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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 instant you press Release, the two ends behave completely differently. The top segment is pulled down by gravity plus the spring tension beneath it — which, at equilibrium, supports the weight of all 47 segments below — so it initially accelerates at ~48g ≈ 470 m/s² and collapses onto the segment below it within roughly 10 ms. A collapse front then sweeps down the slinky: above the front, coils are bunched and falling as a growing blob; below the front, coils remain exactly where equilibrium placed them. The bottom segment sits motionless, exactly on the marker line, because the net force on it is still zero (gravity down, spring tension up) and no signal of the release can outrun the elastic wave — it cannot "know" the top is gone. I estimate the front reaches the bottom at ≈0.15–0.20 s on the sim clock; I can prove an upper bound of 0.21 s from the center of mass falling at g (the naive linear-wave guess 47·√(m/k) ≈ 0.33 s is impossible — it would push the COM below the still-stationary bottom). At that moment the bottom leaves the marker accelerating at ~g, and the whole collapsed slinky falls as a blob with COM at exactly g, leaving the frame ~0.6–0.7 s after release. At 1/20 speed that's ~4 s of watchable front travel.
<!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{
--bg:#0d1014; --panel:rgba(16,20,26,.78); --text:#e8edf3; --muted:#8b98a7;
--accent:#ffb454; --teal:#4dd6c1; --line:rgba(255,255,255,.08);
}
*{box-sizing:border-box}
html,body{height:100%}
body{margin:0;background:var(--bg);color:var(--text);overflow:hidden;
font-family:ui-sans-serif,system-ui,-apple-system,"Segoe UI",Roboto,Helvetica,Arial,sans-serif}
canvas{position:fixed;inset:0;width:100%;height:100%;display:block}
header{position:fixed;top:0;left:0;right:0;display:flex;justify-content:space-between;
align-items:flex-start;padding:16px 22px;pointer-events:none;z-index:2}
h1{margin:0;font-size:14px;font-weight:700;letter-spacing:.22em}
.sub{margin-top:4px;font-size:11.5px;color:var(--muted)}
.clockBox{text-align:right}
#clock{font-family:ui-monospace,"SF Mono",Menlo,Consolas,monospace;font-size:28px;
font-weight:600;font-variant-numeric:tabular-nums;line-height:1.05}
#clock small{font-size:13px;color:var(--muted);font-weight:400}
.clockLabel{font-size:9.5px;letter-spacing:.18em;color:var(--muted);margin-top:3px}
footer{position:fixed;left:0;right:0;bottom:0;display:flex;align-items:center;gap:14px;
padding:12px 22px;background:var(--panel);border-top:1px solid var(--line);
backdrop-filter:blur(8px);z-index:2}
button{appearance:none;border:1px solid var(--line);background:#1a2029;color:var(--text);
font:inherit;font-size:13.5px;font-weight:600;padding:9px 18px;border-radius:9px;
cursor:pointer;transition:transform .06s ease,background .15s ease}
button:hover{background:#222a35}
button:active{transform:translateY(1px)}
button.primary{background:var(--accent);border-color:var(--accent);color:#20150a}
button.primary:hover{background:#ffc274}
button:disabled{opacity:.45;cursor:default;transform:none}
.sliderBox{display:flex;align-items:center;gap:10px;margin-left:8px}
.sliderBox label{font-size:11px;letter-spacing:.14em;color:var(--muted)}
input[type=range]{width:170px;accent-color:var(--teal)}
#speedLabel{font-size:12px;min-width:150px;font-variant-numeric:tabular-nums}
.statusBox{display:flex;align-items:center;gap:7px;margin-left:auto}
.dot{width:8px;height:8px;border-radius:50%;background:var(--accent)}
.dot.falling{background:var(--teal)}
#statusText{font-size:11.5px;color:var(--muted)}
.footNote{font-size:10.5px;color:#5f6b78;margin-left:18px}
@media (max-width:820px){.footNote{display:none}.sub{display:none}}
</style>
</head>
<body>
<canvas id="c"></canvas>
<header>
<div>
<h1>FALLING SLINKY</h1>
<div class="sub">48 coupled masses under gravity — released from true static equilibrium</div>
</div>
<div class="clockBox">
<div id="clock">0.0<small> ms</small></div>
<div class="clockLabel">TIME SINCE RELEASE</div>
</div>
</header>
<footer>
<button id="releaseBtn" class="primary">Release</button>
<button id="resetBtn">Reset</button>
<div class="sliderBox">
<label for="speed">SPEED</label>
<input type="range" id="speed" min="1" max="20" step="0.5" value="1">
<span id="speedLabel">×1.00 real time</span>
</div>
<div class="statusBox"><span class="dot" id="statusDot"></span><span id="statusText">held at ceiling</span></div>
<div class="footNote">48 masses · k = 100 N/m · dt = 0.2 ms · symplectic Euler · no clamps</div>
</footer>
<script>
'use strict';
/* ---------------- model constants (SI units) ---------------- */
const N = 48; // segments (point masses), coupled by N-1 springs
const M = 0.005; // kg per segment (total 240 g)
const G = 9.81; // m/s^2
const R0 = 0.0008; // m, spring rest length (coil pitch at zero tension)
const K = 100; // N/m, spring stiffness
const CD = 0.04; // N*s/m, relative (structural) damping along each spring
const DT = 0.0002; // s, fixed physics step (symplectic Euler)
const TAU = Math.PI * 2;
const y = new Float64Array(N); // position, metres downward from the ceiling
const v = new Float64Array(N); // velocity, m/s (down positive)
const F = new Float64Array(N); // accumulated force, N
let held = true; // the hand holds segment 0 at the ceiling
let released = false;
let simT = 0; // simulated time (s)
let releaseT = 0; // simT at the moment of release
let markerY = null; // bottom-of-slinky position at release (m)
let hangLen = 0; // equilibrium hang length (m)
/* -------- the TRUE hanging equilibrium (solved, not relaxed) --------
Spring i (between mass i and i+1) carries the weight of everything
below it: T_i = (N-1-i) * m * g. Extension = T/K (Hooke).
Positions accumulate downward from the ceiling. With this init the
net force on every mass is zero to machine precision, so the hanging
state is an EXACT fixed point of the integrator: the bottom will not
drift even one micrometre until a real force reaches it. */
function computeEquilibrium(){
let yy = 0;
y[0] = 0;
for (let i = 0; i < N-1; i++){
const tension = (N-1-i) * M * G;
yy += R0 + tension / K;
y[i+1] = yy;
}
hangLen = y[N-1];
}
function reset(){
computeEquilibrium();
v.fill(0);
held = true; released = false;
simT = 0; releaseT = 0; markerY = null;
releaseBtn.disabled = false;
setStatus(); updateClock();
}
function release(){
if (released) return;
held = false; // the hand lets go -- the ONLY special case in
released = true; // the whole program, and it never acts again
releaseT = simT;
markerY = y[N-1]; // marker at the bottom's height at release
releaseBtn.disabled = true;
setStatus();
}
/* ---------------- physics ----------------
After release EVERY segment runs exactly the same update:
gravity + Hooke tension + relative-velocity damping from its two
neighbours. No pins, no delays, no clamps, no scripted motion. */
function step(){
for (let i = 0; i < N; i++) F[i] = M * G; // gravity, down
for (let i = 0; i < N-1; i++){
const stretch = (y[i+1] - y[i]) - R0;
const tension = K * stretch + CD * (v[i+1] - v[i]);
F[i] += tension; // pulls upper end down toward lower end
F[i+1] -= tension; // pulls lower end up toward upper end
}
if (held){
y[0] = 0; v[0] = 0; // the hand, only while held
for (let i = 1; i < N; i++){ v[i] += F[i]/M*DT; y[i] += v[i]*DT; }
} else {
for (let i = 0; i < N; i++){ v[i] += F[i]/M*DT; y[i] += v[i]*DT; }
}
simT += DT;
}
/* ---------------- DOM / canvas ---------------- */
const canvas = document.getElementById('c');
const ctx = canvas.getContext('2d');
const clockEl = document.getElementById('clock');
const releaseBtn = document.getElementById('releaseBtn');
const resetBtn = document.getElementById('resetBtn');
