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Determining a Position Vector-Valued Function for a Parametrization of Two Parameters

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    In the last video, we started
    to talk about how to
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    parameterize a torus,
    or a doughnut shape.
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    And the two parameters we were
    using, and I spent a lot of
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    time trying to visualize
    it, because this is all
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    about visualization.
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    I think this is really the
    hard thing to do here.
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    But the way we can parameterize
    a torus, which is the surface
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    of this doughnut, is to say say
    hey, let's take a point let's
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    rotate it around a circle.
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    It could be any circle.
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    I picked a circle
    in the z-y plane.
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    And how far it's gone around
    that circle, we'll parameterize
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    that by s, and s can go between
    0 all the way to 2 pi, and then
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    we're going to rotate this
    circle around itself.
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    Or I guess a better way to say
    it, we're going to rotate the
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    circle around the z-axis, and
    it's all at the center of the
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    circle, so we're always going
    to keep a distance b away.
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    And so these were top
    views right there.
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    And then we defined our second
    parameter t, which tells us how
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    far the entire circle has
    rotated around the
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    z-axis access.
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    And those were our two
    parameter definitions.
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    And then here we tried to
    visualize what happens.
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    This is kind of the domain
    that our parameterization
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    is going to be defined on.
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    s goes between 0 and 2 pi,
    so when t is 0, we haven't
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    rotated out of the z-y plane.
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    s is at 0, goes all the
    way to 2 pi over there.
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    Then when t goes to 2 pi, we've
    kind of moved our circle.
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    We've moved it along,
    we've rotated around
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    the z-axis a bit.
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    And then this line in our s-t
    domain corresponds to that
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    circle in 3 dimensions,
    or in our x-y-z space.
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    Now given that, hopefully we
    visualize it pretty well.
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    Let's think about actually how
    to define a position
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    vector-valued function that is
    essentially this
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    parameterization.
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    So let's first to do
    the z, because that's
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    pretty straightforward.
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    So let's look at this
    view right here.
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    What's our z going to
    be as a function?
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    So our x's, our y's, and
    our z's should all be
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    a function of s and t.
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    That's what it's all about.
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    Any position in space should
    be a function of picking a
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    particular t and
    a particular s.
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    And we saw that over here.
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    This point right here, let
    me actually do that with
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    a couple of points.
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    This point right there,
    that corresponds to that
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    point, right there.
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    Then we pick another one.
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    This point right here,
    corresponds to this
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    point, right over there.
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    I can do a few more.
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    Let me pick.
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    This point right here,
    so s is still 0.
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    That's going to be this outer
    edge, way out over there.
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    I'll pick one more, just
    to define this square.
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    This point right over here,
    where we haven't rotated t at
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    all, but we've gone a quarter
    way around the circle, is
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    that point right there.
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    So for any s and t we're
    mapping it to a point
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    in x-y-z space.
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    So our z's, our x's, and
    our y's should all be
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    a function of s and t.
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    So the first one to think
    about is just the z.
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    I think this will be
    pretty straightforward.
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    So z as a function of s and
    t is going to equal what?
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    Well, if you take any circle,
    remember s is how the angle
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    between our radius
    and the x-y plane.
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    So I can even draw
    it over here.
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    Let me do it in another color.
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    I'm running out of colors.
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    So let's say that this is
    a radius, right there.
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    That angle, we said, that is s.
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    So if I were to draw that
    circle out, just like
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    that, we can do a little
    bit of trigonometry.
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    The angle is s.
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    We know the radius is
    a, the radius of our
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    circle, we defined that.
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    So z is just going to be the
    distance above the x-y plane.
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    It's going to be this
    distance, right there.
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    And that's straightforward
    trigonometry.
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    That's going to be a, I mean,
    we can do SOCATOA and all
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    of that, you might want
    to review the videos.
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    But the sine, you can
    view it this way.
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    So if this is z right there,
    you could say that the sine of
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    s, SOCATOA is the opposite
    over the hypotenuse, is
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    equal to a z over a.
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    Multiply both sides by a, you
    have a sine s is equal to z.
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    That tells us how much above
    the x-y plane we are.
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    Just some simple trigonometry.
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    So z of s and t, it's only
    going to be a function of s.
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    It's going to be a
    times the sine of s.
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    Not too bad.
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    Now see if we can figure out
    what x and y are going to be.
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    Remember, z doesn't matter.
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    Doesn't matter how much we've
    rotated around the z-axis.
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    What matters is, how much we've
    rotated around the circle.
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    If s is 0, we're just going
