We'll move objects around in some more interesting ways soon enough, but first we need to talk about how you in code can find references to various game objects and their components. And first what we're going to do is we're going to take our cube and our sphere and remove the script component from both of them. And we're going to create a new standalone game object. So I'm just going to call what we call it just game manager and just called manager. It'll just be a generic object we attach our script to it's not going to serve any other purpose just to hold our script, which I think is more appropriate for scripts which are just general logic, and not concerning particular individual objects. That is my stylistic preference anyway so now we have this manager with the my script and go back and I added in this code in the start method, where first off we're using this method find object of type. And that is actually a method of the static method of the object class. Again be clear this is unity engine dot object, which has a static method find object of type. Visual Studio is hinting to us by the fact that this is a slightly different shade of teal here. It's hinting to us we don't actually need that because it knows what we're talking about because we're inside the my script class which inherits from model behavior, which inherits from behavior which inherits from component, which ultimately inherits from unity engine dot object. So we don't have to qualify this static method with its class name it knows what we're talking about. And anyway this method what it does is it finds all objects of a particular type. And we specify the type you pass in system dot type values and to get such values we use the type of operator and here we're specifying the game object type. So we want to find an object of the game object type and this method always returns an object regardless of what we're looking for. So no matter what we're going to fetch here, in this case a game object as far as the compiler knows we're getting back an object. But because we know at runtime this what's going to be stored in O here is going to be a game object we can then just immediately cast it to type game object. And of course we can just sort of skip that step we don't need to make these separate lines I was just trying to be explicit for clarity. So we just need that one line and that's all good. So now we have a game object retrieved by this method and we're going to log it out by printing out its name because every game object has a name. Actually the object type is where the name property comes from but then game object inherits that and that is the name that is what we see here. So this game object has the name sphere and this has the name manager. This is Q. The question though is what game object here are we going to get because in our scene we have will be a five of them and the answer is well you just get one of them and you're not in control of which one you get. Frankly I'm not sure why this method even exists. It doesn't seem very useful to me slightly more useful there is find objects of type that's plural objects and this returns an array of object instead of just a single object. And again in this case we know we're going to get back an array of game objects specifically not just object so we can do the cast here and that's more useful because now we can use them like game objects and we'll loop through them and print out all their names. So now if we run the code here let's see what we get first off find object of type manager. So for whatever reason it's this last one I guess this is one that's loaded first and then find objects of type printed out manager sphere cube directional light main camera all of them and just printed them all out. So those are two ways we can get at references to objects but one thing we're probably going to want to do different here is there's another event method called awake which I don't know why Visual Studio adds the private modifier there you don't I don't think it matters at all but it would only matter if for whatever reason we wanted to call this awake method from some other class of our own code but I don't think we would ever want to do that anyway I'll just get rid of it. There we go. Anyway so the awake event is like start it's called when an object is created for the first time before any updates called but it's guaranteed that at least within an individual frame all the calls to awake will be done before any call to start. What's useful about that is we can do scaffolding business where we hook objects together like get references to things and initialize fields to store references we do that typically in our awake methods and then our start methods we can assume all that stuff is already done so it generally would be more appropriate to do all this business in a wake rather than start. Another method we have for getting references to objects is the find method which is in a static method of the game object type so be clear our myscript class doesn't inherit from game object it's a component not a game object they both inherit from object but not game object so we have to write explicitly game object find and it's expecting a string what did we have in our scene we had manager sphere cube directional light main camera so just one of these names as a string is what we want let's just say a directional light just to demonstrate that you have to get the name exactly right with the right capitalization and all that so that that looks good to me and this returns a game object we'll just call it light there we go and just to prove that works we'll print out find we'll print out the name of the object there we go let's see this in action I'll restart the game where does it say at the end yeah under find directional light that got logged okay so that works as we expected and if you're wondering if we specify a name that doesn't exist like we make a typo like that lowercase d now it's not going to find it so if I restart we got a null reference exception because what happened here is that light got assigned null and then we tried to access its name property and if you try and access the property or methods of things that don't exist that are null now you get a null reference exception another thing to keep in mind is that we might actually have multiple objects with the same name i'm going to duplicate our sphere here and rename it so it also has a name sphere and then i'm going to move it so that when we print out its properties we can see that distinction okay so now go back here and we're going to search for sphere and just so i don't confuse you i'll rename this to sphere though doesn't of course doesn't really matter what the variable name is sphere there we go and we're going to print out um it's transform and so what we should expect is well we know we're getting back something named sphere that part is not going to be the surprise the question is which sphere do we get and the answer is well when unity when you call find and it searches through all of your game objects it's just whichever one it encounters which happens to have a name that matches that's the one you get so it's also basically just uh indeterminate from our perspective which one we're going to get we'll get one of the two so let's see which one we get i'm going to play this one here and oh wait i didn't print out the transform oh excuse me local position there we go we want to print out just a position not the whole transform there we go zero two point one three point eight which one is that is that this one two one three yeah it's about that one so it's it's this sphere that we happen to get