What is the regime of the river depends on what. What is the regime of a river? What does it depend on? What does it affect? Tell us about the regime of the rivers in your region

To stay healthy and beautiful, first of all, pay attention to how much time you sleep and what time you go to bed. This is important: natural biorhythms human body"work" in tune with the biorhythms of nature, and any violation of them entails premature aging and the destruction of the body, and hence the external appearance.

Nature prescribes to go to bed from 21.00 to 22.00. If you have the opportunity, do it. Also make sure that there is no light source in your bedroom. Not only does light interfere with restful sleep, but it also interferes with the normal production of melatonin, which adversely affects health and can lead to persistent depression.

From the period from 22:00 to 23:00 there is a physiological decline in the body, it is in a state of inhibition, and it is better not to strain it at this time.

From 11:00 pm to 4:00 am, most of the cells in our body are renewed, the more soundly you sleep during this period, the more efficiently this renewal proceeds. For women, this period of sleep is especially important - you not only relax, but also restore the youth and beauty of your skin.

At 5:00 am, the adrenal glands are activated and release cortisol, the stress hormone, into the bloodstream, the sleeping body begins to wake up, the kidneys begin to work more actively, which often prompts you to take a walk to the toilet.

By 6:00 a.m., the amount of cortisone reaches its maximum, and the course of cell renewal gradually slows down. This is followed by the rising phase. blood pressure, the presence of adrenaline in the blood and body temperature. Therefore, in order to wake up for the benefit of the body, it is better to do it at 5.50, and then the line from the popular song “Wake up and sing!” can be fully applied to you and your well-being.

At 7:00 am, it is best to have a hearty and hearty breakfast - you can not limit yourself in carbohydrates, at this time they turn into energy, and do not lie on in the form of excess.

By 8:00 am, blood circulation is activated.

From 9:00 to 10:00, immunity is restored, the blood contains a large amount of cortisol, if you need to be treated - this is the best time of day for medical procedures and taking medications.

From 11:00 to 12:00 it is better not to eat, as the fatty glands begin to work actively, and the food eaten can easily turn into fat. It is better to do fitness or do the most important things at work at this time.

From 13:00 to 14:00, hormone levels drop, blood pressure goes down, have lunch and rest. The body at this time is experiencing a decline in activity, try not to strain during these hours.

At 16:00 - the period of increasing the energy background again begins, at this time the physical ones are useful, the heart and lungs work easily and actively, the blood is fully saturated with oxygen.

At 17:00 endocrine system starts to work more actively, and at 18:00 decreases pain sensitivity- you can visit an unpleasant medical procedure For example, go to the dentist or gynecologist.

From 18:00 to 19:00 - enjoy your dinner. At this hour, the work of the liver is activated, and taste sensations become brighter. But be careful with exotic products - it may appear.

After 20:00 activity organism goes on the decline. Starting from this hour, it is better not to eat, as digestive system will not cope with the digestion of food, the food turns into slags and, the metabolism worsens, excess weight is added.

And now the cherished hour has come healthy sleep- 21.00, it's time to go to bed.

Of course, each person has his own characteristics and habits: someone needs 6 hours of sleep to get enough sleep, and someone needs 10. But no one has canceled the laws of nature, and for your own good, health, follow them, at least according to measure of possibility.

In my native Krasnodar Territory, only in spring the rivers look like rivers, because in summer they become completely shallow. You can only wet your feet, which I do not recommend, due to the fact that the water is cold. This is the regime of rivers in the mountainous south of the country.

River mode

This term refers to changes in the level and volume of water in reservoirs. It consists of phases, the set of which differs in rivers and depends on the climate and the ratio of food sources. If the water body is elongated in the meridian direction, then different areas phases do not occur at the same time.
The mode depends on a number of factors:

  • climatic conditions(precipitation and evaporation, temperature);
  • vegetation (regulates runoff);
  • the nature of the relief (determines the slope of the river, the density of the network);
  • waterlogging (regulates runoff);
  • mechanical impact(dams, rockfalls, waste disposal, sands);
  • lakes (reduce runoff);
  • the structure of the underlying surface (for example, clay prevents the penetration of water into the depths).

The mode determines the transportation of passengers and goods river transport, the biological composition of the reservoir and some moments of agricultural activity.


Regime of the rivers of the Krasnodar Territory

As I said, the rivers in my region are hot summer period decrease in volume.

The river system is formed by many mountain and steppe rivers. Here are the major ones: Laba, Urup, Ubinka, Belaya, Pshish, Pshekha, Afips. Steppes: Chelbas, Eya, Kirpili, Ponura.

The water regime of the Laba varies from headwaters to mouths, as the streams find themselves in a variety of geographic landscapes. Due to the fact that in the basin of the mentioned river there are enough big number glaciers (48 pieces), in the warm seasons, floods are observed on the Malaya and Bolshaya Laba, because the snow riches are melting.

Food r. Kuban is mostly rainy and snowy, which indicates a flood in the spring.

The Trans-Kuban rivers are characterized by intense winter and spring floods. However, low water occurs in summer, up to the drying up of some reservoirs.


In general, this characteristic of the regime will suit the lion's share of the rivers of the Krasnodar Territory.

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How sleep patterns affect our health

Added: 2009-10-09

How sleep patterns affect our health

(based on the teachings of ancient Indian medical system- Ayurveda)

Man comes into contact with the movement of the Sun and with the power of time every second of his life. This contact affects us differently in different phases the movement of the sun. In every second of time, quite certain processes take place in our body and their course depends on the phase of the Sun's motion. This whole system works with great precision. We will not be able to change anything in this activity of the Sun and time, and therefore the daily routine of a person is strictly regulated.


So, let's start from the very beginning. 12 o'clock at night is the point when the Sun is at its lowest. At this time, our body should be in the maximum state of rest. If we take into account the fact recommended by the Vedas that a person from 18 to 45 years old should sleep an average of 6 hours, then the most best time sleep is 3 hours ago from 24 and 3 hours ahead.

I would like to draw your attention to the fact that often the actual time on our clock does not correspond to the solar one. There is the following reasons:

Once in Soviet times, a law was passed on maternity time. (The mighty Lenin put time on "maternity leave" for an hour). Maybe there was a reason for this, one way or another, the time from " maternity leave” has not yet been returned, and we have to take this into account. This means that in the territory former USSR there is a shift of the actual time with respect to the solar one by one hour.

In addition, there is transition to summer winter time . It increases the gap with solar time by another hour (summer - the difference with solar time - 2 hours, winter - an hour). Then it turns out 2 hours gap.

You should also be aware that for convenience, the hour poles were made very wide and sometimes on the outskirts of the region or region in which you live, the time that is considered local also deviates from the solar for a few hours.

Despite so many difficulties, determining solar time is very simple. You just need to call the meteorological service and ask them: "When is the time of the noon Sun in our city?", In other words: "When will the Sun be 12 o'clock?" Having determined this, you can quickly calculate your entire daily routine.

Thus, a person should sleep from 21 to 3 am (solar time). Possible extreme options: from 10 am to 4 am or from 8 pm to 2 am. No matter how you lay down the circumstances from 12 to 4 o'clock in the morning, you must definitely sleep. Now let's look at what happens if a person does not sleep during these periods of time.

Consequences of sleep deprivation

The deepest functions in our body rest earlier, the more superficial ones rest later.

Mind and mind rest most active from 9 pm to 11 pm(according to solar time). Therefore, if you do not go to bed or fall asleep at 10 pm, then your mind and mind will suffer. If you neglect this information, going to bed after 11 pm, then the mental abilities and intelligence of a person will gradually fall. The decline in mental and intellectual strength does not occur immediately, so it is difficult for many to notice in themselves similar problems. The first signs of such a degradation of consciousness are is a decrease in concentration or excessive tension of the mind. In the future, all this leads to chronic mental fatigue and excessive mental tension, which is usually removed by smoking. Thus, this bad habit is directly related to the violation of the daily routine. It is also often violated in such cases vascular regulation and there is usually a tendency to increase blood pressure. Excessive earthiness of the face, tired dull look, mental retardation, headache - these are all signs of a lack of rest in the mind and mind.

If for some reason a person no sleep from 11 am to 1 am(according to solar time), then he will suffer prana - life force , as well as the nervous and muscular systems. Therefore, if a person does not rest at this time, then weakness, pessimism, lethargy, decreased appetite, heaviness in the body, mental and physical weakness are felt almost immediately.

If a person no sleep from 1 a.m. to 3 a.m.(according to solar time), then he suffers from this emotional strength. Thus, excessive irritability, aggressiveness, antagonism appears.

If a person's activity takes place in a fussy and strong nervous tension, then he is shown to sleep 7 hours and get up at 4 in the morning (solar time), or even sleep 8 hours and get up at 5 in the morning. However, in all cases, going to bed after 10 pm is harmful, both for mental and physical health.

Let us examine in more detail what happens to a person who greatly abuses violations of the daily routine.

If a person sleep from 9 to 11 pm(according to solar time), but the rest of the rest will be transferred to the daytime, then he will feel that the head is relatively fresh, but the body will be tired and emotional strength will be lost.

If you sleep at night only from 11pm to 1am(according to solar time), it will immediately be noticeable that there is strength, but you can’t think anything, and your mood is not very good.

If you rest at night only from 1 am to 3 am, then physical forces will be, but will not be mental.

Therefore, the conclusion is unequivocal - you need to sleep throughout the entire time from 9-10 pm (solar time) to 3-4 am.

If a person, despite clear signs in decrease in the activity of the mind and mind, still does not go to bed from 10 to 12 at night, then he will gradually begin to experience a state of depression. Moreover, the development of this state occurs imperceptibly for us. After 1-3 years, depression accumulates, and a person feels that the colors of life are melting, and it seems to him that everything around is becoming gloomy. This is a sign that the brain is not resting and mental functions are depleted. In a state where the power of the mind is reduced, a person cannot understand what is good and what is bad to do. It is difficult for him to figure out how to act in certain life situations, who should be chosen as husbands or wives, how to raise children, what kind of work to work. It's getting hard to get rid of bad habits. All this happens when the mind begins to suffer.

With a decrease in the power of the mind anxiety and memory impairment begin. These are the functions of the mind. Such a person constantly experiences nervous tension, he becomes conflicted, angry, nervous, swears or cries. Depending on the characteristics of his character, he experiences certain changes in mental state mind. In other words, mental instability appears, and this causes great anxiety. Memory functions can also be severely affected. If memory suffers, then a person cannot remember something for a long time. Long-term memory suffers first, short-term memory last.

Prana or Vital energy(strength) depleted if a person is awake from 12 am to 2 am (solar time). If you do not sleep normally at this time, you will feel weak. Since the activity of prana in our body is connected with the nervous system, over time it will also begin to suffer. This will lead to imbalance regulation. vital functions of the whole organism, which will lead first of all to a decrease in immunity and the onset of the development of chronic diseases. If you do not continue to observe the regime of the day, then the body can come into critical situation, which will cause heavy changes in operation nervous system as well as internal organs.

With prolonged wakefulness from 1 to 3 am (solar time) emotional forces (strength of feelings) gradually begin to deplete. This leads to increased vulnerability. Since women are more sensitive than men, they need more sleep at this time, and signs of emotional exhaustion also begin to appear earlier. If the daily routine is not observed, severe emotional exhaustion and bouts of hysteria may begin. Also, this type of violation of the daily regimen serves as the basis for a gradual development of deep emotional depression. It should be noted that when similar violations daily routine auditory perception is gradually dulled. Hearing does not change, it remains the same as before, but a person cannot use all the possibilities auditory receptors. He cannot concentrate much on auditory information. Gradually, the sharpness of the very functions of perceiving the world through hearing, touch, sight, smell, It also reduces the activity of taste buds.

