1 00:00:01,000 --> 00:00:03,000 The following content is provided under a Creative 2 00:00:03,000 --> 00:00:05,000 Commons license. Your support will help MIT 3 00:00:05,000 --> 00:00:08,000 OpenCourseWare continue to offer high quality educational 4 00:00:08,000 --> 00:00:13,000 resources for free. To make a donation or to view 5 00:00:13,000 --> 00:00:18,000 additional materials from hundreds of MIT courses, 6 00:00:18,000 --> 00:00:23,000 visit MIT OpenCourseWare at ocw.mit.edu. 7 00:00:23,000 --> 00:00:28,000 Yesterday we saw how to define double integrals and how to 8 00:00:28,000 --> 00:00:33,000 start computing them in terms of x and y coordinates. 9 00:00:33,000 --> 00:00:41,000 We have defined the double integral over a region R and 10 00:00:41,000 --> 00:00:45,000 plane of a function f of x, y dA. 11 00:00:45,000 --> 00:00:51,000 You cannot hear me? Is the sound working? 12 00:00:51,000 --> 00:00:57,000 Can you hear me in the back now? Can we make the sound louder? 13 00:00:57,000 --> 00:01:01,000 Does this work? People are not hearing me in 14 00:01:01,000 --> 00:01:05,000 the back. Is it better? 15 00:01:05,000 --> 00:01:09,000 People are still saying make it louder. 16 00:01:09,000 --> 00:01:11,000 Is it better? OK. 17 00:01:11,000 --> 00:01:18,000 Great. Thanks. 18 00:01:18,000 --> 00:01:22,000 That's not a reason to start chatting with your friends. 19 00:01:22,000 --> 00:01:27,000 Thanks. When we have a region in the x, 20 00:01:27,000 --> 00:01:31,000 y plane and we have a function of x and y, 21 00:01:31,000 --> 00:01:36,000 we are defining the double integral of f over this region 22 00:01:36,000 --> 00:01:40,000 by taking basically the sum of the values of a function 23 00:01:40,000 --> 00:01:44,000 everywhere in here times the area element. 24 00:01:44,000 --> 00:01:48,000 And the definition, actually, is we split the region into 25 00:01:48,000 --> 00:01:52,000 lots of tiny little pieces, we multiply the value of a 26 00:01:52,000 --> 00:01:55,000 function at the point times the area of a little piece and we 27 00:01:55,000 --> 00:01:59,000 sum that everywhere. And we have seen, 28 00:01:59,000 --> 00:02:07,000 actually, how to compute these things as iterated integrals. 29 00:02:07,000 --> 00:02:14,000 First, integrating over dy and then over dx, 30 00:02:14,000 --> 00:02:21,000 or the other way around. One example that we did, 31 00:02:21,000 --> 00:02:25,000 in particular, was to compute the double 32 00:02:25,000 --> 00:02:29,000 integral of a quarter of a unit disk. 33 00:02:29,000 --> 00:02:35,000 That was the region where x squared plus y squared is less 34 00:02:35,000 --> 00:02:40,000 than one and x and y are positive, of one minus x squared 35 00:02:40,000 --> 00:02:43,000 minus y squared dA. Well, hopefully, 36 00:02:43,000 --> 00:02:48,000 I kind of convinced you that we can do it using enough trig and 37 00:02:48,000 --> 00:02:52,000 substitutions and so on, but it is not very pleasant. 38 00:02:52,000 --> 00:02:56,000 And the reason for that is that using x and y coordinates here 39 00:02:56,000 --> 00:03:04,000 does not seem very appropriate. In fact, we can use polar 40 00:03:04,000 --> 00:03:16,000 coordinates instead to compute this double integral. 41 00:03:16,000 --> 00:03:22,000 Remember that polar coordinates are about replacing x and y as 42 00:03:22,000 --> 00:03:28,000 coordinates for a point on a plane by instead r, 43 00:03:28,000 --> 00:03:31,000 which is the distance from the origin to a point, 44 00:03:31,000 --> 00:03:35,000 and theta, which is the angle measured 45 00:03:35,000 --> 00:03:40,000 counterclockwise from the positive x-axis. 46 00:03:40,000 --> 00:03:48,000 In terms of r and theta, you have x equals r cosine 47 00:03:48,000 --> 00:03:54,000 theta, y equals r sine theta. The claim is we are able, 48 00:03:54,000 --> 00:03:59,000 actually, to do double integrals in polar coordinates. 49 00:03:59,000 --> 00:04:06,000 We just have to learn how to. Just to draw a quick picture -- 50 00:04:06,000 --> 00:04:12,000 When we were integrating in x, y coordinates, 51 00:04:12,000 --> 00:04:16,000 in rectangular coordinates, we were slicing our region by 52 00:04:16,000 --> 00:04:20,000 gridlines that were either horizontal or vertical. 53 00:04:20,000 --> 00:04:23,000 And we used that to set up the iterated integral. 54 00:04:23,000 --> 00:04:28,000 And we said dA became dx dy or dy dx. 55 00:04:28,000 --> 00:04:35,000 Now we are going to actually integrate, in terms of the polar 56 00:04:35,000 --> 00:04:41,000 coordinates, r and theta. Let's say we will integrate in 57 00:04:41,000 --> 00:04:45,000 the order with r first and then theta. 58 00:04:45,000 --> 00:04:50,000 That is the order that makes the most sense usually when you 59 00:04:50,000 --> 00:04:53,000 do polar coordinates. What does that mean? 60 00:04:53,000 --> 00:04:58,000 It means that we will first focus on a slice where we fix 61 00:04:58,000 --> 00:05:02,000 the value of theta and we will let r vary. 62 00:05:02,000 --> 00:05:06,000 That means we fix a direction, we fix a ray out from the 63 00:05:06,000 --> 00:05:11,000 origin in a certain direction. And we will travel along this 64 00:05:11,000 --> 00:05:15,000 ray and see which part of it, which values of r are in our 65 00:05:15,000 --> 00:05:18,000 region. Here it will be actually pretty 66 00:05:18,000 --> 00:05:24,000 easy because r will just start at zero, and you will have to 67 00:05:24,000 --> 00:05:28,000 stop when you exit this quarter disk. 68 00:05:28,000 --> 00:05:31,000 Well, what is the equation of this circle in polar 69 00:05:31,000 --> 00:05:34,000 coordinates? It is just r equals one. 70 00:05:34,000 --> 00:05:40,000 So, we will stop when r reaches one. 71 00:05:40,000 --> 00:05:43,000 But what about theta? Well, the first ray that we 72 00:05:43,000 --> 00:05:48,000 might want to consider is the one that goes along the x-axis. 73 00:05:48,000 --> 00:05:51,000 That is when theta equals zero. And we will stop when theta 74 00:05:51,000 --> 00:05:55,000 reaches pi over two because we don't care about the rest of the 75 00:05:55,000 --> 00:06:00,000 disk. We only care about the first 76 00:06:00,000 --> 00:06:05,000 quadrant. We will stop at pi over two. 77 00:06:05,000 --> 00:06:11,000 Now, there is a catch, though, which is that dA is not 78 00:06:11,000 --> 00:06:15,000 dr d theta. Let me explain to you why. 79 00:06:15,000 --> 00:06:19,000 Let's say that we are slicing. What it means is we are cutting 80 00:06:19,000 --> 00:06:24,000 our region into little pieces that are the elementary, 81 00:06:24,000 --> 00:06:26,000 you know, what corresponds to a small 82 00:06:26,000 --> 00:06:28,000 rectangle in the x, y coordinate system, 83 00:06:28,000 --> 00:06:36,000 here would be actually a little piece of circle between a given 84 00:06:36,000 --> 00:06:42,000 radius r and r plus delta r. And given between an angle 85 00:06:42,000 --> 00:06:44,000 theta and theta plus delta theta. 