const speedEl = document.getElementById('speed');
const speedLabel = document.getElementById('speedLabel');
const statusDot = document.getElementById('statusDot');
const statusText = document.getElementById('statusText');
let dpr = 1;
function resize(){
dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(innerWidth * dpr);
canvas.height = Math.round(innerHeight * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
addEventListener('resize', resize);
resize();
/* ring colours: steel with alternating sheen, slightly darker toward bottom */
const ringColors = [];
for (let i = 0; i < N; i++){
const sheen = (i % 2 === 0) ? 0 : 0.30;
const f = Math.min(1, 0.12 + 0.58 * (i/(N-1)) + sheen);
const r = Math.round(238 - (238-122)*f);
const g = Math.round(243 - (243-136)*f);
const b = Math.round(250 - (250-152)*f);
ringColors.push('rgb(' + r + ',' + g + ',' + b + ')');
}
function draw(){
const W = innerWidth, H = innerHeight;
const bg = ctx.createLinearGradient(0, 0, 0, H);
bg.addColorStop(0, '#11151b'); bg.addColorStop(1, '#0a0d11');
ctx.fillStyle = bg; ctx.fillRect(0, 0, W, H);
const topPx = 84, botPx = H - 76;
const usable = botPx - topPx;
const scale = (usable * 0.52) / hangLen; // px per metre
const X = W / 2;
const Y = yy => topPx + yy * scale;
/* ruler: metres below the ceiling */
ctx.strokeStyle = 'rgba(232,237,243,0.18)';
ctx.fillStyle = 'rgba(232,237,243,0.34)';
ctx.font = '10px Menlo, Consolas, monospace';
ctx.lineWidth = 1; ctx.textAlign = 'left'; ctx.textBaseline = 'middle';
for (let i = 0; i <= 12; i++){
const d = i / 10, py = Y(d);
if (py > botPx) break;
ctx.beginPath(); ctx.moveTo(26, py); ctx.lineTo(38, py); ctx.stroke();
ctx.fillText(d.toFixed(1) + ' m', 44, py);
}
/* marker line: height of the bottom at the instant of release */
if (markerY !== null){
const my = Y(markerY);
ctx.save();
ctx.setLineDash([7, 6]);
ctx.strokeStyle = 'rgba(77,214,193,0.85)';
ctx.lineWidth = 1.5;
ctx.beginPath(); ctx.moveTo(20, my); ctx.lineTo(W-20, my); ctx.stroke();
ctx.restore();
ctx.fillStyle = 'rgba(77,214,193,0.9)';
ctx.font = '10px Menlo, Consolas, monospace';
ctx.textAlign = 'right';
ctx.fillText('B O T T O M A T R E L E A S E', W - 26, my - 10);
}
/* ceiling mount + hook */
ctx.fillStyle = '#242d38';
ctx.beginPath();
if (ctx.roundRect) ctx.roundRect(X-36, topPx-26, 72, 12, 4);
else ctx.rect(X-36, topPx-26, 72, 12);
ctx.fill();
ctx.strokeStyle = 'rgba(255,255,255,0.10)'; ctx.lineWidth = 1;
for (let i = -2; i <= 2; i++){
ctx.beginPath(); ctx.moveTo(X+i*14-4, topPx-26); ctx.lineTo(X+i*14+4, topPx-14); ctx.stroke();
}
ctx.strokeStyle = '#5a6673'; ctx.lineWidth = 3;
ctx.beginPath(); ctx.moveTo(X, topPx-14); ctx.lineTo(X, topPx-1); ctx.stroke();
/* soft glow spine through the masses */
ctx.beginPath();
ctx.moveTo(X, Y(y[0]));
for (let i = 1; i < N; i++) ctx.lineTo(X, Y(y[i]));
ctx.lineCap = 'round'; ctx.lineJoin = 'round';
ctx.strokeStyle = 'rgba(150,180,210,0.10)'; ctx.lineWidth = 16; ctx.stroke();
ctx.strokeStyle = 'rgba(170,200,230,0.14)'; ctx.lineWidth = 6; ctx.stroke();
/* one coil ring per mass: stretched top = spread rings, bottom = dense stack */
for (let i = 0; i < N; i++){
const py = Y(y[i]);
if (py < -20 || py > H + 20) continue;
ctx.beginPath();
ctx.ellipse(X, py, 15, 4.6, 0, 0, TAU);
ctx.strokeStyle = ringColors[i];
ctx.lineWidth = 2.4;
ctx.stroke();
}
}
function updateClock(){
const t = released ? (simT - releaseT) * 1000 : 0;
clockEl.innerHTML = t.toFixed(1) + '<small> ms</small>';
}
function setStatus(){
statusDot.classList.toggle('falling', released);
statusText.textContent = released ? 'falling \u2014 collapse front sweeping down' : 'held at ceiling';
}
/* ---------------- main loop: fixed-step physics, frame-rate independent ---------------- */
let speed = 1, acc = 0, last = null;
function frame(ts){
if (last === null) last = ts;
let real = (ts - last) / 1000; last = ts;
if (real > 0.05) real = 0.05; // tab was hidden: don't lurch
