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 --> 00:00:27,000 So, last week we learned how to do triple integrals in 8 00:00:27,000 --> 00:00:31,000 rectangular and cylindrical coordinates. 9 00:00:31,000 --> 00:00:41,000 And, now we have to learn about spherical coordinates, 10 00:00:41,000 --> 00:00:49,000 which you will see are a lot of fun. 11 00:00:49,000 --> 00:00:53,000 So, what's the idea of spherical coordinates? 12 00:00:53,000 --> 00:00:58,000 Well, you're going to represent a point in space using the 13 00:00:58,000 --> 00:01:02,000 distance to the origin and two angles. 14 00:01:02,000 --> 00:01:06,000 So, in a way, you can think of these as a 15 00:01:06,000 --> 00:01:09,000 space analog of polar coordinates because you just use 16 00:01:09,000 --> 00:01:12,000 distance to the origin, and then you have to use angles 17 00:01:12,000 --> 00:01:15,000 to determine in which direction you're going. 18 00:01:15,000 --> 00:01:22,000 So, somehow they are more polar than cylindrical coordinates. 19 00:01:22,000 --> 00:01:25,000 So, how do we do that? So, let's say that you have a 20 00:01:25,000 --> 00:01:29,000 point in space at coordinates x, y, z. 21 00:01:29,000 --> 00:01:32,000 Then, instead of using x, y, z, you will use, 22 00:01:32,000 --> 00:01:37,000 well, one thing you'll use is the distance from the origin. 23 00:01:37,000 --> 00:01:41,000 OK, and that is denoted by the Greek letter which looks like a 24 00:01:41,000 --> 00:01:43,000 curly p, but actually it's the Greek R. 25 00:01:43,000 --> 00:01:57,000 So -- That's the distance from the origin. 26 00:01:57,000 --> 00:02:02,000 And so, that can take values anywhere between zero and 27 00:02:02,000 --> 00:02:06,000 infinity. Then, we have to use two other 28 00:02:06,000 --> 00:02:09,000 angles. And, so for that, 29 00:02:09,000 --> 00:02:16,000 let me actually draw the vertical half plane that 30 00:02:16,000 --> 00:02:22,000 contains our point starting from the z axis. 31 00:02:22,000 --> 00:02:25,000 OK, so then we have two new angles. 32 00:02:25,000 --> 00:02:27,000 Well, one of them is not really new. 33 00:02:27,000 --> 00:02:30,000 One is new. That's phi is the angle 34 00:02:30,000 --> 00:02:34,000 downwards from the z axis. And the other one, 35 00:02:34,000 --> 00:02:39,000 theta, is the angle counterclockwise from the x 36 00:02:39,000 --> 00:02:51,000 axis. OK, so phi, let me do it better. 37 00:02:51,000 --> 00:02:54,000 So, there's two ways to draw the letter phi, 38 00:02:54,000 --> 00:02:56,000 by the way. And, I recommend this one 39 00:02:56,000 --> 00:02:58,000 because it doesn't look like a rho. 40 00:02:58,000 --> 00:03:07,000 So, that's easier. That's the angle that you have 41 00:03:07,000 --> 00:03:13,000 to go down from the positive z axis. 42 00:03:13,000 --> 00:03:17,000 And, so that angle varies from zero 43 00:03:17,000 --> 00:03:23,000 when you're on the z axis, increase to pi over two when 44 00:03:23,000 --> 00:03:28,000 you are on the xy plane all the way to pi or 180� when you are 45 00:03:28,000 --> 00:03:38,000 on the negative z axis. It doesn't go beyond that. 46 00:03:38,000 --> 00:03:44,000 OK, so -- Phi is always between zero and pi. 47 00:03:44,000 --> 00:03:46,000 And, finally, the last one, 48 00:03:46,000 --> 00:03:51,000 theta, is just going to be the same as before. 49 00:03:51,000 --> 00:03:55,000 So, it's the angle after you project to the xy plane. 50 00:03:55,000 --> 00:04:00,000 That's the angle counterclockwise from the x 51 00:04:00,000 --> 00:04:02,000 axis. OK, so that's a little bit 52 00:04:02,000 --> 00:04:05,000 overwhelming not just because of the new letters, 53 00:04:05,000 --> 00:04:07,000 but also because there is a lot of angles in there. 54 00:04:07,000 --> 00:04:11,000 So, let me just try to, you know, suggest two things 55 00:04:11,000 --> 00:04:13,000 that might help you a little bit. 56 00:04:13,000 --> 00:04:17,000 So, one is, these are called spherical coordinates because if 57 00:04:17,000 --> 00:04:21,000 you fix the value of rho, then you are moving on a sphere 58 00:04:21,000 --> 00:04:27,000 centered at the origin. OK, so let's look at what 59 00:04:27,000 --> 00:04:34,000 happens on a sphere centered at the origin, so, 60 00:04:34,000 --> 00:04:41,000 with equation rho equals a. Well, then phi measures how far 61 00:04:41,000 --> 00:04:44,000 south you are going, measures the distance from the 62 00:04:44,000 --> 00:04:46,000 North Pole. So, 63 00:04:46,000 --> 00:04:48,000 if you've learned about latitude and longitude in 64 00:04:48,000 --> 00:04:51,000 geography, well, phi and theta you can 65 00:04:51,000 --> 00:04:54,000 think of as latitude and longitude except with slightly 66 00:04:54,000 --> 00:04:59,000 different conventions. OK, so, phi is more or less the 67 00:04:59,000 --> 00:05:05,000 same thing as latitude in the sense that it measures how far 68 00:05:05,000 --> 00:05:09,000 north or south you are. The only difference is in 69 00:05:09,000 --> 00:05:12,000 geography, latitude is zero on the equator 70 00:05:12,000 --> 00:05:16,000 and becomes something north, something south, 71 00:05:16,000 --> 00:05:18,000 depending on how far you go from the equator. 72 00:05:18,000 --> 00:05:21,000 Here, you measure a latitude starting from the North Pole 73 00:05:21,000 --> 00:05:24,000 which is zero, increasing all the way to the 74 00:05:24,000 --> 00:05:29,000 South Pole, which is at pi. And, theta or you can think of 75 00:05:29,000 --> 00:05:33,000 as longitude, which measures how far you are 76 00:05:33,000 --> 00:05:36,000 east or west. So, the Greenwich Meridian 77 00:05:36,000 --> 00:05:39,000 would be here, now, the one on the x axis. 78 00:05:39,000 --> 00:05:46,000 That's the one you use as the origin for longitude, 79 00:05:46,000 --> 00:05:48,000 OK? Now, if you don't like 80 00:05:48,000 --> 00:05:51,000 geography, here's another way to think about it. 81 00:05:51,000 --> 00:05:56,000 So -- Let's start again from cylindrical coordinates, 82 00:05:56,000 --> 00:06:02,000 which hopefully you're kind of comfortable with now. 83 00:06:02,000 --> 00:06:06,000 OK, so you know about cylindrical coordinates where we 84 00:06:06,000 --> 00:06:09,000 have the z coordinates stay z, and the xy plane we do R and 85 00:06:09,000 --> 00:06:13,000 theta polar coordinates. And now, let's think about what 86 00:06:13,000 --> 00:06:18,000 happens when you look at just one of these vertical planes 87 00:06:18,000 --> 00:06:21,000 containing the z axis. So, you have the z axis, 88 00:06:21,000 --> 00:06:25,000 and then you have the direction away from the z axis, 89 00:06:25,000 --> 00:06:29,000 which I will call r, just because that's what r 90 00:06:29,000 --> 00:06:32,000 measures. Of course, r goes all around 91 00:06:32,000 --> 00:06:35,000 the z axis, but I'm just doing a slice through one of these 92 00:06:35,000 --> 00:06:39,000 vertical half planes, fixing the value of theta. 93 00:06:39,000 --> 00:06:43,000 Then, r of course is a polar coordinate seen from the point 94 00:06:43,000 --> 00:06:46,000 of view of the xy plane. But here, it looks more like 95 00:06:46,000 --> 00:06:48,000 you have rectangular coordinates again. 96 00:06:48,000 --> 00:06:51,000 So the idea of spherical coordinate is you're going to 97 00:06:51,000 --> 00:06:54,000 polar coordinates again in the rz plane. 98 00:06:54,000 --> 00:07:01,000 OK, so if I have a point here, then rho will be the distance 99 00:07:01,000 --> 00:07:06,000 from the origin. And phi will be the angle, 100 00:07:06,000 --> 00:07:10,000 except it's measured from the positive z axis, 101 00:07:10,000 --> 00:07:16,000 not from the horizontal axis. But, the idea in here, 102 00:07:16,000 --> 00:07:18,000 see, let me put that between quotes 103 00:07:18,000 --> 00:07:21,000 because I'm not sure how correct that is, 104 00:07:21,000 --> 00:07:28,000 but in a way, you can think of this as polar 105 00:07:28,000 --> 00:07:34,000 coordinates in the rz plane. So, in particular, 106 00:07:34,000 --> 00:07:38,000 that's the key to understanding how to switch between spherical 107 00:07:38,000 --> 00:07:41,000 coordinates and cylindrical coordinates, 108 00:07:41,000 --> 00:07:44,000 and then all the way to x, y, z if you want, 109 00:07:44,000 --> 00:07:48,000 right, because this picture here tells 110 00:07:48,000 --> 00:07:53,000 us how to express z and r in terms of rho and phi. 111 00:07:53,000 --> 00:08:03,000 So, let's see how that works. If I project here or here, 112 00:08:03,000 --> 00:08:12,000 so, this line is z. But, it's also rho times cosine 113 00:08:12,000 --> 00:08:19,000 phi. So, I get z equals rho cos phi. 114 00:08:19,000 --> 00:08:21,000 And, if I look at r, it's the same thing, 115 00:08:21,000 --> 00:08:31,000 but on the other side. So, r will be rho sine phi. 116 00:08:31,000 --> 00:08:34,000 OK, so you can use this to switch back and forth between 117 00:08:34,000 --> 00:08:37,000 spherical and cylindrical. And of course, 118 00:08:37,000 --> 00:08:43,000 if you remember what x and y were in terms of r and theta, 119 00:08:43,000 --> 00:08:49,000 you can also keep doing this to figure out, oops. 120 00:08:49,000 --> 00:08:57,000 So, x is r cos theta. That becomes rho sine phi cos 121 00:08:57,000 --> 00:09:01,000 theta. Y is r sine theta. 122 00:09:01,000 --> 00:09:06,000 So, that becomes rho sine phi sine theta. 123 00:09:06,000 --> 00:09:15,000 And z is rho cos phi. But, basically you don't really 124 00:09:15,000 --> 00:09:19,000 need to remember these formulas as long as you remember how to 125 00:09:19,000 --> 00:09:22,000 express r in terms of rho sine phi, 126 00:09:22,000 --> 00:09:29,000 and x equals r cos theta. So, now, of course, 127 00:09:29,000 --> 00:09:31,000 we're going to use spherical coordinates in situations where 128 00:09:31,000 --> 00:09:33,000 we have a lot of symmetry, and in particular, 129 00:09:33,000 --> 00:09:35,000 where the z axis plays a special role. 130 00:09:35,000 --> 00:09:38,000 Actually, that's the same with cylindrical coordinates. 131 00:09:38,000 --> 00:09:40,000 Cylindrical and secure coordinates are set up so that 132 00:09:40,000 --> 00:09:44,000 the z axis plays a special role. So, that means whenever you 133 00:09:44,000 --> 00:09:47,000 have a geometric problem, and you are not told how to 134 00:09:47,000 --> 00:09:51,000 choose your coordinates, it's probably wiser to try to 135 00:09:51,000 --> 00:09:57,000 center things on the z axis. That's where these coordinates 136 00:09:57,000 --> 00:10:01,000 are the best adapted. And, 137 00:10:01,000 --> 00:10:03,000 in case you ever need to switch backwards, 138 00:10:03,000 --> 00:10:07,000 I just want to point out, so, rho is the square root of r 139 00:10:07,000 --> 00:10:11,000 squared plus z squared, which means it's the square 140 00:10:11,000 --> 00:10:15,000 root of x squared plus y squared plus z squared. 141 00:10:15,000 --> 00:10:20,000 OK, so that's basically all the formulas about spherical 142 00:10:20,000 --> 00:10:28,000 coordinates. OK, any questions about that? 143 00:10:28,000 --> 00:10:31,000 OK, let's see, who had seen spherical 144 00:10:31,000 --> 00:10:34,000 coordinates before just to see? OK, that's not very many. 145 00:10:34,000 --> 00:10:36,000 So, I'm sure for, one of you saw it twice. 146 00:10:36,000 --> 00:10:42,000 That's great. Sorry, oops, 147 00:10:42,000 --> 00:10:49,000 OK, so let's just look quickly at equations of some of the 148 00:10:49,000 --> 00:10:54,000 things. So, as I've said, 149 00:10:54,000 --> 00:11:02,000 if I set rho equals a, that will be just a sphere of 150 00:11:02,000 --> 00:11:11,000 radius a centered at the origin. More interesting things: 151 00:11:11,000 --> 00:11:14,000 let's say I give you phi equals pi over four. 152 00:11:14,000 --> 00:11:18,000 What do you think that looks like? 153 00:11:18,000 --> 00:11:29,000 Actually, let's take a quick poll on things. 154 00:11:29,000 --> 00:11:31,000 OK, yeah, everyone seems to be saying it's a cone, 155 00:11:31,000 --> 00:11:33,000 and that's indeed the correct answer. 156 00:11:33,000 --> 00:11:41,000 So, how do we see that? Well, remember, 157 00:11:41,000 --> 00:11:44,000 phi is the angle downward from the z axis. 158 00:11:44,000 --> 00:11:49,000 So, let's say that I'm going to look first at what happens if 159 00:11:49,000 --> 00:11:53,000 I'm in the right half of a plane of a blackboard, 160 00:11:53,000 --> 00:11:56,000 so, in the yz plane. Then, phi is the angle downward 161 00:11:56,000 --> 00:11:58,000 from here. So, if I want to get pi over 162 00:11:58,000 --> 00:12:01,000 four, that's 45�. That means I'm going to go 163 00:12:01,000 --> 00:12:03,000 diagonally like this. Of course, if I'm in the left 164 00:12:03,000 --> 00:12:06,000 half of a plane of a blackboard, it's going to be the same. 165 00:12:06,000 --> 00:12:10,000 I also take pi over four. And, I get the other half. 166 00:12:10,000 --> 00:12:13,000 And, because the equation does not involve theta, 167 00:12:13,000 --> 00:12:17,000 it's all the same if I rotate my vertical plane around the z 168 00:12:17,000 --> 00:12:21,000 axis. So, I get the same picture in 169 00:12:21,000 --> 00:12:27,000 any of these vertical half planes, actually. 170 00:12:27,000 --> 00:12:32,000 OK, now, so this is phi equals pi over four. 171 00:12:32,000 --> 00:12:35,000 And, just in case, to point out to you what's 172 00:12:35,000 --> 00:12:39,000 going on, when phi equals pi over four, cosine and sine are 173 00:12:39,000 --> 00:12:42,000 equal to each other. They are both one over root two. 174 00:12:42,000 --> 00:12:46,000 So, you can find, again, the equation of this 175 00:12:46,000 --> 00:12:51,000 thing in cylindrical coordinates, which I'll remind 176 00:12:51,000 --> 00:12:54,000 you was z equals r. OK, in general, 177 00:12:54,000 --> 00:12:58,000 phi equals some given number, or z equals some number times 178 00:12:58,000 --> 00:13:01,000 r. That will be a cone centered on 179 00:13:01,000 --> 00:13:04,000 the z axis. OK, a special case: 180 00:13:04,000 --> 00:13:07,000 what if I say phi equals pi over two? 181 00:13:07,000 --> 00:13:09,000 Yeah, it's just going to be the xy plane. 