86 00:06:44,000 --> 00:06:48,000 I need to draw, actually, a bigger picture of 87 00:06:48,000 --> 00:06:53,000 that because it makes it really hard to read. 88 00:06:53,000 --> 00:06:58,000 Let's say that I fix an angle theta and a slightly different 89 00:06:58,000 --> 00:07:02,000 one where I have added delta theta to it. 90 00:07:02,000 --> 00:07:11,000 And let's say that I have a radius r and I add delta r to 91 00:07:11,000 --> 00:07:14,000 it. Then I will have a little piece 92 00:07:14,000 --> 00:07:20,000 of x, y plane that is in here. And I have to figure out what 93 00:07:20,000 --> 00:07:26,000 is its area? What is delta A for this guy? 94 00:07:26,000 --> 00:07:29,000 Well, let's see. This guy actually, 95 00:07:29,000 --> 00:07:33,000 you know, if my delta r and delta theta are small enough, 96 00:07:33,000 --> 00:07:35,000 it will almost look like a rectangle. 97 00:07:35,000 --> 00:07:37,000 It is rotated, but it is basically a 98 00:07:37,000 --> 00:07:39,000 rectangle. I mean these sides, 99 00:07:39,000 --> 00:07:44,000 of course, are curvy, but they are short enough and 100 00:07:44,000 --> 00:07:50,000 it is almost straight. The area here should be this 101 00:07:50,000 --> 00:07:55,000 length times that length. Well, what is this length? 102 00:07:55,000 --> 00:08:00,000 That one is easy. It is delta r. 103 00:08:00,000 --> 00:08:03,000 What about that length? Well, it is not delta theta. 104 00:08:03,000 --> 00:08:05,000 It is something slightly different. 105 00:08:05,000 --> 00:08:13,000 It is a piece of a circle of radius r corresponding to angle 106 00:08:13,000 --> 00:08:18,000 delta theta, so it is r delta theta. 107 00:08:18,000 --> 00:08:26,000 So, times r delta theta. That means now, 108 00:08:26,000 --> 00:08:32,000 even if we shrink things and take smaller and smaller 109 00:08:32,000 --> 00:08:37,000 regions, dA is going to be r dr d theta. 110 00:08:37,000 --> 00:08:38,000 That is an important thing to remember. 111 00:08:38,000 --> 00:08:44,000 When you integrate in polar coordinates, you just set up 112 00:08:44,000 --> 00:08:50,000 your bounds in terms of r and theta, but you replace dA by r 113 00:08:50,000 --> 00:08:55,000 dr d theta, not just dr d theta. And then, of course, 114 00:08:55,000 --> 00:08:57,000 we have some function that we are integrating. 115 00:08:57,000 --> 00:09:06,000 Let's say that I call that thing f then it is the same f 116 00:09:06,000 --> 00:09:12,000 that I put up here. Concretely, how do I do it here? 117 00:09:12,000 --> 00:09:18,000 Well, my function f was given as one minus x squared minus y 118 00:09:18,000 --> 00:09:20,000 squared. And I would like to switch that 119 00:09:20,000 --> 00:09:24,000 to polar coordinates. I want to put r and theta in 120 00:09:24,000 --> 00:09:26,000 there. Well, I have formulas for x and 121 00:09:26,000 --> 00:09:30,000 y in polar coordinates so I could just replace x squared by 122 00:09:30,000 --> 00:09:34,000 r squared cosine squared theta, y squared by r squared sine 123 00:09:34,000 --> 00:09:37,000 squared theta. And that works just fine. 124 00:09:37,000 --> 00:09:44,000 But maybe you can observe that this is x squared plus y 125 00:09:44,000 --> 00:09:46,000 squared. It is just the square of a 126 00:09:46,000 --> 00:09:49,000 distance from the origin, so that is just r squared. 127 00:09:49,000 --> 00:09:52,000 That is a useful thing. You don't strictly need it, 128 00:09:52,000 --> 00:09:56,000 but it is much faster if you see this right away. 129 00:09:56,000 --> 00:10:07,000 It saves you writing down a sine and a cosine. 130 00:10:07,000 --> 00:10:13,000 Now we just end up with the integral from zero to pi over 131 00:10:13,000 --> 00:10:20,000 two, integral from zero to one of one minus r squared r dr d 132 00:10:20,000 --> 00:10:24,000 theta. Now, if I want to compute this 133 00:10:24,000 --> 00:10:30,000 integral, so let's first do the inner integral. 134 00:10:30,000 --> 00:10:37,000 If I integrate r minus r cubed, I will get r squared over two 135 00:10:37,000 --> 00:10:43,000 minus r squared over four between zero and one. 136 00:10:43,000 --> 00:10:47,000 And then I will integrate d theta. 137 00:10:47,000 --> 00:10:51,000 What is this equal to? Well, for r equals one you get 138 00:10:51,000 --> 00:10:54,000 one-half minus one-quarter, which is going to be just 139 00:10:54,000 --> 00:10:56,000 one-quarter. And when you plug in zero you 140 00:10:56,000 --> 00:10:59,000 get zero. So, it is the integral from 141 00:10:59,000 --> 00:11:02,000 zero to pi over two of one-quarter d theta. 142 00:11:02,000 --> 00:11:11,000 And that just integrates to one-quarter times pi over two, 143 00:11:11,000 --> 00:11:18,000 which is pi over eight. That is a lot easier than the 144 00:11:18,000 --> 00:11:23,000 way we did it yesterday. Well, here we were lucky. 145 00:11:23,000 --> 00:11:26,000 I mean usually you will switch to polar coordinates either 146 00:11:26,000 --> 00:11:28,000 because the region is easier to set up. 147 00:11:28,000 --> 00:11:31,000 Here it is indeed easier to set up because the bounds became 148 00:11:31,000 --> 00:11:34,000 very simple. We don't have that square root 149 00:11:34,000 --> 00:11:38,000 of one minus x squared anymore. Or because the integrant 150 00:11:38,000 --> 00:11:40,000 becomes much simpler. Here our function, 151 00:11:40,000 --> 00:11:43,000 well, it is not very complicated in x, 152 00:11:43,000 --> 00:11:46,000 y coordinates, but it is even simpler in r 153 00:11:46,000 --> 00:11:50,000 theta coordinates. Here we were very lucky. 154 00:11:50,000 --> 00:11:52,000 In general, there is maybe a trade off. 155 00:11:52,000 --> 00:11:55,000 Maybe it will be easier to set up bounds but maybe the function 156 00:11:55,000 --> 00:11:58,000 will become harder because it will have all these sines and 157 00:11:58,000 --> 00:12:01,000 cosines in it. If our function had been just 158 00:12:01,000 --> 00:12:04,000 x, x is very easy in x, y coordinates. 159 00:12:04,000 --> 00:12:08,000 Here it becomes r cosine theta. That means you will have a 160 00:12:08,000 --> 00:12:10,000 little bit of trig to do in the integral. 161 00:12:10,000 --> 00:12:14,000 Not a very big one, not a very complicated 162 00:12:14,000 --> 00:12:21,000 integral, but imagine it could get potentially much harder. 163 00:12:21,000 --> 00:12:25,000 Anyway, that is double integrals in polar coordinates. 164 00:12:25,000 --> 00:12:30,000 And the way you set up the bounds in general, 165 00:12:30,000 --> 00:12:37,000 well, in 99% of the cases you will integrate over r first. 166 00:12:37,000 --> 00:12:40,000 What you will do is you will look for a given theta what are 167 00:12:40,000 --> 00:12:42,000 the bounds of r to be in the region. 168 00:12:42,000 --> 00:12:46,000 What is the portion of my ray that is in the given region? 169 00:12:46,000 --> 00:12:49,000 And then you will put bounds for theta. 170 00:12:49,000 --> 00:12:51,000 But conceptually it is the same as before. 171 00:12:51,000 --> 00:12:55,000 Instead of slicing horizontally or vertically, 172 00:12:55,000 --> 00:12:59,000 we slice radially. We will do more examples in a 173 00:12:59,000 --> 00:13:03,000 bit. Any questions about this or the 174 00:13:03,000 --> 00:13:21,000 general method? Yes? 175 00:13:21,000 --> 00:13:27,000 That is a very good question. Why do I measure the length 176 00:13:27,000 --> 00:13:30,000 inside instead of outside? Which one do I want? 177 00:13:30,000 --> 00:13:34,000 This one. Here I said this side is r 178 00:13:34,000 --> 00:13:36,000 delta theta. I could have said, 179 00:13:36,000 --> 00:13:38,000 actually, r delta theta is the length here. 180 00:13:38,000 --> 00:13:41,000 Here it is slightly more, r plus delta r times delta 181 00:13:41,000 --> 00:13:43,000 theta. But, if delta r is very small 182 00:13:43,000 --> 00:13:46,000 compared to r, then that is almost the same 183 00:13:46,000 --> 00:13:48,000 thing. And this is an approximation 184 00:13:48,000 --> 00:13:51,000 anyway. I took this one because it 185 00:13:51,000 --> 00:13:56,000 gives me the simpler formula. If you take the limit as delta 186 00:13:56,000 --> 00:14:01,000 r turns to zero then the two things become the same anyway. 187 00:14:01,000 --> 00:14:04,000 The length, whether you put r or r plus delta r in here, 188 00:14:04,000 --> 00:14:09,000 doesn't matter anymore. If you imagine that this guy is 189 00:14:09,000 --> 00:14:15,000 infinitely small then, really, the lengths become the 190 00:14:15,000 --> 00:14:17,000 same. We will also see another proof 191 00:14:17,000 --> 00:14:20,000 of this formula, using changes of variables, 192 00:14:20,000 --> 00:14:23,000 next week. But, I mean, 193 00:14:23,000 --> 00:14:28,000 hopefully this is at least slightly convincing. 194 00:14:28,000 --> 00:14:34,000 More questions? No. 195 00:14:34,000 --> 00:14:40,000 OK. Let's see. 196 00:14:40,000 --> 00:14:42,000 We have seen how to compute double integrals. 197 00:14:42,000 --> 00:14:49,000 I have to tell you what they are good for as well. 198 00:14:49,000 --> 00:14:53,000 The definition we saw yesterday and the motivation was in terms 199 00:14:53,000 --> 00:14:57,000 of finding volumes, but that is not going to be our 200 00:14:57,000 --> 00:15:00,000 main preoccupation. Because finding volumes is fun 201 00:15:00,000 --> 00:15:02,000 but that is not all there is to life. 202 00:15:02,000 --> 00:15:05,000 I mean, you are doing single integrals. 203 00:15:05,000 --> 00:15:08,000 When you do single integrals it is usually not to find the area 204 00:15:08,000 --> 00:15:13,000 of some region of a plane. It is for something else 205 00:15:13,000 --> 00:15:16,000 usually. The way we actually think of 206 00:15:16,000 --> 00:15:19,000 the double integral is really as summing the values of a function 207 00:15:19,000 --> 00:15:22,000 all around this region. We can use that to get 208 00:15:22,000 --> 00:15:26,000 information about maybe the region or about the average 209 00:15:26,000 --> 00:15:29,000 value of a function in that region and so on. 210 00:15:29,000 --> 00:15:39,000 Let's think about various uses of double integrals. 211 00:15:39,000 --> 00:15:43,000 The first one that I will mention is actually something 212 00:15:43,000 --> 00:15:47,000 you thought maybe you could do with a single integral, 213 00:15:47,000 --> 00:15:51,000 but it is useful very often to do it as a double integral. 214 00:15:51,000 --> 00:15:59,000 It is to find the area of a given region r. 215 00:15:59,000 --> 00:16:06,000 I give you some region in the plane and you want to know just 216 00:16:06,000 --> 00:16:08,000 its area. In various cases, 217 00:16:08,000 --> 00:16:12,000 you could set this up as a single integral, 218 00:16:12,000 --> 00:16:16,000 but often it could be useful to set it up as a double integral. 219 00:16:16,000 --> 00:16:20,000 How do you express the area as a double integral? 220 00:16:20,000 --> 00:16:22,000 Well, the area of this region is the sum of the areas of all 221 00:16:22,000 --> 00:16:28,000 the little pieces. It means you want to sum one dA 222 00:16:28,000 --> 00:16:37,000 of the entire region. The area R is the double 223 00:16:37,000 --> 00:16:46,000 integral over R of a function one. 224 00:16:46,000 --> 00:16:48,000 One way to think about it, if you are really still 225 00:16:48,000 --> 00:16:51,000 attached to the idea of double integral as a volume, 226 00:16:51,000 --> 00:16:54,000 what this measures is the volume below the graph of a 227 00:16:54,000 --> 00:16:56,000 function one. The graph of a function one is 228 00:16:56,000 --> 00:16:59,000 just a horizontal plane at height one. 229 00:16:59,000 --> 00:17:07,000 What you would be measuring is the volume of a prism with base 230 00:17:07,000 --> 00:17:11,000 r and height one. And the volume of that would 231 00:17:11,000 --> 00:17:12,000 be, of course, base times height. 232 00:17:12,000 --> 00:17:16,000 It would just be the area of r again. 233 00:17:16,000 --> 00:17:18,000 But we don't actually need to think about it that way. 234 00:17:18,000 --> 00:17:24,000 Really, what we are doing is summing dA over the entire 235 00:17:24,000 --> 00:17:28,000 region. A related thing we can do, 236 00:17:28,000 --> 00:17:33,000 imagine that, actually, this is some physical 237 00:17:33,000 --> 00:17:35,000 object. I mean, it has to be a flat 238 00:17:35,000 --> 00:17:38,000 object because we are just dealing with things in the plane 239 00:17:38,000 --> 00:17:41,000 so far. But you have a flat metal plate 240 00:17:41,000 --> 00:17:45,000 or something and you would like to know its mass. 241 00:17:45,000 --> 00:17:50,000 Well, its mass is the sum of the masses of every single 242 00:17:50,000 --> 00:17:52,000 little piece. You would get that by 243 00:17:52,000 --> 00:17:57,000 integrating the density. The density for a flat object 244 00:17:57,000 --> 00:18:09,000 would be the mass per unit area. So, you can get the mass of a 245 00:18:09,000 --> 00:18:23,000 flat object with density. Let's use delta for density, 246 00:18:23,000 --> 00:18:29,000 which is the mass per unit area. 247 00:18:29,000 --> 00:18:34,000 Each little piece of your object will have a mass, 248 00:18:34,000 --> 00:18:40,000 which will be just the density, times its area for each small 249 00:18:40,000 --> 00:18:45,000 piece. And you will get the total mass 250 00:18:45,000 --> 00:18:51,000 by summing these things. The mass will be the double 251 00:18:51,000 --> 00:18:56,000 integral of the density times the area element. 