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翻译的英文原文
翻译的英文原文

本科毕业论文(设计)英文文献中文翻译

文献中文题目Unity指南

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所在学院

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指导教师

2013 年12月

成都信息工程学院计算机学院

Unity指南

Unity团队

Unity Manual

Unity Team

Welcome to Unity.

Unity is made to empower you to create the best interactive entertainment or multimedia experience that you can. This manual is designed to help you learn how to use Unity, from basic to advanced techniques. It can be read from start to finish or used as a reference.

The manual is divided into different sections. The first section, User Guide, is an introduction to Unity's interface, asset workflow, and the basics of building a game. If you are new to Unity, you should start by reading the Unity Basics subsection.

The next section, FAQ, is a collection of frequently asked questions about performing common tasks that require a few steps.

The last section, Advanced, addresses topics such as game optimization, shaders, file sizes, and deployment.

When you've finished reading, take a look at the Reference Manual and the Scripting Reference for further details about the different possibilities of constructing your games with Unity.

If you find that any question you have is not answered in this manual please ask on Unity Answers or Unity Forums. You will be able to find your answer there.

The Unity Manual Guide contains some sections that apply only to certain platforms. Please select which platforms you want to see. Platform-specific information can always be seen by clicking on the disclosure triangles on each page.

GameObjects

GameObjects are the most important objects in Unity. It is very important to understand what a GameObject is, and how it can be used. This page will explain all that for you.

What are GameObjects?

Every object in your game is a GameObject. However, GameObjects don't do anything on their own. They need special properties before they can become a character, an environment, or a special effect.

But every one of these objects does so many different things. If every object is a GameObject, how do we differentiate an interactive power-up object from a static room? What makes these GameObjects different from each other?

The answer to this question is that GameObjects are containers. They are empty boxes which can hold the different pieces that make up a lightmapped island or a physics-driven car. So to really understand GameObjects, you have to understand these pieces; they are called Components. Depending on what kind of object you want to create, you will add different combinations of Components to the GameObject. Think of a GameObject as an empty cooking pot, and Components as different ingredients that make up your recipe of gameplay. You can also make your own Components using Scripts.

You can read more about GameObjects, Components, and Script Components on the pages in this section:

?The GameObject-Component Relationship

?Using Components

?The Component-Script Relationship

?Deactivating GameObjects

The GameObject-Component Relationship

As described previously in GameObjects, a GameObject contains Components. We'll explore this relationship by discussing a GameObject and its most common Component -- the Transform Component. With any Unity Scene open, create a new GameObject (using Shift-Control-N on Windows or Shift-Command-N on Mac), select it and take a look at the Inspector.

The Inspector of an Empty GameObject

Notice that an empty GameObject still contains a Name, a Tag, and a Layer. Every GameObject also contains a Transform Component.

The Transform Component

It is impossible to create a GameObject in Unity without a Transform Component. The Transform Component is one of the most important Components, since all of the GameObject's Transform properties are enabled by its use of this Component. It defines the GameObject's position, rotation, and scale in the game world/Scene View. If a GameObject did not have a Transform Component, it would be nothing more than some information in the computer's memory. It effectively would not exist in the world.

The Transform Component also enables a concept called Parenting, which is utilized through the Unity Editor and is a critical part of working with GameObjects. To learn more about the Transform Component

and Parenting, read the Transform Component Reference page.

Other Components

The Transform Component is critical to all GameObjects, so each GameObject has one. But GameObjects can contain other Components as well.

The Main Camera, added to each scene by default

Looking at the Main Camera GameObject, you can see that it contains a different collection of Components. Specifically, a Camera Component, a GUILayer, a Flare Layer, and an Audio Listener. All of these Components provide additional functionality to the GameObject. Without them, there would be nothing rendering the graphics of the game for the person playing! Rigidbodies, Colliders, Particles, and Audio are all different Components (or combinations of Components) that can be added to any given GameObject.

Using Components

Components are the nuts & bolts of objects and behaviors in a game. They are the functional pieces of every GameObject. If you don't yet understand the relationship between Components and GameObjects, read the GameObjects page before going any further.

A GameObject is a container for many different Components. By default, all GameObjects automatically have a Transform Component. This is because the Transform dictates where the GameObject is located,

and how it is rotated and scaled. Without a Transform Component, the GameObject wouldn't have a location in the world. Try creating an empty GameObject now as an example. Click the GameObject->Create Empty menu item. Select the new GameObject, and look at the Inspector.

Even empty GameObjects have a Transform Component

Remember that you can always use the Inspector to see which Components are attached to the selected GameObject. As Components are added and removed, the Inspector will always show you which ones are currently attached. You will use the Inspector to change all the properties of any Component (including scripts)

Adding Components

You can add Components to the selected GameObject through the Components menu. We'll try this now by adding a Rigidbody to the empty GameObject we just created. Select it and choose Component->Physics->Rigidbody from the menu. When you do, you will see the Rigidbody's properties appear in the Inspector. If you press Play while the empty GameObject is still selected, you might get a little surprise. Try it and notice how the Rigidbody has added functionality to the otherwise empty GameObject. (The y-component of the GameObject starts to decrease. This is because the physics engine in Unity is causing the GameObject to fall under gravity.)

An empty GameObject with a Rigidbody Component attached

Another option is to use the Component Browser, which can be activated with the Add Component button in the object's Inspector.

The browser lets you navigate the components conveniently by category and also has a search box that you can use to locate components by name.

You can attach any number or combination of Components to a single GameObject. Some Components work best in combination with others. For example, the Rigidbody works with any Collider. The Rigidbody controls the Transform through the NVIDIA PhysX physics engine, and the Collider allows the Rigidbody to collide and interact with other Colliders.

If you want to know more about using a particular Component, you can read about any of them in the Component Reference. You can also access the reference page for a Component from Unity by clicking on the small ?on the Component's header in the Inspector.

Editing Components

One of the great aspects of Components is flexibility. When you attach a Component to a GameObject, there are different values or Properties in the Component that can be adjusted in the editor while building a game, or by scripts when running the game. There are two main types of Properties: Values and References.

Look at the image below. It is an empty GameObject with an Audio Source Component. All the values of the Audio Source in the Inspector are the default values.

This Component contains a single Reference property, and seven Value properties. Audio Clip is the Reference property. When this Audio Source begins playing, it will attempt to play the audio file that is referenced in the Audio Clip property. If no reference is made, an error will occur because there is no audio to be played. You must reference the file within the Inspector. This is as easy as dragging an audio file from the Project View onto the Reference Property or using the Object Selector.

Now a sound effect file is referenced in the Audio Clip property

Components can include references to any other type of Component, GameObjects, or Assets. You can read more about assigning references on the Assigning References page.

The remaining properties on the Audio Clip are all Value properties. These can be adjusted directly in the Inspector. The Value properties on the Audio Clip are all toggles, numeric values, drop-down fields, but value properties can also be text strings, colors, curves, and other types. You can read more about these

and about editing value properties on the Editing Value Properties page.

Copying and pasting Component settings

The context menu for a Component has items for copying and pasting its settings.

The copied values can be pasted to an existing component using the Paste Component Values menu item. Alternatively, you can use Paste Component As New to create a new Component with those values.

Testing out Properties

While your game is in Play Mode, you are free to change properties in any GameObject's Inspector. For example, you might want to experiment with different heights of jumping. If you create a Jump Height property in a script, you can enter Play Mode, change the value, and press the jump button to see what happens. Then without exiting Play Mode you can change it again and see the results within seconds. When you exit Play Mode, your properties will revert to their pre-Play Mode values, so you don't lose any work. This workflow gives you incredible power to experiment, adjust, and refine your gameplay without investing a lot of time in iteration cycles. Try it out with any property in Play Mode. We think you'll be impressed.

Changing the order of Components

The order in which components are listed in the Inspector doesn't matter in most cases. However, there are some Components, such as Image Effects where the ordering is significant. The context menu has Move Up and Move Down commands to let you reorder Components as necessary.

