Answer:
I'm not 100% sure tbh but the only thing I think makes sense to represent vibration would be frequency which is measure in Hertz (Hz)
Explanation:
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.
Emf = d (phi-B) / dt
<span>B dA/dt, where dA/dt is the area swept out by the wire per unit time. </span>
<span>0.88 V = (0.075 N/(A m)) (L)(4.20 m/s), so </span>
<span>L = (0.88 J/C) / [ (0.075 N s/C m)(4.2 m/s) ] = about 3 meters</span>
Answer:
18.4 m
Explanation:
(a)
The known variables in this problem are:
u = 1.40 m/s is the initial vertical velocity (we take downward direction as positive direction)
t = 1.8 s is the duration of the fall
a = g = 9.8 m/s^2 is the acceleration due to gravity
(b)
The vertical distance covered by the life preserver is given by

If we substitute all the values listed in part (a), we find

Answer:
slow revolution and fast rotation
Explanation: