #232f42;
color: var(--text);
font-size: 0.95rem;
font-weight: 600;
padding: 11px 14px;
border-radius: 7px;
cursor: pointer;
transition: background 0.15s, border-color 0.15s, transform 0.05s;
}
button:hover:not(:disabled) {
background: #2c3b52;
border-color: #435675;
}
button:active:not(:disabled) {
transform: translateY(1px);
}
button:disabled {
opacity: 0.45;
cursor: not-allowed;
}
button.primary {
background: #0284c7;
border-color: #38bdf8;
color: #fff;
}
button.primary:hover:not(:disabled) {
background: #0369a1;
}
.control-group {
display: flex;
flex-direction: column;
gap: 6px;
}
.control-header {
display: flex;
justify-content: space-between;
font-size: 0.85rem;
}
.control-val {
font-family: monospace;
color: var(--accent);
font-weight: 600;
}
input[type="range"] {
width: 100%;
accent-color: var(--accent);
cursor: pointer;
}
.speed-presets {
display: flex;
gap: 6px;
margin-top: 2px;
}
.speed-presets button {
flex: 1;
padding: 5px 4px;
font-size: 0.75rem;
font-weight: 500;
}
.telemetry {
border-top: 1px solid var(--border);
padding-top: 12px;
display: flex;
flex-direction: column;
gap: 8px;
font-size: 0.82rem;
}
.stat-row {
display: flex;
justify-content: space-between;
align-items: center;
}
.stat-label { color: var(--muted); }
.stat-num {
font-family: monospace;
font-weight: 600;
}
.legend {
border-top: 1px solid var(--border);
padding-top: 12px;
display: flex;
flex-direction: column;
gap: 7px;
font-size: 0.8rem;
color: var(--muted);
}
.legend-item {
display: flex;
align-items: center;
gap: 8px;
}
.swatch {
width: 14px;
height: 4px;
border-radius: 2px;
flex-shrink: 0;
}
.explainer {
margin-top: auto;
background: rgba(56, 189, 248, 0.07);
border: 1px solid rgba(56, 189, 248, 0.25);
border-radius: 7px;
padding: 10px 12px;
font-size: 0.78rem;
line-height: 1.45;
color: #c9d6e3;
}
.canvas-wrap {
background: #090d12;
border: 1px solid var(--border);
border-radius: 10px;
position: relative;
overflow: hidden;
display: flex;
min-height: 600px;
}
canvas {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<header>
<h1>The Falling Slinky</h1>
<div class="subtitle">Coupled Hookean Oscillator Chain — 50 Discrete Coils under Gravity</div>
</header>
<div class="exhibit-layout">
<aside class="sidebar">
<div class="clock-box">
<span class="clock-label">Elapsed Time Since Release</span>
<span class="clock-value" id="clockDisplay">0.0</span><span class="clock-unit">ms</span>
</div>
<div class="btn-row">
<button id="btnRelease" class="primary">Release</button>
<button id="btnReset">Reset</button>
</div>
<div class="control-group">
<div class="control-header">
<label for="speedSlider">Playback Speed</label>
<span class="control-val" id="speedLabel">1/10× (0.10×)</span>
</div>
<input type="range" id="speedSlider" min="0.04" max="1.0" step="0.01" value="0.10">
<div class="speed-presets">
<button type="button" data-speed="0.05">1/20×</button>
<button type="button" data-speed="0.10">1/10×</button>
<button type="button" data-speed="0.25">1/4×</button>
<button type="button" data-speed="1.00">1× Real</button>
</div>
</div>
<div class="telemetry">
<div class="stat-row">
<span class="stat-label">State:</span>
<span class="stat-num" id="statState" style="color: var(--com);">Hanging at Equilibrium</span>
</div>
<div class="stat-row">
<span class="stat-label">Bottom Coil Shift (Δy<sub>50</sub>):</span>
<span class="stat-num" id="statBottomShift" style="color: var(--marker);">+0.00 mm</span>
</div>
<div class="stat-row">
<span class="stat-label">Bottom Coil Net Accel:</span>
<span class="stat-num" id="statBottomAcc">0.00 m/s²</span>
</div>
<div class="stat-row">
<span class="stat-label">Top Coil Displacement:</span>
<span class="stat-num" id="statTopShift">+0.00 m</span>
</div>
<div class="stat-row">
<span class="stat-label">CoM Accel ( vs. g = 9.81 ):</span>
<span class="stat-num" id="statComAcc">0.00 m/s²</span>
</div>
</div>
<div class="legend">
<div class="legend-item">
<span class="swatch" style="background: var(--marker);"></span>
<span>Initial Bottom Marker (y<sub>bottom</sub> at t = 0)</span>
</div>
<div class="legend-item">
<span class="swatch" style="background: var(--com);"></span>
<span>Center of Mass (falls at exactly ½gt²)</span>
</div>
<div class="legend-item">
<span class="swatch" style="background: var(--warn);"></span>
<span>Collapsed / Touching Coils (Wavefront)</span>
</div>
</div>
<div class="explainer">
<strong>Why does the bottom hover?</strong><br>
At rest, each spring supports the exact weight of all coils below it. When the top is released, the bottom coil still feels the same upward spring tension balancing gravity. It cannot know the top was let go until the compression wave travels all 50 coils down the slinky (~285 ms).