Removing Components

If you want to remove a Component, option- or right-click on its header in the Inspector, and choose Remove Component. Or you can left-click the options icon next to the ? on the Component header. All the property values will be lost and this cannot be undone, so be completely sure you want to remove the Component before you do.

综合英语(一)课文及翻译

Lesson One: The Time Message Elwood N, Chapman 新的学习任务开始之际,千头万绪,最重要的是安排好时间,做时间的主人。本文作者提出了7点具体建议,或许对你有所启迪。 1 Time is tricky. It is difficult to control and easy to waste. When you look a head, you think you have more time than you need. For Example,at the beginning of a semester, you may feel that you have plenty of time on your hands, but toward the end of the term you may suddenly find that time is running out. You don't have enough time to cover all your duties (duty), so you get worried. What is the answer? Control! 译:时间真是不好对付,既难以控制好,又很容易浪费掉,当你向前看时,你觉得你的时间用不完。例如,在一个学期的开始,你或许觉得你有许多时间,但到学期快要结束时,你会突然发现时间快用光了,你甚至找不出时间把所有你必须干的事情干完,这样你就紧张了。答案是什么呢?控制。 2 Time is dangerous. If you don't control it, it will control you. I f you don't make it work fo r you, it will work against you. So you must become the master of time, not its servant. As a first-year college student, time management will be your number one Problem. 译:时间是危险的,如果你控制不了时间,时间就会控制你,如果你不能让时间为你服务,它就会起反作用。所以,你必须成为时间的主人,而不是它的奴仆,作为刚入学的大学生,妥善安排时间是你的头等大事。 3 Time is valuable. Wasting time is a bad habit. It is like a drug. The more time you waste,the easier it is to go on wasting time. If seriously wish to get the most out of college, you must put the time message into practice. 译:时间是珍贵的,浪费时间是个坏习惯,这就像毒品一样,你越浪费时间,就越容易继续浪费下去,如果你真的想充分利用上大学的机会,你就应该把利用时间的要旨付诸实践。 Message1. Control time from the beginning. 4 Time is today, not tomorrow or next week. Start your plan at the Beginning of the term. 译:抓紧时间就是抓紧当前的时间,不要把事情推到明天或是下周,在学期开始就开始计划。 Message2. Get the notebook habit. 5 Go and buy a notebook today, Use it to plan your study time each day. Once a weekly study plan is prepared, follow the same pattern every week with small changes. Sunday is a good day to make the Plan for the following week.

英语原文及其翻译

Exploring Filipino School Counselors’ Beliefs about Learning Allan B. I. Bernardo [Abstract] School reform efforts that focus on student learning require school counselors to take on important new roles as advocates of student learning and achievement.But how do school counselors understand the process of learning? In this study, we explore the learning beliefs of 115 Filipino school counselors who indicated their degree of agreementwith 42 statements about the process of learning and the factors thatinfluence this process.A principal components analysis of the responses to the 42 statements suggested three factors:(F1)social-cognitive constructivist beliefs, (F2) teacher-curriculum-centered behaviorist beliefs,and (F3) individual difference factors.The preliminary results are briefly discussed in terms of issues related to how Filipino school counselors’ conceptions of learning may guide their strategies for promoting student learning and achievement. [Key words]beliefs about learning, conceptions of learning, school counselors, student learning, Philippines School reform efforts in different parts of the world have focusedon students’learning. In particular,most school improvement programsnow aim to ensure that students acquire the high-level knowledge and skills that help them to thrive in today’s highly competitive globaleconomy (e.g., Lee & Williams, 2006). I n this regard, school reform programs draw from various contemporary theories and research on learning (e.g.,Bransford,Brown, & Cocking, 1999; Lambert & McCombs, 1998).The basic idea is that all school improvement efforts should be directed at ensuring students achieve high levels of learning or attainment of well-defined curricular objectives and standards.For example, textbooks (Chien & Young, 2007), computers and educational technology (Gravoso, 2002; Haertnel & Means, 2003;Technology in Schools Task Force, 2003), and educational assessment systems (Black & Wiliam2004; Cheung & Ng, 2007; Clark, 2001; Stiggins, 2005) are being reconsidered as regards how they can effectively provide scaffolds and resources for advancing student learning. Likewise,the allocation and management of a school’s financial resources are assessed in terms ofwhether these are effectively mobilized and utilized towards improving student learning (Bolam, 2006; Chung & Hung, 2006; Retna, 2007). In this regard, some advocates have also called for an examination of the role of school counselors in these reform efforts (Herr, 2002). Inthe United States, House and Hayes (2002) challenged school counselors to take proactive leadership roles in advocating for the success of all

