Click on one of the physics simulations below... you'll see them animating in real time, and be able to interact with them by dragging objects or changing parameters like gravity.
: A gritty, storytelling piece that showcased Cole's cinematic writing.
The digital artifact is more than just a file name; it is a time capsule representing a pivotal moment in modern hip-hop history. Released on June 18, 2013, J. Cole’s sophomore effort wasn’t just an album—it was a high-stakes gamble that solidified his place as a heavyweight in the genre. The Context: A Battle of Giants
It was during this era that Cole moved away from the "radio-ready" pressure of his debut, Cole World: The Sideline Story , and began the trajectory toward his legendary "no features" run. The Legacy of the 2013 Release J. Cole - Born Sinner -Deluxe Edition- -2013-.zip 1
The album eventually went double platinum, proving that J. Cole didn't need to move his date for anyone—his fans were ready to follow him through the fire and the redemption.
Thirteen years later, Born Sinner remains a cornerstone of the Dreamville discography. It captured the anxiety of a young artist trying to maintain his soul while navigating the temptations of fame. Whether you own the physical CD or remember the days of downloading the "zip" file to your media player, the impact of the music remains unchanged. : A gritty, storytelling piece that showcased Cole's
While the standard version of the album was a cohesive narrative of sin and redemption, the (often titled Truly Yours 3 ) added layers that fans still debate today. It featured five additional tracks that transitioned from the soulful, introspective core of the album into more experimental territory. Key highlights found within the Deluxe tracks include:
: A fan-favorite production that leaned into Cole's ability to craft catchy yet lyrical gems. Theme and Production Cole’s sophomore effort wasn’t just an album—it was
When J. Cole announced that Born Sinner would move its release date up to compete directly with Kanye West’s Yeezus , the industry was skeptical. Cole was the rising star; West was the established vanguard. The zip file that circulated across the internet that June contained the sound of an artist "letting NAS down" and then picking himself back up to prove his worth. Inside the Deluxe Edition
Born Sinner was largely self-produced by Cole, a rarity for a major label sophomore release. The album deals with the duality of human nature—the struggle between the "Saint" and the "Sinner." From the gospel choirs in the title track to the iconic Miguel feature on "Power Trip," the album offered a sonic richness that made it an instant classic.
: A smoother, R&B-infused track featuring Jhené Aiko.
There are several ways to reproduce a particular experimental setup. The easiest way is to click the "share" button.
When the recipient clicks the URL, the EasyScript that is embedded in the URL will replicate the conditions that you set up.
See Customizing myPhysicsLab Simulations for how to customize further with JavaScript or EasyScript.
myPhysicsLab is provided as open source software under the Apache 2.0 License. Source code is available at https://github.com/myphysicslab/myphysicslab. Online documentation is available.
There are around 50 different simulations in the source code, each of which has an example file which is for development and testing. There are also downloadable versions which be used to show simulations offline (when not connected to the internet).
Most of the simulation web pages show how the math is derived. See for example the Single Spring simulation.
The rigid body physics engine is the most sophisticated simulation shown here. It is capable of replicating all of the other more specialized simulations. The physics engine handles collisions and also calculates contact forces which allow objects to push against each other.
See also links to other physics websites.
The myPhysicsLab simulations do not have units of measurements specified such as meters, kilograms, seconds. The units are dimensionless, they can be interpreted however you want, but they must be consistent within the simulation.
For example if we regard a unit of distance as one meter and a unit of time as one second, then a unit of velocity must be one meter/second.
See the discussion About Units Of Measurement in the myPhysicsLab Documentation.
Hi, my name is , I live in Seattle, WA, USA, and I am a self-employed software engineer. I started developing this website in 2001, both as a personal project to learn scientific computing, and with a vision of developing an online science museum. I grew up in Chicago near the Museum of Science and Industry which I loved to visit and learn about science and math.
I got a BA in Mathematics at Oberlin College, Ohio, 1978, and an MBA from Univerity of Chicago, 1984. My first software jobs were using the language APL which I enjoyed for its math-like conciseness and power.
I was fortunate to get involved in the Macintosh software industry early on in 1985, joining MacroMind, which became Macromedia. I led the software development at MacroMind as VP of Engineering for 5 years. Our most significant product was VideoWorks, which was renamed Director, and lives on today as Adobe Director. In the 1980's, the interactive multimedia concepts that are so common today were new and being developed. VideoWorks was mainly an animation tool, but also incorporated programmable interactivity. Our main competitors at that time were HyperCard, SuperCard, and Authorware. Director was used in many different ways; I am most proud that it became the preferred way to prototype software user interfaces for a time during the 90's. Director was also used to develop the introductory "guided tour" tutorial that came with the Macintosh in the early years. And of course, Director was used for all sorts of art, design, and marketing projects.
I went on to work at Apple Computer on new multimedia and user interface concepts involving digital agents, animated user interfaces, speech recognition and distributed information access. In 1991, there was a sudden flurry of activity when Apple and IBM were trying to set up a strategic partnership. I became involved in the super-secret negotiations, and made the suggestion that what the world needed was a standard for multimedia that multimedia content creators could rely on to publish to (ultimately this is what HTML became). Based on these suggestions, Kaleida Labs was founded. Our work there developed a product called ScriptX, which turned out to be very similar to Sun's Java which was being developed at the same time. ScriptX had goals of supporting all forms of multimedia: text, images, audio, video, animation; being cross-platform (Mac and Windows), interpreted, object oriented, with a garbage collector to manage memory.
I then moved to Seattle and turned my attention back to mathematics and science. I relearned calculus by doing all the problems in my old college text book and took further math classes at the University of Washington. I started developing this website as a way to practice what I was learning. I am now happy to use excellent tools such as HTML and JavaScript, and leave their development to others. I continue to work on physics simulations, with several new ones in development.
Archive of older projects.
This web page was first published April 2001.