<span>B: adds aesthetic value to the landscape. Think about it, out of all your options, that's the one that doesn't really help anything.
And I took the test, so take my word for it.</span>
Answer:

Explanation:
Since the system is in international space station
so here we can say that net force on the system is zero here
so Force by the astronaut on the space station = Force due to space station on boy
so here we know that
mass of boy = 70 kg
acceleration of boy = 
now we know that


now for the space station will be same as above force




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.
Answer:
The period of a wave is the time for a particle on a medium to make one complete vibrational cycle. Period, being a time, is measured in units of time such as seconds, hours, days or years. The period of orbit for the Earth around the Sun is approximately 365 days; it takes 365 days for the Earth to complete a cycle.
Frequency (f) = 500 hz (SI)
Velocity (V) = 1250 m/s (SI)
Wavelength (Lambda) = ? meters