文献翻译英文原文

https://www.sodocs.net/doc/139430818.html,/finance/company/consumer.html Consumer finance company The consumer finance division of the SG group of France has become highly active within India. They plan to offer finance for vehicles and two-wheelers to consumers, aiming to provide close to Rs. 400 billion in India in the next few years of its operations. The SG group is also dealing in stock broking, asset management, investment banking, private banking, information technology and business processing. SG group has ventured into the rapidly growing consumer credit market in India, and have plans to construct a headquarters at Kolkata. The AIG Group has been approved by the RBI to set up a non-banking finance company (NBFC). AIG seeks to introduce its consumer finance and asset management businesses in India. AIG Capital India plans to emphasize credit cards, mortgage financing, consumer durable financing and personal loans. Leading Indian and international concerns like the HSBC, Deutsche Bank, Goldman Sachs, Barclays and HDFC Bank are also waiting to be approved by the Reserve Bank of India to initiate similar operations. AIG is presently involved in insurance and financial services in more than one hundred countries. The affiliates of the AIG Group also provide retirement and asset management services all over the world. Many international companies have been looking at NBFC business because of the growing consumer finance market. Unlike foreign banks, there are no strictures on branch openings for the NBFCs. GE Consumer Finance is a section of General Electric. It is responsible for looking after the retail finance operations. GE Consumer Finance also governs the GE Capital Asia. Outside the United States, GE Consumer Finance performs its operations under the GE Money brand. GE Consumer Finance currently offers financial services in more than fifty countries. The company deals in credit cards, personal finance, mortgages and automobile solutions. It has a client base of more than 118 million customers throughout the world

英文翻译(原文)

GRA VITY RETAINING?WALL 1. INTRODUCTION Retaining walls are structures used to provide stability for earth or other material where conditions disallow the mass to assume its natural slope, and are commonly used to hold back or support soilbanks,coal or ore piles, and water. Retaining walls are classified, based on the method of achieving stability, into six principal types (Fig.1). The gravity-wall depends upon its weight, as the name implies, for stability. The cantilever wall is a reinforced-concrete wall that utilizes cantilever action to retain the mass behind the wall from assuming a natural slope. Stability of this wall is partially achieved from the weight of soil on the heel portion of the base slab. A counterfort retaining wall is similar to a cantilever retaining wall, except that it is used where the cantilever is long or for very high pressures behind wall and has counterforts, which tie the wall and base together, built at intervals along the wall to reduce the bending moments and sheers. As indicated in Fig.1c, the counterfort is behind the wall and subjected to tensile forces. A buttressed retaining wall is similar to a counterfort wall, except that the bracing is in front of the wall and is in compression instead of tension. Two other types of walls not considered further are crib walls, which are built-up members of pieces of precast concrete, metal, or timber and are supported by anchor pieces embedded in the soil for stability, and semigravity walls, which are walls intermediate between a true gravity and a cantilever wall. (a)(b)(e)