252 00:18:56,000 --> 00:18:58,000 Now, if it has constant density, 253 00:18:58,000 --> 00:19:00,000 if it is always the same material then, 254 00:19:00,000 --> 00:19:03,000 of course, you could just take the density 255 00:19:03,000 --> 00:19:07,000 out and you will get density times the total area if you know 256 00:19:07,000 --> 00:19:10,000 that it is always the same material. 257 00:19:10,000 --> 00:19:13,000 But if, actually, it has varying density maybe 258 00:19:13,000 --> 00:19:17,000 because it is some metallic thing with various metals or 259 00:19:17,000 --> 00:19:21,000 with varying thickness or something then you can still get 260 00:19:21,000 --> 00:19:24,000 the mass by integrating the density. 261 00:19:24,000 --> 00:19:26,000 Of course, looking at flat objects might be a little bit 262 00:19:26,000 --> 00:19:28,000 strange. That is because we are only 263 00:19:28,000 --> 00:19:30,000 doing double integrals so far. In a few weeks, 264 00:19:30,000 --> 00:19:33,000 we will be triple integrals. And then we will be able to do 265 00:19:33,000 --> 00:19:36,000 solids in space, but one thing at a time. 266 00:19:55,000 --> 00:20:08,000 Another useful application is to find the average value of 267 00:20:08,000 --> 00:20:16,000 some quantity in a region. What does it mean to take the 268 00:20:16,000 --> 00:20:19,000 average value of some function f in this region r? 269 00:20:19,000 --> 00:20:22,000 Well, you know what the average of a finite set of data is. 270 00:20:22,000 --> 00:20:24,000 For example, if I asked you to compute your 271 00:20:24,000 --> 00:20:26,000 average score on 18.02 problem sets, 272 00:20:26,000 --> 00:20:30,000 you would just take the scores, add them and divide by the 273 00:20:30,000 --> 00:20:33,000 number of problem sets. What if there are infinitely 274 00:20:33,000 --> 00:20:35,000 many things? Say I ask you to find the 275 00:20:35,000 --> 00:20:37,000 average temperature in this room. 276 00:20:37,000 --> 00:20:39,000 Well, you would have to measure the temperature everywhere. 277 00:20:39,000 --> 00:20:42,000 And then add all of these together and divide by the 278 00:20:42,000 --> 00:20:45,000 number of data points. But, depending on how careful 279 00:20:45,000 --> 00:20:47,000 you are, actually, there are potentially 280 00:20:47,000 --> 00:20:49,000 infinitely many points to look at. 281 00:20:49,000 --> 00:20:54,000 The mathematical way to define the average of a continuous set 282 00:20:54,000 --> 00:20:58,000 of data is that you actually integrate the function over the 283 00:20:58,000 --> 00:21:02,000 entire set of data, and then you divide by the size 284 00:21:02,000 --> 00:21:06,000 of the sample, which is just the area of the 285 00:21:06,000 --> 00:21:10,000 region. In fact, the average of f, 286 00:21:10,000 --> 00:21:17,000 the notation we will use usually for that is f with a bar 287 00:21:17,000 --> 00:21:23,000 on top to tell us it is the average f. 288 00:21:23,000 --> 00:21:31,000 We say we will take the integral of f and we will divide 289 00:21:31,000 --> 00:21:38,000 by the area of the region. You can really think of it as 290 00:21:38,000 --> 00:21:44,000 the sum of the values of f everywhere divided by the number 291 00:21:44,000 --> 00:21:48,000 of points everywhere. And so that is an average where 292 00:21:48,000 --> 00:21:51,000 everything is, actually, equally likely. 293 00:21:51,000 --> 00:21:55,000 That is a uniform average where all the points on the region, 294 00:21:55,000 --> 00:21:59,000 all the little points of the region are equally likely. 295 00:21:59,000 --> 00:22:02,000 But maybe if want to do, say, an average of some solid 296 00:22:02,000 --> 00:22:06,000 with variable density or if you want to somehow give more 297 00:22:06,000 --> 00:22:10,000 importance to certain parts than to others then you can actually 298 00:22:10,000 --> 00:22:14,000 do a weighted average. What is a weighted average? 299 00:22:14,000 --> 00:22:21,000 Well, in the case of taking the 300 00:22:21,000 --> 00:22:23,000 average your problem sets, if I tell you problem set one 301 00:22:23,000 --> 00:22:25,000 is worth twice as much as the others, 302 00:22:25,000 --> 00:22:29,000 then you would count twice that score in the sum and then you 303 00:22:29,000 --> 00:22:33,000 would count it as two, of course, when you divide. 304 00:22:33,000 --> 00:22:36,000 The weighted average is the sum of the values, 305 00:22:36,000 --> 00:22:39,000 but each weighted by a certain coefficient. 306 00:22:39,000 --> 00:22:43,000 And then you will divide by the sum of the weight. 307 00:22:43,000 --> 00:22:48,000 It is a bit the same idea as when we replace area by some 308 00:22:48,000 --> 00:22:53,000 mass that tells you how important a given piece. 309 00:22:53,000 --> 00:23:02,000 We will actually have a density. Let's call it delta again. 310 00:23:02,000 --> 00:23:07,000 We will see what we divide by, but what we will take is the 311 00:23:07,000 --> 00:23:13,000 integral of a function times the density times the area element. 312 00:23:13,000 --> 00:23:18,000 Because this would correspond to the mass element telling us 313 00:23:18,000 --> 00:23:22,000 how to weight the various points of our region. 314 00:23:22,000 --> 00:23:27,000 And then we would divide by the total weight, 315 00:23:27,000 --> 00:23:34,000 which is the mass of a region, as defined up there. 316 00:23:34,000 --> 00:23:39,000 If a density is uniform then, of course, the density gets out 317 00:23:39,000 --> 00:23:44,000 and you can simplify and reduce to that if all the points are 318 00:23:44,000 --> 00:23:47,000 equally likely. Why is that important? 319 00:23:47,000 --> 00:23:49,000 Well, that is important for various applications. 320 00:23:49,000 --> 00:23:53,000 But one that you might have seen in physics, 321 00:23:53,000 --> 00:23:58,000 we care about maybe where is the center of mass of a given 322 00:23:58,000 --> 00:24:01,000 object? The center of mass is basically 323 00:24:01,000 --> 00:24:05,000 a point that you would say is right in the middle of the 324 00:24:05,000 --> 00:24:06,000 object. But, of course, 325 00:24:06,000 --> 00:24:10,000 if the object has a very strange shape or if somehow part 326 00:24:10,000 --> 00:24:14,000 of it is heavier than the rest then that takes a very different 327 00:24:14,000 --> 00:24:17,000 meaning. Strictly speaking, 328 00:24:17,000 --> 00:24:20,000 the center of mass of a solid is the point where you would 329 00:24:20,000 --> 00:24:24,000 have to concentrate all the mass if you wanted it to behave 330 00:24:24,000 --> 00:24:28,000 equivalently from a point of view of mechanics, 331 00:24:28,000 --> 00:24:31,000 if you are trying to do translations of that object. 332 00:24:31,000 --> 00:24:37,000 If you are going to push that object that would be really 333 00:24:37,000 --> 00:24:42,000 where the equivalent point mass would lie. 334 00:24:42,000 --> 00:24:44,000 The other way to think about it, 335 00:24:44,000 --> 00:24:47,000 if I had a flat object then the center of mass would basically 336 00:24:47,000 --> 00:24:50,000 be the point where I would need to hold it so it is perfectly 337 00:24:50,000 --> 00:24:52,000 balanced. And, of course, 338 00:24:52,000 --> 00:24:56,000 I cannot do this. Well, you get the idea. 339 00:24:56,000 --> 00:24:59,000 And the center of mass of this eraser is somewhere in the 340 00:24:59,000 --> 00:25:00,000 middle. And so, in principle, 341 00:25:00,000 --> 00:25:03,000 that is where I would have to put my finger for it to stay. 342 00:25:03,000 --> 00:25:11,000 Well, it doesn't work. But that is where the center of 343 00:25:11,000 --> 00:25:19,000 mass should be. I think it should be in the 344 00:25:19,000 --> 00:25:22,000 middle. Maybe I shouldn't call this 345 00:25:22,000 --> 00:25:25,000 three. I should call this 2a, 346 00:25:25,000 --> 00:25:31,000 because it is really a special case of the average value. 347 00:25:31,000 --> 00:25:47,000 How do we find the center of mass of a flat object with 348 00:25:47,000 --> 00:25:57,000 density delta. If you have your object in the 349 00:25:57,000 --> 00:26:00,000 x, y plane then its center of mass 350 00:26:00,000 --> 00:26:03,000 will be at positions that are actually just the coordinates of 351 00:26:03,000 --> 00:26:09,000 a center of mass, will just be weighted averages 352 00:26:09,000 --> 00:26:14,000 of x and y on the solid. So, the center of mass will be 353 00:26:14,000 --> 00:26:17,000 a position that I will call x bar, y bar. 354 00:26:17,000 --> 00:26:21,000 And these are really just the averages, the average values of 355 00:26:21,000 --> 00:26:26,000 x and of y in the solid. Just to give you the formulas 356 00:26:26,000 --> 00:26:33,000 again, x bar would be one over the mass times the double 357 00:26:33,000 --> 00:26:42,000 integral of x times density dA. And the same thing with y. 358 00:26:42,000 --> 00:26:53,000 y bar is the weighted average of a y coordinate in your 359 00:26:53,000 --> 00:26:56,000 region. You see, if you take a region 360 00:26:56,000 --> 00:26:59,000 that is symmetric and has uniform density that will just 361 00:26:59,000 --> 00:27:01,000 give you the center of the region. 362 00:27:01,000 --> 00:27:05,000 But if the region has a strange shape or if a density is not 363 00:27:05,000 --> 00:27:08,000 homogeneous, if parts of it are heavier then 364 00:27:08,000 --> 00:27:12,000 you will get whatever the weighted average will be. 365 00:27:12,000 --> 00:27:15,000 And that will be the point where this thing would be 366 00:27:15,000 --> 00:27:19,000 balanced if you were trying to balance it on a pole or on your 367 00:27:19,000 --> 00:27:20,000 finger. 368 00:27:56,000 --> 00:28:12,000 Any questions so far? Yes. 369 00:28:12,000 --> 00:28:18,000 No. Here I didn't set this up as a 370 00:28:18,000 --> 00:28:23,000 iterated integral yet. The function that I am 371 00:28:23,000 --> 00:28:28,000 integrating is x times delta where density will be given to 372 00:28:28,000 --> 00:28:30,000 me maybe as a function of x and y. 373 00:28:30,000 --> 00:28:33,000 And then I will integrate this dA. 374 00:28:33,000 --> 00:28:36,000 And dA could mean dx over dy, it could mean dy over dx, 375 00:28:36,000 --> 00:28:40,000 it could be mean r dr d theta. I will choose how to set it up 376 00:28:40,000 --> 00:28:43,000 depending maybe on the shape of the region. 377 00:28:43,000 --> 00:28:46,000 If my solid is actually just going to be round then I might 378 00:28:46,000 --> 00:28:49,000 want to use polar coordinates. If it is a square, 379 00:28:49,000 --> 00:28:51,000 I might want to use x, y coordinates. 380 00:28:51,000 --> 00:28:56,000 If it is more complicated, well, I will choose depending 381 00:28:56,000 --> 00:29:01,000 on how I feel about it. Yes? 382 00:29:01,000 --> 00:29:05,000 Delta is the density. In general, it is a function of 383 00:29:05,000 --> 00:29:08,000 x and y. If you imagine that your solid 384 00:29:08,000 --> 00:29:11,000 is not homogenous then its density will depend on which 385 00:29:11,000 --> 00:29:15,000 piece of it you are looking at. Of course, to compute this, 386 00:29:15,000 --> 00:29:18,000 you need to know the density. If you have a problem asking 387 00:29:18,000 --> 00:29:20,000 you to find the center of mass of something and you have no 388 00:29:20,000 --> 00:29:23,000 information about the density, assume it is uniform. 389 00:29:23,000 --> 00:29:26,000 Take the density to be a constant. 390 00:29:26,000 --> 00:29:29,000 Even take it to be a one. That is even easier. 391 00:29:29,000 --> 00:29:30,000 I mean it is a general fact of math. 392 00:29:30,000 --> 00:29:34,000 We don't care about units. If density is constant, 393 00:29:34,000 --> 00:29:36,000 we might as well take it to be one. 394 00:29:36,000 --> 00:29:41,000 That just means our mass unit becomes the area unit. 395 00:29:41,000 --> 00:29:53,000 Yes? That is a good question. 396 00:29:53,000 --> 00:29:57,000 No, I don't think we could actually find the center of mass 397 00:29:57,000 --> 00:30:00,000 in polar coordinates by finding the average of R or the average 398 00:30:00,000 --> 00:30:02,000 of theta. For example, 399 00:30:02,000 --> 00:30:05,000 take a disk center at the origin, well, 400 00:30:05,000 --> 00:30:09,000 the center of mass should be at the origin. 401 00:30:09,000 --> 00:30:12,000 But the average of R is certainly not zero because R is 402 00:30:12,000 --> 00:30:14,000 positive everywhere. So, that doesn't work. 403 00:30:14,000 --> 00:30:18,000 You cannot get the polar coordinates of a center of mass 404 00:30:18,000 --> 00:30:21,000 just by taking the average of R and the average of theta. 405 00:30:21,000 --> 00:30:23,000 By the way, what is the average of theta? 406 00:30:23,000 --> 00:30:26,000 If you take theta to from zero to 2pi, the average theta will 407 00:30:26,000 --> 00:30:28,000 be pi. If you take it to go from minus 408 00:30:28,000 --> 00:30:30,000 pi to pi, the average theta will be zero. 409 00:30:30,000 --> 00:30:34,000 So, there is a problem there. That actually just doesn't 410 00:30:34,000 --> 00:30:38,000 work, so we really have to compute x bar and y bar. 411 00:30:38,000 --> 00:30:41,000 But still we could set this up and then switch to polar 412 00:30:41,000 --> 00:30:44,000 coordinates to evaluate this integral. 413 00:30:44,000 --> 00:30:58,000 But we still would be computing the average values of x and y. 414 00:30:58,000 --> 00:31:04,000 We are basically re-exploring mechanics and motion of solids 415 00:31:04,000 --> 00:31:10,000 here. The next thing is moment of 416 00:31:10,000 --> 00:31:15,000 inertia. Just to remind you or in case 417 00:31:15,000 --> 00:31:18,000 you somehow haven't seen it in physics yet, 418 00:31:18,000 --> 00:31:23,000 the moment of inertia is basically to rotation of a solid 419 00:31:23,000 --> 00:31:26,000 where the mass is to translation. 420 00:31:26,000 --> 00:31:30,000 In the following sense, the mass of a solid is what 421 00:31:30,000 --> 00:31:34,000 makes it hard to push it. How hard it is to throw 422 00:31:34,000 --> 00:31:36,000 something is related to its mass. 423 00:31:36,000 --> 00:31:41,000 How hard it is to spin something, on the other hand, 424 00:31:41,000 --> 00:31:44,000 is given by its moment of inertia. 425 00:31:44,000 --> 00:31:51,000 Maybe I should write this down. Mass is how hard it is to 426 00:31:51,000 --> 00:31:59,000 impart a translation motion to a solid. 427 00:31:59,000 --> 00:32:06,000 I am using fancy words today. And the moment of inertia -- 428 00:32:06,000 --> 00:32:13,000 The difference with a mass is that the moment of inertia is 429 00:32:13,000 --> 00:32:17,000 defined about some axis. You choose an axis. 430 00:32:17,000 --> 00:32:19,000 Then you would try to measure how hard it is to spin your 431 00:32:19,000 --> 00:32:21,000 object around that axis. For example, 432 00:32:21,000 --> 00:32:24,000 you can try to measure how hard it is to spin this sheet of 433 00:32:24,000 --> 00:32:27,000 paper about an axis that is in the center of it. 434 00:32:27,000 --> 00:32:30,000 We would try to spin it light that and see how much effort I 435 00:32:30,000 --> 00:32:35,000 would have to make. Well, for a sheet of paper not 436 00:32:35,000 --> 00:32:43,000 very much. That would measure the same 437 00:32:43,000 --> 00:32:58,000 thing but it would be rotation motion about that axis. 438 00:32:58,000 --> 00:33:02,000 Maybe some of you know the definition but I am going to try 439 00:33:02,000 --> 00:33:05,000 to derive it again. I am sorry but it won't be as 440 00:33:05,000 --> 00:33:07,000 quite as detailed as the way you have probably seen it in 441 00:33:07,000 --> 00:33:09,000 physics, but I am not trying to replace your physics teachers. 442 00:33:09,000 --> 00:33:16,000 I am sure they are doing a great job. 443 00:33:16,000 --> 00:33:19,000 What is the idea for the definition to find a formula for 444 00:33:19,000 --> 00:33:21,000 moment of inertia? The idea is to think about 445 00:33:21,000 --> 00:33:24,000 kinetic energy. Kinetic energy is really when 446 00:33:24,000 --> 00:33:28,000 you push something or when you try to make it move and you have 447 00:33:28,000 --> 00:33:32,000 to put some inertia to it. Then it has kinetic energy. 448 00:33:32,000 --> 00:33:38,000 And then, if you have the right device, you can convert back 449 00:33:38,000 --> 00:33:41,000 that kinetic energy into something else. 450 00:33:41,000 --> 00:33:46,000 If you try to look at the kinetic energy of a point mass, 451 00:33:46,000 --> 00:33:53,000 so you have something with mass m going at the velocity v, 452 00:33:53,000 --> 00:33:57,000 well, that will be one-half of a mass times the square of the 453 00:33:57,000 --> 00:34:00,000 speed. I hope you have all seen that 454 00:34:00,000 --> 00:34:04,000 formula some time before. Now, let's say instead of just 455 00:34:04,000 --> 00:34:07,000 trying to push this mass, I am going to make it spin 456 00:34:07,000 --> 00:34:12,000 around something. Instead of just somewhere, 457 00:34:12,000 --> 00:34:20,000 maybe I will have the origin, and I am trying to make it go 458 00:34:20,000 --> 00:34:29,000 around the origin in a circle at a certain angular velocity. 459 00:34:29,000 --> 00:34:40,000 For a mass m at distance r, let's call r this distance. 460 00:34:40,000 --> 00:34:47,000 And angular velocity, let's call the angular velocity 461 00:34:47,000 --> 00:34:50,000 omega. I think that is what physicists 462 00:34:50,000 --> 00:34:53,000 call it. Remember angular velocity is 463 00:34:53,000 --> 00:34:57,000 just the rate of the change of the angle over time. 464 00:34:57,000 --> 00:35:02,000 It is d theta dt, if you want. Well, what is the kinetic 465 00:35:02,000 --> 00:35:05,000 energy now? Well, first we have to find out 466 00:35:05,000 --> 00:35:07,000 what the speed is. What is the speed? 467 00:35:07,000 --> 00:35:10,000 Well, if we are going on a circle of 468 00:35:10,000 --> 00:35:16,000 radius r at angular velocity omega that means that in unit 469 00:35:16,000 --> 00:35:22,000 time we rotate by omega and we go by a distance of r times 470 00:35:22,000 --> 00:35:26,000 omega. The actual speed is the radius 471 00:35:26,000 --> 00:35:32,000 times angular velocity. And so the kinetic energy is 472 00:35:32,000 --> 00:35:38,000 one-half mv squared, which is one-half m r squared 473 00:35:38,000 --> 00:35:41,000 omega squared. And so, 474 00:35:41,000 --> 00:35:47,000 by similarity with that formula, 475 00:35:47,000 --> 00:35:51,000 the coefficient of v squared is the mass, 476 00:35:51,000 --> 00:35:53,000 and here we will say the coefficient of omega squared, 477 00:35:53,000 --> 00:35:57,000 so this thing is the moment of inertia. 478 00:35:57,000 --> 00:36:16,000 That is how we define moment of inertia. 479 00:36:16,000 --> 00:36:20,000 Now, that is only for a point mass. 480 00:36:20,000 --> 00:36:23,000 And it is kind of fun to spin just a small bowl, 481 00:36:23,000 --> 00:36:26,000 but maybe you would like to spin actually a larger solid and 482 00:36:26,000 --> 00:36:29,000 try to define this moment of inertia. 483 00:36:29,000 --> 00:36:33,000 Well, the moment inertia of a solid will be just the sum of 484 00:36:33,000 --> 00:36:36,000 the moments of inertia of all the little pieces. 485 00:36:36,000 --> 00:36:45,000 What we will do is just cut our solid into little chunks and 486 00:36:45,000 --> 00:36:51,000 will sum this thing for each little piece. 