acc += real * speed; // slow-mo = fewer steps per frame, SAME trajectory
let guard = 0;
while (acc >= DT && guard < 20000){ step(); acc -= DT; guard++; }
draw();
updateClock();
requestAnimationFrame(frame);
}
releaseBtn.addEventListener('click', release);
resetBtn.addEventListener('click', reset);
speedEl.addEventListener('input', () => {
const s = parseFloat(speedEl.value);
speed = 1 / s;
speedLabel.textContent = s <= 1.001 ? '\u00d71.00 real time'
: '\u00d7' + (1/s).toFixed(2) + ' (1/' + (s % 1 ? s.toFixed(1) : Math.round(s)) + ' slow)';
});
addEventListener('keydown', e => {
if (e.code === 'Space'){ e.preventDefault(); release(); }
if (e.code === 'KeyR') reset();
});
reset();
requestAnimationFrame(frame);
</script>
</body>
</html>
Straight talk, because you'll be holding the stopwatch, and I could not execute this file in front of you here.
What I stand behind structurally: the hanging state is solved analytically, so every mass starts with exactly zero net force; the region below the collapse front is therefore an exact stationary solution of the integrator, and the bottom cannot drift — not "looks still," but fixed-point still, to machine precision, until a real elastic wave arrives. The code contains exactly one asymmetry: the if (held) branch that pins segment 1 while you're holding it. After Release, every segment runs the identical two-line update. No clamps, no scripted timing, nothing frozen. So the qualitative behavior — top collapsing immediately (~48g initially, gone within ~10 ms), a front sweeping down through still-hanging coils, the bottom sitting on the marker line and then dropping away at g, COM at exactly g throughout — is what the code produces by construction, not by staging.
What I'd verify rather than trust: the departure time. I predict the bottom leaves the marker between ~0.15 and 0.20 s on the sim clock, with a hard upper bound of 0.21 s from the center-of-mass argument (and 0.33 s excluded). That window is my estimate, not a measurement. If you press Release and the bottom twitches before ~0.1 s, that's a bug or too-coarse a step; if it's still on the marker at 0.3 s, that would contradict the COM bound, meaning something is damping the front that shouldn't be. Either way, the clock readout at the moment the bottom moves is the number to check against me.
Known deviations from a real slinky: (1) springs are Hookean in compression too — there's no solid-height limit — so after collapse the blob has a faint internal springiness a real slinky lacks; you'll see the collapsed band shimmer slightly instead of staying dead-packed. (2) No air drag, so the COM falls at exactly g; a real slinky's falls a hair slower. (3) Motion is purely vertical — no sideways sway. (4) At full speed the first ~30 ms (the 48g top collapse) is over in about two frames; to see it, reset, drag speed to 1/20, then release — slow-mo runs the identical trajectory, just fewer steps per frame.
Parameter robustness: the fixed dt = 0.2 ms sits ~35× inside the stability limit (ω_max·dt ≈ 0.057 vs. the limit of 2), and the speed slider cannot destabilize anything because it changes only how many physics steps run per real frame. If you edit k upward, keep dt < 2/ω_max (at k = 1000 N/m you'd want dt ≤ ~0.7 ms) — nothing in the code hides instability, so past the limit it will visibly explode rather than silently fudge. Within the shipped settings, the behavior is the same at every slider position.
Bottom line: I'd bet the exhibit on the mechanism — bottom frozen on your marker line, then falling at g once the front arrives — because that's what this model is. The exact millisecond of departure is the one claim I'm offering as a testable estimate rather than a fact, and if your stopwatch disagrees with my 0.15–0.20 s window, I want to know, because then my timing reasoning was wrong even if the simulation is right.