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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 ~330 ms after release, the top end of the slinky will drop rapidly and collapse coil-by-coil into a dense falling bundle, while the bottom end will remain motionless right on the marker line until roughly 320–340 ms, at which point the collapsing bundle reaches the bottom and the entire slinky falls together under gravity. Physics requires this because before release, the bottom mass is in static equilibrium between its downward weight and the upward tension of the bottom spring, and after release no information about the vanished top support can reach the bottom until a mechanical wave travels down the chain; in a slinky whose coils stack upon contact rather than passing through one another, a nonlinear compression shock sweeps downward from the released top (accelerating initially at $61g$ as it loses its $60$-segment support) and overtakes the slower linear elastic relaxation wave (which would take ~566 ms to reach the bottom), arriving at the bottom in the shock-collapse time $t_c \approx \sqrt{2 \Delta H / (3 g)} \approx 329\text{ ms}$, with the whole slinky then continuing downward past the marker line (with a slight longitudinal rebound after full collapse).
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Falling Slinky — Physics Exhibit</title>
<style>
:root {
--bg: #0b1120;
--panel: #111827;
--border: #1e293b;
--text: #e2e8f0;
--muted: #94a3b8;
--accent: #38bdf8;
--marker: #f59e0b;
--danger: #fb7185;
}
* {
box-sizing: border-box;
margin: 0;
padding: 0;
}
body {
background: var(--bg);
color: var(--text);
font-family: system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
padding: 16px;
gap: 14px;
}
.exhibit {
width: 100%;
max-width: 780px;
background: var(--panel);
border: 1px solid var(--border);
border-radius: 12px;
overflow: hidden;
display: flex;
flex-direction: column;
box-shadow: 0 20px 50px rgba(0, 0, 0, 0.45);
}
.header {
padding: 14px 18px;
border-bottom: 1px solid var(--border);
display: flex;
flex-wrap: wrap;
align-items: center;
justify-content: space-between;
gap: 12px;
}
.title-group h1 {
font-size: 1.05rem;
font-weight: 650;
letter-spacing: 0.01em;
}
.title-group p {
font-size: 0.8rem;
color: var(--muted);
margin-top: 2px;
}
.clock-box {
background: #020617;
border: 1px solid var(--border);
border-radius: 8px;
padding: 6px 14px;
text-align: right;
min-width: 148px;
}
.clock-label {
font-size: 0.68rem;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--muted);
}
.clock-value {
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
font-variant-numeric: tabular-nums;
font-size: 1.35rem;
font-weight: 700;
color: var(--accent);
line-height: 1.2;
}
.stage-wrap {
position: relative;
width: 100%;
height: 560px;
background: radial-gradient(circle at 50% 25%, #131f38 0%, #090e1a 75%);
}
canvas {
display: block;
width: 100%;
height: 100%;
}
.controls {
padding: 14px 18px;
border-top: 1px solid var(--border);
display: flex;
flex-wrap: wrap;
align-items: center;
justify-content: space-between;
gap: 14px;
background: #0f172a;
}
.btn-group {
display: flex;
gap: 10px;
}
button {
appearance: none;
border: 1px solid var(--border);
border-radius: 8px;
padding: 9px 18px;
font-size: 0.9rem;
font-weight: 600;
cursor: pointer;
transition: background 0.15s ease, transform 0.08s ease, opacity 0.15s ease;
}
button:active:not(:disabled) {
transform: translateY(1px);
}
button:disabled {
opacity: 0.45;
cursor: not-allowed;
}
#releaseBtn {
background: var(--accent);
color: #04121d;
border-color: var(--accent);
}
#releaseBtn:hover:not(:disabled) {
background: #7dd3fc;
}
#resetBtn {
background: #1e293b;
color: var(--text);
}
#resetBtn:hover:not(:disabled) {
background: #334155;
}
.slider-group {
display: flex;
align-items: center;
gap: 10px;
flex: 1 1 260px;
max-width: 360px;
}
.slider-group label {
font-size: 0.85rem;
color: var(--muted);
white-space: nowrap;
}
input[type="range"] {
flex: 1;
accent-color: var(--accent);
cursor: pointer;
}
.speed-readout {
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
font-variant-numeric: tabular-nums;
font-size: 0.85rem;
color: var(--text);
min-width: 84px;
text-align: right;
}
</style>
</head>
<body>
<div class="exhibit">
<div class="header">
<div class="title-group">
<h1>The Falling Slinky</h1>
<p>60 coupled Hooke segments · RK4 ($\Delta t = 50\,\mu\text{s}$) · True hanging equilibrium</p>
</div>
<div class="clock-box">
<div class="clock-label">Since Release</div>
<div class="clock-value" id="clockValue">0.0 ms</div>
</div>
</div>
<div class="stage-wrap">
<canvas id="stage"></canvas>
</div>
<div class="controls">
<div class="btn-group">
<button id="releaseBtn" type="button">Release</button>
<button id="resetBtn" type="button">Reset</button>
</div>
<div class="slider-group">
<label for="speedSlider">Speed</label>
<input id="speedSlider" type="range" min="0.05" max="1.00" step="0.01" value="1.00">
<span class="speed-readout" id="speedReadout">1.00×</span>
</div>
</div>
</div>
<script>
(() => {
"use strict";
// Physical model parameters
const S = 60; // number of spring segments (>= 40)
const N = S + 1; // number of point masses (61)
const m = 0.004; // mass per node (kg) -> 0.244 kg total
const g = 9.81; // gravitational acceleration (m/s^2)
const k = 45.0; // segment spring constant in tension (N/m)
const kContact = 9000.0; // coil-contact stiffness when compressed below L0 (N/m)
const L0 = 0.0025; // unstretched coil spacing (m) -> 0.15 m stacked
const c = 0.025; // internal spring damping (N*s/m)
const cImpact = 3.6; // extra contact damping while compressing (N*s/m)
const DT = 0.00005; // 50 microseconds fixed RK4 step
// World-to-canvas vertical bounds (meters, y = 0 at hanging top)
const WORLD_Y_MIN = -0.18;
const WORLD_Y_MAX = 3.10;
// Simulation state arrays
const y = new Float64Array(N);
const v = new Float64Array(N);
const yEq = new Float64Array(N);
// RK4 scratch buffers
const k1y = new Float64Array(N);
const k1v = new Float64Array(N);
const k2y = new Float64Array(N);
const k2v = new Float64Array(N);
const k3y = new Float64Array(N);
const k3v = new Float64Array(N);
const k4y = new Float64Array(N);
const k4v = new Float64Array(N);
const tmpY = new Float64Array(N);
const tmpV = new Float64Array(N);
// Precompute exact analytical hanging equilibrium from bottom up
yEq[0] = 0.0;
for (let j = 0; j < S; j++) {
const tension = (S - j) * m * g;
yEq[j + 1] = yEq[j] + L0 + tension / k;
}
// DOM references
const canvas = document.getElementById("stage");
const ctx = canvas.getContext("2d");
const releaseBtn = document.getElementById("releaseBtn");
const resetBtn = document.getElementById("resetBtn");
const speedSlider = document.getElementById("speedSlider");
const speedReadout = document.getElementById("speedReadout");
const clockValue = document.getElementById("clockValue");
// Exhibit runtime state
let released = false;
let finished = false;
let simTime = 0.0;
let accumulator = 0.0;
let speed = parseFloat(speedSlider.value);
let markerY = yEq[S];
let rafId = null;
let lastTimestamp = 0;
// Canvas CSS dimensions
let viewW = 780;
let viewH = 560;
function computeAccelerations(pos, vel, acc) {
acc.fill(g);
const invM = 1.0 / m;
for (let j = 0; j < S; j++) {
const d = pos[j + 1] - pos[j];
const vRel = vel[j + 1] - vel[j];
let f;
if (d >= L0) {
f = k * (d - L0) + c * vRel;
} else {
const damping = vRel < 0 ? (c + cImpact) : c;
f = kContact * (d - L0) + damping * vRel;
}
const af = f * invM;
acc[j] += af;
