Plastics and polymer matrix composites (PMCs) Plastics and

Plastics and polymer matrix composites (PMCs)

           

Plastics and polymer matrix composites (PMC’s) perform many different functions in the manufacture of engineered products. Explain the manufacturing processes that produce these materials and associated products.

  • General description of plastics and PMC roles in the manufacture of engineered products. This must explain how their material properties are used to produce suitable parts and finished items, minimum two examples described.  

Explanation of manufacturing processes must include the following as a minimum:

  • Properties of Polymer Melts – (Plastics)  
  • Screw Extrusion – (Plastics and PMCs)                          
  • Injection Moulding – (Plastics and PMCs)                       

Consideration of materials and their use within processes must be carried out.

Word count for the question is 1000 words +/- 10%

styles of referencing: Harvard

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The workweek for all employees is 40 hours, except for

The workweek for all employees is 40 hours, except for the student’s 36-hour schedule. The office is open from 8:00 a.m. to 5:00 p.m. each day, except weekends. Glo-Brite allows office employees one hour for lunch, 12:00 p.m. to 1:00 p.m. The plant operates on a five-day workweek of eight hours per day, with normal working hours from 7:00 a.m. to 11:00 a.m. and 12:00 p.m. to 4:00 p.m.

All employees except for the exempt administrative employees—the president (O’Neill), the sales manager (Ferguson), sales representative (Mann), and supervisor (Sokowski)—are paid time and a half for any overtime exceeding 40 hours a week. Workers in the plant (Bonno and Ryan) are paid time and a half for any hours worked over eight each workday and for work on Saturdays and twice the regular hourly rate of pay for work on Sundays or holidays

Payday

Employees are paid biweekly on Friday. The first payday in the fourth quarter is Friday, October 9. Since the weekly time clerk’s report is not finished until the Monday following the end of each week, the first pay (October 9) will be for the two weeks September 20–26 and September 27–October 3. The company, in effect, holds back one week’s pay. This policy applies to all employees. The next payday (October 23) will cover the days worked in the weeks ending October 10 and October 17.

Payroll Taxes Levied upon Glo-Brite Paint Company and Its Employees
Federal Income Taxes (FIT) Withheld from each employee’s gross earnings in accordance with information given on Form W-4 and employee’s earnings record. Wage-bracket method is used to determine FIT withholding.
Pennsylvania State Income Taxes (SIT) 3.07 percent withheld from each employee’s gross earnings during the fourth quarter.
Philadelphia City Income Taxes (CIT) 3.8809 percent withheld from gross earnings of each resident employee.
Pennsylvania State Unemployment Taxes (SUTA) Employee: 0.06 percent (0.0006) on total gross earnings (no limit for the employee’s portion).
Employer: 3.6890 percent on first $10,000 gross earnings paid each employee during the calendar year (PA rate for new employers).
Federal Unemployment Taxes (FUTA) Employer: Net tax rate of 0.6 percent on first $7,000 gross earnings paid each worker in the calendar year.
Federal Insurance Contributions Act (FICA) OASDI—Employee and Employer: 6.2 percent on first $132,900 of gross earnings paid each worker in the calendar year (maximum OASDI tax of $8,239.80).
HI—Employee: 1.45 percent on total gross earnings paid each worker in the calendar year, plus an additional 0.9 percent on wages over $200,000.
HI—Employer:

1.45 percent on total gross earnings paid each worker in the calendar year.

Deposit Rules

Deposit Rules for Glo-Brite Paint Company
Federal The FICA taxes and FIT taxes must be deposited on or before the 15th of the month following the month in which the taxes were withheld. Since Glo-Brite is a new employer and has no tax liabilities during the lookback period, the company is subject to the monthly deposit rule.
Pennsylvania Since the state income taxes withheld total $1,000 or more each quarter, the company must remit the withheld taxes semimonthly. The taxes must be remitted within three banking days after the semimonthly periods ending on the 15th and the last day of the month.
Philadelphia Since the city income taxes withheld are more than $350 but less than $16,000 each month, the company is subject to the monthly rule. The city income taxes withheld during the month must be remitted by the 15th day of the following month.

Group Insurance

Pay Points

Deduct insurance premiums only on the last payday of each month.

The company carries group-term life insurance on all its employees in an amount equal to one and one-half times the annual salary or wages paid each employee (rounded to the nearest thousand). The group insurance program covers full-time employees. A notation has been made on each employee’s earnings record to show that each month 30¢ for each $1,000 of insurance coverage is deducted from the employee’s earnings to pay a portion of the premium cost. For example: Anthony Bonno has $55,000 of insurance coverage. Therefore, the calculation for his insurance deduction is . The amount withheld is credited to a liability account entitled Group Insurance Premiums Collected. The taxable portion of group-term life insurance in excess of $50,000 is disregarded because the employees pay for group-term life insurance

At the start of each pay period remove the Project Audit Test beginning Project Audit Test. Answer the questions as you complete each pay period.

Both workers in the plant (Bonno and Ryan) are union members. Under the check-off system, $8 is deducted each payday from the plant workers’ earnings for union dues, assessments, and initiation fees. A notation to this effect has been made on each plant worker’s earnings record. On or before the tenth of each month, the amounts withheld during the preceding month are turned over to the treasurer of the union.

Prepare the payroll for the last pay period of October from Time Clerk’s

Report Nos. 40 and 41.

The proper procedure in recording the payroll follows:

  • ➀ Complete the payroll register.

    Project Audit Test

    ✓Net Paid $12,376.89

    In as much as only a portion of the payroll register sheet was used in recording the October 9 payroll, the October 23 payroll should be recorded on the same sheet to save space. On the first blank ruled line after the October 9 payroll, insert “Payday October 23—For Period Ending October 17, 20–.” On the following lines, record the payroll information for the last pay date of October. When recording succeeding payrolls, continue to conserve space by recording two payrolls on each separate payroll register sheet.

    Even though they are not on the time clerk’s report, remember to pay the president, sales manager, sales representatives, and supervisors.

    The workers in the plant (Bonno and Ryan) are paid time and a half for any hours worked over eight each workday and for work on Saturdays and are paid twice the regular hourly rate for work on Sundays or holidays.

  • With this pay period, the cumulative earnings of several employees exceed the taxable income base set up by FUTA and SUTA. This factor must be considered in preparing the payroll register and in computing the employer’s payroll taxes. Refer to each employee’s earnings record to see the amount of cumulative earnings.
    ➁ Make the entry transferring from Cash to Payroll Cash the net amount of the total payroll, and post.
  • ➂ Post the required information from the payroll register to each employee’s earnings record.

  • ➃ Record in the journal the salaries, wages, taxes withheld, group insurance premiums collected, union dues withheld, and net amount paid, and post to the proper ledger accounts.

    Pay Points

    The employees’ Pennsylvania State Unemployment Tax (suta) is calculated (0.0006) on the total wages of each employee. There is no taxable wage limit on the employees’ portion of the tax.

    The entry required to record the October 23 payroll is the same as that to record the October 9 payroll, except it is necessary to record the liability for the amount withheld from the employees’ wages to pay their part of the group insurance premium. The amount withheld should be recorded as a credit to Group Insurance Premiums Collected.

  • What is the gross pay for Anthony V. Bonno?

  • What is the amount of OASDI withheld for Catherine L. Ford?

  • What is the total amount of group insurance withheld for all employees?

  • What is the amount of the credit to Employees FIT Payable?

  • What is the amount of the debit to Payroll Taxes?

  • What is the amount of the credit to SUTA Taxes Payable—Employer?

  • What is the amount of the debit to Employees SIT Payable on October 20?

  • What is the balance of FICA Taxes Payable—OASDI?

  • What is the balance of Union Dues withheld for the employees?

  • What is the total amount of group insurance withheld for all employees?

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Materials required will be 200kg ingot of high strength

Materials required will be 200kg ingot of high strength steel, which cost $10 per kg.    XYZ Engineering Services Ltd is asked to provide a quotation to replace the cylinder head for the engine of a machine in a local factory. The items will need to be cast in a foundry and then passed to the finishing shop for machining to specification.

Direct labour will be 15 hours in the foundry, and 20 hours in the finishing shop, of which 12 hours will be machine hours. Foundry workers are paid $10 per hour while the machine operators in the finishing shop are paid $12 per hour.

Overheads are charged on the basis of 80% of direct labour cost in the foundry, and on the basis of $20 per machine hour in the finishing shop.

Profit is to be 25% of cost price.

 
REQUIRED:
 
A.   Prepare  job cost sheet showing the estimated cost of the job.      

B.    Describe two (2) other documents that are used with a job costing system.
                                                                                                                                     
C. Cite two (2) examples of work that may be done using specific order costing and two (2) examples of work that may be done using costing for continuous work.                                                                                                      
                                 

D.  For the services listed below, select an appropriate cost unit:

  i. programming                                                                                

ii. electricity generation                                                                      

iii. function facilities                                                                            

iv. passenger transport                                                                      

E. Distinguish between job costing and batch costing, citing TWO (2) examples of industries that would employ each.

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You are a researcher in biotechnology laboratory. You want

  • You are a researcher in biotechnology laboratory. You want to produce bioethanol by using immobilized and suspended (without immobilization) Saccharomyces cerevisiae (yeast cells)Ethanol production may be calculated from the following reaction and bioreactor weight losses are given in the table below. Calculate the amount of metabolized glucose and produced ethanol in this processes. Which system (immobilized or suspended) is suitable for ethanol production? Explain the reason of your choice (CO2: 44.01 g/mole, C6H12O6: 180.16 g/mole, C2H5OH: 46 g/mole, reactor volume: 50 mL, beginning glucose concentration: 10g/50 mL)

C6H12O6         >>                   2 (C2H5OH) + 2CO2

    Results of immobilized cells

Date Time Elapsed time(h) Bioreactor weight (g)
21.05.2020 12:30 0 230.35
22.05.2020 13.40 229.43
25.05.2020 12:00 ….. 225.7

   Results of suspended cells

Date Time Elapsed time(h) Bioreactor weight (g)
21.05.2020 12:30 0 230.35
22.05.2020 13:40 ….. 229.1
25.05.2020 12:00 ….. 227.8
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A vibrating sieve will be made for use in a

A vibrating sieve will be made for use in a sieving process. A general schematic representation of this sieve design is given in Figure 1 as a top view. It is desirable to design and analyze the system by taking into account the constraints given in the numbered questions below. The sieve mass is M=4 kg.

1) design an experimental device to determine the natural frequency of the system and explain it by drawing the devices you will use. (method and formulas to be used should be explained)

2) 2 unbalance disks given schematic representation in Figure 2 will be used to force the system to vibrate. In order for the sieve to vibrate only in the direction of the X-axis, which of the numbered positions should the imbalance discs be placed in the circle in Figure 1? How should the direction of rotation, speed and position of the discs relative to each other be? Explain by drawing.

3) there is no damping in the system and the rotation speed of unbalanced disks in rpm

An imbalance disk that will be used in sieve drive. The mass of the part removed from the disc is md = 20 gr and the axial leakage is e = 80 mm.

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// Cpmputer Graphics. Add Day (D) & night(N) View in

// Cpmputer Graphics. Add Day (D) & night(N) View in this following code

#include
#include
#include#define PI 3.1416

GLfloat position = 0.0f;
GLfloat speed = 0.051f;
GLfloat position1 = 0.0f;
GLfloat speed1 = 0.06f;
void dis();
void display();

void update(int value) {

if(position >1.0)
position = -1.0f;

position += speed;

glutPostRedisplay();

glutTimerFunc(100, update, 0);
}

void update1(int value) {

if(position1 position1 = 1.0f;

position1 -= speed1;

glutPostRedisplay();

glutTimerFunc(100, update1, 0);
}
GLfloat i = 0.0f;

void Idle()
{
glutPostRedisplay();
}

void SpecialInput(int key, int x, int y)
{
switch(key)
{
case GLUT_KEY_UP:
speed1 = 0.05f;
glutTimerFunc(100, update1, 0);
break;
case GLUT_KEY_DOWN:
speed1 = 0.0f;
glutTimerFunc(100, update, 0);
break;
case GLUT_KEY_LEFT:
speed = 0.05f;
break;
case GLUT_KEY_RIGHT:
speed = 0.0f;
break;
}
glutPostRedisplay();
}
void init() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}

void display3()
{
glClearColor(0.0f,0.0f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glBegin(GL_QUADS);   //Background color
glColor3ub(2, 0, 9);
glVertex2f(1.0f,-1.0f);
glVertex2f(1.0f,1.0f);
glVertex2f(-1.0f,1.0f);
glVertex2f(-1.0f,-1.0f);
glEnd();

glLineWidth(4.5);   //wind mill
glBegin(GL_LINES);
glColor3ub(244, 4, 62);
glVertex2f(0.6f,0.1f);
glVertex2f(0.6f,0.6f);
glEnd();

glPushMatrix();
glTranslatef(0.6f,0.6f,0.0f);
glRotatef(i,0,0.0,0.1);

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(0.1f,0.2f);
glVertex2f(0.2f,0.15f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(-0.1f,0.2f);
glVertex2f(-0.2f,0.15f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(0.1f,-0.2f);
glVertex2f(0.0f,-0.2f);
glEnd();
glPopMatrix();
i+=0.1f;

glTranslatef(0.0f,-0.3f,0.0f); //Rail lines
glLineWidth(4.5);
glBegin(GL_LINES);
glColor3ub(84,76,72);
glVertex2f(-1.0f,-0.60f);
glVertex2f(1.0f,-0.60f);
glEnd();

glLineWidth(4.5);
glBegin(GL_LINES);
glColor3ub(84,76,72);
glVertex2f(-1.0f,-0.5f);
glVertex2f(1.0f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.95f,-0.60f);
glVertex2f(-0.85f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.85f,-0.60f);
glVertex2f(-0.75f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.75f,-0.60f);
glVertex2f(-0.65f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.65f,-0.60f);
glVertex2f(-0.55f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.55f,-0.60f);
glVertex2f(-0.45f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.45f,-0.60f);
glVertex2f(-0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.35f,-0.60f);
glVertex2f(-0.25f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.25f,-0.60f);
glVertex2f(-0.15f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.15f,-0.60f);
glVertex2f(-0.05f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.05f,-0.60f);
glVertex2f(0.05f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.05f,-0.60f);
glVertex2f(0.15f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.15f,-0.60f);
glVertex2f(0.25f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.25f,-0.60f);
glVertex2f(0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.25f,-0.60f);
glVertex2f(0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.35f,-0.60f);
glVertex2f(0.45f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.45f,-0.60f);
glVertex2f(0.55f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.55f,-0.60f);
glVertex2f(0.65f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.65f,-0.60f);
glVertex2f(0.75f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.75f,-0.60f);
glVertex2f(0.85f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.85f,-0.60f);
glVertex2f(0.95f,-0.5f);
glEnd();

