工业废水处理厂絮凝搅拌机的设计
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编号无锡太湖学院毕业设计(论文)相关资料题目: 工业废水处理厂絮凝搅拌机的设计 信机 系 机械工程及自动化专业学 号: 0923271学生姓名: 夏栋洁 指导教师: 范圣耀(职称:副教授) (职称: ) 2013年5月25日目 录一、毕业设计(论文)开题报告二、毕业设计(论文)外文资料翻译及原文三、学生“毕业论文(论文)计划、进度、检查及落实表”四、实习鉴定表无锡太湖学院毕业设计(论文)开题报告题目: 工业废水处理厂絮凝搅拌机的设计 信机 系 机械工程及自动化 专业学 号: 0923271 学生姓名: 夏栋洁 指导教师: 范圣耀 (职称:副教授) (职称: )2013年5月25日 课题来源本次课题题目是工业废水处理厂絮凝搅拌机的设计,课题来源于无锡市某搅拌设备有限公司,其研究的内容是搅拌设备、釜用搅拌传动装置的设计、制造和研究开发。课题研究内容包括机械工程学科的力学,材料学,机械原理,机械设计,公差与互换性,机械制造工艺等知识,特别锻炼学生规范性设计的能力。使学生能得到全面的锻炼。课题要求学生具备较强的机构设计能力和创新能力,对学生是一个挑战。课题为典型的机械设计类课题,涉及机械知识全面,与工程机械专业方向结合紧密。科学依据(包括课题的科学意义;国内外研究概况、水平和发展趋势;应用前景等)(1)课题科学意义城市污水处理能力增长缓慢和污水处理率低是造成我国水环境污染的主要原因,由此导致了水环境的持续恶化,并严重的制约了我国经济与社会的发展。搅拌机的设计在废水处理中占有举足轻重的地位,从而搅拌技术成为世界学术界研究的热点。废水处理中反应搅拌机是由电机作为驱动装置,经减速器联轴器带到直桨叶旋转使胶体颗粒絮凝形成较大的颗粒,以利沉淀,以满足水处理中水质净化的要求。(2)絮凝搅拌机的研究状况及其发展前景国产污水处理设备的生产始于20世纪70年代中后期,当时产品的标准化、成套化、系列化水平很低,定型产品较少。进人20世纪90年代以来,国家有关部门先后对主要污水处理设备制造企业进行了技术改造,提高了制造能力和制造水平,城市污水处理专用设备和与之配套的通用设备的生产水平都有了很大提高。搅拌机的操作性能直接关系到产品的质量、能耗和生产成本,工程界和学术界对搅拌混合都非常重视,进行了大量的研究工作,取得了不少的研究成果。搅拌器是化学工程和生物工程中最常见也是最重要的单元设备之一。目前,搅拌器的选型和内构件的设计在很大程度上依赖试验和经验,对放大规模还缺乏深入的认识,对于能耗和生产成本只能在一定规模的生产装置上对比后才能得出结论,由于对产品的回收率和质量要求越来越高,对搅拌器的研究日趋深入,已从早期对搅拌功率和混合时间的研究,20世纪80年代对反应釜内的流体速度场分布的研究,进入20世纪90年代以来的搅拌釜内三维流场的数值模拟研究。流场数值模拟必须在深入进行流体力学研究的基础上,综合考虑流体流动的三维性、随机性、非线性和边界条件不确定性。通过数值模拟不但可以解决反应器的放大机理,而且可以优化设计开发新型高效搅拌器,使机械搅拌器的设计理论更加完善。研究内容本课题研究的是废水处理厂絮凝搅拌机设计,要求其材料45#钢,采用大批量生产。通过合理的设计桨叶、絮凝池,选择合理的减速机,制造出符合要求的制件。 查阅有关搅拌机设计方面的资料,翻译与搅拌机设计相关的英文文献; 对搅拌机进行工艺分析,选择合理的设计方案; 进行必要的参数计算,确定出正确的设计参数; 在计算正确的基础上设计絮凝搅拌机; 撰写出一份与自己设计相配套的设计说明书。拟采取的研究方法、技术路线、实验方案及可行性分析(1)研究方法 仔细阅读设计任务书,并且查找相关书籍; 根据给定的原始数据进行设计计算; 根据计算结果,选择合理的设计方案; 绘制絮凝搅拌机装配图及主要零件图; 编写设计说明书。(2)可行性分析 通过在校期间学习的相关课程,以及在网上和图书馆查阅相关资料,另外在老师的指导下,我相信一定可以完成絮凝搅拌机传动装置的设计。研究计划及预期成果研究计划:2012年10月12日-2012年12月25日:按照任务书要求查阅论文相关参考资料,填写毕业设计开题报告书。2013年1月11日-2013年3月5日:填写毕业实习报告。2013年3月8日-2013年3月14日:按照要求修改毕业设计开题报告。2013年3月15日-2013年3月21日:学习并翻译一篇与毕业设计相关的英文材料。2013年3月22日-2013年4月11日:絮凝搅拌机设计。2013年4月12日-2013年4月25日:绘制搅拌机的装配图以及零件图。2013年4月26日-2013年5月21日:毕业论文撰写和修改工作。预期成果:1. 完成絮凝搅拌机装配图 1张; 2. 完成絮凝池土建图1张; 3. 完成桨叶、机座、水下轴承部件图各 1张;4. 完成主轴零件图1张;5. 设计说明书不少于1.5万字,并打印说明书; 6. 翻译8000以上外文印刷字符或译出约5000左右汉字的有关技术资料或专业文献,内容要尽量结合课题特色或创新之处 使用UG仿真,效果明显。 采用固定某些参量、改变某些参量来研究问题的方法,思路清晰,简洁明了,行之有效。已具备的条件和尚需解决的问题已具备的条件: 设计思路已经非常明确,已经具备使用UG仿真的能力。 搅拌机各部件的尺寸; 搅拌机的制造流程。尚需解决的问题:搅拌机工艺的确定,电动机和减速机的选择,搅拌机的装配工艺等等。指导教师意见 指导教师签名:年 月 日教研室(学科组、研究所)意见 教研室主任签名: 年 月 日系意见 主管领导签名: 年 月 日Mechanical Design- The new blenderThe 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 partlyIn 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) dont 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 application8. 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 todays 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 personnels 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 productMust 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 Blenders 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 IMLIEMENTATIONA Data StructureA.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
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