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 --> 00:00:23,000 All right, so the past few weeks, we've been looking at double integrals and the plane, 8 00:00:27,000 --> 00:00:31,000 line integrals in the plane, and will we are going to do now 9 00:00:31,000 --> 00:00:34,000 from now on basically until the end of the term, 10 00:00:34,000 --> 00:00:36,000 will be very similar stuff, but in space. 11 00:00:36,000 --> 00:00:41,000 So, we are going to learn how to do triple integrals in space, 12 00:00:41,000 --> 00:00:43,000 flux in space, work in space, 13 00:00:43,000 --> 00:00:46,000 divergence, curl, all that. 14 00:00:46,000 --> 00:00:49,000 So, that means, basically, 15 00:00:49,000 --> 00:00:52,000 if you were really on top of what we've been doing these past 16 00:00:52,000 --> 00:00:55,000 few weeks, then it will be just the same 17 00:00:55,000 --> 00:00:58,000 with one more coordinate. And, you will see there are 18 00:00:58,000 --> 00:01:00,000 some differences. But, conceptually, 19 00:01:00,000 --> 00:01:04,000 it's pretty similar. There are a few tricky things, 20 00:01:04,000 --> 00:01:06,000 though. Now, that also means that if 21 00:01:06,000 --> 00:01:10,000 there is stuff that you are not sure about in the plane, 22 00:01:10,000 --> 00:01:14,000 then I encourage you to review the material that we've done 23 00:01:14,000 --> 00:01:18,000 over the past few weeks to make sure that everything in the 24 00:01:18,000 --> 00:01:22,000 plane is completely clear to you because it will be much harder 25 00:01:22,000 --> 00:01:26,000 to understand stuff in space if things are still shaky in the 26 00:01:26,000 --> 00:01:30,000 plane. OK, so the plan is we're going 27 00:01:30,000 --> 00:01:36,000 to basically go through the same stuff, but in space. 28 00:01:36,000 --> 00:01:45,000 So, it shouldn't be surprising that we will start today with 29 00:01:45,000 --> 00:01:52,000 triple integrals. OK, so the way triple integrals 30 00:01:52,000 --> 00:01:58,000 work is if I give you a function of three variables, 31 00:01:58,000 --> 00:02:02,000 x, y, z, and I give you some region in 32 00:02:02,000 --> 00:02:07,000 space, so, some solid, 33 00:02:07,000 --> 00:02:15,000 then I can take the integral over this region over function f 34 00:02:15,000 --> 00:02:20,000 dV where dV stands for the volume element. 35 00:02:20,000 --> 00:02:24,000 OK, so what it means is we will just take every single little 36 00:02:24,000 --> 00:02:28,000 piece of our solid, take the value of f there, 37 00:02:28,000 --> 00:02:30,000 multiply by the small volume of each little piece, 38 00:02:30,000 --> 00:02:35,000 and sum all these things together. 39 00:02:35,000 --> 00:02:40,000 And, so this volume element here, 40 00:02:40,000 --> 00:02:44,000 well, for example, if you are doing the integral 41 00:02:44,000 --> 00:02:48,000 in rectangular coordinates, that will become dx dy dz or 42 00:02:48,000 --> 00:02:54,000 any permutation of that because, of course, we have lots of 43 00:02:54,000 --> 00:02:59,000 possible orders of integration to choose from. 44 00:02:59,000 --> 00:03:08,000 So, rather than bore you with theory and all sorts of 45 00:03:08,000 --> 00:03:15,000 complicated things, let's just do examples. 46 00:03:15,000 --> 00:03:18,000 And, you will see, basically, if you understand how to set up 47 00:03:18,000 --> 00:03:21,000 iterated integrals into variables, 48 00:03:21,000 --> 00:03:23,000 that you basically understand how to do them in three 49 00:03:23,000 --> 00:03:27,000 variables. You just have to be a bit more 50 00:03:27,000 --> 00:03:30,000 careful. And, there's one more step. 51 00:03:30,000 --> 00:03:35,000 OK, so let's take our first triple integral to be on the 52 00:03:35,000 --> 00:03:36,000 region. So, of course, 53 00:03:36,000 --> 00:03:37,000 there's two different things as always. 54 00:03:37,000 --> 00:03:39,000 There is the region of integration and there's the 55 00:03:39,000 --> 00:03:42,000 function we are integrating. Now, the function we are 56 00:03:42,000 --> 00:03:44,000 integrating, well, it will come in handy when you 57 00:03:44,000 --> 00:03:46,000 actually try to evaluate the integral. 58 00:03:46,000 --> 00:03:49,000 But, as you can see, probably, the new part is 59 00:03:49,000 --> 00:03:52,000 really hard to set it up. So, the function won't really 60 00:03:52,000 --> 00:03:55,000 matter that much for me. So, in the examples I'll do 61 00:03:55,000 --> 00:03:58,000 today, functions will be kind of silly. 62 00:03:58,000 --> 00:04:04,000 So, for example, let's say that we want to look 63 00:04:04,000 --> 00:04:13,000 at the region between two paraboloids, one given by z = x 64 00:04:13,000 --> 00:04:20,000 ^2 y ^2. The other is z = 4 - x ^2 - y 65 00:04:20,000 --> 00:04:22,000 ^2. And, so, I haven't given you, 66 00:04:22,000 --> 00:04:26,000 yet, the function to integrate. OK, this is not the function to 67 00:04:26,000 --> 00:04:28,000 integrate. This is what describes the 68 00:04:28,000 --> 00:04:32,000 region where I will integrate my function. 69 00:04:32,000 --> 00:04:38,000 And, let's say that I just want to find the volume of this 70 00:04:38,000 --> 00:04:43,000 region, which is the triple integral of just one dV. 71 00:04:43,000 --> 00:04:46,000 OK, similarly, remember, when we try to find 72 00:04:46,000 --> 00:04:49,000 the area of the region in the plane, we are just integrating 73 00:04:49,000 --> 00:04:51,000 one dA. Here we integrate one dV. 74 00:04:51,000 --> 00:04:55,000 that will give us the volume. Now, I know that you can 75 00:04:55,000 --> 00:04:59,000 imagine how to actually do this one as a double integral. 76 00:04:59,000 --> 00:05:02,000 But, the goal of the game is to set up the triple integral. 77 00:05:02,000 --> 00:05:05,000 It's not actually to find the volume. 78 00:05:05,000 --> 00:05:12,000 So, what does that look like? Well, z = x ^2 y ^2, 79 00:05:12,000 --> 00:05:16,000 that's one of our favorite paraboloids. 80 00:05:16,000 --> 00:05:22,000 That's something that looks like a parabola with its bottom 81 00:05:22,000 --> 00:05:28,000 at the origin that you spin about the z axis. 82 00:05:28,000 --> 00:05:32,000 And, z equals four minus x squared minus y squared, 83 00:05:32,000 --> 00:05:36,000 well, that's also a paraboloid. But, this one is pointing down, 84 00:05:36,000 --> 00:05:40,000 and when you take x equals y equals zero, you get z equals 85 00:05:40,000 --> 00:05:44,000 four. So, it starts at four, 86 00:05:44,000 --> 00:05:52,000 and it goes down like that. OK, so the solid that we'd like 87 00:05:52,000 --> 00:05:56,000 to consider is what's in between in here. 88 00:05:56,000 --> 00:06:00,000 So, it has a curvy top which is this downward paraboloid, 89 00:06:00,000 --> 00:06:04,000 a curvy bottom which is the other paraboloid. 90 00:06:04,000 --> 00:06:08,000 And, what about the sides? Well, do you have any idea what 91 00:06:08,000 --> 00:06:11,000 we get here? Yeah, it's going to be a circle 92 00:06:11,000 --> 00:06:15,000 because entire picture is invariant by rotation about the 93 00:06:15,000 --> 00:06:17,000 z axis. So, if you look at the picture 94 00:06:17,000 --> 00:06:20,000 just, say, in the yz plane, you get this point and that 95 00:06:20,000 --> 00:06:24,000 point. And, when you rotate everything 96 00:06:24,000 --> 00:06:30,000 around the z axis, you will just get a circle 97 00:06:30,000 --> 00:06:33,000 here. OK, so our goal is to find the 98 00:06:33,000 --> 00:06:36,000 volume of this thing, and there's lots of things I 99 00:06:36,000 --> 00:06:38,000 could do to simplify the calculation, 100 00:06:38,000 --> 00:06:41,000 or even not do it as a triple integral at all. 101 00:06:41,000 --> 00:06:46,000 But, I want to actually set it up as a triple integral just to 102 00:06:46,000 --> 00:06:50,000 show how we do that. OK, so the first thing we need 103 00:06:50,000 --> 00:06:54,000 to do is choose an order of integration. 104 00:06:54,000 --> 00:06:56,000 And, here, well, I don't know if you can see it 105 00:06:56,000 --> 00:07:00,000 yet, but hopefully soon that will be intuitive to you. 106 00:07:00,000 --> 00:07:04,000 I claim that I would like to start by integrating first over 107 00:07:04,000 --> 00:07:05,000 z. What's the reason for that? 108 00:07:05,000 --> 00:07:09,000 Well, the reason is if I give you x and y, then you can find 109 00:07:09,000 --> 00:07:13,000 quickly, what's the bottom and top values of z for that choice 110 00:07:13,000 --> 00:07:18,000 of x and y? OK, so if I have x and y given, 111 00:07:18,000 --> 00:07:25,000 then I can find above that: what is the bottom z and the 112 00:07:25,000 --> 00:07:33,000 top z corresponding to the vertical line above that point? 113 00:07:33,000 --> 00:07:39,000 The portion of it that's inside our solid, so somehow, 114 00:07:39,000 --> 00:07:45,000 there's a bottom z and a top z. And, so the top z is actually 115 00:07:45,000 --> 00:07:49,000 on the downward paraboloid. So, it's four minus x squared 116 00:07:49,000 --> 00:07:52,000 minus y squared. The bottom value of z is x 117 00:07:52,000 --> 00:07:58,000 squared plus y squared. OK, so if I want to start to 118 00:07:58,000 --> 00:08:04,000 set this up, I will write the triple integral. 119 00:08:04,000 --> 00:08:09,000 And then, so let's say I'm going to do it dz first, 120 00:08:09,000 --> 00:08:11,000 and then, say, dy dx. 121 00:08:11,000 --> 00:08:16,000 It doesn't really matter. So then, for a given value of x 122 00:08:16,000 --> 00:08:19,000 and y, I claim z goes from the bottom surface. 123 00:08:19,000 --> 00:08:23,000 The bottom face is z equals x squared plus y squared. 124 00:08:23,000 --> 00:08:29,000 The top face is four minus x squared minus y squared. 125 00:08:29,000 --> 00:08:35,000 OK, is that OK with everyone? Yeah? 126 00:08:35,000 --> 00:08:43,000 Any questions so far? Yes? 127 00:08:43,000 --> 00:08:45,000 Why did I start with z? That's a very good question. 128 00:08:45,000 --> 00:08:49,000 So, I can choose whatever order I want, but let's say I did x 129 00:08:49,000 --> 00:08:50,000 first . Then, to find the inner 130 00:08:50,000 --> 00:08:53,000 integral bounds, I would need to say, OK, 131 00:08:53,000 --> 00:08:56,000 I've chosen values of, see, in the inner integral, 132 00:08:56,000 --> 00:08:59,000 you've fixed the two other variables, 133 00:08:59,000 --> 00:09:01,000 and you're just going to vary that one. 134 00:09:01,000 --> 00:09:02,000 And, you need to find bounds for it. 135 00:09:02,000 --> 00:09:05,000 So, if I integrate over x first, I have to solve, 136 00:09:05,000 --> 00:09:10,000 answer the following question. Say I'm given values of y and z. 137 00:09:10,000 --> 00:09:14,000 What are the bounds for x? So, that would mean I'm slicing 138 00:09:14,000 --> 00:09:18,000 my solid by lines that are parallel to the x axis. 139 00:09:18,000 --> 00:09:21,000 And, see, it's kind of hard to find, what are the values of x 140 00:09:21,000 --> 00:09:24,000 at the front and at the back? I mean, it's possible, 141 00:09:24,000 --> 00:09:27,000 but it's easier to actually first look for z at the top and 142 00:09:27,000 --> 00:09:33,000 bottom. Yes? 143 00:09:33,000 --> 00:09:36,000 dy dx, or dx dy? No, it's completely at random. 144 00:09:36,000 --> 00:09:39,000 I mean, you can see x and y play symmetric roles. 145 00:09:39,000 --> 00:09:43,000 So, if you look at it, it's reasonably clear that z 146 00:09:43,000 --> 00:09:49,000 should be the easiest one to set up first for what comes next. 147 00:09:49,000 --> 00:09:54,000 xy or yx, it's the same. Yes? 148 00:09:54,000 --> 00:09:56,000 Yes, it will be easier to use cylindrical coordinates. 149 00:09:56,000 --> 00:10:03,000 I'll get to that just as soon as I'm done with this one. 150 00:10:03,000 --> 00:10:07,000 OK, so let's continue a bit with that. 151 00:10:07,000 --> 00:10:11,000 And, as you mentioned, actually we don't actually want 152 00:10:11,000 --> 00:10:14,000 to do it with xy in the end. In a few minutes, 153 00:10:14,000 --> 00:10:16,000 we will actually switch to cylindrical coordinates. 154 00:10:16,000 --> 00:10:18,000 But, for now, we don't even know what they 155 00:10:18,000 --> 00:10:20,000 are. OK, so I've done the inner 156 00:10:20,000 --> 00:10:25,000 integral by looking at, you know, if I slice by 157 00:10:25,000 --> 00:10:28,000 vertical lines, what is the top? 158 00:10:28,000 --> 00:10:31,000 What is the bottom for a given value of x and y? 159 00:10:31,000 --> 00:10:36,000 So, the bounds in the inner integral depend on both the 160 00:10:36,000 --> 00:10:41,000 middle and outer variables. Next, I need to figure out what 161 00:10:41,000 --> 00:10:44,000 values of x and y I will be interested in. 162 00:10:44,000 --> 00:10:47,000 And, the answer for that is, well, the values of x and y 163 00:10:47,000 --> 00:10:51,000 that I want to look at are all those that are in the shade of 164 00:10:51,000 --> 00:10:53,000 my region. So, in fact, 165 00:10:53,000 --> 00:10:57,000 to set up the middle and outer bounds, what I want to do is 166 00:10:57,000 --> 00:11:04,000 project my solid. So, my solid looks like this 167 00:11:04,000 --> 00:11:09,000 kind of thing. And, I don't really know how to 168 00:11:09,000 --> 00:11:13,000 call it. But, what's interesting now is 169 00:11:13,000 --> 00:11:18,000 I want to look at the shadow that it casts in the xy plane. 170 00:11:18,000 --> 00:11:22,000 OK, and, of course, that shadow will just be the 171 00:11:22,000 --> 00:11:27,000 disk that's directly below this disk here that's separating the 172 00:11:27,000 --> 00:11:34,000 two halves of the solid. And so, now I will want to 173 00:11:34,000 --> 00:11:41,000 integrate over, I want to look at all the xy's, 174 00:11:41,000 --> 00:11:46,000 x and y, in the shadow. So, now I'm left with, 175 00:11:46,000 --> 00:11:48,000 actually, something we've already done, 176 00:11:48,000 --> 00:11:52,000 namely setting up a double integral over x and y. 177 00:11:52,000 --> 00:11:55,000 So, if it helps, here, we don't strictly need 178 00:11:55,000 --> 00:11:59,000 it, but if it helps, it could be useful to actually 179 00:11:59,000 --> 00:12:03,000 draw a picture of this shadow in the xy plane. 180 00:12:03,000 --> 00:12:14,000 So, here it would just look, again, like a disk, 181 00:12:14,000 --> 00:12:18,000 and set it up. Now, the question is, 182 00:12:18,000 --> 00:12:22,000 how do we find the size of this disk, the size of the shadow? 183 00:12:22,000 --> 00:12:28,000 Well, basically we have to figure out where our two 184 00:12:28,000 --> 00:12:37,000 paraboloids intersect. There's nothing else. 185 00:12:37,000 --> 00:12:49,000 OK, so, one way how to find the shadow in the xy plane -- -- 186 00:12:49,000 --> 00:12:53,000 well, here we actually know the 187 00:12:53,000 --> 00:12:56,000 answer a priori, but even if we didn't, 188 00:12:56,000 --> 00:12:59,000 we could just say, well, our region lives wherever 189 00:12:59,000 --> 00:13:03,000 the bottom surface is below the top surface, 190 00:13:03,000 --> 00:13:11,000 OK, so we want to look at things wherever bottom value of 191 00:13:11,000 --> 00:13:15,000 z is less than the top value of z, 192 00:13:15,000 --> 00:13:18,000 I mean, less or less than or equal, that's the same thing. 193 00:13:18,000 --> 00:13:24,000 So, if the bottom value of z is x squared plus y squared should 194 00:13:24,000 --> 00:13:28,000 be less than four minus x squared minus y squared, 195 00:13:28,000 --> 00:13:33,000 and if you solve for that, then you will get, 196 00:13:33,000 --> 00:13:34,000 well, so let's move these guys over here. 197 00:13:34,000 --> 00:13:37,000 You'll get two x squared plus two y squared less than four. 198 00:13:37,000 --> 00:13:42,000 That becomes x squared plus y squared less than two. 199 00:13:42,000 --> 00:13:52,000 So, that means that's a disk of radius square root of two, 200 00:13:52,000 --> 00:13:56,000 OK? So, we kind of knew in advance 201 00:13:56,000 --> 00:14:01,000 it was going to be a disk, but what we've learned now is 202 00:14:01,000 --> 00:14:05,000 that this radius is square root of two. 203 00:14:05,000 --> 00:14:08,000 So, if we want to set up, if we really want to set it up 204 00:14:08,000 --> 00:14:13,000 using dy dx like they started, then we can do it because we 205 00:14:13,000 --> 00:14:16,000 know, so, for the middle integral, 206 00:14:16,000 --> 00:14:19,000 now, we want to fix a value of x. 207 00:14:19,000 --> 00:14:21,000 And, for that fixed value of x, we want to figure out the 208 00:14:21,000 --> 00:14:25,000 bounds for y. Well, the answer is y goes from 209 00:14:25,000 --> 00:14:26,000 here to here. What's here? 210 00:14:26,000 --> 00:14:31,000 Well, here, y is square root of two minus x squared. 211 00:14:31,000 --> 00:14:36,000 And, here it's negative square root of two minus x squared. 212 00:14:36,000 --> 00:14:40,000 So, y will go from negative square root of two minus x 213 00:14:40,000 --> 00:14:46,000 squared to positive square root. And then, x will go from 214 00:14:46,000 --> 00:14:52,000 negative root two to root two. OK, if that's not completely 215 00:14:52,000 --> 00:14:55,000 clear to you, then I encourage you to go over 216 00:14:55,000 --> 00:14:58,000 how we set up double integrals again. 217 00:14:58,000 --> 00:15:02,000 OK, does that make sense, kind of? 218 00:15:02,000 --> 00:15:17,000 Yeah? Well, so, when we set up, 219 00:15:17,000 --> 00:15:20,000 remember, we are setting up a double integral, 220 00:15:20,000 --> 00:15:23,000 dy dx here. So, when we do it dy dx, 221 00:15:23,000 --> 00:15:27,000 it means we slice this region of a plane by vertical line 222 00:15:27,000 --> 00:15:30,000 segments. So, this middle guy would be 223 00:15:30,000 --> 00:15:33,000 what used to be the inner integral. 224 00:15:33,000 --> 00:15:36,000 So, in the inner, remember, you fix the value of 225 00:15:36,000 --> 00:15:39,000 x, and you ask yourself, what is the range of values of 226 00:15:39,000 --> 00:15:43,000 y in my region? So, y goes from here to here, 227 00:15:43,000 --> 00:15:46,000 and what here and here are depends on the value of x. 228 00:15:46,000 --> 00:15:48,000 How? Well, we have to find the 229 00:15:48,000 --> 00:15:50,000 relation between x and y at these points. 230 00:15:50,000 --> 00:15:53,000 These points are on the circle of radius root two. 231 00:15:53,000 --> 00:15:56,000 So, if you want this circle maybe I should have written, 232 00:15:56,000 --> 00:15:58,000 is x squared plus y squared equals two. 233 00:15:58,000 --> 00:16:03,000 And, if you solve for y, given x, you get plus minus 234 00:16:03,000 --> 00:16:07,000 root of two minus x squared, OK? 235 00:16:07,000 --> 00:16:11,000 Yes? Is there a way to compute this 236 00:16:11,000 --> 00:16:13,000 with symmetry? Well, certainly, 237 00:16:13,000 --> 00:16:15,000 yeah, this solid looks sufficiently symmetric, 238 00:16:15,000 --> 00:16:17,000 but actually you could certainly, 239 00:16:17,000 --> 00:16:19,000 if you don't want to do the whole disk, 240 00:16:19,000 --> 00:16:21,000 you could just do quarter disks, 241 00:16:21,000 --> 00:16:25,000 and multiply by four. You could even just look at the 242 00:16:25,000 --> 00:16:29,000 lower half of the solid, and multiply them by two, 243 00:16:29,000 --> 00:16:33,000 so, total by eight. So, yeah, certainly there's 244 00:16:33,000 --> 00:16:36,000 lots of ways to make it slightly easier by using symmetry. 245 00:16:36,000 --> 00:16:39,000 Now, the most spectacular way to use symmetry here, 246 00:16:39,000 --> 00:16:41,000 of course, is to use that we have this rotation symmetry and 247 00:16:41,000 --> 00:16:45,000 switch, actually, not do this guy in xy 248 00:16:45,000 --> 00:16:50,000 coordinates but instead in polar coordinates. 249 00:16:50,000 --> 00:17:08,000 So -- So, the smarter thing to do would be to use polar 250 00:17:08,000 --> 00:17:21,000 coordinates instead of x and y. Of course, we want to keep z. 251 00:17:21,000 --> 00:17:23,000 I mean, we are very happy with z the way it is. 252 00:17:23,000 --> 00:17:28,000 But, we'll just change x and y to R cos theta, 253 00:17:28,000 --> 00:17:31,000 R sine theta, OK, because, 254 00:17:31,000 --> 00:17:37,000 well, let's see actually how we would evaluate this guy. 255 00:17:37,000 --> 00:17:46,000 So, well actually, let's not. It's kind of boring. 256 00:17:46,000 --> 00:17:50,000 So, let me just point out one small thing here, 257 00:17:50,000 --> 00:17:54,000 sorry, before I do that. So, if you start computing the 258 00:17:54,000 --> 00:17:59,000 inner integral, OK, so let me not do that yet, 259 00:17:59,000 --> 00:18:03,000 sorry, so if you try to compute the 260 00:18:03,000 --> 00:18:06,000 inner integral, you'll be integrating from x 261 00:18:06,000 --> 00:18:11,000 squared plus y squared to four minus x squared minus y squared 262 00:18:11,000 --> 00:18:15,000 dz. Well, that will integrate to z 263 00:18:15,000 --> 00:18:22,000 between these two bounds. So, you will get four minus two 264 00:18:22,000 --> 00:18:27,000 x squared minus two y squared. Now, when you put that into the 265 00:18:27,000 --> 00:18:33,000 remaining ones, you'll get something that's 266 00:18:33,000 --> 00:18:41,000 probably not very pleasant of four minus two x squared minus 267 00:18:41,000 --> 00:18:49,000 two y squared dy dx. And here, you see that to 268 00:18:49,000 --> 00:18:56,000 evaluate this, you would switch to polar 269 00:18:56,000 --> 00:18:59,000 coordinates. Oh, by the way, 270 00:18:59,000 --> 00:19:04,000 so if your initial instincts had been to, 271 00:19:04,000 --> 00:19:06,000 given that you just want the volume, 272 00:19:06,000 --> 00:19:09,000 you could also have found the volume just by doing a double 273 00:19:09,000 --> 00:19:12,000 integral of the height between the top and bottom. 274 00:19:12,000 --> 00:19:14,000 Well, you would just have gotten this, right, 275 00:19:14,000 --> 00:19:17,000 because this is the height between top and bottom. 276 00:19:17,000 --> 00:19:21,000 So, it's all the same. It doesn't really matter. 277 00:19:21,000 --> 00:19:23,000 But with this, of course, we will be able to 278 00:19:23,000 --> 00:19:26,000 integrate all sorts of functions, not just one over the 279 00:19:26,000 --> 00:19:31,000 solid. So, we will be able to do much 280 00:19:31,000 --> 00:19:35,000 more than just volumes. OK, so let's see, 281 00:19:35,000 --> 00:19:37,000 how do we do it with polar coordinates instead? 282 00:19:37,000 --> 00:19:53,000 Well, so -- Well, that would become, 283 00:19:53,000 --> 00:20:02,000 so let's see. So, I want to keep dz. 284 00:20:02,000 --> 00:20:10,000 But then, dx dy or dy dx would become r dr d theta. 285 00:20:10,000 --> 00:20:13,000 And, if I try to set up the bounds, well, 286 00:20:13,000 --> 00:20:17,000 I probably shouldn't keep this x squared plus y squared around. 287 00:20:17,000 --> 00:20:20,000 But, x squared plus y squared is easy in terms of r and theta. 288 00:20:20,000 --> 00:20:26,000 That's just r squared. OK, I mean, in general I could 289 00:20:26,000 --> 00:20:28,000 have something that depends also on theta. 290 00:20:28,000 --> 00:20:32,000 That's perfectly legitimate. But here, it simplifies, 291 00:20:32,000 --> 00:20:36,000 and this guy up here, four minus x squared minus y 292 00:20:36,000 --> 00:20:40,000 squared becomes four minus r squared. 293 00:20:40,000 --> 00:20:43,000 And now, the integral that we have to do over r and theta, 294 00:20:43,000 --> 00:20:45,000 well, we look again at the shadow. 295 00:20:45,000 --> 00:20:48,000 The shadow is still a disk of radius root two. 296 00:20:48,000 --> 00:20:52,000 That hasn't changed. And now, we know how to set up 297 00:20:52,000 --> 00:20:54,000 this integral in polar coordinates. 298 00:20:54,000 --> 00:21:01,000 r goes from zero to root two, and theta goes from zero to two 299 00:21:01,000 --> 00:21:11,000 pi. OK, and now it becomes actually 300 00:21:11,000 --> 00:21:20,000 easier to evaluate. OK, so now we have actually a 301 00:21:20,000 --> 00:21:24,000 name for this because we're doing it in space. 302 00:21:24,000 --> 00:21:28,000 So, these are called, actually, cylindrical 303 00:21:28,000 --> 00:21:30,000 coordinates. So, in fact, 304 00:21:30,000 --> 00:21:35,000 you already knew about cylindrical coordinates even if 305 00:21:35,000 --> 00:21:40,000 you did not know the name. OK, so the idea of cylindrical 306 00:21:40,000 --> 00:21:45,000 coordinates is that instead of x, y, and z, to locate a point 307 00:21:45,000 --> 00:21:48,000 in space, you will use three coordinates. 308 00:21:48,000 --> 00:22:00,000 One of them is basically how high it is above the xy plane. 309 00:22:00,000 --> 00:22:04,000 So, that will be z. And then, you will use polar 310 00:22:04,000 --> 00:22:08,000 coordinates for the projection of your point on the xy plane. 311 00:22:08,000 --> 00:22:12,000 So, r will be the distance from the z axis. 312 00:22:12,000 --> 00:22:17,000 And theta will be the angle from the x axis 313 00:22:17,000 --> 00:22:21,000 counterclockwise. So, the one thing to be careful 314 00:22:21,000 --> 00:22:24,000 about is because of the usual convention, that we make the x 315 00:22:24,000 --> 00:22:27,000 axis point toward us. Theta equals zero is no longer 316 00:22:27,000 --> 00:22:30,000 to the right. Now, theta equals zero is to 317 00:22:30,000 --> 00:22:34,000 the front, and the angel is measured from the front 318 00:22:34,000 --> 00:22:39,000 counterclockwise. OK, so, 319 00:22:39,000 --> 00:22:41,000 and of course, if you want to know how to 320 00:22:41,000 --> 00:22:44,000 convert between x, y, z and r theta z, 321 00:22:44,000 --> 00:22:49,000 well, the formulas are just the same as in usual polar 322 00:22:49,000 --> 00:22:52,000 coordinates. R cos theta, 323 00:22:52,000 --> 00:22:56,000 r sine theta, and z remain z. 324 00:22:56,000 --> 00:22:59,000 OK, so why are these called cylindrical coordinates, 325 00:22:59,000 --> 00:23:02,000 by the way? Well, let's say that I gave you 326 00:23:02,000 --> 00:23:07,000 the equation r equals a, where a is some constant. 327 00:23:07,000 --> 00:23:12,000 Say r equals one, for example. So, r equals one in 2D, 328 00:23:12,000 --> 00:23:15,000 that used to be just a circle of radius one. 329 00:23:15,000 --> 00:23:19,000 Now, in space, a single equation actually 330 00:23:19,000 --> 00:23:23,000 defines a surface, not just a curve anymore. 331 00:23:23,000 --> 00:23:26,000 And, the set of points where r is a, well, that's all the 332 00:23:26,000 --> 00:23:29,000 points that are distance a from the z axis. 333 00:23:29,000 --> 00:23:34,000 So, in fact, what you get this way is a 334 00:23:34,000 --> 00:23:41,000 cylinder of radius a centered on the z axis. 335 00:23:41,000 --> 00:23:48,000 OK, so that's why they are called cylindrical coordinates. 336 00:23:48,000 --> 00:23:51,000 By the way, so now, similarly, if you look at the 337 00:23:51,000 --> 00:23:55,000 equation theta equals some given value, well, so that used to be 338 00:23:55,000 --> 00:23:59,000 just a ray from the origin. Now, that becomes a vertical 339 00:23:59,000 --> 00:24:01,000 half plane. For example, 340 00:24:01,000 --> 00:24:04,000 if I set the value of theta and let r and z vary, 341 00:24:04,000 --> 00:24:08,000 well, r is always positive, but basically that means I am 342 00:24:08,000 --> 00:24:13,000 taking a vertical plane that comes out in this direction. 343 00:24:13,000 --> 00:24:18,000 OK, any questions about cylindrical coordinates? 344 00:24:18,000 --> 00:24:27,000 Yes? Yeah, so I'm saying when you 345 00:24:27,000 --> 00:24:30,000 fix theta, you get only a half plane, not a full plane. 346 00:24:30,000 --> 00:24:33,000 I mean, it goes all the way up and down, but it doesn't go back 347 00:24:33,000 --> 00:24:35,000 to the other side of the z axis. Why? 348 00:24:35,000 --> 00:24:39,000 That's because r is always positive by convention. 349 00:24:39,000 --> 00:24:41,000 So, for example, here, we say theta is zero. 350 00:24:41,000 --> 00:24:44,000 At the back, we say theta is pi. We don't say theta is zero and 351 00:24:44,000 --> 00:24:47,000 r is negative. We say r is positive and theta 352 00:24:47,000 --> 00:24:50,000 is pi. It's a convention, largely. 353 00:24:50,000 --> 00:24:52,000 But, sticking with this convention really will help you 354 00:24:52,000 --> 00:24:54,000 to set up the integrals properly. 355 00:24:54,000 --> 00:24:58,000 I mean, otherwise there is just too much risk for mistakes. 356 00:24:58,000 --> 00:25:08,000 Yes? Well, so the question is if I 357 00:25:08,000 --> 00:25:11,000 were to use symmetry to do this one, would I multiply by four or 358 00:25:11,000 --> 00:25:13,000 by two? Well, it depends on how much 359 00:25:13,000 --> 00:25:16,000 symmetry you are using. So, I mean, it's your choice. 360 00:25:16,000 --> 00:25:19,000 You can multiply by two, by four, by eight depending on 361 00:25:19,000 --> 00:25:22,000 how much you cut it. So, it depends on what symmetry 362 00:25:22,000 --> 00:25:24,000 you use, if you use symmetry between top and bottom you'd 363 00:25:24,000 --> 00:25:27,000 say, well, the volume is twice the lower half. 364 00:25:27,000 --> 00:25:30,000 If you use the left and right half, you would say it's twice 365 00:25:30,000 --> 00:25:34,000 each half. If you cut it into four pieces, 366 00:25:34,000 --> 00:25:37,000 and so on. So, and again, 367 00:25:37,000 --> 00:25:41,000 you don't have to use the symmetry. 368 00:25:41,000 --> 00:25:44,000 If you don't think of using polar coordinates, 369 00:25:44,000 --> 00:25:46,000 then it can save you from doing, 370 00:25:46,000 --> 00:25:47,000 you know, you can just start at zero here and here, 371 00:25:47,000 --> 00:26:01,000 and simplify things a tiny bit. But, OK, yes? 372 00:26:01,000 --> 00:26:04,000 So, to define a vertical full plane, well, first of all it 373 00:26:04,000 --> 00:26:07,000 depends on whether it passes through the z axis or not. 374 00:26:07,000 --> 00:26:09,000 If it doesn't, then you'd have to remember how 375 00:26:09,000 --> 00:26:13,000 you do in polar coordinates. I mean, basically the answer 376 00:26:13,000 --> 00:26:16,000 is, if you have a vertical plane, so, it doesn't depend on 377 00:26:16,000 --> 00:26:18,000 z. The equation does not involve z. 378 00:26:18,000 --> 00:26:21,000 It only involves r and theta. And, how it involves r and 379 00:26:21,000 --> 00:26:24,000 theta is exactly the same as when you do a line in polar 380 00:26:24,000 --> 00:26:27,000 coordinates in the plane. So, if it's a line passing 381 00:26:27,000 --> 00:26:29,000 through the origin, you say, well, 382 00:26:29,000 --> 00:26:32,000 theta is either some value or the other one. 383 00:26:32,000 --> 00:26:33,000 If it's a line that doesn't passes to the origin, 384 00:26:33,000 --> 00:26:38,000 but it's more tricky. But hopefully you've seen how 385 00:26:38,000 --> 00:26:49,000 to do that. OK, let's move on a bit. 386 00:26:49,000 --> 00:26:53,000 So, one thing to know, I mean, basically, 387 00:26:53,000 --> 00:26:57,000 the important thing to remember is that the volume element in 388 00:26:57,000 --> 00:27:05,000 cylindrical coordinates, well, dx dy dz becomes r dr d 389 00:27:05,000 --> 00:27:08,000 theta dz. And, that shouldn't be 390 00:27:08,000 --> 00:27:12,000 surprising because that's just dx dy becomes r dr d theta. 391 00:27:12,000 --> 00:27:18,000 And, dz remains dz. I mean, so, the way to think 392 00:27:18,000 --> 00:27:19,000 about it, if you want, 393 00:27:19,000 --> 00:27:25,000 is that if you take a little piece of solid in space, 394 00:27:25,000 --> 00:27:31,000 so it has some height, delta z, and it has a base which has 395 00:27:31,000 --> 00:27:36,000 some area delta A, then the small volume, delta v, 396 00:27:36,000 --> 00:27:41,000 is equal to the area of a base times the height. 397 00:27:41,000 --> 00:27:43,000 So, now, when you make the things infinitely small, 398 00:27:43,000 --> 00:27:51,000 you will get dV is dA times dz, and you can use whichever 399 00:27:51,000 --> 00:27:56,000 formula you want for area in the xy plane. 400 00:27:56,000 --> 00:28:00,000 OK, now in practice, you choose which order you 401 00:28:00,000 --> 00:28:03,000 integrate in. As you have probably seen, 402 00:28:03,000 --> 00:28:07,000 a favorite of mine is z first because very often you'll know 403 00:28:07,000 --> 00:28:10,000 what the top and bottom of your solid look like, 404 00:28:10,000 --> 00:28:13,000 and then you will reduce to just something in the xy plane. 405 00:28:13,000 --> 00:28:18,000 But, there might be situations where it's actually easier to 406 00:28:18,000 --> 00:28:22,000 start first with dx dy or r dr d theta, and then save dz for 407 00:28:22,000 --> 00:28:24,000 last. I mean, if you seen how to, 408 00:28:24,000 --> 00:28:27,000 in single variable calculus, the disk and shell methods for 409 00:28:27,000 --> 00:28:30,000 finding volumes, that's exactly the dilemma of 410 00:28:30,000 --> 00:28:39,000 shells versus disks. One of them is you do z first. 411 00:28:39,000 --> 00:28:49,000 The other is you do z last. OK, so what are things we can 412 00:28:49,000 --> 00:28:56,000 do now with triple integrals? Well, we can find the volume of 413 00:28:56,000 --> 00:29:00,000 solids by just integrating dV. And, we've seen that. 414 00:29:00,000 --> 00:29:06,000 We can find the mass of a solid. OK, so if we have a density, 415 00:29:06,000 --> 00:29:10,000 delta, which, remember, delta is basically 416 00:29:10,000 --> 00:29:17,000 the mass divided by the volume. OK, so the small mass element, 417 00:29:17,000 --> 00:29:23,000 maybe I should have written that as dm, the mass element, 418 00:29:23,000 --> 00:29:27,000 is density times dV. So now, this is the real 419 00:29:27,000 --> 00:29:29,000 physical density. If you are given a material, 420 00:29:29,000 --> 00:29:33,000 usually, the density will be in grams per cubic meter or cubic 421 00:29:33,000 --> 00:29:35,000 inch, or whatever. I mean, there is tons of 422 00:29:35,000 --> 00:29:37,000 different units. But, so then, 423 00:29:37,000 --> 00:29:43,000 the mass of your solid will be just the triple integral of 424 00:29:43,000 --> 00:29:50,000 density, dV because you just sum the mass of each little piece. 425 00:29:50,000 --> 00:29:53,000 And, of course, if the density is one, 426 00:29:53,000 --> 00:29:55,000 then it just becomes the volume. 427 00:29:55,000 --> 00:29:59,000 OK, now, it shouldn't be surprising 428 00:29:59,000 --> 00:30:02,000 to you that we can also do classics that we had seen in the 429 00:30:02,000 --> 00:30:05,000 plane such as the average value of a function, 430 00:30:05,000 --> 00:30:07,000 the center of mass, and moment of inertia. 431 00:30:38,000 --> 00:30:47,000 OK, so the average value of the function f of x, 432 00:30:47,000 --> 00:30:51,000 y, z in the region, r, 433 00:30:51,000 --> 00:30:57,000 that would be f bar, would be one over the volume of 434 00:30:57,000 --> 00:31:02,000 the region times the triple integral of f dV. 435 00:31:02,000 --> 00:31:09,000 Or, if we have a density, and we want to take a weighted 436 00:31:09,000 --> 00:31:21,000 average -- Then we take one over the mass where the mass is the 437 00:31:21,000 --> 00:31:32,000 triple integral of the density times the triple integral of f 438 00:31:32,000 --> 00:31:36,000 density dV. So, as particular cases, 439 00:31:36,000 --> 00:31:39,000 there is, again, the notion of center of mass of 440 00:31:39,000 --> 00:31:41,000 the solid. So, that's the point that 441 00:31:41,000 --> 00:31:44,000 somehow right in the middle of the solid. 442 00:31:44,000 --> 00:31:48,000 That's the point mass by which there is a point at which you 443 00:31:48,000 --> 00:31:53,000 should put point mass so that it would be equivalent from the 444 00:31:53,000 --> 00:31:57,000 point of view of dealing with forces and translation effects, 445 00:31:57,000 --> 00:32:03,000 of course, not for rotation. But, so the center of mass of a 446 00:32:03,000 --> 00:32:09,000 solid is just given by taking the average values of x, 447 00:32:09,000 --> 00:32:14,000 y, and z. OK, so there is a special case 448 00:32:14,000 --> 00:32:21,000 where, so, x bar is one over the mass times triple integral of x 449 00:32:21,000 --> 00:32:31,000 density dV. And, same thing with y and z. 450 00:32:31,000 --> 00:32:33,000 And, of course, very often, you can use 451 00:32:33,000 --> 00:32:37,000 symmetry to not have to compute all three of them. 452 00:32:37,000 --> 00:32:39,000 For example, if you look at this solid that 453 00:32:39,000 --> 00:32:41,000 we had, well, I guess I've erased it now. 454 00:32:41,000 --> 00:32:43,000 But, if you remember what it looked, well, 455 00:32:43,000 --> 00:32:45,000 it was pretty obvious that the center of mass would be in the z 456 00:32:45,000 --> 00:32:47,000 axis. So, no need to waste time 457 00:32:47,000 --> 00:32:49,000 considering x bar and y bar. 458 00:33:03,000 --> 00:33:08,000 And, in fact, you can also find z bar by 459 00:33:08,000 --> 00:33:16,000 symmetry between the top and bottom, and let you figure that 460 00:33:16,000 --> 00:33:18,000 out. Of course, symmetry only works, 461 00:33:18,000 --> 00:33:20,000 I should say, symmetry only works if the 462 00:33:20,000 --> 00:33:25,000 density is also symmetric. If I had taken my guy to be 463 00:33:25,000 --> 00:33:31,000 heavier at the front than at the back, then it would no longer be 464 00:33:31,000 --> 00:33:37,000 true that x bar would be zero. OK, next on the list is moment 465 00:33:37,000 --> 00:33:40,000 of inertia. Actually, in a way, 466 00:33:40,000 --> 00:33:45,000 moment of inertia in 3D is easier conceptually than in 2D. 467 00:33:45,000 --> 00:33:49,000 So, why is that? Well, because now the various 468 00:33:49,000 --> 00:33:53,000 flavors that we had come together in a nice way. 469 00:33:53,000 --> 00:33:56,000 So, the moment of inertia of an axis, 470 00:33:56,000 --> 00:33:58,000 sorry, with respect to an axis would be, 471 00:33:58,000 --> 00:34:06,000 again, given by the triple integral of the distance to the 472 00:34:06,000 --> 00:34:11,000 axis squared times density, times dV. 473 00:34:11,000 --> 00:34:15,000 And, in particular, we have our solid. 474 00:34:15,000 --> 00:34:19,000 And, we might skewer it using any of the coordinate axes and 475 00:34:19,000 --> 00:34:22,000 then try to rotate it about one of the axes. 476 00:34:22,000 --> 00:34:24,000 So, we have three different possibilities, 477 00:34:24,000 --> 00:34:27,000 of course, the x, y, or z axis. 478 00:34:27,000 --> 00:34:29,000 And, so now, rotating about the z axis 479 00:34:29,000 --> 00:34:34,000 actually corresponds to when we were just doing things for flat 480 00:34:34,000 --> 00:34:38,000 objects in the xy plane. That corresponded to rotating 481 00:34:38,000 --> 00:34:40,000 about the origin. So, secretly, 482 00:34:40,000 --> 00:34:42,000 we were saying we were rotating about the point. 483 00:34:42,000 --> 00:34:44,000 But actually, it was just rotating about the 484 00:34:44,000 --> 00:34:47,000 z axis. Just I didn't want to introduce 485 00:34:47,000 --> 00:34:51,000 the z coordinate that we didn't actually need at the time. 486 00:35:18,000 --> 00:35:23,000 So -- [APPLAUSE] OK, so moment of inertia about 487 00:35:23,000 --> 00:35:28,000 the z axis, so, what's the distance to the z 488 00:35:28,000 --> 00:35:31,000 axis? Well, we've said that's exactly 489 00:35:31,000 --> 00:35:34,000 r. That's the cylindrical 490 00:35:34,000 --> 00:35:39,000 coordinate, r. So, the square of a distance is 491 00:35:39,000 --> 00:35:44,000 just r squared. Now, if you didn't want to do 492 00:35:44,000 --> 00:35:49,000 it in cylindrical coordinates then, of course, 493 00:35:49,000 --> 00:35:55,000 r squared is just x squared plus y squared. 494 00:35:55,000 --> 00:35:58,000 Square of distance from the z axis is just x squared plus y 495 00:35:58,000 --> 00:36:00,000 squared. Similarly, now, 496 00:36:00,000 --> 00:36:04,000 if you want the distance from the x axis, well, 497 00:36:04,000 --> 00:36:07,000 that will be y squared plus z squared. 498 00:36:07,000 --> 00:36:09,000 OK, try to convince yourselves of the picture, 499 00:36:09,000 --> 00:36:13,000 or else just argue by symmetry: you know, if you change the 500 00:36:13,000 --> 00:36:18,000 positions of the axis. So, moment of inertia about the 501 00:36:18,000 --> 00:36:25,000 x axis is the double integral of y squared plus z squared delta 502 00:36:25,000 --> 00:36:29,000 dV. And moment of inertia about the 503 00:36:29,000 --> 00:36:34,000 y axis is the same thing, but now with x squared plus z 504 00:36:34,000 --> 00:36:36,000 squared. And so, now, 505 00:36:36,000 --> 00:36:39,000 if you try to apply these things for flat solids that are 506 00:36:39,000 --> 00:36:42,000 in the xy plane, so where there's no z to look 507 00:36:42,000 --> 00:36:45,000 at, well, you see these formulas 508 00:36:45,000 --> 00:36:48,000 become the old formulas that we had. 509 00:36:48,000 --> 00:36:56,000 But now, they all fit together in a more symmetric way. 510 00:36:56,000 --> 00:37:04,000 OK, any questions about that? No? 511 00:37:04,000 --> 00:37:08,000 OK, so these are just formulas to remember. 