Radiation Heat Transfer

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View Factor Orientation (or View factor or shape factor) plays an important role in radiation heat transfer. View factor is defined as, "fraction of radiation leaving surface 'i' and strike 'j' ". Summation Rule (View Factor) If there is are similar surfaces 'i' and 'j' , then: Blackbody Radiation Exchange Radiation Exchange between Opaque, Diffuse, Gray surfaces in an Enclosure 1. Opaque 2. Surfaces 3. Two surface enclosure Radiation Shield It is used to protect surfaces from radiation act like a reflective surface. References: Material from Class Lectures + Book named Fundamentals of Heat and Mass Transfer by Theodore L. Bergman + My knowledge.  Photoshoped pics  are developed.  Some pics and GIF from Google.   Videos from YouTube ( Engineering Sights ).

Vectors

Vectors:

It is defined as;
Quantity having magnitude and direction are  called vectors and they are represented by arrow over the letters.

 Types of Vectors:

Types of vectors are as follows:

1. Free Vectors:

Vector having magnitude and direction and can be applied at any point in the space is called Free vector.

2. Sliding Vectors:

Thsee vectors have a line of action in space but no particular point if application 

3. Fixed Vectors:

Vectors having specific point of application are called fixed vectors.

Pallelogram Law of Vector Addition:


If two vectors ate considered to be the adjacent sides of a parallelogram, then the resultant of two vectors is given by drawing the diagonal between the vectors.

The formula used for the Parallelogram Law of Vector Addition is:

Resolution of Vectors:

It is defined as;
 The converting of a vector into its rectangular components.

1. For 2-dimensional Space:

Now the rectangular componets of vector a are:
ax = a cosθi
ay = a sinθj
And, the rectangular components of vector b are:
bx = b cosαi
by = b sinαj
Now, the resultant X and Y comoments are:
Rx = a cosθi + b cosαi
Ry = a sinθj + b sinαj
And, the resultant vector and angle is given by:
R = √ Rx² + Ry²
ɸ = tan⁻¹ ( Rx / Ry )

2. For 3-dimensional Space:

Where, 
  • Ax, Ay, Az are the projections of vector A
  • α, β, ɣ are direction cosines
Now, the vector form of vector A is given b:
Vector A = Axi + Ayj + Azk 
The magnitude of resultant vector A is given by:

A = √ Ax² + Ay² + Az²
The respective angles are given by:

cosα = vector Ax / A
cosβ = vector Ay / A
cosɣ = vector Az / A
The unit vector is given by:
Unit vector Ua = cosα + cosβ + cosɣ
Or 
Vector A = A × (unit vector Ua)
Vector A = Acosα + Acosβ + Acosɣ
And, 
A = √ Ax² + Ay² + Az²
A = √ (Acosα)² + (Acosβ)² + (Acosɣ)²
A = A √ (cosα)² + (cosβ)² + (cosɣ)²
cosα² + cosβ² + cosɣ² = 1

Position Vector:

It is defined as;
Vector which specifies the position of point in space is called Position Vector.

Dot Product:


It is defined as;
The scalar product between two vectors.

References:

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