Answer:
the crown is false densty= 12556kg/m^3[/tex]
Explanation:
Hello! The first step to solve this problem is to find the mass of the crown, this is found using the weight of the crown in the air by means of the equation for the weight.
W=mg
W=weight(N)=31.4N
M=Mass
g=gravity=9.81m/S^2
solving for M
m=W/g

The second step is find the volume of crown remembering that when an object is weighed in the water the result is the subtraction between the weight of the object and the buoyant force of the water which is the product of the volume of the crown by gravity by density of water

Where
F=weight in water=28.9N
m=mass of crown=3.2kg
g=gravity=9.81m/S^2
α=density of water=1000kg/m^3
V= crown´s volume
solving for V

finally, we remember that the density is equal to the index between mass and volume

To determine the density of the crown without using the weight in the water and with a bucket we can use the following steps.
1.weigh the crown in the air and find the mass
2. put water in a cylindrical bucket and measure its height with a ruler.
3. Put the crown in the bucket and measure the new water level with a ruler.
4. Subtract the heights, and find the volume of a cylinder knowing the difference in heights and the diameter of the bucket, in order to determine the volume of the crown.
5. find density by dividing mass by volume
Answer:
# Program is written in Python Programming Language
# Comments are used for explanatory purpose
# Program starts here
# Accept input
Steps = input (Number of Steps: ")
# Calculate distance
distance = float(2000) * float(steps)
#Print Formatted Result
print('%0.2f' % distance)
# End of Program
.--------
The above program converts number of steps to miles.
At line 5, the number of steps is inputted and stored in variable named Steps.
At line 6, the number of miles is calculated by multiplying 2000 by the content of variable Steps
The result is printed at line 8
Answer:
Artefacts can influence our actions in several ways. They can be instruments, enabling and facilitating actions, where their presence affects the number and quality of the options for action available to us. They can also influence our actions in a morally more salient way, where their presence changes the likelihood that we will actually perform certain actions. Both kinds of influences are closely related, yet accounts of how they work have been developed largely independently, within different conceptual frameworks and for different purposes. In this paper I account for both kinds of influences within a single framework. Specifically, I develop a descriptive account of how the presence of artefacts affects what we actually do, which is based on a framework commonly used for normative investigations into how the presence of artefacts affects what we can do. This account describes the influence of artefacts on what we actually do in terms of the way facts about those artefacts alter our reasons for action. In developing this account, I will build on Dancy’s (2000a) account of practical reasoning. I will compare my account with two alternatives, those of Latour and Verbeek, and show how my account suggests a specification of their respective key concepts of prescription and invitation. Furthermore, I argue that my account helps us in analysing why the presence of artefacts sometimes fails to influence our actions, contrary to designer expectations or intentions.
When it comes to affecting human actions, it seems artefacts can play two roles. In their first role they can enable or facilitate human actions. Here, the presence of artefacts changes the number and quality of the options for action available to us.Footnote1 For example, their presence makes it possible for us to do things that we would not otherwise be able to do, and thereby adopt new goals, or helps us to do things we would otherwise be able to do, but in more time, with greater effort, etc
Explanation:
Technological artifacts are in general characterized narrowly as material objects made by (human) agents as means to achieve practical ends. ... Unintended by-products of making (e.g. sawdust) or of experiments (e.g. false positives in medical diagnostic tests) are not artifacts for Hilpinen.
Answer:
A certain vehicle loses 3.5% of its value each year. If the vehicle has an initial value of $11,168, construct a model that represents the value of the vehicle after a certain number of years. Use your model to compute the value of the vehicle at the end of 6 years.
Explanation:
Answer:
Taking responsibility for your own learning makes it easier to identify your strengths and weaknesses. Once these have been identified you can work on a learning plan that focuses on the areas that you need most help with, increasing the speed of your learning, and build the skills you have been trying to perfect.
Explanation: