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 00:00:25,000 --> 00:00:30,000 We are going to continue to look at stuff in space. 8 00:00:30,000 --> 00:00:34,000 We have been working with triple integrals and seeing how 9 00:00:34,000 --> 00:00:37,000 to set them up in all sorts of coordinate systems. 10 00:00:37,000 --> 00:00:49,000 And the next topic we will be looking at are vector fields in 11 00:00:49,000 --> 00:00:52,000 space. And so, in particular, 12 00:00:52,000 --> 00:00:55,000 we will be learning about flux and work. 13 00:00:55,000 --> 00:00:58,000 So, just for a change, we will be starting with flux 14 00:00:58,000 --> 00:01:00,000 first. And we will do work, 15 00:01:00,000 --> 00:01:04,000 actually, after Thanksgiving. Just to remind you, 16 00:01:04,000 --> 00:01:08,000 a vector field in space is just the same thing as in the plane. 17 00:01:08,000 --> 00:01:19,000 At every point you have a vector, and the components of 18 00:01:19,000 --> 00:01:26,000 this vector depend on the coordinates x, 19 00:01:26,000 --> 00:01:34,000 y and z. Let's say the components might 20 00:01:34,000 --> 00:01:42,000 be P, Q, R, or your favorite three letters, 21 00:01:42,000 --> 00:01:53,000 where each of these things is a function of coordinates x, 22 00:01:53,000 --> 00:01:56,000 y, z. You have seen that in the plane 23 00:01:56,000 --> 00:01:58,000 it is already pretty hard to draw a vector field. 24 00:01:58,000 --> 00:02:01,000 Usually, in space, we won't really try too hard. 25 00:02:01,000 --> 00:02:04,000 But it is still useful to try to have a general idea for what 26 00:02:04,000 --> 00:02:07,000 the vectors in there are doing, whether they are all going in 27 00:02:07,000 --> 00:02:09,000 the same direction, whether they may be all 28 00:02:09,000 --> 00:02:12,000 vertical or horizontal, pointing away from the origin, 29 00:02:12,000 --> 00:02:15,000 towards it, things like that. 30 00:02:15,000 --> 00:02:19,000 But, generally-speaking, we won't really bother with 31 00:02:19,000 --> 00:02:24,000 trying to draw a picture because that is going to be quite hard. 32 00:02:24,000 --> 00:02:30,000 Just to give you examples, well, the same kinds of 33 00:02:30,000 --> 00:02:37,000 examples as the plane, you can think of force fields. 34 00:02:37,000 --> 00:02:48,000 For example, the gravitational attraction -- 35 00:02:48,000 --> 00:03:01,000 -- of a solid mass, let's call this mass big M, 36 00:03:01,000 --> 00:03:13,000 at the origin on a mass M at point x, y, z. 37 00:03:13,000 --> 00:03:20,000 That would be given by a vector field that points toward the 38 00:03:20,000 --> 00:03:27,000 origin and whose magnitude is inversely proportional to the 39 00:03:27,000 --> 00:03:31,000 square of a distance from the origin. 40 00:03:31,000 --> 00:03:39,000 Such a field would be directed towards the origin and its 41 00:03:39,000 --> 00:03:47,000 magnitude would be of the order of a constant over pho squared 42 00:03:47,000 --> 00:03:53,000 where pho is the distance from the origin. 43 00:03:53,000 --> 00:03:57,000 The picture, if I really wanted to draw a 44 00:03:57,000 --> 00:04:02,000 picture, would be everywhere it is a field that points towards 45 00:04:02,000 --> 00:04:09,000 the origin. And if I am further away then 46 00:04:09,000 --> 00:04:13,000 it gets smaller. And, of course, 47 00:04:13,000 --> 00:04:16,000 I am not going to try to draw all these vectors in there. 48 00:04:16,000 --> 00:04:27,000 If I wanted to give a formula for that -- A formula for that 49 00:04:27,000 --> 00:04:36,000 might be something of a form minus c times x, 50 00:04:36,000 --> 00:04:41,000 y, z over pho cubed. Let's see. 51 00:04:41,000 --> 00:04:44,000 Well, the direction of this vector, this vector is 52 00:04:44,000 --> 00:04:46,000 proportional to negative x, y, z. 53 00:04:47,000 --> 00:04:49,000 is the vector that goes from the origin to your point. 54 00:04:49,000 --> 00:04:52,000 The negative goes towards the origin. 55 00:04:52,000 --> 00:04:56,000 Then the magnitude of this guy, well, the magnitude of x, 56 00:04:56,000 --> 00:05:00,000 y, z is just the distance from the origin rho. 57 00:05:00,000 --> 00:05:05,000 So the magnitude of this thing is one over rho cubed times some 58 00:05:05,000 --> 00:05:10,000 constant factor. That would be an example of a 59 00:05:10,000 --> 00:05:14,000 vector field that comes up in physics. 60 00:05:14,000 --> 00:05:20,000 Well, other examples would be electric fields. 61 00:05:20,000 --> 00:05:23,000 Actually, if you look at the electric field generated by a 62 00:05:23,000 --> 00:05:27,000 charged particle at the origin, it is given by exactly the same 63 00:05:27,000 --> 00:05:36,000 kind of formula, and there are magnetic fields 64 00:05:36,000 --> 00:05:42,000 and so on. Another example comes from 65 00:05:42,000 --> 00:05:46,000 velocity fields. If you have a fluid flow, 66 00:05:46,000 --> 00:05:49,000 for example, if you want to study wind 67 00:05:49,000 --> 00:05:52,000 patterns in the atmosphere. Well, wind, most of the time, 68 00:05:52,000 --> 00:05:55,000 is kind of horizontal, but maybe it depends on the 69 00:05:55,000 --> 00:05:58,000 altitude. At high altitude you have jet 70 00:05:58,000 --> 00:06:03,000 streams, and the wind velocity is not the same at all 71 00:06:03,000 --> 00:06:08,000 altitudes. And, just to give you more 72 00:06:08,000 --> 00:06:15,000 examples, in math we have seen that the gradient of a function 73 00:06:15,000 --> 00:06:21,000 of three variables gives you a vector field. 74 00:06:21,000 --> 00:06:25,000 If you have a function u of x, y, z then its gradient field 75 00:06:25,000 --> 00:06:30,000 has just components, u sub x, u sub y and u sub z. 76 00:06:30,000 --> 00:06:32,000 And, of course, the cases are not mutually 77 00:06:32,000 --> 00:06:34,000 exclusive. For example, 78 00:06:34,000 --> 00:06:38,000 the electric field or gravitational field is given by 79 00:06:38,000 --> 00:06:42,000 the gradient of the gravitational or electric 80 00:06:42,000 --> 00:06:46,000 potential. So, these are not like 81 00:06:46,000 --> 00:06:51,000 different cases. There is overlap. 82 00:06:51,000 --> 00:06:54,000 Anyway, hopefully, you are kind of convinced that 83 00:06:54,000 --> 00:06:57,000 you should learn about vector fields. 84 00:06:57,000 --> 00:06:59,000 What are we going to do with them? 85 00:06:59,000 --> 00:07:16,000 Well, let's start with flux. Remember not so long ago we 86 00:07:16,000 --> 00:07:24,000 looked at flux of a two-dimensional field of a 87 00:07:24,000 --> 00:07:32,000 curve. We had a curve in the plane and 88 00:07:32,000 --> 00:07:41,000 we had a vector field. And we looked at the component 89 00:07:41,000 --> 00:07:47,000 of a vector field in the direction that was normal to the 90 00:07:47,000 --> 00:07:51,000 curve. We formed the flux integral 91 00:07:51,000 --> 00:07:54,000 that was a line integral F dot n ds. 92 00:07:54,000 --> 00:07:59,000 And that measured how much the vector field was going across 93 00:07:59,000 --> 00:08:01,000 the curve. If you were thinking of a 94 00:08:01,000 --> 00:08:05,000 velocity field, that would measure how much 95 00:08:05,000 --> 00:08:08,000 fluid is passing through the curve in unit time. 96 00:08:08,000 --> 00:08:10,000 Now let's say that we were in space. 97 00:08:10,000 --> 00:08:14,000 Well, we cannot really think of flux as a line integral. 98 00:08:14,000 --> 00:08:18,000 Because, if you have a curve in space and say that you have wind 99 00:08:18,000 --> 00:08:22,000 or something like that, you cannot really ask how much 100 00:08:22,000 --> 00:08:24,000 air is flowing through the curve. 101 00:08:24,000 --> 00:08:28,000 See, to have a flow through something you need a surface. 102 00:08:28,000 --> 00:08:32,000 If you have a net maybe then you can ask how much stuff is 103 00:08:32,000 --> 00:08:37,000 passing through that surface. There is going to be a big 104 00:08:37,000 --> 00:08:44,000 difference here. In the three-dimensional space, 105 00:08:44,000 --> 00:08:51,000 flux will be measured through a surface. 106 00:08:51,000 --> 00:08:54,000 And so it will be a surface integral, not a line integral 107 00:08:54,000 --> 00:08:59,000 anymore. That means we will be 108 00:08:59,000 --> 00:09:10,000 integrating, we will be summing over all the pieces of a surface 109 00:09:10,000 --> 00:09:13,000 in space. Because a surface is a 110 00:09:13,000 --> 00:09:15,000 two-dimensional object, that will end up being a double 111 00:09:15,000 --> 00:09:17,000 integral. But, of course, 112 00:09:17,000 --> 00:09:19,000 we will have to set it up properly because the surface 113 00:09:19,000 --> 00:09:22,000 that is in space, and we will probably have x, 114 00:09:22,000 --> 00:09:24,000 y and z to deal with at the same time, 115 00:09:24,000 --> 00:09:28,000 and we will have to somehow get rid of one variable so that we 116 00:09:28,000 --> 00:09:31,000 can set up and evaluate a double integral. 117 00:09:31,000 --> 00:09:35,000 So conceptually it is very similar to line integrals. 118 00:09:35,000 --> 00:09:39,000 In the line integral in the plane, you had two variables 119 00:09:39,000 --> 00:09:42,000 that you reduced to one by figuring out what the curve was. 120 00:09:42,000 --> 00:09:51,000 Here you have three variables that you will reduce to two by 121 00:09:51,000 --> 00:09:56,000 figuring out what the surface is. 122 00:09:56,000 --> 00:10:00,000 Let me give you a definition of flux in 3D. 123 00:10:00,000 --> 00:10:15,000 Let's say that we have a vector field and s, a surface in space. 124 00:10:15,000 --> 00:10:17,000 Let me draw some kind of a picture. 125 00:10:17,000 --> 00:10:21,000 I have my surface and I have my vector field F. 126 00:10:21,000 --> 00:10:25,000 Well, at every point it changes with a point. 127 00:10:25,000 --> 00:10:28,000 Well, I want to figure out how much my vector field is going 128 00:10:28,000 --> 00:10:34,000 across that surface. That means I want to figure out 129 00:10:34,000 --> 00:10:40,000 the normal component of my vector field, 130 00:10:40,000 --> 00:10:45,000 so I will use, as in the plane case, 131 00:10:45,000 --> 00:10:53,000 the unit normal vector to s. I take my point on the surface 132 00:10:53,000 --> 00:10:59,000 and build a unit vector that is standing on it perpendicularly. 133 00:10:59,000 --> 00:11:05,000 Now, we have to decide which way it is standing. 134 00:11:05,000 --> 00:11:09,000 We can build our normal vector to go this way or to go the 135 00:11:09,000 --> 00:11:12,000 other way around. There are two choices. 136 00:11:12,000 --> 00:11:16,000 Basically, whenever you want to set up a flux integral you have 137 00:11:16,000 --> 00:11:19,000 to choose one side of the surface. 138 00:11:19,000 --> 00:11:23,000 And you will count positively what flows toward that side and 139 00:11:23,000 --> 00:11:26,000 negatively what flows towards the other side. 140 00:11:26,000 --> 00:11:40,000 There are two choices for n. We need to choose a side of the 141 00:11:40,000 --> 00:11:45,000 surface. In the case of curves, 142 00:11:45,000 --> 00:11:50,000 we made that choice by deciding that because we were going along 143 00:11:50,000 --> 00:11:54,000 some direction on the curve we could choose one side by saying 144 00:11:54,000 --> 00:11:57,000 let's rotate clockwise from the tangent vector. 145 00:11:57,000 --> 00:12:00,000 And, in a way, what we were doing was really 146 00:12:00,000 --> 00:12:04,000 it was a recipe to choose for us one of the two sides. 147 00:12:04,000 --> 00:12:09,000 Here we don't have a notion of orienting the surface other than 148 00:12:09,000 --> 00:12:14,000 by precisely choosing one of the two possible normal vectors. 149 00:12:14,000 --> 00:12:15,000 So, in fact, this is called choosing an 150 00:12:15,000 --> 00:12:18,000 orientation of a surface. When you are saying you are 151 00:12:18,000 --> 00:12:22,000 orienting the surface that really means you are deciding 152 00:12:22,000 --> 00:12:31,000 which side is which. Let's call that orientation. 153 00:12:31,000 --> 00:12:35,000 Now, there is no set convention that will work forever. 154 00:12:35,000 --> 00:12:39,000 But the usually traditional settings would be to take your 155 00:12:39,000 --> 00:12:43,000 normal vector pointing maybe out of the solid region because then 156 00:12:43,000 --> 00:12:48,000 you will be looking at flux that is coming out of that region of 157 00:12:48,000 --> 00:12:51,000 space. Or, if you have a surface that 158 00:12:51,000 --> 00:12:55,000 is not like closed or anything but maybe you will want the flux 159 00:12:55,000 --> 00:12:59,000 going up through the region. Or, there are various 160 00:12:59,000 --> 00:13:02,000 conventions. Concretely, on problem sets it 161 00:13:02,000 --> 00:13:05,000 will either say which choice you have to make or you get to 162 00:13:05,000 --> 00:13:07,000 choose which one you want to make. 163 00:13:07,000 --> 00:13:10,000 And, of course, if you choose the other one 164 00:13:10,000 --> 00:13:12,000 then the sign becomes the opposite. 165 00:13:12,000 --> 00:13:17,000 Now, once we have made a choice then we can define the flux 166 00:13:17,000 --> 00:13:21,000 integral. It will just be the double 167 00:13:21,000 --> 00:13:26,000 integral over a surface of F dot n dS. 168 00:13:26,000 --> 00:13:33,000 Now I am using a big dS. That stands for the surface 169 00:13:33,000 --> 00:13:39,000 area element on this surface. I am using dS rather than dA 170 00:13:39,000 --> 00:13:43,000 because I still want to think of dA as maybe the area in one of 171 00:13:43,000 --> 00:13:47,000 the coordinate planes like the one we had in double integrals. 172 00:13:47,000 --> 00:13:51,000 You will see later where this comes in. 173 00:13:51,000 --> 00:13:54,000 But conceptually it is very similar. 174 00:13:54,000 --> 00:13:59,000 Concretely what this means is I cut my surface into little 175 00:13:59,000 --> 00:14:03,000 pieces. Each of them has area delta S. 176 00:14:03,000 --> 00:14:07,000 And, for each piece, I take my vector field, 177 00:14:07,000 --> 00:14:13,000 I take my normal vector, I dot them and I multiply by 178 00:14:13,000 --> 00:14:17,000 this surface area and sum all these things together. 179 00:14:17,000 --> 00:14:23,000 That is what a double integral means. 180 00:14:23,000 --> 00:14:25,000 In particular, an easy case where you know you 181 00:14:25,000 --> 00:14:28,000 can get away without computing anything is, of course, 182 00:14:28,000 --> 00:14:32,000 if your vector field is tangent to the surface because then you 183 00:14:32,000 --> 00:14:36,000 know that there is no flux. Flux is going to be zero 184 00:14:36,000 --> 00:14:38,000 because nothing passes through the surface. 185 00:14:38,000 --> 00:14:42,000 Otherwise, we have to figure out how to compute these things. 186 00:14:42,000 --> 00:14:50,000 That is what we are going to learn now. 187 00:14:50,000 --> 00:14:51,000 Well, maybe I should box this formula. 188 00:14:51,000 --> 00:14:57,000 I have noticed that some of you seem to like it when I box the 189 00:14:57,000 --> 00:15:03,000 important formulas. (APPLAUSE) By the way, 190 00:15:03,000 --> 00:15:12,000 a piece of notation before I move on, sometimes you will also 191 00:15:12,000 --> 00:15:18,000 see the notation vector dS. What is vector dS? 192 00:15:18,000 --> 00:15:24,000 Vector dS is this guy n dS put together. 193 00:15:24,000 --> 00:15:30,000 Vector dS is a vector which points perpendicular to the 194 00:15:30,000 --> 00:15:35,000 surface and whose length corresponds to the surface 195 00:15:35,000 --> 00:15:37,000 element. And the reason for having this 196 00:15:37,000 --> 00:15:41,000 shortcut notation, well, it is not only laziness 197 00:15:41,000 --> 00:15:44,000 like saving one n, but it is because this guy is 198 00:15:44,000 --> 00:15:49,000 very often easier to compute than it is to set up n and dS 199 00:15:49,000 --> 00:15:52,000 separately. Actually, if you remember in 200 00:15:52,000 --> 00:15:56,000 the plane, we have seen that vector n little ds can be 201 00:15:56,000 --> 00:15:59,000 written directly as dy, - dx. 202 00:15:59,000 --> 00:16:03,000 That was easier than finding n and ds separately. 203 00:16:03,000 --> 00:16:15,000 And here the same is going to be true in many cases. 204 00:16:15,000 --> 00:16:23,000 Well, any questions before we do examples? 205 00:16:23,000 --> 00:16:24,000 No. OK. 206 00:16:24,000 --> 00:16:38,000 Let's do examples. The first example for today is 207 00:16:38,000 --> 00:16:51,000 we are going to look at the flux of vector field xi yj xk through 208 00:16:51,000 --> 00:17:02,000 the sphere of radius a -- -- centered at the origin. 209 00:17:02,000 --> 00:17:18,000 What does the picture look like? We have a sphere of radius a. 210 00:17:18,000 --> 00:17:22,000 I have my vector field. Well, , see, 211 00:17:22,000 --> 00:17:25,000 that is a vector field that is equal to the vector from the 212 00:17:25,000 --> 00:17:35,000 origin to the point where I am, so it is pointing radially away 213 00:17:35,000 --> 00:17:42,000 from the origin. My vector field is really 214 00:17:42,000 --> 00:17:49,000 sticking out everywhere away from the origin. 215 00:17:49,000 --> 00:17:56,000 Now I have to find the normal vector to the sphere if I want 216 00:17:56,000 --> 00:18:04,000 to set up double integral over the sphere of F dot vector ds, 217 00:18:04,000 --> 00:18:09,000 or if you want F dot n dS. What does the normal vector to 218 00:18:09,000 --> 00:18:12,000 the sphere look like? Well, it depends, 219 00:18:12,000 --> 00:18:14,000 of course, whether I choose it pointing out or in. 220 00:18:14,000 --> 00:18:18,000 Let's say I am choosing it pointing out then it will be 221 00:18:18,000 --> 00:18:20,000 sticking straight out of a sphere as well. 222 00:18:20,000 --> 00:18:27,000 Hopefully, you can see that if I take a normal vector to the 223 00:18:27,000 --> 00:18:34,000 sphere it is actually pointing radially out away from the 224 00:18:34,000 --> 00:18:38,000 origin. In fact, our vector field and 225 00:18:38,000 --> 00:18:41,000 our normal vector are parallel to each other. 226 00:18:41,000 --> 00:18:45,000 Let's think a bit more about what a normal vector looks like. 227 00:18:45,000 --> 00:18:47,000 I said it is sticking straight out. 228 00:18:47,000 --> 00:18:49,000 It is proportional to this vector field. 229 00:18:49,000 --> 00:18:51,000 Maybe I should start by writing 230 00:18:52,000 --> 00:18:56,000 because that is the vector that goes from the origin to my point 231 00:18:56,000 --> 00:18:59,000 so it points radially away from the origin. 232 00:18:59,000 --> 00:19:00,000 Now there is a small problem with that. 233 00:19:00,000 --> 00:19:04,000 It is not a unit vector. So what is its length? 234 00:19:04,000 --> 00:19:08,000 Well, its length is square root of x^2 y^2 z^2. 235 00:19:08,000 --> 00:19:13,000 But, if I am on the sphere, then that length is just equal 236 00:19:13,000 --> 00:19:16,000 to a because distance from the origin is a. 237 00:19:16,000 --> 00:19:23,000 In fact, I get my normal vector by scaling this guy down by a 238 00:19:23,000 --> 00:19:27,000 factor of a. And let me write it down just 239 00:19:27,000 --> 00:19:34,000 in case you are still unsure. This is unit because square 240 00:19:34,000 --> 00:19:43,000 root of x^2 y^2 z^2 is equal to a on the sphere. 241 00:19:43,000 --> 00:19:48,000 OK. Any questions about this? 242 00:19:48,000 --> 00:19:52,000 No. It looks OK? I see a lot of blank faces. 243 00:19:52,000 --> 00:19:58,000 That physics test must have been hard. 244 00:19:58,000 --> 00:20:03,000 Yes? I could have put a rho but I 245 00:20:03,000 --> 00:20:06,000 want to emphasize the fact that here it is going to be a 246 00:20:06,000 --> 00:20:09,000 constant. I mean rho has this connotation 247 00:20:09,000 --> 00:20:13,000 of being a variable that I will need to then maybe integrate 248 00:20:13,000 --> 00:20:17,000 over or do something with. Yes, it would be correct to put 249 00:20:17,000 --> 00:20:20,000 rho but I then later will want to replace it by its actual 250 00:20:20,000 --> 00:20:24,000 value which is a number. And the number is a. 251 00:20:24,000 --> 00:20:28,000 It is not going to actually change from point to point. 252 00:20:28,000 --> 00:20:30,000 For example, if this was the unit sphere 253 00:20:30,000 --> 00:20:32,000 then I would just put x, y, z. 254 00:20:32,000 --> 00:20:41,000 I wouldn't divide by anything. Now let's figure out F dot n. 255 00:20:41,000 --> 00:20:47,000 Let's do things one at a time. Well, F and n are parallel to 256 00:20:47,000 --> 00:20:53,000 each other. F dot n, the normal component 257 00:20:53,000 --> 00:21:00,000 of F, is actually equal to the length of F. 258 00:21:00,000 --> 00:21:05,000 Well, times the length of n if you want, but that is going to 259 00:21:05,000 --> 00:21:09,000 be a one since F and n are parallel to each other. 260 00:21:09,000 --> 00:21:12,000 And what is the magnitude of F if I am on the sphere? 261 00:21:12,000 --> 00:21:18,000 Well, the magnitude of F in general is square root of x^2 262 00:21:18,000 --> 00:21:23,000 y^2 z^2 on the sphere that is going be a. 263 00:21:23,000 --> 00:21:25,000 The other way to do it, if you don't want to think 264 00:21:25,000 --> 00:21:28,000 geometrically like that, is to just to do the dot 265 00:21:28,000 --> 00:21:31,000 product x, y, z doted with x over a, 266 00:21:31,000 --> 00:21:35,000 y over a, z over a. You will be x^2 y^2 z^2 divided 267 00:21:35,000 --> 00:21:40,000 by a. That will simplify to a because 268 00:21:40,000 --> 00:21:45,000 we are on the sphere. See, we are already using here 269 00:21:45,000 --> 00:21:47,000 the relation between x, y and z. 270 00:21:47,000 --> 00:21:49,000 We are not letting x, y and z be completely 271 00:21:49,000 --> 00:21:51,000 arbitrary. But the slogan is everything 272 00:21:51,000 --> 00:21:54,000 happens on the surface where we are doing the integral. 273 00:21:54,000 --> 00:21:56,000 We are not looking at anything inside or outside. 274 00:21:56,000 --> 00:21:58,000 We are just on the surface. 275 00:22:34,000 --> 00:22:43,000 Now what do I do with that? Well, I have turned my integral 276 00:22:43,000 --> 00:22:50,000 into the double integral of a dS. 277 00:22:50,000 --> 00:22:53,000 And a is just a constant, so I am very lucky here. 278 00:22:53,000 --> 00:22:59,000 I can just say this will be a times the double integral of dS. 279 00:22:59,000 --> 00:23:02,000 And, of course, some day I will have to learn 280 00:23:02,000 --> 00:23:05,000 how to tackle that beast, but for now I don't actually 281 00:23:05,000 --> 00:23:08,000 need to because the double integral of dS just means I am 282 00:23:08,000 --> 00:23:11,000 summing the area of each little piece of the sphere. 283 00:23:11,000 --> 00:23:16,000 I am just going to get the total area of the sphere which I 284 00:23:16,000 --> 00:23:23,000 know to be 4pi a2. This guy here is going to be 285 00:23:23,000 --> 00:23:29,000 the area of S. I know that to be 4pi a^2. 286 00:23:29,000 --> 00:23:37,000 So I will get 4pi a^3. That one was relatively 287 00:23:37,000 --> 00:23:44,000 painless. That was too easy. 288 00:23:44,000 --> 00:23:49,000 Let's do a second example with the same sphere. 289 00:23:49,000 --> 00:23:56,000 But now my vector field is going to be just z times k. 290 00:23:56,000 --> 00:23:58,000 Well, let me give it a different name. 291 00:23:58,000 --> 00:24:04,000 Let me call it H instead of f or something like that just so 292 00:24:04,000 --> 00:24:08,000 that it is not called F anymore. Well, the initial part of the 293 00:24:08,000 --> 00:24:11,000 setup is still the same. The normal vector is still the 294 00:24:11,000 --> 00:24:13,000 same. What changes is, 295 00:24:13,000 --> 00:24:16,000 of course, my vector field is no longer sticking straight out 296 00:24:16,000 --> 00:24:18,000 so I cannot use this easy geometric argument. 297 00:24:18,000 --> 00:24:22,000 It looks like I will have to compute F dot n and then figure 298 00:24:22,000 --> 00:24:24,000 out how to integrate that with dS. 299 00:24:24,000 --> 00:24:36,000 Let's do that. We still have that n is 00:24:44,000 y, z>/a. That tells us that H dot n will 301 00:24:44,000 --> 00:24:49,000 be dot 00:24:57,000 z> / a. It looks like I will be left 303 00:24:57,000 --> 00:25:10,000 with z^2 over a. H dot n is z^2 over a. 304 00:25:10,000 --> 00:25:18,000 The double integral for flux now becomes double integral on 305 00:25:18,000 --> 00:25:25,000 the sphere of z^2 over a dS. Well, we can take out one over 306 00:25:25,000 --> 00:25:29,000 a, that is fine, but it looks like we will have 307 00:25:29,000 --> 00:25:33,000 to integrate z^2 on the surface of the sphere. 308 00:25:33,000 --> 00:25:37,000 How do we do that? Well, we have to figure out 309 00:25:37,000 --> 00:25:41,000 what is dS in terms of our favorite set of two variables 310 00:25:41,000 --> 00:25:45,000 that we will use to integrate. Now, what is the best way to 311 00:25:45,000 --> 00:25:47,000 figure out where you are on the sphere? 312 00:25:47,000 --> 00:25:51,000 Well, you could try to use maybe theta and z. 313 00:25:51,000 --> 00:25:55,000 If you know how high you are and where you are around, 314 00:25:55,000 --> 00:25:58,000 in principle you know where you are on the sphere. 315 00:25:58,000 --> 00:26:02,000 But since spherical coordinates we have actually learned about 316 00:26:02,000 --> 00:26:06,000 something much more interesting, namely spherical coordinates. 317 00:26:06,000 --> 00:26:09,000 It looks like longitude / latitude is the way to go when 318 00:26:09,000 --> 00:26:12,000 trying to figure out where you are on a sphere. 319 00:26:12,000 --> 00:26:19,000 We are going to use phi and theta. 320 00:26:19,000 --> 00:26:24,000 And, of course, we have to figure out how to 321 00:26:24,000 --> 00:26:28,000 express dS in terms of d phi and d theta. 322 00:26:28,000 --> 00:26:32,000 Well, if you were paying really, really close attention 323 00:26:32,000 --> 00:26:36,000 last time, you will notice that we have actually already done 324 00:26:36,000 --> 00:26:41,000 that. Last time we saw that if I have 325 00:26:41,000 --> 00:26:48,000 a sphere of radius a and I take a little piece of it that 326 00:26:48,000 --> 00:26:56,000 corresponds to small changes in phi and theta then we said that 327 00:26:56,000 --> 00:27:01,000 -- Well, we argued that this side here, 328 00:27:01,000 --> 00:27:08,000 the one that is going east-west was a piece of the circle that 329 00:27:08,000 --> 00:27:14,000 has a radius a sin phi because that is r, 330 00:27:14,000 --> 00:27:19,000 so that side is a sin phi delta theta. 331 00:27:19,000 --> 00:27:22,000 And the side that goes north-south is a piece of the 332 00:27:22,000 --> 00:27:26,000 circle of radius a corresponding to angle delta phi, 333 00:27:26,000 --> 00:27:32,000 so it is a delta phi. And so, just to get to the 334 00:27:32,000 --> 00:27:40,000 answer, we got dS equals a^2 sin phi d phi d theta. 335 00:27:40,000 --> 00:27:45,000 When we set up a surface integral on the surface of a 336 00:27:45,000 --> 00:27:48,000 sphere, most likely we will be using 337 00:27:48,000 --> 00:27:52,000 phi and theta as our two variables of integration and dS 338 00:27:52,000 --> 00:27:55,000 will become this. Now, it is OK to think of them 339 00:27:55,000 --> 00:27:58,000 as spherical coordinates, but I would like to encourage 340 00:27:58,000 --> 00:28:01,000 you not to think of them as spherical coordinates. 341 00:28:01,000 --> 00:28:05,000 Spherical coordinates are a way of describing points in space in 342 00:28:05,000 --> 00:28:09,000 terms of three variables. Here it is more like we are 343 00:28:09,000 --> 00:28:12,000 parameterizing the sphere. We are finding a parametric 344 00:28:12,000 --> 00:28:15,000 equation for the sphere using two variables phi and theta 345 00:28:15,000 --> 00:28:18,000 which happen to be part of the spherical coordinate system. 346 00:28:18,000 --> 00:28:22,000 But, see, there is no rho involved in here. 347 00:28:22,000 --> 00:28:26,000 I am not using any rho ever, and I am not going to in this 348 00:28:26,000 --> 00:28:28,000 calculation. I have two variable phi and 349 00:28:28,000 --> 00:28:37,000 theta. That is it. 350 00:28:37,000 --> 00:28:40,000 It is basically in the same way as when you parameterize a line 351 00:28:40,000 --> 00:28:45,000 integral in the circle, we use theta as the parameter 352 00:28:45,000 --> 00:28:50,000 variable and never think about r. 353 00:28:50,000 --> 00:28:52,000 That being said, well, we are going to use phi 354 00:28:52,000 --> 00:28:54,000 and theta. We know what dS is. 355 00:28:54,000 --> 00:28:58,000 We still need to figure out what z is. 356 00:28:58,000 --> 00:29:01,000 There we want to think a tiny bit about spherical coordinates 357 00:29:01,000 --> 00:29:08,000 again. And we will know that z is just 358 00:29:08,000 --> 00:29:15,000 a cos phi. In case you don't quite see it, 359 00:29:15,000 --> 00:29:25,000 let me draw a diagram. Phi is the angle down from the 360 00:29:25,000 --> 00:29:31,000 positive z axes, this distance is a, 361 00:29:31,000 --> 00:29:38,000 so this distance here is a cos phi. 362 00:29:38,000 --> 00:29:44,000 Now I have everything I need to compute my double integral. 363 00:29:44,000 --> 00:29:49,000 z^2 over a dS will become a double integral. 364 00:29:49,000 --> 00:30:00,000 z^2 becomes a^2 cos^2 phi over a times, ds becomes, 365 00:30:00,000 --> 00:30:07,000 a^2 sin phi d phi d theta. Now I need to set up bounds. 366 00:30:07,000 --> 00:30:12,000 Well, what are the bounds? Phi goes all the way from zero 367 00:30:12,000 --> 00:30:19,000 to pi because we go all the way from the north pole to the south 368 00:30:19,000 --> 00:30:23,000 pole, and theta goes from zero to 2pi. 369 00:30:23,000 --> 00:30:27,000 And, of course, I can get rid of some a's in 370 00:30:27,000 --> 00:30:34,000 there and take them out. Let's look at what number we 371 00:30:34,000 --> 00:30:37,000 get. First of all, 372 00:30:37,000 --> 00:30:43,000 we can take out all those a's and get a^3. 373 00:30:43,000 --> 00:30:50,000 Second, in the inner integral, we are integrating cos^2 phi 374 00:30:50,000 --> 00:30:54,000 sin phi d phi. I claim that integrates to cos3 375 00:30:54,000 --> 00:30:57,000 up to some factor, and that factor should be 376 00:30:57,000 --> 00:31:02,000 negative one-third. If you look at cos3 phi and you 377 00:31:02,000 --> 00:31:07,000 take its derivative, you will get that guy with a 378 00:31:07,000 --> 00:31:12,000 negative three in front between zero and pi. 379 00:31:12,000 --> 00:31:16,000 And, while integrating over theta, we will just multiply 380 00:31:16,000 --> 00:31:24,000 things by 2pi. Let me add the 2pi in front. 381 00:31:24,000 --> 00:31:27,000 Now, if I evaluate this guy between zero and pi, 382 00:31:27,000 --> 00:31:32,000 well, at pi cos^3 is negative one, at zero it is one, 383 00:31:32,000 --> 00:31:35,000 I will get two-thirds out of this. 384 00:31:35,000 --> 00:31:39,000 I end up with four-thirds pi a^3. 385 00:31:39,000 --> 00:31:46,000 Sorry I didn't write very much because I am trying to save 386 00:31:46,000 --> 00:31:52,000 blackboard space. Yes? 387 00:31:52,000 --> 00:31:55,000 That is a very natural question. That looks a lot like somebody 388 00:31:55,000 --> 00:31:58,000 we know, like the volume of a sphere. 389 00:31:58,000 --> 00:32:03,000 And ultimately it will be. Wait until next class when we 390 00:32:03,000 --> 00:32:07,000 talk about the divergence theorem. 391 00:32:07,000 --> 00:32:11,000 I mean the question was is this related to the volume of a 392 00:32:11,000 --> 00:32:14,000 sphere, and ultimately it is, but for now it is just some 393 00:32:14,000 --> 00:32:23,000 coincidence. Yes? 394 00:32:23,000 --> 00:32:26,000 The question is there is a way to do it M dx plus N dy plus 395 00:32:26,000 --> 00:32:28,000 stuff like that? The answer is unfortunately no 396 00:32:28,000 --> 00:32:30,000 because it is not a line integral. 397 00:32:30,000 --> 00:32:35,000 It is a surface integral, so we need to have to variables 398 00:32:35,000 --> 00:32:38,000 in there. In a way you would end up with 399 00:32:38,000 --> 00:32:41,000 things like some dx dy maybe and so on. 400 00:32:41,000 --> 00:32:45,000 I mean it is not practical to do it directly that way because 401 00:32:45,000 --> 00:32:49,000 you would have then to compute Jacobians to switch from dx dy 402 00:32:49,000 --> 00:32:52,000 to something else. We are going to see various 403 00:32:52,000 --> 00:32:54,000 ways of computing it. Unfortunately, 404 00:32:54,000 --> 00:32:57,000 it is not quite as simple as with line integrals. 405 00:32:57,000 --> 00:32:59,000 But it is not much harder. It is the same spirit. 406 00:32:59,000 --> 00:33:04,000 We just use two variables and set up everything in terms of 407 00:33:04,000 --> 00:33:12,000 these two variables. Any other questions? 408 00:33:12,000 --> 00:33:14,000 No. OK. 409 00:33:51,000 --> 00:33:54,000 By the way, just some food for thought. 410 00:33:54,000 --> 00:34:01,000 Never mind. Conclusion of looking at these 411 00:34:01,000 --> 00:34:05,000 two examples is that sometimes we can use geometric. 412 00:34:05,000 --> 00:34:07,000 The first example, we didn't actually have to 413 00:34:07,000 --> 00:34:11,000 compute an integral. But most of the time we need to 414 00:34:11,000 --> 00:34:14,000 learn how to set up double integrals. 415 00:34:14,000 --> 00:34:26,000 Use geometry or you need to set up for double integral of a 416 00:34:26,000 --> 00:34:30,000 surface. And so we are going to learn 417 00:34:30,000 --> 00:34:33,000 how to do that in general. As I said, we need to have two 418 00:34:33,000 --> 00:34:37,000 parameters on the surface and express everything in terms of 419 00:34:37,000 --> 00:34:43,000 these. Let's look at various examples. 420 00:34:43,000 --> 00:34:46,000 We are going to see various situations where we can do 421 00:34:46,000 --> 00:34:49,000 things. Well, let's start with an easy 422 00:34:49,000 --> 00:34:53,000 one. Let's call that number zero. 423 00:34:53,000 --> 00:35:02,000 Say that my surface S is a horizontal plane, 424 00:35:02,000 --> 00:35:07,000 say z equals a. When I say a horizontal plane, 425 00:35:07,000 --> 00:35:09,000 it doesn't have to be the entire horizontal plane. 426 00:35:09,000 --> 00:35:14,000 It could be a small piece of it. It could even be, 427 00:35:14,000 --> 00:35:16,000 to trick you, maybe an ellipse in there or a 428 00:35:16,000 --> 00:35:19,000 triangle in there or something like that. 429 00:35:19,000 --> 00:35:23,000 What you have to recognize is my surface is a piece of just a 430 00:35:23,000 --> 00:35:27,000 flat plane, so I shouldn't worry too much about what part of a 431 00:35:27,000 --> 00:35:30,000 plane it is. Well, it will become important 432 00:35:30,000 --> 00:35:32,000 when I set up bounds for integration. 433 00:35:32,000 --> 00:35:36,000 But, when it comes to looking for the normal vector, 434 00:35:36,000 --> 00:35:40,000 be rest assured that the normal vector to a horizontal plane is 435 00:35:40,000 --> 00:35:44,000 just vertical. It is going to be either k or 436 00:35:44,000 --> 00:35:49,000 negative k depending on whether I have chosen to orient it 437 00:35:49,000 --> 00:35:54,000 pointing up or down. And which one I choose might 438 00:35:54,000 --> 00:35:57,000 depend on what I am going to try to do. 439 00:35:57,000 --> 00:36:02,000 The normal vector is just sticking straight up or straight 440 00:36:02,000 --> 00:36:05,000 down. Now, what about dS? 441 00:36:05,000 --> 00:36:11,000 Well, it is just going to be the area element in a horizontal 442 00:36:11,000 --> 00:36:14,000 plane. It just looks like it should be 443 00:36:14,000 --> 00:36:16,000 dx dy. I mean if I am moving on a 444 00:36:16,000 --> 00:36:18,000 horizontal plane, to know where I am, 445 00:36:18,000 --> 00:36:26,000 I should know x and y. So dS will be dx dy. 446 00:36:26,000 --> 00:36:31,000 If I play the game that way, I have my vector field F. 447 00:36:31,000 --> 00:36:34,000 I do F dot n. That just gives me the z 448 00:36:34,000 --> 00:36:37,000 component which might involve x, y and z. 449 00:36:37,000 --> 00:36:40,000 x and y I am very happy with. They will stay as my variables. 450 00:36:40,000 --> 00:36:43,000 Whenever I see z, well, I want to get rid of it. 451 00:36:43,000 --> 00:36:46,000 That is easy because z is just equal to a. 452 00:36:46,000 --> 00:36:50,000 I just plug that value and I am left with only x and y, 453 00:36:50,000 --> 00:36:53,000 and I am integrating that dx dy. 454 00:36:53,000 --> 00:36:58,000 It is actually ending up being just a usual double integral in 455 00:36:58,000 --> 00:37:00,000 x, y coordinates. And, of course, 456 00:37:00,000 --> 00:37:02,000 once it is set up anything is fair game. 457 00:37:02,000 --> 00:37:05,000 I might want to switch to polar coordinates or something like 458 00:37:05,000 --> 00:37:09,000 that. Or, I can set it up dx dy or dy 459 00:37:09,000 --> 00:37:12,000 dx. All the usual stuff applies. 460 00:37:12,000 --> 00:37:17,000 But, for the initial setup, we are just going to use these 461 00:37:17,000 --> 00:37:21,000 and express everything in terms of x and y. 462 00:37:21,000 --> 00:37:27,000 A small variation on that. Let's say that we take vertical 463 00:37:27,000 --> 00:37:35,000 planes that are parallel to maybe the blackboard plane, 464 00:37:35,000 --> 00:37:42,000 so parallel to the yz plane. That might be something like x 465 00:37:42,000 --> 00:37:47,000 equals some constant. Well, what would I do then? 466 00:37:47,000 --> 00:37:52,000 It could be pretty much the same. 467 00:37:52,000 --> 00:37:55,000 The normal vector for this guy would be sticking straight out 468 00:37:55,000 --> 00:37:59,000 towards me or away from me. Let's say I am having it come 469 00:37:59,000 --> 00:38:03,000 to the front. The normal vector would be 470 00:38:03,000 --> 00:38:07,000 plus/minus i. And the variables that I would 471 00:38:07,000 --> 00:38:11,000 be using, to find out my position on this guy, 472 00:38:11,000 --> 00:38:14,000 would be y and z. In terms of those, 473 00:38:14,000 --> 00:38:19,000 the surface element is just dy dz. 474 00:38:19,000 --> 00:38:25,000 Similarly for planes parallel to the xz plane. 475 00:38:25,000 --> 00:38:33,000 You can figure that one out. These are somehow the easiest 476 00:38:33,000 --> 00:38:39,000 ones, because those we already know how to compute without too 477 00:38:39,000 --> 00:38:41,000 much trouble. What if it is a more 478 00:38:41,000 --> 00:38:43,000 complicated plane? We will come back to that next 479 00:38:43,000 --> 00:38:49,000 time. Let's explore some other 480 00:38:49,000 --> 00:38:56,000 situations first. Number one on the list. 481 00:38:56,000 --> 00:39:03,000 Let's say that I gave you a sphere of radius a centered at 482 00:39:03,000 --> 00:39:09,000 the origin, or maybe just half of that sphere or some portion 483 00:39:09,000 --> 00:39:12,000 of it. Well, we have already seen how 484 00:39:12,000 --> 00:39:15,000 to do things. Namely, we will be saying the 485 00:39:15,000 --> 00:39:18,000 normal vector is x, y, z over a, 486 00:39:18,000 --> 00:39:23,000 plus or minus depending on whether we want it pointing in 487 00:39:23,000 --> 00:39:29,000 or out. And dS will be a^2 sin phi d 488 00:39:29,000 --> 00:39:32,000 phi d theta. In fact, we will express 489 00:39:32,000 --> 00:39:35,000 everything in terms of phi and theta. 490 00:39:35,000 --> 00:39:37,000 If I wanted to I could tell you what the formulas are for x, 491 00:39:37,000 --> 00:39:40,000 y, z in terms of phi and theta. You know them. 492 00:39:40,000 --> 00:39:44,000 But it is actually better to wait a little bit. 493 00:39:44,000 --> 00:39:48,000 It is better to do F dot n, because F is also going to have 494 00:39:48,000 --> 00:39:49,000 a bunch of x's, y's and z's. 495 00:39:49,000 --> 00:39:53,000 And if there is any kind of symmetry to the problem then you 496 00:39:53,000 --> 00:39:57,000 might end up with things like x^2 y^2 z^2 or things that have 497 00:39:57,000 --> 00:40:01,000 more symmetry that are easier to express in terms of phi and 498 00:40:01,000 --> 00:40:05,000 theta. The advice would be first do 499 00:40:05,000 --> 00:40:10,000 the dot product with F, and then see what you get and 500 00:40:10,000 --> 00:40:17,000 then turn it into phi and theta. That is one we have seen. 501 00:40:17,000 --> 00:40:20,000 Let's say that I have -- It is a close cousin. 502 00:40:20,000 --> 00:40:30,000 Let's say I have a cylinder of radius a centered on the z-axis. 503 00:40:30,000 --> 00:40:37,000 What does that look like? And, again, when I say 504 00:40:37,000 --> 00:40:40,000 cylinder, it could be a piece of cylinder. 505 00:40:40,000 --> 00:40:44,000 First of all, what does the normal vector to 506 00:40:44,000 --> 00:40:47,000 a cylinder look like? Well, it is sticking straight 507 00:40:47,000 --> 00:40:50,000 out, but sticking straight out in a slightly different way from 508 00:40:50,000 --> 00:40:52,000 what happens with a sphere. See, the sides of a cylinder 509 00:40:52,000 --> 00:40:54,000 are vertical. If you imagine that you have 510 00:40:54,000 --> 00:40:56,000 this big cylindrical type in front of you, 511 00:40:56,000 --> 00:40:59,000 hopefully you can see that a normal vector is going to always 512 00:40:59,000 --> 00:41:02,000 be horizontal. It is sticking straight out in 513 00:41:02,000 --> 00:41:07,000 the horizontal directions. It doesn't have any z component. 514 00:41:07,000 --> 00:41:13,000 I claim the normal vector for the cylinder, 515 00:41:13,000 --> 00:41:21,000 if you have a point here at (x, y, z), it would be pointing 516 00:41:21,000 --> 00:41:27,000 straight out away from the central axis. 517 00:41:27,000 --> 00:41:31,000 My normal vector, well, if I am taking it two 518 00:41:31,000 --> 00:41:34,000 points outwards, will be going straight away 519 00:41:34,000 --> 00:41:38,000 from the central axis. If I look at it from above, 520 00:41:38,000 --> 00:41:42,000 maybe it is easier if I look at it from above, 521 00:41:42,000 --> 00:41:45,000 look at x, y, then my cylinder looks like a 522 00:41:45,000 --> 00:41:49,000 circle and the normal vector just points straight out. 523 00:41:49,000 --> 00:41:53,000 It is the same situation as when we had a circle in the 2D 524 00:41:53,000 --> 00:41:57,000 case. The normal vector for that is 525 00:41:57,000 --> 00:42:02,000 just going to be x, y and 0 in the z component. 526 00:42:02,000 --> 00:42:05,000 Well, plus/minus, depending on whether you want 527 00:42:05,000 --> 00:42:06,000 it sticking in or out. 528 00:42:41,000 --> 00:42:47,000 We said in our cylinder normal vector is plus or minus x, 529 00:42:47,000 --> 00:42:54,000 y, zero over a. What about the surface element? 530 00:42:54,000 --> 00:42:57,000 Before we ask that, maybe we should first figure 531 00:42:57,000 --> 00:43:00,000 out what coordinates are we going to use to locate ourselves 532 00:43:00,000 --> 00:43:02,000 in a cylinder. Well, yes, 533 00:43:02,000 --> 00:43:05,000 we probably want to use part of a cylindrical coordinate, 534 00:43:05,000 --> 00:43:08,000 except for, well, we don't want r because r 535 00:43:08,000 --> 00:43:11,000 doesn't change, it is not a variable here. 536 00:43:11,000 --> 00:43:15,000 Indeed, you probably want to use z to tell how high you are 537 00:43:15,000 --> 00:43:18,000 and theta to tell you where you are around. 538 00:43:18,000 --> 00:43:27,000 dS should be in terms of dz d theta. 539 00:43:27,000 --> 00:43:33,000 Now, what is the constant? Well, let's look at a small 540 00:43:33,000 --> 00:43:39,000 piece of our cylinder corresponding to a small angle 541 00:43:39,000 --> 00:43:44,000 delta theta and a small height delta z. 542 00:43:44,000 --> 00:43:47,000 Well, the height, as I said, is going to be delta 543 00:43:47,000 --> 00:43:50,000 z. What about the width? 544 00:43:50,000 --> 00:43:55,000 It is going to be a piece of a circle of radius a corresponding 545 00:43:55,000 --> 00:43:59,000 to the angle delta theta, so this side will be a delta 546 00:43:59,000 --> 00:44:05,000 theta. Delta S is a delta theta delta 547 00:44:05,000 --> 00:44:08,000 z. DS is just a dz d theta or d 548 00:44:08,000 --> 00:44:13,000 theta dz. It doesn't matter which way you 549 00:44:13,000 --> 00:44:16,000 do it. And so when we set up the flux 550 00:44:16,000 --> 00:44:21,000 integral, we will take first the dot product of f with this 551 00:44:21,000 --> 00:44:25,000 normal vector. Then we will stick in this dS. 552 00:44:25,000 --> 00:44:28,000 And then, of course, we will get rid of any x and y 553 00:44:28,000 --> 00:44:31,000 that are left by expressing them in terms of theta. 554 00:44:31,000 --> 00:44:37,000 Maybe x becomes a cos theta, y becomes a sin theta. 555 00:44:37,000 --> 00:44:41,000 These various formulas, you should try to remember them 556 00:44:41,000 --> 00:44:45,000 because they are really useful, for the sphere, 557 00:44:45,000 --> 00:44:48,000 for the cylinder. And, hopefully, 558 00:44:48,000 --> 00:44:52,000 those for the planes you kind of know already intuitively. 559 00:44:52,000 --> 00:44:59,000 What about marginals or faces? Not everything in life is made 560 00:44:59,000 --> 00:45:08,000 out of cylinders and spheres. I mean it is a good try. 561 00:45:08,000 --> 00:45:11,000 Let's look at a marginal kind of surface. 562 00:45:11,000 --> 00:45:19,000 Let's say I give you a graph of a function z equals f of x, 563 00:45:19,000 --> 00:45:21,000 y. This guy has nothing to do with 564 00:45:21,000 --> 00:45:22,000 the integrand. It is not what we are 565 00:45:22,000 --> 00:45:24,000 integrating. We are just integrating a 566 00:45:24,000 --> 00:45:26,000 vector field that has nothing to do with that. 567 00:45:26,000 --> 00:45:31,000 This is how I want to describe the surface on which I will be 568 00:45:31,000 --> 00:45:37,000 integrating. My surface is given by z as a 569 00:45:37,000 --> 00:45:40,000 function of x, y. 570 00:45:40,000 --> 00:45:48,000 Well, I would need to tell you what n is and what dS is. 571 00:45:48,000 --> 00:45:51,000 That is going to be slightly annoying. 572 00:45:51,000 --> 00:45:54,000 I mean, I don't want to tell them separately because you see 573 00:45:54,000 --> 00:45:58,000 they are pretty hard. Instead, I am going to tell you 574 00:45:58,000 --> 00:46:01,000 that in this case, well, let's see. 575 00:46:01,000 --> 00:46:07,000 What variables do we want? I am going to tell you a 576 00:46:07,000 --> 00:46:11,000 formula for n dS. What variables do we want to 577 00:46:11,000 --> 00:46:15,000 express this in terms of? Well, most likely x and y 578 00:46:15,000 --> 00:46:19,000 because we know how to express z in terms of x and y. 579 00:46:19,000 --> 00:46:26,000 This is an invitation to get rid of any z that might be left 580 00:46:26,000 --> 00:46:30,000 and set everything up in terms of dx dy. 581 00:46:30,000 --> 00:46:31,000 The formula that we are going to see, 582 00:46:31,000 --> 00:46:36,000 I think we are going to see the details of why it works 583 00:46:36,000 --> 00:46:40,000 tomorrow, is that you can take negative 584 00:46:40,000 --> 00:46:44,000 partial f partial x, negative partial f partial y, 585 00:46:44,000 --> 00:46:48,000 one, dx dy. 586 00:46:48,000 --> 00:46:52,000 Plus/minus depending on which way you want it to go. 587 00:46:52,000 --> 00:46:57,000 If you really want to know what dS is, well, dS is the magnitude 588 00:46:57,000 --> 00:47:01,000 of this vector times dx dy. There will be a square root and 589 00:47:01,000 --> 00:47:04,000 some squares and some stuff. What is the normal vector? 590 00:47:04,000 --> 00:47:10,000 Well, you take this vector and you scale it down to unit 591 00:47:10,000 --> 00:47:14,000 length. Just to emphasize it, 592 00:47:14,000 --> 00:47:24,000 this guy here is not n and this guy here is not dS. 593 00:47:24,000 --> 00:47:27,000 Each of them is more complicated than that, 594 00:47:27,000 --> 00:47:31,000 but the combination somehow simplifies nicely. 595 00:47:31,000 --> 00:47:36,000 And that is good news for us. Now, concretely, 596 00:47:36,000 --> 00:47:40,000 one way you can think about it is this tells you how to reduce 597 00:47:40,000 --> 00:47:42,000 things to an integral of x and y. 598 00:47:42,000 --> 00:47:44,000 And, of course, you will have to figure out 599 00:47:44,000 --> 00:47:47,000 what are the bounds on x and y. That means you will need to 600 00:47:47,000 --> 00:47:51,000 know what does the shadow of your surface look like in the x, 601 00:47:51,000 --> 00:47:59,000 y plane. To set up bounds on whatever 602 00:47:59,000 --> 00:48:06,000 you will get dx dy, well, of course you can switch 603 00:48:06,000 --> 00:48:08,000 to dy dx or anything you would like, 604 00:48:08,000 --> 00:48:19,000 but you will need to look at the shadow of S in the x y 605 00:48:19,000 --> 00:48:22,000 plane. But only do that after you 606 00:48:22,000 --> 00:48:27,000 gotten rid of all the z. When you no longer have z then 607 00:48:27,000 --> 00:48:33,000 you can figure out what the bounds are for x and y. 608 00:48:33,000 --> 00:48:40,000 Any questions about that? Yes? 609 00:48:40,000 --> 00:48:42,000 For the cylinder. OK. 610 00:48:42,000 --> 00:48:44,000 Let me re-explain quickly how I got a normal vector for the 611 00:48:44,000 --> 00:48:47,000 cylinder. If you know what a cylinder 612 00:48:47,000 --> 00:48:50,000 looks like, you probably can see that the normal vector sticks 613 00:48:50,000 --> 00:48:56,000 straight out of it horizontally. That means the z component of n 614 00:48:56,000 --> 00:48:59,000 is going to be zero. And then the x, 615 00:48:59,000 --> 00:49:02,000 y components you get by looking at it from above. 616 00:49:02,000 --> 00:49:12,000 One last thing I want to say. What about the geometric 617 00:49:12,000 --> 00:49:15,000 interpretation and how to prove it? 618 00:49:15,000 --> 00:49:27,000 Well, if your vector field F is a velocity field then the flux 619 00:49:27,000 --> 00:49:37,000 is the amount of matter that crosses the surface that passes 620 00:49:37,000 --> 00:49:44,000 through S per unit time. And the way that you would 621 00:49:44,000 --> 00:49:47,000 prove it would be similar to the picture that I drew when we did 622 00:49:47,000 --> 00:49:50,000 it in the plane. Namely, you would consider a 623 00:49:50,000 --> 00:49:53,000 small element of a surface delta S. 624 00:49:53,000 --> 00:49:55,000 And you would try to figure out what is the stuff that flows 625 00:49:55,000 --> 00:49:59,000 through it in a second. Well, it is the stuff that 626 00:49:59,000 --> 00:50:05,000 lives in a small box whose base is that piece of surface and 627 00:50:05,000 --> 00:50:10,000 whose other side is given by the vector field. 628 00:50:10,000 --> 00:50:15,000 And then the volume of that is given by base times height, 629 00:50:15,000 --> 00:50:20,000 and the height is F dot n. It is the same argument as what 630 00:50:20,000 --> 00:50:22,000 we saw in the plane. OK. 631 00:50:22,000 --> 00:50:24,000 Next time we will see more formulas. 632 00:50:24,000 --> 00:50:28,000 We will first see how to prove this, more ways to do it, 633 00:50:28,000 --> 00:50:31,000 more examples. And then we will get to the 634 00:50:31,000 --> 00:50:34,000 divergence theorem.