Height = H0 + V0 T +1/2a T2
H0 = height when released = +5
V0 = velocity when released = 20 up = +20
a = acceleration of gravity = 32.2 down = -32.2
When the ball hits the ground, "Height" = 0
5 + 20 T - 16.1 T2 = 0
Easier . . . 16.1 T2 - 20 T - 5 = 0
Quadratic formula: T = 1/32.2 [ 20 +/- sqrt(400 + 322) ]
T = (20 +/- 26.87) / 32.2
T = -0.213 seconds
T = 1.456 seconds (rounded)
Final Velocity- Initial Velocity Time
You can't. You need either the final velocity or the acceleration of the object as well, and then you can substitute the known values into a kinematics equation to get the initial velocity.
Get the value of initial velocity. Get the angle of projection. Break initial velocity into components along x and y axis. Apply the equation of motion .
Acceleration = Final velocity - Initial velocity / time
The initial velocity is zero. In most basic physics problems like this one the initial velocity will be zero as a rule of thumb: the initial velocity is always zero, unless otherwise stated, or this is what you are solving for Cases where the initial velocity is not zero examples a cannon ball is shot out of a cannon at 50 mph a ball is thrown from at a speed of 15 mph etc
Final Velocity- Initial Velocity Time
Final velocity = Initial velocity +(acceleration * time)
When acceleration is constant, one equation of kinematics is: (final velocity)^2 = 2(acceleration)(displacement) + (initial velocity)^2. When you are graphing this equation with displacement or position of the x-axis and (final velocity)^2 on the y-axis, the equation becomes: y = 2(acceleration)x + (initial velocity)^2. Since acceleration is constant, and there is only one initial velocity (so initial velocity is also constant), the equation becomes: y = constant*x + constant. This looks strangely like the equation of a line: y = mx + b. Therefore, the slope of a velocity squared - distance graph is constant, or there is a straight line. Now, when you graph a velocity - distance graph, the y axis is only velocity, not velocity squared. So if: v^2 = mx + b. Then: v = sqrt(mx + b). Or: y = sqrt(mx + b). This equation is not a straight line. For example, pretend m = 1 and b = 0. So the equation simplifies to: y = sqrt(x). Now, make a table of values and graph: x | y 1 | 1 4 | 2 9 | 3 etc. When you plot these points, the result is clearly NOT a straight line. Hope this helps!
Vf = Vi + at Where Vf = final velocity Vi = initial velocity a = acceleration t = time
displacement = (final velocity square + initial velocity sq. )/ 2 * acceleration
v1 = initial velocity v2 = final velocity
Use the equation a=(v-u)/t, whereby v stands for final velocity, u for initial velocity and t for time.
You can't. You need either the final velocity or the acceleration of the object as well, and then you can substitute the known values into a kinematics equation to get the initial velocity.
Average acceleration = final velocity - initial velocity/ final time - initial timeOr for short:Aave=Vf-Vi/Tf-TiHope that helps :)
Get the value of initial velocity. Get the angle of projection. Break initial velocity into components along x and y axis. Apply the equation of motion .
Acceleration = Final velocity - Initial velocity / time
height=acceletation(t^2) + velocity(t) + initial height take (T final - T initial) /2 and place it in for time and there you go