acceleration
fun <MassUnit : Weight, AccelerationUnit : Acceleration, ForceUnit : Force> AccelerationUnit.acceleration(force: ScientificValue<PhysicalQuantity.Force, ForceUnit>, mass: ScientificValue<PhysicalQuantity.Weight, MassUnit>): DefaultScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>
fun <MassUnit : Weight, AccelerationUnit : Acceleration, ForceUnit : Force, Value : ScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>> AccelerationUnit.acceleration(force: ScientificValue<PhysicalQuantity.Force, ForceUnit>, mass: ScientificValue<PhysicalQuantity.Weight, MassUnit>, factory: (Decimal, AccelerationUnit) -> Value): Value
fun <JoltUnit : Jolt, TimeUnit : Time, AccelerationUnit : Acceleration> AccelerationUnit.acceleration(jolt: ScientificValue<PhysicalQuantity.Jolt, JoltUnit>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>): DefaultScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>
fun <JoltUnit : Jolt, TimeUnit : Time, AccelerationUnit : Acceleration, Value : ScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>> AccelerationUnit.acceleration(jolt: ScientificValue<PhysicalQuantity.Jolt, JoltUnit>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>, factory: (Decimal, AccelerationUnit) -> Value): Value
fun <SpeedUnit : Speed, TimeUnit : Time, AccelerationUnit : Acceleration> AccelerationUnit.acceleration(speed: ScientificValue<PhysicalQuantity.Speed, SpeedUnit>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>): DefaultScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>
fun <SpeedUnit : Speed, TimeUnit : Time, AccelerationUnit : Acceleration, Value : ScientificValue<PhysicalQuantity.Acceleration, AccelerationUnit>> AccelerationUnit.acceleration(speed: ScientificValue<PhysicalQuantity.Speed, SpeedUnit>, time: ScientificValue<PhysicalQuantity.Time, TimeUnit>, factory: (Decimal, AccelerationUnit) -> Value): Value