512 00:37:08,000 --> 00:37:21,000 So, OK, let's do an example. Was there a question that I 513 00:37:21,000 --> 00:37:24,000 missed? No? 514 00:37:24,000 --> 00:37:34,000 OK, so let's find the moment of inertia about the z axis of a 515 00:37:34,000 --> 00:37:44,000 solid cone -- -- between z equals a times r and z equals b. 516 00:37:44,000 --> 00:37:47,000 So, just to convince you that it's a cone, so, 517 00:37:47,000 --> 00:37:52,000 z equals a times r means the height is proportional to the 518 00:37:52,000 --> 00:37:57,000 distance from the z axis. So, let's look at what we get 519 00:37:57,000 --> 00:38:00,000 if we just do it in the plane of a blackboard. 520 00:38:00,000 --> 00:38:04,000 So, if I go to the right here, r is just the distance from the 521 00:38:04,000 --> 00:38:06,000 x axis. The height should be 522 00:38:06,000 --> 00:38:09,000 proportional with proportionality factor A. 523 00:38:09,000 --> 00:38:14,000 So, that means I take a line with slope A. 524 00:38:14,000 --> 00:38:16,000 If I'm on the left, well, it's the same story 525 00:38:16,000 --> 00:38:19,000 except distance to the z axis is still positive. 526 00:38:19,000 --> 00:38:22,000 So, I get the symmetric thing. And, in fact, 527 00:38:22,000 --> 00:38:25,000 it doesn't matter which vertical plane I do it in. 528 00:38:25,000 --> 00:38:28,000 This is the same if I rotate about. 529 00:38:28,000 --> 00:38:32,000 See, there's no theta in here. So, it's the same in all 530 00:38:32,000 --> 00:38:36,000 directions. So, I claim it's a cone where 531 00:38:36,000 --> 00:38:43,000 the slope of the rays is A. OK, and z equals b. 532 00:38:43,000 --> 00:38:50,000 Well, that just means we stop in our horizontal plane at 533 00:38:50,000 --> 00:38:53,000 height b. OK, so that's solid cone really 534 00:38:53,000 --> 00:38:58,000 just looks like this. That's our solid. 535 00:38:58,000 --> 00:39:02,000 OK, so it has a flat top, that circular top, 536 00:39:02,000 --> 00:39:08,000 and then the point is at v. The tip of it is at the origin. 537 00:39:08,000 --> 00:39:12,000 So, let's try to compute its moment of inertia about the z 538 00:39:12,000 --> 00:39:14,000 axis. So, that means maybe this is 539 00:39:14,000 --> 00:39:16,000 like the top that you are going to spin. 540 00:39:16,000 --> 00:39:21,000 And, it tells you how hard it is to actually spin that top. 541 00:39:21,000 --> 00:39:24,000 Actually, that's also useful if you're going to do mechanical 542 00:39:24,000 --> 00:39:27,000 engineering because if you are trying to design gears, 543 00:39:27,000 --> 00:39:28,000 and things like that that will rotate, 544 00:39:28,000 --> 00:39:31,000 you might want to know exactly how much effort you'll have to 545 00:39:31,000 --> 00:39:33,000 put to actually get them to spin, 546 00:39:33,000 --> 00:39:37,000 and whether you're actually going to have a strong enough 547 00:39:37,000 --> 00:39:39,000 engine, or whatever, to do it. 548 00:39:39,000 --> 00:39:41,000 OK, so what's the moment of inertia of this guy? 549 00:39:41,000 --> 00:39:44,000 Well, that's the triple integral of, well, 550 00:39:44,000 --> 00:39:49,000 we have to choose x squared plus y squared or r squared. 551 00:39:49,000 --> 00:39:52,000 Let's see, I think I want to use cylindrical coordinates to 552 00:39:52,000 --> 00:39:57,000 do that, given the shape. So, we use r squared. 553 00:39:57,000 --> 00:40:02,000 I might have a density that let's say the density is one. 554 00:40:02,000 --> 00:40:06,000 So, I don't have density. I still have dV. 555 00:40:06,000 --> 00:40:13,000 Now, it will be my choice to choose between doing the dz 556 00:40:13,000 --> 00:40:17,000 first or doing r dr d theta first. 557 00:40:17,000 --> 00:40:20,000 Just to show you how it goes the other way around, 558 00:40:20,000 --> 00:40:23,000 let me do it r dr d theta dz this time. 559 00:40:23,000 --> 00:40:29,000 Then you can decide on a case-by-case basis which one you 560 00:40:29,000 --> 00:40:33,000 like best. OK, so if we do it in this 561 00:40:33,000 --> 00:40:36,000 direction, it means that in the inner and middle integrals, 562 00:40:36,000 --> 00:40:40,000 we've fixed a value of z. And, for that particular value 563 00:40:40,000 --> 00:40:45,000 of z, we'll be actually slicing our solid by a horizontal plane, 564 00:40:45,000 --> 00:40:47,000 and looking at what we get, OK? 565 00:40:47,000 --> 00:40:54,000 So, what does that look like? Well, I fixed a value of z, 566 00:40:54,000 --> 00:40:59,000 and I slice my solid by a horizontal plane. 567 00:40:59,000 --> 00:41:04,000 Well, I'm going to get a circle certainly. 568 00:41:04,000 --> 00:41:07,000 What's the radius, well, a disk actually, 569 00:41:07,000 --> 00:41:11,000 what's the radius of the disk? Yeah, the radius of the disk 570 00:41:11,000 --> 00:41:14,000 should be z over a because the equation of that cone, 571 00:41:14,000 --> 00:41:19,000 we said it's z equals ar. So, if you flip it around, 572 00:41:19,000 --> 00:41:24,000 so, maybe I should switch to another blackboard. 573 00:41:24,000 --> 00:41:33,000 So, the equation of a cone is z equals ar, or equivalently r 574 00:41:33,000 --> 00:41:40,000 equals z over a. So, for a given value of z, 575 00:41:40,000 --> 00:41:49,000 I will get, this guy will be a disk of radius z over a. 576 00:41:49,000 --> 00:41:55,000 OK, so, moment of inertia is going to be, well, 577 00:41:55,000 --> 00:41:59,000 we said r squared, r dr d theta dz. 578 00:41:59,000 --> 00:42:02,000 Now, so, to set up the inner and middle integrals, 579 00:42:02,000 --> 00:42:06,000 I just set up a double integral over this disk of radius z over 580 00:42:06,000 --> 00:42:07,000 a. So, it's easy. 581 00:42:07,000 --> 00:42:14,000 r goes from zero to z over a. Theta goes from zero to 2pi. 582 00:42:14,000 --> 00:42:17,000 OK, and then, well, if I set up the bounds 583 00:42:17,000 --> 00:42:20,000 for z, now it's my outer variable. 584 00:42:20,000 --> 00:42:24,000 So, the question I have to ask is what is the first slice? 585 00:42:24,000 --> 00:42:28,000 What is the last slice? So, the bottommost value of z 586 00:42:28,000 --> 00:42:33,000 would be zero, and the topmost would be b. 587 00:42:33,000 --> 00:42:37,000 And so, that's it I get. So, exercise, 588 00:42:37,000 --> 00:42:42,000 it's not very hard. Try to set it up the other way 589 00:42:42,000 --> 00:42:47,000 around with dz first and then r dr d theta. 590 00:42:47,000 --> 00:42:49,000 It's pretty much the same level of difficulty. 591 00:42:49,000 --> 00:42:52,000 I'm sure you can do both of them. 592 00:42:52,000 --> 00:42:57,000 So, and also, if you want to practice 593 00:42:57,000 --> 00:43:03,000 calculations, you should end up getting pi b 594 00:43:03,000 --> 00:43:10,000 to the five over 10a to the four if I got it right. 