Normal is the other half of an action-reaction pair
If a person is sitting on a chair , there must be a gravitation force acting in downward direction which is equal to the weight of that person . That means the person is exerting a force on the chair equal to its weight . But the person is not falling down the chair , because of newtons third law of motion .
There must be a counter force which is equal and opposite to the force exerted by the person on the chair , in order to make net force equal to zero and to make that man in stationary state ( no movement ) .That force is called Normal force which is been acted by the chair on the person .This implies Normal is the other half of an action-reaction pair
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A physical quantity is defined as mass per uint volume .what is its si unit.
A physical quantity is a property of a material or system that can be quantified by measurement. A physical quantity can be expressed as the combination of a numerical value and a unit. For example, the physical quantity mass can be quantified as n kg, where n is the numerical value and kg is the unit. A physical quantity possesses at least two characteristics in common, one is numerical magnitude and other is the unit in which it is measured.
Answer:
8.1km/h Northwest
Explanation:
The 8.1km/h Northwest gives the best description of her distance from start to finish. This distance can be represented in a right angle triangle , this is the hypotenuse which is the longest side of the triangle. If we add 5.7 and 5.8 this gives 11.5km/h compared to 8.1km/h which is a smaller distance and the best.
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:
hold up nvm Reaction with oxygen
Explanation: