4.4.31 · D1 · Maths › Multivariable Calculus › Surface integrals — scalar and vector (flux)
Ek curved 2D surface jo 3D space mein floating hai — uspe cheezein add karna mushkil hai. Lekin ek flat, easy shape jiske upar numbers slide kar sako — woh mushkil nahi. Parent page ka har symbol sirf ek hi kaam karta hai: us easy flat shape ko surface pe map karo aur measure karo ki map area ko kitna stretch karta hai , taaki hum ek mushkil curved sum ko ek aasaan flat sum se replace kar sakein. (In do sentences mein har term — "map", "flat shape", "stretch", "flat sum" — neeche define ki gayi hai, in order mein, use hone se pehle.)
Parent page padhne se pehle, tumhe uske har symbol ko khud se jaanna hoga. Neeche, har ek symbol ko milta hai: plain words → picture → topic ko yeh kyun chahiye , ek aisi order mein jahan har cheez strictly pichli pe build hoti hai — koi bhi cheez build hone se pehle use nahi hoti.
Definition 3D mein ek point aur triple
( x , y , z )
Tumhare aas-paas ki space ke teen independent directions hain: left–right (x ), forward–back (y ), up–down (z ). Ek point us space mein ek jagah hai, jo numbers ke ek ordered triple ( x , y , z ) ke roop mein likha jaata hai — teen instructions "is taraf x jaao, us taraf y jaao, z upar jaao."
Picture: teen number-lines ek corner pe milti hain (origin ( 0 , 0 , 0 ) par), aur ek dot kamre mein baahar floating hai.
Hume yeh isliye chahiye kyunki ek surface aisi points ki poori ek sheet hoti hai, aur jo kuch bhi hum compute karte hain woh un points pe rehta hai.
Worked example Figure 1 — ek point as teen instructions
Teen grey arrows x , y , z number-lines hain jo origin pe milti hain. Coral dot point ( x , y , z ) hai; lavender dashed lines woh teen "har axis ke saath itna chalo" instructions hain jo usse locate karti hain.
Ek vector ek arrow hai: iske paas direction aur length hai, lekin koi fixed ghar nahi — tum isse slide kar sakte ho. Hum ise bold likhte hain, a , aur iske teen components list karte hain a = ( a 1 , a 2 , a 3 ) , matlab "x ke saath a 1 step, y ke saath a 2 , z ke saath a 3 ."
Picture: tail se tip tak ek arrow.
Definition Length (magnitude)
∥ a ∥
Double bars ∥ a ∥ ka matlab hai "yeh arrow kitna lamba hai?" 3D mein Pythagoras se:
∥ a ∥ = a 1 2 + a 2 2 + a 3 2 .
Picture: tail se tip tak straight-line distance.
Topic ko yeh kyun chahiye: baad mein, surface ke ek tiny patch ki size ek khaas arrow ki length niklegi. Length woh tool hai jo "yeh arrow kitna bada hai?" ko ek single number mein convert karta hai, isliye patches measure karne se pehle yeh hamare paas hona chahiye.
f
Ek function ek machine hai: isme ek number daalo, yeh ek number return karta hai. f ( x ) = x 2 mein 3 daalo, 9 milta hai.
d x d — the slope
Derivative ek sawal ka jawab deta hai: agar main input ko thoda sa nudge karun, toh output kitni tezi se change hoti hai? Yeh graph ki ek point pe slope hai.
Picture: ek curve ko zoom in karo jab tak straight lagey; derivative us straight bit ki steepness hai.
Yeh tool kyun, doosra nahi? Koi bhi doosra single number "rate of change at an instant" ko capture nahi karta. Hume yeh isliye chahiye kyunki surface ki tangent directions (surface kaise tilt hoti hai) position ke rates of change hain.
u aur v
Surface describe karne ke liye hum do dials use karte hain, jinhe u aur v kehte hain. Ek dial ghumaate hue doosre ko freeze karna surface pe ek direction mein move karta hai. Do dials → do independent directions → ek 2D sheet.
Picture: ek control panel pe do knobs; settings ka har pair ( u , v ) surface pe ek spot pick karta hai.
Definition Partial derivative
Jab ek machine do inputs leta hai, maan lo g ( u , v ) , toh partial derivative ∂ u ∂ g (curly ∂ , padho "partial") poochta hai: sirf u nudge karo, v freeze karo — g kitni tezi se change hoti hai? Iske ulta ∂ v ∂ g ke liye.
Picture: ek pahaad ki taraf khade ho. ∂ / ∂ u slope hai agar tum due east chalo; ∂ / ∂ v slope hai agar tum due north chalo. Ek hi jagah par do alag slopes.
Curly ∂ (straight d ke muqable) ek reminder hai: "doosre variables hain jinhe main rok raha hun."
∂ ko ordinary d ki tarah padhna
Kyun sahi lagta hai: dono similar dikhte hain.
Fix: d = sirf ek variable exist karta hai; ∂ = kai variables hain, main sabko ek chhod kar freeze kar raha hun. Surface pe hamesha do parameters u aur v hote hain, isliye hum hamesha ∂ use karte hain.
Topic ko yeh kyun chahiye: partial derivatives woh tool hain jo "ek dial nudge karo" ko surface pe ek actual arrow mein convert karte hain — woh tangent vectors jo hum agley section mein banate hain. Flat-region cousins ke liye Double integrals aur Jacobian and change of variables dekho.
Definition Do variables ka vector-valued map
r ( u , v ) = ( x ( u , v ) , y ( u , v ) , z ( u , v ) ) ek aisi machine hai jo ek flat point ( u , v ) leta hai aur surface pe ek 3D point return karta hai. Teen ordinary functions ek arrow mein bundle ho jaate hain.
Picture: ek flat rubber region (domain D — sabhi allowed ( u , v ) dial settings ka set) bend ho ke kamre mein ek curved sheet pe glue ho jaata hai.
v ko fix rakh ke u slide karna surface pe ek curve paint karta hai (ek "grid line"); grid lines ki do families surface ko ek warped checkerboard jaisa banati hain.
Definition Tangent vectors
r u aur r v
Partial derivative ko poore map pe apply karo:
r u = ∂ u ∂ r , r v = ∂ v ∂ r .
Har ek ek arrow hai jo surface ke flat against leta hai , woh direction dikhata hai jab tum ek dial ghumaate ho.
Picture: do arrows ek point pe surface pe glued, do grid lines ke saath chal rahe hain jo us point se guzarti hain.
Worked example Figure 2 — tangent vectors on a warped sheet
Mint sheet surface r ( u , v ) hai apni lavender grid lines ke saath. Marked point pe, coral arrow r u hai (u dial slide karo) aur lavender arrow r v hai (v dial slide karo). Dono sheet ke flat against lete hain — yahi "tangent" ka matlab hai.
Definition Regularity: do tangents parallel nahi hone chahiye
Patch ki real, nonzero area hone ke liye, r u aur r v linearly independent hone chahiye — matlab unhe genuinely alag directions mein point karna chahiye, koi ek doosre ka stretched copy nahi.
Picture: agar do arrows align ho jaayein (parallel), toh woh jo tiny tile span karte hain woh ek line mein squash ho jaata — zero area, ek degenerate patch. Ek parametrization ek point pe regular tab kahlaata hai jab yeh nahi hota.
Kyun important hai: yeh surface version hai "Jacobian = 0 " ka Jacobian and change of variables se. Sirf regular points pe hum well-defined patch area aur normal direction bana sakte hain. Woh points jahan tangents collapse ho jaate hain (jaise ek sphere parametrization ke poles) unhe special cases ki tarah handle karna padta hai.
Topic ko yeh kyun chahiye: yeh map hi central trick hai. Har mushkil cheez (curved surface) ko har aasaan cheez (flat region D jiske upar tum numbers slide kar sako) se replace kiya jaata hai — jab tak hum regular points pe rahein.
Do arrows a aur b diye hue, unka cross product a × b ek nayi arrow hai jo dono ke perpendicular hai, jiski length un do arrows se bane parallelogram ki area ke barabar hai:
∥ a × b ∥ = ∥ a ∥ ∥ b ∥ sin θ ,
jahaan θ unke beech ka angle hai.
Picture: a aur b ek tilted tile ke do edges ki tarah flat lete hain; a × b tile se seedha bahar khada hai, aur iski length tile ki area ke barabar hai. Poori story Cross product mein.
sin θ kyun, cos θ nahi?
Area = base × height. Agar a base hai length ∥ a ∥ ke saath, toh height ∥ b ∥ sin θ hai — b ka woh hissa jo a ke perpendicular khada hai. Jab do arrows same direction mein point karein (θ = 0 ), sin 0 = 0 : ek flattened tile ki zero area hoti hai. Yeh exactly wahi degenerate case hai jiske baare mein section 5 ne warning di thi — parallel tangents zero patch area dete hain.
Definition Do perpendicular directions mein se kaun sa? Right-hand rule
Tile ke perpendicular ek arrow top se bahar aa sakta hai ya bottom se. Right-hand rule ek choose karta hai: apne right hand ki ungliyan a ke saath point karo, unhein b ki taraf curl karo; tumhara thumb a × b ke direction mein point karta hai.
Consequence: order swap karne se arrow flip hoti hai, b × a = − ( a × b ) . Yahi kyun ek surface ke do possible normals hain aur kyun flux ek sign carry karta hai — jis order mein tum tangents list karte ho woh ek side choose karta hai.
Topic ko yeh kyun chahiye — ek saath do kaam:
Iski length ∥ r u × r v ∥ = tiny surface patch ki area = stretch factor (likha d S , section 9 mein define kiya).
Iski direction (right-hand rule se fix) = surface kis taraf face karti hai = normal n ^ jo flux ke liye use hota hai.
Ek tool dono sawaalon ka jawab deta hai "kitna bada?" aur "kaun si taraf?"
Worked example Figure 3 — cross product gives area and normal
Butter-yellow tile woh parallelogram hai jo coral arrow a aur lavender arrow b se span hota hai. Mint arrow jo usse bahar khada hai woh a × b hai: iski length tile ki area ke barabar hai, aur iski direction right-hand rule se fix hai (ungliyan coral ke saath, lavender ki taraf curl, thumb mint ke saath upar).
Do arrows a aur b diye hue, unka dot product ek single number hai:
a ⋅ b = a 1 b 1 + a 2 b 2 + a 3 b 3 = ∥ a ∥ ∥ b ∥ cos θ .
Yeh measure karta hai do arrows kitna same direction mein point karte hain . Same direction → bada positive; perpendicular → 0 ; opposite → negative.
Picture: b ki shadow a ki line pe cast hoti hai, times a ki length.
cos θ kyun (aur kyun flux iska use karta hai)
cos θ aligned part pick karta hai. Flux poochta hai "kitna fluid surface ke through jaata hai?" Sirf flow jo normal ke along ho woh through jaata hai; sideways flow slide karta hai. Dot product F ⋅ n ^ exactly "F ka woh hissa jo through point karta hai" hai — isliye flux ek dot product hai.
Topic ko yeh kyun chahiye: F ⋅ n ^ aur F ⋅ ( r u × r v ) flux integral ka dil hain.
Ek normal koi bhi arrow hai jo surface ke perpendicular ho ("seedha bahar"). Hat ^ ka matlab hai "length exactly 1 ki gayi." Toh
n ^ = ∥ r u × r v ∥ r u × r v .
Ek arrow ko apni length se divide karne se direction rahti hai, length 1 ho jaati hai.
Picture: surface pe seedha khada ek tiny flagpole, exactly ek unit lamba.
Exactly do choices hoti hain (pole upar, ya pole neeche = − n ^ ). Section 6 se right-hand rule decide karta hai ki r u × r v kaun sa deta hai; ek side choose karna orienting the surface kahlata hai. Isliye flux ek sign carry karta hai. (Yeh division sirf regular points pe sense deta hai — jahaan ∥ r u × r v ∥ = 0 ho, taaki hum zero se divide na kar rahein.)
Definition Double integral
∬ D ( ⋯ ) d u d v ka matlab hai "flat region D ko tiny rectangles d u d v mein kaato, har ek pe ( ⋯ ) evaluate karo, sab add karo, jab rectangles shrink hon limit lo." Yeh ek 2D region par infinite sum hai. Groundwork Double integrals mein.
d " symbols saath mein
d u d v — flat parameter plane mein ek tiny rectangle ki area.
d S = ∥ r u × r v ∥ d u d v — curved surface pe corresponding tiny patch ki area (ek positive number).
d S = ( r u × r v ) d u d v — same patch lekin vector ke roop mein rakha gaya (area size aur facing direction). Note karo d S = n ^ d S .
