1 00:00:00,000 --> 00:00:08,120 2 00:00:08,120 --> 00:00:09,750 Welcome back to recitation. 3 00:00:09,750 --> 00:00:12,800 What I'd like us to do in these two problems is to 4 00:00:12,800 --> 00:00:17,250 understand how to compute the flux in three dimensions-- the 5 00:00:17,250 --> 00:00:18,980 flux of a vector in three dimensions-- 6 00:00:18,980 --> 00:00:22,070 across a surface, without maybe doing a lot of 7 00:00:22,070 --> 00:00:22,830 calculations. 8 00:00:22,830 --> 00:00:25,060 So we're going to see if we can figure out how to do these 9 00:00:25,060 --> 00:00:26,930 problems without doing a lot of computation. 10 00:00:26,930 --> 00:00:32,630 So the first one is to find the flux of the vector k 11 00:00:32,630 --> 00:00:35,480 through the infinite cylinder x squared plus y 12 00:00:35,480 --> 00:00:36,430 squared equals 1. 13 00:00:36,430 --> 00:00:39,800 So notice this doesn't depend on z, but in fact at every 14 00:00:39,800 --> 00:00:41,940 height it is a unit circle. 15 00:00:41,940 --> 00:00:43,700 So it's an infinite cylinder. 16 00:00:43,700 --> 00:00:45,680 And then the second problem I'd like you to think about 17 00:00:45,680 --> 00:00:48,810 and to try is to to find the flux of the vector j through 18 00:00:48,810 --> 00:00:53,050 one square that has side length 1 in the x-z plane. 19 00:00:53,050 --> 00:00:56,150 So you pick any square in the x-z plane of side length 1 and 20 00:00:56,150 --> 00:00:58,760 find the flux of j through that square. 21 00:00:58,760 --> 00:01:01,615 And so I think that that's enough information. 22 00:01:01,615 --> 00:01:03,850 So why don't you try both of those problems, pause the 23 00:01:03,850 --> 00:01:07,260 video, and then when you're ready to see my explanation of 24 00:01:07,260 --> 00:01:09,000 how they work, bring the video back up. 25 00:01:09,000 --> 00:01:17,050 26 00:01:17,050 --> 00:01:18,170 OK, welcome back. 27 00:01:18,170 --> 00:01:20,830 Again, what we're trying to do is to understand the flux of a 28 00:01:20,830 --> 00:01:22,720 vector field across a surface. 29 00:01:22,720 --> 00:01:24,710 And we're hoping to do it with the least amount of 30 00:01:24,710 --> 00:01:28,540 calculation possible for these particular problems. So 31 00:01:28,540 --> 00:01:31,260 obviously it's going to be helpful if you can draw a 32 00:01:31,260 --> 00:01:32,750 picture to draw a picture. 33 00:01:32,750 --> 00:01:35,330 So I'm going to draw the surface that is the infinite 34 00:01:35,330 --> 00:01:37,420 cylinder first and then I'm going to look at the 35 00:01:37,420 --> 00:01:39,690 vector field k. 36 00:01:39,690 --> 00:01:42,320 So let me draw my picture first. If these are my 37 00:01:42,320 --> 00:01:46,200 coordinate axes, I get-- 38 00:01:46,200 --> 00:01:48,320 I think you have something usually like this. 39 00:01:48,320 --> 00:01:52,640 This is x, this is y, and this is z. 40 00:01:52,640 --> 00:01:55,260 This is how you do them in your class. 41 00:01:55,260 --> 00:01:58,100 And so it's not going to be a great picture but I'm going to 42 00:01:58,100 --> 00:02:02,290 try and make it look like a cylinder up here coming down. 43 00:02:02,290 --> 00:02:06,650 So this is in fact going to be infinitely long, going down 44 00:02:06,650 --> 00:02:09,490 forever, but I'll stop it somewhere down here. 45 00:02:09,490 --> 00:02:14,490 And then so every slice in the z at a fixed height for z is 46 00:02:14,490 --> 00:02:16,980 going to be a circle. 47 00:02:16,980 --> 00:02:21,000 I should think about these are intersecting the x and y axes 48 00:02:21,000 --> 00:02:23,350 at (1, 0) and (0, 1). 49 00:02:23,350 --> 00:02:28,410 So there's actually a sort of unit circle down here as well. 50 00:02:28,410 --> 00:02:30,510 Now that's the surface. 51 00:02:30,510 --> 00:02:31,990 Now what does the vector field look like? 52 00:02:31,990 --> 00:02:34,150 Well, in general what does the vector field look like? k is 53 00:02:34,150 --> 00:02:37,190 just a constant vector field that points in this direction. 54 00:02:37,190 --> 00:02:38,920 This is k. 55 00:02:38,920 --> 00:02:42,740 So k at every point on the surface is just the vector 56 00:02:42,740 --> 00:02:45,190 that's pointing straight up in this direction. 57 00:02:45,190 --> 00:02:48,440 And the normal to the surface, if you think about it, the 58 00:02:48,440 --> 00:02:50,640 normal to the surface is independent of z. 59 00:02:50,640 --> 00:02:52,140 It doesn't depend on z at all. 60 00:02:52,140 --> 00:02:56,390 It is always going to be a vector that is in the x-y 61 00:02:56,390 --> 00:02:57,050 direction only. 62 00:02:57,050 --> 00:02:58,020 It's going to be-- 63 00:02:58,020 --> 00:03:01,480 essentially at every point it's going to be sitting in 64 00:03:01,480 --> 00:03:04,260 the plane z equals the constant. 65 00:03:04,260 --> 00:03:06,240 Because if you think about what you have, you have a unit 66 00:03:06,240 --> 00:03:08,010 circle at every height. 67 00:03:08,010 --> 00:03:11,250 And it doesn't vary in the z direction at all, with the 68 00:03:11,250 --> 00:03:12,410 bending of that unit circle. 69 00:03:12,410 --> 00:03:14,870 So in fact the normal is always going to point straight 70 00:03:14,870 --> 00:03:16,590 out 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 --> 00:03:24,980 So that means that the normal dotted with k 75 00:03:24,980 --> 00:03:26,430 is going to be 0. 76 00:03:26,430 --> 00:03:28,700 And so the answer to the first question is the flux of k 77 00:03:28,700 --> 00:03:32,280 through the infinite cylinder is actually 0. 78 00:03:32,280 --> 00:03:35,790 So the answer to part a is 0. 79 00:03:35,790 --> 00:03:39,960 Been getting a lot of zeroes in my video so far. 80 00:03:39,960 --> 00:03:45,290 The next one is to find the flux of the vector j through 81 00:03:45,290 --> 00:03:47,360 one square in the x-z plane where the squares 82 00:03:47,360 --> 00:03:48,470 have side length 1. 83 00:03:48,470 --> 00:03:50,490 So I can draw any square I want. 84 00:03:50,490 --> 00:03:52,900 That seems to imply that maybe it'll be the same answer 85 00:03:52,900 --> 00:03:53,260 everywhere. 86 00:03:53,260 --> 00:03:55,170 So let's see what we get. 87 00:03:55,170 --> 00:03:57,270 Let me draw a picture for part b. 88 00:03:57,270 --> 00:03:58,520 Label this first maybe. 89 00:03:58,520 --> 00:04:01,280 90 00:04:01,280 --> 00:04:02,530 Let me label my axes. 91 00:04:02,530 --> 00:04:05,690 92 00:04:05,690 --> 00:04:09,360 And I'm going to draw the simplest one I can. 93 00:04:09,360 --> 00:04:13,100 That does not look like a square but I'm 94 00:04:13,100 --> 00:04:13,790 not great at this. 95 00:04:13,790 --> 00:04:15,040 There we go. 96 00:04:15,040 --> 00:04:19,150 So this is my surface sitting in the x-z plane. 97 00:04:19,150 --> 00:04:23,180 This side length is 1 and this side length is 1. 98 00:04:23,180 --> 00:04:25,490 So what is the normal to that surface? 99 00:04:25,490 --> 00:04:27,900 Well, we have two choices and so we will actually have a 100 00:04:27,900 --> 00:04:29,780 possibility of two answers. 