7.[ Book Section 8.2] A 2mC charge with velocity ˙u = 5˙ax − ˙ay + 12˙azm/s enters a region with a magnetic flux density of 20˙az Wb/m2 (a) Calculate the force on the charge (b) Determine the electric field intensity necessary to make the velocity of the charge constant

## 7.[ Book Section 8.2] A 2mC charge with velocity ˙u = 5˙ax − ˙ay + 12˙azm/s enters a region with a magnetic flux density of 20˙az Wb/m2 (a) Calculate the force on the charge (b) Determine the electric field intensity necessary to make the velocity of the charge constant

1 MECE2320U-THERMODYNAMICS HOMEWORK # 5 Instructor: Dr. Ibrahim Dincer Assignment Date: Thursday, 22 October 2015 Assignment Type: Individual Due Date: Thursday, 29 October 2015 (3.00 pm latest, leave in dropbox 8) 1) As shown in figure, the inlet and outlet conditions of a steam turbine are given. The heat loss from turbine is 35 kJ per kg of steam. a) Show all the state points on T-v diagram b) Write mass and energy balance equations c) Calculate the turbine work 2) As shown in figure, refrigerant R134a enters to a compressor. Write both mass and energy balance equations. Calculate the compressor work and the mass flow rate of refrigerant. 3) As shown in figure, the heat exchanger uses the heat of hot exhaust gases to produce steam. Where, 15% of heat is lost to the surroundings. Exhaust gases enters the heat exchanger at 500°C. Water enters at 15°C as saturated liquid and exit at saturated vapor at 2 MPa. Mass flow rate of water is 0.025 kg/s, and for exhaust gases, it is 0.42 kg/s. The specific heat for exhaust gases is 1.045 kJ/kg K, which can be treated as ideal gas. 1 Turbine 2 ? 1 = 1 ??/? ?1 = 1 ??? ?1 = 300 ℃ ?1 = 40 ?/? ? ??? =? ????? = 35 ??/?? ?2 = 150 ??? ?2 = 0.9 ?2 = 180 ?/? 1 Compressor 2 ???? ???? = 1.3 ?3/??? ?1 = 100 ??? ?1 = −20 ℃ ? ?? =? ? ???? = 3 ?? ?2 = 800 ??? ?2 = 60 ℃ 2 a) Write mass and energy balance equations. b) Calculate the rate of heat transfer to the water. c) Calculate the exhaust gases exit temperature. 4) As shown in figure, two refrigerant R134a streams mix in a mixing chamber. If the mass flow rate of cold stream is twice that of the hot stream. a) Write mass and energy balance equations. b) Calculate the temperature of the mixture at the exit of the mixing chamber c) Calculate the quality at the exit of the mixing chamber 5) As shown in figure, an air conditioning system requires airflow at the main supply duct at a rate of 140 m3/min. The velocity inside circular duct is not to exceed 9 m/s. Assume that the fan converts 85% of electrical energy it consumes into kinetic energy of air. a) Write mass and energy balance equations. b) Calculate the size of electric motor require to drive the fan c) Calculate the diameter of the main duct ?2 = 1 ??? ?2 = 90 ℃ ?1 = 1 ??? ?1 = 30 ℃ ?3 =? ?3 =? 140 ?3/??? 9 ?/? Air Fan

## 1 MECE2320U-THERMODYNAMICS HOMEWORK # 5 Instructor: Dr. Ibrahim Dincer Assignment Date: Thursday, 22 October 2015 Assignment Type: Individual Due Date: Thursday, 29 October 2015 (3.00 pm latest, leave in dropbox 8) 1) As shown in figure, the inlet and outlet conditions of a steam turbine are given. The heat loss from turbine is 35 kJ per kg of steam. a) Show all the state points on T-v diagram b) Write mass and energy balance equations c) Calculate the turbine work 2) As shown in figure, refrigerant R134a enters to a compressor. Write both mass and energy balance equations. Calculate the compressor work and the mass flow rate of refrigerant. 3) As shown in figure, the heat exchanger uses the heat of hot exhaust gases to produce steam. Where, 15% of heat is lost to the surroundings. Exhaust gases enters the heat exchanger at 500°C. Water enters at 15°C as saturated liquid and exit at saturated vapor at 2 MPa. Mass flow rate of water is 0.025 kg/s, and for exhaust gases, it is 0.42 kg/s. The specific heat for exhaust gases is 1.045 kJ/kg K, which can be treated as ideal gas. 1 Turbine 2 ? 1 = 1 ??/? ?1 = 1 ??? ?1 = 300 ℃ ?1 = 40 ?/? ? ??? =? ????? = 35 ??/?? ?2 = 150 ??? ?2 = 0.9 ?2 = 180 ?/? 1 Compressor 2 ???? ???? = 1.3 ?3/??? ?1 = 100 ??? ?1 = −20 ℃ ? ?? =? ? ???? = 3 ?? ?2 = 800 ??? ?2 = 60 ℃ 2 a) Write mass and energy balance equations. b) Calculate the rate of heat transfer to the water. c) Calculate the exhaust gases exit temperature. 4) As shown in figure, two refrigerant R134a streams mix in a mixing chamber. If the mass flow rate of cold stream is twice that of the hot stream. a) Write mass and energy balance equations. b) Calculate the temperature of the mixture at the exit of the mixing chamber c) Calculate the quality at the exit of the mixing chamber 5) As shown in figure, an air conditioning system requires airflow at the main supply duct at a rate of 140 m3/min. The velocity inside circular duct is not to exceed 9 m/s. Assume that the fan converts 85% of electrical energy it consumes into kinetic energy of air. a) Write mass and energy balance equations. b) Calculate the size of electric motor require to drive the fan c) Calculate the diameter of the main duct ?2 = 1 ??? ?2 = 90 ℃ ?1 = 1 ??? ?1 = 30 ℃ ?3 =? ?3 =? 140 ?3/??? 9 ?/? Air Fan

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Project Part 1 Objective Our objective, in this Part 1 of our Project, is to practise solving a problem by composing and testing a Python program using all that we have learnt so far and discovering new things, such as lists of lists, on the way. Project – Hunting worms in our garden! No more turtles! In this project, we shall move on to worms. Indeed, our project is a game in which the player hunts for worms in our garden. Once our garden has been displayed, the player tries to guess where the worms are located by entering the coordinates of a cell in our garden. When the player has located all the worms, the game is over! Of course there are ways of making this game more exciting (hence complicated), but considering that we have 2 weeks for Part 1 and 2 weeks for Part 2, keeping it simple will be our goal. We will implement our game in two parts. In Part 1, we write code that constructs and tests our data structures i.e., our variables. In Part 2, we write code that allows the player to play a complete “worm hunting” game! ? Project – Part 1 – Description Data Structures (variables): As stated above, in Part 1, we write code that constructs our data structures i.e., our variables. In our game program, we will need data structures (variables) to represent: 1. Our garden that is displayed to the player (suggestion: list of lists), 2. The garden that contains all the worms (suggestion: another list of lists), Garden: Our garden in Part 1 of our Project will have a width and a height of 10. Warning: The width and the height of our garden may change in Part 2 of our Project. So, it may be a good idea to create 2 variables and assign the width and the height of our garden to these 2 variables. 3. Our worms and their information. For each worm, we may want to keep the following information: a. worm number, b. the location of the worm, for example, either the coordinates of the cells containing the worm OR the coordinate of the first cell containing the worm, its length and whether the worm is laying horizontally or vertically. Worms: We will create 6 worms of length 3. 4. And other variables as needed. Testing our data structures: ? Suggestion: as we create a data structure (the “displayed” garden, the garden containing the worms, each worm, etc…), print it with a “debug print statement”. Once we are certain the data structure is well constructed, comment out the “debug print statement”. Code: In Part 1, the code we write must include functions and it must include the main section of our program. In other words, in Part 1, the code we write must be a complete program. In terms of functions, here is a list of suggestions. We may have functions that … ? creates a garden (i.e., a garden data structure), ? creates the worms (i.e., the worm data structure), ? places a worm in the garden that is to hold the worms (i.e., another garden data structure), ? displays the garden on the screen for the player to see, ? displays a worm in the displayed garden, ? etc… ? Finally, in Part 1, the code we write must implement the following algorithm: Algorithm: Here is the algorithm for the main section of our game program: ? Welcome the player ? Create an empty “displayed” garden, (“displayed” because this is the garden we display to the player) ? Create the worms (worms’ information) ? Create an empty “hidden” garden Note 1: “hidden” because one can keep track of the worms in this “hidden” garden, which we do not show to the player. This is why it is called “hidden”. Note 2: One can keep track of worm’s locations using a different mechanism or data structure. It does not have to be a list of lists representing a “hidden” garden. We are free to choose how we want to keep track of where our worms are located in our garden. ? Place each worm in the “hidden” garden (or whatever mechanism or data structure we decide to use) ? Display the “displayed” garden on the screen for the player to see ? While the player wants to play, ask the player for a worm number (1 to 6), read this worm number and display this worm on the “displayed” garden. This is not the game. Remember, we shall implement the game itself in Part 2. Here, in this step, we make sure our code works properly, i.e., it can retrieve worm information and display worms properly. Displaying worms properly: Note that when we create worms and display them, it may be the case that worms overlap with other worms and that worms wrap around the garden. These 2 situations are illustrated in the 3 Sample Runs discussed below. At this point, we are ready for Part 2 of our Project. Sample Runs: In order to illustrate the explanations given above of what we are to do in this Part 1 of our Project, 3 sample runs have been posted below the description of this Part 1 of our Project on our course web site. Have a look at these 3 sample runs. The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs. Of course, the position of our worms will be different but everything else should be the same. What we see in each of these 3 sample runs is 1 execution of the code we are to create for this Part 1 of our Project. Note about Sample Run 1: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 2 wraps around: it starts at (row 7, column B), (row 7, column A) then wraps around to (row 7, column J). Worm 6 also wraps around: it starts at (row 2, column E), (row 1, column E) then wraps around to (row 10, column E). Overlap: There are some overlapping worms: worms 5 and 6 overlap at (row 1, column E). Note about Sample Run 2: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 3 wraps around: it starts at (row 1, column B) then wraps around to (row 10, column B) and (row 9, column B). Worm 6 also wraps around: it starts at (row 1, column D) then wraps around to (row 10, column D) and (row 9, column D). Overlap: There are some overlapping worms: worms 2 and 4 overlap at (row 3, column H), worms 1 and 2 overlap at (row 3, column G) and worms 2 and 5 overlap at (row 3, column E). Note about Sample Run 3: In this Sample Run, the player enters the numbers in the following sequence: 3, 2, 6, 4, 5, 1, 7, 8. Wrap around: Worm 3 wraps around: it starts at (row 2, column C), (row 1, column C) then wraps around to (row 10, column C). Worm 1 also wraps around: it starts at (row 2, column B), (row 2, column A) then wraps around to (row 2, column J). Overlap: There are some overlapping worms: worms 6 and 3 overlap at (row 1, column C) and (row 2, column C). Other Requirements: Here are a few more requirements the code we are to create for this Part 1 of our Project must satisfy. 1. The location of each worm in the garden must be determined randomly. 2. Whether a worm is lying horizontally or vertically must also be determined randomly. 3. It is acceptable in Part 1 of our Project if worms overlap each other (see Sample Runs) 4. When placing a worm in a garden, the worm must “wrap around” the garden. See Sample Runs for examples of what “wrapping around” signifies. How will we implement this wrapping around? Hint: wrapping around can be achieved using an arithmetic operator we have already seen. 5. We must make use of docstring when we implement our functions (have a look at our textbook for an explanation and an example). 6. Every time we encounter the word must in this description of Part 1 of our Project, we shall look upon that sentence as another requirement. For example, the sentence “The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs.”, even though it is not listed below the Other Requirements heading, is also a requirement because of its must.

## Project Part 1 Objective Our objective, in this Part 1 of our Project, is to practise solving a problem by composing and testing a Python program using all that we have learnt so far and discovering new things, such as lists of lists, on the way. Project – Hunting worms in our garden! No more turtles! In this project, we shall move on to worms. Indeed, our project is a game in which the player hunts for worms in our garden. Once our garden has been displayed, the player tries to guess where the worms are located by entering the coordinates of a cell in our garden. When the player has located all the worms, the game is over! Of course there are ways of making this game more exciting (hence complicated), but considering that we have 2 weeks for Part 1 and 2 weeks for Part 2, keeping it simple will be our goal. We will implement our game in two parts. In Part 1, we write code that constructs and tests our data structures i.e., our variables. In Part 2, we write code that allows the player to play a complete “worm hunting” game! ? Project – Part 1 – Description Data Structures (variables): As stated above, in Part 1, we write code that constructs our data structures i.e., our variables. In our game program, we will need data structures (variables) to represent: 1. Our garden that is displayed to the player (suggestion: list of lists), 2. The garden that contains all the worms (suggestion: another list of lists), Garden: Our garden in Part 1 of our Project will have a width and a height of 10. Warning: The width and the height of our garden may change in Part 2 of our Project. So, it may be a good idea to create 2 variables and assign the width and the height of our garden to these 2 variables. 3. Our worms and their information. For each worm, we may want to keep the following information: a. worm number, b. the location of the worm, for example, either the coordinates of the cells containing the worm OR the coordinate of the first cell containing the worm, its length and whether the worm is laying horizontally or vertically. Worms: We will create 6 worms of length 3. 4. And other variables as needed. Testing our data structures: ? Suggestion: as we create a data structure (the “displayed” garden, the garden containing the worms, each worm, etc…), print it with a “debug print statement”. Once we are certain the data structure is well constructed, comment out the “debug print statement”. Code: In Part 1, the code we write must include functions and it must include the main section of our program. In other words, in Part 1, the code we write must be a complete program. In terms of functions, here is a list of suggestions. We may have functions that … ? creates a garden (i.e., a garden data structure), ? creates the worms (i.e., the worm data structure), ? places a worm in the garden that is to hold the worms (i.e., another garden data structure), ? displays the garden on the screen for the player to see, ? displays a worm in the displayed garden, ? etc… ? Finally, in Part 1, the code we write must implement the following algorithm: Algorithm: Here is the algorithm for the main section of our game program: ? Welcome the player ? Create an empty “displayed” garden, (“displayed” because this is the garden we display to the player) ? Create the worms (worms’ information) ? Create an empty “hidden” garden Note 1: “hidden” because one can keep track of the worms in this “hidden” garden, which we do not show to the player. This is why it is called “hidden”. Note 2: One can keep track of worm’s locations using a different mechanism or data structure. It does not have to be a list of lists representing a “hidden” garden. We are free to choose how we want to keep track of where our worms are located in our garden. ? Place each worm in the “hidden” garden (or whatever mechanism or data structure we decide to use) ? Display the “displayed” garden on the screen for the player to see ? While the player wants to play, ask the player for a worm number (1 to 6), read this worm number and display this worm on the “displayed” garden. This is not the game. Remember, we shall implement the game itself in Part 2. Here, in this step, we make sure our code works properly, i.e., it can retrieve worm information and display worms properly. Displaying worms properly: Note that when we create worms and display them, it may be the case that worms overlap with other worms and that worms wrap around the garden. These 2 situations are illustrated in the 3 Sample Runs discussed below. At this point, we are ready for Part 2 of our Project. Sample Runs: In order to illustrate the explanations given above of what we are to do in this Part 1 of our Project, 3 sample runs have been posted below the description of this Part 1 of our Project on our course web site. Have a look at these 3 sample runs. The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs. Of course, the position of our worms will be different but everything else should be the same. What we see in each of these 3 sample runs is 1 execution of the code we are to create for this Part 1 of our Project. Note about Sample Run 1: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 2 wraps around: it starts at (row 7, column B), (row 7, column A) then wraps around to (row 7, column J). Worm 6 also wraps around: it starts at (row 2, column E), (row 1, column E) then wraps around to (row 10, column E). Overlap: There are some overlapping worms: worms 5 and 6 overlap at (row 1, column E). Note about Sample Run 2: In this Sample Run, the player enters the numbers 1 to 8 sequentially. Wrap around: Worm 3 wraps around: it starts at (row 1, column B) then wraps around to (row 10, column B) and (row 9, column B). Worm 6 also wraps around: it starts at (row 1, column D) then wraps around to (row 10, column D) and (row 9, column D). Overlap: There are some overlapping worms: worms 2 and 4 overlap at (row 3, column H), worms 1 and 2 overlap at (row 3, column G) and worms 2 and 5 overlap at (row 3, column E). Note about Sample Run 3: In this Sample Run, the player enters the numbers in the following sequence: 3, 2, 6, 4, 5, 1, 7, 8. Wrap around: Worm 3 wraps around: it starts at (row 2, column C), (row 1, column C) then wraps around to (row 10, column C). Worm 1 also wraps around: it starts at (row 2, column B), (row 2, column A) then wraps around to (row 2, column J). Overlap: There are some overlapping worms: worms 6 and 3 overlap at (row 1, column C) and (row 2, column C). Other Requirements: Here are a few more requirements the code we are to create for this Part 1 of our Project must satisfy. 1. The location of each worm in the garden must be determined randomly. 2. Whether a worm is lying horizontally or vertically must also be determined randomly. 3. It is acceptable in Part 1 of our Project if worms overlap each other (see Sample Runs) 4. When placing a worm in a garden, the worm must “wrap around” the garden. See Sample Runs for examples of what “wrapping around” signifies. How will we implement this wrapping around? Hint: wrapping around can be achieved using an arithmetic operator we have already seen. 5. We must make use of docstring when we implement our functions (have a look at our textbook for an explanation and an example). 6. Every time we encounter the word must in this description of Part 1 of our Project, we shall look upon that sentence as another requirement. For example, the sentence “The code we create for this Part 1 of our Project must produce exactly the same output as the one shown in these 3 sample runs.”, even though it is not listed below the Other Requirements heading, is also a requirement because of its must.

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The energy absorbed by the BOX in Fig. P1.15 is shown . How much charge enters the box between 0 and 10 millisecond ?