Answer:
<em>v</em><em> </em>= T/(2R)
Explanation:
Given
R = radius
T = strength
From Biot - Savart Law
d<em>v</em> = (T/4π)* (d<em>l</em> x <em>r</em>)/r³
Velocity induced at center
<em>v </em>= ∫ (T/4π)* (d<em>l</em> x <em>r</em>)/r³
⇒ <em>v </em>= ∫ (T/4π)* (d<em>l</em> x <em>R</em>)/R³ (<em>k</em>) <em>k</em><em>:</em> unit vector perpendicular to plane of loop
⇒ <em>v </em>= (T/4π)(1/R²) ∫ dl
If l ∈ (0, 2πR)
⇒ <em>v </em>= (T/4π)(1/R²)(2πR) (<em>k</em>) ⇒ <em>v </em>= T/(2R) (<em>k</em>)
Answer:
Different types of equipment are required for proper conditioning of air because every air conditional space faces some geometrical and environmental issues or problems. There are some different types of equipment used for conditioning of air that are air system, water system and air-water system. In many cases the air conditioning of the system varies with size of the equipment.
Sound (like music and background sound) and detail. The music and background sound is what sets the mood for the game. In horror games, the sound is sometimes uneasy to make the player feel anxious, and when something chases you the music turns into fast-pace and making the player scared and feel that adrenaline. The detail also is a great factor. The more realistic a game is, the more it feels like real life and determines if the player will get a real reaction from the game.
Answer:
Sound barrier.
Explanation:
Sound barrier is a sudden increase in drag and other effects when an aircraft travels faster than the speed of sound. Other undesirable effects are experienced in the transonic stage, such as relative air movement creating disruptive shock waves and turbulence. One of the adverse effect of this sound barrier in early plane designs was that at this speed, the weight of the engine required to power the aircraft would be too large for the aircraft to carry. Modern planes have designs that now combat most of these undesirable effects of the sound barrier.