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MAVERICK [17]
3 years ago
8

How can we balance the use of fossil fuels with other forms of energy?

Physics
1 answer:
KiRa [710]3 years ago
4 0
We can use renewable sources
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Bobby is riding his bike down the road at a speed of 10 miles per hour. Ahead of him, he sees another rider, moving in the same
vekshin1
They will be travelling slower than 10mph.
if they were travelling at the same speed then they would stay an equal distance apart.
if they were travelling fatser then they would be getting further away more quickly than Bobby is catching up.
maybe they are travelling at 5mph but I'd say it's a safer option to chose under 10mph
4 0
3 years ago
Read 2 more answers
3. Take sugar, oil, corn syrup, a glass and water. Pour the water in the glass and then add each of the above the substances one
hoa [83]

Here are the observations

<u>S</u><u>u</u><u>g</u><u>a</u><u>r</u><u>:</u><u>-</u>

  • Sugar is soluble in water
  • so It will dissolve in water .

<u>C</u><u>o</u><u>r</u><u>n</u><u> </u><u>s</u><u>y</u><u>r</u><u>u</u><u>p</u><u>:</u><u>-</u>

  • Corn syrup is also basically a sugar.
  • It will dissolve in water too .
  • If we shake the mixture in glass then corn syrup will be dissolved.

<u>O</u><u>i</u><u>l</u><u>:</u><u>-</u>

  • Oil is not soluble in water
  • Hence it won't dissolve in water.
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7 0
3 years ago
The Rigidbody component adds collision to a GameObject
kifflom [539]

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.
7 0
3 years ago
A car is traveling at a velocity of 22 m/s when the driver puts on the brakes
Brums [2.3K]

The car’s velocity at the end of this distance is <em>18.17 m/s.</em>

Given the following data:

  • Initial velocity, U = 22 m/s
  • Deceleration, d = 1.4 m/s^2
  • Distance, S = 110 meters

To find the car’s velocity at the end of this distance, we would use the third equation of motion;

Mathematically, the third equation of motion is calculated by using the formula;

V^2 = U^2 + 2dS

Substituting the values into the formula, we have;

V^2 = 22 + 2(1.4)(110)\\\\V^2 = 22 + 308\\\\V^2 = 330\\\\V^2 = \sqrt{330}

<em>Final velocity, V = 18.17 m/s</em>

Therefore, the car’s velocity at the end of this distance is <em>18.17 m/s.</em>

<em></em>

Read more: brainly.com/question/8898885

8 0
2 years ago
The opening to a cave is a tall, 30.0-cm-wide crack. A bat is preparing to leave the cave emits a 30.0 kHz ultrasonic chirp. How
Vlada [557]

Answer:

The value is  w =  7.54 \  m        

Explanation:

From the question we are told that

     The length of the crack is  a =  0.3 \  m

     The  frequency is  f =  30.0 \ kHz =  30 *10^{3} \  Hz

      The distance outside the cave that is being consider is  D =  100 \  m

      The speed of sound is v_s =  340 \  m/s

Generally the wavelength of the wave is mathematically represented as

        \lambda =  \frac{v}f}

=>     \lambda =  \frac{340 }{30*10^{3}}

=>     \lambda = 0.0113 \ m/s

Generally for a  single slit the path difference between the interference patterns of the sound wave and the center  is mathematically represented as  

          y =  \frac{ n *  \lambda * D}{a}

=>     y =  \frac{ 1  *  0.0113 * 100}{0.3}

=>     y = 3.77 \  m

Generally the width of the sound beam is mathematically represented as

         w =  2 *  y

=>      w =  2 *  3.77

=>      w =  7.54 \  m        

4 0
3 years ago
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