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 OK, so anyway, let's get started. 8 00:00:27,000 --> 00:00:31,000 So, the first unit of the class, 9 00:00:31,000 --> 00:00:33,000 so basically I'm going to go over the first half of the class 10 00:00:33,000 --> 00:00:36,000 today, and the second half of the 11 00:00:36,000 --> 00:00:41,000 class on Tuesday just because we have to start somewhere. 12 00:00:41,000 --> 00:00:48,000 So, the first things that we learned about in this class were 13 00:00:48,000 --> 00:00:54,000 vectors, and how to do dot-product of vectors. 14 00:00:54,000 --> 00:01:01,000 So, remember the formula that A dot B is the sum of ai times bi. 15 00:01:01,000 --> 00:01:05,000 And, geometrically, it's length A times length B 16 00:01:05,000 --> 00:01:08,000 times the cosine of the angle between them. 17 00:01:08,000 --> 00:01:11,000 And, in particular, we can use this to detect when 18 00:01:11,000 --> 00:01:14,000 two vectors are perpendicular. That's when their dot product 19 00:01:14,000 --> 00:01:17,000 is zero. And, we can use that to measure 20 00:01:17,000 --> 00:01:21,000 angles between vectors by solving for cosine in this. 21 00:01:21,000 --> 00:01:25,000 Hopefully, at this point, this looks a lot easier than it 22 00:01:25,000 --> 00:01:28,000 used to a few months ago. So, hopefully at this point, 23 00:01:28,000 --> 00:01:32,000 everyone has this kind of formula memorized and has some 24 00:01:32,000 --> 00:01:35,000 reasonable understanding of that. 25 00:01:35,000 --> 00:01:41,000 But, if you have any questions, now is the time. 26 00:01:41,000 --> 00:01:45,000 No? Good. 27 00:01:45,000 --> 00:01:55,000 Next we learned how to also do cross product of vectors in 28 00:01:55,000 --> 00:02:06,000 space -- -- and remember, we saw how to use that to find 29 00:02:06,000 --> 00:02:10,000 area of, say, a triangle or a parallelogram 30 00:02:10,000 --> 00:02:14,000 in space because the length of the cross product is equal to 31 00:02:14,000 --> 00:02:17,000 the area of a parallelogram formed by the vectors a and b. 32 00:02:17,000 --> 00:02:25,000 And, we can also use that to find a vector perpendicular to 33 00:02:25,000 --> 00:02:28,000 two given vectors, A and B. 34 00:02:28,000 --> 00:02:33,000 And so, in particular, that comes in handy when we are 35 00:02:33,000 --> 00:02:42,000 looking for the equation of a plane because we've seen -- So, 36 00:02:42,000 --> 00:02:49,000 the next topic would be equations of planes. 37 00:02:49,000 --> 00:02:55,000 And, we've seen that when you put the equation of a plane in 38 00:02:55,000 --> 00:02:59,000 the form ax by cz = d, well, 00:03:03,000 b, c> in there is actually the normal vector to the plane, 40 00:03:03,000 --> 00:03:07,000 or some normal vector to the plane. 41 00:03:07,000 --> 00:03:11,000 So, typically, we use cross product to find 42 00:03:11,000 --> 00:03:16,000 plane equations. OK, is that still reasonably 43 00:03:16,000 --> 00:03:21,000 familiar to everyone? Yes, very good. 44 00:03:21,000 --> 00:03:26,000 OK, we've also seen how to look at equations of lines, 45 00:03:26,000 --> 00:03:31,000 and those were of a slightly different nature because we've 46 00:03:31,000 --> 00:03:35,000 been doing them as parametric equations. 47 00:03:35,000 --> 00:03:42,000 So, typically we had equations of a form, maybe x equals some 48 00:03:42,000 --> 00:03:47,000 constant times t, y equals constant plus constant 49 00:03:47,000 --> 00:03:53,000 times t. z equals constant plus constant 50 00:03:53,000 --> 00:04:02,000 times t where these terms here correspond to some point on the 51 00:04:02,000 --> 00:04:06,000 line. And, these coefficients here 52 00:04:06,000 --> 00:04:11,000 correspond to a vector parallel to the line. 53 00:04:11,000 --> 00:04:19,000 That's the velocity of the moving point on the line. 54 00:04:19,000 --> 00:04:23,000 And, well, we've learned in particular how 55 00:04:23,000 --> 00:04:29,000 to find where a line intersects a plane by plugging in the 56 00:04:29,000 --> 00:04:34,000 parametric equation into the equation of a plane. 57 00:04:34,000 --> 00:04:43,000 We've learned more general things about parametric 58 00:04:43,000 --> 00:04:48,000 equations of curves. So, there are these infamous 59 00:04:48,000 --> 00:04:51,000 problems in particular where you have these rotating wheels and 60 00:04:51,000 --> 00:04:53,000 points on them, and you have to figure out, 61 00:04:53,000 --> 00:04:57,000 what's the position of a point? And, the general principle of 62 00:04:57,000 --> 00:05:01,000 those is that you want to decompose the position vector 63 00:05:01,000 --> 00:05:05,000 into a sum of simpler things. OK, so if you have a point on a 64 00:05:05,000 --> 00:05:08,000 wheel that's itself moving and something else, 65 00:05:08,000 --> 00:05:11,000 then you might want to first figure out the position of a 66 00:05:11,000 --> 00:05:14,000 center of a wheel than find the angle by which the wheel has 67 00:05:14,000 --> 00:05:18,000 turned, and then get to the position of 68 00:05:18,000 --> 00:05:23,000 a moving point by adding together simpler vectors. 69 00:05:23,000 --> 00:05:27,000 So, the general principle is really to try to find one 70 00:05:27,000 --> 00:05:30,000 parameter that will let us understand what has happened, 71 00:05:30,000 --> 00:05:36,000 and then decompose the motion into a sum of simpler effect. 72 00:05:36,000 --> 00:05:54,000 So, we want to decompose the position vector into a sum of 73 00:05:54,000 --> 00:06:02,000 simpler vectors. OK, so maybe now we are getting 74 00:06:02,000 --> 00:06:05,000 a bit out of some people's comfort zone, 75 00:06:05,000 --> 00:06:12,000 but hopefully it's not too bad. Do you have any general 76 00:06:12,000 --> 00:06:20,000 questions about how one would go about that, or, 77 00:06:20,000 --> 00:06:24,000 yes? Sorry? What about it? 78 00:06:24,000 --> 00:06:25,000 Parametric descriptions of a plane, 79 00:06:25,000 --> 00:06:28,000 so we haven't really done that because you would need two 80 00:06:28,000 --> 00:06:31,000 parameters to parameterize a plane just because it's a two 81 00:06:31,000 --> 00:06:35,000 dimensional object. So, we have mostly focused on 82 00:06:35,000 --> 00:06:40,000 the use of parametric equations just for one dimensional 83 00:06:40,000 --> 00:06:42,000 objects, lines, and curves. 84 00:06:42,000 --> 00:06:45,000 So, you won't need to know about 85 00:06:45,000 --> 00:06:47,000 parametric descriptions of planes on a final, 86 00:06:47,000 --> 00:06:51,000 but if you really wanted to, you would think of defining a 87 00:06:51,000 --> 00:06:55,000 point on a plane as starting from some given point. 88 00:06:55,000 --> 00:06:57,000 Then you have two vectors given on the plane. 89 00:06:57,000 --> 00:07:00,000 And then, you would add a multiple of each of these 90 00:07:00,000 --> 00:07:04,000 vectors to your starting point. But see, the difficulty is to 91 00:07:04,000 --> 00:07:08,000 convert from that to the usual equation of a plane, 92 00:07:08,000 --> 00:07:11,000 you would still have to go back to this cross product method, 93 00:07:11,000 --> 00:07:15,000 and so on. So, it is possible to represent 94 00:07:15,000 --> 00:07:19,000 a plane, or, in general, a surface in parametric form. 95 00:07:19,000 --> 00:07:23,000 But, very often, that's not so useful. 96 00:07:23,000 --> 00:07:28,000 Yes? How do you parametrize an 97 00:07:28,000 --> 00:07:31,000 ellipse in space? Well, that depends on how it's 98 00:07:31,000 --> 00:07:34,000 given to you. But, OK, let's just do an 99 00:07:34,000 --> 00:07:38,000 example. Say that I give you an ellipse 100 00:07:38,000 --> 00:07:42,000 in space as maybe the more, well, one exciting way to 101 00:07:42,000 --> 00:07:45,000 parameterize an ellipse in space is maybe the intersection of a 102 00:07:45,000 --> 00:07:49,000 cylinder with a slanted plane. That's the kind of situations 103 00:07:49,000 --> 00:07:52,000 where you might end up with an ellipse. 104 00:07:52,000 --> 00:07:58,000 OK, so if I tell you that maybe I'm intersecting a cylinder with 105 00:07:58,000 --> 00:08:03,000 equation x squared plus y squared equals a squared with a 106 00:08:03,000 --> 00:08:09,000 slanted plane to get, I messed up my picture, 107 00:08:09,000 --> 00:08:13,000 to get this ellipse of intersection, 108 00:08:13,000 --> 00:08:14,000 so, of course you'd need the equation of a plane. 109 00:08:14,000 --> 00:08:18,000 And, let's say that this plane is maybe given to you. 110 00:08:18,000 --> 00:08:23,000 Or, you can switch it to form where you can get z as a 111 00:08:23,000 --> 00:08:29,000 function of x and y. So, maybe it would be z equals, 112 00:08:29,000 --> 00:08:33,000 I've already used a; I need to use a new letter. 113 00:08:33,000 --> 00:08:41,000 Let's say c1x c2y plus d, whatever, something like that. 114 00:08:41,000 --> 00:08:45,000 So, what I would do is first I would look at what my ellipse 115 00:08:45,000 --> 00:08:49,000 does in the directions in which I understand it the best. 116 00:08:49,000 --> 00:08:53,000 And, those directions would be probably the xy plane. 117 00:08:53,000 --> 00:08:56,000 So, I would look at the xy coordinates. 118 00:08:56,000 --> 00:09:02,000 Well, if I look at it from above xy, my ellipse looks like 119 00:09:02,000 --> 00:09:06,000 just a circle of radius a. So, if I'm only concerned with 120 00:09:06,000 --> 00:09:10,000 x and y, presumably I can just do it the usual way for a 121 00:09:10,000 --> 00:09:13,000 circle. x equals a cosine t. 122 00:09:13,000 --> 00:09:20,000 y equals a sine t, OK? And then, z would end up being 123 00:09:20,000 --> 00:09:24,000 just, well, whatever the value of z is to be on the slanted 124 00:09:24,000 --> 00:09:29,000 plane above a given xy position. So, in fact, 125 00:09:29,000 --> 00:09:38,000 it would end up being ac1 cosine t plus ac2 sine t plus d, 126 00:09:38,000 --> 00:09:42,000 I guess. OK, that's not a particularly 127 00:09:42,000 --> 00:09:44,000 elegant parameterization, but that's the kind of thing 128 00:09:44,000 --> 00:09:47,000 you might end up with. Now, in general, 129 00:09:47,000 --> 00:09:50,000 when you have a curve in space, it would rarely be the case 130 00:09:50,000 --> 00:09:53,000 that you have to get a parameterization from scratch 131 00:09:53,000 --> 00:09:56,000 unless you are already being told information about how it 132 00:09:56,000 --> 00:09:58,000 looks in one of the coordinate planes, 133 00:09:58,000 --> 00:10:03,000 this kind of method. Or, at least you'd have a lot 134 00:10:03,000 --> 00:10:07,000 of information that would quickly reduce to a plane 135 00:10:07,000 --> 00:10:11,000 problem somehow. Of course, I could also just 136 00:10:11,000 --> 00:10:16,000 give you some formulas and let you figure out what's going on. 137 00:10:16,000 --> 00:10:21,000 But, in general, we've done more stuff with 138 00:10:21,000 --> 00:10:25,000 plane curves. With plane curves, 139 00:10:25,000 --> 00:10:29,000 certainly there's interesting things with all sorts of 140 00:10:29,000 --> 00:10:32,000 mechanical gadgets that we can study. 141 00:10:32,000 --> 00:10:39,000 OK, any other questions on that? No? 142 00:10:39,000 --> 00:10:45,000 OK, so let me move on a bit and point out that with parametric 143 00:10:45,000 --> 00:10:51,000 equations, we've looked also at things like velocity and 144 00:10:51,000 --> 00:10:55,000 acceleration. So, the velocity vector is the 145 00:10:55,000 --> 00:10:59,000 derivative of a position vector with respect to time. 146 00:10:59,000 --> 00:11:04,000 And, it's not to be confused with speed, which is the 147 00:11:04,000 --> 00:11:08,000 magnitude of v. So, the velocity vector is 148 00:11:08,000 --> 00:11:12,000 going to be always tangent to the curve. 149 00:11:12,000 --> 00:11:14,000 And, its length will be the speed. 150 00:11:14,000 --> 00:11:15,000 That's the geometric interpretation. 151 00:11:32,000 --> 00:11:37,000 So, just to provoke you, I'm going to write, 152 00:11:37,000 --> 00:11:43,000 again, that formula that was that v equals T hat ds dt. 153 00:11:43,000 --> 00:11:46,000 What do I mean by that? If I have a curve, 154 00:11:46,000 --> 00:11:51,000 and I'm moving on the curve, well, I have the unit tangent 155 00:11:51,000 --> 00:11:56,000 vector which I think at the time I used to draw in blue. 156 00:11:56,000 --> 00:11:59,000 But, blue has been abolished since then. 157 00:11:59,000 --> 00:12:04,000 So, I'm going to draw it in red. OK, so that's a unit vector 158 00:12:04,000 --> 00:12:09,000 that goes along the curve, and then the actual velocity is 159 00:12:09,000 --> 00:12:11,000 going to be proportional to that. 160 00:12:11,000 --> 00:12:15,000 And, what's the length? Well, it's the speed. 161 00:12:15,000 --> 00:12:19,000 And, the speed is how much arc length on the curve I go per 162 00:12:19,000 --> 00:12:22,000 unit time, which is why I'm writing ds dt. 163 00:12:22,000 --> 00:12:30,000 That's another guy. That's another of these guys 164 00:12:30,000 --> 00:12:34,000 for the speed, OK? 165 00:12:34,000 --> 00:12:41,000 And, we've also learned about acceleration, 166 00:12:41,000 --> 00:12:47,000 which is the derivative of velocity. 167 00:12:47,000 --> 00:12:50,000 So, it's the second derivative of a position vector. 168 00:12:50,000 --> 00:12:54,000 And, as an example of the kinds of manipulations we can do, 169 00:12:54,000 --> 00:12:56,000 in class we've seen Kepler's second law, 170 00:12:56,000 --> 00:13:03,000 which explains how if the acceleration is parallel to the 171 00:13:03,000 --> 00:13:08,000 position vector, then r cross v is going to be 172 00:13:08,000 --> 00:13:10,000 constant, which means that the motion 173 00:13:10,000 --> 00:13:13,000 will be in an plane, and you will sweep area at a 174 00:13:13,000 --> 00:13:16,000 constant rate. So now, that is not in itself a 175 00:13:16,000 --> 00:13:19,000 topic for the exam, but the kinds of methods of 176 00:13:19,000 --> 00:13:22,000 differentiating vector quantities, 177 00:13:22,000 --> 00:13:25,000 applying the product rule to take the derivative of a dot or 178 00:13:25,000 --> 00:13:28,000 cross product and so on are definitely fair game. 179 00:13:28,000 --> 00:13:30,000 I mean, we've seen those on the first exam. 180 00:13:30,000 --> 00:13:35,000 They were there, and most likely they will be on 181 00:13:35,000 --> 00:13:39,000 the final. OK, so I mean that's the extent 182 00:13:39,000 --> 00:13:44,000 to which Kepler's law comes up, only just knowing the general 183 00:13:44,000 --> 00:13:47,000 type of manipulations and proving things with vector 184 00:13:47,000 --> 00:13:52,000 quantities, but not again the actual 185 00:13:52,000 --> 00:13:58,000 Kepler's law itself. I skipped something. 186 00:13:58,000 --> 00:14:08,000 I skipped matrices, determinants, 187 00:14:08,000 --> 00:14:18,000 and linear systems. OK, so we've seen how to 188 00:14:18,000 --> 00:14:24,000 multiply matrices, and how to write linear systems 189 00:14:24,000 --> 00:14:28,000 in matrix form. So, remember, 190 00:14:28,000 --> 00:14:35,000 if you have a 3x3 linear system in the usual sense, 191 00:14:35,000 --> 00:14:42,000 so, you can write this in a matrix 192 00:14:42,000 --> 00:14:52,000 form where you have a 3x3 matrix and you have an unknown column 193 00:14:52,000 --> 00:14:57,000 vector. And, their matrix product 194 00:14:57,000 --> 00:15:01,000 should be some given column vector. 195 00:15:01,000 --> 00:15:04,000 OK, so if you don't remember how to multiply matrices, 196 00:15:04,000 --> 00:15:07,000 please look at the notes on that again. 197 00:15:07,000 --> 00:15:12,000 And, also you should remember how to invert a matrix. 198 00:15:12,000 --> 00:15:22,000 So, how did we invert matrices? Let me just remind you very 199 00:15:22,000 --> 00:15:30,000 quickly. So, I should say 2x2 or 3x3 200 00:15:30,000 --> 00:15:33,000 matrices. Well, you need to have a square 201 00:15:33,000 --> 00:15:35,000 matrix to be able to find an inverse. 202 00:15:35,000 --> 00:15:37,000 The method doesn't work, doesn't make sense. 203 00:15:37,000 --> 00:15:40,000 Otherwise, then the concept of inverse doesn't work. 204 00:15:40,000 --> 00:15:43,000 And, if it's larger than 3x3, then we haven't seen that. 205 00:15:43,000 --> 00:15:50,000 So, let's say that I have a 3x3 matrix. 206 00:15:50,000 --> 00:16:00,000 What I will do is I will start by forming the matrix of minors. 207 00:16:00,000 --> 00:16:09,000 So, remember that minors, so, each entry is a 2x2 208 00:16:09,000 --> 00:16:20,000 determinant in the case of a 3x3 matrix formed by deleting one 209 00:16:20,000 --> 00:16:26,000 row and one column. OK, so for example, 210 00:16:26,000 --> 00:16:30,000 to get the first minor, especially in the upper left 211 00:16:30,000 --> 00:16:34,000 corner, I would delete the first row, the first column. 212 00:16:34,000 --> 00:16:36,000 And, I would be left with this 2x2 determinant. 213 00:16:36,000 --> 00:16:38,000 I take this times that minus this times that. 214 00:16:38,000 --> 00:16:41,000 I get a number that gives my first minor. 215 00:16:41,000 --> 00:16:49,000 And then, same with the others. Then, I flip signs according to 216 00:16:49,000 --> 00:16:56,000 this checkerboard pattern, and that gives me the matrix of 217 00:16:56,000 --> 00:17:00,000 cofactors. OK, so all it means is I'm just 218 00:17:00,000 --> 00:17:06,000 changing the signs of these four entries and leaving the others 219 00:17:06,000 --> 00:17:10,000 alone. And then, I take the transpose 220 00:17:10,000 --> 00:17:13,000 of that. So, that means I read it 221 00:17:13,000 --> 00:17:16,000 horizontally and write it down vertically. 222 00:17:16,000 --> 00:17:19,000 I swept the rows and the columns. 223 00:17:19,000 --> 00:17:23,000 And then, I divide by the inverse. 224 00:17:23,000 --> 00:17:28,000 Well, I divide by the determinant of the initial 225 00:17:28,000 --> 00:17:30,000 matrix. OK, so, of course, 226 00:17:30,000 --> 00:17:32,000 this is kind of very theoretical, and I write it like 227 00:17:32,000 --> 00:17:34,000 this. Probably it makes more sense to 228 00:17:34,000 --> 00:17:37,000 do it on an example. I will let you work out 229 00:17:37,000 --> 00:17:42,000 examples, or bug your recitation instructors so that they do one 230 00:17:42,000 --> 00:17:44,000 on Monday if you want to see that. 231 00:17:44,000 --> 00:17:47,000 It's a fairly straightforward method. 232 00:17:47,000 --> 00:17:50,000 You just have to remember the steps. 233 00:17:50,000 --> 00:17:52,000 But, of course, there's one condition, 234 00:17:52,000 --> 00:17:57,000 which is that the determinant of a matrix has to be nonzero. 235 00:17:57,000 --> 00:17:59,000 So, in fact, we've seen that, 236 00:17:59,000 --> 00:18:03,000 oh, there is still one board left. 237 00:18:03,000 --> 00:18:12,000 We've seen that a matrix is invertible -- -- exactly when 238 00:18:12,000 --> 00:18:19,000 its determinant is not zero. And, if that's the case, 239 00:18:19,000 --> 00:18:24,000 then we can solve the linear system, AX equals B by just 240 00:18:24,000 --> 00:18:30,000 setting X equals A inverse B. That's going to be the only 241 00:18:30,000 --> 00:18:38,000 solution to our linear system. Otherwise, well, 242 00:18:38,000 --> 00:18:52,000 AX equals B has either no solution, or infinitely many 243 00:18:52,000 --> 00:19:01,000 solutions. Yes? 244 00:19:01,000 --> 00:19:04,000 The determinant of a matrix real quick? 245 00:19:04,000 --> 00:19:08,000 Well, I can do it that quickly unless I start waving my hands 246 00:19:08,000 --> 00:19:12,000 very quickly, but remember we've seen that 247 00:19:12,000 --> 00:19:15,000 you have a matrix, a 3x3 matrix. 248 00:19:15,000 --> 00:19:18,000 Its determinant will be obtained by doing an expansion 249 00:19:18,000 --> 00:19:20,000 with respect to, well, your favorite. 250 00:19:20,000 --> 00:19:22,000 But usually, we are doing it with respect to 251 00:19:22,000 --> 00:19:26,000 the first row. So, we take this entry and 252 00:19:26,000 --> 00:19:31,000 multiply it by that determinant. Then, we take that entry, 253 00:19:31,000 --> 00:19:35,000 multiply it by that determinant but put a minus sign. 254 00:19:35,000 --> 00:19:38,000 And then, we take that entry and multiply it by this 255 00:19:38,000 --> 00:19:41,000 determinant here, and we put a plus sign for 256 00:19:41,000 --> 00:19:44,000 that. OK, so maybe I should write it 257 00:19:44,000 --> 00:19:46,000 down. That's actually the same 258 00:19:46,000 --> 00:19:48,000 formula that we are using for cross products. 259 00:19:48,000 --> 00:19:50,000 Right, when we do cross products, we are doing an 260 00:19:50,000 --> 00:19:53,000 expansion with respect to the first row. 261 00:19:53,000 --> 00:19:57,000 That's a special case. OK, I mean, do you still want 262 00:19:57,000 --> 00:19:59,000 to see it in more details, or is that OK? 263 00:19:59,000 --> 00:20:12,000 Yes? That's correct. 264 00:20:12,000 --> 00:20:16,000 So, if you do an expansion with respect to any row or column, 265 00:20:16,000 --> 00:20:19,000 then you would use the same signs that are in this 266 00:20:19,000 --> 00:20:22,000 checkerboard pattern there. So, if you did an expansion, 267 00:20:22,000 --> 00:20:25,000 actually, so indeed, maybe I should say, 268 00:20:25,000 --> 00:20:28,000 the more general way to determine it is you take your 269 00:20:28,000 --> 00:20:31,000 favorite row or column, and you just multiply the 270 00:20:31,000 --> 00:20:34,000 corresponding entries by the corresponding cofactors. 271 00:20:34,000 --> 00:20:37,000 So, the signs are plus or minus depending on what's in that 272 00:20:37,000 --> 00:20:38,000 diagram there. Now, in practice, 273 00:20:38,000 --> 00:20:41,000 in this class, again, all we need is to do it 274 00:20:41,000 --> 00:20:46,000 with respect to the first row. So, don't worry about it too 275 00:20:46,000 --> 00:20:48,000 much. OK, so, again, 276 00:20:48,000 --> 00:20:51,000 the way that we've officially seen it in this class is just if 277 00:20:51,000 --> 00:20:59,000 you have a1, a2, a3, b1, b2, b3, c1, c2, c3, 278 00:20:59,000 --> 00:21:06,000 so if the determinant is a1 times b2 b3, c2 c3, 279 00:21:06,000 --> 00:21:16,000 minus a2 b1 b3 c1 c3 plus a3 b1 b2 c1 c2. 280 00:21:16,000 --> 00:21:20,000 And, this minus is here basically because of the minus 281 00:21:20,000 --> 00:21:27,000 in the diagram up there. But, that's all we need to know. 282 00:21:27,000 --> 00:21:32,000 Yes? How do you tell the difference 283 00:21:32,000 --> 00:21:34,000 between infinitely many solutions or no solutions? 284 00:21:34,000 --> 00:21:37,000 That's a very good question. So, in full generality, 285 00:21:37,000 --> 00:21:40,000 the answer is we haven't quite seen a systematic method. 286 00:21:40,000 --> 00:21:43,000 So, you just have to try solving and see if you can find 287 00:21:43,000 --> 00:21:46,000 a solution or not. So, let me actually explain 288 00:21:46,000 --> 00:21:51,000 that more carefully. So, what happens to these two 289 00:21:51,000 --> 00:21:56,000 situations when a is invertible or not? 290 00:21:56,000 --> 00:21:57,000 So, remember, in the linear system, 291 00:21:57,000 --> 00:22:01,000 you can think of a linear system as asking you to find the 292 00:22:01,000 --> 00:22:05,000 intersection between three planes because each equation is 293 00:22:05,000 --> 00:22:12,000 the equation of a plane. So, Ax = B for a 3x3 system 294 00:22:12,000 --> 00:22:24,000 means that x should be in the intersection of three planes. 295 00:22:24,000 --> 00:22:28,000 And then, we have two cases. So, the case where the system 296 00:22:28,000 --> 00:22:33,000 is invertible corresponds to the general situation where your 297 00:22:33,000 --> 00:22:37,000 three planes somehow all just intersect in one point. 298 00:22:37,000 --> 00:22:41,000 And then, the situation where the determinant, 299 00:22:41,000 --> 00:22:45,000 that's when the determinant is not zero, you get just one 300 00:22:45,000 --> 00:22:48,000 point. However, sometimes it will 301 00:22:48,000 --> 00:22:54,000 happen that all the planes are parallel to the same direction. 302 00:22:54,000 --> 00:23:04,000 So, determinant a equals zero means the three planes are 303 00:23:04,000 --> 00:23:11,000 parallel to a same vector. And, in fact, 304 00:23:11,000 --> 00:23:14,000 you can find that vector explicitly because that vector 305 00:23:14,000 --> 00:23:17,000 has to be perpendicular to all the normals. 306 00:23:17,000 --> 00:23:22,000 So, at some point we saw other subtle things about how to find 307 00:23:22,000 --> 00:23:26,000 the direction of this line that's parallel to all the 308 00:23:26,000 --> 00:23:30,000 planes. So, now, this can happen either 309 00:23:30,000 --> 00:23:34,000 with all three planes containing the same line. 310 00:23:34,000 --> 00:23:36,000 You know, they can all pass through the same axis. 311 00:23:36,000 --> 00:23:39,000 Or it could be that they have somehow shifted with respect to 312 00:23:39,000 --> 00:23:44,000 each other. And so, it might look like this. 313 00:23:44,000 --> 00:23:46,000 Then, the last one is actually in front of that. 314 00:23:46,000 --> 00:23:52,000 So, see, the lines of intersections between two of the 315 00:23:52,000 --> 00:23:55,000 planes, so, here they all pass through 316 00:23:55,000 --> 00:23:57,000 the same line, and here, instead, 317 00:23:57,000 --> 00:24:00,000 they intersect in one line here, 318 00:24:00,000 --> 00:24:03,000 one line here, and one line there. 319 00:24:03,000 --> 00:24:06,000 And, there's no triple intersection. 320 00:24:06,000 --> 00:24:08,000 So, in general, we haven't really seen how to 321 00:24:08,000 --> 00:24:13,000 decide between these two cases. There's one important situation 322 00:24:13,000 --> 00:24:20,000 where we have seen we must be in the first case that when we have 323 00:24:20,000 --> 00:24:26,000 a homogeneous system, so that means if the right hand 324 00:24:26,000 --> 00:24:31,000 side is zero, then, 325 00:24:31,000 --> 00:24:41,000 well, x equals zero is always a solution. 326 00:24:41,000 --> 00:24:43,000 It's called the trivial solution. 327 00:24:43,000 --> 00:24:50,000 It's the obvious one, if you want. 328 00:24:50,000 --> 00:24:53,000 So, you know that, and why is that? 329 00:24:53,000 --> 00:24:57,000 Well, that's because all of your planes have to pass through 330 00:24:57,000 --> 00:25:00,000 the origin. So, you must be in this case if 331 00:25:00,000 --> 00:25:04,000 you have a noninvertible system where the right hand side is 332 00:25:04,000 --> 00:25:05,000 zero. So, in that case, 333 00:25:05,000 --> 00:25:08,000 if the right hand side is zero, there's two cases. 334 00:25:08,000 --> 00:25:12,000 Either the matrix is invertible. Then, the only solution is the 335 00:25:12,000 --> 00:25:14,000 trivial one. Or, if a matrix is not 336 00:25:14,000 --> 00:25:19,000 invertible, then you have infinitely many solutions. 337 00:25:19,000 --> 00:25:23,000 If B is not zero, then we haven't really seen how 338 00:25:23,000 --> 00:25:27,000 to decide. We've just seen how to decide 339 00:25:27,000 --> 00:25:30,000 between one solution or zero,infinitely many, 340 00:25:30,000 --> 00:25:33,000 but not how to decide between these last two cases. 341 00:25:33,000 --> 00:25:42,000 Yes? I think in principle, 342 00:25:42,000 --> 00:25:44,000 you would be able to, but that's, well, 343 00:25:44,000 --> 00:25:48,000 I mean, that's a slightly counterintuitive way of doing 344 00:25:48,000 --> 00:25:50,000 it. I think it would probably work. 345 00:25:50,000 --> 00:25:55,000 Well, I'll let you figure it out. 346 00:25:55,000 --> 00:25:59,000 OK, let me move on to the second unit, maybe, 347 00:25:59,000 --> 00:26:03,000 because we've seen a lot of stuff, or was there a quick 348 00:26:03,000 --> 00:26:05,000 question before that? OK. 349 00:26:41,000 --> 00:26:44,000 OK, so what was the second part of the class about? 350 00:26:44,000 --> 00:26:47,000 Well, hopefully you kind of vaguely remember that it was 351 00:26:47,000 --> 00:26:50,000 about functions of several variables and their partial 352 00:26:50,000 --> 00:26:55,000 derivatives. OK, so the first thing that 353 00:26:55,000 --> 00:27:04,000 we've seen is how to actually view a function of two variables 354 00:27:04,000 --> 00:27:12,000 in terms of its graph and its contour plot. 355 00:27:12,000 --> 00:27:15,000 So, just to remind you very 356 00:27:15,000 --> 00:27:17,000 quickly, if I have a function of two 357 00:27:17,000 --> 00:27:21,000 variables, x and y, then the graph will be just the 358 00:27:21,000 --> 00:27:25,000 surface given by the equation z equals f of xy. 359 00:27:25,000 --> 00:27:28,000 So, for each x and y, I plot a point at height given 360 00:27:28,000 --> 00:27:30,000 with the value of the a function. 361 00:27:30,000 --> 00:27:34,000 And then, the contour plot will be the topographical map for 362 00:27:34,000 --> 00:27:37,000 this graph. It will tell us, 363 00:27:37,000 --> 00:27:41,000 what are the various levels in there? 364 00:27:41,000 --> 00:27:46,000 So, what it amounts to is we slice the graph by horizontal 365 00:27:46,000 --> 00:27:50,000 planes, and we get a bunch of curves which are the points at 366 00:27:50,000 --> 00:27:56,000 given height on the plot. And, so we get all of these 367 00:27:56,000 --> 00:28:04,000 curves, and then we look at them from above, and that gives us 368 00:28:04,000 --> 00:28:09,000 this map with a bunch of curves on it. 369 00:28:09,000 --> 00:28:13,000 And, each of them has a number next to it which tells us the 370 00:28:13,000 --> 00:28:16,000 value of a function there. And, from that map, we can, 371 00:28:16,000 --> 00:28:19,000 of course, tell things about where we might be able to find 372 00:28:19,000 --> 00:28:22,000 minima or maxima of our function, 373 00:28:22,000 --> 00:28:30,000 and how it varies with respect to x or y or actually in any 374 00:28:30,000 --> 00:28:40,000 direction at a given point. So, now, the next thing that 375 00:28:40,000 --> 00:28:49,000 we've learned about is partial derivatives. 376 00:28:49,000 --> 00:28:52,000 So, for a function of two variables, there would be two of 377 00:28:52,000 --> 00:28:54,000 them. There's f sub x which is 378 00:28:54,000 --> 00:28:58,000 partial f partial x, and f sub y which is partial f 379 00:28:58,000 --> 00:29:00,000 partial y. And, in terms of a graph, 380 00:29:00,000 --> 00:29:04,000 they correspond to slicing by a plane that's parallel to one of 381 00:29:04,000 --> 00:29:07,000 the coordinate planes, so that we either keep x 382 00:29:07,000 --> 00:29:10,000 constant, or keep y constant. 383 00:29:10,000 --> 00:29:14,000 And, we look at the slope of a graph to see the rate of change 384 00:29:14,000 --> 00:29:17,000 of f with respect to one variable only when we hold the 385 00:29:17,000 --> 00:29:21,000 other one constant. And so, we've seen in 386 00:29:21,000 --> 00:29:25,000 particular how to use that in various places, 387 00:29:25,000 --> 00:29:29,000 but, for example, for linear approximation we've 388 00:29:29,000 --> 00:29:34,000 seen that the change in f is approximately equal to f sub x 389 00:29:34,000 --> 00:29:40,000 times the change in x plus f sub y times the change in y. 390 00:29:40,000 --> 00:29:45,000 So, you can think of f sub x and f sub y as telling you how 391 00:29:45,000 --> 00:29:49,000 sensitive the value of f is to changes in x and y. 392 00:29:49,000 --> 00:29:59,000 So, this linear approximation also tells us about the tangent 393 00:29:59,000 --> 00:30:07,000 plane to the graph of f. In fact, when we turn this into 394 00:30:07,000 --> 00:30:16,000 an equality, that would mean that we replace f by the tangent 395 00:30:16,000 --> 00:30:19,000 plane. We've also learned various ways 396 00:30:19,000 --> 00:30:21,000 of, before I go on, I should say, 397 00:30:21,000 --> 00:30:24,000 of course, we've seen these also for functions of three 398 00:30:24,000 --> 00:30:28,000 variables, right? So, we haven't seen how to plot 399 00:30:28,000 --> 00:30:32,000 them, and we don't really worry about that too much. 400 00:30:32,000 --> 00:30:37,000 But, if you have a function of three variables, 401 00:30:37,000 --> 00:30:42,000 you can do the same kinds of manipulations. 402 00:30:42,000 --> 00:30:49,000 So, we've learned about differentials and chain rules, 403 00:30:49,000 --> 00:30:57,000 which are a way of repackaging these partial derivatives. 404 00:30:57,000 --> 00:31:00,000 So, the differential is just, by definition, 405 00:31:00,000 --> 00:31:05,000 this thing called df which is f sub x times dx plus f sub y 406 00:31:05,000 --> 00:31:09,000 times dy. And, what we can do with it is 407 00:31:09,000 --> 00:31:14,000 just either plug values for changes in x and y, 408 00:31:14,000 --> 00:31:17,000 and get approximation formulas, or we can look at this in a 409 00:31:17,000 --> 00:31:21,000 situation where x and y will depend on something else, 410 00:31:21,000 --> 00:31:26,000 and we get a chain rule. So, for example, 411 00:31:26,000 --> 00:31:32,000 if f is a function of t time, for example, and so is y, 412 00:31:32,000 --> 00:31:36,000 then we can find the rate of change of f with respect to t 413 00:31:36,000 --> 00:31:43,000 just by dividing this by dt. So, we get df dt equals f sub x 414 00:31:43,000 --> 00:31:48,000 dx dt plus f sub y dy dt. We can also get other chain 415 00:31:48,000 --> 00:31:51,000 rules, say, if x and y depend on more 416 00:31:51,000 --> 00:31:54,000 than one variable, if you have a change of 417 00:31:54,000 --> 00:31:55,000 variables, for example, 418 00:31:55,000 --> 00:31:58,000 x and y are functions of two other guys that you call u and 419 00:31:58,000 --> 00:32:01,000 v, then you can express dx and dy 420 00:32:01,000 --> 00:32:05,000 in terms of du and dv, and plugging into df you will 421 00:32:05,000 --> 00:32:08,000 get the manner in which f depends on u and v. 422 00:32:08,000 --> 00:32:11,000 So, that will give you formulas for partial f partial u, 423 00:32:11,000 --> 00:32:14,000 and partial f partial v. They look just like these guys 424 00:32:14,000 --> 00:32:19,000 except there's a lot of curly d's instead of straight ones, 425 00:32:19,000 --> 00:32:21,000 and u's and v's in the denominators. 426 00:32:21,000 --> 00:32:26,000 OK, so that lets us understand rates of change. 427 00:32:26,000 --> 00:32:31,000 We've also seen yet another way to package partial derivatives 428 00:32:31,000 --> 00:32:33,000 into not a differential, but instead, 429 00:32:33,000 --> 00:32:37,000 a vector. That's the gradient vector, 430 00:32:37,000 --> 00:32:41,000 and I'm sure it was quite mysterious when we first saw it, 431 00:32:41,000 --> 00:32:45,000 but hopefully by now, well, it should be less 432 00:32:45,000 --> 00:32:46,000 mysterious. 433 00:33:07,000 --> 00:33:14,000 OK, so we've learned about the gradient vector which is del f 434 00:33:14,000 --> 00:33:21,000 is a vector whose components are just the partial derivatives. 435 00:33:21,000 --> 00:33:26,000 So, if I have a function of just two variables, 436 00:33:26,000 --> 00:33:29,000 then it's just this. And, 437 00:33:29,000 --> 00:33:37,000 so one observation that we've made is that if you look at a 438 00:33:37,000 --> 00:33:44,000 contour plot of your function, so maybe your function is zero, 439 00:33:44,000 --> 00:33:47,000 one, and two, then the gradient vector is 440 00:33:47,000 --> 00:33:49,000 always perpendicular to the contour plot, 441 00:33:49,000 --> 00:33:54,000 and always points towards higher ground. 442 00:33:54,000 --> 00:34:02,000 OK, so the reason for that was that if you take any direction, 443 00:34:02,000 --> 00:34:04,000 you can measure the directional derivative, 444 00:34:04,000 --> 00:34:12,000 which means the rate of change of f in that direction. 445 00:34:12,000 --> 00:34:20,000 So, given a unit vector, u, which represents some 446 00:34:20,000 --> 00:34:24,000 direction, so for example let's say I 447 00:34:24,000 --> 00:34:29,000 decide that I want to go in this direction, 448 00:34:29,000 --> 00:34:32,000 and I ask myself, how quickly will f change if I 449 00:34:32,000 --> 00:34:36,000 start from here and I start moving towards that direction? 450 00:34:36,000 --> 00:34:38,000 Well, the answer seems to be, it will start to increase a 451 00:34:38,000 --> 00:34:41,000 bit, and maybe at some point later on something else will 452 00:34:41,000 --> 00:34:45,000 happen. But at first, it will increase. 453 00:34:45,000 --> 00:34:48,000 So, the directional derivative is 454 00:34:48,000 --> 00:34:53,000 what we've called f by ds in the direction of this unit vector, 455 00:34:53,000 --> 00:34:56,000 and basically the only thing we know to be able to compute it, 456 00:34:56,000 --> 00:35:00,000 the only thing we need is that it's the dot product between the 457 00:35:00,000 --> 00:35:02,000 gradient and this vector u hat. In particular, 458 00:35:02,000 --> 00:35:05,000 the directional derivatives in the direction of I hat or j hat 459 00:35:05,000 --> 00:35:07,000 are just the usual partial derivatives. 460 00:35:07,000 --> 00:35:12,000 That's what you would expect. OK, and so now you see in 461 00:35:12,000 --> 00:35:15,000 particular if you try to go in a direction that's perpendicular 462 00:35:15,000 --> 00:35:18,000 to the gradient, then the directional derivative 463 00:35:18,000 --> 00:35:21,000 will be zero because you are moving on the level curve. 464 00:35:21,000 --> 00:35:27,000 So, the value doesn't change, OK? 465 00:35:27,000 --> 00:35:45,000 Questions about that? Yes? 466 00:35:45,000 --> 00:35:49,000 Yeah, so let's see, so indeed to look at more 467 00:35:49,000 --> 00:35:52,000 recent things, if you are taking the flux 468 00:35:52,000 --> 00:35:55,000 through something given by an equation, 469 00:35:55,000 --> 00:35:59,000 so, if you have a surface given by an equation, 470 00:35:59,000 --> 00:36:05,000 say, f equals one. So, say that you have a surface 471 00:36:05,000 --> 00:36:08,000 here or a curve given by an equation, 472 00:36:08,000 --> 00:36:14,000 f equals constant, then the normal vector to the 473 00:36:14,000 --> 00:36:19,000 surface is given by taking the gradient of f. 474 00:36:19,000 --> 00:36:22,000 And that is, in general, not a unit normal 475 00:36:22,000 --> 00:36:24,000 vector. Now, if you wanted the unit 476 00:36:24,000 --> 00:36:28,000 normal vector to compute flux, then you would just scale this 477 00:36:28,000 --> 00:36:30,000 guy down to unit length, OK? 478 00:36:30,000 --> 00:36:33,000 So, if you wanted a unit normal, that would be the 479 00:36:33,000 --> 00:36:37,000 gradient divided by its length. However, for flux, 480 00:36:37,000 --> 00:36:40,000 that's still of limited usefulness because you would 481 00:36:40,000 --> 00:36:42,000 still need to know about ds. But, remember, 482 00:36:42,000 --> 00:36:46,000 we've seen a formula for flux in terms of a non-unit normal 483 00:36:46,000 --> 00:36:52,000 vector, and n over n dot kdxdy. So, indeed, this is how you 484 00:36:52,000 --> 00:36:58,000 could actually handle calculations of flux through 485 00:36:58,000 --> 00:37:09,000 pretty much anything. Any other questions about that? 486 00:37:09,000 --> 00:37:19,000 OK, so let me continue with a couple more things we need to, 487 00:37:19,000 --> 00:37:25,000 so, we've seen how to do min/max problems, 488 00:37:25,000 --> 00:37:33,000 in particular, by looking at critical points. 489 00:37:33,000 --> 00:37:35,000 So, critical points, remember, are the points where 490 00:37:35,000 --> 00:37:37,000 all the partial derivatives are zero. 491 00:37:37,000 --> 00:37:40,000 So, if you prefer, that's where the gradient 492 00:37:40,000 --> 00:37:45,000 vector is zero. And, we know how to decide 493 00:37:45,000 --> 00:37:52,000 using the second derivative test whether a critical point is 494 00:37:52,000 --> 00:37:57,000 going to be a local min, a local max, 495 00:37:57,000 --> 00:38:02,000 or a saddle point. Actually, we can't always quite 496 00:38:02,000 --> 00:38:05,000 decide because, remember, we look at the second 497 00:38:05,000 --> 00:38:08,000 partials, and we compute this quantity ac minus b squared. 498 00:38:08,000 --> 00:38:10,000 And, if it happens to be zero, then actually we can't 499 00:38:10,000 --> 00:38:13,000 conclude. But, most of the time we can 500 00:38:13,000 --> 00:38:16,000 conclude. However, that's not all we need 501 00:38:16,000 --> 00:38:20,000 to look for an absolute global maximum or minimum. 502 00:38:20,000 --> 00:38:23,000 For that, we also need to check the boundary points, 503 00:38:23,000 --> 00:38:27,000 or look at the behavior of a function, at infinity. 504 00:38:27,000 --> 00:38:38,000 So, we also need to check the values of f at the boundary of 505 00:38:38,000 --> 00:38:46,000 its domain of definition or at infinity. 506 00:38:46,000 --> 00:38:48,000 Just to give you an example from single variable calculus, 507 00:38:48,000 --> 00:38:51,000 if you are trying to find the minimum and the maximum of f of 508 00:38:51,000 --> 00:38:55,000 x equals x squared, well, you'll find quickly that 509 00:38:55,000 --> 00:38:57,000 the minimum is at zero where x squared is zero. 510 00:38:57,000 --> 00:39:00,000 If you are looking for the maximum, you better not just 511 00:39:00,000 --> 00:39:02,000 look at the derivative because you won't find it that way. 512 00:39:02,000 --> 00:39:05,000 However, if you think for a second, you'll see that if x 513 00:39:05,000 --> 00:39:08,000 becomes very large, then the function increases to 514 00:39:08,000 --> 00:39:10,000 infinity. And, similarly, 515 00:39:10,000 --> 00:39:14,000 if you try to find the minimum and the maximum of x squared 516 00:39:14,000 --> 00:39:17,000 when x varies only between one and two, 517 00:39:17,000 --> 00:39:19,000 well, you won't find the critical point, 518 00:39:19,000 --> 00:39:21,000 but you'll still find that the smallest value of x squared is 519 00:39:21,000 --> 00:39:24,000 when x is at one, and the largest is at x equals 520 00:39:24,000 --> 00:39:26,000 two. And, all this business about 521 00:39:26,000 --> 00:39:29,000 boundaries and infinity is exactly the same stuff, 522 00:39:29,000 --> 00:39:31,000 but with more than one variable. 523 00:39:31,000 --> 00:39:37,000 It's just the story that maybe the minimum and the maximum are 524 00:39:37,000 --> 00:39:42,000 not quite visible, but they are at the edges of a 525 00:39:42,000 --> 00:39:48,000 domain we are looking at. Well, in the last three 526 00:39:48,000 --> 00:39:55,000 minutes, I will just write down a couple more things we've seen 527 00:39:55,000 --> 00:40:00,000 there. So, how to do max/min problems 528 00:40:00,000 --> 00:40:08,000 with non-independent variables -- So, if your variables are 529 00:40:08,000 --> 00:40:15,000 related by some condition, g equals some constant. 530 00:40:15,000 --> 00:40:25,000 So, then we've seen the method of Lagrange multipliers. 531 00:40:25,000 --> 00:40:31,000 OK, and what this method says is that we should solve the 532 00:40:31,000 --> 00:40:36,000 equation gradient f equals some unknown scalar lambda times the 533 00:40:36,000 --> 00:40:39,000 gradient, g. So, that means each partial, 534 00:40:39,000 --> 00:40:43,000 f sub x equals lambda g sub x and so on, 535 00:40:43,000 --> 00:40:48,000 and of course we have to keep in mind the constraint equation 536 00:40:48,000 --> 00:40:53,000 so that we have the same number of equations as the number of 537 00:40:53,000 --> 00:40:57,000 unknowns because you have a new unknown here. 538 00:40:57,000 --> 00:41:04,000 And, the thing to remember is that you have to be careful that 539 00:41:04,000 --> 00:41:13,000 the second derivative test does not apply in this situation. 540 00:41:13,000 --> 00:41:16,000 I mean, this is only in the case of independent variables. 541 00:41:16,000 --> 00:41:18,000 So, if you want to know if something is a maximum or a 542 00:41:18,000 --> 00:41:20,000 minimum, you just have to use common 543 00:41:20,000 --> 00:41:24,000 sense or compare the values of a function at the various points 544 00:41:24,000 --> 00:41:29,000 you found. Yes? 545 00:41:29,000 --> 00:41:34,000 Will we actually have to calculate? 546 00:41:34,000 --> 00:41:38,000 Well, that depends on what the problem asks you. 547 00:41:38,000 --> 00:41:40,000 It might ask you to just set up the equations, 548 00:41:40,000 --> 00:41:41,000 or it might ask you to solve them. 549 00:41:41,000 --> 00:41:44,000 So, in general, solving might be difficult, 550 00:41:44,000 --> 00:41:47,000 but if it asks you to do it, then it means it shouldn't be 551 00:41:47,000 --> 00:41:50,000 too hard. I haven't written the final 552 00:41:50,000 --> 00:41:54,000 yet, so I don't know what it will be, but it might be an easy 553 00:41:54,000 --> 00:42:00,000 one. And, the last thing we've seen 554 00:42:00,000 --> 00:42:06,000 is constrained partial derivatives. 555 00:42:06,000 --> 00:42:12,000 So, for example, if you have a relation between 556 00:42:12,000 --> 00:42:15,000 x, y, and z, which are constrained to be a 557 00:42:15,000 --> 00:42:20,000 constant, then the notion of partial f 558 00:42:20,000 --> 00:42:24,000 partial x takes several meanings. 559 00:42:24,000 --> 00:42:32,000 So, just to remind you very quickly, there's the formal 560 00:42:32,000 --> 00:42:38,000 partial, partial f, partial x, which means x 561 00:42:38,000 --> 00:42:43,000 varies. Y and z are held constant. 562 00:42:43,000 --> 00:42:48,000 And, we forget the constraint. This is not compatible with a 563 00:42:48,000 --> 00:42:51,000 constraint, but we don't care. So, that's the guy that we 564 00:42:51,000 --> 00:42:54,000 compute just from the formula for f ignoring the constraints. 565 00:42:54,000 --> 00:43:01,000 And then, we have the partial f, partial x with y held 566 00:43:01,000 --> 00:43:06,000 constant, which means y held constant. 567 00:43:06,000 --> 00:43:15,000 X varies, and now we treat z as a dependent variable. 568 00:43:15,000 --> 00:43:20,000 It varies with x and y according to whatever is needed 569 00:43:20,000 --> 00:43:24,000 so that this constraint keeps holding. 570 00:43:24,000 --> 00:43:29,000 And, similarly, there's partial f partial x 571 00:43:29,000 --> 00:43:33,000 with z held constant, which means that, 572 00:43:33,000 --> 00:43:38,000 now, y is the dependent variable. 573 00:43:38,000 --> 00:43:39,000 And, the way in which we compute these, 574 00:43:39,000 --> 00:43:42,000 we've seen two methods which I'm not going to tell you now 575 00:43:42,000 --> 00:43:45,000 because otherwise we'll be even more over time. 576 00:43:45,000 --> 00:43:48,000 But, we've seen two methods for computing these based on either 577 00:43:48,000 --> 00:43:50,000 the chain rule or on differentials, 578 00:43:50,000 --> 00:43:52,000 solving and substituting into differentials.