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:
1.03 m/s
Explanation:
I'm too lazy to write the explanation down but my teacher graded this and it was right
Answer:
d = V/E
Explanation:
From the definition, we can say that the electric field strength between the plates of a parallel plate capacitor is
E = v/d
where
E = electric field strength
V = potential difference
d = distance between the plates
On rearranging the equation and making d subject of the formula, we have
d = V/E
From the question, we're given that
V = 112 V
E = 1.12 kV/cm converting to V/m, we have 110000 V/cm
d = 112 / 110000
d = 0.00102 m
d = 1.02*10^-3 m
This distance is known as the amplitude of the wave, and is the characteristic height of the wave, above or below the equilibrium position. Normally the symbol A is used to represent the amplitude of a wave. The SI unit of amplitude is the metre (m).
To solve this problem we will use the concepts related to Torque as a function of the Force in proportion to the radius to which it is applied. In turn, we will use the concepts of energy expressed as Work, and which is described as the Torque's rate of change in proportion to angular displacement:

Where,
F = Force
r = Radius
Replacing we have that,



The moment of inertia is given by 2.5kg of the weight in hand by the distance squared to the joint of the body of 24 cm, therefore


Finally, angular acceleration is a result of the expression of torque by inertia, therefore



PART B)
The work done is equivalent to the torque applied by the distance traveled by 60 °° in radians
, therefore


