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Introduction to and Andy Ruina and Rudra Pratap

Introduction to and Andy Ruina and Rudra Pratap

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18 Chapter 0. Preface 0.2. A note on computation<br />

We do know that you need <strong>to</strong> think outside of the confines of your usual<br />

study resources. Like when you are relaxed, away from the pressures of<br />

books, notes, pencils or paper, say when you are walking, showering or lying<br />

down. These are the places where you naturally work out life problems, but<br />

they are good places <strong>to</strong> work out mechanics problems <strong>to</strong>o.<br />

Having an animated mechanics discussion with friends is also good. You<br />

should enjoy your inner nerd socially. Are your friends turned off by techtalk<br />

There are billions of people out there, you should be able <strong>to</strong> find one or<br />

two that like <strong>to</strong> talk shop.<br />

0.2 A note on computation<br />

Mechanics is a physical subject. The concepts in mechanics do not depend<br />

on computers. But mechanics is also a quantitative subject; relevant amounts<br />

(of length, mass, force, moment, time, etc) are described with numbers, <strong>and</strong><br />

relations are described using equations <strong>and</strong> formulas. Computers are very<br />

good with numbers <strong>and</strong> formulas. Thus the modern practice of engineering<br />

mechanics uses computers. The most-needed computer skills for mechanics<br />

are:<br />

solution of simultaneous linear algebraic equations,<br />

plotting, <strong>and</strong><br />

numerical solution of ODEs (Ordinary Differential Equations).<br />

More basically, an engineer also needs the ability <strong>to</strong> routinely evaluate st<strong>and</strong>ard<br />

functions (x 3 , cos 1 , etc.), <strong>to</strong> enter <strong>and</strong> manipulate lists <strong>and</strong> arrays of<br />

numbers, <strong>and</strong> <strong>to</strong> write short programs.<br />

Classical languages, applied packages, <strong>and</strong> simula<strong>to</strong>rs<br />

Programming in st<strong>and</strong>ard languages such as Fortran, Basic, Pascal, C++, or<br />

Java probably take <strong>to</strong>o much time <strong>to</strong> use in solving simple mechanics problems.<br />

Thus an engineer needs <strong>to</strong> learn <strong>to</strong> use one or another widely available<br />

computational package (e.g., MATLAB, O-MATRIX, SCI-LAB, OC-<br />

TAVE, MAPLE, MATHEMATICA, MATHCAD, TKSOLVER, LABVIEW,<br />

etc). We assume that students have learned, or are learning such a package.<br />

Although none of the homework here depends on such, we also encourage<br />

you <strong>to</strong> play with packaged mechanics simula<strong>to</strong>rs (e.g., INVENTOR,<br />

WORKING MODEL, ADAMS, DADS, ODE, etc) for testing <strong>and</strong> building<br />

your intuition.<br />

How we explain computation in this book.<br />

Solving a mechanics problem involves<br />

1. Reducing a physical problem <strong>to</strong> a well posed mathematical problem;<br />

2. Solving the math problem using some combination of pencil <strong>and</strong> paper<br />

<strong>and</strong> numerical computation; <strong>and</strong>

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