Picture: flat tile → surface pe stretched-aur-tilted tile → same tile jisme se ek flagpole bahar nikla hai.
d S (scalar) ko d S (vector) se confuse karna
Kyun sahi lagta hai: dono almost same likhe jaate hain.
Fix: bold S = direction hai (flux ke liye); plain S = sirf size (mass/area ke liye). Bold wala n ^ d S hai.
Ek vector field F ( x , y , z ) = ( P , Q , R ) space ke har point pe ek arrow attach karta hai. Physically: har point pe, fluid ki velocity, ya ek force ki strength aur direction.
Picture: ek kamra bhari tiny arrows se, har point se ek bahar nikla, dikhata hai ki paani kidhar (aur kitni tezi se) flow kar raha hai.
Topic ko yeh kyun chahiye: flux measure karta hai ki yeh field surface ke through kitna push karta hai — vector surface integral ka pura matlab.
Parametrization r of u and v
Tangent vectors r_u and r_v
Regularity independent tangents
Stretch factor and normal
dS scalar surface integral
Flux vector surface integral
Right side cover karo; kya tum parent page padhne se pehle har ek ka jawab de sakte ho?
( x , y , z ) ka kya matlab hai?Teen instructions jo 3D space mein ek point locate karti hain (x , y , z axes ke saath steps).
∥ a ∥ kya compute karta hai, aur kis formula se?Arrow
a ki length;
a 1 2 + a 2 2 + a 3 2 .
Derivative kaun sa sawal answer karta hai? "Agar main input ko thoda nudge karun, toh output kitni tezi se change hogi?" — the slope.
∂ kyun likhte hain d ki jagah?Kai variables exist karte hain; ∂ / ∂ u sirf u nudge karta hai aur baaki sab variables freeze karta hai.
Parameters u , v aur domain D kya hain? Do dials jo surface pe ek spot pick karte hain; D sabhi allowed dial settings ka flat set hai.
r ( u , v ) kya hai?Ek map jo flat ( u , v ) point ko surface pe ek 3D point tak bhejta hai — hard cheez ko flatten karne ki trick.
r u aur r v kya hain?r ke partial derivatives; tangent arrows jo surface pe flat lete hain har dial ki direction ke saath.
Regularity condition kya hai aur yeh kyun important hai? r u , r v linearly independent hone chahiye (parallel nahi); warna patch zero area mein collapse ho jaata hai — Jacobian = 0 ka surface version.
Cross product a × b : kaun si length, kaun si direction? Length = parallelogram ki area (∥ a ∥∥ b ∥ sin θ ); direction = dono ke perpendicular, right-hand rule se fix.
Order swap karne se cross product ka sign kyun flip hota hai? Right-hand rule reverse ho jaata hai; b × a = − ( a × b ) — yahi flux ke sign ka source hai.
Parallelogram area sin θ use karta hai cos θ nahi, kyun? Area = base × height, aur height perpendicular part ∥ b ∥ sin θ hai.
Dot product a ⋅ b : yeh kya measure karta hai? Do arrows kitna same direction mein point karte hain; ∥ a ∥∥ b ∥ cos θ .
Flux dot product se kyun bana hai? Sirf field ka woh component jo normal ke along ho woh surface ke through jaata hai, aur F ⋅ n ^ exactly wahi extract karta hai.
n ^ kya hai aur ise kaise banate hain?Unit-length normal; r u × r v lo (sirf regular points pe) aur apni length se divide karo.
d S aur d S mein fark?d S ek positive patch area hai; d S = n ^ d S woh patch ek vector ke roop mein hai (area plus facing direction).
∬ D d u d v kya karta hai?Flat region D ko tiny rectangles mein kaatta hai, unpe koi quantity sum karta hai, shrinking limit leta hai.
Vector field F kya hai? Har point of space pe attached ek arrow — jaise har location pe fluid velocity.