AT modern games more and more graphic effects and technologies are being used to improve the picture. At the same time, developers usually do not bother to explain what exactly they are doing. When not the most productive computer is available, some of the capabilities have to be sacrificed. Let's try to look at what the most common graphics options mean in order to better understand how to free up PC resources with minimal consequences for graphics.

Anisotropic filtering

When any texture is displayed on the monitor not in its original size, it is necessary to insert additional pixels into it or, conversely, remove the extra ones. This is done using a technique called filtering.

Bilinear filtering is the most simple algorithm and requires less computing power, but also gives the worst result. Trilinear adds clarity but still generates artifacts. Anisotropic filtering is considered the most advanced method that eliminates noticeable distortions on objects that are strongly inclined relative to the camera. Unlike the two previous methods, it successfully fights the aliasing effect (when some parts of the texture are blurred more than others, and the border between them becomes clearly visible). When using bilinear or trilinear filtering, the texture becomes more and more blurred with increasing distance, while anisotropic filtering does not have this drawback.

Considering the amount of data being processed (and there can be many high-resolution 32-bit textures in a scene), anisotropic filtering especially demanding on memory bandwidth. You can reduce traffic primarily due to texture compression, which is now used everywhere. Previously, when it was practiced less often, and the bandwidth of the video memory was much lower, anisotropic filtering significantly reduced the number of frames. On modern video cards, it has almost no effect on fps.

Anisotropic filtering has only one setting - filter factor (2x, 4x, 8x, 16x). The higher it is, the clearer and more natural the textures look. Typically, with a high value, small artifacts are only visible on the outermost pixels of tilted textures. Values ​​of 4x and 8x are usually enough to get rid of the lion's share of visual distortion. Interestingly, when going from 8x to 16x, the performance degradation will be quite small even in theory, since only a small number of previously unfiltered pixels will need additional processing.

Shaders

Shaders are small programs that can perform certain manipulations on a 3D scene, such as changing lighting, applying textures, adding post-processing, and other effects.

Shaders are divided into three types: vertex (Vertex Shader) operate with coordinates, geometric (Geometry Shader) can process not only individual vertices, but also entire geometric figures, consisting of a maximum of 6 vertices, pixel (Pixel Shader) work with individual pixels and their parameters.

Shaders are mainly used to create new effects. Without them, the set of operations that developers could use in games is very limited. In other words, the addition of shaders made it possible to obtain new effects that were not included in the video card by default.

Shaders work very productively in parallel, which is why modern graphics adapters have so many stream processors, which are also called shaders. For example, in the GeForce GTX 580 there are as many as 512 of them.

Parallax mapping

Parallax mapping is a modified version of the well-known bumpmapping technique used to emboss textures. Parallax mapping does not create 3D objects in the usual sense of the word. For example, a floor or wall in a game scene will look rough while actually remaining completely flat. The relief effect here is achieved only through manipulations with textures.

The original object does not have to be flat. The method works on different game objects, but its use is desirable only in cases where the surface height changes smoothly. Sharp drops are processed incorrectly, and artifacts appear on the object.

Parallax mapping significantly saves computing resources of a computer, because when using analogue objects with such a detailed 3D structure, the performance of video adapters would not be enough to render scenes in real time.

The effect is most often applied to stone pavements, walls, bricks and tiles.

Anti-Aliasing

Prior to the advent of DirectX 8, anti-aliasing in games was done using SuperSampling Anti-Aliasing (SSAA), also known as Full-Scene Anti-Aliasing (FSAA). Its use led to a significant decrease in performance, so with the release of DX8 it was immediately abandoned and replaced with Multisample Anti-Aliasing (MSAA). Although this way gave worse results, it was much more productive than its predecessor. Since then, more advanced algorithms have appeared, such as CSAA.

Given that over the past few years, the performance of video cards has increased markedly, both AMD and NVIDIA have returned support for SSAA technology to their accelerators. However, it will not be possible to use it even now in modern games, since the number of frames / s will be very low. SSAA will be effective only in projects of previous years, or in current ones, but with modest settings for other graphic parameters. AMD has implemented SSAA support only for DX9 games, but in NVIDIA SSAA also functions in DX10 and DX11 modes.

The principle of smoothing is very simple. Before a frame is displayed on the screen, certain information is calculated not in its native resolution, but increased and a multiple of two. Then the result is reduced to the required size, and then the "ladder" along the edges of the object becomes less noticeable. The higher the original image and the smoothing factor (2x, 4x, 8x, 16x, 32x), the fewer steps will be on the models. MSAA, unlike FSAA, smoothes only the edges of objects, which significantly saves graphics card resources, but this technique can leave artifacts inside polygons.

Previously, Anti-Aliasing has always significantly reduced fps in games, but now it affects the number of frames slightly, and sometimes does not affect at all.

tessellation

Using tessellation in a computer model, the number of polygons is increased by an arbitrary number of times. To do this, each polygon is divided into several new ones, which are approximately the same as the original surface. This method makes it easy to increase the detail of simple 3D objects. In this case, however, the load on the computer will also increase, and in some cases even small artifacts cannot be ruled out.

At first glance, tessellation can be confused with Parallax mapping. Although these are completely different effects, since tessellation actually changes the geometric shape of the object, and not just simulates relief. In addition, it can be used for almost any object, while the use of Parallax mapping is very limited.

Tessellation technology has been known in cinema since the 80s, but it has only recently become supported in games, more precisely after graphics accelerators finally reached the necessary level of performance at which it can be performed in real time.

In order for the game to use tessellation, it requires a graphics card that supports DirectX 11.

Vertical Sync

V-Sync is the synchronization of game frames with the monitor's vertical refresh rate. Its essence lies in the fact that a fully calculated game frame is displayed on the screen at the moment the picture is updated on it. It is important that the next frame (if it is already ready) will also appear no later and no earlier than the output of the previous one ends and the next one begins.

If the monitor refresh rate is 60 Hz, and the video card has time to render a 3D scene with at least the same number of frames, then each monitor refresh will display a new frame. In other words, with an interval of 16.66 ms, the user will see a complete update of the game scene on the screen.

It should be understood that when vertical sync is enabled, fps in the game cannot exceed the monitor's vertical refresh rate. If the number of frames is lower than this value (in our case, less than 60 Hz), then in order to avoid performance losses, it is necessary to activate triple buffering, in which frames are calculated in advance and stored in three separate buffers, which allows them to be sent to the screen more often.

The main purpose of vertical sync is to eliminate the frame-shifting effect that occurs when Bottom part The display is filled with one frame, and the top one is filled with another, shifted relative to the previous one.

post-processing

it common name all effects that are applied to an already finished frame of a fully rendered 3D scene (in other words, to a two-dimensional image) to improve the quality of the final picture. Post-processing uses pixel shaders and is used when additional effects required full information about the whole scene. In isolation to individual 3D objects, such techniques cannot be applied without the appearance of artifacts in the frame.

High dynamic range (HDR)

An effect often used in game scenes with contrasting lighting. If one area of ​​the screen is very bright and another is very dark, a lot of the detail in each area is lost and it looks monotonous. HDR adds more gradations to the frame and allows you to detail the scene. To use it, you usually have to work with more wide range shades than standard 24-bit precision can provide. Pre-computations occur in increased accuracy (64 or 96 bits), and only at the final stage the image is adjusted to 24 bits.

HDR is often used to implement the effect of adapting vision when the hero in games leaves a dark tunnel on a well-lit surface.

Bloom

Bloom is often used in conjunction with HDR, and it also has a fairly close relative - Glow, which is why these three techniques are often confused.

Bloom simulates the effect that can be seen when shooting very bright scenes with conventional cameras. In the resulting image, the intense light appears to take up more volume than it should, and "climbs" onto objects even though it is behind them. When using Bloom, additional artifacts in the form of colored lines may appear on the borders of objects.

