<h2>Answer: Albedo
</h2>
The <u>albedo</u> is an amount that expresses the percentage of radiation a surface reflects with respect to the incident radiation.
In other words:
This amount allows us to know the level of radiation that <u>reflects</u> a surface compared to the total <u>radiation it receives</u>.
According to this, light surfaces such as snow covered ground or white sand will have a higher albedo than dark surfaces such as carbon covered ground. It is also important to note, the albedo will be higher on glossy surfaces than on matte surfaces.
It should be noted that the albedo of the Earth is on average about
, which means that part of the radiation received by the Sun is absorbed and another part reflected back to space.
The ray diagram for the given object consists of 2 cm height of object, 4 cm object distance and 3 cm focal length.
<h3>Image formed by a diverging lens</h3>
Diverging lens is called a concave lens. The working of the lens is dependent on the refraction of the light rays as they pass through the lens.
Image formed by a diverging lens is always virtual, erect and diminished; smaller than the object and is located on the same side of the lens as the object.
The ray diagram for the given object is presented in the image in the diagram.
- Object height = 2 cm
- Focal length = 3 cm
- Object distance = 4 cm
Learn more about diverging lens here: brainly.com/question/3140453
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they are added vectorially. If htere is a resultant force, the thing acclerates. If they vectorially add to zero, thing doesn't move
You are running at constant velocity in the x direction, and based on the 2D definition of projectile motion, Vx=Vxo. In other words, your velocity in the x direction is equal to the starting velocity in the x direction. Let's say the total distance in the x direction that you run to catch your own ball is D (assuming you have actual values for Vx and D). You can then use the range equation, D= (2VoxVoy)/g, to find the initial y velocity, Voy. g is gravitational acceleration, -9.8m/s^2. Now you know how far to run (D), where you will catch the ball (xo+D), and the initial x and y velocities you should be throwing the ball at, but to find the initial velocity vector itself (x and y are only the components), you use the pythagorean theorem to solve for the hypotenuse. Because you know all three sides of the triangle, you can also solve for the angle you should throw the ball at, as that is simply arctan(y/x).