not the other one if you're looking for stuff my name you probably want to make sure stuff has unique names rather than just relying on happenstance in addition to having names our objects can also have tags that's what this is about up here and by default there are six tags we can apply these just come stock i don't know if you can even remove these existing tags but you can also create your own custom tags as i will do here i will call it my tag if i can type whatever my tag lowercase tag there so that's a new tag that's been created and now when i go back to an object and i want to apply a tag i can choose my tag the thing to keep in mind is that this tag system is not like other tag systems where you can apply multiple tags to one thing a single game object can only have one tag quite inconveniently too it's it'd be nice if you had a proper tag system where you could have multiple tags per object but that's not the case so having applied my tag to sphere if i come here and select uh respawn well now it only has that one tag not my tag anymore so you only have one tag applied to any object so let's put it back to my tag i'm also gonna make this cube give it my tag and now if in our code if we want to find let's see i'm going to duplicate this code real quick let's see i want to find with tag and it's called my tag lowercase t um i'll just give it the same name doesn't matter just for clarity we'll just print out the name this time let's see which one we get um it could either be the sphere or the cube i don't know which one that we get it's indeterminate it turns out okay we get the sphere but keep in mind the cube also has the same tag but just for whatever reason when it looks through all the objects with that tag it found the sphere first now if i want i can also find all objects with a particular tag if i simply here all those copy and what is it it's uh find objects with tag i believe that's correct no what's going on um it's called find game objects with tag it's very confusing why'd they change that name um and that will return an array of game objects and so we'll have another loop here oh and also i should make sure this is fine with tag because that's what it's the result of we're printing out to console and it's to come back here play the game and let's see so find with tag sphere but then find game objects plural with tag finds both sphere and cube because they both have the tag called my tag so that's what we expected um strangely why does it have i noticed in the code completion it said game object with tag singular but i didn't see that in the documentation so what the hell is this thing um oh it doesn't want an array go back to tag is that proper now oh well we don't want to reduplicate that declaration what the what the hell is this is this any different from find with tag because i don't strangely in the documentation it's not mentioned um i guess they decided at some point they needed to make this symmetrical though honestly now it's it's more confusing because it's really easy to look at this and i accidentally see this and vice versa i think i assume that's just um you know let me let me actually see this in action i assume it's just going to do the same thing as find with tag oh i forgot to uh print that out just once of course so my tag excuse me okay that that's what i meant to do come back here play and so find with tag it's a sphere find game object with tag also gets a sphere rather than cube i assume they're exactly equivalent it's weird then it's not mentioned in the documentation anyway so those are probably the most essential methods for getting references to game objects but understand finding by type is very expensive not something you want to do every frame finding my name a bit better but still quite expensive and not something you want to do every frame so those things you probably should only do on startup when your your initial game objects are loading up then it's appropriate and like your awake methods otherwise particularly like in an update function you wouldn't want to call that stuff find us up by tag it can be fine though that that's relatively optimized because of how i believe it keeps a a hash table to pre-existing arrays that it can just hand a reference to when you use these methods so finding by tag much more efficient so i hope that gives you an idea of how we can hook our game objects together in code though of course what we're missing here is that probably what you want to do is in awake you want to preserve references to these objects that we're finding so let's say we just want to find a reference to the cube in the sphere and we want to preserve that in our class so we can create some private fields which are game objects here we'll call this one cube we'll another one for the sphere and what we'll do is upon awake we'll just store in sphere what we get back from game object find sphere and it will also do the same for cube but assign that to cube and we'll get rid of all this other stuff and that should be all we need because assume just for whatever reason in the script we're going to make repeated reference in other methods to the cube and sphere that we find on awake so this is how we can hook them up programmatically but sometimes what you might want to allow is for objects to get hooked up in the editor like you define some component type that needs to reference certain other objects rather than making those connections in the code i'm going to actually get rid of these lines here and we're going to make these public and what happens when we give our script component public fields is if we then go into the editor and here look at the manager which has the myscript component it now has here cube and sphere it has places where we can plug in hooks for some cube object and a sphere object and here i'm just going to specify cube and here i'm going to specify the sphere but actually nothing stopped me in this case from assigning sphere to the cube field and the cube to the sphere field because they are valid game objects that's the only restriction here has to be a game object so now when the scene is loaded and the manager game object is created its myscript component is going to be initialized with the the sphere for its cube field and the cube game object for its sphere field that's just going to automatically be hooked up for us by unity we don't have to do so programmatically and in fact what we can do is we can give our component public fields of other types like say just some float field here which we'll call uh fred and now if i go back to the manager and look at its script component and wait for the recompile now you see hey there's a fred component and what i can plug in here is just any float value so this is how our scripts can be configured much like the built-in component types where in the editor is where you specify the initial values for certain public fields and again that might be very handy for certain purposes where like say you want to create some component type which your environment designers are going to use and you don't want them to have to go into the code to hook up certain values you want to just be specified in the editors so that's what this opens up you can create custom components and have their instances configured directly in the editor in fact be clear any game objects can have as many instances of any script component as you want so i'm going to give the manager a second script component oops he didn't like the drag there there we go okay and so this one the cube i'll make actually cube um and then the sphere here well i'll make a main camera for whatever reason doesn't matter in this case because our script is nothing but anyway and then now the fred value in this component can be whatever i want can be totally different so be clear associated with this one game object are two script components of the same type but they are separate instances of this one class called my script and each one has its own cube field sphere field and fred field which are configured independently here in the editor


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So what we're looking at here is Projectile launched off of a cliff. This is the most difficult type of a question and there are a couple of strategies The first strategy is to find the time of flight to the top because you know what the top v y is zero Then find how long it takes to get all the way back down to the ground and Then add the two times together Yeah Strategy two is to do it all at once. That's my preferred method. Yes, it involves a bit of math, but it's shorter Strategy three I don't recommend but some kids like it Alex. It's find the time to get to the top Double it that'll give you the time to get to the bottom back level with the cliff and then figure out using your whatever Your v y is right here. How fast you would fall to the very very bottom at all three times together? Mr. Do it prefers Strategy number two The goal for almost all of these Alexis is going to be find the time of flight once in a while They'll give you the time in which case the question falls apart because most of our equations have a T in them But if they don't give us the time of flight almost always our first thing is going to be I'd find T How break things up into vertical and horizontal like example 10 so example 10 says find the flight time We're launching off of a 60 meter high cliff in my wonderful diagram at an angle of 30 degrees with a velocity of 50 meters per second Cassidy, are we off of a cliff? Say yes. Are we at an angle? Say yes. So I cannot use that 50 Because it's neither horizontal nor vertical first thing I have to do is I have to break this up into its components Now for me, I find this diagram a little bit small.  I'm gonna do this over here There's well, I'm gonna try and do with a straighter line than that. Mr. Do it Let's try that again. Hello back to here There's the 50 and I'm gonna break that up into Horizontal and vertical once again, why did I put an initial here but not here? Yeah, yeah Vx isn't changing why because ax is Zero a y is changing So I'm always want to reinforce that because person the most common mistake I see kids make is they want to put that negative 9.8 Which is vertical into the horizontal because they don't like that. There's no acceleration like please. I must hurry Continue I'm gonna break this up into its components. Oh and the angle here is 30 degrees Right there So I'm gonna quickly label my triangle Spencer this Vx opposite adjacent or hypotenuse. I Think I agree, but I'd say with more authority and certainty this Vy opposite or a hypotenuse Opposite That's the hypotenuse What do you want to find first Spencer Vy or Vx doesn't matter but Which trig function are we going to use to find Vy? Oh And H which trig function was that?  Yeah as it turns out Vy well it ends up being this the sign of 30 ends up being Vy over 50 Sherman if I do a little cross-multiply thingy. I end up with this Vy equals 50 Sign 30. I think the sign of 30 is point five. I think this is actually exactly 25 so I'm gonna check it yet 30 degrees. I have memorized because it comes up so often Spencer redeem yourself which trig function am I gonna use to find Vx? Which trig function as the a and the h in it? Cosine fact, you know what it's gonna be exactly this but instead of sign, you know, it's gonna appear there So I'm just gonna not bother writing the fraction I'm gonna be clever just in my homework will take shortcuts like this right and I'm gonna go straight to clueing in hey It's coast Cosine of 30 is 0.866 for what it's worth, but I don't know what that 1050 is 40 something Give it to me to for sig fig because this is not my final answer and I'm gonna be using this to find other stuff Of what if you okay, so 43.3 0 43.3 was actually the 466 fair enough. I will never use this 50 Now that I've used it to find Vy and Vx that 50 is dead to me as far as I'm concerned In fact, what I'm gonna do is I'm now gonna draw a little line down the middle of my page I'm gonna call one side Horizontal and I'm gonna call one side Vertical and as soon as I do that Tyson There's a second thing that I do that to me is almost a no-brainer like I want it to become a habit. I go AX equals And a vertical acceleration and horizontal acceleration and I know both of these Justin, what's the horizontal acceleration kiddo? Too slow, what's the horizontal? It needs to be almost that quick horizontally. What's happening? What did we say? What's the horizontal acceleration? Zero I get to fill that in. What's the vertical acceleration Justin always make it a 9.8. You said Okay, I also emphasize that because now hey my questions no longer blank. I feel better got wrote something written down Oh, and there's two more things I can fill in I can write Vx and I can write Vy initial turns out Vx and I'm just reading this as 43.3 and Vy initial is 25 and Right now. I can't go any further because I have two things in each column and you can't solve anything in physics with only two pieces of information I need something else so I'm gonna go back to the diagram I'm gonna look very very carefully and I'm gonna say what did they tell me that I haven't used yet What did they tell me that I haven't used yet? just D y what? Yeah, what is it as a number? I need to disagree with first of all it is a vertical I know I'm looking at the picture sometimes They'll give you DX the range which actually makes the question way way way way way way way way easier because your quadratic cancels But if they give you d y and it's a clip and it's an angle We're gonna be stuck with a quadratic equation and d y Jessica redeem yourself is not 60. What is it really? Why negative 60 I? Ended up below from where I started now. I would say hey Which column do I know three things in? I'm gonna solve this vertical and I'm gonna solve this by finding T time of flight How well I'm gonna find an equation that has an a of v a d and a t in it And I'm actually gonna cheat because I know I'm gonna need more room. So I'm gonna go zoom. Oh, isn't that cool? What equation has a a v a d and a t in it? Oh specifically a vi which I guarantee one of them does Yo The old standard the quadratic one the squared t squared d Equals vi T plus one half a t squared and Chris I'm just gonna emphasize The fact this is vertical to remind me to make sure I put the vertical stuff in there It's funny. I didn't do that last block and I accidentally put the horizontal velocity right there because my brain But I trip on my brain And I'm gonna plug in all my numbers So I know that dy is negative 60 25 t minus 4.9 T squared What? Where'd the negative 4.9 come from I took one extra step in my head Yeah Half a half of nine point eight is four point half of negative nine point eight is negative four point nine That's one worth memorizing as a shortcut. Otherwise, you got to rewrite the whole silly equation just to do that step And let's let's do that math in our head What kind of an equation is this? Quadratic Alex, how do I know? It's a squared. How do I solve the quadratic? What's the first thing I have to do? Before I do anything else Make it equal to zero now. I have a personal preference I hate it when my squared term is negative.  I'm gonna rewrite this as positive 4.9 t squared plus 25 t Minus 60 Equals zero it'd be great if this factor. No, it's got decimals. It's not gonna factor in fact Justin That's gonna be a that's gonna be B and that's gonna be C Now put your pencils down who has a graphing calculator in this class You may have a quadratic solver if you haven't use it. Where is the quadratic solver you ask? Two buttons to the start in the top left corner two buttons over three buttons down you have an app button. Yeah Yes Shouldn't it be what negative 25 who gets the candy back there? It's so does Like I said, I trip on my brain all the time it's all Back to my question Who has a graphing calculator? So if you press the app button Polysmolt pol y smlt you might have polysmolt version two I don't know which works fairly similarly But if you run it and I think you have to press any key and then I think it says option one is polynomial root finder and Then somewhere along the way it asks you for the degree or the power up to and Then see if you can figure it out from there and go ahead now if you're going to use that on a quiz or a test I'll give you zero unless you write down the quadratic formula right underneath this then I have to assume that you use the quadratic formula I'll give you some marks because I probably do a provincial and I'm okay with the technology Some of you may have a scientific calculator that has a quadratic solver If you do great use it with the same provision that I just told now write down the quadratic equation some of you do not if You're good with the quadratic equation It's the fastest way to get the answer If you're a little shaky on the quadratic equation I will in just a second show you an alternate method That does not require you to use the quadratic formula and it gets you there in two extra lines Okay, but for now I Would do something like this somewhere off in the margin For me maybe right here I would write x equals negative b plus or minus the square root of b squared minus 4 a c All over two way. Do I have any German exchange students in this class? No, okay, because they in Europe they use a different thing with p's and q's and a different method So I always have to explain that In fact, I think t is going to be Positive 25 because it's negative b and b is already negative plus or minus the square root of negative 25 squared minus 4 times a times c all over To a and I know that 2 times 4.9 is 9.8, which is a number that's fairly familiar to me You use your solver. What do you get? By the way ignore the negative answer, right? That's wrong. I think it's wrong So as I said ignore the negative answer Sesame Street is brought today by the word ignore as In most of the time I will choose to ignore you Okay What's the positive answer, please? Can you give it to me to three sig figs because we're gonna use we don't want to round this off We're gonna use it to find other stuff, too. I would definitely go 6.88 Now I deliberately haven't typed this in up here because I find if I type it in too many of you Just copy what I'm typing and don't know how to type this into your calculator yourselves So if you did this and you didn't get 6.88 hit me up later And I'll show you how to type it in with by the way You need a bracket there and you need a bracket there inside the square root and a bracket there another bracket there but I'll let you figure that out yourselves or You can do this without using the quadratic formula. Oh, by the way Now as soon as I did that I would go running over here and I would say oh Horizontally the time is also 6.88 seconds because the time it takes for me to hit the ground vertically That's how far how long I'm moving horizontally for Right. How can you do this without using the quadratic formula simple? Put your pencils down and look up Unfortunately, I don't have enough room to show this step because I need room here to find the time to the top And I'm running out of space. I'm gonna try and do this a little bit small I'm gonna go like this or Instead of finding t which is what I wrote down here right away You could find Vy final How fast going vertically at impact now? Can I find it? Let's see. Is there an equation that has a the initial D and V final in it Is there an equation that has a the initial D and V final in it Is there some run now you're done. You any which one the squared one the squared one Which conveniently actually has Vy final by itself already Kind of nice. Oh, well it has Vy final squared by itself already.  Why is Vy final not forty two point four four? Alex Okay, I'm gonna have to remember that it's going down It's negative. In fact those of you that are in math 12 You've already heard me rant about when you square root both sides plus or minus This is one time where you actually want the minus not the plus Why does that help Andrew? Well now that I have V final I Know the initial I know a I Can find T. Is there an equation that has V final V initial a and T in it Which one? Get the T by itself Which is one we've been doing almost since grade 10 if you go T equals Vf minus Vi over a If you go Bracket negative forty two point four four minus twenty five. There's my V final my V initial divided by negative nine point eight There it is six point eight eight like nap got Did I use the quadratic equation? Nope, and it was probably only a line or two longer. I Don't care which method you use I use the quadratic because I've got solvers built into any calculator that I purchase And I'm lazy that way on my answer keys what you'll often see if you're looking online is all right Use qf which stands for quadratic formula, but you won't see any work Which means I cheated and use my solver because I was doing it at home late at night And I just didn't feel like showing every step Anyways There are two ways to get that six point eight eight with the quadratic formula or find VY final negative and Then solve for two Meanwhile We did what they asked We found T What is part B want us to find Spencer What was the last word you said the word top would that imply vertical or horizontal here? Do you think I think we're gonna tackle this vertically as well? We have our vertical data listed here a VI and D. I Know one more thing. Oh, I don't know D actually D is where I ended up At the top. I don't know how high I am right now. I know Ay is negative nine point eight and VY initial is 25 but I do know one more thing at The top what else do I know? just Vy final is zero does that mean you're stopped at the top? No means you're moving horizontally still Eric But for a split second vertically you've come to a stop And I want to find time Do I have an equation that has a VI VF and T in it? Well, yes, I do in fact You know what it's the same one that Andrew read to us about 30 seconds ago. It's sitting right here in red It's gonna be VF minus VI over a The time to the top is gonna be zero minus 25 All over negative nine point eight. I'm sorry Christian for writing so small What is zero minus 25 divided by negative nine point eight? How many of you want to do good in this course?  I hope Can I give you some advice as someone who's taught this course now for quite a while?  It drives me crazy the number of kids that have all the right stuff written Wrong answer What do we get Tyson? 2.55 anybody else? Yeah, I got naughty 2.55 seconds to the top. Oh, and how long was it in the air for grand total? What do we say? It's highlighted 6.88. Oh, so you also now know how long was falling down for 6.88 minus 2.5 if I asked that I mean there's all sorts of stuff we could do now What's the key for dealing with a cliff components? Displacement is negative and you're either going to end up using the quadratic equation or if you find VY final It's negative two because it's on its way down Next page is it turn the page for you guys or is it next page over so you still have all the data on your page Good good good good good good. These are the other questions. They like to ask see find the range When they say find the range what they're really saying is find DX The horizontal displacement so in my horizontal column. I have a V T 6.88 and they want me to find D. What's an equation that has those four things in it? So be no louder D equals V I and I'll put X's on everything T plus one half AX T squared and There's something really cool. You look look look look look look. Why can I do that? Because the horizontal acceleration is zero most common mistake kids want to put a negative 9.8 in there because they're like What's the accelerate on 9.8? No not horizontally in Fact the range is just going to be Vx which was 43 something. What was it? 43.3 times 6.88 That one hopefully you don't you can get on your calculator times 3.3. Hey, I got the 6.88 store to my calculator.  No, no not after it hits the ground final velocity right when it hits the ground Okay, I'm going to argue that as a picture The final velocity looks like this. I'm gonna argue Kirsten. It's coming at a pretty steep angle Not vertical though because it's still moving sideways that makes sense launching from a cliff I think you'd hit that kind of a steep angle Not only that Christian, I'm gonna argue that we can break this up Into that and that so far so good Where this is my horizontal velocity of 43.3 because it never changes and this is the final vertical velocity just before impact Which conveniently I think I figured this out on the previous page when I showed you the second method of finding time Without using the quadratic formula. It forced me to find the vertical velocity the final vertical velocity Just before impact. What was the final vertical? It was something in the 40s as well if I recall sorry 42.44 technically negative except since I've got a vector arrow pointing down I'm gonna ditch the negative it shows up in my diagram and I think this is Impact velocity How can I find the magnitude of the impact velocity? math 8 Pythagoras and you know what I think this here is going to be my angle theta. Oh This actually isn't too bad if you've done the setup ahead of time Now if you didn't know v y final This is where you would have to crunch the numbers and find we v y final, but we already did conveniently It's gonna be the impact squared equals 43.3 squared plus 42.44 squared the impact Equals 43.3 squared plus 42.44 squared Isn't that negative well technically this is negative, but when you square negative what's gonna happen anyhow So you know what the vector arrow has the negative contained in it. So who cares? square root 60.6 meters per second now that's the magnitude Direction this angle here Alex, but not Alex or Alex Alex What trig function opposite adjacent hypotenuse based on that angle there? What's this one? Agree with you What about this one? Which trig function is the a and e on it What you do in Hawaii tan absolutely in fact Alex?  Cassidy are both these two numbers close to each other The angle is gonna be close to 45 degrees because this is nearly isosceles 44 point 44.4 degrees What of what well here's the problem I can't really say south of east now If you said that I wouldn't take marks off, but I'm gonna suggest to you. That's not north That's not south on a map. Yes up is north But in real life up is up Down is down. So if you said South of east I give it to you But here's how we actually write this you would say 44 degrees below The Horizontal That's how you draw an angle it's all from here down. You say it's below the horizontal What would I say if it was from here up? Do you think? Above the horizontal. Yep That's how we label diagrams from the side North and south doesn't quite work and that's how we do cliffs components negative displacement if it's a vertical one Quadratic formula or find v y final negative, but you need to find t somehow Which is the best method probably depends on your calculator to be quite honest next page Example 11 says find the flight time using the quadratic formula Okay Well, you know what I'm gonna say to you find the flight time any way you want. I don't care Andrew cliff Angle is There an angle? Just say yes, then I'm gonna break this into its components I'm never gonna use that 35 once I've done the components and I'm gonna go horizontal and vertical Step-by-step. It's a fair chunk of writing, but it's fairly meticulous systematic if you're careful This diagram is too small for me again Christian.  Oh, you're saying that v y initial is 35 Sign 20 and v x is 35 Coast 20 why I actually agree with you. I know it's amazing. I have no idea what this is 35 sign 20 I'll go 11.97 carry an extra sig figure 2 and I'll go 32.89 Now what? horizontal vertical a x 0 a y negative 9.8 Vx 32.89 V y initial I scroll down to 11.97. What's this question asking me to find? Time means they better give me something else. Oh, they gave me the vertical displacement Justin. What's the vertical displacement? negative 20 which means I'm gonna find t here Now I'm gonna pause and say try this next part try finding the time on your own you can either use the quadratic formula or You can find v y final square square root negative and then use t equals vf minus vi over a plus one half T square Money for my quadratic solver Or if you find v y final first I found v y final was negative twenty three point one three And sure enough when I typed in the numbers there I also got negative three point five eight either way got me there this fun if you didn't get that I'll come around and check probably making usually it's a calculator zig mistake projectiles That's the concept of projectiles All we're gonna do for the next few days is look at weird and bizarre trickier questions Like what if the projectile hits a wall vertically along the way and sticks? How high will it stick? Oh? Figure that out how many got the three point five eight. I'm just curious most of you Most of the rest I'm gonna guess calculator glitch So I'll put this back up in a second But homework I already assigned one and two yes So I can now say hey you can do number three as well Five and six. I haven't yet talked about that's finding this velocity Velocity magnitude and direction at a certain time, but I'll give you a hint remember when we found the impact velocity We had to add two velocities together if you want to find the velocity. Let's say after two seconds Ashley It's gonna be your horizontal plus whatever v y is after two seconds The resultant is your velocity after two seconds at an angle So I'll be doing that next class, but I'm always curious to see who can figure it out on their own and impress me Uh Ten is good and 11 is good. We're nearly done I only actually have about two more lessons and I'm done the unit So I'm also going to say to you remember the great big review that I gave out the one that was called the ultimate Kinematics review I'm gonna start to say to you if you finish this homework You can start working on the review and these are the questions that you're now capable of doing one to four six to eight 11 to 17 19 to 28 and 30 and 31. I'll leave that up there for a few minutes in just a second But first Well the lesson is done right click


