Answer:
Explanation:
Given that,
We have five children.
Each of mass m =30kg
They sit on a merry go round
Mass of Merry go round M= 150kg
Radius of Merry go round is r =2m
Four children sit at the edge of the merry go round but one child sit at the centre.
The four child that sit at the edge are 2m from the centre of the merry go round but the one at the centre is 0m from the centre
Moment of inertia?
Moment of inertia is given as
I=Σmi•ri²
For the question, the moment of inertia is the combination of inertial of child and the merry go round
I= I(merry go round) + I(four child)+ I(last child)
The merry go round is assumed to be a solid cylinder, so it is going to have the moment of inertia of solid cylinder
Then,
I(merry go round ) =½ Mr²
Also, Four of the child has the same moment of inertia, they are 2m form the centre of the merry go round why the last child has no moment of inertia
I= I(merry go round) + I(four child) +I(last child )
I= ½Mr² + 4mr² + mr'²
I = ½ × 150 ×2² + 4×30×2² + 30×0²
I = 300 +480+0
I = 780 kgm²
Answer:
Both will reach to same height
Explanation:
Here we can see that friction is to be ignored
so we can say that work done by all the non conservative forces is change in mechanical energy
Since all non conservative forces here is zero
so mechanical energy is conserved here
so here we can say that sum of initial kinetic energy and potential energy = sum of final kinetic energy and potential energy
So we will have

now maximum height is given as

so here we can say that greatest height will be independent of the mass so they both will reach at same height
Nuclear fusion and heat (thermal) energy
Answer:
41.053 A
Explanation:
given,
three phase kVA = 25-kVA
voltage = 440 Volt
current = ?
To determine three phase kVA when volts and amperes are know
three phase kVA = 1.73 x V x I


I = 32.84 A
the maximum overcurrent protection value is equal to
= 125 % of I
= 1.25 x 32.84
= 41.053 A
Answer:
The 10 rules of badminton are as follows:
1. A game starts with a coin toss. Whoever wins the toss gets to decide whether they would serve or receive first OR what side of the court they want to be on. The side losing the toss shall then exercise the remaining choice.
2. At no time during the game should the player touch the net, with his racquet or his body.
3. The shuttlecock should not be carried on or come to rest on the racquet.
4. A player should not reach over the net to hit the shuttlecock.
5. A serve must carry cross court (diagonally) to be valid.
6. During the serve, a player should not touch any of the lines of the court, until the server strikes the shuttlecock. During the serve the shuttlecock should always be hit from below the waist.
7. A point is added to a player's score as and when he wins a rally.
8. A player wins a rally when he strikes the shuttlecock and it touches the floor of the opponent's side of the court or when the opponent commits a fault. The most common type of fault is when a player fails to hit the shuttlecock over the net or it lands outside the boundary of the court.
9. Each side can strike the shuttlecock only once before it passes over the net. Once hit, a player can't strike the shuttlecock in a new movement or shot.
10. The shuttlecock hitting the ceiling, is counted as a fault.
Explanation: