The molarity remains the same so the ratio does not change
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.
Letter B
without a medium, there is nothing to compress, hence, no wave. A fast- medium like a gas (air) is easy to compress and allows waves to move through it easily. a slow medium, like a liquid, is still pretty fast, but not as fast as air.
Answer
given,
mass of satellite = 545 Kg
R = 6.4 x 10⁶ m
H = 2 x 6.4 x 10⁶ m
Mass of earth = 5.972 x 10²⁴ Kg
height above earth is equal to earth's mean radius
a) satellite's orbital velocity
centripetal force acting on satellite = 
gravitational force = 
equating both the above equation



v = 5578.5 m/s
b) 


T = 14416.92 s

T = 4 hr
c) gravitational force acting


F = 5202 N