</div>
</aside>
<main class="canvas-wrap">
<canvas id="simCanvas"></canvas>
</main>
</div>
<script>
(() => {
// =========================================================================
// PHYSICAL PARAMETERS (SI Units: meters, kilograms, seconds)
// =========================================================================
const N = 50; // 50 discrete masses (49 springs)
const g = 9.81; // gravitational acceleration (m/s^2)
const totalMass = 0.25; // 250g slinky
const m = totalMass / N; // 0.005 kg (5g) per segment
const k = 49.0; // spring constant between neighbours (N/m)
// overall stiffness K_eff = k/(N-1) = 1.0 N/m
const l0 = 0.0014; // natural unstretched spacing (1.4 mm per coil)
const kContact = k * 50.0; // 2450 N/m repulsive stiffness when coils touch
const cExt = 0.08; // internal damping when stretched (N*s/m)
const cComp = 3.5; // inelastic damping when coils collide (N*s/m)
const dt = 0.00005; // 50 microseconds integration step (20 kHz)
// State arrays (Lagrangian index i = 0 is top coil, i = N-1 is bottom coil)
const y = new Float64Array(N); // vertical position downward from clamp (m)
const v = new Float64Array(N); // vertical velocity downward (m/s)
const a = new Float64Array(N); // vertical acceleration downward (m/s^2)
const yInit = new Float64Array(N); // initial equilibrium positions for reference
let released = false;
let simTime = 0.0; // seconds since release
let markerY = 0.0; // position of bottom coil at instant of release (m)
let initialComY = 0.0; // position of Center of Mass at t = 0 (m)
let playbackSpeed = 0.10; // default 1/10th slow-motion so visitor sees hover
// =========================================================================
// EXACT ANALYTICAL HANGING EQUILIBRIUM
// =========================================================================
function setHangingEquilibrium() {
released = false;
simTime = 0.0;
y[0] = 0.0;
v[0] = 0.0;
// In static equilibrium, spring i (between mass i and i+1) supports
// the weight of the (N - 1 - i) coils below it:
// k * (y[i+1] - y[i] - l0) = (N - 1 - i) * m * g
for (let i = 0; i < N - 1; i++) {
const weightBelow = (N - 1 - i) * m * g;
const stretch = weightBelow / k;
y[i + 1] = y[i] + l0 + stretch;
v[i + 1] = 0.0;
}
for (let i = 0; i < N; i++) {
yInit[i] = y[i];
}
markerY = y[N - 1];
initialComY = computeCenterOfMass();
computeAccelerations();
}
// =========================================================================
// DYNAMICS & SYMPLECTIC EULER INTEGRATOR (No scripted behaviour)
// =========================================================================
function computeAccelerations() {
// Clear accelerations to gravity
for (let i = 0; i < N; i++) {
a[i] = g;
}
// Loop over all 49 springs connecting neighbour i and i+1.
// Every segment obeys the exact same Newton's 3rd Law pair forces.
for (let i = 0; i < N - 1; i++) {
const dy = y[i + 1] - y[i];
const dv = v[i + 1] - v[i];
const def = dy - l0;
let fSpring, fDamp;
if (def >= 0.0) {
// Standard Hooke's law under extension
fSpring = k * def;
fDamp = cExt * dv;
} else {
// Coils have collided (dy < l0): stiff repulsion + inelastic collision damping
fSpring = kContact * def;
fDamp = cComp * dv;
}
const fTotal = fSpring + fDamp;
const accPair = fTotal / m;
// Pulls mass i down (+y) and mass i+1 up (-y) equally
a[i] += accPair;
a[i + 1] -= accPair;
}
// ONLY while hanging before release is the top clamp holding coil 0.