595 00:43:10,000 --> 00:43:14,000 OK, let me finish with one more example. 596 00:43:14,000 --> 00:43:17,000 I'm trying to give you plenty of practice because in case you 597 00:43:17,000 --> 00:43:19,000 haven't noticed, Monday is a holiday. 598 00:43:19,000 --> 00:43:22,000 So, you don't have recitation on Monday, which is good. 599 00:43:22,000 --> 00:43:25,000 But it means that there will be lots of stuff to cover on 600 00:43:25,000 --> 00:43:47,000 Wednesday. So -- Thank you. 601 00:43:47,000 --> 00:43:58,000 OK, so third example, let's say that I want to just 602 00:43:58,000 --> 00:44:09,000 set up a triple integral for the region where z is bigger than 603 00:44:09,000 --> 00:44:18,000 one minus y inside the unit ball centered at the origin. 604 00:44:18,000 --> 00:44:24,000 So, the unit ball is just, you know, well, 605 00:44:24,000 --> 00:44:30,000 stay inside of the unit sphere. So, its equation, 606 00:44:30,000 --> 00:44:33,000 if you want, would be x squared plus y 607 00:44:33,000 --> 00:44:35,000 squared plus z squared less than one. 608 00:44:35,000 --> 00:44:37,000 OK, so that's one thing you should remember. 609 00:44:37,000 --> 00:44:40,000 The equation of a sphere centered at the origin is x 610 00:44:40,000 --> 00:44:44,000 squared plus y squared plus z squared equals radius squared. 611 00:44:44,000 --> 00:44:48,000 And now, we are going to take this plane, z equals one minus 612 00:44:48,000 --> 00:44:50,000 y. So, if you think about it, 613 00:44:50,000 --> 00:44:52,000 it's parallel to the x axis because there's no x in its 614 00:44:52,000 --> 00:44:55,000 coordinate in its equation. At the origin, 615 00:44:55,000 --> 00:44:59,000 the height is one. So, it starts right here at one. 616 00:44:59,000 --> 00:45:04,000 And, it slopes down with y with slope one. 617 00:45:04,000 --> 00:45:07,000 OK, so it's a plane that comes straight out here, 618 00:45:07,000 --> 00:45:10,000 and it intersects the sphere, so here and here, 619 00:45:10,000 --> 00:45:13,000 but also at other points in between. 620 00:45:13,000 --> 00:45:18,000 Any idea what kind of shape this is? 621 00:45:18,000 --> 00:45:20,000 Well, it's an ellipse, but it's even more than that. 622 00:45:20,000 --> 00:45:23,000 It's also a circle. If you slice a sphere by a 623 00:45:23,000 --> 00:45:25,000 plane, you always get a circle. But, of course, 624 00:45:25,000 --> 00:45:28,000 it's a slanted circle. So, if you look at it in the xy 625 00:45:28,000 --> 00:45:31,000 plane, if you project it to the xy plane, that you will get an 626 00:45:31,000 --> 00:45:35,000 ellipse. OK, so we want to look at this 627 00:45:35,000 --> 00:45:38,000 guy in here. So, how do we do that? 628 00:45:38,000 --> 00:45:42,000 Well, so maybe I should actually draw quickly a picture. 629 00:45:42,000 --> 00:45:47,000 So, in the yz plane, it looks just like this, 630 00:45:47,000 --> 00:45:51,000 OK? But, if I look at it from above 631 00:45:51,000 --> 00:45:54,000 in the xy plane, then its shadow, 632 00:45:54,000 --> 00:45:59,000 well, see, it will sit entirely where y is positive. 633 00:45:59,000 --> 00:46:02,000 So, it sits entirely above here, and it goes through here 634 00:46:02,000 --> 00:46:04,000 and here. And, in fact, 635 00:46:04,000 --> 00:46:08,000 when you project that slanted circle, now you will get an 636 00:46:08,000 --> 00:46:12,000 ellipse. And, well, I don't really know 637 00:46:12,000 --> 00:46:20,000 how to draw it well, but it should be something like 638 00:46:20,000 --> 00:46:24,000 this. OK, so now if you want to try 639 00:46:24,000 --> 00:46:29,000 to set up that double integral, sorry, the triple integral, 640 00:46:29,000 --> 00:46:37,000 well, so let's say we do it in rectangular coordinates because 641 00:46:37,000 --> 00:46:41,000 we are really evil. [LAUGHTER] 642 00:46:41,000 --> 00:46:43,000 So then, the bottom surface, OK, so we do it with z first. 643 00:46:43,000 --> 00:46:46,000 So, the bottom surface is the slanted plane. 644 00:46:46,000 --> 00:46:51,000 So, the bottom value would be z equals one minus y. 645 00:46:51,000 --> 00:46:56,000 The top value is on the sphere. So, the sphere corresponds to z 646 00:46:56,000 --> 00:47:01,000 equals square root of one minus x squared minus y squared. 647 00:47:01,000 --> 00:47:05,000 So, you'd go from the plane to the sphere. 648 00:47:05,000 --> 00:47:09,000 And then, to find the bounds for x and y, you have to figure 649 00:47:09,000 --> 00:47:13,000 out what exactly, what the heck is this region 650 00:47:13,000 --> 00:47:15,000 here? So, what is this region? 651 00:47:15,000 --> 00:47:19,000 Well, we have to figure out, for what values of x and y the 652 00:47:19,000 --> 00:47:23,000 plane is below the ellipse. So, the condition is that, 653 00:47:23,000 --> 00:47:25,000 sorry, the plane is below the sphere. 654 00:47:25,000 --> 00:47:31,000 OK, so, that's when the plane is below the sphere. 655 00:47:31,000 --> 00:47:37,000 That means one minus y is less than square root of one minus x 656 00:47:37,000 --> 00:47:41,000 squared minus y squared. So, you have to somehow 657 00:47:41,000 --> 00:47:43,000 manipulate this to extract something simpler. 658 00:47:43,000 --> 00:47:47,000 Well, probably the only way to do it is to square both sides, 659 00:47:47,000 --> 00:47:51,000 one minus y squared should be less than one minus x squared 660 00:47:51,000 --> 00:47:55,000 minus y squared. And, if you work hard enough, 661 00:47:55,000 --> 00:47:57,000 you'll find quite an ugly equation. 662 00:47:57,000 --> 00:48:00,000 But, you can figure out what are, then, the bounds for x 663 00:48:00,000 --> 00:48:03,000 given y, and then set up the integral? 664 00:48:03,000 --> 00:48:06,000 So, just to give you a hint, the bounds on y will be zero to 665 00:48:06,000 --> 00:48:09,000 one. The bounds on x, 666 00:48:09,000 --> 00:48:10,000 well, I'm not sure you want to see them, 667 00:48:10,000 --> 00:48:14,000 but in case you do, it will be from negative square 668 00:48:14,000 --> 00:48:18,000 root of 2y minus 2y squared to square root of 2y minus 2y 669 00:48:18,000 --> 00:48:20,000 squared. So, exercise, 670 00:48:20,000 --> 00:48:25,000 figure out how I got these by starting from that. 671 00:48:25,000 --> 00:48:27,000 Now, of course, if we just wanted the volume of 672 00:48:27,000 --> 00:48:28,000 this guy, we wouldn't do it this way. 673 00:48:28,000 --> 00:48:31,000 We do symmetry, and actually we'd rotate the 674 00:48:31,000 --> 00:48:34,000 thing so that our spherical cap was actually centered on the z 675 00:48:34,000 --> 00:48:37,000 axis because that would be a much easier way to set it up. 676 00:48:37,000 --> 00:48:39,000 But, depending on what function we are integrating, 677 00:48:39,000 --> 00:48:42,000 we can't always do that.