Quiz 2 Flashcards

1
Q

What is the process of form finding and how does it differ from traditional design analysis?

A

Form finding is when you are given a problem with boundary conditions and you give the connectivity first. You prescribe how you want the internal forces to be and then you find the unknown geometry afterwards.

This is the direct inverse of design analysis.

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2
Q

What were some disadvantages of physical form-finding?

A
  • They required meticulous care in both the set-up and in taking measurements so that the data can be used in real buildings
  • The types of structures that could be feasibly modelled and their complexity was very restricted.
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3
Q

How does the Force Density Method work?

A

It seeks the equilibrium of a pin-jointed network with fixed boundary nodes.

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4
Q

If there is a 3 bar systems with 4 nodes (1 free node and 3 fixed nodes, What does m, n, ni, nf equal?

A

m = bars = 3
n = nodes = 4
ni = free nodes = 1
nf = fixed nodes = 3

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5
Q

In this equation to find xi:
Dixi + Dfxf + px = 0
What do all the values mean?

A

Di = CiT * Q * Ci
CiT = transpose of the sub-matrix of the connectivity matrix for the free nodes
Q = the diagonal matrix of q which is the force density of a bar which = Fi / Li

Xi = unknown internal coordinates

Df = CiT * Q * Cf
Cf = the sub-matrix of the connectivity matrix for the fixed nodes

Xf = Known fixed boundary points

Px = External load

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6
Q

How can you fix the problem with the FDM in hypar form-finding when the geometry pulls in too much?

A

When all the force densities are constant the form pulls itself in too much. To fix this increase the size of (tighten) the force densities at the edges.

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7
Q

How can we improve FDM even more in compression-tension-only structures?

A

We can be more intelligent in how we distribute the force densities. For example, structural weight-optimised force density or even better member length-optimised solutions which use the minimum amount of material or have more uniform member lengths.

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8
Q

How can we used the data produced in FDM to determine the material required?

A

The FDM provides us with the length and forces within the elements. We can use this to find the best section and we can decide what material we use. For an elastic material the area of the material is:

Ai = Fi / fy where fy is the yield stress for the material which should be factored in practice.

The lengths provided by FDM are the stressed lengths. To find the unstressed lengths:

L0,i = Li / ( Fi/(E*Ai) + 1 )

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9
Q

What is Dynamic Relaxation (DR) and what is it used for?

A

DR is a pseudo-dynamic analysis where we find the rest state after oscillations have damped. This is used for form-finding and analysis of membrane structures, Ties/nets.

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10
Q

Using the DR method how is the next displacement (x(t+Δt) ) found?

A

x(t+Δt) = xt + Δt * vx(t+Δt)
x = displacement
v = velocity

vx(t+Δt) = vt + Δt * rx/m
rx = residule force = px - k*x
px = external force
K = stiffness
m = nodal mass

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11
Q

How does kinetic damping for in DR?

A

It is effective to dampen a dynamic system at peak kinetic energy. To do this the system’s kinetic energy is tracked and nodal velocities are set to 0 at a local kinetic energy peak. Kinetic energy declines with time as energy are extracted form the system. It approaches the final rest state with no kinetic energy and no residual forces.

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12
Q

How to calculate residual forces for all nodes after a system has finished oscillating

A

rx = px - CT * Q * C*x
Px = external force
CT = transpose of the connectivity matrix
Q = Diagonal matrix of element force densities
C = Connectivity matrix
x = coordinates of nodes

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13
Q

Why are mass-spring models used in engineering?

A

To simplify member stiffness is static/dynamic analysis

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14
Q

For particle springs what does velocity and acceleration equal?

A

V = dx/dt
a = dv/dt = 1 / m * (p - cv - Σki(Li - Li,0))
m = partical mass
p = applied load
c = drag coefficient
v = velocity
ki = stiffness
Li = current length
Li,0 = Rest length

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15
Q

How is Euclidean norm calculated in 3D?

A

L = II b-a II = √( (xb - xa)^2 + (yb - ya)^2 + (zb - za)^2)

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16
Q

How is the dot product calculated in 3D and how is this used to find then angle between two vectors?

A

ab = xaxb + yayb + zazb

ab = IIaII * IIbII * cosθ
So,
θ = arccos( (a
b) / (IIaII * IIbII) )

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17
Q

How is the cross-product found in 3D?

A

a x b = I i,j,k ; xa,ya,za ; xb,yb,zb I
Which equals

(yazb - zayb)i - (xazb - zaxb)j + (xayb - yaxb)k

18
Q

What are the uses of vector length, Dot Product and Cross-product?

A

Vector length find the length of a vector

The dot product finds the angle between to vectors

Cross-product Returns a vector that is perpendicular to the original vector. It can be used as a IIaxbII to find the area of a parallelogram.

19
Q

How does translation work?

A

You add a vector to a point/vertex and this will translate the point by the translation vector.

20
Q

How does scaling work and what are the different ways you can do it?

A

Scaling is when you multiply a point by a scaler
(c). There is uniform scaling about the origin or a defined point such as an object’s centroid. You can also non uniformly scale a point or objects by using cx, cy and cz

21
Q

To scale point (x,y,z) by scale factors of cx, cy and cz what would the matrix equation look like?

