Standard Equation - Calculus Three - Solved Exam, Exams of Advanced Calculus

This is the Solved Exam of Calculus Three which includes Vectors, Normal, Parallelogram, Formulas, Value, Linearization, Direction, Function, Rectangular Coordinates, Spherical etc. Key important points are:Standard Equation, Particle, Constant Speed, Curve, Principal Axes, First Octant, Quantities, Unit Binormal, Velocity, Acceleration

Typology: Exams

2012/2013

Uploaded on 02/25/2013

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APPM 2350
Spring 2012
Exam 1 Solutions
February 15, 2012
Problem 1
a
In order to determine the standard equation of the plane of intersection of two surfaces, we must find a
relationship between x,y, and zwhen both surface equations are true. The easiest way to do this is to
multiply the second equation by 1
2and then add the two equations:
x2+ 2y2z2+1
2x= 1
x22y2+z2+y+z= 0
Which, when added yields
y+z+1
2x= 1
b
A normal vector for the plane can be made from the coefficients on x,y, and z, so
~n =h1
2,1,1i
or
~n =h1,2,2i
c
The principle axes x,y, and zare given respectively by setting y=z= 0, x=z= 0, and x=y= 0
respectively. We plug into the plane to get the three points:
x axis: (2,0,0)
y axis: (0,1,0)
z axis: (0,0,1)
1
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APPM 2350

Spring 2012

Exam 1 Solutions

February 15, 2012

Problem 1

a

In order to determine the standard equation of the plane of intersection of two surfaces, we must find a relationship between x, y, and z when both surface equations are true. The easiest way to do this is to multiply the second equation by − 12 and then add the two equations:

x^2 + 2y^2 − z^2 +

x = 1

−x^2 − 2 y^2 + z^2 + y + z = 0

Which, when added yields

y + z +

x = 1

b

A normal vector for the plane can be made from the coefficients on x, y, and z, so

~n = 〈

or ~n = 〈 1 , 2 , 2 〉

c

The principle axes x, y, and z are given respectively by setting y = z = 0, x = z = 0, and x = y = 0 respectively. We plug into the plane to get the three points:

x axis: (2, 0 , 0)

y axis: (0, 1 , 0) z axis: (0, 0 , 1)

d

The three points from part c, above, form a triangle in the first octant. We can take 3 points and turn them into 2 vectors, and take the magnitude of the cross product of the 2 vectors to get the area of the parallelogram formed by the 2 vectors. The area of the triangle is half of that. Let’s call the three points from part c, x, y, and z for the intersections of the x, y, z axes.

~v = xy~ = 〈− 2 , 1 , 0 〉

w ~ = xz~ = 〈− 2 , 0 , 1 〉 v × w =... = 〈 1 , 2 , 2 〉

and so 12 |v × w| = 32.

Problem 2

a

To find B, we use the formula B = T × N , and so

T × N = 〈

, 0 〉 × 〈 0 , 0 , 1 〉 =... = 〈

b

We need to find ~v, but we don’t have a position vector ~r(t) that we can take a derivative of! Recall though that T = (^) |vv|. We’re given T in the problem statement, and we are told that particle moves at a constant speed of 2, so |v| = 2. A little algebra:

v = |v|T = 〈

c

Acceleration seems as hopeless as velocity, but again, we can use constant speed to our advantage. If speed is constant, then aT , tangential acceleration, is 0. Thus, acceleration is just

a = aN N = κ|v|^2 N = 3(2^2 )〈 0 , 0 , 1 〉 = 〈 0 , 0 , 12 〉

d

Not enough information.

e

We don’t know anything about time t = 5t∗^ except that the particle moves at a constant speed! Use the acceleration information from up above:

v · a = v · aN N = |v|T · aN N = |v|aN (T · N ) = 0

since T and N are always orthogonal to each other.

c

Hyperboloid of 2 sheets, centered on the y axis:

−x^2 + y^2 − z^2 = 1

d

Hyperboloid of 1 sheet, centered on the x axis:

−x^2 + y^2 + z^2 = 1

e

A plane parallel to the x axis that goes through the point (0, 1 / 2 , 1 /2) but not the origin. What does parallel to the x axis mean? Well, the plane goes on forever is some direction, and we want to make sure that it never crosses the x axis...so we can’t involve x in the equation for the plane. Think about what would happen if x were in the plane equation: then, we’d be able to set y = z = 0 and find some value for x where the plane crosses the axis. So, our equation looks like:

(something) y + (something else) z = (something else else)

Now, back to the problem statement where we remember that the coefficients have to be 1, 0, or -1. We therefore get y + z = 1

or, if you’re more of the negative, glass-half-empty type,

−y − z = − 1