英语原文及翻译

高速视频处理系统中的信号完整性分析 摘要:结合高速DSP图像处理系统讨论了高速数字电路中的信号完整性问题,分析了系统中信号反射、串扰、地弹等现象破坏信号完整性的原因,通过先进IS工具的辅助设计,找出了确保系统信号完整性的具体方法。 关键词:高速电路设计信号完整性 DSP系统 深亚微米工艺在IC设计中的使用使得芯片的集成规模更大、体积越来越小、引脚数越来越多;由于近年来IC工艺的发展,使得其速度越来越高。从而,使得信号完整性问题引起电子设计者广泛关注。 在视频处理系统中,多维并行输入输出信号的频率一般都在百兆赫兹以上,而且对时序的要求也非常严格。本文以DSP图像处理系统为背景,对信号完整性进行准确的理论分析,对信号完整性涉及的典型问题[1]——不确定状态、传输线效应、反射、串扰、地弹等进行深入研究,并且从实际系统入手,利用IS仿真软件寻找有效的途径,解决系统的信号完整性问题。 1 系统简介 为了提高算法效率,实时处理图像信息,本图像处理系统是基于DSP+FPGA结构设计的。系统由SAA7111A视频解码器、TI公司的TMS320C6701 DSP、Altera公司的EPlK50QC208 FPGA、PCI9054 PCI接口控制器以及SBRAM、SDRAM、FIFO、FLASH等构成。FPGA是整个系统的时序控制中心和数据交换的桥梁,而且能够对图像数据实现快速底层处理。DSP是整个系统实时处理高级算法的核心器件。系统结构框图如图1所示。 在整个系统中,PCB电路板的面积仅为15cm×l5cm,系统时钟频率高达167MHz,时钟沿时间为0.6ns。由于系统具有快斜率瞬变和极高的工作频率以及很大的电路密度,使得如何处理高速信号问题成为一个制约设计成功的关键因素。 2 系统中信号完整性问题及解决方案 2.1 信号完整性问题产生机理 信号的完整性是指信号通过物理电路传输后,信号接收端看到的波形与信号发送端发送的波形在容许的误差范围内保持一致,并且空间邻近的传输信号间的相互影响也在容许的范围之内。因此,信号完整性分析的主要目标是保证高速数字信号可靠的传输。实际信号总是存在电压的波动,如图2所示。在A、B两点由于过冲和振铃[2]的存在使信号振幅落入阴影部分的不确定区,可能会导致错误的逻辑电平发生。总线信号传输的情况更加复杂,任何一个信号发生相位上的超前或滞后都可能使总线上数据出错,如图3所示。图中,CLK为时钟信号,D0、D1、D2、D3是数据总线上的信号,系统允许信号最大的建立时间[1]为△t。在正常情况下,D0、D1、D2、D3信号建立时间△t1<△t,在△t时刻之后数据总线的数据已稳定,系统可以从总线上采样到正确的数据,如图3(a)所示。相反,当信号D1、D2、D3受过冲和振铃等信号完整问题干扰时,总线信号就发生

科普版英语六年级下册课文及翻译 (直接打印版)

Lesson 1 I’m not feeling well. Let’s talk (M=Mom, T= Tom) M: What,'s the matter, Tom T: I'm not feeling well, Mom M: Do you have a cold T: Yes, I think so. Could you give me some water, please M: Here you are. T: Thank you, Mom. M: Tom, you must go and see a doctor. T: OK, Mom. M: It's cold outside. You must wear your coat. T: OK, Mom. Could you pass me my coat,please M: Here you are. T: Thank you, Mom M: Tell me your teacher's number. I'll call him and tell him you are sick. T: OK. Here it is. 译文 (M=妈妈,T=汤姆) 妈妈:怎么了,汤姆 汤姆:我感觉不舒服,妈妈。 妈妈:你感冒了吗 汤姆:是的,我想是这样的。您能给我一些水吗 妈妈:给你。 汤姆:谢谢您,妈妈。 妈妈:汤姆,你必须去看医生. 汤姆:好的,妈妈。 妈妈:外面很冷。你必须穿你的外套。 汤姆:好的,妈妈。您能把我的外套递给我吗 妈妈:给你。 汤姆:谢谢您,妈妈。 妈妈:告诉我你老师的电话号码。我将给他打电话告诉他你生病了。

