One of Kepler's laws is that the orbits of planets are elliptical. It's not a suggestion.
BTW, circles are ellipses too, but so special that their likelihood is close to zero.
<span><span>anonymous </span> 4 years ago</span>Any time you are mixing distance and acceleration a good equation to use is <span>ΔY=<span>V<span>iy</span></span>t+1/2a<span>t2</span></span> I would split this into two segments - the rise and the fall. For the fall, Vi = 0 since the player is at the peak of his arc and delta-Y is from 1.95 to 0.890.
For the upward part of the motion the initial velocity is unknown and the final velocity is zero, but motion is symetrical - it takes the same amount of time to go up as it does to go down. Physiscists often use the trick "I'm going to solve a different problem, that I know will give me the same answer as the one I was actually asked.) So for the first half you could also use Vi = 0 and a downward delta-Y to solve for the time.
Add the two times together for the total.
The alternative is to calculate the initial and final velocity so that you have more information to work with.
Since momentum is a vector quantity, take any direction as positive and other as negative. Answer won't change.
Answer : 5m/s
Explanation:the formular for velocity is distance /time or you can say displacement /time. Then it would then be
100/20 =5m/s
Answer:
Vertical component of velocity is 9.29 m/s
Explanation:
Given that,
Velocity of projection of a projectile, v = 22 m/s
It is fired at an angle of 22°
The horizontal component of velocity is v cosθ
The vertical component of velocity is v sinθ
So, vertical component is given by :



Hence, the vertical component of the velocity is 9.29 m/s