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sveticcg [70]
2 years ago
8

3.

Physics
1 answer:
kati45 [8]2 years ago
7 0

Answer:

13.5

Explanation:

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our friend is constructing a balancing display for an art project. She has one rock on the left (ms=2.25 kgms=2.25 kg) and three
Licemer1 [7]

Complete Question

The complete question is shown on the first uploaded image

Answer:

a

The torque produced by the pile of rocks is \tau = 35.63\ N \cdot m  

b

The distance of the single for equilibrium to occur is r_s =1.62 \ m

Explanation:

From the question we are told that

     The mass of the left rock is  m_s = 2.25 \ kg

     The mass of the rock on the right m_p = 10.1 kg

    The distance from  fulcrum to the center of the pile of rocks is  r_p = 0.360 \ m

   

Generally the torque produced by the pile of rock is mathematically represented as

           \tau = m_p * g * r_p

Substituting values

         \tau = 10.1 * 9.8  * 0.360                  

          \tau = 35.63\ N \cdot m      

Generally we can mathematically evaluated the distance of the the single rock that would put the system in equilibrium as follows

   The torque due to the single rock is

           \tau = m_s  * g * r_s

At equilibrium the both torque are equal

            35.63 = m_s * r_s * g

Making r_s the subject of the formula

             r_s = \frac{35.63 }{m_s * g}

Substituting values

            r_s = \frac{35.63 }{2.25 * 9.8}

            r_s =1.62 \ m

6 0
3 years ago
how do i write this to where it is true? in the blue is a statement and the attached piece is false so i have to make it true an
OlgaM077 [116]

Answer:

cross out the false piece in blue and write the true piece in red

4 0
3 years ago
The Rigidbody component adds collision to a GameObject
kifflom [539]

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.
7 0
2 years ago
The dragster has a mass of 1.3 Mg and a center of mass at G. A parachute is attached at C provides a horizontal braking force of
adell [148]

Answer:

The deceleration of the dragster upon releasing the parachute such that the wheels at B are on the verge of leaving the ground is  16.33 m/s²

Explanation:

The additional information to the question is embedded in the diagram attached below:

The height between the dragster and ground is considered to be 0.35 m since is not given ; thus in addition win 0.75 m between the dragster and the parachute; we have: (0.75 + 0.35) m = 1.1 m

Balancing the equilibrium about point A;

F(1.1) - mg (1.25) = ma_a (0.35)

1.8v^2(1.1) - 1200(9.8)(1.25) = 1200a(0.35)

1.8v^2(1.1) - 14700 = 420 a   ------- equation (1)

F_x = ma_x \\ \\ = 1.8v^2 = 1200 \ a             --------- equation (2)

Replacing equation 2 into equation 1 ; we have :

{1.1 * 1200 \ a} - 14700 = 420 a

1320 a - 14700 = 420 a

1320 a -  420 a =14700

900 a = 14700

a = 14700/900

a = 16.33 m/s²

The deceleration of the dragster upon releasing the parachute such that the wheels at B are on the verge of leaving the ground is  16.33 m/s²

5 0
2 years ago
The wheels of an automobile are locked as it slides to a stop from an initial speed of 30.0 m/s. If the coefficient of kinetic f
Amiraneli [1.4K]

Answer:

  x = 76.5 m

Explanation:

Let's use Newton's second law at the point of contact between the wheel and the floor.

     fr = m a

     fr = miy N

     N-W = 0

     N = W

     μ mg = m a

     a = miu g

    a = 0.600 9.8

    a = 5.88 m / s²

Having the acceleration we can use the kinematic relationships to find the distance

     v_{f}² = v₀² + 2 a x

    v_{f} = 0

    x = -v₀² / 2 a

Acceleration opposes the movement by which negative

   x = - 30²/2 (-5.88)

   x = 76.5 m

8 0
3 years ago
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