Answer:
1.21m
Explanation:
If two speakers are generating a frequency of 280Hz, the smallest separation distance between the speakers that will produce destructive interference at a listener standing in front of them is also known as the wavelength of the sound wave generated.
Using the expression;
Velocity v = frequency f × wavelength ¶
Given frequency = 280Hz, speed of sound v = 338m/s
Substituting this data's in the expression given to get the wavelength will give;
¶ = v/f
¶ = 338/280
¶ = 1.21m
The smallest separation between the speakers that will produce the interference is 1.21m
Rigidbodies are components that allow a GameObject<u> to react to real-time physics. </u>
Explanation:
- Rigidbodies are components that allow a GameObject to react to real-time physics. This includes reactions to forces and gravity, mass, drag and momentum. You can attach a Rigidbody to your GameObject by simply clicking on Add Component and typing in Rigidbody2D in the search field.
- A rigidbody is a property, which, when added to any object, allows it to interact with a lot of fundamental physics behaviour, like forces and acceleration. You use rigidbodies on anything that you want to have mass in your game.
- You can indeed have a collider with no rigidbody. If there's no rigidbody then Unity assumes the object is static, non-moving.
- If you had a game with only two objects in it, and both move kinematically, in theory you would only need a rigidbody on one of them, even though they both move.
Answer:
Yes. Inertia keeps the speed maintained though my feet leave the ground.
Explanation:
Inertia is the resistance to the change in position of any object this means this resistance will keep me traveling at 30 km/s relative to the sun. If the person wants to change the position we apply force to do that because inertia is opposing us to not do that. We are always traveling with 30km/s relative to sun due to inertia.