英语翻译专业必翻经典文章英文原文参考译文

文档简介 一,英语翻译经典文章之英文原稿二,中文翻译:这篇英语文章的最好翻译版本!不是俺说的,是俺老师说哒!! 英文原稿Brian It seems my only request (“please, let me sleep”) is not clear enough, so I made this simple table that can help you when you’re in doubt. Especially during the night

中文翻译小子: 我只想好好地睡觉,你不明白吗?!所以,我做了这个简表。当你不知道怎么办时,特 别是在晚上的时候,你可以看看它。 具体情况行动指南 1,我正在睡觉禁止进入 2,你不确定我是否睡觉,你想搞清楚管你“鸟”事;禁止进入 3,你嗑了药,想奔向我的床你他妈的滚远点 4,你在youtube上看了一个超赞的视频,禁止进入;在脸书上把链接发给我想让我看看 5,就算第三次世界大战开始了管我屁事,他妈的别进来 6,你和你的基友们想和我“玩玩”抱歉,直男一枚。不要碰我的任何东西,门都别碰 7,你想整理我的房间我谢谢你了!我自己会打扫 8,普京宣布同性婚姻合法化终于等到“它”!还好你没放弃!还是不要来我房里! 9,我不在家进我房间,想都别想 10,白天,我在家。你敲了门,我说“请进” 你可以进来了 福利放送!!

如果你已经看到了这里,那么说明你应该是英文爱好者哦。 下面有一些非常实用,我精心整理的英文资料,你一定用得到!快去看看吧! 一,最常用英语翻译政治文体句型总结大全完美版 二,英文合同翻译最常用句型总结专业版 三,英语毕业论文提纲模板优秀完整详细无敌版

英文翻译原文

南京师范大学泰州学院 英文翻译原文 年级: 2011级学号:12110330 姓名:申佳佳 系部:信息工程学院 专业:通信工程 题目:基于C51的数字测速仪设计与仿真 指导教师:焦蓬蓬 2015 年 4 月 5 日

Linux - Operating system of cybertimes Though for a lot of people , regard Linux as the main operating system to make u p huge work station group, finish special effects of " Titanic " make , already can be re garded as and show talent fully. But for Linux, this only numerous news one of. Rece ntly, the manufacturers concerned have announced that support the news of Linux to i ncrease day by day, users' enthusiasm to Linux runs high unprecedentedly too. Then, Linux only have operating system not free more than on earth on 7 year this piece wh at glamour, get the favors of such numerous important software and hardware manufa cturers as the masses of users and Orac le , Informix , HP , Sybase , Corel , Intel , Net scape , Dell ,etc. , OK? 1.The background of Linux and characteristic Linux is a kind of " free (Free ) software ": What is called free, mean users can o btain the procedure and source code freely , and can use them freely , including revise or copy etc.. It is a result of cybertimes, numerous technical staff finish its research a nd development together through Inte rnet, countless user is it test and except fault , c an add user expansion function that oneself make conveniently to participate in. As th e most outstanding one in free software, Linux has characteristic o f the following: (1)Totally follow POSLX standard, expand the network operating system of sup porting all AT&T and BSD Unix characteristic. Because of inheritting Unix outstandi ng design philosophy , and there are clean , stalwart , high-efficient and steady kernels , their all key codes are finished by Li nus Torvalds and other outstanding programmer s, without any Unix code of AT&T or Berkeley, so Linu x is not Unix, but Linux and Unix are totally compatible. (2)Real many tasks, multi-user's system, the built-in n etwork supports, can be with such seamless links as NetWare , Windows NT , OS/2 , Unix ,etc.. Network in various kinds of Unix it tests to be fastest in comparing and ass ess efficiency. Support such many kinds of files systems as FAT16 , FAT32 , NTFS , E x t2FS , ISO9600 ,etc. at the same time .

专业英语原文和翻译

Basic Control Actions and Industrial Automatic Control An automatic controller compares the actual value of the plant output with the desired value, determines the deviation, and produces a control signal which will reduce the deviation to zero or to a small value.The manner in which the automatic conroller produces the control signal is called the control action. Classifications of industrial automatic controllers Induetrial automatic controllers may be classified according to their control action as: ·two-position or on-off controllers; ·proportional controllers; ·integral controllers; ·proportional-plus-integral controllers; ·proportional-plus-derivative controllers; ·proportional-plus-derivative-plus-integral controllers. Most industrial automatic controllers use eletricity or pressurized fluid such as oil or air as power sources. Automatic controllers may also be classified according to the kind of power employed in the operation, such as pneumatic controllers, hydraulic controllers, or electronic controllers.What kind of controller to use must be decided by the nature of the plant and the operating conditions,including such considerations as safety, availability, reliability, accuracy, weight, and size? Elements of industrial automatic controllers An automatic controller must detect the actuating error signal, which is usually at a very low power level, and amplify it to a sufficiently high level. Thus, an amplifier is necessary. The output of an automatic controller is fed to a power device, such as a pneumatic motor or valve, a hydraulic motor, or an electric motor. The controller usually consists of an error detector and amplifier. The measuring element is a device that converts the output variable into another suitable variable, such as a displacement, pressure, or electric signal, which can be used for comparing the output to the reference input signal. This element is in the feedback path of the closed-loop system. The set point of the controller must be converted to a reference input of the same units as the feedback signal from the measuring element. The amplifier amplifies the power of the actuating error signal, which in turn operates the actuator. The actuator is an element which alters the input to the plant according to the control signal so that the feedback signal may be brought into correspondence with the reference input signal. Self-operated controllers In most industrial automatic controllers, separate units are used for the measuring element and for the actuator. In a very simple one, however, such as a self-operated controller, these elements are assembled in one unit. Self-operated controllers utilize power developed by the measuring element and are very simple and inexpensive. The set point is determined by the adjustment of the spring force. The controlled pressure is measured by the diaphragm. The actuating error signal is the net force acting on the diaphragm. Its position determines the valve opening. The operation of self-operated controller is as follows: Suppose that the output pressure is lower than the reference pressure, as determined by the set point. Then the downward spring force is greater than the upward pressure force, resulting in a downward movement of the diaphragm. This increases the flow rate and raises the output pressure.

英文翻译原文

Engineering with Computers(2002)18:109–115 Ownership and Copyright ?2002Springer-Verlag London Limited Structural Optimization of Automotive Body Components Based on Parametric Solid Modeling M.E.Botkin GM R&D Center,Warren,MI,USA Abstract Abstract::Parametric modeling was used to build several models of an automotive front structure concept that utilizes carbon fiber composite materials and the corresponding molding processes.An ultra-lightweight aluminum body front structure was redesigned to include an all-composite front structure.Two alternative concepts were studied which represent the structure as a bonded assembly of shells.Closed sections result from two pieces–an inner and outer.Parametric modeling was found to be a useful tool for building and modifying models to use in optimization concept studies. Such models can be built quickly and both the sketch dimensions and location dimensions are particularly useful for making the adjustments necessary to fit the various body pieces together.The parametric models then must be joined together as one geometric solid model in order to obtain a surface mesh.Structural optimization input data can then be seamlessly and quickly created from the parametric-modelbased finite element model to begin the tradeoff studies.This integrated process in which parametric modeling was coupled with structural optimization was used to carry out design studies on the lightweight body front structure.Several carbon fiber material combinations were studied to determine mass reduction potential of certain types of carbon fiber products considered to be lower cost than typical carbon fiber materials used in the past.Structural optimization was used to compare several composite constructions for the design of the bonded front structure.Eight cases were studied using various materials and composite lay-ups.Mass savings estimates from45–64%over steel were obtained.The most reasonable design consisted of a combination of relatively low cost chopped carbon fiber and woven carbon fiber and using a20mm balsa core in the top of the shock tower area. This design had a maximum thickness of7mm and a mass reduction over steel of approximately62%.Correspondence and offprint requests to:Mark E.Botkin,Principal

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