glLoadIdentity();     //Train
glTranslatef(-0.45f,-0.45f,0.0f);
glScalef(.75,.75,0);
glPushMatrix();
glTranslatef(position,0.0f, 0.0f);
glBegin(GL_TRIANGLES);
glColor3ub(25,38,166);
glVertex2f(0.95f,-0.5f);
glVertex2f(0.8f,-0.5f);
glVertex2f(0.8f,-0.2f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(140,166,25);
glVertex2f(0.8f,-0.2f);
glVertex2f(0.5f,-0.2f);
glVertex2f(0.5f,-0.5f);
glVertex2f(0.8f,-0.5f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(40,166,250);
glVertex2f(0.5f,-0.5f);
glVertex2f(0.2f,-0.5f);
glVertex2f(0.2f,-0.0f);
glVertex2f(0.5f,-0.0f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(0.4f,-0.4f);
glVertex2f(0.3f,-0.4f);
glVertex2f(0.3f,-0.1f);
glVertex2f(0.4f,-0.1f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(0.1f,-0.5f);
glVertex2f(-0.4f,-0.5f);
glVertex2f(-0.4f,-0.2f);
glVertex2f(0.1f,-0.2f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(-0.5f,-0.5f);
glVertex2f(-0.95f,-0.5f);
glVertex2f(-0.95f,-0.2f);
glVertex2f(-0.5f,-0.2f);
glEnd();

glLineWidth(7.5);
glBegin(GL_LINES);
glColor3ub(245,246,250);
glVertex2f(-0.5f,-0.45f);
glVertex2f(-0.4f,-0.45f);
glEnd();
glLineWidth(7.5);
glBegin(GL_LINES);
glColor3ub(240,240,240);
glVertex2f(0.2f,-0.45f);
glVertex2f(0.1f,-0.45f);
glEnd();

GLfloat    x=0.75f;     //Train wheel
GLfloat y=-0.5f;
GLfloat radius= 0.1f;
int   i;
int triangleAmount=30;
GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=0.35f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.0f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};

glEnd();

x=-0.3f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.6f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.85f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
// GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();
glPopMatrix();

glLoadIdentity();   //River
glLineWidth(50);  //Upper line
glBegin(GL_LINES);
glColor3ub(5, 184, 250);
glVertex2f(-1.0f,0.0f);
glVertex2f(1.0f,0.0f);
glEnd();

glLineWidth(50);
glBegin(GL_LINES);  //Lower line
glColor3ub(5, 184, 250);
glVertex2f(-1.0f,-0.2f);
glVertex2f(1.0f,-0.2f);
glEnd();

glTranslatef(-1.0f,0.0f,0.0f);
glPushMatrix();
glTranslatef(position1,0.0f, 0.0f);
glBegin(GL_QUADS);     //Boat
glColor3ub(1, 16, 2); //Black
glVertex2f(0.8f,-0.1f);
glVertex2f(0.9f,0.0f);
glVertex2f(0.5f,0.0f);
glVertex2f(0.6f,-0.1f);
glEnd();

glBegin(GL_QUADS);  //Red
glColor3ub(249, 51, 3);
glVertex2f(0.8f,0.0f);
glVertex2f(0.6f,0.0f);
glVertex2f(0.65f,0.075f);
glVertex2f(0.75f,0.075f);
glEnd();
glPopMatrix();

glLoadIdentity();
glBegin(GL_TRIANGLES);  //Green mountain
glColor3ub(40, 142, 23);
glVertex2f(1.0f,0.1f);
glVertex2f(0.6f,0.1f);
glVertex2f(0.8f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(0.2f,0.1f);
glVertex2f(0.6f,0.1f);
glVertex2f(0.4f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(0.2f,0.1f);
glVertex2f(-0.2f,0.1f);
glVertex2f(0.0f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.6f,0.1f);
glVertex2f(-0.2f,0.1f);
glVertex2f(-0.4f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.6f,0.1f);
glVertex2f(-1.0f,0.1f);
glVertex2f(-0.8f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.4f,0.1f);
glVertex2f(-0.8f,0.1f);
glVertex2f(-0.6f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.4f,0.1f);
glVertex2f(-0.0f,0.1f);
glVertex2f(-0.2f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.0f,0.1f);
glVertex2f(0.4f,0.1f);
glVertex2f(0.2f,0.6f);
glEnd();

glLineWidth(1);
glPushMatrix();
glTranslatef(0.0f,-position,0.0f);
glBegin(GL_LINES);
glColor3ub(255, 255, 255);

glVertex2f(-0.9,1);
glVertex2f(-0.9,0.95);

glVertex2f(-0.8,1);
glVertex2f(-0.8,0.95);

glVertex2f(-0.7,1);
glVertex2f(-0.7,0.95);

glVertex2f(-0.6,1);
glVertex2f(-0.6,0.95);

glVertex2f(-0.5,1);
glVertex2f(-0.5,0.95);

glVertex2f(-0.4,1);
glVertex2f(-0.4,0.95);

glVertex2f(-0.3,1);
glVertex2f(-0.3,0.95);

glVertex2f(-0.2,1);
glVertex2f(-0.2,0.95);

glVertex2f(-0.1,1);
glVertex2f(-0.1,0.95);

glVertex2f(0.0,1);
glVertex2f(0.0,0.95);

glVertex2f(0.1,1);
glVertex2f(0.1,0.95);

glVertex2f(0.2,1);
glVertex2f(0.2,0.95);

glVertex2f(0.3,1);
glVertex2f(0.3,0.95);

glVertex2f(0.4,1);
glVertex2f(0.4,0.95);

glVertex2f(0.5,1);
glVertex2f(0.5,0.95);

glVertex2f(0.6,1);
glVertex2f(0.6,0.95);

glVertex2f(0.7,1);
glVertex2f(0.7,0.95);

glVertex2f(0.8,1);
glVertex2f(0.8,0.95);

glVertex2f(0.9,1);
glVertex2f(0.9,0.95);

glVertex2f(-0.9,.8);
glVertex2f(-0.9,0.75);

glVertex2f(-0.8,.8);
glVertex2f(-0.8,0.75);

glVertex2f(-0.7,.8);
glVertex2f(-0.7,0.75);

glVertex2f(-0.6,.8);
glVertex2f(-0.6,0.75);

glVertex2f(-0.5,.8);
glVertex2f(-0.5,0.75);

glVertex2f(-0.4,.8);
glVertex2f(-0.4,0.75);

glVertex2f(-0.3,.8);
glVertex2f(-0.3,0.75);

glVertex2f(-0.2,.8);
glVertex2f(-0.2,0.75);

glVertex2f(-0.1,.8);
glVertex2f(-0.1,0.75);

glVertex2f(0.0,.8);
glVertex2f(0.0,0.75);

glVertex2f(0.1,.8);
glVertex2f(0.1,0.75);

glVertex2f(0.2,.8);
glVertex2f(0.2,0.75);

glVertex2f(0.3,.8);
glVertex2f(0.3,0.75);

glVertex2f(0.4,.8);
glVertex2f(0.4,0.75);

glVertex2f(0.5,.8);
glVertex2f(0.5,0.75);

glVertex2f(0.6,.8);
glVertex2f(0.6,0.75);

glVertex2f(0.7,.8);
glVertex2f(0.7,0.75);

glVertex2f(0.8,.8);
glVertex2f(0.8,0.75);

glVertex2f(0.9,.8);
glVertex2f(0.9,0.75);

glVertex2f(-0.9,.6);
glVertex2f(-0.9,0.55);

glVertex2f(-0.8,.6);
glVertex2f(-0.8,0.55);

glVertex2f(-0.7,.6);
glVertex2f(-0.7,0.55);

glVertex2f(-0.6,.6);
glVertex2f(-0.6,0.55);

glVertex2f(-0.5,.6);
glVertex2f(-0.5,0.55);

glVertex2f(-0.4,.6);
glVertex2f(-0.4,0.55);

glVertex2f(-0.3,.6);
glVertex2f(-0.3,0.55);

glVertex2f(-0.2,.6);
glVertex2f(-0.2,0.55);

glVertex2f(-0.1,.6);
glVertex2f(-0.1,0.55);

glVertex2f(0.0,.6);
glVertex2f(0.0,0.55);

glVertex2f(0.1,.6);
glVertex2f(0.1,0.55);

glVertex2f(0.2,.6);
glVertex2f(0.2,0.55);

glVertex2f(0.3,.6);
glVertex2f(0.3,0.55);

glVertex2f(0.4,.6);
glVertex2f(0.4,0.55);

glVertex2f(0.5,.6);
glVertex2f(0.5,0.55);

glVertex2f(0.6,.6);
glVertex2f(0.6,0.55);

glVertex2f(0.7,.6);
glVertex2f(0.7,0.55);

glVertex2f(0.8,.6);
glVertex2f(0.8,0.55);

glVertex2f(0.9,.6);
glVertex2f(0.9,0.55);

glVertex2f(-0.9,.4);
glVertex2f(-0.9,0.35);

glVertex2f(-0.8,.4);
glVertex2f(-0.8,0.35);

glVertex2f(-0.7,.4);
glVertex2f(-0.7,0.35);

glVertex2f(-0.6,.4);
glVertex2f(-0.6,0.35);

glVertex2f(-0.5,.4);
glVertex2f(-0.5,0.35);

glVertex2f(-0.4,.4);
glVertex2f(-0.4,0.35);

glVertex2f(-0.3,.4);
glVertex2f(-0.3,0.35);

