Answer:
I am not quite sure, but maybe you can find something from these websites
The second one to me is the best. Sorry if it wasn't what you needed. :(
Explanation:
https://phys.org/news/2012-11-metamaterial-lens-focuses-radio-device.html
https://animals.howstuffworks.com/fish/sharks/shark-yummy-hum1.htm
Answer:
shielding of electrons
Explanation:
The addition of electrons shells results in the shielding of electrons away from the nucleus, most importantly the nuclear pull resulting from the charge.
- The nucleus pulls electrons to itself due to the net positive charge on it.
- As more electronic shell is added, the effect of the pull weakens outward.
- The inner shell experiences the nuclear pull more than the outer shell electrons.
The effect is responsible for a wide range of properties of elements.
Answer:
Explanation:
Suppose initially the plane was horizontal and light was reflected back at some angle θ from the normal .
Now the reflecting surface is twisted so that is becomes inclined at angle alpha .
The reflected light will be deviated from its original direction by angle
2 x alpha .
Similarly when the reflecting surface is further twisted so that it becomes inclined at angle beta then again the reflected beam will deviated by angle
2 x beta
Hence angle between these two reflected beam
= 2 beta - 2 alpha
= 2 ( β - α )
So, angular separation between the rays reflected from the two surfaces
= 2 ( β - α ) .
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.
A. Solid turns into a gas