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Final Exam Content Refresh

The document outlines the content for four tests covering various engineering principles, including math assessments, fluid properties, thermodynamics, and vector analysis. Key topics include the laws of motion, energy, work, heat transfer, and electrical concepts, along with their respective units and calculations. It emphasizes the importance of dimensional analysis, unit conversions, and the application of fundamental laws in problem-solving.

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0% found this document useful (0 votes)
18 views6 pages

Final Exam Content Refresh

The document outlines the content for four tests covering various engineering principles, including math assessments, fluid properties, thermodynamics, and vector analysis. Key topics include the laws of motion, energy, work, heat transfer, and electrical concepts, along with their respective units and calculations. It emphasizes the importance of dimensional analysis, unit conversions, and the application of fundamental laws in problem-solving.

Uploaded by

zmarsil
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Final Exam Content Refresh

Test One

• Math Assessment
o Law of Sines
o Law of Cosines
o Pythagorean’s Theorem
• Graphics
o Orthographic vs. Isometric
o Line Types and Line Type Precedence/Hierarchy
 1. Visible: Lines you can see with the naked eye
 2. Hidden: Show features that require x-ray vision to see
 3. Center: Required for anything with a radius/curvature
o 6 Principle Views
o Using an engineering scale
 Can only have one non-zero number
• Dimensions
o Base vs. Derived Dimensions
 7 base dimensions
 Using the unit conversion sheet to determine the base dimensions of derived
dimensions
o Dimensional homogeneity checks: Compare all terms, not the left side of the equal sign
to the right
o Dimensionless numbers are numbers that are dimensionally equal to 1
 Angles, exponents, log/natural log must be dimensionless
• Units
o Keep your units with your calculations and CHECK YOUR UNITS.
o SI vs. US Units
o Unit conversions
 Cannot convert from one dimension to another
o Conversion factors are dimensionless and equal to 1
• Graphical Integration/Differentiation
o Integral = Area under the curve
o Derivative = Slope
o Acceleration, Velocity, and Displacement
 A»V»D: Integrate
 D»V»A: Derivative
 When calculating the area under the curve, you’re actually finding the change in
the following variable. For example, the area under the acceleration curve
(integral) gives you the change in velocity during that time frame. The area
under the velocity curve (integral) gives you the change in
displacement/position during that time frame.
• W=mg and F=ma
o Weight is a force
 Location-dependent
 SI Unit: N, US Unit: lbf (pounds-force)
 lbm ≠ lbf
o Mass
 Constant, location-independent
 SI Unit: kg, US unit: lbm (pounds-mass) or slug
o Use of gc
 gc = 1
 It does not help us convert from one dimension to another. It helps us get to the
appropriate units for a dimension.

Test Two

• Fluid Properties
o Density (ρ) = Mass/Volume
 SI Unit: kg/m3, US Unit: lbm/ft3
o Specific weight (γ) = Weight/Volume
 SI Unit: N/m3, US Unit: lbf/ft3
o Specific gravity (sg)
 Unitless and dimensionless
o Bulk Modulus (K)
 Unit: Pa
 K is always positive
 Pressure goes up, volume goes down. Pressure goes down, volume goes up.
 Compressibility and K have an inverse relationship. High K means low
compressibility, low K means high compressibility.
 Liquids have a low compressibility (“incompressible”), and gases have a high
compressibility (it’s easier to squish a gas than a liquid)
• Pressure
o SI Unit: Pa, US Unit: psi (lbf/in2)
o Absolute vs. Atmospheric
o Vacuum vs. Gauge
o Hydrostatic pressure
 h in the formula is the vertical distance from the surface level of the fluid to
wherever you’re trying to measure/calculate hydrostatic pressure
o Pressure = Force/Area
• Temperature
o Absolute vs. Relative Scales
 Relative (°C, °F): Based on boiling and freezing points of water
 Absolute (K, °R): Based on absolute zero
o Measured vs. ∆T
 Two DIFFERENT conversions
• Thermodynamics
o 0th, 1st, and 2nd Laws of Thermo
 0th Law: If A=B and B=C, then A=C
 1st Law: Total energy for a system and its surroundings remains constant
 2nd Law: Energy conversions flow from a higher quality to a lower quality
• Energy has both quantity and quality
o Energy
 SI Unit: Joule, US Unit: lbf-ft
 Potential Energy: Energy an object has stored due to its position
• Potential Energy stored in a spring
o Spring Constant, k
o Force vs. Spring Displacement Curve
 k = Slope
 PE stored in the spring = Area under the curve
• Potential Energy due to gravity: Potential Energy an object has due to its
vertical elevation compared to a reference point
 Kinetic Energy: Energy an object has due to motion
o Work
 Work against gravity or work by a gravitational field
 Work due to acceleration: Change in velocity
 Spring work
 Boundary work = Area under the Pressure vs. Volume curve
• Isobaric Process: Pressure is constant
o Boundary work for an isobaric process = Pressure * Change in
Volume
o Heat
 Convection: Heat transfer by a fluid
 Conduction: Heat transfer by physical contact between molecules
 Radiation: Heat transfer through electromagnetic waves
 Specific Heat: Energy required to change the temperature of a system
 Heat Engines: Cyclical process or device that converts heat to work
• Parts of a heat engine/how to set up a heat engine problem
• Why do we have to have a sink and waste heat? A ∆T gives us the ability
to perform work.
• Efficiency
o Actual vs. Carnot efficiency
 Actual = What we get out/what we had to put in
 Carnot efficiency is the maximum theoretical efficiency
of a heat engine (how efficient the HE would be if it ran
perfectly)
• Temperatures have to be in Kelvin for the
Carnot formula
o For a heat engine to be realistic/feasible/possible, actual
efficiency has to be less than the Carnot efficiency.
o Energy, Work, and Heat are all the same dimension.
 Power = Energy/time = Work/time = Heat/time
Test Three

• Charge: Amount of electrons


o Units: Coulombs (C)
• Current: Charge in motion
o Units: Amps (1 A = 1 C/s)
o Has direction
o Negative current means the current is actually flowing in the opposite direction from
the way that it’s drawn
• Voltage has polarity
o Units: Volts (1 V = 1 J/C)
o Negative voltage means polarity is actually flipped from the way that it’s drawn
• Passive Sign Convention
o Power must be flowing into the higher energy (+) node
• Resistors
o Can only absorb power
o Ohm’s Law (V=IR) only applies to resistors
• Simple Circuits
o Kirchoff’s Current Law: Sum of all of the currents coming into a node equals the sum of
the currents leaving the node
o Kirchoff’s Voltage Law: Sum of voltage drops in any closed loop must equal zero
• Power = IV
o Unit: W (1 W = 1 J/s)
o Must satisfy PSC before calculating power
o +P: Element is absorbing power
o -P: Element is supplying power
o Power = E/t

Test Four

• 2D Vectors
o Polar Form: Magnitude and Angle
 Angle has to be measured counterclockwise from the +x-axis
 Keep an eye on which quadrant you’re supposed to be in.
o Cartesian Form: x- and y-components
o Must be able to convert from one form to another
• 3D Vectors
o Cartesian Form: x-, y-, and z-components
o Magnitude with Direction Angles
 Θx, Θy, Θz are the angles measured from the positive corresponding axis to the
vector
• Only two of these angles are independent
• Unit Vectors
o Magnitude of 1
o 2D unit vector formulas
o 3D unit vector formulas
o Gives direction only
• Position vectors
o Head-Tail
o Must be able to get a position vector from a 3D drawing, get a unit vector from that
position vector, and then form a force/velocity/etc. vector with that unit vector
• Vector Addition
o Resultant Vector
o Write vectors out in Cartesian form and add components.
• Dot Product
o Uses
 Work = 𝐹𝐹⃗ ∙ 𝑑𝑑⃗
 Angle between two vectors
 Determine the scalar or vector component of one vector parallel or
perpendicular to another (4 formulas)
o If two vectors are perpendicular, dot product is 0.
• Cross Product
o Uses
 Determine the direction perpendicular to the plane containing two vectors
 Moment = 𝑟𝑟⃗ × 𝐹𝐹⃗
• The tail of 𝑟𝑟⃗ has to be at the point of rotation, and the head of 𝑟𝑟⃗ has to
be along the line of action of 𝐹𝐹⃗
o If two vectors are parallel, cross product is 0.
• Particle Equilibrium
o Newton’s Laws
 Newton’s 1st Law: Body at rest will stay at rest unless acted on by a non-zero net
force
 Newton’s 2nd Law: 𝐹𝐹⃗ = 𝑚𝑚𝑎𝑎⃗ where the acceleration and force are in the same
direction
 Newton’s 3rd Law (used for FBDs: replace contact points between a body and a
surface with a normal force): For every action there is an equal and opposite
reaction
o For a particle in equilibrium, 𝛴𝛴𝐹𝐹⃗ = 0
 ΣFx=0, ΣFy=0
• Moments
o 2D Moments
 Scalar Notation: M = Fd⊥
• d⊥ is measured from the point of rotation perpendicular to the line of
action of the F
• CCW or CW
 Vector Notation: M = 𝑟𝑟⃗ × 𝐹𝐹⃗
• The tail of 𝑟𝑟⃗ has to be at the point of rotation, and the head of 𝑟𝑟⃗ has to
be along the line of action of 𝐹𝐹⃗
• +𝑘𝑘� = CCW
• -𝑘𝑘� = CW
o 3D Moments
 Vector Notation: M = 𝑟𝑟⃗ × 𝐹𝐹⃗
• The tail of 𝑟𝑟⃗ has to be at the point of rotation, and the head of 𝑟𝑟⃗ has to
be along the line of action of 𝐹𝐹⃗
• Body Equilibrium
o For a body in equilibrium, 𝛴𝛴𝐹𝐹⃗ = 0 and ΣMabout any point on the body = 0
 ΣFx=0, ΣFy=0
 Pin support vs. Roller support
 When you add moments, you have to take into account if each individual
moment is CW (-) or CCW (+)

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