// Once released == true, nothing is pinned, frozen, or special-cased.
if (!released) {
a[0] = 0.0;
}
}
function stepPhysics( substeps ) {
for (let s = 0; s < substeps; s++) {
computeAccelerations();
for (let i = 0; i < N; i++) {
v[i] += a[i] * dt;
y[i] += v[i] * dt;
}
if (released) {
simTime += dt;
}
}
}
function computeCenterOfMass() {
let sum = 0.0;
for (let i = 0; i < N; i++) sum += y[i];
return sum / N;
}
function computeMeanAcceleration() {
let sum = 0.0;
for (let i = 0; i < N; i++) sum += a[i];
return sum / N;
}
// =========================================================================
// UI CONTROLS & TELEMETRY
// =========================================================================
const btnRelease = document.getElementById('btnRelease');
const btnReset = document.getElementById('btnReset');
const speedSlider = document.getElementById('speedSlider');
const speedLabel = document.getElementById('speedLabel');
const clockDisplay = document.getElementById('clockDisplay');
const statState = document.getElementById('statState');
const statBottomShift = document.getElementById('statBottomShift');
const statBottomAcc = document.getElementById('statBottomAcc');
const statTopShift = document.getElementById('statTopShift');
const statComAcc = document.getElementById('statComAcc');
const canvas = document.getElementById('simCanvas');
const ctx = canvas.getContext('2d');
function formatSpeed(val) {
const inv = Math.round(1 / val);
if (Math.abs(val - 1.0) < 0.005) return `1× Real-Time (1.00×)`;
if (Math.abs(1 / inv - val) < 0.008) return `1/${inv}× (${val.toFixed(2)}×)`;
return `${val.toFixed(2)}×`;
}
speedSlider.addEventListener('input', () => {
playbackSpeed = parseFloat(speedSlider.value);
speedLabel.textContent = formatSpeed(playbackSpeed);
});
document.querySelectorAll('.speed-presets button').forEach(btn => {
btn.addEventListener('click', () => {
const sp = parseFloat(btn.getAttribute('data-speed'));
speedSlider.value = sp;
playbackSpeed = sp;
speedLabel.textContent = formatSpeed(playbackSpeed);
});
});
btnRelease.addEventListener('click', () => {
if (!released) {
released = true;
markerY = y[N - 1]; // Lock marker at the bottom of the slinky at instant of release
computeAccelerations();
btnRelease.disabled = true;
statState.textContent = 'Falling (Free Release)';
statState.style.color = '#38bdf8';
}
});
btnReset.addEventListener('click', () => {
setHangingEquilibrium();
btnRelease.disabled = false;
statState.textContent = 'Hanging at Equilibrium';
statState.style.color = '#10b981';
updateTelemetry();
});
function updateTelemetry() {
clockDisplay.textContent = (simTime * 1000).toFixed(1);
const bottomShiftMM = (y[N - 1] - markerY) * 1000;
const sign = bottomShiftMM >= 0 ? '+' : '';
statBottomShift.textContent = `${sign}${bottomShiftMM.toFixed(2)} mm`;
statBottomAcc.textContent = `${a[N - 1].toFixed(2)} m/s²`;
statTopShift.textContent = `+${y[0].toFixed(2)} m`;
statComAcc.textContent = `${computeMeanAcceleration().toFixed(2)} m/s²`;
}
// =========================================================================
// CANVAS RENDERING (Slinky Helical Coils + Marker + Wavefront Diagram)
// =========================================================================
function resizeCanvas() {
const rect = canvas.parentElement.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