182 00:13:09,000 --> 00:13:13,000 OK, that's the flattest of all cones. 183 00:13:13,000 --> 00:13:20,000 OK, so phi equals pi over two is going to be just the xy 184 00:13:20,000 --> 00:13:22,000 plane. And, in general, 185 00:13:22,000 --> 00:13:24,000 if phi is less than pi over two, then you are in the upper 186 00:13:24,000 --> 00:13:28,000 half space. If phi is more than pi over 187 00:13:28,000 --> 00:13:32,000 two, you'll be in the lower half space. 188 00:13:32,000 --> 00:13:36,000 OK, so that's pretty much all we need to know at this point. 189 00:13:36,000 --> 00:13:45,000 So, what's next? Well, remember we were trying 190 00:13:45,000 --> 00:13:52,000 to do triple integrals. So now we're going to triple 191 00:13:52,000 --> 00:13:59,000 integrals in spherical coordinates. 192 00:13:59,000 --> 00:14:01,000 And, for that, we first need to understand 193 00:14:01,000 --> 00:14:06,000 what the volume element is. What will be dV? 194 00:14:06,000 --> 00:14:12,000 OK, so dV will be something, d rho, d phi, 195 00:14:12,000 --> 00:14:18,000 d theta, or in any order that you want. 196 00:14:18,000 --> 00:14:23,000 But, this one is usually the most convenient. 197 00:14:23,000 --> 00:14:27,000 So, to find out what it is, well, we should look at how we 198 00:14:27,000 --> 00:14:29,000 are going to be slicing things now. 199 00:14:29,000 --> 00:14:32,000 OK, so if you integrate d rho, d phi, d theta, 200 00:14:32,000 --> 00:14:37,000 it means that you are actually slicing your solid into little 201 00:14:37,000 --> 00:14:40,000 pieces that live, somehow, 202 00:14:40,000 --> 00:14:45,000 if you set an interval of rows, OK, 203 00:14:45,000 --> 00:14:48,000 sorry, maybe I should, so, if you first integrate over 204 00:14:48,000 --> 00:14:51,000 rho, it means that you will actually 205 00:14:51,000 --> 00:14:57,000 choose first the direction from the origin even by phi and 206 00:14:57,000 --> 00:15:00,000 theta. And, in that direction, 207 00:15:00,000 --> 00:15:04,000 you will try to figure out, how far does your region 208 00:15:04,000 --> 00:15:07,000 extend? And, of course, 209 00:15:07,000 --> 00:15:11,000 how far that goes might depend on phi and theta. 210 00:15:11,000 --> 00:15:16,000 Then, you will vary phi. So, you have to know, 211 00:15:16,000 --> 00:15:21,000 for a given value of theta, how far down does your solid 212 00:15:21,000 --> 00:15:22,000 extend? And, finally, 213 00:15:22,000 --> 00:15:25,000 the value of theta will correspond to, 214 00:15:25,000 --> 00:15:28,000 in which directions around the z axis do we go? 215 00:15:28,000 --> 00:15:31,000 So, we're going to see that in examples. 216 00:15:31,000 --> 00:15:34,000 But before we can do that, we need to get the volume 217 00:15:34,000 --> 00:15:36,000 element. So, what I would like to 218 00:15:36,000 --> 00:15:40,000 suggest is that we need to figure out, 219 00:15:40,000 --> 00:15:46,000 what is the volume of a small piece of solid which corresponds 220 00:15:46,000 --> 00:15:49,000 to a certain change, delta rho, 221 00:15:49,000 --> 00:15:52,000 delta phi, and delta theta? 222 00:15:52,000 --> 00:15:56,000 So, delta rho means that you have two concentric spheres, 223 00:15:56,000 --> 00:16:01,000 and you are looking at a very thin shell in between them. 224 00:16:01,000 --> 00:16:05,000 And then, you would be looking at a piece of that spherical 225 00:16:05,000 --> 00:16:08,000 shell corresponding to small values of phi and theta. 226 00:16:08,000 --> 00:16:14,000 So, because I am stretching the limits of my ability to draw on 227 00:16:14,000 --> 00:16:18,000 the board, here's a picture. I'm going to try to reproduce 228 00:16:18,000 --> 00:16:21,000 on the board, but so let's start by looking 229 00:16:21,000 --> 00:16:24,000 just at what happens on the sphere of radius a, 230 00:16:24,000 --> 00:16:28,000 and let's try to figure out the surface area elements on the 231 00:16:28,000 --> 00:16:30,000 sphere in terms of phi and theta. 232 00:16:30,000 --> 00:16:39,000 And then, we'll add the rho direction. 233 00:16:39,000 --> 00:16:49,000 OK, so -- So, let me say, let's start by 234 00:16:49,000 --> 00:17:02,000 understanding surface area on a sphere of radius a. 235 00:17:02,000 --> 00:17:12,000 So, that means we'll be looking at a little piece of the sphere 236 00:17:12,000 --> 00:17:21,000 corresponding to angles delta phi and in that direction here 237 00:17:21,000 --> 00:17:26,000 delta theta. OK, so when you draw a map of 238 00:17:26,000 --> 00:17:29,000 the world on a globe, that's exactly what the grid 239 00:17:29,000 --> 00:17:33,000 lines form for you. So, what's the area of this guy? 240 00:17:33,000 --> 00:17:35,000 Well, of course, all the sides are curvy. 241 00:17:35,000 --> 00:17:37,000 They are all on the sphere. None of them are straight. 242 00:17:37,000 --> 00:17:41,000 But still, if it's small enough and it looks like a rectangle, 243 00:17:41,000 --> 00:17:46,000 so let's just try to figure out, what are the sides of your 244 00:17:46,000 --> 00:17:49,000 rectangle? OK, so, let's see, 245 00:17:49,000 --> 00:17:55,000 well, I think I need to draw a bigger picture of this guy. 246 00:17:55,000 --> 00:17:59,000 OK, so this guy, so that's a piece of what's 247 00:17:59,000 --> 00:18:05,000 called a parallel in geography. That's a circle that goes 248 00:18:05,000 --> 00:18:07,000 east-west. So now, 249 00:18:07,000 --> 00:18:10,000 this parallel as a circle of radius, 250 00:18:10,000 --> 00:18:14,000 well, the radius is less than a because if your vertical is to 251 00:18:14,000 --> 00:18:17,000 the North Pole, it will be actually much 252 00:18:17,000 --> 00:18:19,000 smaller. So, that's why when you say 253 00:18:19,000 --> 00:18:22,000 you're going around the world it depends on whether you do it at 254 00:18:22,000 --> 00:18:28,000 the equator or the North Pole. It's much easier at the North 255 00:18:28,000 --> 00:18:33,000 Pole. So, anyway, this is a piece of 256 00:18:33,000 --> 00:18:40,000 a circle of radius, well, the radius is what I 257 00:18:40,000 --> 00:18:49,000 would call r because that's the distance from the z axis. 258 00:18:49,000 --> 00:18:51,000 OK, that's actually pretty hard to see now. 259 00:18:51,000 --> 00:18:58,000 So if you can see it better on this one, then so this guy here, 260 00:18:58,000 --> 00:19:03,000 this length is r. And, r is just rho, 261 00:19:03,000 --> 00:19:07,000 well, what was a times sine phi. 262 00:19:07,000 --> 00:19:09,000 Remember, we have this angle phi in here. 263 00:19:09,000 --> 00:19:14,000 I should use some color. It's getting very cluttered. 264 00:19:14,000 --> 00:19:19,000 So, we have this phi, and so r is going to be rho 265 00:19:19,000 --> 00:19:21,000 sine phi. That rho is a. 266 00:19:21,000 --> 00:19:29,000 So, let me just put a sine phi. OK, and the corresponding angle 267 00:19:29,000 --> 00:19:32,000 is going to be measured by theta. 268 00:19:32,000 --> 00:19:48,000 So, the length of this is going to be a sine phi delta theta. 269 00:19:48,000 --> 00:19:54,000 That's for this side. Now, what about that side, 270 00:19:54,000 --> 00:19:56,000 the north-south side? Well, if you're moving 271 00:19:56,000 --> 00:19:58,000 north-south, it's not like east-west. 272 00:19:58,000 --> 00:20:01,000 You always have to go all the way from the North Pole to the 273 00:20:01,000 --> 00:20:04,000 South Pole. So, that's actually a great 274 00:20:04,000 --> 00:20:08,000 circle meridian of length, well, I mean, 275 00:20:08,000 --> 00:20:13,000 well, the radius is the radius of the sphere. 276 00:20:13,000 --> 00:20:22,000 Total length is 2pi a. So, this is a piece of a circle 277 00:20:22,000 --> 00:20:27,000 of radius a. And so, now, 278 00:20:27,000 --> 00:20:34,000 the length of this one is going to be a delta phi. 279 00:20:34,000 --> 00:20:41,000 OK, so, just to recap, this is a sine phi delta theta. 280 00:20:41,000 --> 00:20:46,000 And, this guy here is a delta phi. 281 00:20:46,000 --> 00:20:59,000 So, you can't read it because it's -- And so, 282 00:20:59,000 --> 00:21:02,000 that tells us if I take a small piece of the sphere, 283 00:21:02,000 --> 00:21:06,000 then its surface area, delta s, 284 00:21:06,000 --> 00:21:15,000 is going to be approximately a sine phi delta theta times a 285 00:21:15,000 --> 00:21:22,000 delta phi, which I'm going to rewrite as a 286 00:21:22,000 --> 00:21:27,000 squared sine phi delta phi delta theta. 287 00:21:27,000 --> 00:21:31,000 So, what that means is, say that I want to integrate 288 00:21:31,000 --> 00:21:34,000 something just on the surface of a sphere. 289 00:21:34,000 --> 00:21:37,000 Well, I would use phi and theta as my coordinates. 290 00:21:37,000 --> 00:21:46,000 And then, to know how big a piece of a sphere is, 291 00:21:46,000 --> 00:21:55,000 I would just take a squared sine phi d phi d theta. 292 00:21:55,000 --> 00:21:59,000 OK, so that's the surface element in a sphere. 293 00:21:59,000 --> 00:22:03,000 And now, what about going back into the third dimension, 294 00:22:03,000 --> 00:22:05,000 so, adding some depth to these things? 295 00:22:05,000 --> 00:22:10,000 Well, I'm not going to try to draw a picture because you've 296 00:22:10,000 --> 00:22:17,000 seen that's slightly tricky. Well, let me try anyway just 297 00:22:17,000 --> 00:22:24,000 you can have fun with my completely unreadable diagrams. 298 00:22:24,000 --> 00:22:28,000 So anyway, if you look at, now, something that's a bit 299 00:22:28,000 --> 00:22:33,000 like that piece of sphere, but with some thickness to it. 300 00:22:33,000 --> 00:22:38,000 The thickness will be delta rho, and so the volume will be 301 00:22:38,000 --> 00:22:44,000 roughly the area of the thing on the sphere times the thickness. 302 00:22:44,000 --> 00:22:48,000 So, I claim that we will get basically the volume element 303 00:22:48,000 --> 00:22:51,000 just by multiplying things by d rho. 304 00:22:51,000 --> 00:23:10,000 So, let's see that. So now, if I have a sphere of 305 00:23:10,000 --> 00:23:19,000 radius rho, and another one that's slightly bigger of radius 306 00:23:19,000 --> 00:23:27,000 rho plus delta rho, and then I have a little box in 307 00:23:27,000 --> 00:23:29,000 here. Then, 308 00:23:29,000 --> 00:23:34,000 I know that the volume of this thing will be essentially, 309 00:23:34,000 --> 00:23:38,000 well, its thickness, the thickness is going to be 310 00:23:38,000 --> 00:23:42,000 delta rho times the area of its base, 311 00:23:42,000 --> 00:23:44,000 although it doesn't really matter, 312 00:23:44,000 --> 00:23:48,000 which is what we've called delta s. 313 00:23:48,000 --> 00:23:55,000 OK, so we will get, sorry, a becomes rho now. 314 00:23:55,000 --> 00:23:57,000 Square sine phi, delta rho, 315 00:23:57,000 --> 00:24:00,000 delta phi, delta theta, 316 00:24:00,000 --> 00:24:04,000 and so out of that we get the volume element and spherical 317 00:24:04,000 --> 00:24:08,000 coordinates, which is rho squared sine phi d 318 00:24:08,000 --> 00:24:09,000 rho, d phi, 319 00:24:09,000 --> 00:24:14,000 d theta. And, that's a formula that you 320 00:24:14,000 --> 00:24:17,000 should remember. OK, so whenever we integrate a 321 00:24:17,000 --> 00:24:20,000 function, and we decide to switch to 322 00:24:20,000 --> 00:24:25,000 spherical coordinates, then dx dy dz or r dr d theta 323 00:24:25,000 --> 00:24:33,000 dz will become rho squared sine phi d rho d phi d theta. 324 00:24:33,000 --> 00:24:40,000 OK, any questions on that? No? 325 00:24:40,000 --> 00:24:58,000 OK, so let's -- Let's see how that works. 326 00:24:58,000 --> 00:25:04,000 So, as an example, remember at the end of the last 327 00:25:04,000 --> 00:25:11,000 lecture, I tried to set up an example where we were looking at 328 00:25:11,000 --> 00:25:16,000 a sphere sliced by a slanted plane. 329 00:25:16,000 --> 00:25:20,000 And now, we're going to try to find the volume of that 330 00:25:20,000 --> 00:25:23,000 spherical cap again, but using spherical coordinates 331 00:25:23,000 --> 00:25:26,000 instead. So, I'm going to just be 332 00:25:26,000 --> 00:25:29,000 smarter than last time. So, last time, 333 00:25:29,000 --> 00:25:33,000 we had set up these things with a slanted plane that was cutting 334 00:25:33,000 --> 00:25:35,000 things diagonally. And, 335 00:25:35,000 --> 00:25:37,000 if I just want to find the volume of this cap, 336 00:25:37,000 --> 00:25:41,000 then maybe it makes more sense to rotate things so that my 337 00:25:41,000 --> 00:25:45,000 plane is actually horizontal, and things are going to be 338 00:25:45,000 --> 00:25:49,000 centered on the z axis. So, in case you see that it's 339 00:25:49,000 --> 00:25:52,000 the same, then that's great. If not, then it doesn't really 340 00:25:52,000 --> 00:25:55,000 matter. You can just think of this as a 341 00:25:55,000 --> 00:26:01,000 new example. So, I'm going to try to find 342 00:26:01,000 --> 00:26:10,000 the volume of a portion of the unit sphere -- -- that lies 343 00:26:10,000 --> 00:26:20,000 above the horizontal plane, z equals one over root two. 344 00:26:20,000 --> 00:26:22,000 OK, one over root two was the distance from the origin to our 345 00:26:22,000 --> 00:26:24,000 slanted plane. So, after you rotate, 346 00:26:24,000 --> 00:26:28,000 that say you get this value. Anyway, it's not very important. 347 00:26:28,000 --> 00:26:31,000 You can just treat that as a good example if you want. 348 00:26:31,000 --> 00:26:36,000 OK, so we can compute this in actually pretty much any 349 00:26:36,000 --> 00:26:39,000 coordinate system. And also, of course, 350 00:26:39,000 --> 00:26:42,000 we can set up not only the volume, but we can try to find 351 00:26:42,000 --> 00:26:44,000 the moment of inertia about the central axis, 352 00:26:44,000 --> 00:26:47,000 or all sorts of things. But, we are just doing the 353 00:26:47,000 --> 00:26:49,000 volume for simplicity. So, actually, 354 00:26:49,000 --> 00:26:52,000 this would go pretty well in cylindrical coordinates. 355 00:26:52,000 --> 00:26:55,000 But let's do it in spherical coordinates because that's the 356 00:26:55,000 --> 00:26:57,000 topic of today. A good exercise: 357 00:26:57,000 --> 00:27:01,000 do it in cylindrical and see if you get the same thing. 358 00:27:01,000 --> 00:27:08,000 So, how do we do that? Well, we have to figure out how 359 00:27:08,000 --> 00:27:14,000 to set up our triple integral in spherical coordinates. 360 00:27:14,000 --> 00:27:18,000 So, remember we'll be integrating one dV. 361 00:27:18,000 --> 00:27:28,000 So, dV will become rho squared sign phi d rho d phi d theta. 362 00:27:28,000 --> 00:27:32,000 And, now as we start, we're already facing some 363 00:27:32,000 --> 00:27:35,000 serious problem. We want to set up the bounds 364 00:27:35,000 --> 00:27:37,000 for rho for a given, phi and theta. 365 00:27:37,000 --> 00:27:39,000 So, that means we choose latitude/longitude. 366 00:27:39,000 --> 00:27:42,000 We choose which direction we want to aim for, 367 00:27:42,000 --> 00:27:45,000 you know, which point of the sphere we want to aim at. 368 00:27:45,000 --> 00:27:50,000 And, we are going to shoot a ray from the origin towards this 369 00:27:50,000 --> 00:27:55,000 point, and we want to know what portion of the ray is in our 370 00:27:55,000 --> 00:28:03,000 solid. So -- We are going to choose a 371 00:28:03,000 --> 00:28:11,000 value of phi and theta. And, we are going to try to 372 00:28:11,000 --> 00:28:16,000 figure out what part of our ray is inside this side. 373 00:28:16,000 --> 00:28:20,000 So, what should be clear is at which point we leave the solid, 374 00:28:20,000 --> 00:28:23,000 right? What's the value of rho here? 375 00:28:23,000 --> 00:28:25,000 It's just one. The sphere is rho equals one. 376 00:28:25,000 --> 00:28:29,000 That's pretty good. The question is, 377 00:28:29,000 --> 00:28:33,000 where do we enter the region? So, we enter the region when we 378 00:28:33,000 --> 00:28:38,000 go through this plane. And, the plane is z equals one 379 00:28:38,000 --> 00:28:41,000 over root two. So, what does that tell us 380 00:28:41,000 --> 00:28:44,000 about rho? Well, it tells us, 381 00:28:44,000 --> 00:28:50,000 so remember, z is rho cosine phi. 382 00:28:50,000 --> 00:28:55,000 So, the plane is z equals one over root two. 383 00:28:55,000 --> 00:29:00,000 That means rho cosine phi is one over root two. 384 00:29:00,000 --> 00:29:05,000 That means rho equals one over root two cosine phi or, 385 00:29:05,000 --> 00:29:11,000 as some of you know it, one over root two times second 386 00:29:11,000 --> 00:29:17,000 phi. OK, so if we want to set up the 387 00:29:17,000 --> 00:29:27,000 bounds, then we'll start with one over root two second phi all 388 00:29:27,000 --> 00:29:32,000 the way to one. Now, what's next? 389 00:29:32,000 --> 00:29:35,000 Well, so we've done, I think that's basically the 390 00:29:35,000 --> 00:29:38,000 hardest part of the job. Next, we have to figure out, 391 00:29:38,000 --> 00:29:41,000 what's the range for phi? So, the range for phi, 392 00:29:41,000 --> 00:29:44,000 well, we have to figure out how far to the north and to the 393 00:29:44,000 --> 00:29:48,000 south our region goes. Well, the lower bound for phi 394 00:29:48,000 --> 00:29:51,000 is pretty easy, right, because we go all the 395 00:29:51,000 --> 00:29:56,000 way to the North Pole direction. So, phi starts at zero. 396 00:29:56,000 --> 00:29:59,000 The question is, where does it stop? 397 00:29:59,000 --> 00:30:02,000 To find out where it stops, we have to figure out, 398 00:30:02,000 --> 00:30:06,000 what is the value of phi when we hit the edge of the region? 399 00:30:06,000 --> 00:30:10,000 OK, so maybe you see it. Maybe you don't. 400 00:30:10,000 --> 00:30:15,000 One way to do it geometrically is to just, it's always great to 401 00:30:15,000 --> 00:30:19,000 draw a slice of your region. So, if you slice these things 402 00:30:19,000 --> 00:30:22,000 by a vertical plane, or actually even better, 403 00:30:22,000 --> 00:30:25,000 a vertical half plane, something to delete one half of 404 00:30:25,000 --> 00:30:28,000 the picture. So, I'm going to draw these r 405 00:30:28,000 --> 00:30:33,000 and z directions as before. So, my sphere is here. 406 00:30:33,000 --> 00:30:38,000 My plane is here at one over root two. 407 00:30:38,000 --> 00:30:43,000 And, my solid is here. So now, the question is what is 408 00:30:43,000 --> 00:30:49,000 the value of phi when I'm going to stop hitting the region? 409 00:30:49,000 --> 00:30:54,000 And, if you try to figure out first what is this direction 410 00:30:54,000 --> 00:30:57,000 here, that's also one over root two. 411 00:30:57,000 --> 00:31:03,000 And so, this is actually 45�, also known as pi over four. 412 00:31:03,000 --> 00:31:09,000 The other way to think about it is at this point, 413 00:31:09,000 --> 00:31:16,000 well, rho is equal to one because you are on the sphere. 414 00:31:16,000 --> 00:31:22,000 But, you are also on the plane. So, rho cos phi is one over 415 00:31:22,000 --> 00:31:26,000 root two. So, if you plug rho equals one 416 00:31:26,000 --> 00:31:31,000 into here, you get cos phi equals one over root two which 417 00:31:31,000 --> 00:31:34,000 gives you phi equals pi over four. 418 00:31:34,000 --> 00:31:37,000 That's the other way to do it. You can do it either by 419 00:31:37,000 --> 00:31:39,000 calculation or by looking at the picture. 420 00:31:39,000 --> 00:31:43,000 OK, so either way, we've decided that phi goes 421 00:31:43,000 --> 00:31:48,000 from zero to pi over four. So, this is pi over four. 422 00:31:48,000 --> 00:31:54,000 Finally, what about theta? Well, because we go all around 423 00:31:54,000 --> 00:32:00,000 the z axis we are going to go just zero to 2pi. 424 00:32:00,000 --> 00:32:06,000 OK, any questions about these bounds? 425 00:32:06,000 --> 00:32:10,000 OK, so note how the equation of this horizontal plane in 426 00:32:10,000 --> 00:32:13,000 spherical coordinates has become a little bit weird. 427 00:32:13,000 --> 00:32:16,000 But, if you remember how we do 428 00:32:16,000 --> 00:32:19,000 things, say that you have a line in 429 00:32:19,000 --> 00:32:21,000 polar coordinates, and that line does not pass 430 00:32:21,000 --> 00:32:23,000 through the origin, then you also end up with 431 00:32:23,000 --> 00:32:26,000 something like that. You get something like r equals 432 00:32:26,000 --> 00:32:31,000 a second theta or a cos second theta for horizontal or vertical 433 00:32:31,000 --> 00:32:33,000 lines. And so, it's not surprising you 434 00:32:33,000 --> 00:32:38,000 should get this. That's in line with the idea 435 00:32:38,000 --> 00:32:44,000 that we are just doing again, polar coordinates in the rz 436 00:32:44,000 --> 00:32:46,000 directions. So of course, 437 00:32:46,000 --> 00:32:48,000 in general, things can be very messy. 438 00:32:48,000 --> 00:32:51,000 But, generally speaking, the kinds of regions that we 439 00:32:51,000 --> 00:32:55,000 will be setting up things for are no more complicated or no 440 00:32:55,000 --> 00:32:59,000 less complicated than what we would do in the plane in polar 441 00:32:59,000 --> 00:33:00,000 coordinates. OK, so there's, 442 00:33:00,000 --> 00:33:03,000 you know, a small list of things that you should know how 443 00:33:03,000 --> 00:33:07,000 to set up. But, you won't have some 444 00:33:07,000 --> 00:33:18,000 really, really strange thing. Yes? 445 00:33:18,000 --> 00:33:20,000 D rho? Oh, you mean the bounds for rho? 446 00:33:20,000 --> 00:33:23,000 Yes. So, in the inner integral, 447 00:33:23,000 --> 00:33:26,000 we are going to fix values of phi and theta. 448 00:33:26,000 --> 00:33:29,000 So, that means we fix in advance the direction in which 449 00:33:29,000 --> 00:33:31,000 we are going to shoot a ray from the origin. 450 00:33:31,000 --> 00:33:35,000 So now, as we shoot this ray, we are going to hit our region 451 00:33:35,000 --> 00:33:37,000 somewhere. And, we are going to exit, 452 00:33:37,000 --> 00:33:40,000 again, somewhere else. OK, so first of all we have to 453 00:33:40,000 --> 00:33:43,000 figure out where we enter, where we leave. 454 00:33:43,000 --> 00:33:46,000 Well, we enter when the ray hits the flat face, 455 00:33:46,000 --> 00:33:50,000 when we hit the plane. And, we would leave when we hit 456 00:33:50,000 --> 00:33:52,000 the sphere. So, the lower bound will be 457 00:33:52,000 --> 00:33:56,000 given by the plane. The upper bound will be given 458 00:33:56,000 --> 00:33:58,000 by the sphere. So now, you have to get 459 00:33:58,000 --> 00:34:01,000 spherical coordinate equations for both the plane and the 460 00:34:01,000 --> 00:34:02,000 sphere. For the sphere, that's easy. 461 00:34:02,000 --> 00:34:05,000 That's rho equals one. For the plane, 462 00:34:05,000 --> 00:34:08,000 you start with z equals one over root two. 463 00:34:08,000 --> 00:34:11,000 And, you switch it into spherical coordinates. 464 00:34:11,000 --> 00:34:14,000 And then, you solve for rho. And, that's how you get these 465 00:34:14,000 --> 00:34:19,000 bounds. Is that OK? 466 00:34:19,000 --> 00:34:26,000 All right, so that's the setup part. 467 00:34:26,000 --> 00:34:29,000 And, of course, the evaluation part goes as 468 00:34:29,000 --> 00:34:30,000 usual. 469 00:34:42,000 --> 00:34:46,000 And, since I'm running short of time, I'm not going to actually 470 00:34:46,000 --> 00:34:52,000 do the evaluation. I'm going to let you figure out 471 00:34:52,000 --> 00:34:58,000 how it goes. Let me just say in case you 472 00:34:58,000 --> 00:35:07,000 want to check your answers, so, at the end you get 2pi over 473 00:35:07,000 --> 00:35:13,000 three minus 5pi over six root two. 474 00:35:13,000 --> 00:35:17,000 Yes, it looks quite complicated. That's basically because you 475 00:35:17,000 --> 00:35:20,000 get one over, well, you get a second square 476 00:35:20,000 --> 00:35:23,000 when you integrate C. When you integrate rho squared, 477 00:35:23,000 --> 00:35:24,000 you will get rho cubed over three. 478 00:35:24,000 --> 00:35:27,000 But that rho cubed will give you a second cube for the lower 479 00:35:27,000 --> 00:35:29,000 bound. And, when you integrate sine 480 00:35:29,000 --> 00:35:31,000 phi second cubed phi, you do a substitution. 481 00:35:31,000 --> 00:35:37,000 You see that integrates to one over second squared with a 482 00:35:37,000 --> 00:35:42,000 factor in front. So, in the second square, 483 00:35:42,000 --> 00:35:49,000 when you plug in, no, that's not quite all of it. 484 00:35:49,000 --> 00:35:51,000 Yeah, well, the second square is one thing, 485 00:35:51,000 --> 00:35:53,000 and also the other bound you get sine phi which integrates to 486 00:35:53,000 --> 00:35:56,000 cosine phi. So, anyways, 487 00:35:56,000 --> 00:36:04,000 you get lots of things. OK, enough about it. 488 00:36:04,000 --> 00:36:07,000 So, next, I have to tell you about applications. 489 00:36:07,000 --> 00:36:13,000 And, of course, well, there's the same 490 00:36:13,000 --> 00:36:14,000 applications that we've seen that last time, 491 00:36:14,000 --> 00:36:16,000 finding volumes, finding masses, 492 00:36:16,000 --> 00:36:19,000 finding average values of functions. 493 00:36:19,000 --> 00:36:22,000 In particular, now, we could say to find the 494 00:36:22,000 --> 00:36:26,000 average distance of a point in this solid to the origin. 495 00:36:26,000 --> 00:36:28,000 Well, spherical coordinates become 496 00:36:28,000 --> 00:36:32,000 appealing because the function you are averaging is just rho 497 00:36:32,000 --> 00:36:35,000 while in other coordinate systems it's a more complicated 498 00:36:35,000 --> 00:36:37,000 function. So, if you are asked to find 499 00:36:37,000 --> 00:36:41,000 the average distance from the origin, spherical coordinates 500 00:36:41,000 --> 00:36:43,000 can be interesting. Also, 501 00:36:43,000 --> 00:36:47,000 well, there's moments of inertia, 502 00:36:47,000 --> 00:36:50,000 preferably the one about the z axis because if you have to 503 00:36:50,000 --> 00:36:52,000 integrate something that involves x or y, 504 00:36:52,000 --> 00:36:55,000 then your integrand will contain that awful rho sine phi 505 00:36:55,000 --> 00:36:57,000 sine theta or rho sine phi cosine theta, 506 00:36:57,000 --> 00:37:00,000 and then it won't be much fun to evaluate. 507 00:37:00,000 --> 00:37:05,000 So, that anyway, there's the usual ones. 508 00:37:05,000 --> 00:37:08,000 And then there's a new one. So, in physics, 509 00:37:08,000 --> 00:37:16,000 you've probably seen things about gravitational attraction. 510 00:37:16,000 --> 00:37:19,000 If not, well, it's what causes apples to fall 511 00:37:19,000 --> 00:37:22,000 and other things like that as well. 512 00:37:22,000 --> 00:37:26,000 So, anyway, physics tells you that if you have two masses, 513 00:37:26,000 --> 00:37:30,000 then they attract each other with a force that's directed 514 00:37:30,000 --> 00:37:33,000 towards each other. And in intensity, 515 00:37:33,000 --> 00:37:37,000 it's proportional to the two masses, and inversely 516 00:37:37,000 --> 00:37:41,000 proportional to the square of the distance between them. 517 00:37:41,000 --> 00:37:45,000 So, if you have a given solid with 518 00:37:45,000 --> 00:37:50,000 a certain mass distribution, and you want to know how it 519 00:37:50,000 --> 00:37:53,000 attracts something else that you will put nearby, 520 00:37:53,000 --> 00:37:58,000 then you actually have to, the first approximation will be 521 00:37:58,000 --> 00:37:59,000 to say, well, let's just put a point 522 00:37:59,000 --> 00:38:02,000 mass at its center of mass. But, if you're solid is 523 00:38:02,000 --> 00:38:04,000 actually not homogenous, or has a weird shape, 524 00:38:04,000 --> 00:38:07,000 then that's not actually the exact answer. 525 00:38:07,000 --> 00:38:09,000 So, in general, you would have to just take 526 00:38:09,000 --> 00:38:12,000 every single piece of your object and figure out how it 527 00:38:12,000 --> 00:38:14,000 attracts you, and then compute the sum of 528 00:38:14,000 --> 00:38:15,000 these. So, for example, 529 00:38:15,000 --> 00:38:18,000 if you want to understand why anything that you drop in this 530 00:38:18,000 --> 00:38:21,000 room will fall down, you have to understand that 531 00:38:21,000 --> 00:38:24,000 Boston is actually attracting it towards Boston. 532 00:38:24,000 --> 00:38:26,000 And, Somerville's attracting it towards Somerville, 533 00:38:26,000 --> 00:38:29,000 and lots of things like that. And, China, which is much 534 00:38:29,000 --> 00:38:33,000 further on the other side is going to attract towards China. 535 00:38:33,000 --> 00:38:35,000 But, there's a lot of stuff on the other side of the Earth. 536 00:38:35,000 --> 00:38:37,000 And so, overall, it's supposed to end up just 537 00:38:37,000 --> 00:38:41,000 going down. OK, so now, how to find this 538 00:38:41,000 --> 00:38:47,000 out, well, you have to just integrate over the entire Earth. 539 00:38:47,000 --> 00:38:52,000 OK, so let's try to see how that goes. 540 00:38:52,000 --> 00:38:56,000 So, the setup that's going to be easiest for us to do 541 00:38:56,000 --> 00:39:01,000 computations is going to be that we are going to be the test mass 542 00:39:01,000 --> 00:39:04,000 that's going to be falling. And, we are going to put 543 00:39:04,000 --> 00:39:07,000 ourselves at the origin. And, the solid that's going to 544 00:39:07,000 --> 00:39:10,000 attract us is going to be wherever we want in space. 545 00:39:10,000 --> 00:39:13,000 You'll see, putting yourself at the origin is going to be 546 00:39:13,000 --> 00:39:15,000 better. Well, you have to put something 547 00:39:15,000 --> 00:39:17,000 at the origin. And, the one that will stay a 548 00:39:17,000 --> 00:39:21,000 point mass, I mean, in my case not really a point, 549 00:39:21,000 --> 00:39:24,000 but anyway, let's say that I'm a point. 550 00:39:24,000 --> 00:39:27,000 And then, I have a solid attracting me. 551 00:39:27,000 --> 00:39:32,000 Well, so then if I take a small piece 552 00:39:32,000 --> 00:39:37,000 of it with the mass delta M, then that portion of the solid 553 00:39:37,000 --> 00:39:42,000 exerts a force on me, which is going to be directed 554 00:39:42,000 --> 00:39:47,000 towards it, and we'll have intensity. 555 00:39:47,000 --> 00:39:59,000 So, the gravitational force -- -- exerted by the mass delta M 556 00:39:59,000 --> 00:40:09,000 at the point of x, y, z in space on a mass at the 557 00:40:09,000 --> 00:40:13,000 origin. Well, we know how to express 558 00:40:13,000 --> 00:40:16,000 that. Physics tells us that the 559 00:40:16,000 --> 00:40:21,000 magnitude of this force is going to be, well, G is just a 560 00:40:21,000 --> 00:40:23,000 constant. It's the gravitational 561 00:40:23,000 --> 00:40:27,000 constant, and its value depends on which unit system you use. 562 00:40:27,000 --> 00:40:33,000 Usually it's pretty small, times the mass delta M, 563 00:40:33,000 --> 00:40:39,000 times the test mass little m, divided by the square of the 564 00:40:39,000 --> 00:40:43,000 distance. And, the distance from U to 565 00:40:43,000 --> 00:40:48,000 that thing is conveniently called rho since we've been 566 00:40:48,000 --> 00:40:51,000 introducing spherical coordinates. 567 00:40:51,000 --> 00:40:54,000 So, that's the size, that's the magnitude of the 568 00:40:54,000 --> 00:40:56,000 force. We also need to know the 569 00:40:56,000 --> 00:41:01,000 direction of the force. And, the direction is going to 570 00:41:01,000 --> 00:41:07,000 be towards that point. So, the direction of the force 571 00:41:07,000 --> 00:41:11,000 is going to be that of x, y, z. 572 00:41:11,000 --> 00:41:13,000 But if I want a unit vector, then I should scale this down 573 00:41:13,000 --> 00:41:22,000 to length one. So, let me divide this by rho 574 00:41:22,000 --> 00:41:32,000 to get a unit vector. So, that means that the force 575 00:41:32,000 --> 00:41:40,000 I'm getting from this guy is actually going to be G delta M m 576 00:41:40,000 --> 00:41:44,000 over rho cubed times x, y, z. 577 00:41:44,000 --> 00:41:50,000 I'm just multiplying the magnitude by the unit vector in 578 00:41:50,000 --> 00:41:54,000 the correct direction. OK, so now if I have not just 579 00:41:54,000 --> 00:41:56,000 that little p is delta M, but an entire solid, 580 00:41:56,000 --> 00:41:59,000 then I have to sum all these guys together. 581 00:41:59,000 --> 00:42:04,000 And, I will get the vector that gives me the total force 582 00:42:04,000 --> 00:42:06,000 exerted, OK? So, of course, 583 00:42:06,000 --> 00:42:09,000 there's actually three different calculations in one 584 00:42:09,000 --> 00:42:12,000 because you have to sum the x components to get the x 585 00:42:12,000 --> 00:42:16,000 components of a total force. Same with the y, 586 00:42:16,000 --> 00:42:28,000 and same with the z. So, let me first write down the 587 00:42:28,000 --> 00:42:36,000 actual formula. So, if you integrate over the 588 00:42:36,000 --> 00:42:39,000 entire solid, oh, and I have to remind you, 589 00:42:39,000 --> 00:42:42,000 well, what's the mass, delta M of a small piece of 590 00:42:42,000 --> 00:42:45,000 volume delta V? Well, it's the density times 591 00:42:45,000 --> 00:42:48,000 the volume. So, the mass is going to be, 592 00:42:48,000 --> 00:42:54,000 sorry, density is delta. There is a lot of Greek letters 593 00:42:54,000 --> 00:43:04,000 there, times the volume element. So, you will get that the force 594 00:43:04,000 --> 00:43:12,000 is the triple integral over your solid of G m x, 595 00:43:12,000 --> 00:43:18,000 y, z over rho cubed, delta dV. 596 00:43:18,000 --> 00:43:21,000 Now, two observations about that. 597 00:43:21,000 --> 00:43:23,000 So, the first one, well, of course, 598 00:43:23,000 --> 00:43:29,000 these are just constants. So, they can go out. 599 00:43:29,000 --> 00:43:31,000 The second observation, so here, we are integrating a 600 00:43:31,000 --> 00:43:33,000 vector quantity. So, what does that mean? 601 00:43:33,000 --> 00:43:38,000 I just mean the x component of a force is given by integrating 602 00:43:38,000 --> 00:43:41,000 G m x over rho cubed delta dV. The y components, 603 00:43:41,000 --> 00:43:43,000 same thing with y. The z components, 604 00:43:43,000 --> 00:43:46,000 same thing with z. OK, there's no, 605 00:43:46,000 --> 00:43:51,000 like, you know, just integrate component by 606 00:43:51,000 --> 00:43:56,000 component to get each component of the force. 607 00:43:56,000 --> 00:44:01,000 So, now we could very well to this in rectangular coordinates 608 00:44:01,000 --> 00:44:04,000 if we want. But the annoying thing is this 609 00:44:04,000 --> 00:44:06,000 rho cubed. Rho cubed is going to be x 610 00:44:06,000 --> 00:44:10,000 squared plus y squared plus z squared to the three halves. 611 00:44:10,000 --> 00:44:13,000 That's not going to be a very pleasant thing to integrate. 612 00:44:13,000 --> 00:44:24,000 So, it's much better to set up these integrals in spherical 613 00:44:24,000 --> 00:44:29,000 coordinates. And, if we're going to do it in 614 00:44:29,000 --> 00:44:32,000 spherical coordinates, then probably we don't want to 615 00:44:32,000 --> 00:44:34,000 bother too much with x and y components because those would 616 00:44:34,000 --> 00:44:38,000 be unpleasant. It would give us rho sine phi 617 00:44:38,000 --> 00:44:47,000 cos theta or sine theta. So, the actual way we will set 618 00:44:47,000 --> 00:44:57,000 up things, set things up, is to place the solid so that 619 00:44:57,000 --> 00:45:04,000 the z axis is an axis of symmetry. 620 00:45:04,000 --> 00:45:07,000 And, of course, that only works if the solid 621 00:45:07,000 --> 00:45:10,000 has some axis of symmetry. Like, if you're trying to find 622 00:45:10,000 --> 00:45:13,000 the gravitational attraction of the Pyramid of Giza, 623 00:45:13,000 --> 00:45:16,000 then you won't be able to set up so that it has rotation 624 00:45:16,000 --> 00:45:18,000 symmetry. Well, that's a tough fact of 625 00:45:18,000 --> 00:45:21,000 life, and you have to actually do it in x, y, 626 00:45:21,000 --> 00:45:24,000 z coordinates. But, if at all possible, 627 00:45:24,000 --> 00:45:27,000 then you're going to place things. 628 00:45:27,000 --> 00:45:30,000 Well, I guess even then, you could center it on the z 629 00:45:30,000 --> 00:45:32,000 axis. But anyway, so you're going to 630 00:45:32,000 --> 00:45:37,000 mostly place things so that your solid is actually centered on 631 00:45:37,000 --> 00:45:41,000 the z-axis. And, what you gain by that is 632 00:45:41,000 --> 00:45:45,000 that by symmetry, the gravitational force will be 633 00:45:45,000 --> 00:45:52,000 directed along the z axis. So, you will just have to 634 00:45:52,000 --> 00:45:58,000 figure out the z component. So, then the force will be 635 00:45:58,000 --> 00:46:03,000 actually, you know in advance that it will be given by zero, 636 00:46:03,000 --> 00:46:11,000 zero, and some z component. And then, you just need to 637 00:46:11,000 --> 00:46:19,000 compute that component. And, that component will be 638 00:46:19,000 --> 00:46:27,000 just G times m times triple integral of z over rho cubed 639 00:46:27,000 --> 00:46:30,000 delta dV. OK, so that's the first 640 00:46:30,000 --> 00:46:35,000 simplification we can try to do. The second thing is, 641 00:46:35,000 --> 00:46:38,000 well, we have to choose our favorite coordinate system to do 642 00:46:38,000 --> 00:46:45,000 this. But, I claim that actually 643 00:46:45,000 --> 00:46:57,000 spherical coordinates are the best -- -- because let's see 644 00:46:57,000 --> 00:47:04,000 what happens. So, G times mass times triple 645 00:47:04,000 --> 00:47:09,000 integral, well, a z in spherical coordinates 646 00:47:09,000 --> 00:47:14,000 becomes rho cosine phi over rho cubed. 647 00:47:14,000 --> 00:47:17,000 Density, well, we can't do anything about 648 00:47:17,000 --> 00:47:21,000 density. And then, dV becomes rho 649 00:47:21,000 --> 00:47:28,000 squared sine phi d rho d phi d theta. 650 00:47:28,000 --> 00:47:34,000 Well, so, what happens with that? 651 00:47:34,000 --> 00:47:37,000 Well, you see that you have a rho, a rho squared, 652 00:47:37,000 --> 00:47:39,000 and a rho cubed that cancel each other. 653 00:47:39,000 --> 00:47:42,000 So, in fact, it simplifies quite a bit if 654 00:47:42,000 --> 00:47:44,000 you do it in spherical coordinates. 655 00:48:08,000 --> 00:48:12,000 OK, so the z component of the force, sorry, 656 00:48:12,000 --> 00:48:18,000 I'm putting a z here to remind you it's the z component. 657 00:48:18,000 --> 00:48:19,000 That is not a partial derivative, OK? 658 00:48:19,000 --> 00:48:27,000 Don't get things mixed up, just the z component of the 659 00:48:27,000 --> 00:48:35,000 force becomes Gm triple integral of delta cos phi sine phi d rho 660 00:48:35,000 --> 00:48:40,000 d phi d theta. And, so this thing is not dV, 661 00:48:40,000 --> 00:48:42,000 of course. dV is much bigger, 662 00:48:42,000 --> 00:48:45,000 but we've somehow canceled out most of dV with stuff that was 663 00:48:45,000 --> 00:48:49,000 in the integrand. And see, that's actually 664 00:48:49,000 --> 00:48:55,000 suddenly much less scary. OK, so just to give you an 665 00:48:55,000 --> 00:49:01,000 example of what you can prove it this way, you can prove Newton's 666 00:49:01,000 --> 00:49:06,000 theorem, which says the following thing. 667 00:49:06,000 --> 00:49:23,000 It says the gravitational attraction -- -- of a spherical 668 00:49:23,000 --> 00:49:29,000 planet, I should say with uniform 669 00:49:29,000 --> 00:49:32,000 density, or actually it's enough for the 670 00:49:32,000 --> 00:49:34,000 density to depend just on distance to the center. 671 00:49:34,000 --> 00:49:50,000 But we just simplify the statement is equal to that of a 672 00:49:50,000 --> 00:50:05,000 point mass -- -- with the same total mass at its center. 673 00:50:05,000 --> 00:50:11,000 OK, so what that means is that, so the way we would set it up 674 00:50:11,000 --> 00:50:18,000 is u would be sitting here and your planet would be over here. 675 00:50:18,000 --> 00:50:21,000 Or, if you're at the surface of it, then of course you just put 676 00:50:21,000 --> 00:50:25,000 it tangent to the xy plane here. And, you would compute that 677 00:50:25,000 --> 00:50:27,000 quantity. Computation is a little bit 678 00:50:27,000 --> 00:50:30,000 annoying if a sphere is sitting up there because, 679 00:50:30,000 --> 00:50:31,000 of course, you have to find bounds, 680 00:50:31,000 --> 00:50:33,000 and that's not going to be very pleasant. 681 00:50:33,000 --> 00:50:37,000 The case that we actually know how to do fairly well is if you 682 00:50:37,000 --> 00:50:39,000 are just at the surface of the planet. 683 00:50:39,000 --> 00:50:41,000 But then, what the theorem says is that 684 00:50:41,000 --> 00:50:44,000 the force that you're going to feel is exactly the same as if 685 00:50:44,000 --> 00:50:48,000 you removed all of the planet and you just put an equivalent 686 00:50:48,000 --> 00:50:50,000 point mass here. So, if the earth collapsed to a 687 00:50:50,000 --> 00:50:53,000 black hole at the center of the earth with the same mass, 688 00:50:53,000 --> 00:50:55,000 well, you wouldn't notice the difference immediately, 689 00:50:55,000 --> 00:51:00,000 or, rather, you would, but at least not in terms of 690 00:51:00,000 --> 00:51:04,000 your weight. OK, that's the end for today.