101 00:04:29,780 --> 00:04:32,010 So let me point out that the normal to the surface-- well, 102 00:04:32,010 --> 00:04:33,410 what direction does it point in? 103 00:04:33,410 --> 00:04:35,630 Because this plane is in the x-z plane, the normal to the 104 00:04:35,630 --> 00:04:39,180 surface is either j or it's minus j. 105 00:04:39,180 --> 00:04:43,300 And so if I'm integrating j dotted with the normal over 106 00:04:43,300 --> 00:04:45,710 the surface-- 107 00:04:45,710 --> 00:04:49,305 I'll just call this surface capital R-- 108 00:04:49,305 --> 00:04:56,910 if I'm integrating over R j dotted with the normal dS, j 109 00:04:56,910 --> 00:04:58,060 dotted with the normal is going to be 110 00:04:58,060 --> 00:05:00,030 either 1 or minus 1. 111 00:05:00,030 --> 00:05:02,330 And hopefully that makes sense because j-- 112 00:05:02,330 --> 00:05:03,810 let me draw this-- j is pointing 113 00:05:03,810 --> 00:05:06,460 exactly in the y direction. 114 00:05:06,460 --> 00:05:10,150 And the normal is either in this direction or in the 115 00:05:10,150 --> 00:05:11,330 opposite direction. 116 00:05:11,330 --> 00:05:14,300 Up to how I choose to orient the surface. 117 00:05:14,300 --> 00:05:17,590 And so j dotted with n is either plus or minus 1, and so 118 00:05:17,590 --> 00:05:23,660 I just get the area of R with a plus or minus-- ooh, that 119 00:05:23,660 --> 00:05:24,830 doesn't look like a plus or minus-- with a 120 00:05:24,830 --> 00:05:26,080 plus or minus in front. 121 00:05:26,080 --> 00:05:28,550 122 00:05:28,550 --> 00:05:32,060 Depending on whether j dotted with n is 1 or whether j 123 00:05:32,060 --> 00:05:33,510 dotted with n is minus 1. 124 00:05:33,510 --> 00:05:39,080 So the solution for this computation is just the area 125 00:05:39,080 --> 00:05:41,580 of R or minus the area of R. Well, what's 126 00:05:41,580 --> 00:05:42,750 the area of the region? 127 00:05:42,750 --> 00:05:45,410 The area, it's a square of side length 1, 128 00:05:45,410 --> 00:05:46,790 so it has area 1. 129 00:05:46,790 --> 00:05:51,020 So the final answer is just plus or minus 1. 130 00:05:51,020 --> 00:05:52,720 So again, let me remind you what we're trying to do. 131 00:05:52,720 --> 00:05:56,760 We're trying to determine these fluxes of vector fields 132 00:05:56,760 --> 00:06:00,600 across surfaces without doing a lot of calculation. 133 00:06:00,600 --> 00:06:04,520 And in the first case we had a vector field that pointed in 134 00:06:04,520 --> 00:06:07,590 the z direction only, and the normal was only 135 00:06:07,590 --> 00:06:09,150 in the x and y direction. 136 00:06:09,150 --> 00:06:11,940 And so the flux was 0, even though it was a vector field 137 00:06:11,940 --> 00:06:14,720 on an infinite cylinder, the flux was still 0. 138 00:06:14,720 --> 00:06:19,830 And in the other case, I had actually here, I had a surface 139 00:06:19,830 --> 00:06:22,060 that was exactly in the x-z plane. 140 00:06:22,060 --> 00:06:25,080 And so its normal was exactly either in the same direction 141 00:06:25,080 --> 00:06:28,450 as j or 180 degrees around from j. 142 00:06:28,450 --> 00:06:31,860 So j dotted with the normal was either plus or minus 1. 143 00:06:31,860 --> 00:06:34,440 And so I only had to know the area of the region. 144 00:06:34,440 --> 00:06:36,130 Which is why it didn't matter where I 145 00:06:36,130 --> 00:06:37,980 moved this unit square. 146 00:06:37,980 --> 00:06:40,930 I didn't tell you where the unit square had to sit so 147 00:06:40,930 --> 00:06:42,670 that's where you can see why it didn't matter. 148 00:06:42,670 --> 00:06:44,820 Because it's just the area. 149 00:06:44,820 --> 00:06:47,120 OK, I think that's where I'll stop. 150 00:06:47,120 --> 00:06:47,340