Answer:
a) w = 2.57 rad / s
, b) α = 3.3 rad / s²
Explanation:
a) Let's use the conservation of mechanical energy, we will write it in two points the highest and when touching the ground
Initial. Higher
Em₀ = U = m g h
Final. Touching the ground
= K = ½ I w²
How energy is conserved
Em₀ =
mg h = ½ I w2
The moment of specific object inertia
I = m L²
We replace
m g h = ½ (mL²) w²
w² = 2g h / L²
The height of the object is the length of the bar
h = L
w = √ 2g / L
w = √ (2 9.8 / 2.97)
w = 2.57 rad / s
b) the angular acceleration can be found from Newton's second rotational law
τ = I α
W L = I α
mg L = (m L²) α
α = g / L
α = 9.8 / 2.97
α = 3.3 rad / s²
There are four quantum numbers:
1) Principal quantum number which tells the shell in which the electron is and is an integer number starting from 1. Both of these electrons are in the same shell, the third.
2) Azimuthal quantum number which tells the subshell of the electron. This has a value of an integer starting from 0, 0 being the s orbital. The first electron is in the d orbital due to the number being 2 and the second is in the p orbital due to the number being 1.
3) Magnetic quantum number tells the orbital within the subshell. The first electron is in the -1 orbital of the d subshell (which has values from -2 to 2) and the second is in the -1 orbital of the p subshell (which has values from -1 to 1).
4) Spin quantum number which specifies the spin on the electron, both of the electrons have the same spin.
Data charts would use descriptive statistics to show accurate reading measured throughout the lab. Charts and graphs can also be used to show the progress and result of the lab.
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.
<h2>The distance between students is 2.46 m</h2>
Explanation:
The force of attraction due to Newton's gravitation law is
F = 
Here G is the gravitational constant
m₁ is the mass of one student
m₂ is the mass of second student .
and r is the distance between them
Thus r = 
If we substitute the values in the above equation
r = 
= 2.46 m