1 00:00:08,120 --> 00:00:09,750 Welcome back to recitation. 2 00:00:09,750 --> 00:00:12,610 What I'd like us to do in these two problems 3 00:00:12,610 --> 00:00:17,160 is to understand how to compute the flux in three dimensions-- 4 00:00:17,160 --> 00:00:20,590 the flux of a vector in three dimensions-- across a surface, 5 00:00:20,590 --> 00:00:22,490 without maybe doing a lot of calculations. 6 00:00:22,490 --> 00:00:24,240 So we're going to see if we can figure out 7 00:00:24,240 --> 00:00:26,930 how to do these problems without doing a lot of computation. 8 00:00:26,930 --> 00:00:32,630 So the first one is to find the flux of the vector k 9 00:00:32,630 --> 00:00:35,060 through the infinite cylinder x squared 10 00:00:35,060 --> 00:00:36,430 plus y squared equals 1. 11 00:00:36,430 --> 00:00:40,050 So notice this doesn't depend on z, but in fact, at every height 12 00:00:40,050 --> 00:00:41,940 it is a unit circle. 13 00:00:41,940 --> 00:00:43,389 So it's an infinite cylinder. 14 00:00:43,389 --> 00:00:45,680 And then the second problem I'd like you to think about 15 00:00:45,680 --> 00:00:48,620 and to try is to find the flux of the vector j 16 00:00:48,620 --> 00:00:53,050 through one square that has side length 1 in the xz-plane. 17 00:00:53,050 --> 00:00:55,900 So you pick any square, in the xz-plane, of side length 1 18 00:00:55,900 --> 00:00:58,760 and find the flux of j through that square. 19 00:00:58,760 --> 00:01:01,457 And so I think that that's enough information. 20 00:01:01,457 --> 00:01:03,290 So why don't you try both of those problems, 21 00:01:03,290 --> 00:01:04,831 pause the video, and then when you're 22 00:01:04,831 --> 00:01:08,001 ready to see my explanation of how they work, 23 00:01:08,001 --> 00:01:09,000 bring the video back up. 24 00:01:17,050 --> 00:01:18,170 OK, welcome back. 25 00:01:18,170 --> 00:01:19,640 Again, what we're trying to do is 26 00:01:19,640 --> 00:01:22,720 to understand the flux of a vector field across a surface. 27 00:01:22,720 --> 00:01:24,390 And we're hoping to do it with the least 28 00:01:24,390 --> 00:01:27,820 amount of calculation possible, for these particular problems. 29 00:01:27,820 --> 00:01:30,510 So obviously it's going to be helpful 30 00:01:30,510 --> 00:01:32,750 if you can draw a picture, to draw a picture. 31 00:01:32,750 --> 00:01:34,790 So I'm going to draw the surface that 32 00:01:34,790 --> 00:01:36,880 is the infinite cylinder first and then I'm 33 00:01:36,880 --> 00:01:39,690 going to look at the vector field k. 34 00:01:39,690 --> 00:01:41,280 So let me draw my picture first. 35 00:01:41,280 --> 00:01:44,360 If these are my coordinate axes, I 36 00:01:44,360 --> 00:01:48,320 get-- I think you have something usually like this. 37 00:01:48,320 --> 00:01:52,640 This is x, this is y, and this is z. 38 00:01:52,640 --> 00:01:55,260 This is how you do them in your class. 39 00:01:55,260 --> 00:01:57,497 And so it's not going to be a great picture 40 00:01:57,497 --> 00:01:59,830 but I'm going to try and make it look like a cylinder up 41 00:01:59,830 --> 00:02:02,290 here coming down. 42 00:02:02,290 --> 00:02:06,050 So this is in fact going to be infinitely long, 43 00:02:06,050 --> 00:02:09,490 going down forever, but I'll stop at somewhere down here. 44 00:02:09,490 --> 00:02:14,320 And then so every slice in the z, at a fixed height for z, 45 00:02:14,320 --> 00:02:16,980 is going to be a circle. 46 00:02:16,980 --> 00:02:21,000 I should think about these are intersecting the x- and y- axes 47 00:02:21,000 --> 00:02:23,350 at (1, 0) and (0, 1). 48 00:02:23,350 --> 00:02:28,410 So there's actually a sort of unit circle down here as well. 49 00:02:28,410 --> 00:02:30,282 Now that's the surface. 50 00:02:30,282 --> 00:02:31,990 Now what does the vector field look like? 51 00:02:31,990 --> 00:02:33,650 Well, in general what does the vector field look like? 52 00:02:33,650 --> 00:02:35,290 k is just a constant vector field 53 00:02:35,290 --> 00:02:37,190 that points in this direction. 54 00:02:37,190 --> 00:02:38,920 This is k. 55 00:02:38,920 --> 00:02:41,670 So k at every point on the surface 56 00:02:41,670 --> 00:02:43,680 is just the vector that's pointing straight 57 00:02:43,680 --> 00:02:45,190 up in this direction. 58 00:02:45,190 --> 00:02:48,330 And the normal to the surface, if you think about it, 59 00:02:48,330 --> 00:02:50,640 the normal to the surface is independent of z. 60 00:02:50,640 --> 00:02:52,140 It doesn't depend on z at all. 61 00:02:52,140 --> 00:02:55,290 It is always going to be a vector that 62 00:02:55,290 --> 00:02:57,050 is in the x-y direction only. 63 00:02:57,050 --> 00:02:59,210 It's going to be-- essentially at every point, 64 00:02:59,210 --> 00:03:03,992 it's going to be sitting in the plane z equals a constant. 65 00:03:03,992 --> 00:03:05,700 Because if you think about what you have, 66 00:03:05,700 --> 00:03:08,010 you have a unit circle at every height. 67 00:03:08,010 --> 00:03:10,110 And it doesn't vary in the z-direction 68 00:03:10,110 --> 00:03:12,410 at all, the bending of that unit circle. 69 00:03:12,410 --> 00:03:15,230 So in fact the normal is always going to point straight out 70 00:03:15,230 --> 00:03:16,590 from the unit circle. 71 00:03:16,590 --> 00:03:18,570 There's going to be no z-component. 72 00:03:18,570 --> 00:03:20,420 Or I should say the z-component's 0. 73 00:03:20,420 --> 00:03:22,180 Maybe that's the best way to say it. 74 00:03:22,180 --> 00:03:26,367 So that means that the normal dotted with k is going to be 0. 75 00:03:26,367 --> 00:03:28,700 And so the answer to the first question is the flux of k 76 00:03:28,700 --> 00:03:32,280 through the infinite cylinder is actually 0. 77 00:03:32,280 --> 00:03:35,790 So the answer to part a is 0. 78 00:03:35,790 --> 00:03:39,960 Been getting a lot of zeroes in my video so far. 79 00:03:39,960 --> 00:03:44,990 The next one is to find the flux of the vector j 80 00:03:44,990 --> 00:03:46,929 through one square in the xz-plane 81 00:03:46,929 --> 00:03:48,470 where the squares have side length 1. 82 00:03:48,470 --> 00:03:50,490 So I can draw any square I want. 83 00:03:50,490 --> 00:03:52,011 That seems to imply that maybe it'll 84 00:03:52,011 --> 00:03:53,260 be the same answer everywhere. 85 00:03:53,260 --> 00:03:55,170 So let's see what we get. 86 00:03:55,170 --> 00:03:57,270 Let me draw a picture for part b. 87 00:03:57,270 --> 00:03:58,520 Label this first maybe. 88 00:04:01,280 --> 00:04:02,440 Let me label my axes. 89 00:04:05,690 --> 00:04:09,360 And I'm going to draw the simplest one I can. 90 00:04:09,360 --> 00:04:13,790 That does not look like a square but I'm not great at this. 91 00:04:13,790 --> 00:04:15,040 There we go. 92 00:04:15,040 --> 00:04:19,150 So this is my surface sitting in the x-z plane. 93 00:04:19,150 --> 00:04:23,180 This side length is 1 and this side length is 1. 94 00:04:23,180 --> 00:04:25,490 So what is the normal to that surface? 95 00:04:25,490 --> 00:04:27,840 Well, we have two choices and so we will actually have 96 00:04:27,840 --> 00:04:29,434 a possibility of two answers. 97 00:04:29,434 --> 00:04:31,600 So let me point out that the normal to the surface-- 98 00:04:31,600 --> 00:04:33,410 well, what direction does it point in? 99 00:04:33,410 --> 00:04:35,120 Because this plane is in the xz-plane, 100 00:04:35,120 --> 00:04:39,180 the normal to the surface is either j or it's minus j. 101 00:04:39,180 --> 00:04:41,660 And so if I'm integrating j dotted 102 00:04:41,660 --> 00:04:46,330 with the normal over the surface-- I'll just 103 00:04:46,330 --> 00:04:53,140 call this surface capital R-- if I'm integrating over R j 104 00:04:53,140 --> 00:04:57,170 dotted with the normal dS, j dotted 105 00:04:57,170 --> 00:05:00,030 with the normal is going to be either 1 or minus 1. 106 00:05:00,030 --> 00:05:02,330 And hopefully that makes sense because j-- 107 00:05:02,330 --> 00:05:06,460 let me draw this-- j is pointing exactly in the y-direction. 108 00:05:06,460 --> 00:05:09,610 And the normal is either in this direction 109 00:05:09,610 --> 00:05:11,330 or in the opposite direction. 110 00:05:11,330 --> 00:05:14,300 Up to how I choose to orient the surface. 111 00:05:14,300 --> 00:05:17,150 And so j dotted with n is either plus or minus 1, 112 00:05:17,150 --> 00:05:22,994 and so I just get the area of R with a plus or minus-- ooh, 113 00:05:22,994 --> 00:05:24,660 that doesn't look like a plus or minus-- 114 00:05:24,660 --> 00:05:25,910 with a plus or minus in front. 115 00:05:28,550 --> 00:05:31,390 Depending on whether j dotted with n is 1 116 00:05:31,390 --> 00:05:33,510 or whether j dotted with n is minus 1. 117 00:05:33,510 --> 00:05:37,630 So the solution for this computation 118 00:05:37,630 --> 00:05:41,130 is just the area of R or minus the area of R. Well, 119 00:05:41,130 --> 00:05:42,750 what's the area of the region? 120 00:05:42,750 --> 00:05:46,790 The area, it's a square of side length 1, so it has area 1. 121 00:05:46,790 --> 00:05:50,554 So the final answer is just plus or minus 1. 122 00:05:50,554 --> 00:05:52,720 So again, let me remind you what we're trying to do. 123 00:05:52,720 --> 00:05:55,700 We're trying to determine these fluxes 124 00:05:55,700 --> 00:05:58,900 of vector fields across surfaces without doing 125 00:05:58,900 --> 00:06:00,600 a lot of calculation. 126 00:06:00,600 --> 00:06:03,380 And in the first case we had a vector field 127 00:06:03,380 --> 00:06:06,380 that pointed in the z-direction only, 128 00:06:06,380 --> 00:06:09,150 and the normal was only in the x and y direction. 129 00:06:09,150 --> 00:06:11,179 And so the flux was 0, even though it 130 00:06:11,179 --> 00:06:12,970 was a vector field on an infinite cylinder, 131 00:06:12,970 --> 00:06:14,720 the flux was still 0. 132 00:06:14,720 --> 00:06:18,410 And in the other case, I had actually here, I 133 00:06:18,410 --> 00:06:22,060 had a surface that was exactly in the xz-plane. 134 00:06:22,060 --> 00:06:25,080 And so its normal was exactly either in the same direction 135 00:06:25,080 --> 00:06:28,450 as j or 180 degrees around from j. 136 00:06:28,450 --> 00:06:31,860 So j dotted with the normal was either plus or minus 1. 137 00:06:31,860 --> 00:06:34,440 And so I only had to know the area of the region. 138 00:06:34,440 --> 00:06:37,980 Which is why it didn't matter where I moved this unit square. 139 00:06:37,980 --> 00:06:40,150 I didn't tell you where the unit square had to sit, 140 00:06:40,150 --> 00:06:42,670 so that's where you can see why it didn't matter. 141 00:06:42,670 --> 00:06:44,820 Because it's just the area. 142 00:06:44,820 --> 00:06:46,840 OK, I think that's where I'll stop.