It conserves both energy and momentum in the collision at the same time. By design, when the balls collide the strings that hold them up are vertical (assuming balls are only swung from one side).
: Hope this helps :)
2) Newton's third law<span>: For every action, there is an equal and opposite reaction.
3) Please provide the diagram </span>
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Answer:</h2>
He saves 13.2 minutes
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Explanation:</h2>
Hey! The question is incomplete, but it can be found on the internet. The question is:
How many minutes did he save?
Let's call:

We know that the 135 miles are on the interstate highway where the speed limit is 65 mph. From this, we can calculate the time it takes to drive on this highway. Assuming Richard maintains constant the speed:

Today he is running late and decides to take his chances by driving at 73 mph, so the new time it takes to take the trip is:

So he saves the time
:

In minutes:

Answer:
4.71m/s
Explanation:
Average speed = Total distance travelled ÷ Total time taken.
80/17=4.71
4.71m/s
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.