AbstractWe study turbulent plane Couette-Poiseuille (CP) flows in which the conditions (relative wall velocity Δ'/> Direct Numerical Simulation and Theory of a Wall-Bounded Flow with Zero Skin Friction
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Direct Numerical Simulation and Theory of a Wall-Bounded Flow with Zero Skin Friction

机译:零皮摩擦的壁有限流程的直接数值模拟与理论

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AbstractWe study turbulent plane Couette-Poiseuille (CP) flows in which the conditions (relative wall velocity ΔUw≡ 2Uw, pressure gradient dP/dxand viscosityν) are adjusted to produce zero mean skin friction on one of the walls, denoted by APG for adverse pressure gradient. The other wall, FPG for favorable pressure gradient, provides the friction velocityuτ, andhis the half-height of the channel. This leads to a one-parameter family of one-dimensional flows of varying Reynolds number Re ≡Uwh/ν. We apply three codes, and cover three Reynolds numbers stepping by a factor of two each time. The agreement between codes is very good, and the Reynolds-number range is sizable. The theoretical questions revolve around Reynolds-number independence in both the core region (free of local viscous effects) and the two wall regions. The core region follows Townsend’s hypothesis of universal behavior for the velocity and shear stress, when they are normalized withuτandh; on the other hand universality is not observed for all the Reynolds stresses, any more than it is in Poiseuille flow or boundary layers. The FPG wall region obeys the classical law of the wall, again for velocity and shear s
机译:<![cdata [ <标题>抽象 ara>我们研究动荡的飞机Coute-Poiseuille(CP)流动(相对壁速度Δ<重点型=“斜体”> U <下标> <强调类型=“斜体”> w ≡2<重点类型=“斜体”> U <下标> <重点类型=“斜体”> w ,压力梯度d p / d x 和粘度<重点类型=“斜体”>ν)被调整以在其中一个壁上产生零平均皮肤摩擦,由APG表示不利的压力梯度。另一壁FPG为有利的压力梯度,提供摩擦速度<重点型=“斜体”> U <下标> <重点类型=“斜体”>τ ,以及<重点键入=“斜体”> H 是通道的半高度。这导致了一个参数系列的不同雷诺数的一维流量Re≡<重点类型=“斜体”> U w <重点类型=“斜体”> H / ν。我们申请三个代码,并覆盖三个雷诺数每次踩一倍。代码之间的协议非常好,雷诺数范围是大量的。理论问题围绕核心区域(无局部粘性效应)和两个壁区域的雷诺数独立性旋转。核心区域遵循Townsend对速度和剪切应力的普遍行为的假设,当它们与<重点类型=“斜体”标准化时,u <下标> <重点类型=“斜体”>τ 和<重点类型=“斜体”> h ;另一方面,对于所有雷诺的应力,没有观察到普遍性,任何超过它在Poiseuille流或边界层中。 FPG墙壁区域遵守墙壁的古典法,再次用于速度和剪切

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