public MaterialBucklingConstantProvider(BucklingType BucklingType, SubElementType SubElementType, IAluminumMaterial Material, WeldCase WeldCase) { this.BucklingType = BucklingType; this.SubElementType = SubElementType; this.Material = Material; this.WeldCase = WeldCase; string temper = Material.Temper; }
/// <summary> /// Constructor for flexural buckling length. /// </summary> internal BucklingLength(Position position, BucklingType type, double beta = 1, bool sway = false) { this.Position = position; this.Type = type; this.Beta = beta; if (sway) { this.Sway = sway; } }
/// <summary> /// Constructor for pressured flange buckling length. /// </summary> internal BucklingLength(Position position, BucklingType type, double beta, VerticalAlignment loadPosition, bool continouslyRestrained) { this.Position = position; this.Type = type; this.Beta = beta; this.LoadPosition = loadPosition; if (continouslyRestrained) { this.ContinouslyRestrained = continouslyRestrained; } }
/// <summary> /// Constructor for lateral torsional buckling length. /// </summary> internal BucklingLength(Position position, BucklingType type, VerticalAlignment loadPosition, bool continouslyRestrained, bool cantilever) { this.Position = position; this.Type = type; this.LoadPosition = loadPosition; if (continouslyRestrained) { this.ContinouslyRestrained = continouslyRestrained; } if (cantilever) { this.Cantilever = cantilever; } }
/// <summary> /// Define BucklingLength for Lateral Torsional buckling. /// </summary> /// <remarks>Create</remarks> /// <param name="loadPosition">"top"/"center"/"bottom"</param> /// <param name="continouslyRestrained">Continously restrained. True/false.</param> /// <param name="cantilever">Cantilever. True/false.</param> /// <returns></returns> public static BucklingLength LateralTorsional(VerticalAlignment loadPosition, bool continouslyRestrained = false, bool cantilever = false) { BucklingType _type = BucklingType.LateralTorsional; return(new BucklingLength(Position.AlongBar(), _type, loadPosition, continouslyRestrained, cantilever)); }
/// <summary> /// Define BucklingLength for Pressured Bottom Flange. /// </summary> /// <remarks>Create</remarks> /// <param name="beta">Beta factor.</param> /// <param name="loadPosition">"top"/"center"/"bottom"</param> /// <param name="continuouslyRestrained">Continuously restrained. True/false.</param> /// <returns></returns> public static BucklingLength PressuredBottomFlange(VerticalAlignment loadPosition, double beta = 1, bool continuouslyRestrained = false) { BucklingType _type = BucklingType.PressuredBottomFlange; return(new BucklingLength(Position.AlongBar(), _type, beta, loadPosition, continuouslyRestrained)); }
/// <summary> /// Define BucklingLength in Flexural Weak direction. /// </summary> /// <remarks>Create</remarks> /// <param name="beta">Beta factor.</param> /// <param name="sway">Sway. True/false.</param> /// <returns></returns> public static BucklingLength FlexuralWeak(double beta = 1, bool sway = false) { BucklingType _type = BucklingType.FlexuralWeak; return(new BucklingLength(Position.AlongBar(), _type, beta, sway)); }