Answer:
a) the metal removal rate is 14.4 in³/min
b) the cutting time is 0.98 min
Explanation:
Given the data from the question
first we find the rpm for the spindle of the drilling tool, using the equation
Ns = 12V/πD
V is the cutting speed(120 fpm) and D is the diameter of the hole( 2 in)
so we substitute
Ns = 12 × 120 / π2
Ns = 1440 / 6.2831
Ns = 229.18 rmp
Now we find the metal removal rate using the equation
MRR = (πD²/4) Fr × Ns
Fr is the feed rate( 0.02 ipr ),
so we substitute
MRR = ((π × 2²)/4) × 0.02 × 229.18
MRR = 14.3998 ≈ 14.4 in³/min
Therefore the metal removal rate is 14.4 in³/min
Next we find the allowance for approach of the tip of the drill
A = D/2
A = 2/2
= 1 in
now find the time required to drill the hole
Tm = (L + A) / (Fr × Ns)
Lis the the depth of the hole( 3.5 in)
so we substitute our values
Tm = (3.5 + 1) / (0.02 × 229.18 )
Tm = 4.5 / 4.5836
Tm = 0.98 min
Therefore the cutting time is 0.98 min
Answer:
Relative density = 0.545
Degree of saturation = 24.77%
Explanation:
Data provided in the question:
Water content, w = 5%
Bulk unit weight = 18.0 kN/m³
Void ratio in the densest state,
= 0.51
Void ratio in the loosest state,
= 0.87
Now,
Dry density, 

= 17.14 kN/m³
Also,

here, G = Specific gravity = 2.7 for sand

or
e = 0.545
Relative density = 
= 
= 0.902
Also,
Se = wG
here,
S is the degree of saturation
therefore,
S(0.545) = (0.05)()2.7
or
S = 0.2477
or
S = 0.2477 × 100% = 24.77%
Answer:
Artefacts can influence our actions in several ways. They can be instruments, enabling and facilitating actions, where their presence affects the number and quality of the options for action available to us. They can also influence our actions in a morally more salient way, where their presence changes the likelihood that we will actually perform certain actions. Both kinds of influences are closely related, yet accounts of how they work have been developed largely independently, within different conceptual frameworks and for different purposes. In this paper I account for both kinds of influences within a single framework. Specifically, I develop a descriptive account of how the presence of artefacts affects what we actually do, which is based on a framework commonly used for normative investigations into how the presence of artefacts affects what we can do. This account describes the influence of artefacts on what we actually do in terms of the way facts about those artefacts alter our reasons for action. In developing this account, I will build on Dancy’s (2000a) account of practical reasoning. I will compare my account with two alternatives, those of Latour and Verbeek, and show how my account suggests a specification of their respective key concepts of prescription and invitation. Furthermore, I argue that my account helps us in analysing why the presence of artefacts sometimes fails to influence our actions, contrary to designer expectations or intentions.
When it comes to affecting human actions, it seems artefacts can play two roles. In their first role they can enable or facilitate human actions. Here, the presence of artefacts changes the number and quality of the options for action available to us.Footnote1 For example, their presence makes it possible for us to do things that we would not otherwise be able to do, and thereby adopt new goals, or helps us to do things we would otherwise be able to do, but in more time, with greater effort, etc
Explanation:
Technological artifacts are in general characterized narrowly as material objects made by (human) agents as means to achieve practical ends. ... Unintended by-products of making (e.g. sawdust) or of experiments (e.g. false positives in medical diagnostic tests) are not artifacts for Hilpinen.
Answer:
#include <stdio.h>
typedef struct InventoryTag_struct {
int itemID;
int quantityRemaining;
} InventoryTag;
int main(void) {
InventoryTag redSweater;
redSweater.itemID = 314;
redSweater.quantityRemaining = 500;
/* Your solution goes here */
printf("Inventory ID: %d, Qty: %d\n",redSweater.itemID,redSweater.quantityRemaining);
getchar();
return 0;
}
Explanation: