If Olaf catches the ball, then he can play with it for a limited time. If he drops the ball, then he has to wait until Vf comes back. After that, he can play with the ball again!

The same goes for if the ball moves. If it stops moving, then he has to wait until Vf comes back!

Bullet point: Procedures to Follow When Playing With an Object

To do this, you must use a safe way to keep the object safe. This means not putting anything too strong in its hands or in its mouth! You also must use a clean way to handle the object. This means not dirtying or damaging it enough.

## Formula for distance

When determining how far the ball and Olaf move after catching the ball, there are two main factors: first, how fast they are; and second, how long they stay moving.

How Fast They Are

The greater their speed, the more distance they travel. This can be important if you want to race them. As their prey is an animal that runs very fast, this is not a problem!

If you want to keep your cat active, then a slower pace would be enough. At The Wall Cats will learn that there is food here, so there is no need for extreme measures.

How Long They Stay Moving

The length of time they stay moving determines how much distance they travel. A short movement may only get them a few feet, whereas a faster one can go far enough to cover some distance.

If your cat is high energy, then a slow movement would only keep them moving for a short time. This could end up with them not catching anything or it being reversed into him walking instead.

## Calculate speed

If the ball is already moving, you can calculate its speed by looking at it. If it is still lying on the ground, then its speed must be zero.

To find out the ball’s speed after Olaf catches it, first mark where the ball was when he jumped on it. Then use a ruler to measure how far away from the ground the ball was when he jumped on it.

That way, you can add up all of your measurements to get your estimate of how fast the ball was traveling before Olaf caught it.

Use a calculators to help you get these numbers right, though. Many have problems with rounded numbers such as 0 or 1 or 2 or 3.

## Calculate distance

Once you know the average speed of a ball, you can calculate how fast the cat and ball must move for one round of play.

The distance between the cat and ball depends on the type of ball and what region of the court it is in. A point-and-play basketball is much smaller than a regulation basketball, so the distance between the two must be decreased.

A small-sized regulation basketball has a diameter of about 6 inches, so the short distance between Olaf and the ball must be less than an inch.

An actualbasketball has a diameter of about 6 inches, so the short distance between Olaf and the ball must be even less than that. Due to its size, a regulationbasketball requires special handling to keep it moving at a decent speed.

## See how far Olaf moves after catching the ball

If Olaf falls into a hole or is unable to move after catching the ball, the ball will roll for a short amount of time before finally dropping into the water.

This is called an event, and it happens very quickly. You do not see it happen until later when you look at the waterolph and see that he has the ball!

Event speed depends on many things: how big the player is, how strong they are, how quick they are, and what kind of event they are. Most commonly used events are round-up-and-run, where one player must catch a ball in air and throw it up in seconds, or hop up and run with it before catching it.

If one of them was fast enough, they could move extremely fast after catching the ball. Another variable is whether or not the event is timed or untimed. In a timed event, players must meet certain goals before moving on to the next one.

## Assume that Olaf catches the ball at its highest point

If Olaf catches the ball at its highest point, then he can run for up to 38 feet before the ball is out of bounds. This depends on how quickly he jumps after the catch.

Some researchers suggest that he can move at up to 39 feet per second in his running speed. This is a conservative estimate, as some researchers use a much faster speed.

At this speed, Olaf would need to jump up and land roughly five times on the ground before being able to run away with the ball. He would need five seconds on average to do this!

This takes time for him to achieve, so assume that he takes five seconds to get up and start running after the catch. This helps explain why some researchers suggest that he cannot catch or run away with the ball during play.

## Consider air resistance

Air resistance is a way of describing how difficult it is for objects to move very fast. When you look at a fast-paced sports event, such as football or basketball, the athletes must overcome significant air resistance to move quickly.

The harder the athlete tries to move, the more resistant air becomes. This is why people cannot sit down and purchase a ticket to an upcoming event in the blink of an eye.

In order for someone to catch the ball before Olaf does, he and Vf do not have to fight against air resistance as hard as if he tried to throw it against a wall. There also must be more space between them and the ball in order for him to catch it.

In order for Olaf and Vf to quickly get back on the ice after bumping into each other, there must be enough room for them to throw the ball back in self-defense.

## Take into account the wind

If the ball is very fast, then it may not be necessary to go as slow as suggested. If the ball is slower, then you must be careful because the wind can make it move at a different speed to where Olaf does.

## Confirm results with a friend

If you train hard and well, you can get results very quickly. But if you do not, you can still play with your friends later.

Many people do strength training with only one hand. They use the other to hold the ball or cup. So, they confirm their gains with the friend else wise.

It is totally up to you to decide who gets what part of your strength training. However, it is helpful to have a set order for your sessions in case one person falls behind or another does not feel like doing it on their own.

Figure out how long each part of your workout should be before moving on to the next.