glVertex2f(-0.2,.4);
glVertex2f(-0.2,0.35);

glVertex2f(-0.1,.4);
glVertex2f(-0.1,0.35);

glVertex2f(0.0,.4);
glVertex2f(0.0,0.35);

glVertex2f(0.1,.4);
glVertex2f(0.1,0.35);

glVertex2f(0.2,.4);
glVertex2f(0.2,0.35);

glVertex2f(0.3,.4);
glVertex2f(0.3,0.35);

glVertex2f(0.4,.4);
glVertex2f(0.4,0.35);

glVertex2f(0.5,.4);
glVertex2f(0.5,0.35);

glVertex2f(0.6,.4);
glVertex2f(0.6,0.35);

glVertex2f(0.7,.4);
glVertex2f(0.7,0.35);

glVertex2f(0.8,.4);
glVertex2f(0.8,0.35);

glVertex2f(0.9,.4);
glVertex2f(0.9,0.35);

glVertex2f(-0.9,.2);
glVertex2f(-0.9,0.15);

glVertex2f(-0.8,.2);
glVertex2f(-0.8,0.15);

glVertex2f(-0.7,.2);
glVertex2f(-0.7,0.15);

glVertex2f(-0.6,.2);
glVertex2f(-0.6,0.15);

glVertex2f(-0.5,.2);
glVertex2f(-0.5,0.15);

glVertex2f(-0.4,.2);
glVertex2f(-0.4,0.15);

glVertex2f(-0.3,.2);
glVertex2f(-0.3,0.15);

glVertex2f(-0.2,.2);
glVertex2f(-0.2,0.15);

glVertex2f(-0.1,.2);
glVertex2f(-0.1,0.15);

glVertex2f(0.0,.2);
glVertex2f(0.0,0.15);

glVertex2f(0.1,.2);
glVertex2f(0.1,0.15);

glVertex2f(0.2,.2);
glVertex2f(0.2,0.15);

glVertex2f(0.3,.2);
glVertex2f(0.3,0.15);

glVertex2f(0.4,.2);
glVertex2f(0.4,0.15);

glVertex2f(0.5,.2);
glVertex2f(0.5,0.15);

glVertex2f(0.6,.2);
glVertex2f(0.6,0.15);

glVertex2f(0.7,.2);
glVertex2f(0.7,0.15);

glVertex2f(0.8,.2);
glVertex2f(0.8,0.15);

glVertex2f(0.9,.2);
glVertex2f(0.9,0.15);
glEnd();

glPopMatrix();

glFlush();
}
void display2(int val) {

glutDisplayFunc(display3);

}

/////////////////Day view///////////
void display()
{
glClearColor(0.0f,0.0f,0.0f,1.0f);
glClear(GL_COLOR_BUFFER_BIT);

glBegin(GL_QUADS);   //Background color
glColor3ub(220, 239, 241);
glVertex2f(1.0f,-1.0f);
glVertex2f(1.0f,1.0f);
glVertex2f(-1.0f,1.0f);
glVertex2f(-1.0f,-1.0f);
glEnd();

glLineWidth(4.5);   //wind mill
glBegin(GL_LINES);
glColor3ub(244, 4, 62);
glVertex2f(0.6f,0.1f);
glVertex2f(0.6f,0.6f);
glEnd();

glPushMatrix();
glTranslatef(0.6f,0.6f,0.0f);
glRotatef(i,0,0.0,0.1);

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(0.1f,0.2f);
glVertex2f(0.2f,0.15f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(-0.1f,0.2f);
glVertex2f(-0.2f,0.15f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(210, 159, 28);
glVertex2f(0.0f,0.0f);
glVertex2f(0.1f,-0.2f);
glVertex2f(0.0f,-0.2f);
glEnd();
glPopMatrix();
i+=0.1f;

glTranslatef(0.0f,-0.3f,0.0f); //Rail lines
glLineWidth(4.5);
glBegin(GL_LINES);
glColor3ub(84,76,72);
glVertex2f(-1.0f,-0.60f);
glVertex2f(1.0f,-0.60f);
glEnd();

glLineWidth(4.5);
glBegin(GL_LINES);
glColor3ub(84,76,72);
glVertex2f(-1.0f,-0.5f);
glVertex2f(1.0f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.95f,-0.60f);
glVertex2f(-0.85f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.85f,-0.60f);
glVertex2f(-0.75f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.75f,-0.60f);
glVertex2f(-0.65f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.65f,-0.60f);
glVertex2f(-0.55f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.55f,-0.60f);
glVertex2f(-0.45f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.45f,-0.60f);
glVertex2f(-0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.35f,-0.60f);
glVertex2f(-0.25f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.25f,-0.60f);
glVertex2f(-0.15f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.15f,-0.60f);
glVertex2f(-0.05f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(-0.05f,-0.60f);
glVertex2f(0.05f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.05f,-0.60f);
glVertex2f(0.15f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.15f,-0.60f);
glVertex2f(0.25f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.25f,-0.60f);
glVertex2f(0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.25f,-0.60f);
glVertex2f(0.35f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.35f,-0.60f);
glVertex2f(0.45f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.45f,-0.60f);
glVertex2f(0.55f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.55f,-0.60f);
glVertex2f(0.65f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.65f,-0.60f);
glVertex2f(0.75f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.75f,-0.60f);
glVertex2f(0.85f,-0.5f);
glEnd();