This is stock number AT395A. We are here at Summit Automotive in Fond du Lac, Wisconsin. You're new and used heavy-duty truck headquarters. Today we are checking out this super clean like-new 2018 Ram 2500 crew cab short box Cummins diesel This vehicle does have the 6.7 liter Cummins diesel runs very smooth From this HD video you will be able to tell just how clean this truck is all the way around inside and out Pearl white is the color. We shoot all of our videos in 1080p So if you have HD capabilities on your computer tablet or smartphone device turn them on right now because it's like you're right here Looking at the truck with me Very clean down this side didn't see any dents or dings that has the painted factory step bars polished aluminum rims 20 inch rims on here firestone Transforce LT285 60 R20 tires with just about all the tread left frame and under body is like new Very nice and clean has the projector lamp headlamps LED running lights Painted front bumper no dents dings scuffs or scrapes on that has the front bumper parking sensors factory fog lights Projector lamp headlamps you get the RAM stamped grille and the LED running lights Didn't see any dents or dings on that hood Passenger side rim no scuffs or scrapes on that and as you go down this side of the truck You can see just how clean that body is how reflective and mirror like that paint is we take these HD videos So if you are far away or even if you're close by and just cannot make the trip down You can still see the truck here the truck and have confidence in the vehicle that you're looking at before you even get here So that when you do get here, there's absolutely no surprises. This one does have the cargo cam which is also part of the Laramie longhorn rodeo package that is on this truck kind of a rare package on this truck So that's why I wanted to get a video up of it right away Frame and under body very clean has all the remaining factory exhaust so it has not been altered in any way Although rockers are absolutely perfect. It's back rim is very clean as well Back tires that just as much tread as the front tires And as we come around to the back of the vehicle No denser dings on that rear bumper. You can see it has long horn Samped into the back of the tailgate there. That's also part of the rodeo package. Also this step is part of the rodeo package as well That goes down and up really easy Tailgates in excellent shape No denser dings on that The fifth wheel and gooseneck prep package also part of the rodeo package I'm included in that rodeo package seven pin wiring you get the LED bed lighting spring and bed liner the beds in excellent shape and Finally it does have the Rear airbag suspension. That's what this thing is right here. That's the rear airbag Got one on both sides It's an auto leveling suspension for the rear Part of the rodeo package as well or included in that package down this side The truck just as clean as that passenger side. No denser dings Back rim is an excellent condition as well Very very clean down this side. No denser dings or anything like that has the power fold in tow mirrors They also fold out and in like so They said they are powerful Has the power windows power locks power mirrors auto headlamps power pedals audio controls on the back of the steering wheel the Laramie limited Or Laramie Longhorn package. I should say it gives you the brown leather interior with the black piping or tubing memory driver seat lumbar Factory all-weather floor mats And as we hop inside the truck here you can see that this one has 1,936 miles Instrument cluster is very nice and clean comes with the wood grain trim and leather wrap steering wheel The steering wheel is also heated blue tooth audio controls in the right cruise controls on the left And like I said audio controls in the back six-speed automatic transmission This one has the 8.4 4c radio. This one is also equipped with factory navigation system You get your heated seats and heated steering wheel Buttons right there as well as your vented seats You have your backup camera and your cargo cam which you can check out the cargo cam anytime and the backup camera anytime Do a climate control you got the nice wood grain trim All the way around there, and I believe it's actual wood in this truck in the Longhorn package it's actual wood trim so nothing nothing veneer or anything like that Alpine sound system You get your alternate trailer height right there You have your factory brake controller stability control tow-haul factory exhaust brake your rear and front parking sensors You can turn those off and on then you you can also do your heated seats and heated steering wheel and cooled seats right there 115 volt 150 watt plug-in passenger seat is very clean as well no rips or tears still has the old tag on it and This one has the suede headliner, which is part of the rodeo package as well Get the power sliding rear window home link buttons and your assistant SOS buttons right there as well We'll take a quick look at the back seats, and then we will check out under the hood Back seats are just as clean as the front seats no rips no tears back here. It does have the latch child safety system the Longhorn Badges stitched into the backrest power sliding rear window with the built-in rear defrost these back seats are heated on the Outboard side there your heated seat buttons and factory all-weather formats back here as well.  They unsnap so you can make them all rubber you get storage compartments one on each side With removable bins. You also have these saddle bags, which are kind of neat And then you get a load floor back here, which is nice if you got muddy boots or tools put them on there Or if you got pets you can put both sides down. They're not going to ruin your nice leather Laramie Longhorn seats That suede headliner you get the speakers in the roof there part of that alpine sound system Got the nice trim right there And we'll take a quick look under the hood. I'd personally like to thank you for checking out the video today Hopefully from this hd video you will have been able to tell just how clean this truck is all the way around inside and out Under the hood you have the 6.7 liter Cummins diesel Engine base very clean runs very smooth this truck has been fully Safety to end inspected by our service shop and is 100% ready to go To see more pictures of this truck or one of our other 450 new and used cars trucks SUVs mini vans Wranglers half tons recorder tons one tons you name it. We got it go to our website www.SummitAuto.com full pictures and descriptions of every single vehicle on our lot videos of every single used vehicle that we have From two locations all at Summit Auto.com and if you'd like to check out more hd videos You can go to youtube.com slash summit auto remember to like subscribe and share on this video and all the videos that you see there In fact in a second you will see a link to subscribe to our youtube channel on your left It linked more heavy-duty truck videos like this one on your right If you have not been to our website on the bottom link to this vehicle on our website click those check us out And we really look forward to helping with this super clean like new 2018 Ram 2500 Crew cab short box Laramie Longhorn Rodeo Edition. Thanks again


If you are seeing this message, you may be at risk from attack by an anomalous entity. You should follow SCP Foundation safety guidance at this time. Safety guidance from the Foundation includes keeping all lights on, ensuring you have an emergency light source, not entering any dark environment.  The hand prints appear and approach a target, and proceed to attack them. The method of attack is anomalous and unclear, but is universally fatal. The anomaly will only manifest in environments below approximately 10 lux, which is why you must follow the safety guidance. Be safe, the Foundation will resolve the situation. Your cooperation at this time is appreciated. Secure. Contain. Protect.


