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(Civil eng.) The maximum load that can be placed at the end of a symmetrical wooden beam, such as the rectangular beam shown in Figure 2.20, can be calculated as the following:
L is the maximum weight in lbs of the load placed on the beam.
S is the stress in lbs/in2.
I is the beam’s rectangular moment of inertia in units of in4.
d is the distance in inches that the load is placed from the fixed end of the beam (the
“moment arm”).
c is one-half the height in inches of the symmetrical beam.
For a 2” × 4” wooden beam, the rectangular moment of inertia is given by this formula:
a. Using this information, design, write, compile, and run a C++
maximum load in lbs that can be placed at the end of an 8-foot
the stress on the fixed end is
b. Use the program developed in Exercise 9a to determine the maximum load in lbs that can be placed at the end of a 3” × 6” wooden beam so that the stress on the fixed end is
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Chapter 2 Solutions
C++ for Engineers and Scientists
- I want to ask someone who has experiences in writing physics based simulation software. For context I am building a game engine, and want to implement physics simulation. There are a few approaches that I managed to find, but would like to know what are other approaches to doing physics simulation entry points from scenes, would you be able to visually draw me a few approaches (like 3 approaces)? When I say entry point to the actual physics simulation. An example of this is when the user presses the play button in the editor, it starts and initiates the physics system. Applying all of the global physics settings parameters that gets applied to that scene. Here is the use-case, I am looking for. If you have two scenes, and select scene 1. You press the play button. The physics simulation starts. When that physics simulation starts, you are also having to update the physics through some physics dedicated delta time because physics needs to happen faster update frequency. To elaborate,…arrow_forwardI want to ask someone who has experiences in writing physics based simulation software. For context I am building a game engine, and want to implement physics simulation. There are a few approaches that I managed to find, but would like to know what are other approaches to doing physics simulation entry points from scenes, would you be able to visually draw me a few approaches (like 3 approaces)?When I say entry point to the actual physics simulation. An example of this is when the user presses the play button in the editor, it starts and initiates the physics system. Applying all of the global physics settings parameters that gets applied to that scene.Here is the use-case, I am looking for. If you have two scenes, and select scene 1. You press the play button. The physics simulation starts. When that physics simulation starts, you are also having to update the physics through some physics dedicated delta time because physics needs to happen faster update frequency.To elaborate, what…arrow_forwardMale comedians were typically the main/dominant star of television sitcoms made during the FCC licensing freeze. Question 19 options: True False In the episode of The Honeymooners that you watched this week, why did Alice decide to get a job outside of the home? Question 1 options: to earn enough money to buy a mink coat to have something to do while the kids were at school to pay the bills after her husband got laid offarrow_forward
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