Delta-vDelta-v (more known as "change in velocity"), symbolized as ∆v and pronounced delta-vee, as used in spacecraft flight dynamics, is a measure of the impulse per unit of spacecraft mass that is needed to perform a maneuver such as launching from or landing on a planet or moon, or an in-space orbital maneuver. It is a scalar that has the units of speed. As used in this context, it is not the same as the physical change in velocity of said spacecraft. A simple example might be the case of a conventional rocket-propelled spacecraft, which achieves thrust by burning fuel.
Radial trajectoryIn astrodynamics and celestial mechanics a radial trajectory is a Kepler orbit with zero angular momentum. Two objects in a radial trajectory move directly towards or away from each other in a straight line. There are three types of radial trajectories (orbits). Radial elliptic trajectory: an orbit corresponding to the part of a degenerate ellipse from the moment the bodies touch each other and move away from each other until they touch each other again. The relative speed of the two objects is less than the escape velocity.
Gravitational accelerationIn physics, gravitational acceleration is the acceleration of an object in free fall within a vacuum (and thus without experiencing drag). This is the steady gain in speed caused exclusively by the force of gravitational attraction. All bodies accelerate in vacuum at the same rate, regardless of the masses or compositions of the bodies; the measurement and analysis of these rates is known as gravimetry. At a fixed point on the surface, the magnitude of Earth's gravity results from combined effect of gravitation and the centrifugal force from Earth's rotation.
Acceleration (special relativity)Accelerations in special relativity (SR) follow, as in Newtonian Mechanics, by differentiation of velocity with respect to time. Because of the Lorentz transformation and time dilation, the concepts of time and distance become more complex, which also leads to more complex definitions of "acceleration". SR as the theory of flat Minkowski spacetime remains valid in the presence of accelerations, because general relativity (GR) is only required when there is curvature of spacetime caused by the energy–momentum tensor (which is mainly determined by mass).
Game physicsComputer animation physics or game physics are laws of physics as they are defined within a simulation or video game, and the programming logic used to implement these laws. Game physics vary greatly in their degree of similarity to real-world physics. Sometimes, the physics of a game may be designed to mimic the physics of the real world as accurately as is feasible, in order to appear realistic to the player or observer. In other cases, games may intentionally deviate from actual physics for gameplay purposes.
Banked turnA banked turn (or banking turn) is a turn or change of direction in which the vehicle banks or inclines, usually towards the inside of the turn. For a road or railroad this is usually due to the roadbed having a transverse down-slope towards the inside of the curve. The bank angle is the angle at which the vehicle is inclined about its longitudinal axis with respect to the horizontal. If the bank angle is zero, the surface is flat and the normal force is vertically upward.
Physics engineA physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (). Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Aqua (user interface)Aqua is the graphical user interface, design language and visual theme of Apple's macOS operating system. It was originally based on the theme of water, with droplet-like components and a liberal use of reflection effects and translucency. Its goal is to "incorporate color, depth, translucence, and complex textures into a visually appealing interface" in macOS applications. At its introduction, Steve Jobs noted that "... it's liquid, one of the design goals was when you saw it you wanted to lick it".
ITunesiTunes (ˈaɪt(j)uːnz) is a software program that acts as a media player, media library, mobile device management utility, and the client app for the iTunes Store. Developed by Apple Inc., it is used to purchase, play, download, and organize digital multimedia, on personal computers running the macOS and Windows operating systems, and can be used to rip songs from CDs, as well as play content with the use of dynamic, smart playlists. Options for sound optimizations exist, as well as ways to wirelessly share the iTunes library.
Safari (web browser)Safari is a web browser developed by Apple. It is built into Apple's operating systems, including macOS, iOS, and iPadOS, and uses Apple's open-source browser engine WebKit, which was derived from KHTML. Safari was introduced in Mac OS X Panther in January 2003. It was included with the iPhone since the latter's first generation, which came out in 2007. At that time, Safari was the fastest browser on the Mac. Between 2007 and 2012, Apple maintained a Windows version, but abandoned it due to low market share.
Concussions in American footballConcussions and play-related head blows in American football have been shown to be the cause of chronic traumatic encephalopathy (CTE), which has led to player deaths and other debilitating symptoms after retirement, including memory loss, depression, anxiety, headaches, stress, and sleep disturbances. The list of ex-NFL players that have either been diagnosed post-mortem with CTE or have reported symptoms of CTE continues to grow.
SpeedIn everyday use and in kinematics, the speed (commonly referred to as v) of an object is the magnitude of the change of its position over time or the magnitude of the change of its position per unit of time; it is thus a scalar quantity. The average speed of an object in an interval of time is the distance travelled by the object divided by the duration of the interval; the instantaneous speed is the limit of the average speed as the duration of the time interval approaches zero.