A

[x’ ; y’ ; z’ ; 1] = [ cx,0,0,0 ; 0,cy,0,0 ; 0,0,cz,0 ; 0,0,0,1] [x ; y ; z ; 1]

22
Q

How would you rotate point (x,y) through an angle θ to get (x’,y’)

A

[ x’ ; y’ ; 1] = [ cosθ,-sinθ,0 ; sinθ,cosθ,0 ; 0,0,1] * [ x ; y ;1]

23
Q

How do you rotate in 3D and what are Rx, Ry, Rz?

A

[x’ ; y’ ; z’] = Ri * [x ; y ; z]
Rx = [ 1,0,0 ; 0,cosα,-sinα ; 0,sinα,cosα]
Ry = [ cosβ,0,sinβ ; 0,1,0 ; -sinβ,0,cosβ]
Rz = [ cosγ,-sinγ,0 ; sinγ,cosγ,0 ; 0,0,1]

24
Q

What are the types of arrays and how do they work?

A

1) Rectangular arrays repeat geometry in the x and y direction by some factor and count

2) Box arrays repeat geometry in the x, y and z direction by some factor and count

3) Polar arrays provide a geometry, a plane for rotation, and the count and angle to rotate through.

25
Q

How would you find the normal to a triangular mesh face with vertices of v0,v1,v2?

A

find two vectors in the plane of the triangular face y-x and z-x. Using the cross product find the normal vector:

N = (v1-v0) x (v2-v0)

As we are not interested in the length we divide it by its length:

N^ = N / IINII

26
Q

Define what is meant by a convex and a concave polygon. Which type can always be triangulated easily?

What is a convex Hull?

A

Convex = draw a line between any two vertices without crossing the boundary. These can always be triangulated easily

Concave = interior angles exceed 180º and one or more lines will cross a boundary.

Convex Hull = is a convex polygon that contains all the points.

27
Q

How are distance matrices (S) created and describe there form?

What are they useful for?

A

They are created by setting up a matrix nxn where n is the number of nodes and inputting the distance between each node in the corresponding location. The rows and columns dictate the node number and there is a diagonal of 0s.

They are useful for point clouds and algorithms on points in space with neighbours. They can also be used to find the smallest distance between nodes.

28
Q

How does optimisation work?

A

it finds model input parameter values that lead to improved/best output values

29
Q

How would you optimise a system by maximise the object function g(x)?

A

Optimization is usually minimization problem so to optimize a maximisation problem you have to define an object function g(x). Then you minimise the negative of the object function.

30
Q

How would you minimise a function between two bounds?

A

min f(x)
x€R
s.t. XL ≤ x ≤ Xu

s.t. subject to
Xl = lower bound
Xu = upper bound

31
Q

Outline the steps to create a brute force for finding the minimum volume of elements ina. truss.

A

1) Set up parameters
2) Set up Dummy/starting optimum - start with a large default optimum
3) Loop over the range of x
4) Input the geometry of the problem
5) Resolve the forces or whatever is specific to the problem
6) Calculate the volume
7) Check is volume is better. If it is start again. only stop when the volume is worse.
8) Print results

32
Q

What are the advantages and disadvantages of the brute force method?

A

Advantage
- Simple procedure that will always find the global optimum

Disadvantage
- Iterations grow rapidly with finer step sizes

33
Q

What are Heuristic-evolution methods?

A

Candidate solutions of a population evolve or improve through a number of generations. It guarantees the population improves as the candidates converge to a LOCAL optimum. They require a well define object function

34
Q

What are some examples of Heuristic-evolution methods and what are the 4 most common phases?

A

Genetic algorithms, Differential evolution, swarm algorithms

The 4 stages are:
1) Initialise the population of candidate solutions (usually randomly)
2) Get the candidates to interact and share information
3) generate new candidate solutions
4) assemble a new population with fitter candidates and the other less fit candidates are ‘killed’.

35
Q

What are the advantages and disadvantages of Heuristic-evolution methods?

A

Advantages
• Much faster than brute force and can give good results.
• Very robust and resistant to getting trapped in local minima.

Disadvantages
• Random processes causes different answers each time.
• No guarantee a global optimum will be found.

36
Q

Outline the general procedure for gradient methods of optimisation.

A

1) start from an initial guess point (x0 , fo)
2) find the direction vector Po to improve upon fo
3) Follow Po for some length αo to arrive at x1
4) Repeat iteratively for each fk of iteration k

37
Q

What does the next point x(k+1) depend on for each iteration K?

A

1) the current location xk
2) the search direction Pk
3) Some movement along direction Pk

x(k+1) = xk + αk*Pk

38
Q

What are key things to think about when doing a line search using the gradient method?

A
  • If f(x) is convex the minimum will be the global but if concave it may be a local minimum
  • if αk is too large/small it can lead to poor convergence or instability
39
Q

What is the simplest way to decide on which direction to use for px?

A

Take the negative of the gradient at the current point:

Pk = - grad( f(xk) )

40
Q

Define the forward and central differences.

A

Forward difference = grad( f(xk)i ) = ( f(xk + εv) - f(xk) ) / ε
Central difference = grad( f(xk)i ) = ( f(xk+εv) - f(xk-εv)) / ε

41
Q

What is vector Projection and how is it done to project vector a onto vector b?

A

You project a vector to find its component onto another vector

IIaII * cos(0) = (a.b)/IIbII