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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 few hundred milliseconds after release the bottom end will stay essentially at the marker line, moving at most a few millimetres for roughly 0.1–0.25 s, while the top end accelerates downward immediately and the slinky collapses from the top down: the topmost mass has gravity plus the full spring tension below it pulling it down, so it plunges, the tension in the upper springs falls in sequence as that motion propagates down the chain at the longitudinal wave speed, and each coil in turn is released from supporting the coils below it, whereas the bottommost mass initially has gravity exactly balanced by the spring above it, which itself is only supporting that one mass, so its net force and acceleration are initially zero and it remains stationary in space until the collapse wave reaches it, after which it begins to accelerate downward at about $g$, the coils bunch into a compact ball near the original bottom position, and throughout the centre of mass accelerates downward at $g$ because all spring forces are internal.
50 point masses, $m = 1.0\ \mathrm{kg}$ each, in a vertical line, connected by 49 Hookean springs of $k = 40000\ \mathrm{N,m^{-1}}$ and natural length $L_0 = 0.002\ \mathrm{m}$, with $g = 9.81\ \mathrm{m,s^{-2}}$ downward, viscous damping $-b v$ per mass with $b = 0.05\ \mathrm{kg,s^{-1}}$, integrated with semi-implicit (symplectic) Euler at fixed $dt = 0.00025\ \mathrm{s}$, i.e. $\sqrt{m/k}=0.005\ \mathrm{s}$ is 20 steps, sub-stepped from the animation frame and scaled by the speed slider (1.0 down to 0.05). The hanging equilibrium is solved analytically, not relaxed from even spacing: spring $i$ between mass $i$ and $i+1$ (0-based from the top) carries the $N-1-i$ masses below it, so its equilibrium stretch is $(N-1-i)mg/k$, positions are built cumulatively from the top with that stretch plus $L_0$, and velocities are set to zero; this gives a top spacing about 49 times the bottom spacing. After Release every mass receives exactly the same gravity, damping, and neighbour-spring forces, with no pinning, freezing, delay, or special-casing.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Falling Slinky</title>
<style>
body { font-family: sans-serif; margin: 16px; background: #f7f7f2; color: #111; }
#wrap { max-width: 760px; margin: 0 auto; }
canvas { background: #fff; border: 1px solid #999; display: block; }
.controls { margin: 10px 0; display: flex; gap: 12px; align-items: center; flex-wrap: wrap; }
button { font-size: 16px; padding: 6px 14px; }
#clock { font-family: monospace; font-size: 18px; }
</style>
</head>
<body>
<div id="wrap">
<h1>Falling Slinky</h1>
<div class="controls">
<button id="releaseBtn">Release</button>
<button id="resetBtn">Reset</button>
<label>Speed
<input id="speed" type="range" min="0.05" max="1" step="0.01" value="1">
<span id="speedVal">1.00</span>x
</label>
<span id="clock">0 ms</span>
</div>
<canvas id="cv" width="720" height="620"></canvas>
<p>Red dashed line: height of the bottom of the slinky at release. 50 masses, 49 springs.</p>
</div>
<script>
(function(){
"use strict";
var N = 50; // masses
var m = 1.0; // kg per mass
var k = 40000; // N/m spring constant
var L0 = 0.002; // m natural length per spring
var g = 9.81; // m/s^2
var b = 0.05; // kg/s damping per mass
var dt = 0.00025; // s fixed timestep
var SCALE = 750; // px per metre
var TOP_PX = 70; // anchor y in px
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var releaseBtn = document.getElementById('releaseBtn');
var resetBtn = document.getElementById('resetBtn');
var speedInput = document.getElementById('speed');
var speedVal = document.getElementById('speedVal');
var clockEl = document.getElementById('clock');
var y = new Float64Array(N); // m, downward positive, origin at top mass equilibrium
var v = new Float64Array(N); // m/s
var f = new Float64Array(N); // N
var released = false;
var simTime = 0; // s since release