glLineWidth(2);
glBegin(GL_LINES);
glColor3ub(150,70,27);
glVertex2f(0.85f,-0.60f);
glVertex2f(0.95f,-0.5f);
glEnd();

glLoadIdentity();     //Train
glTranslatef(-0.45f,-0.45f,0.0f);
glScalef(.75,.75,0);
glPushMatrix();
glTranslatef(position,0.0f, 0.0f);
glBegin(GL_TRIANGLES);
glColor3ub(25,38,166);
glVertex2f(0.95f,-0.5f);
glVertex2f(0.8f,-0.5f);
glVertex2f(0.8f,-0.2f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(140,166,25);
glVertex2f(0.8f,-0.2f);
glVertex2f(0.5f,-0.2f);
glVertex2f(0.5f,-0.5f);
glVertex2f(0.8f,-0.5f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(40,166,250);
glVertex2f(0.5f,-0.5f);
glVertex2f(0.2f,-0.5f);
glVertex2f(0.2f,-0.0f);
glVertex2f(0.5f,-0.0f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(0.4f,-0.4f);
glVertex2f(0.3f,-0.4f);
glVertex2f(0.3f,-0.1f);
glVertex2f(0.4f,-0.1f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(0.1f,-0.5f);
glVertex2f(-0.4f,-0.5f);
glVertex2f(-0.4f,-0.2f);
glVertex2f(0.1f,-0.2f);
glEnd();

glBegin(GL_QUADS);
glColor3ub(249, 239, 4);
glVertex2f(-0.5f,-0.5f);
glVertex2f(-0.95f,-0.5f);
glVertex2f(-0.95f,-0.2f);
glVertex2f(-0.5f,-0.2f);
glEnd();

glLineWidth(7.5);
glBegin(GL_LINES);
glColor3ub(245,246,250);
glVertex2f(-0.5f,-0.45f);
glVertex2f(-0.4f,-0.45f);
glEnd();
glLineWidth(7.5);
glBegin(GL_LINES);
glColor3ub(240,240,240);
glVertex2f(0.2f,-0.45f);
glVertex2f(0.1f,-0.45f);
glEnd();

GLfloat    x=0.75f;     //Train wheel
GLfloat y=-0.5f;
GLfloat radius= 0.1f;
int   i;
int triangleAmount=30;
GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=0.35f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.0f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};

glEnd();

x=-0.3f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.6f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
//GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();

x=-0.85f;
y=-0.5f;
radius= 0.1f;
i;
triangleAmount=30;
// GLfloat twicepi = 2.0f*PI;
glBegin(GL_TRIANGLE_FAN);
glColor3ub(171,22,17);
for(i=0;i<=triangleAmount;i++){
glVertex2f(
x+(radius*cos(i*twicepi/triangleAmount)),
y+(radius*sin(i*twicepi/triangleAmount))
);

};
glEnd();
glPopMatrix();

glLoadIdentity();   //River
glLineWidth(50);  //Upper line
glBegin(GL_LINES);
glColor3ub(5, 184, 250);
glVertex2f(-1.0f,0.0f);
glVertex2f(1.0f,0.0f);
glEnd();

glLineWidth(50);
glBegin(GL_LINES);  //Lower line
glColor3ub(5, 184, 250);
glVertex2f(-1.0f,-0.2f);
glVertex2f(1.0f,-0.2f);
glEnd();

glTranslatef(-1.0f,0.0f,0.0f);
glPushMatrix();
glTranslatef(position1,0.0f, 0.0f);
glBegin(GL_QUADS);     //Boat
glColor3ub(1, 16, 2); //Black
glVertex2f(0.8f,-0.1f);
glVertex2f(0.9f,0.0f);
glVertex2f(0.5f,0.0f);
glVertex2f(0.6f,-0.1f);
glEnd();

glBegin(GL_QUADS);  //Red
glColor3ub(249, 51, 3);
glVertex2f(0.8f,0.0f);
glVertex2f(0.6f,0.0f);
glVertex2f(0.65f,0.075f);
glVertex2f(0.75f,0.075f);
glEnd();
glPopMatrix();