    to be in the x-y plane,
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    z is going to be zero.
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    If s is pi over 2, up here,
    then we're going to be
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    traveling around the
    top of the doughnut.
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    And we're going to be exactly
    a above the x-y plane, or z
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    is going to be equal to a.
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    Hopefully that makes
    reasonable sense to you.
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    Now let's think about what
    happens as we rotate around.
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    Remember, these two
    are top views.
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    We are looking down
    on this doughnut.
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    So the center of each of these
    circles is b away from the
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    origin, or from the z-axis,
    what we're rotating around.
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    It's always b away.
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    So our x-coordinate, or our x-
    and y-coordinate, so if we go
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    to the center of the circle
    here, we're going to be b away,
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    and this is going to be b
    away, right over there.
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    So let's think about where we
    are in the x-y plane, or how
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    far the part of our, what
    we're, I guess you could
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    imagine, if you were to project
    our point into the x-y
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    plane, how far is that going
    to be from our origin?
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    Well, it's always going to
    be, remember, let's go
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    back to this drawing here.
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    This might be the
    most instructive.
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    This is just one particular
    circle on the z-y plane, but
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    it could be any of them.
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    If this is the z-axis, over
    here, this distance right here
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    is always going to be b.
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    We know that for sure.
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    And so what is this
    distance going to be?
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    We're at b to the center, and
    then we're going to have some
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    angle s, and so depending on
    that angle s, this distance
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    onto, I guess, the x-y plane,
    you know, if we're sitting on
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    the x-y plane, how far are
    we from the z-axis, or the
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    projection onto the x-y plane.
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    Or you can, you know, the
    x or the y position.
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    I'm saying it as many
    ways as possible.
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    I think you're visualizing it.
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    If z is a sine of theta, this
    distance right here, this
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    little shorter distance right
    here, that's going to
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    be a cosine if s.
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    s is that angle right there.
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    This distance right here is
    going to be a cosine of s.
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    So if we talk about just
    straight distance from the
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    origin, along the x-y plane,
    our distance is always going
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    to be b plus a cosine of s.
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    When s is out here, then it's
    actually going to become a
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    negative number, and that makes
    sense, because our distance
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    is going to be less than b.
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    We're going to be at
    that point right there.
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    So if you look at this top
    views over here, no matter
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    where we are, that is b.
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    And let's say we've
    rotated a little bit.
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    That distance right here, if
    you're looking along the x-y
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    plane, that is always going
    to be b plus a cosine of s.
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    That's what that distance
    is to any given point.
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    We're depending on
    our s's and t's.
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    Now, as we rotate around, if
    we're at a point here, let's
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    say we're at a point there, and
    that point, we already said, is
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    b plus a cosine of s, away from
    the origin, on the xy plane.
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    What are the x and y
    coordinates of that?
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    Well, remember.
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    This is a top-down.
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    We're sitting on the z-axis
    looking straight down
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    the x-y plane right now.
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    We're looking down
    on the doughnut.
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    So what are our x's
    and y's going to be?
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    Well, you draw another
    right triangle right here.
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    You have another
    right triangle.
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    This angle right here is t.
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    This distance right here
    is going to be this times
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    the sine of our angle.
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    So this right here, which is
    essentially our x, this is
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    going to be our x-coordinate, x
    as a function of s and t, os
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    going to be equal to the sine
    of t, t is our angle right
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    there, times this radius.
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    Times, we could write
    it either way, times
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    b plus a cosine of s.
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    Because remember, how far we
    are depends on how much around
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    the circle we are, right?
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    When we're over here,
    we're much further away.
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    Here we're exactly b away,
    if you're looking only
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    on the x-y plane.
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    And then over here, we're
    b minus a away, if
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    we're on the x-y plane.
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    So that's x as a
    function of s and t.
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    And actually, the way I defined
    it right here, our positive
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    x-axis would actually
    go in this direction.
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    So this is x positive, this is
    x in the negative direction.
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    I could've flipped the signs,
    but hopefully, you know, this
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    actually make sense that that
    would be the positive x,
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    this is the negative x.
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    Depends on whether using a
    right-handed or left-handed
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    coordinate system, but
    hopefully that makes sense.
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    We're just saying, OK, what is
    this distance right here that
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    is b plus a cosine of s?
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    We got that from this right
    here, when we're taking a view,
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    just a cut of the torus.
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    That's how far we are, in kind
    of the x-y direction at any
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    point, or kind of radially
    out, without thinking
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    about the height.
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    And then if you want the