Here we go with the final then, the tension is high, the green light is on, oh, D-Dec has made an absolute beauty. Beautiful, and he's clamped down with his knee. Waterington has pulled up, and I'll say, look at his burn, and now here comes Lincoln on the inside. Snatching the victory away from Patrick Duda. It was a tremendous achievement right down to the line, and what a move to come round and take it on the line. Well, what a way to finish the night. First part of the meeting, gotta say, was pretty processional. Not too many fireworks going off, but the semi-final and the final proved to be something pretty special indeed. We see it again, D-Dec makes a great jump, Lindgren there on the inside. I thought for a moment here, Woffendin was gonna do that sweep round the outside, but the dirt's too far, and Lindgren now. We need to see the move from Lindgren, where the contact is between Lindgren and Woffendin as they go down the back straight. That is absolutely key to this race, and the chances of the man from Great Britain. White helmet colour, here we see Lindgren, he knows that Woffendin's coming. He charges across there, he pushes Woffendin, slams him into the side of the fence. Brutal move there from Freddie Lindgren, and Woffendin does well to stay on board. Wow. There we see the move again, Lindgren here, still under immense pressure. Saifutin off pushing hard at the early stages of the races, but Lindgren read that beautifully and comes back into second place. Then he sets about, D-Dec, this really was some special race, Speedway Race. And now, off the last corner, on the chance to line, Lindgren stills it, snatches the victory away from Patrick Dude. Wow, what a final. What a final that was.


Salutations mortals. I speak to you from outside the gates of human understanding, and tonight I bring you a tale that has themes of self-harm. So be warned and take care of yourself in whatever way is necessary, up to leaving this video. This tale is titled, Sweet Dreams and Flying Machines in Pieces on the Ground. The wind was the weird part. He'd fallen before, but never from this high. The wind was strong up here, but he felt at peace anyway. But that moment ended as quickly as it had begun. Everything suddenly cut to black. A slight hum from the radiators along the walls began abruptly. The bright glare of the overhead light illuminated the table between the two men at the center of the otherwise dark room. The air was stale, with a soft, acrid scent. One of the two, Mr. Leland, wore a tweed suit with a checkered bow tie. Mr. Leland carefully placed his notebook and pen on the table in front of him, taking an additional moment to straighten them before opening his notebook. He looked over his glasses at the man across the table and picked up his pen. The other man wore a fairly ostentatious piece of silver and ruby jewelry around his neck. He looked like he was maybe 40 or 50 years old, and slightly overweight. Dr. Bright closed his eyes and was suddenly somewhere else. The top of the building was pleasant and comforting and cool, and he opened his eyes. There was no longer any wind, no comfort, just a disapproving stare from the man across the table. Mr. Leland raised his pen and pointed it at Dr. Bright. We've needed to have a conversation for a long time, Bright. Dr. Bright curled his lip into a half-smile and nodded. Okay, he said. Mr. Leland wrote something quickly into his notepad. Let's talk about your first attempt. The problem, of course, was time. He'd been able to keep himself busy, keep his mind on other things, forget the problems. But here he was, alone in his apartment, the power-out, the world feeling like it was closing in on him. And worst of all, alone with his own thoughts. He was technically on vacation. If he'd been able to go to work, maybe things would have gone differently. Maybe he'd be distracted just long enough to avoid what happened next, which, by the way, was patently ridiculous. No one ever tells you about the logistics of trying it with a shotgun. A pistol is a simpler proposition. Pump-action shotguns are pretty easy to manage. But this was a long, single-barreled, 12-gauge.  There were a lot of thoughts going through his head. The sound would be unmistakable. Someone would probably find him pretty quickly. The mess he'd make on the wall behind him would be considerable. Should he do it in a bathtub instead? But then wouldn't that just destroy a wall or the tub itself and cause the same problem? Maybe no one would find him until his vacation was over. Someone at work would ask, Hey, have you seen Bright today? And no one would think anything of it until a few more days had passed, and he didn't pick up the phone. Then they'd send someone. Then they'd find him. And then...  His arms just weren't quite long enough to reach the trigger. No matter how far he shoved a barrel down his throat. He unloaded the shotgun and took off his shoes. He cocked it, placed the barrel in his mouth, and tried to pull the trigger with his toe. Click. It would work. But how was he going to look afterwards? Did it matter? He decided there was no way to avoid a mess and just sat on his couch. He loaded the shotgun. He got into an awkward position. Everything cut to black. Is it fair to call them attempts? Dr. Bright asked with a bit of mischief in his eye. Mr. Leland rolled his eyes. How would you describe them? He asked. Well, Bright said. The body dies, but I don't, so I don't know. As much as I enjoy a good deflection, let's stay on topic. That wasn't the first time. Dr. Bright nodded and then put his head down on the table. Fine. The first time then. Dr. Bright wasn't sobbing.  He picked the smaller bottle up in his hand and flipped it end over end. It was tiny in his new hands, but still familiar somehow. There was a comfort in seeing his name there on the prescription, even if his body didn't need them. He was younger now. His knee was uninjured. His life was over. He'd seen the body. The funeral they'd held this morning was small and simple. A few of his friends were there. A few of his friends weren't. Suzanne was there. She was sobbing. She needed to pace herself. He fought the urge to comfort her at the time. He fought the urge to raise himself up from this low place and find her right now. And to let his wife go, it was kinder. She might even manage to move on in a few months, maybe start dating again.  He took another swig from the bottle. He cracked open the smaller bottle and poured the pills down his throat. Then he drank some more gin to wash down the pain. The pills stuck to the insides of his mouth, gagging him on the way down. He forced himself through it and kept the gin handy in case anything tried to come back up. He scrolled through the pictures on his phone and finally let himself go. He sobbed when he got to the wedding pictures. He got sick to his stomach when he got to the honeymoon. He was just staring at a picture of her when everything just kind of faded. You know what your problem is bright? Leland said as he turned a page in his notebook. Bright shrugged. I never get what I want. No.   What do you think happens to the folk you work with? Bright blinked. What? It's not about you.   What do they think? I don't know. You don't know, Leland laughed. Fine. Then let's talk about the first time then. The real first time. Jack Bright smiled. Three floors up and everything felt so simple. Summer was coming. His high school graduation was just a couple months away. It was simple, right? Just take a step forward and fall into nothing. No one left to care. No one left at all. He took a half step, his foot hanging over the edge. Then he fell forward. The wind was the weird part. He'd fallen before but never from this high. The wind was strong up here. But he felt at peace anyway. He woke up on the pavement surrounded by the people who cared about him. Paramedics. His mother. His girlfriend. How'd Suzanne get here? His left leg felt numb. He groggily looked down and saw the bones sticking out of the skin. He passed out again. He woke up to her crying in the corner of his hospital room. Sobbing, really. She never knew how to pace herself when it came to tears. He looked around. Everything that bothered him was softer now. The lights in the room were brighter. The world was different. But nothing had really changed. He just couldn't see it from where he was before. Note, final note. You are not alone. If you're having thoughts of self-harm, please call the Suicide Prevention Hotline. It's completely confidential and available to everyone. Talk to someone, please. 1-800-273-8255. This brings our tale to a close. Go ahead and do the YouTube things, but the Suicide Prevention Hotline is so much more important. So, again, 1-800-273-8255. Good night.


These have to be some of the best helmets we'll see in college football this Saturday. It's TCU. They're back with a new horned fraud helmet with a little bit of red trim and I love it. Better look at it here. That's honestly a sick logo and the red trim always looks good when they bring it out. They played Baylor this Saturday and as they said themselves, they're bringing the heat for Baylor.


Congratulations on finding your way to Classical Scores Library. This is one of the most comprehensive digital resources for printable music scores across genres, across countries, and across compositional styles and time periods. In this video, we'll briefly explore a few key elements of the database and then we'll demonstrate techniques to help you search for and find a specific musical work. Let's begin! When you first land on Classical Scores Library, you'll find a brief description, as well as a list of the volumes you have access to through your library. As you continue to scroll down, you'll see options to browse by title, genre, instrument, people, publishers, time periods, and of course, composers. These browse categories will also appear later as options to refine your search. Let's browse titles. As you can see, browse results are arranged alphabetically, which makes a lot of sense, but with tens of thousands of results in the collection, it's not very practical. To help bring it down to something manageable, you can use the refinements on the left-hand side. One quirk of these browse categories is very important to be aware of. The refinement options are not universally the same across browse categories. For example, let's compare the refinement options in a title browse to those in a composer browse. In browse title, you have composer, publisher, date published, date written, time period, score type, and content. But in composer browse, you have genre, time period, instrument played, musical key, and year composed. Needless to say, understanding that there might be differences in how to refine your search can be a tremendous time saver if you're looking for works specific to your instrument or voice range. Okay, let's reset and go back to the landing page by following the breadcrumb here near the top of the screen. Alright, so now let's say you already know what piece you're looking for. For example, let's try to find three romances without words, Opus 17 by Gabriel Forret. The work we're looking for, as you most likely know, is known both by its English title, three romances without words, as well as its original French title. Trois romances sans bacholes. So which version do you search for? You need to remember one very important thing. Our search results are only as good as the metadata in the record, and that metadata in the record comes directly from the score in hand. So choosing to search in one language over the other can actually deeply impact our chances of finding what we're looking for. So what do we do? The answer might be more simple than you think. We just need to find that one data point that they all share in common. With classical music, it's typically the Opus number. The Opus number is the one constant identifier for a work no matter how many titles or nicknames it might have. So let's do that. You can use the search box embedded in the database web page, or you can use the search box located in the upper right. When you click on that box, it's going to pop over to the left for you. Okay, so I'm going to begin typing the word foray. And as you'll see, it's going to make a couple suggestions based on recent popular searches. I don't find the piece I'm looking for, but I do notice that it uses the abbreviation for Opus, OP period. I'm going to use that exact same thing. So I'm going to continue typing Opus 17. And you'll notice I'm putting it in quotes, so the search reads it as a phrase. All right, we've found what we were looking for. You can click on the title to open it up. And once you're there, you'll see you have all the options to email the score to your professor, your student, or your accompanist, so long as they're a Tulane affiliate. You can also print the score out. If you also decide to create a personalized user profile within the library subscription, then you can then select the score to add to a playlist. And once it's there, you can add personal annotations to the score, which you'll have access to for as long as you're an active member of the Tulane community. Well, that brings this video to an end. If you have any questions along the way, please don't hesitate to contact us. You can get in touch with Media Services by emailing mediaservicesattulane.edu. Thank you so much for your time and attention.