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編號
無錫太湖學院
畢業(yè)設計(論文)
相關資料
題目: 工業(yè)廢水處理廠絮凝攪拌機的設計
信機 系 機械工程及自動化專業(yè)
學 號: 0923271
學生姓名: 夏棟潔
指導教師: 范圣耀(職稱:副教授)
(職稱: )
2013年5月25日
目 錄
一、畢業(yè)設計(論文)開題報告
二、畢業(yè)設計(論文)外文資料翻譯及原文
三、學生“畢業(yè)論文(論文)計劃、進度、檢查及落實表”
四、實習鑒定表
無錫太湖學院
畢業(yè)設計(論文)
開題報告
題目: 工業(yè)廢水處理廠絮凝攪拌機的設計
信機 系 機械工程及自動化 專業(yè)
學 號: 0923271
學生姓名: 夏棟潔
指導教師: 范圣耀 (職稱:副教授)
(職稱: )
2013年5月25日
課題來源
本次課題題目是工業(yè)廢水處理廠絮凝攪拌機的設計,課題來源于無錫市某攪拌設備有限公司,其研究的內容是攪拌設備、釜用攪拌傳動裝置的設計、制造和研究開發(fā)。課題研究內容包括機械工程學科的力學,材料學,機械原理,機械設計,公差與互換性,機械制造工藝等知識,特別鍛煉學生規(guī)范性設計的能力。使學生能得到全面的鍛煉。課題要求學生具備較強的機構設計能力和創(chuàng)新能力,對學生是一個挑戰(zhàn)。課題為典型的機械設計類課題,涉及機械知識全面,與工程機械專業(yè)方向結合緊密。
科學依據(jù)(包括課題的科學意義;國內外研究概況、水平和發(fā)展趨勢;應用前景等)
(1)課題科學意義
城市污水處理能力增長緩慢和污水處理率低是造成我國水環(huán)境污染的主要原因,由此導致了水環(huán)境的持續(xù)惡化,并嚴重的制約了我國經(jīng)濟與社會的發(fā)展。
攪拌機的設計在廢水處理中占有舉足輕重的地位,從而攪拌技術成為世界學術界研究的熱點。廢水處理中反應攪拌機是由電機作為驅動裝置,經(jīng)減速器聯(lián)軸器帶到直槳葉旋轉使膠體顆粒絮凝形成較大的顆粒,以利沉淀,以滿足水處理中水質凈化的要求。
(2)絮凝攪拌機的研究狀況及其發(fā)展前景
國產(chǎn)污水處理設備的生產(chǎn)始于20世紀70年代中后期,當時產(chǎn)品的標準化、成套化、系列化水平很低,定型產(chǎn)品較少。進人20世紀90年代以來,國家有關部門先后對主要污水處理設備制造企業(yè)進行了技術改造,提高了制造能力和制造水平,城市污水處理專用設備和與之配套的通用設備的生產(chǎn)水平都有了很大提高。
攪拌機的操作性能直接關系到產(chǎn)品的質量、能耗和生產(chǎn)成本,工程界和學術界對攪拌混合都非常重視,進行了大量的研究工作,取得了不少的研究成果。攪拌器是化學工程和生物工程中最常見也是最重要的單元設備之一。目前,攪拌器的選型和內構件的設計在很大程度上依賴試驗和經(jīng)驗,對放大規(guī)模還缺乏深入的認識,對于能耗和生產(chǎn)成本只能在一定規(guī)模的生產(chǎn)裝置上對比后才能得出結論,由于對產(chǎn)品的回收率和質量要求越來越高,對攪拌器的研究日趨深入,已從早期對攪拌功率和混合時間的研究,20世紀80年代對反應釜內的流體速度場分布的研究,進入20世紀90年代以來的攪拌釜內三維流場的數(shù)值模擬研究。流場數(shù)值模擬必須在深入進行流體力學研究的基礎上,綜合考慮流體流動的三維性、隨機性、非線性和邊界條件不確定性。通過數(shù)值模擬不但可以解決反應器的放大機理,而且可以優(yōu)化設計開發(fā)新型高效攪拌器,使機械攪拌器的設計理論更加完善。
研究內容
本課題研究的是廢水處理廠絮凝攪拌機設計,要求其材料45#鋼,采用大批量生產(chǎn)。通過合理的設計槳葉、絮凝池,選擇合理的減速機,制造出符合要求的制件。
① 查閱有關攪拌機設計方面的資料,翻譯與攪拌機設計相關的英文文獻;
② 對攪拌機進行工藝分析,選擇合理的設計方案;
③ 進行必要的參數(shù)計算,確定出正確的設計參數(shù);
④ 在計算正確的基礎上設計絮凝攪拌機;
⑤ 撰寫出一份與自己設計相配套的設計說明書。
擬采取的研究方法、技術路線、實驗方案及可行性分析
(1)研究方法
① 仔細閱讀設計任務書,并且查找相關書籍;
② 根據(jù)給定的原始數(shù)據(jù)進行設計計算;
③ 根據(jù)計算結果,選擇合理的設計方案;
④ 繪制絮凝攪拌機裝配圖及主要零件圖;
⑤ 編寫設計說明書。
(2)可行性分析
通過在校期間學習的相關課程,以及在網(wǎng)上和圖書館查閱相關資料,另外在老師的指導下,我相信一定可以完成絮凝攪拌機傳動裝置的設計。
研究計劃及預期成果
研究計劃:
2012年10月12日-2012年12月25日:按照任務書要求查閱論文相關參考資料,填寫畢業(yè)設計開題報告書。
2013年1月11日-2013年3月5日:填寫畢業(yè)實習報告。
2013年3月8日-2013年3月14日:按照要求修改畢業(yè)設計開題報告。
2013年3月15日-2013年3月21日:學習并翻譯一篇與畢業(yè)設計相關的英文材料。
2013年3月22日-2013年4月11日:絮凝攪拌機設計。
2013年4月12日-2013年4月25日:繪制攪拌機的裝配圖以及零件圖。
2013年4月26日-2013年5月21日:畢業(yè)論文撰寫和修改工作。
預期成果:1. 完成絮凝攪拌機裝配圖 1張; 2. 完成絮凝池土建圖1張; 3. 完成槳葉、機座、水下軸承部件圖各 1張;4. 完成主軸零件圖1張;5. 設計說明書不少于1.5萬字,并打印說明書; 6. 翻譯8000以上外文印刷字符或譯出約5000左右漢字的有關技術資料或專業(yè)文獻,內容要盡量結合課題
特色或創(chuàng)新之處
① 使用UG仿真,效果明顯。
② 采用固定某些參量、改變某些參量來研究問題的方法,思路清晰,簡潔明了,行之有效。
已具備的條件和尚需解決的問題
已具備的條件:
① 設計思路已經(jīng)非常明確,已經(jīng)具備使用UG仿真的能力。
② 攪拌機各部件的尺寸;
③ 攪拌機的制造流程。
尚需解決的問題:
攪拌機工藝的確定,電動機和減速機的選擇,攪拌機的裝配工藝等等。
指導教師意見
指導教師簽名:
年 月 日
教研室(學科組、研究所)意見
教研室主任簽名:
年 月 日
系意見
主管領導簽名:
年 月 日
Mechanical Design- The new blender
The Design Process:
Designing starts with a need real.Existing apparatus may need improvements in durability, efficiency, weight, speed, or cost. New apparatus may be needed to perform a function previously done by men, such as computation, assembly, or servicing. With the objective wholly or partly
In the design preliminary stage, should allow to design the personnel fully to display the creativity, not each kind of restraint. Even if has had many impractical ideas, also can in the design early time, namely in front of the plan blueprint is corrected. Only then, only then does not send to stops up the innovation the mentality. Usually, must propose several sets of design proposals, then perform the comparison. Has the possibility very much in the plan which finally designated, has used certain not in plan some ideas which accepts.
When the general shape and a few dimensions of the several components become apparent, analysis can begin in earnest. The analysis will have as its objective satisfactory or superior performance, plus safety and durability with minimum weight, and a competitive cost. Optimum proportions and dimensions will be sought for each critically loaded section, together with a balance between the strengths of the several components. Materials and their treatment will be chosen. These important objectives can be attained only by analysis based upon the principles of mechanics, such as those of static for reaction forces and for the optimum utilization of friction; of dynamics for inertia, acceleration, and energy; of elasticity and strength of materials for stress and deflection; of physical behavior of materials; and of fluid mechanics for lubrication and hydrodynamic drives. The analyses may be made by the same engineer who conceived the arrangement of mechanisms, or, in a large company, they may be made by a separate analysis division or research group. Design is a reiterative and cooperative process, whether done formally or informally, and the analyst can contribute to phases other than his own. Product design requires much research and development. Many Concepts of an idea must be studied, tried, and then either used or discarded. Although the content of each engineering problem is unique, the designers follow the similar process to solve the problems.
Product liability suits designers and forced in material selection, using the best program. In the process of material, the most common problems for five (a) don't understand or not use about the latest application materials to the best information, (b) failed to foresee and consider the reasonable use material may (such as possible, designers should further forecast and consider due to improper use products. In recent years, many products liability in litigation, the use of products and hurt the plaintiff accused manufacturer, and won the decision), (c) of the materials used all or some of the data, data, especially when the uncertainty long-term performance data is so, (d) quality control method is not suitable and unproven, (e) by some completely incompetent persons choose materials.
Through to the above five questions analysis, may obtain these questions is does not have the sufficient reason existence the conclusion. May for avoid these questions to these questions research analyses the appearance indicating the direction. Although uses the best choice of material method not to be able to avoid having the product responsibility lawsuit, designs the personnel and the industry carries on the choice of material according to the suitable procedure, may greatly reduce the lawsuit the quantity.
May see from the above discussion, the choice material people should to the material nature, the characteristic and the processing method have comprehensive and the basic understanding.
Finally, a design based upon function, and a prototype may be built. If its tests are satisfactory, the initial design will undergo certain modifications that enable it to be manufactured in quantity at a lower cost. During subsequent years of manufacture and service, the design is likely to undergo changes as new ideas are conceived or as further analyses based upon tests and experience indicate alterations. Sales appeal.
Some Rules for Design:
In this section it is suggested that, applied with a creative attitude, analyses can lead to important improvements and to the conception and perfection of alternate, perhaps more functional, economical,and durable products.
To stimulate creative thought, the following rules are suggested for the designer and analyst. The first six rules are particularly applicable for the analyst.
1. A creative use of need of physical properties and control process.
2. Recognize functional loads and their significance.
3. Anticipate unintentional loads.
4. Devise more favorable loading conditions.
5. Provide for favorable stress distribution and stiffness with minimum weight.
6. Use basic equations to proportion and optimize dimensions.
7. Choose materials for a combination of properties.
8. Select carefully, stock and integral components.
9. Modify a functional design to fit the manufacturing process and reduce cost.
10. Provide for accurate location and noninterference of parts in assembly.
Machinery design covers the following contents.
1. Provides an introduction to the design process , problem formulation ,safety factors.
2. Reviews the material properties and static and dynamic loading analysis ,
Including beam , vibration and impact loading.
3. Reviews the fundamentals of stress and defection analysis.
4. Introduces fatigue-failure theory with the emphasis on stress-life approaches to high-cycle fatigue design, which is commonly used in the design of rotation machinery.
5. Discusses thoroughly the phenomena of wear mechanisms, surface contact stresses ,and surface fatigue.
6. Investigates shaft design using the fatigue-analysis techniques.
7. Discusses fluid-film and rolling-element bearing theory and application
8. Gives a thorough introduction to the kinematics, design and stress analysis of spur gears , and a simple introduction to helical ,bevel ,and worm gearing.
9. Discusses spring design including compression ,extension and torsion springs.
10. Deals with screws and fasteners including power screw and preload fasteners.
11. Introduces the design and specification of disk and drum clutches and brakes.
Machine Design:
The complete design of a machine is a complex process. The machine design is a creative work. Project engineer not only must have the creativity in the work, but also must in aspect and so on mechanical drawing, kinematics, engineerig material, materials mechanics and machine manufacture technology has the deep elementary knowledge.
One of the first steps in the design of any product is to select the material from which each part is to be made. Numerous materials are available to today's designers. The function of the product, its appearance, the cost of the material, and the cost of fabrication are important in making a selection. A careful evaluation of the properties of a. material must be made prior to any calculations.
Careful calculations are necessary to ensure the validity of a design. In case of any part failures, it is desirable to know what was done in originally designing the defective components. The checking of calculations (and drawing dimensions) is of utmost importance. The misplacement of one decimal point can ruin an otherwise acceptable project. All aspects of design work should be checked and rechecked.
The computer is a tool helpful to mechanical designers to lighten tedious calculations, and provide extended analysis of available data. Interactive systems, based on computer capabilities, have made possible the concepts of computer aided design (CAD) and computer-aided manufacturing (CAM). How does the psychologist frequently discuss causes the machine which the people adapts them to operate. Designs personnel''s basic responsibility is diligently causes the machine to adapt the people. This certainly is not an easy work, because certainly does not have to all people to say in fact all is the most superior operating area and the operating process. Another important question, project engineer must be able to carry on the exchange and the consultation with other concerned personnel. In the initial stage, designs the personnel to have to carry on the exchange and the consultation on the preliminary design with the administrative personnel, and is approved. This generally is through the oral discussion, the schematic diagram and the writing material carries on.
If front sues, the machine design goal is the production can meet the human need the product. The invention, the discovery and technical knowledge itself certainly not necessarily can bring the advantage to the humanity, only has when they are applied can produce on the product the benefit. Thus, should realize to carries on before the design in a specific product, must first determine whether the people do need this kind of product
Must regard as the machine design is the machine design personnel carries on using creative ability the product design, the system analysis and a formulation product manufacture technology good opportunity. Grasps the project elementary knowledge to have to memorize some data and the formula is more important than. The merely service data and the formula is insufficient to the completely decision which makes in a good design needs. On the other hand, should be earnest precisely carries on all operations. For example, even if places wrong a decimal point position, also can cause the correct design to turn wrongly.
A good design personnel should dare to propose the new idea, moreover is willing to undertake the certain risk, when the new method is not suitable, use original method. Therefore, designs the personnel to have to have to have the patience, because spends the time and the endeavor certainly cannot guarantee brings successfully. A brand-new design, the request screen abandons obsoletely many, knows very well the method for the people. Because many person of conservativeness, does this certainly is not an easy matter. A mechanical designer should unceasingly explore the improvement existing product the method, should earnestly choose originally, the process confirmation principle of design in this process, with has not unified it after the confirmation new idea.
Here is to introduce the design concept of a new type of mixer.
The increasing adoption of haptic modality in human-computer interaction paradigms has led to a huge demand for new tools that help novice users to author and edit haptic applications. Currently, the haptic application development process is a time consuming experience that requires programming expertise. The complexity of haptic applications development rises from the fact that the haptic application components (such as the haptic API, the device, the haptic rendering algorithms, etc.) need to interact with the graphic components in order to achieve synchronicity.
Additionally, there is a lack of application portability as the application is tightly coupled to a specific device that necessitates the use of its corresponding API. Therefore, device and API heterogeneity lead to the fragmentation and disorientation of both researchers and developers. In view of all these considerations, there is a clear need for an authoring tool that can build haptic applications while hiding programming details from the application modeler (such as API, device, or virtual model).
The Blender design philosophy is based on three main tasks: data storage, editing, and visualization. It follows a data- visualize-edit development cycle for the 3D modeling pipe line. A 3D scene is represented using data structures within the Blender architecture. The modeler views the scene, makes changes using the editing interface which directly modifies the underlying data structures, and then the cycle repeats.
To better understand this development cycle, consider the representation of a 3D object in Blender. A 3D object may be represented by an array of vertices which have been organized as a polygonal mesh. Users may choose to operate on any subset of this data set. Editing tasks may include operations to rotate, scale, and translate the vertices, or perhaps a re-meshing algorithm to "cleanup" redundant vertices and transform from a quad to a triangle topology. The data is visualized using a graphical 3D renderer which is capable of displaying the object as a wireframe or as a shaded, solid surface. The visualization is necessary in order to see the effects of editing on the data. In a nutshell, this example defines the design philosophy behind Blender's architecture.
In Blender, data is organized as a series of lists and base data types are combined with links between items in each list, creating complex scenes from simple structures.
This allows data elements in each list to be reused, thus reducing the overall storage requirements. For example, a mesh may be linked by multiple scene objects, but the position and orientation may change for each object and the topology of the mesh remains the same. The meshes also share a common material property. The entire scene is rendered on one of several screens, which visualizes the scene.
We adopt the Blender design approach for our authoring tool. The data structures which are used to represent objects in a 3D scene have been augmented to include fields for haptic properties (e.g., stiffness, damping); user interface components (e.g., button panels) which allow the modeler to change object properties have also been updated to include support for modifying the haptic properties of an object. Additionally, an interactive hapto-visual renderer has been implemented to display the 3D scene graphically and haptically, providing the modeler or artist with immediate feedback about the changes they make to the scene. in the current version of the HAMLAT. the modifications to the Blender framework include: data structures for representing haptic properties,an editing interface for modifying haptic properties, an external renderer for displaying and previewing haptically enabled scenes, scripts which allow scenes to be imported/exported in the HAML file format.
A class diagram outlining the changes to the Blender ramework is shown. Components which are ertinent to HAMLAT are shaded in gray. HAMLAT builds on existing Blender sub-systems by extending them or haptic modeling purposes. Data structures for representing object geometry and graphical rendering areaugmented to include field which encompass the tactile properties necessary for haptic rendering.
To allow the user to modify haptic properties GUI Components are integrated as part of the Blender editing panels. The operations triggered by these components operate directly on the d ata structures used for representing hatic cues and may be considered part of the editing step of the Blender design cycle.
Similarly to the built-in graphical renderer, HAMLAT uses a custom rendlerer for displaying 3Ds scenes grphcal and haptcall, an is ineedn of the Blender renderer. This component is developed independently since haptical and graphical rendering must be performed simultaneously and synchronously. A simulation loop is used to update haptic rendering forces at a rate which maintains stability and quality. A detailed discussion of the implementation of these classes and their connectivity is given in the next section.
III IMLIEMENTATION
A Data Structure
A.1 Mesh Data TypeBlender uses many different data structures to represent the various types of objects in a 3D scene a vertices; a lamp contains colour and intensity values; and camera a object contains intrinsic viewing parameters.
The Mesh data structure iS used by the Blender inframework to describe a polygonal mesh object. It iS of particular interest for hapic rendering since many solid objects in a 3D scene may be represented using this type of data structure. The tactile and kinesthetic cues, which are displayed due to interaction with virtual objects, are typically rendered based on the geometry of the mesh. Hptic rendering is performed based primary on data stored in this data type. Other scene components such as lamps, cameras, or lines are not intuitively rendered using force feedback haptic devices and are therefore not of current interest for haptic rendering.
An augmented version of the Mesh data structure is shown. It contains fields for vertex and face data, plus some special custom data fields whic