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physics exercise js
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export const tests = []
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const t = (f) => tests.push(f)
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t(({ eq }) => eq(getAcceleration({}), 'impossible'))
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t(({ eq }) => eq(getAcceleration({ d: 10, f: 2, Δv: 100 }), 'impossible'))
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t(({ eq }) => eq(getAcceleration({ f: 10, Δv: 100 }), 'impossible'))
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t(({ eq }) => eq(getAcceleration({ f: 10, m: 5 }), 2))
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t(({ eq }) => eq(getAcceleration({ f: 10, m: 5, Δv: 100, Δt: 50 }), 2))
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t(({ eq }) => eq(getAcceleration({ Δv: 100, Δt: 50 }), 2))
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t(({ eq }) => eq(getAcceleration({ f: 10, Δv: 100, Δt: 50 }), 2))
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t(({ eq }) => eq(getAcceleration({ f: 10, m: 5, Δt: 100 }), 2))
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t(({ eq }) => eq(getAcceleration({ d: 10, t: 2, Δv: 100 }), 5))
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t(({ eq }) => eq(getAcceleration({ d: 100, t: 2, f: 100 }), 50))
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Object.freeze(tests)
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## physics
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### Instructions
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Isaac Newton has forgotten his laws of physics and needs your help to animate an object on his game.
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He must use the Second Law of Motion that states, when the forces acting on an object are unbalanced, the object will accelerate.
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This acceleration is dependent upon the force that act upon the object and the object's mass.
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So he wants to know for an object with :
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- mass of xx
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- Δv of xx
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- Δt of xx
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- force of xx
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- distance xx
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- time xx
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whats the acceleration of that object.
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Create a function called `getAcceleration` that given an object with the values of `{ f: 10, m: 5, Δv: 100, Δt: 50, t:1, d: 10 }`
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it must calculate the acceleration. If its not possible to calculate it you must print `impossible`
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### Formulas
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```
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a = F/m
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a = Δv/Δt
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a = 2d/t^2
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a = acceleration
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F = force
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Δv = final velocity - initial velocity
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Δt = final time - initial time
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d = distance
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t = time
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```
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### Quote
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Truth is ever to be found in simplicity, and not in the multiplicity and confusion of things
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Isaac Newton
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