2.2.24 · D4 · HinglishFluid Mechanics

ExercisesDrag — pressure (form) drag, skin friction drag

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2.2.24 · D4 · Physics › Fluid Mechanics › Drag — pressure (form) drag, skin friction drag

Kuch bhi compute karne se pehle, ek figure un do directions ko fix kar deti hai jinki hum baar baar baat karte hain — normal (surface mein seedha) aur tangential (surface ke saath slide karna).

Figure — Drag — pressure (form) drag, skin friction drag
Figure 1 — Alt-text: A curved grey surface with the flow arrow moving left-to-right. At one point on the surface, a red arrow labelled "pressure " pushes straight into the surface (along the inward normal), and a black arrow labelled "shear " points along the surface. These are the only two ways a fluid can touch a wall.

Red arrow dekho: pressure (inward) normal ke along seedha andar dhakelta hai; black shear surface ke saath rub karta hai. Drag wahi hota hai jo in mein se downstream (flow direction ) point karta ho. Yeh poora subject ek picture mein hai.


Reynolds number — hum kis regime mein hain?


Level 1 — Recognition

Recall Solution

Parachute ek bluff body hai: flow uski cupped shape follow nahi kar sakta, woh turant separate ho jaata hai aur ek enormous wake chhod jaata hai. Front (high pressure) aur back (low pressure) cancel nahi hote → almost 100% form (pressure) drag. Edge-on rakhi plate almost koi frontal area present nahi karti; flow uske faces ke saath slide karta hai, toh almost saari resistance viscous rub hai → almost 100% skin friction drag. Rule of thumb: bada wake ⇒ form drag; bada wetted area with attached flow ⇒ skin friction.

Recall Solution

use karo, phir . Kyun: ek aligned flat plate essentially pure skin friction hai, aur tumhe wall par velocity gradient diya gaya tha — yeh exactly aur sirf wahi hai jo shear stress ko chahiye. form woh lumped, experiment-fitted package hai jab tum microscopic profile nahi jaante.


Level 2 — Application

Recall Solution

Step by step: ; (yeh dynamic pressure hai, ); phir .

Recall Solution

ka slope constant hai: , toh wall par Phir Sirf slope kyun? Shear stress sirf dekh sakti hai ki wall par velocity kitni steeply change hoti hai — no-slip condition wahan pin karti hai, aur steepness ko force per area mein convert karta hai.


Level 3 — Analysis

Recall Solution

Kyunki aur ke alawa sab fixed hai, . Toh 60% speed increase se 156% drag increase hota hai — square bahut kaatda hai. (Valid hai kyunki car high par hoti hai, jahan roughly constant hota hai.)

Recall Solution

Maano skin friction . Toh form , aur . Yeh body bluff-dominated hai (zyaadatar drag wake se hai), cars aur blunt shapes ke liye typical.

Recall Solution

Terminal velocity par, drag weight ko balance karta hai: , toh Square root kyun? Drag ki tarah badhta hai; balancing ke liye undo karne ke liye hum root lete hain — isliye tool hai na ki division. Regime check karo: is speed aur size par, comfortably thousands mein hai, toh constant use karna (aur thus ) justified hai.


Level 4 — Synthesis

Recall Solution

pehle hi form + friction ko mein lump kar deta hai, aur shared frontal reference hai, toh hum sirf compare karte hain. Dynamic-pressure block: . Reduction: Haan, bahut zyada worth it hai. Extra wetted area thodi skin friction add karta hai, lekin wake ko khatam karne se dominant form-drag term slash ho jaata hai. Tum sum optimize karte ho, aur yahan sum plummet karta hai. Neeche ki figure ise visible banati hai.

Figure — Drag — pressure (form) drag, skin friction drag
Figure 2 — Alt-text: Two side-by-side pictures of flow (black streamline arrows) approaching a body. LEFT ("bluff"): a blunt block; behind it a large red shaded region labelled "WAKE" — the flow separates immediately, so front-minus-back pressure gives big form drag. RIGHT ("streamlined"): a teardrop shape; behind it only a tiny red sliver labelled "small wake" — the flow closes smoothly, so form drag nearly vanishes.

Figure 2 mein kya notice karo: har body ke peeche red ka area compare karo. Woh red region wake hai, aur form drag kitna bada hai iske saath scale karta hai. Teardrop ka red patch block ka ek sliver hai — woh shrinking wake exactly ka se tak girna hai, yaani woh cut jo tumne abhi compute kiya. Teardrop ki extra surface (zyada skin) us bade red block ko mita dene ki chhoti si qeemat hai.

Recall Solution

Master formula invert karo: par, drag ki tarah scale karta hai: . Yahi to drag coefficient ka kaam hai: ek baar measure karo, kisi bhi speed par predict karo (jab tak itna high rahe ki steady rahe).


Level 5 — Mastery

Recall Solution

(a) Skin friction. Ek face par wall shear: Ek face: . Do faces: . (b) Form drag. Compute karo: ; ; . (c) Total. . Friction fraction . Ek aligned plate overwhelmingly skin friction hai — exactly parent note ka claim, ab raw numbers se derive kiya gaya.

Recall Solution

(a) Master formula ko ke liye solve karo: (b) Fixed par, drag area ke saath scale karta hai. Needed reduction: Ek stiff lekin achievable streamlining target.

Recall Solution

Inviscid fluid ka matlab hai , jiska matlab yeh bhi hai — koi stickiness nahi ka idealised limit. ke saath hume milta hai : skin friction term directly vanish ho jaata hai. Lekin deeper point form term hai. Viscosity ke bina koi boundary layer nahi hoti jo separate ho, toh flow perfectly attached rehti hai aur sphere ke around symmetrically wrap karti hai. Front par pressure back par pressure ke barabar hota hai, aur : form drag term bhi vanish ho jaata hai. Total drag — yahi d'Alembert's paradox hai. Lesson: viscosity dono drags ka hidden source hai. Yeh directly skin friction banati hai, aur indirectly form drag banati hai separation cause karke. Viscosity khatam karo toh wake bhi khatam ho jaata hai.


Recall Poore page ka one-line summary

Har problem ya toh hai (skin friction, wall slope chahiye) ya (lumped total), jisme high par, aur dono drags ultimately viscosity se paida hote hain.