Film Grain

Grain is an artifact that occurs in analog TV with a poor signal, on old magnetic video cassettes or photographs (in particular, digital images taken in low light). Players often disconnect this effect, because it spoils the picture to a certain extent, and does not improve it. To understand this, one can run mass effect in each of the modes. In some horror films, such as Silent Hill, the noise on the screen, on the contrary, adds to the atmosphere.

motion blur

Motion Blur - the effect of blurring the image when moving the camera quickly. It can be successfully used when the scene needs to be given more dynamics and speed, therefore it is especially in demand in racing games. In shooters, the use of blur is not always perceived unambiguously. Correct Application Motion Blur can add a cinematic feel to what's happening on the screen.

The effect will also help to mask low framerates if necessary and add smoothness to the gameplay.

SSAO

Ambient occlusion is a technique used to add photorealism to a scene by creating more believable illumination of the objects in it, which takes into account the presence of other objects nearby with their own characteristics of absorption and reflection of light.

Screen Space Ambient Occlusion is a modified version of Ambient Occlusion and also simulates indirect lighting and shading. The appearance of SSAO was due to the fact that at modern level GPU performance Ambient Occlusion could not be used to render scenes in real time. Increased performance in SSAO comes at a cost of over poor quality, but even it is enough to improve the realism of the picture.

SSAO works according to a simplified scheme, but it has many advantages: the method does not depend on the complexity of the scene, does not use RAM, can function in dynamic scenes, does not require pre-processing of the frame and loads only the graphics adapter without consuming CPU resources.

Cel shading

Games with the effect of Cel shading have been made since 2000, and first of all they appeared on consoles. On the PC, this technique became really popular only a couple of years after the release of the sensational shooter XIII. With Cel shading, each frame is almost like a hand-drawn drawing or a fragment from a children's cartoon.

Comics are created in a similar style, so the technique is often used in games related to them. Of the latest known releases, we can name the Borderlands shooter, where Cel shading is visible to the naked eye.

The features of the technology are the use of a limited set of colors, as well as the absence of smooth gradients. The name of the effect comes from the word Cel (Celluloid), that is, a transparent material (film) on which animated films are drawn.

Depth of field

Depth of field is the distance between the near and far edges of space, within which all objects will be in focus, while the rest of the scene will be blurred.

To a certain extent, depth of field can be observed simply by focusing on an object that is close in front of the eyes. Everything behind it will blur. The opposite is also true: if you focus on distant objects, then everything in front of them will turn out to be fuzzy.

You can see the effect of depth of field in a hypertrophied form in some photographs. It is this degree of blur that is often attempted to be simulated in 3D scenes.

In games using Depth of field, the gamer usually has a stronger sense of presence. For example, looking somewhere through the grass or bushes, he sees only small fragments of the scene in focus, which creates the illusion of presence.

Performance Impact

To find out how the inclusion of certain options affects performance, we used the Heaven DX11 Benchmark 2.5 gaming benchmark. All tests were carried out on an Intel Core2 Duo e6300, GeForce GTX460 system at 1280x800 pixels (except for vertical sync, where the resolution was 1680x1050).

As already mentioned, anisotropic filtering has almost no effect on the number of frames. The difference between disabled anisotropy and 16x is only 2 frames, so we recommend that you always set it to the maximum.

Anti-aliasing in Heaven Benchmark lowered fps more than we expected, especially in the hardest 8x mode. Nevertheless, since 2x is enough for a noticeable improvement in the picture, we advise you to choose this option if it is uncomfortable to play at higher ones.

Tessellation, unlike the previous parameters, can take on an arbitrary value in each individual game. In Heaven Benchmark, the picture deteriorates significantly without it, and at the maximum level, on the contrary, it becomes a little unrealistic. Therefore, intermediate values ​​should be set - moderate or normal.

A higher resolution was chosen for vertical sync so that fps is not limited by the vertical refresh rate of the screen. As expected, the number of frames throughout almost the entire test with the synchronization turned on was clearly at around 20 or 30 frames / s. This is due to the fact that they are output simultaneously with the screen refresh, and at a refresh rate of 60 Hz, this can be done not with every pulse, but only with every second (60/2 = 30 frames / s) or third (60/3 = 20 frames/s). When V-Sync was disabled, the number of frames increased, but characteristic artifacts appeared on the screen. Triple buffering had no effect. positive effect for the smoothness of the scene. Perhaps this is due to the fact that in the video card driver settings there is no option to force buffering off, and the normal deactivation is ignored by the benchmark, and it still uses this function.

If Heaven Benchmark were a game, then maximum settings(1280×800; AA - 8x; AF - 16x; Tessellation Extreme) it would be uncomfortable to play it, since 24 frames is clearly not enough for this. With minimal loss of quality (1280×800; AA - 2x; AF - 16x, Tessellation Normal) you can achieve more acceptable rate at 45 fps.

Answer left Guest

Water regime

Water regime - changes in time of water consumption and water levels and water volumes in watercourses (rivers and others), reservoirs (lakes, reservoirs and others) and in others water bodies(swamps and others).

In areas with a warm climate, the water regime of rivers is mainly influenced by precipitation and evaporation. In areas with a cold and temperate climate, the role of air temperature is also very significant.

Phases of the water regime

The following phases of the water regime are distinguished: high water, floods, low water, freezing, ice drift.

High water - a relatively long increase in the water content of the river, which repeats annually in the same season,
causing a rise in its level; usually accompanied by the release of water from the low-water channel and flooding of the floodplain.

Flood - a relatively short-term and non-periodic rise in the water level, resulting from the rapid melting of snow during a thaw, glaciers, heavy rains. Floods following one after another can form a flood. Significant floods can cause flooding.

Low water - annually recurring seasonal standing of low (low water) water levels in rivers. Usually low-water periods of at least 10 days are referred to low-water periods, caused by dry or frosty weather, when the water content of the river is supported mainly by groundwater with a strong decrease or cessation of surface runoff. In temperate and high latitudes, summer (or summer-autumn) and winter low water are distinguished.

Freeze - a period when there is a motionless ice cover on a watercourse or reservoir. The duration of freeze-up depends on the duration and temperature regime of winter, the nature of the reservoir, and the thickness of the snow.

Ice drift - the movement of ice floes and ice fields on rivers.

The uneven feeding regime of rivers throughout the year is associated with uneven precipitation, melting of snow and ice, and the flow of their waters into rivers.

Fluctuations in the water level are mainly caused by changes in water flow, as well as the action of wind, ice formations, economic activity person.

Types of water regimes

Typical water regimes of rivers differ in climatic zones:

Equatorial belt - rivers are full of water throughout the year, the flow increases slightly in autumn; surface runoff exclusively of rain origin

Tropical savanna - water content is proportional to the length of the wet and dry periods; the predominance of rain feeding, while in the wet savanna the flood lasts 6-9 months, and in the dry - up to three; quite significant summer runoff

Subtropics of the Mediterranean type - medium and low water content, winter runoff prevails

Oceanic subtropics (Florida, lower reaches of the Yangtze) and adjacent areas South-East Asia- the regime is determined by monsoons, the highest water content in summer and the lowest in winter

Temperate zone of the Northern Hemisphere - increased water content in spring (in the south mainly due to rain supply; in middle lane and in the north - a flood of snow origin with a more or less stable summer and winter low water)

Temperate zone in conditions of a sharply continental climate (Northern Caspian Sea and flat Kazakhstan) - short-term spring flood when rivers dry up for most of the year

Far East- the regime is determined by the monsoons, the summer flood of rain origin.

Areas of permafrost - drying up of rivers in winter. On some rivers Eastern Siberia and the Urals during freeze-up, icing is formed. In the Subarctic, the melting of the snow cover occurs late, so the spring flood passes into the summer. On the polar ice caps of Antarctica and Greenland, ablation processes occur in narrow peripheral bands, within which peculiar rivers are formed in ice channels. They feed exclusively on glacial waters during the brief summer.

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