Answer:
<u>Principal</u><u> </u><u>focus</u><u> </u><u>of</u><u> </u><u>concav</u><u>e</u><u> </u><u>lens</u><u> </u><u>-</u><u> </u>
★ The point at which rays parallel to principal axis coming from infinity appear to converge after being refracted from concave lens is called the principal focus of concave lens.
<em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em><em><u>_</u></em>
• <u>Additional</u><u> information</u><u> </u><u>-</u><u> </u>
★ Principal focus - A number of rays parallel to the principal axis after reflection from a concave mirror meet at a point on the principal axis or appear to come from a point after reflection from a convex mirror on the principal axis. This is called principal focus.
In Linear motion the swimmer swims
Answer:
(a) The work done is 0.05 J
(b) The force will stretch the spring by 3.8 cm
Explanation:
Given;
work done in stretching the spring from 30 cm to 45 cm, W = 3 J
extension of the spring, x = 45 cm - 30 cm = 15 cm = 0.15 m
The work done is given by;
W = ¹/₂kx²
where;
k is the force constant of the spring
k = 2W / x²
k = (2 x 3) / (0.15)²
k = 266.67 N/m
(a) the extension of the spring, x = 37 cm - 35 cm = 2 cm = 0.02 m
work done is given by;
W = ¹/₂kx²
W = ¹/₂ (266.67)(0.02)²
W = 0.05 J
(b) force = 10 N
natural length L = 30 cm
F = kx
x = F / k
x = 10 / 266.67
x = 0.0375 m
x = 3.75 cm = 3.8 cm
Thus a force of 10 N will stretch the spring by 3.8 cm
I hope this helps
velocity is the rate and speed of an objects moving.
Speed is the time rate an object is moving along a path
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.