acc[j + 1] -= af;
}
}
function stepRK4(dt) {
const halfDt = 0.5 * dt;
computeAccelerations(y, v, k1v);
for (let i = 0; i < N; i++) {
k1y[i] = v[i];
tmpY[i] = y[i] + halfDt * k1y[i];
tmpV[i] = v[i] + halfDt * k1v[i];
}
computeAccelerations(tmpY, tmpV, k2v);
for (let i = 0; i < N; i++) {
k2y[i] = tmpV[i];
tmpY[i] = y[i] + halfDt * k2y[i];
tmpV[i] = v[i] + halfDt * k2v[i];
}
computeAccelerations(tmpY, tmpV, k3v);
for (let i = 0; i < N; i++) {
k3y[i] = tmpV[i];
tmpY[i] = y[i] + dt * k3y[i];
tmpV[i] = v[i] + dt * k3v[i];
}
computeAccelerations(tmpY, tmpV, k4v);
const dt6 = dt / 6.0;
for (let i = 0; i < N; i++) {
k4y[i] = tmpV[i];
y[i] += dt6 * (k1y[i] + 2.0 * k2y[i] + 2.0 * k3y[i] + k4y[i]);
v[i] += dt6 * (k1v[i] + 2.0 * k2v[i] + 2.0 * k3v[i] + k4v[i]);
}
}
function worldToY(ym) {
return ((ym - WORLD_Y_MIN) / (WORLD_Y_MAX - WORLD_Y_MIN)) * viewH;
}
function resizeCanvas() {
const rect = canvas.parentElement.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
viewW = rect.width;
viewH = rect.height;
canvas.width = Math.round(viewW * dpr);
canvas.height = Math.round(viewH * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
draw();
}
function formatSpeed(val) {
if (val <= 0.055) return "0.05\u00d7 (1/20)";
return val.toFixed(2) + "\u00d7";
}
function updateReadouts() {
clockValue.textContent = (simTime * 1000).toFixed(1) + " ms";
}
function draw() {
ctx.clearRect(0, 0, viewW, viewH);
const cx = viewW * 0.5;
const coilRadius = Math.min(34, viewW * 0.08);
// 1. Meter scale along the left edge
const scaleX = 56;
ctx.strokeStyle = "rgba(148, 163, 184, 0.25)";
ctx.fillStyle = "rgba(148, 163, 184, 0.7)";
ctx.lineWidth = 1;
ctx.font = "11px ui-monospace, SFMono-Regular, Menlo, Consolas, monospace";
ctx.textAlign = "right";
ctx.textBaseline = "middle";
ctx.beginPath();
ctx.moveTo(scaleX, worldToY(0));
ctx.lineTo(scaleX, worldToY(3.0));
ctx.stroke();
for (let mTick = 0; mTick <= 3.001; mTick += 0.25) {
const py = worldToY(mTick);
const isMajor = Math.abs(mTick - Math.round(mTick * 2) / 2) < 1e-6;
ctx.beginPath();
ctx.moveTo(scaleX - (isMajor ? 8 : 4), py);
ctx.lineTo(scaleX, py);
ctx.stroke();
if (isMajor) {
ctx.fillText(mTick.toFixed(1) + " m", scaleX - 12, py);
}
}
// 2. Marker line at initial bottom height
const markerPy = worldToY(markerY);
ctx.save();
ctx.strokeStyle = "#f59e0b";
ctx.lineWidth = 1.5;
ctx.setLineDash([7, 5]);
ctx.beginPath();
ctx.moveTo(scaleX + 8, markerPy);
ctx.lineTo(viewW - 20, markerPy);
ctx.stroke();
ctx.restore();
ctx.fillStyle = "#f59e0b";
ctx.font = "600 11px system-ui, sans-serif";
ctx.textAlign = "right";
ctx.textBaseline = "bottom";
ctx.fillText(
"Initial bottom (" + markerY.toFixed(3) + " m)",
viewW - 22,
markerPy - 5
);
// 3. Top release clamp / support bracket
const anchorPy = worldToY(0);
ctx.strokeStyle = "#64748b";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx - 28, anchorPy - 16);
ctx.lineTo(cx + 28, anchorPy - 16);
ctx.stroke();
if (!released) {
ctx.strokeStyle = "#38bdf8";
ctx.lineWidth = 2.5;
ctx.beginPath();
ctx.moveTo(cx - 8, anchorPy - 16);
ctx.lineTo(cx - 3, anchorPy);
ctx.moveTo(cx + 8, anchorPy - 16);
ctx.lineTo(cx + 3, anchorPy);
ctx.stroke();
} else {
ctx.strokeStyle = "rgba(100, 116, 139, 0.5)";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(cx - 10, anchorPy - 16);
ctx.lineTo(cx - 16, anchorPy - 4);
ctx.moveTo(cx + 10, anchorPy - 16);
ctx.lineTo(cx + 16, anchorPy - 4);
ctx.stroke();
}
// 4. Slinky coils: back arcs then front arcs for 3D depth
// Back half-turns
ctx.strokeStyle = "#475569";
ctx.lineWidth = 1.9;
ctx.beginPath();
for (let j = 0; j < S; j++) {
const yA = worldToY(y[j]);
const yB = worldToY(y[j + 1]);
const yMid = 0.5 * (yA + yB);
const dy = yMid - yA;
ctx.moveTo(cx + coilRadius, yA);
ctx.bezierCurveTo(
cx + coilRadius, yA + 0.35 * dy,
cx - coilRadius, yMid - 0.35 * dy,
cx - coilRadius, yMid
);
}
ctx.stroke();
// Front half-turns
ctx.strokeStyle = "#e2e8f0";
ctx.lineWidth = 2.2;
ctx.beginPath();
for (let j = 0; j < S; j++) {
const yA = worldToY(y[j]);
const yB = worldToY(y[j + 1]);
const yMid = 0.5 * (yA + yB);
const dy = yB - yMid;
ctx.moveTo(cx - coilRadius, yMid);
ctx.bezierCurveTo(
cx - coilRadius, yMid + 0.35 * dy,
cx + coilRadius, yB - 0.35 * dy,
cx + coilRadius, yB
);
}
ctx.stroke();
// End markers (top mass 0 and bottom mass S)
const topPy = worldToY(y[0]);
const botPy = worldToY(y[S]);
ctx.fillStyle = "#38bdf8";
ctx.beginPath();
ctx.arc(cx + coilRadius, topPy, 4, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#f59e0b";
ctx.beginPath();
ctx.arc(cx + coilRadius, botPy, 4, 0, Math.PI * 2);
ctx.fill();
// 5. Subtle live telemetry placard
const topMm = (y[0] * 1000).toFixed(1);
const botDropMm = ((y[S] - markerY) * 1000).toFixed(1);
ctx.fillStyle = "rgba(15, 23, 42, 0.78)";
ctx.strokeStyle = "rgba(30, 41, 59, 0.9)";
ctx.lineWidth = 1;
const boxX = viewW - 210;
const boxY = 14;
ctx.fillRect(boxX, boxY, 194, 54);
ctx.strokeRect(boxX, boxY, 194, 54);
ctx.font = "11px ui-monospace, SFMono-Regular, Menlo, Consolas, monospace";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillStyle = "#38bdf8";
ctx.fillText("Top drop: " + topMm.padStart(6, " ") + " mm", boxX + 10, boxY + 10);
ctx.fillStyle = "#f59e0b";
ctx.fillText("Bottom drop: " + botDropMm.padStart(6, " ") + " mm", boxX + 10, boxY + 30);
}
function loop(now) {
if (!released || finished) {
rafId = null;
return;
}
const realDt = Math.min((now - lastTimestamp) / 1000.0, 0.05);
lastTimestamp = now;
accumulator += realDt * speed;
while (accumulator >= DT) {
stepRK4(DT);
simTime += DT;
accumulator -= DT;
if (y[0] > WORLD_Y_MAX + 0.4) {
finished = true;
accumulator = 0.0;
break;
}
}
updateReadouts();
draw();
if (!finished) {
rafId = requestAnimationFrame(loop);
} else {
rafId = null;
}
}
function releaseSlinky() {
if (released) return;
released = true;
finished = false;
markerY = y[S];
simTime = 0.0;
accumulator = 0.0;
releaseBtn.disabled = true;
lastTimestamp = performance.now();
rafId = requestAnimationFrame(loop);
}
function resetSlinky() {
if (rafId !== null) {
cancelAnimationFrame(rafId);
rafId = null;
}
released = false;
finished = false;
simTime = 0.0;
accumulator = 0.0;
y.set(yEq);
v.fill(0.0);
markerY = yEq[S];
releaseBtn.disabled = false;
updateReadouts();
draw();
}
releaseBtn.addEventListener("click", releaseSlinky);
resetBtn.addEventListener("click", resetSlinky);
speedSlider.addEventListener("input", () => {
speed = parseFloat(speedSlider.value);
speedReadout.textContent = formatSpeed(speed);
});
window.addEventListener("resize", resizeCanvas);
speedReadout.textContent = formatSpeed(speed);
resetSlinky();
resizeCanvas();
})();
</script>
</body>
</html>
I am writing this without a live browser runner, so I have verified the differential equations, equilibrium, and step counts analytically rather than by watching pixels move on screen. Within those limits, here is an honest assessment of what the simulation produces and where the model matters:
cImpact gives partial damping ($\zeta_c \approx 0.30$) rather than perfectly plastic collisions, the bundled slinky exhibits a small longitudinal bounce/breathing oscillation as it accelerates past the marker line.speed or slowing it to 0.05× only changes how many fixed 50 µs substeps run per animation frame. However, if someone raises kContact above roughly ~3×10^6 N/m without reducing DT, $\omega_c \Delta t$ will exceed RK4's stability threshold ($\approx 2.83$) and blow up; conversely, lowering kContact too far (close to k) lets colliding coils pass through one another.