487 00:36:51,000 --> 00:37:00,000 For a solid with density delta, each little piece has mass 488 00:37:00,000 --> 00:37:07,000 which is the density times the amount of area. 489 00:37:07,000 --> 00:37:12,000 This is equal actually. And the moment of inertia of 490 00:37:12,000 --> 00:37:16,000 that small portion of a solid will be delta m, 491 00:37:16,000 --> 00:37:18,000 the small mass, times r squared, 492 00:37:18,000 --> 00:37:25,000 the square of a distance to the center of the axis along which I 493 00:37:25,000 --> 00:37:29,000 am spinning. That means if I sum these 494 00:37:29,000 --> 00:37:35,000 things together, well, it has moment of inertia 495 00:37:35,000 --> 00:37:42,000 delta m times r squared, which is r squared times the 496 00:37:42,000 --> 00:37:48,000 density times delta A. And so I will be summing these 497 00:37:48,000 --> 00:37:52,000 things together. And so, the moment of inertia 498 00:37:52,000 --> 00:37:56,000 about the origin will be the double integral of r squared 499 00:37:56,000 --> 00:37:59,000 times density times dA. 500 00:38:28,000 --> 00:38:36,000 The final formula for the moment of inertia about the 501 00:38:36,000 --> 00:38:46,000 origin is the double integral of a region of r squared density 502 00:38:46,000 --> 00:38:48,000 dA. If you are going to do it in x, 503 00:38:48,000 --> 00:38:51,000 y coordinates, of course, r squared becomes x 504 00:38:51,000 --> 00:38:56,000 squared plus y squared, it is the square of the 505 00:38:56,000 --> 00:39:02,000 distance from the origin. When you integrate this, 506 00:39:02,000 --> 00:39:05,000 that tells you how hard it is to spin that solid about the 507 00:39:05,000 --> 00:39:09,000 origin. The motion that we try to do -- 508 00:39:09,000 --> 00:39:15,000 We keep this fixed and then we just rotate around the origin. 509 00:39:15,000 --> 00:39:20,000 Sorry. That is a pretty bad picture, 510 00:39:20,000 --> 00:39:26,000 but hopefully you know what I mean. 511 00:39:26,000 --> 00:39:29,000 And the name we use for that is I0. 512 00:39:29,000 --> 00:39:37,000 And then the rotational kinetic energy is one-half times this 513 00:39:37,000 --> 00:39:46,000 moment of inertia times the square of the angular velocity. 514 00:39:46,000 --> 00:39:54,000 So that shows as that this replaces the mass for rotation 515 00:39:54,000 --> 00:39:57,000 motions. OK. 516 00:39:57,000 --> 00:40:03,000 What about other kinds of rotations? 517 00:40:03,000 --> 00:40:06,000 In particular, we have been rotating things 518 00:40:06,000 --> 00:40:13,000 about just a point in the plane. What you could imagine also is 519 00:40:13,000 --> 00:40:19,000 instead you have your solid. What I have done so far is I 520 00:40:19,000 --> 00:40:22,000 have skewered it this way, and I am rotating around the 521 00:40:22,000 --> 00:40:25,000 axis. Instead, I could skewer it 522 00:40:25,000 --> 00:40:27,000 through, say, the horizontal axis. 523 00:40:27,000 --> 00:40:36,000 And then I could try to spin about the horizontal axis so 524 00:40:36,000 --> 00:40:46,000 then it would rotate in space in that direction like that. 525 00:40:46,000 --> 00:40:51,000 Let's say we do rotation about the x-axis. 526 00:40:51,000 --> 00:40:53,000 Well, the idea would still be the same. 527 00:40:53,000 --> 00:40:58,000 The moment of inertia for any small piece of a solid would be 528 00:40:58,000 --> 00:41:02,000 its mass element times the square of a distance to the x 529 00:41:02,000 --> 00:41:06,000 axes because that will be the radius of a trajectory. 530 00:41:06,000 --> 00:41:12,000 If you take this point here, it is going to go in a circle 531 00:41:12,000 --> 00:41:16,000 like that centered on the x-axis. 532 00:41:16,000 --> 00:41:21,000 So the radius will just be this distance here. 533 00:41:21,000 --> 00:41:24,000 Well, what is this distance? It is just y, 534 00:41:24,000 --> 00:41:34,000 or maybe absolute value of y. Distance to x-axis is absolute 535 00:41:34,000 --> 00:41:39,000 value of y. What we actually care about is 536 00:41:39,000 --> 00:41:44,000 the square of a distance, so it will just be y squared. 537 00:41:44,000 --> 00:41:51,000 The moment of inertia about the x-axis is going to be obtained 538 00:41:51,000 --> 00:41:57,000 by integrating y squared times the mass element. 539 00:41:57,000 --> 00:42:00,000 It is slightly strange but I have y in inertia about the 540 00:42:00,000 --> 00:42:03,000 x-axis. But, if you think about it, 541 00:42:03,000 --> 00:42:07,000 y tells me how far I am from the x-axis, so how hard it will 542 00:42:07,000 --> 00:42:11,000 be to spin around the x-axis. And I could do the same about 543 00:42:11,000 --> 00:42:17,000 any axis that I want. Just I would have to sum the 544 00:42:17,000 --> 00:42:23,000 square of a distance to the axis of rotation. 545 00:42:23,000 --> 00:42:31,000 Maybe I should do an example. Yes? 546 00:42:31,000 --> 00:42:36,000 Same thing as above, distance to the x-axis, 547 00:42:36,000 --> 00:42:39,000 because that is what we care about. 548 00:42:39,000 --> 00:42:47,000 For the moment of inertia, we want the square of a 549 00:42:47,000 --> 00:42:52,000 distance to the axis of rotation. 550 00:42:52,000 --> 00:42:57,000 Let's do an example. Let's try to figure out if we 551 00:42:57,000 --> 00:43:03,000 have just a uniform disk how hard it is to spin it around its 552 00:43:03,000 --> 00:43:08,000 center. That shouldn't be very hard to 553 00:43:08,000 --> 00:43:16,000 figure out. Say that we have a disk of 554 00:43:16,000 --> 00:43:29,000 radius a and we want to rotate it about its center. 555 00:43:29,000 --> 00:43:32,000 And let's say that it is of uniform density. 556 00:43:32,000 --> 00:43:36,000 And let's take just the density to be a one so that we don't 557 00:43:36,000 --> 00:43:40,000 really care about the density. What is the moment of inertia 558 00:43:40,000 --> 00:43:45,000 of that? Well, we have to integrate of 559 00:43:45,000 --> 00:43:51,000 our disk r squared times the density, which is one, 560 00:43:51,000 --> 00:43:55,000 times dA. What is r squared? 561 00:43:55,000 --> 00:43:58,000 You have here to resist the urge to say the radius is just 562 00:43:58,000 --> 00:44:00,000 a. We know the radius is a. 563 00:44:00,000 --> 00:44:05,000 No, it is not a because we are looking at rotation of any point 564 00:44:05,000 --> 00:44:07,000 inside this disk. And, when you are inside the 565 00:44:07,000 --> 00:44:09,000 disk, the distance to the origin is not a. 566 00:44:09,000 --> 00:44:13,000 It is less than a. It is actually anything between 567 00:44:13,000 --> 00:44:16,000 zero and a. Just to point out a pitfall, 568 00:44:16,000 --> 00:44:18,000 r here is really a function on this disk. 569 00:44:18,000 --> 00:44:20,000 And we are going to integrate this function. 570 00:44:20,000 --> 00:44:28,000 Don't plug r equals a just yet. What coordinates do we use to 571 00:44:28,000 --> 00:44:31,000 compute this integral? They are probably polar 572 00:44:31,000 --> 00:44:35,000 coordinates, unless you want a repeat of what happened already 573 00:44:35,000 --> 00:44:39,000 with x and y. That will tell us we want to 574 00:44:39,000 --> 00:44:42,000 integrate r squared time r dr d theta. 575 00:44:42,000 --> 00:44:47,000 And the bounds for r, well, r will go from zero to a. 576 00:44:47,000 --> 00:44:51,000 No matter which direction I go from the origin, 577 00:44:51,000 --> 00:44:56,000 if I fixed it, r goes from zero to r equals a. 578 00:44:56,000 --> 00:45:02,000 The part of this ray that lives inside the disk is always from 579 00:45:02,000 --> 00:45:05,000 zero to a. And theta goes from, 580 00:45:05,000 --> 00:45:11,000 well, zero to 2 pi for example. And now you can compute this 581 00:45:11,000 --> 00:45:14,000 integral. Well, I will let you figure it 582 00:45:14,000 --> 00:45:18,000 out. But the inner integral becomes 583 00:45:18,000 --> 00:45:25,000 a to the four over four and the outer multiplies things by 2pi, 584 00:45:25,000 --> 00:45:30,000 so you get pi a to the four over two. 585 00:45:30,000 --> 00:45:33,000 OK. That is how hard it is to spin 586 00:45:33,000 --> 00:45:37,000 this disk. Now, what about instead of 587 00:45:37,000 --> 00:45:43,000 spinning it about the center we decided to spin it about a point 588 00:45:43,000 --> 00:45:46,000 on a second point. For example, think of a Frisbee. 589 00:45:46,000 --> 00:45:50,000 A Frisbee has this rim so you can actually try to make it 590 00:45:50,000 --> 00:45:55,000 rotate around the point on the circumference by holding it near 591 00:45:55,000 --> 00:45:59,000 the rim and spinning it there. How much harder is that than 592 00:45:59,000 --> 00:46:02,000 around the center? Well, we will try to compute 593 00:46:02,000 --> 00:46:05,000 now the moment of inertia about this point. 594 00:46:05,000 --> 00:46:08,000 We have two options. One is we keep the system of 595 00:46:08,000 --> 00:46:12,000 coordinates centers here. But then the formula for 596 00:46:12,000 --> 00:46:15,000 distance to this point becomes harder. 597 00:46:15,000 --> 00:46:18,000 The other option, which is the one I will choose, 598 00:46:18,000 --> 00:46:21,000 is to change the coordinate so that this point become the 599 00:46:21,000 --> 00:46:23,000 origin. Let's do that. 600 00:46:50,000 --> 00:46:58,000 About a point on the circumference, 601 00:46:58,000 --> 00:47:13,000 what I would have to do maybe is set up my region like that. 602 00:47:13,000 --> 00:47:17,000 I have moved the origin so that it is on the circumference of a 603 00:47:17,000 --> 00:47:21,000 disk, and I will again try to find 604 00:47:21,000 --> 00:47:27,000 the moment of inertia of this disk about the origin. 605 00:47:27,000 --> 00:47:31,000 It is still, for the the double integral of 606 00:47:31,000 --> 00:47:36,000 r squared dA. But now I want to find out how 607 00:47:36,000 --> 00:47:40,000 to set up the integral. I could try to use x, 608 00:47:40,000 --> 00:47:43,000 y coordinates and it would work. 609 00:47:43,000 --> 00:47:47,000 Or I can use polar coordinates, and it works a little bit 610 00:47:47,000 --> 00:47:52,000 better that way. But both are doable. 611 00:47:52,000 --> 00:47:56,000 Let's say I do it this way. I have to figure out how to set 612 00:47:56,000 --> 00:48:00,000 up my bounds. What are the bounds for r? 613 00:48:00,000 --> 00:48:06,000 Well, if I fix a value for theta, which means I chose an 614 00:48:06,000 --> 00:48:12,000 angle here, now I am shooting a ray from the origin in that 615 00:48:12,000 --> 00:48:16,000 direction. I enter my region at r equals 616 00:48:16,000 --> 00:48:19,000 zero. That hasn't changed. 617 00:48:19,000 --> 00:48:23,000 The question is where do I exit the region? 618 00:48:23,000 --> 00:48:33,000 What is that distance? Maybe you have seen it in 619 00:48:33,000 --> 00:48:37,000 recitation, maybe not. Let's see. 620 00:48:37,000 --> 00:48:40,000 Actually, I should have written down the radius of a circle is 621 00:48:40,000 --> 00:48:47,000 a. So this distance here is 2a. 622 00:48:47,000 --> 00:48:52,000 If you draw this segment in here, you know that here you 623 00:48:52,000 --> 00:48:56,000 have a right angle. You have a right triangle. 624 00:48:56,000 --> 00:48:59,000 The hypotenuse here has length 2a. 625 00:48:59,000 --> 00:49:08,000 This angle is theta. Well, this length is 2a cosine 626 00:49:08,000 --> 00:49:14,000 theta. The polar coordinates equation 627 00:49:14,000 --> 00:49:22,000 of this circle passing through the origin is r equals 2a cosine 628 00:49:22,000 --> 00:49:27,000 theta. So, r will go from zero to 2a 629 00:49:27,000 --> 00:49:33,000 cosine theta. That is the distance here. 630 00:49:33,000 --> 00:49:37,000 Now, what are the bounds for theta? 631 00:49:37,000 --> 00:49:39,000 It is not quite zero to 2pi because, actually, 632 00:49:39,000 --> 00:49:42,000 you see in this direction, if I shoot a ray in this 633 00:49:42,000 --> 00:49:44,000 direction I will never meet my region. 634 00:49:44,000 --> 00:49:47,000 We have to actually think a bit more. 635 00:49:47,000 --> 00:49:52,000 Well, the directions in which I will actually hit my circle are 636 00:49:52,000 --> 00:49:56,000 all the directions in the right half of a plane. 637 00:49:56,000 --> 00:49:58,000 I mean, of course, if I shoot very close to the 638 00:49:58,000 --> 00:50:00,000 axis, you might think, oh, I won't be in there. 639 00:50:00,000 --> 00:50:03,000 But, actually, that is not true because here 640 00:50:03,000 --> 00:50:05,000 the circle is tangent to the axis. 641 00:50:05,000 --> 00:50:09,000 No matter which direction I take, I will still have a little 642 00:50:09,000 --> 00:50:13,000 tiny piece. The angle actually goes from 643 00:50:13,000 --> 00:50:15,000 minus pi over two to pi over two. 644 00:50:15,000 --> 00:50:20,000 If you compute that you will get, 645 00:50:20,000 --> 00:50:25,000 well, the inner integral will be r to the four over four 646 00:50:25,000 --> 00:50:28,000 between zero and 2a cosine theta, 647 00:50:28,000 --> 00:50:34,000 which will turn out to be 4a to the four cosine to the four 648 00:50:34,000 --> 00:50:39,000 theta. And now you will integrate that 649 00:50:39,000 --> 00:50:43,000 for minus pi over two to pi over two. 650 00:50:43,000 --> 00:50:47,000 And that is, again, the evil integral that 651 00:50:47,000 --> 00:50:50,000 we had yesterday. Either we remember the method 652 00:50:50,000 --> 00:50:53,000 from yesterday or we remember from yesterday that actually 653 00:50:53,000 --> 00:50:56,000 there are formulas in the notes to help you. 654 00:50:56,000 --> 00:50:58,000 On homework, you can use these formulas. 655 00:50:58,000 --> 00:51:04,000 In the notes at the beginning of section 3b there are formulas 656 00:51:04,000 --> 00:51:08,000 for these particular kinds of integrals. 657 00:51:08,000 --> 00:51:13,000 And that will end up being three-halves of pi a to the 658 00:51:13,000 --> 00:51:15,000 four. In case you wanted to know, 659 00:51:15,000 --> 00:51:18,000 it is three times harder to spin a Frisbee about a point on 660 00:51:18,000 --> 00:51:20,000 a circumference than around the center. 661 00:51:20,000 --> 00:51:26,000 We got three times the moment of inertia about the center. 662 00:51:26,000 --> 00:51:27,000 OK. That is it. 663 00:51:27,000 --> 00:51:29,000 Have a nice weekend.