glLoadIdentity();
glBegin(GL_TRIANGLES);  //Green mountain
glColor3ub(40, 142, 23);
glVertex2f(1.0f,0.1f);
glVertex2f(0.6f,0.1f);
glVertex2f(0.8f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(0.2f,0.1f);
glVertex2f(0.6f,0.1f);
glVertex2f(0.4f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(0.2f,0.1f);
glVertex2f(-0.2f,0.1f);
glVertex2f(0.0f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.6f,0.1f);
glVertex2f(-0.2f,0.1f);
glVertex2f(-0.4f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.6f,0.1f);
glVertex2f(-1.0f,0.1f);
glVertex2f(-0.8f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.4f,0.1f);
glVertex2f(-0.8f,0.1f);
glVertex2f(-0.6f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.4f,0.1f);
glVertex2f(-0.0f,0.1f);
glVertex2f(-0.2f,0.6f);
glEnd();

glBegin(GL_TRIANGLES);
glColor3ub(40, 142, 23);
glVertex2f(-0.0f,0.1f);
glVertex2f(0.4f,0.1f);
glVertex2f(0.2f,0.6f);
glEnd();
glutTimerFunc(1500,display2,0);

glFlush();
}

void dis()
{
glutDisplayFunc(display);
}

int main(int argc,char** argv)
{
glutInit(&argc,argv);
glutCreateWindow(“train Station”);
glutInitWindowSize(450,450);
glutInitWindowPosition(50, 50);
glutDisplayFunc(dis);
init();
glutTimerFunc(100, update, 0);
glutTimerFunc(100, update1, 0);
glutIdleFunc(Idle);
glutSpecialFunc(SpecialInput);

glutMainLoop();
return 0;
}

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Polygamy is illegal under Canada’s Criminal Code. Jenspa

Polygamy is illegal under Canada’s Criminal Code. Jenspa who follows a religion that endorses polygamy applies to the clerk of her municipality for a marriage licence to wed a man who already has a wife, both of whom follow the same religion as the Jenspa. When the clerk refuses to issue the marriage licence on the grounds that doing so would constitute aiding the commission of a crime, the woman makes an application for judicial review of the clerk’s decision.

Jenspa asks the court to declare the prohibition against polygamy in the code inapplicable to her and to order the clerk to issue a marriage licence. The government concedes that the prohibition against polygamy in the code and the clerk’s refusal to issue a marriage licence violates the Charter, but however, claims nothing can be done about as the refusal was in the public interest.

  1. Discuss what section(s) of the Charter Jenspa will be relying on in the circumstance as well as the arguments that can be put forward to support her position. 
  2. Discuss also, the section(s) of the Charter, the government will be relying on in refusing to grant the right, despite conceding that the action in the circumstance violated the Charter. 
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2. A cross belt arrangement has centre distance between

2. A cross belt arrangement has centre distance between pulleys as 1.5 m. The diameter of bigger and smaller pulleys are ‘D’ and ‘d’ respectively. The smaller pulley rotates at 1000 rpm, and the bigger pulley at 500 rpm. The flat belt is 6 mm thick and transmits 7.5 kW power at belt speed of 13 m/s approximately. The coefficient of belt friction is 0.3 and the density of belt material is 950 kg/ml. If the permissible tensile stress for the belt material is 1.75 MPa, calculate: 

a. Diameters of pulleys. 

b. Length and width of belt.

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A steel plate is rolled to reduce its thickness from

A steel plate is rolled to reduce its thickness from 25 mm to 18 mm using a 2-Hi mill roll with a roll diameter of 500 mm. Assuming the friction coefficient at roll-plate interface as 0.15, check whether it is possible to roll this plate in one pass. If it is not possible to roll in one pass using this mill, you have an option to change the roll size. Calculate what should be the size of the roll if this plate has to be rolled in one pass assuming the coefficient of friction remains same as above. If the rolls rotate at 100 rpm, calculate the roll force and power required in this operation.    

Assume the width the plate is 150 mm and the average flow stress of the material as 180 MPa.

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You are presented with pump characteristic charts with five

You are presented with pump characteristic charts with five different types of pumps as shown in Appendix D. These pumps are classified in terms of their impeller sizes, with the smallest pump having an impeller size of 222 mm and the largest pump having impeller size of 260 mm. Now, the job at hand is to pump water from a lake to a reservoir through a 150 mm galvanized iron pipe (k = 0.15 mm). The total length of the pipeline between the lake and the reservoir is 500 m.

 4.1 If the difference in elevation between the lake and the reservoir is 26 m, determine the pumping head, discharge, NPSHR, efficiency and power input to the pump when the following pumps are selected:  

  1. 235-mm impeller pump.                                                                                       
  2. 260-mm impeller pump.            

4.2       If the local atmospheric pressure is 101.1 kPa and the vapour pressure in the water is 3.5 kPa, determine whether cavitation would be a problem in the system when working under the following conditions:

– Suction length, L = 60 m.

– Static suction head, hs = 3.5 m above water level

– Pump selected: 247 mm diameter impeller.                                                

4.3 It is expected that over a period of 20 years, the roughness size of the pipe will increase quite considerably. For some reasons, this pipe will then have to be replaced with a commercial steel pipe (k = 0.045 mm), but smaller with a diameter of 100 mm. Considering this change, determine the percentage increase or decrease of pumping discharge if the smallest pump is selected.                                                                       

 

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