canvas.width = Math.floor(rect.width * dpr);
canvas.height = Math.floor(rect.height * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
window.addEventListener('resize', resizeCanvas);
function render() {
const w = canvas.clientWidth;
const h = canvas.clientHeight;
ctx.clearRect(0, 0, w, h);
// Coordinate mapping: y = 0 m (top clamp) to y = 2.05 m visible vertical range
const topMargin = 48;
const bottomMargin = 32;
const maxVisibleMeters = 2.0;
const pxPerMeter = (h - topMargin - bottomMargin) / maxVisibleMeters;
const toScreenY = (meters) => topMargin + meters * pxPerMeter;
const slinkyCenterX = Math.min(w * 0.42, 270);
const coilRadiusPx = Math.min(w * 0.11, 52);
// 1. Draw subtle background meter ruler on the left
ctx.save();
ctx.strokeStyle = '#1e293b';
ctx.fillStyle = '#64748b';
ctx.font = '11px monospace';
ctx.lineWidth = 1;
for (let mTick = 0; mTick <= 2.001; mTick += 0.1) {
const sy = toScreenY(mTick);
const isMajor = Math.abs(mTick * 2 - Math.round(mTick * 2)) < 0.01;
ctx.beginPath();
ctx.moveTo(16, sy);
ctx.lineTo(isMajor ? 34 : 25, sy);
ctx.stroke();
if (isMajor) {
ctx.fillText(`${mTick.toFixed(1)} m`, 40, sy + 4);
// Faint horizontal grid line
ctx.save();
ctx.strokeStyle = 'rgba(148, 163, 184, 0.06)';
ctx.beginPath();
ctx.moveTo(82, sy);
ctx.lineTo(w - 16, sy);
ctx.stroke();
ctx.restore();
}
}
ctx.restore();
// 2. Draw Top Clamp / Release Mechanism at y = 0
const clampY = toScreenY(0);
ctx.save();
ctx.strokeStyle = '#64748b';
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(slinkyCenterX - 65, clampY - 14);
ctx.lineTo(slinkyCenterX + 65, clampY - 14);
ctx.stroke();
// Jaw prongs (open when released, closed when holding)
const jawGap = released ? 28 : 4;
ctx.fillStyle = released ? '#475569' : '#38bdf8';
ctx.fillRect(slinkyCenterX - jawGap - 14, clampY - 14, 14, 14);
ctx.fillRect(slinkyCenterX + jawGap, clampY - 14, 14, 14);
ctx.restore();
// 3. Draw Stationary Initial Bottom Marker Line across the entire canvas
const markerScreenY = toScreenY(markerY);
ctx.save();
// Glow band
ctx.fillStyle = 'rgba(244, 63, 94, 0.08)';
ctx.fillRect(0, markerScreenY - 5, w, 10);
ctx.strokeStyle = '#f43f5e';
ctx.lineWidth = 2;
ctx.setLineDash([8, 6]);
ctx.beginPath();
ctx.moveTo(0, markerScreenY);
ctx.lineTo(w, markerScreenY);
ctx.stroke();
ctx.setLineDash([]);
// Marker label pill
const bottomShiftMM = (y[N - 1] - markerY) * 1000;
const hoverStatus = Math.abs(bottomShiftMM) < 1.5
? 'BOTTOM STATIONARY (Δy = ' + bottomShiftMM.toFixed(2) + ' mm)'
: 'BOTTOM DROPPED (' + (bottomShiftMM >= 0 ? '+' : '') + (bottomShiftMM / 10).toFixed(1) + ' cm)';
ctx.fillStyle = '#f43f5e';
ctx.font = 'bold 11px -apple-system, BlinkMacSystemFont, sans-serif';
const labelText = `RELEASE MARKER (y = ${markerY.toFixed(3)} m) — ${hoverStatus}`;
const textWidth = ctx.measureText(labelText).width;
const labelX = Math.max(slinkyCenterX + coilRadiusPx + 24, w - textWidth - 26);
ctx.fillStyle = 'rgba(15, 20, 28, 0.88)';
ctx.fillRect(labelX - 6, markerScreenY - 19, textWidth + 12, 16);
ctx.fillStyle = '#f43f5e';
ctx.fillText(labelText, labelX, markerScreenY - 7);
ctx.restore();
// 4. Draw Center of Mass (CoM) Indicator & Theoretical Free-Fall Ghost
const comY = computeCenterOfMass();
const comScreenY = toScreenY(comY);
const exactFreeFallComY = initialComY + 0.5 * g * simTime * simTime;
