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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.
Upon release, the top end of the slinky will immediately begin falling downward, initially accelerating faster than gravity (about (N g) for a discrete (N)-mass model) because the tension in the spring below it pulls it down in addition to gravity. The bottom end will remain essentially stationary at the height of the marker line for approximately 200 ms—the time it takes for the compression wave to travel from the top to the bottom, roughly (N\sqrt{m/k}). During this time, the slinky collapses from the top down, with coils bunching up. After about 200 ms, the disturbance reaches the bottom, the bottom end begins to fall downward, and the whole slinky continues to fall under gravity. The marker line will clearly show the bottom end staying put initially, then moving down.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Falling Slinky</title>
<style>
body { margin: 0; display: flex; flex-direction: column; align-items: center; background: #111; color: #eee; font-family: sans-serif; }
canvas { background: #222; border: 1px solid #444; margin-top: 20px; }
.controls { margin: 10px; display: flex; gap: 15px; align-items: center; }
button { padding: 8px 16px; font-size: 16px; cursor: pointer; }
input[type=range] { width: 200px; }
.clock { font-size: 20px; font-variant-numeric: tabular-nums; }
</style>
</head>
<body>
<canvas id="canvas" width="600" height="600"></canvas>
<div class="controls">
<button id="release">Release</button>
<button id="reset">Reset</button>
<label>Speed: <input type="range" id="speed" min="0.05" max="1" step="0.05" value="1"></label>
<span class="clock" id="clock">t = 0 ms</span>
</div>
<script>
const N = 50;
const m = 0.01;
const k = 600;
const L0 = 0.005;
const g = 9.8;
const b = 0.2;
const dt = 0.0005;
const scale = 1000;
const topY = 50;
const centerX = 300;
let y = new Array(N);
let v = new Array(N);
let a = new Array(N);
let v_half = new Array(N);
let a_new = new Array(N);
let released = false;
let t = 0;
let marker = null;
let accumulator = 0;
let lastTimestamp = performance.now();
let speedFactor = 1.0;
function computeEquilibrium() {
y[0] = 0;
for (let i = 1; i < N; i++) {
y[i] = y[i-1] + L0 + (N - i) * m * g / k;
}
}
function reset() {
computeEquilibrium();
for (let i = 0; i < N; i++) {
v[i] = 0;
}
released = false;
t = 0;
marker = null;
accumulator = 0;
lastTimestamp = performance.now();
document.getElementById('clock').textContent = 't = 0 ms';
}
function computeAccelerations(y, v, a) {
for (let i = 0; i < N; i++) {
a[i] = g;
if (i > 0) {
let stretch = y[i] - y[i-1] - L0;
let relVel = v[i] - v[i-1];
a[i] += (-k * stretch - b * relVel) / m;
}
if (i < N - 1) {
let stretch = y[i+1] - y[i] - L0;
let relVel = v[i+1] - v[i];
a[i] += (k * stretch + b * relVel) / m;
}
}
}
function step() {
computeAccelerations(y, v, a);
for (let i = 0; i < N; i++) {
v_half[i] = v[i] + a[i] * dt / 2;
}
for (let i = 0; i < N; i++) {
y[i] += v_half[i] * dt;
}
computeAccelerations(y, v_half, a_new);
for (let i = 0; i < N; i++) {
v[i] = v_half[i] + a_new[i] * dt / 2;
}
}
function draw() {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
// fixed point
ctx.fillStyle = '#888';
ctx.beginPath();
ctx.arc(centerX, topY, 6, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#666';
ctx.fillRect(centerX - 20, topY - 10, 40, 6);
// marker line
if (marker !== null) {
const markerY = topY + marker * scale;
ctx.strokeStyle = '#f44';
ctx.lineWidth = 2;
ctx.setLineDash([6, 6]);
ctx.beginPath();
ctx.moveTo(50, markerY);
ctx.lineTo(550, markerY);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = '#f44';
ctx.font = '14px sans-serif';
ctx.fillText('release height', 60, markerY - 8);
}
// slinky
ctx.strokeStyle = '#4af';
ctx.lineWidth = 3;
ctx.beginPath();
for (let i = 0; i < N; i++) {
const px = centerX + 15 * Math.sin(i * 1.5);
const py = topY + y[i] * scale;
if (i === 0) {
ctx.moveTo(px, py);
} else {
ctx.lineTo(px, py);
}
}
ctx.stroke();
// masses
ctx.fillStyle = '#8cf';
for (let i = 0; i < N; i++) {
const px = centerX + 15 * Math.sin(i * 1.5);
const py = topY + y[i] * scale;
ctx.beginPath();
ctx.arc(px, py, 2, 0, Math.PI * 2);
ctx.fill();
}
}
function animate(now) {
requestAnimationFrame(animate);
if (!released) {
draw();
return;
}
const realDelta = Math.min((now - lastTimestamp) / 1000, 0.1);
lastTimestamp = now;
const simDelta = realDelta * speedFactor;
accumulator += simDelta;
let steps = 0;
while (accumulator >= dt && steps < 1000) {
step();
accumulator -= dt;
t += dt;
steps++;
}
document.getElementById('clock').textContent = `t = ${(t * 1000).toFixed(1)} ms`;
draw();
}
document.getElementById('release').addEventListener('click', () => {
if (released) return;
released = true;
t = 0;
marker = y[N-1];
accumulator = 0;
lastTimestamp = performance.now();
});
document.getElementById('reset').addEventListener('click', () => {
reset();
draw();
});
document.getElementById('speed').addEventListener('input', (e) => {
speedFactor = parseFloat(e.target.value);
});
reset();
requestAnimationFrame(animate);
</script>
</body>
</html>
I have not executed this file in a browser, so I cannot visually confirm the exact output. Based on the physics and the implementation, the initial conditions are the true discrete equilibrium, the integrator is stable at the chosen stiffness, and the parameters are selected so that the bottom mass should remain near the marker line for roughly 0.2 s before falling. I am reasonably confident that it will reproduce the predicted behaviour—the top collapsing downward while the bottom stays put—but I am unsure whether discrete artifacts (e.g., small pre-motion of the bottom due to wave dispersion) will be visible, and I cannot guarantee the visual without running it.