    x-coordinate, you multiply it
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    times the sine of t, the way
    I've had it up here, and the
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    y-coordinate is going to be
    this, right here, the way
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    we've set up this triangle.
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    So y as a function of s and t
    is going to be equal to the
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    cosine of t times this radius.
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    b plus a cosine of s.
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    And so our parameterization,
    and you know, just play with
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    this triangle, and hopefully
    it'll make sense.
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    I mean, if you say that this is
    our y-coordinate right here,
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    you just do SOCATOA, cosine of
    t, CA is equal to adjacent,
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    which is y, right, this is
    the angle right here,
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    over the hypotenuse.
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    Over b plus a cosine of s.
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    Multiply both sides of the
    equation times this, and you
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    get y of s of t is equal to
    cosine of t times this
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    thing, right there.
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    Let me copy and paste
    all of our takeaways.
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    And we're done with
    our parameterization.
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    We could leave it just like
    this, but if we want to
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    represent it as a position
    vector-valued function, we
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    can define it like this.
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    Find a nice color, maybe pink.
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    So let's say our position
    vector-valued function is r.
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    It's going to be a function of
    two parameters, s and t, and
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    it's going to be equal
    to its x-value.
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    Let me do that in
    the same color.
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    So it's going to be, I'll
    do this part first.
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    b plus a cosine of s times sine
    of t, and that's going to go in
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    the x-direction, so we'll
    say that's times i.
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    And this case, remember,
    the way I defined it,
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    the positive x-direction
    is going to be here.
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    So the i-unit vector
    will look like that.
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    i will go in that direction,
    the way I've defined things.
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    And then plus our y-value is
    going to be b plus a cosine of
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    s times cosine of t in the
    y-unit vector direction.
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    Remember, the j-unit vector
    will just go just like that.
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    That's our j-unit vector.
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    And then, finally, we'll throw
    in the z, which was actually
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    the most straightforward.
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    plus a sine of s times the
    k-unit vector, which is the
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    unit vector in the z-direction.
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    So times the k-unit vector.
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    And so you give me, now, any s
    and t within this domain right
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    here, and you put it into this
    position vector-valued
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    function, it'll give you the
    exact position vector that
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    specifies the appropriate
    point on the torus.
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    So if you pick, let's just
    make sure we understand
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    what we're doing.
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    If you pick that point right
    there, where s and t are both
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    equal to pi over 2, and you
    might even want to go
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    through the exercise.
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    Take pi over 2 in all of these.
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    Actually, let's do it.
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    So in that case, so when r of
    pi over 2, what do we get?
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    It's going to be b plus a
    times cosine of pi over 2.
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    Cosine of pi over
    2 is 0, right?
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    Cosine of 90 degrees.
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    So it's going to be b, right,
    this whole thing is going to be
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    0, times sine of pi over 2.
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    Sine of pi over 2 is just 1.
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    So it's going to be b times i
    plus, once again, cosine of pi
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    over 2 is 0, so this term right
    here is going to be b, and then
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    cosine of pi over 2 is 0,
    so it's going to be 0 j.
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    So it's going to be plus 0 j.
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    And then finally, pi over 2,
    well, there's no t here,
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    sine of pi over 2 is 1.
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    So plus a times k.
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    So there's actually
    no j-direction.
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    So this is going to be equal
    to b times i plus a times k.
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    So the point that it specifies,
    according to this
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    parameterization, or the vector
    [UNINTELLIGIBLE], is b times
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    i plus a times k.
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    So b times i will get us right
    out there, and then a times k
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    ill get us right over there.
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    So the position of the
    vector being specified
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    is right over there.
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    Just as we predicted.
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    That dot, that point right
    there, corresponds to that
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    point, just like that.
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    Of course, I picked points it
    was easy to calculate, but this
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    whole, when you take every s
    and t in this domain right
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    here, you're going to
    transform it to this surface.
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    And this is the
    transformation, right here.
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    And of course, we have to
    specify that s is between, we
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    could write it multiple ways.
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    s is between 2 pi and 0,
    and we could also say t
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    is between 2 pi and 0.
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    And you could, you know, we're
    kind of overlapping one extra
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    time at 2 pi, so maybe we can
    get rid of one of these equal
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    signs if you like, although
    that won't necessarily change
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    the area any, if you're
    taking the surface area.
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    But hopefully this gives you at
    least a gut sense, or more than
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    a gut sense, of how to
    parameterize these things, and
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    what we're even doing, because
    it's going to be really
  • 16:24 - 16:28
    important when we start talking
    about surface integrals.
  • 16:28 - 16:30
    And the hardest thing about
    doing all of this is
  • 16:30 - 16:31
    just the visualization.
  • 16:31 - 16:32
Title:
Determining a Position Vector-Valued Function for a Parametrization of Two Parameters
Description:

Determining a Position Vector-Valued Function for a Parametrization of Two Parameters

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Video Language:
English
Duration:
16:32

English subtitles

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