var markerYPx = 0; // px
var accumulator = 0;
var lastTs = null;
function equilibrium(){
y[0] = 0;
for (var i = 0; i < N - 1; i++){
var below = N - 1 - i; // masses supported by spring i
var stretch = below * m * g / k; // exact Hooke equilibrium
y[i+1] = y[i] + L0 + stretch;
}
for (var j = 0; j < N; j++) v[j] = 0;
simTime = 0;
released = false;
markerYPx = TOP_PX + y[N-1] * SCALE;
clockEl.textContent = "0 ms";
}
function step(){
var i;
for (i = 0; i < N; i++) f[i] = m * g - b * v[i];
for (i = 0; i < N - 1; i++){
var stretch = (y[i+1] - y[i]) - L0;
var fs = k * stretch; // pulls i down, i+1 up (y down)
f[i] += fs;
f[i+1] -= fs;
}
for (i = 0; i < N; i++){
v[i] += (f[i] / m) * dt; // semi-implicit Euler
y[i] += v[i] * dt;
}
simTime += dt;
}
function draw(){
var W = cv.width, H = cv.height;
ctx.clearRect(0, 0, W, H);
// marker line
ctx.strokeStyle = "#c00";
ctx.setLineDash([6, 4]);
ctx.beginPath();
ctx.moveTo(0, markerYPx);
ctx.lineTo(W, markerYPx);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = "#c00";
ctx.font = "13px sans-serif";
ctx.fillText("bottom at release", 8, markerYPx - 6);
// anchor
ctx.strokeStyle = "#333";
ctx.fillStyle = "#333";
ctx.beginPath();
ctx.moveTo(W/2 - 20, 20); ctx.lineTo(W/2 + 20, 20); ctx.stroke();
if (!released){
ctx.beginPath();
ctx.moveTo(W/2, 20);
ctx.lineTo(W/2, TOP_PX + y[0]*SCALE);
ctx.stroke();
}
// slinky as zig-zag polyline through the masses
var cx = W/2;
ctx.strokeStyle = "#0057b8";
ctx.lineWidth = 2;
ctx.beginPath();
var px0 = cx, py0 = TOP_PX + y[0]*SCALE;
ctx.moveTo(px0, py0);
var amp = 18;
for (var i = 0; i < N - 1; i++){
var ya = TOP_PX + y[i]*SCALE;
var yb = TOP_PX + y[i+1]*SCALE;
var steps = 4;
for (var s = 1; s <= steps; s++){
var yy = ya + (yb - ya) * (s/steps);
var xx = cx + ((s % 2 === 0) ? amp : -amp) * (s === steps ? 0 : 1);
if (s === steps) xx = cx;
ctx.lineTo(xx, yy);
}
}
ctx.stroke();
// masses
ctx.fillStyle = "#0057b8";
for (var j = 0; j < N; j++){
ctx.beginPath();
ctx.arc(cx, TOP_PX + y[j]*SCALE, 3, 0, Math.PI*2);
ctx.fill();
}
}
function frame(ts){
if (lastTs === null) lastTs = ts;
var realDt = (ts - lastTs) / 1000;
lastTs = ts;
if (realDt > 0.1) realDt = 0.1;
if (released){
var speed = parseFloat(speedInput.value);
accumulator += realDt * speed;
var guard = 0;
while (accumulator >= dt && guard < 20000){
step();
accumulator -= dt;
guard++;
}
clockEl.textContent = Math.round(simTime * 1000) + " ms";
}
draw();
requestAnimationFrame(frame);
}
releaseBtn.addEventListener('click', function(){
if (!released){
markerYPx = TOP_PX + y[N-1] * SCALE;
released = true;
accumulator = 0;
}
});
resetBtn.addEventListener('click', function(){
equilibrium();
});
speedInput.addEventListener('input', function(){
speedVal.textContent = parseFloat(speedInput.value).toFixed(2);
});
equilibrium();
draw();
requestAnimationFrame(frame);
})();
</script>
</body>
</html>
I have not executed this file in a browser here, so I cannot honestly claim a visual verification, and the following is based on the equations and parameters in the code rather than on having watched it run: the discrete model guarantees the bottom mass has zero initial acceleration (gravity balanced by the one spring above it) and the top mass has a large initial downward acceleration, so the bottom should remain near the marker while the top collapses toward it, with the disturbance reaching the bottom on the order of $N\sqrt{m/k}\approx0.25\ \mathrm{s}$; I am unsure of the exact collapse time in the discrete chain, because the finite top-coil mass gives an initial top acceleration of about $Ng$ rather than the continuum limit, and after the coils bunch the model has no coil-collision or minimum-spacing rule, so springs can compress through zero length and the post-collapse bouncing is an artefact of pure Hooke springs, not a real slinky; if the bottom is seen to move immediately, or the collapse time is far from the estimate above, that would be a disagreement between prediction and simulation that should be reported rather than explained away.