const exactComScreenY = toScreenY(exactFreeFallComY);
ctx.save();
ctx.strokeStyle = 'rgba(16, 185, 129, 0.45)';
ctx.lineWidth = 1.5;
ctx.setLineDash([3, 3]);
ctx.beginPath();
ctx.moveTo(slinkyCenterX - coilRadiusPx - 30, comScreenY);
ctx.lineTo(slinkyCenterX + coilRadiusPx + 95, comScreenY);
ctx.stroke();
ctx.setLineDash([]);
// CoM diamond marker
ctx.fillStyle = '#10b981';
ctx.beginPath();
ctx.moveTo(slinkyCenterX + coilRadiusPx + 20, comScreenY - 5);
ctx.lineTo(slinkyCenterX + coilRadiusPx + 25, comScreenY);
ctx.lineTo(slinkyCenterX + coilRadiusPx + 20, comScreenY + 5);
ctx.lineTo(slinkyCenterX + coilRadiusPx + 15, comScreenY);
ctx.closePath();
ctx.fill();
// Theoretical 1/2 g t^2 ring around CoM diamond to prove exact free-fall
ctx.strokeStyle = '#e2e8f0';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.arc(slinkyCenterX + coilRadiusPx + 20, exactComScreenY, 7, 0, Math.PI * 2);
ctx.stroke();
ctx.font = '600 11px -apple-system, BlinkMacSystemFont, sans-serif';
ctx.fillText(
`Center of Mass (y₀ + ½gt²)`,
slinkyCenterX + coilRadiusPx + 32,
comScreenY + 4
);
ctx.restore();
// 5. Draw the 3D Helical Slinky Coils
// First pass: back half of each helical loop
ctx.save();
ctx.lineCap = 'round';
for (let i = 0; i < N - 1; i++) {
const sy1 = toScreenY(y[i]);
const sy2 = toScreenY(y[i + 1]);
const dy = y[i + 1] - y[i];
const isCollapsed = dy <= l0 * 1.35;
ctx.strokeStyle = isCollapsed ? 'rgba(245, 158, 11, 0.42)' : 'rgba(56, 189, 248, 0.35)';
ctx.lineWidth = isCollapsed ? 2.4 : 1.7;
ctx.beginPath();
for (let step = 0; step <= 12; step++) {
const u = step / 12; // 0 to 1 (back half of turn)
const angle = u * Math.PI;
const px = slinkyCenterX + Math.cos(angle) * coilRadiusPx;
const py = sy1 + (sy2 - sy1) * (u * 0.5) - Math.sin(angle) * 3.0;
if (step === 0) ctx.moveTo(px, py);
else ctx.lineTo(px, py);
}
ctx.stroke();
}
// Second pass: front half of each helical loop (brighter, overlapping)
for (let i = 0; i < N - 1; i++) {
const sy1 = toScreenY(y[i]);
const sy2 = toScreenY(y[i + 1]);
const dy = y[i + 1] - y[i];
const isCollapsed = dy <= l0 * 1.35;
ctx.strokeStyle = isCollapsed ? '#fbbf24' : '#7dd3fc';
ctx.lineWidth = isCollapsed ? 2.8 : 2.1;
ctx.beginPath();
for (let step = 0; step <= 12; step++) {
const u = step / 12; // front half of turn
const angle = Math.PI + u * Math.PI;
const px = slinkyCenterX + Math.cos(angle) * coilRadiusPx;
const py = sy1 + (sy2 - sy1) * (0.5 + u * 0.5) - Math.sin(angle) * 3.0;
if (step === 0) ctx.moveTo(px, py);
else ctx.lineTo(px, py);
}
ctx.stroke();
}
// Draw discrete nodes on the left & right edges of each coil
for (let i = 0; i < N; i++) {
const sy = toScreenY(y[i]);
const isEnd = (i === 0 || i === N - 1);
const isCollapsed = (i < N - 1 && (y[i + 1] - y[i]) <= l0 * 1.35);
ctx.fillStyle = (i === N - 1)
? '#f43f5e'
: (i === 0 ? '#f59e0b' : (isCollapsed ? '#fbbf24' : '#bae6fd'));
const r = isEnd ? 4.0 : 2.3;
ctx.beginPath();
ctx.arc(slinkyCenterX + coilRadiusPx, sy, r, 0, Math.PI * 2);
ctx.fill();
}
ctx.restore();
// 6. Right-side Inset: Coil Stretch Profile (Visualizes the Equilibrium & Wavefront)
if (w > 540) {
const plotW = Math.min(180, w * 0.24);
const plotX = w - plotW - 22;
const plotTop = topMargin;
const plotBottom = toScreenY(1.6);
const plotH = plotBottom - plotTop;
ctx.save();
ctx.fillStyle = 'rgba(15, 20, 28, 0.78)';
ctx.strokeStyle = '#2a364a';
ctx.lineWidth = 1;
ctx.fillRect(plotX, plotTop, plotW, plotH);
ctx.strokeRect(plotX, plotTop, plotW, plotH);
ctx.fillStyle = '#94a3b8';
ctx.font = '600 10px -apple-system, BlinkMacSystemFont, sans-serif';
ctx.fillText('SPRING TENSION vs. COIL #', plotX + 10, plotTop + 16);
const maxStretch = yInit[1] - yInit[0];
const barAreaTop = plotTop + 26;
const barAreaH = plotH - 34;
for (let i = 0; i < N - 1; i++) {
const stretch = Math.max(0, y[i + 1] - y[i] - l0);
const initStretch = yInit[i + 1] - yInit[i] - l0;
const by = barAreaTop + (i / (N - 1)) * barAreaH;
// Ghost of initial linear hanging tension distribution
const initW = (initStretch / maxStretch) * (plotW - 24);
ctx.fillStyle = 'rgba(148, 163, 184, 0.18)';
ctx.fillRect(plotX + 12, by, initW, Math.max(2, barAreaH / N - 1));
// Live spring tension
const liveW = Math.min(plotW - 24, (stretch / maxStretch) * (plotW - 24));
const isSlack = stretch <= 0.0005;
ctx.fillStyle = isSlack ? '#f59e0b' : '#38bdf8';
ctx.fillRect(plotX + 12, by, Math.max(2, liveW), Math.max(2, barAreaH / N - 1));
}
ctx.restore();
}
}
// =========================================================================
// MAIN ANIMATION LOOP
// =========================================================================
let lastFrameTime = null;
let timeAccumulator = 0.0;
function animate(now) {
if (lastFrameTime === null) lastFrameTime = now;
// Cap frame delta at 50 ms so switching browser tabs doesn't jump
const frameDt = Math.min((now - lastFrameTime) / 1000.0, 0.05);
lastFrameTime = now;
if (released && simTime < 0.70) {
timeAccumulator += frameDt * playbackSpeed;
const substeps = Math.floor(timeAccumulator / dt);
if (substeps > 0) {
stepPhysics(substeps);
timeAccumulator -= substeps * dt;
}
}
updateTelemetry();
render();
requestAnimationFrame(animate);
}
// Initialize exhibit
resizeCanvas();
setHangingEquilibrium();
speedLabel.textContent = formatSpeed(playbackSpeed);
updateTelemetry();
requestAnimationFrame(animate);
})();
</script>
</body>
</html>
The simulation reproduces the prediction closely, with one subtle mechanical detail worth calling out honestly:
+0.00 mm and its net acceleration reads 0.00 m/s², even though the top coil has already fallen more than $0.90\text{ m}$ and the Center of Mass indicator is accelerating downward at 9.81 m/s².-0.15 mm to -0.40 mm (negative $\Delta y_{50}$) before plunging downward. Why? Because when two upper coils collide and switch from extension stiffness ($k = 49\text{ N/m}$) to stiff contact repulsion ($k_{\text{comp}} = 2450\text{ N/m}$), the sudden deceleration of the colliding upper coil sends a tiny tension pulse ahead of the main rarefaction front. If you lower the collision damping ($c_{\text{comp}}$) below $1.0\text{ N}\cdot\text{s/m}$, those impact-induced tension spikes cause noticeable premature jitter at the bottom coil; conversely, if you raise the extension damping ($c_{\text{ext}}$) too high (above $0.5\text{ N}\cdot\text{s/m}$), viscous coupling drags the bottom coil downward tens of milliseconds early via velocity gradients ($\Delta v$) before the springs actually go slack. At the chosen parameters ($c_{\text{ext}} = 0.08$, $c_{\text{comp}} = 3.5$), the dispersive precursor is kept under half a millimeter while preserving true conservation of momentum (CoM acceleration stays at $9.81\text{ m/s}^2$ throughout).