Practical Application of Integral Calculus

Slides:



Advertisements
Similar presentations
 Example 1:  Find the rate of change of the Area of a circle with respect to its radius.  Evaluate the rate of change of A at r = 5 and r = 10.  If.
Advertisements

Kinematics – describes the motion of object without causes that leaded to the motion We are not interested in details of the object (it can be car, person,
Chapter 2: Describing Motion in 1-D
POSITION AND DISPLACEMENT A particle travels along a straight-line path defined by the coordinate axis s. The position of the particle at any instant,
Unit 3 Kinematics Equations
1 Basic Differentiation Rules and Rates of Change Section 2.2.
Solving Quadratic Equations
Chapter 2 Motion Along a Straight Line In this chapter we will study kinematics, i.e., how objects move along a straight line. The following parameters.
Motion Measuring Motion Speed – Average Speed = distance covered / time taken v = d/t metric unit of speed: m/s English unit of speed: ft/s –Constant.
Speed, Velocity and Acceleration
1 Topic The Quadratic Formula. 2 Topic The Quadratic Formula California Standards: 19.0 Students know the quadratic formula and are familiar.
3.4 Velocity and Rates of Change
Acceleration: the rate of change of velocity with respect to time a avg = Δv/Δt = (v f –v i )/(t f -t i ) Notice how this form looks similar to that of.
Physics 221 Chapter 2 Speed Speed = Distance / Time v = d/t.
MTH 251 – Differential Calculus Chapter 3 – Differentiation Section 3.4 The Derivative as a Rate of Change Copyright © 2010 by Ron Wallace, all rights.
Lesson 3-4: Velocity, Speed, and Rates of Change AP Calculus Mrs. Mongold.
Section 2.4b. The “Do Now” Find the slope of the given curve at x = a. Slope:
CMPS 1371 Introduction to Computing for Engineers PRINCIPLES OF PROBLEM SOLVING.
Mathematical Model of Motion Chapter 5. Velocity Equations Average velocity: v =  d/  t To find the distance traveled with constant or average velocity.
Copyright Sautter General Problem Solving Steps (1) Read the problem more than once (three of four times is preferable) (2) Decide what is to be.
Calculations in Physics and Game Engines Games Fundamentals © by Jarek Francik Kingston University, London
Lesson 4-10b Anti-Differentiation. Quiz Estimate the area under the graph of f(x) = x² + 1 from x = -1 to x = 2 …. Improve your estimate by using six.
Physics 218 Alexei Safonov Lecture 3: Kinematics.
Chapter 2: Describing Motion in 1-D. Frame of Reference Whether or not you are moving depends on your point-of-view. From inside the box car, the woman.
PHY 151: Lecture 2B 2.5 Motion Diagrams 2.6 Particle Under Constant Acceleration 2.7 Freely Falling Objects 2.8 Kinematic Equations Derived from Calculus.
4.2 A Model for Accelerated Motion. Chapter Objectives  Calculate acceleration from the change in speed and the change in time.  Give an example of.
Instantaneous Rate of Change The (instantaneous) rate of change of f with respect to x at a is the derivative: provided the limit exists.
APPLICATIONS OF DIFFERENTIATION Antiderivatives In this section, we will learn about: Antiderivatives and how they are useful in solving certain.
Chapter 2 Motion in One Dimension. Kinematics Describes motion while ignoring the external agents that might have caused or modified the motion (Dynamics.
Describing motion in a straight line
Ch. 2 Section 2 and Ch. 3: Acceleration
Acceleration When an object moves, most of the time it’s motion (velocity) will not be constant. Whenever an object changes it’s velocity (speed with a.
Describing Motion with Equations
Introduction & Rectilinear Kinematics:
Vectors and Linear Motion
Quick Question: Elizabeth throws a ball straight up into the air
AP Physics C.
Chapter 2 Straight Line Motion
Chapter 2 Motion Along a Straight Line
Unit 1 - Kinematics Vectors, Graphical and Analytical Analysis of Linear Motion, Free Fall, and Projectile Motion.
The vertical one-dimensional motion
Motion in One Dimension
Days UNIT 1 Motion Graphs x t Lyzinski Physics.
Graphical Analysis of Motion
RECTILINEAR KINEMATICS: CONTINUOUS MOTION
Compressed springs store energy.
Chapter 6 The Definite Integral
Chapter 4 Linear Motion Pages
Work & Energy Work-Energy Theorem LabRat Scientific © 2019.
Packet #4 Definition of the Derivative
Basics of graphing motion And studying their slopes S.Caesar
The Basics of Physics with Calculus – Part II
Motion Along a Straight Line
Velocity, Speed, and Rates of Change
Mathematics Concepts Unit Analysis LabRat Scientific © Year
Engineering Mechanics
Engineering Mechanics
Tutorial 6 The Definite Integral
Motion Free Falling Objects LabRat Scientific © 2018.
PROJECTILE MOTION Instructions on how to write a simple spreadsheet simulation to predict the flight of a canon ball Test Footer.
Free Falling Body Simulation
Motion Newton’s Laws LabRat Scientific © 2018 F = Ma.
Chapter 12 : Kinematics Of A Particle
Solving Quadratics Algebraically
Work and Energy Potential Energy (The Rat Lift Problem)
Trusses and Load Analysis using Method of Joints
Generating Thrust with a Propeller
We have talked about graphical analysis that includes finding slope of a graph… Tells us acceleration Tells us velocity t t.
Straight Line Motion (continued)
College Physics, 7th Edition
Presentation transcript:

Practical Application of Integral Calculus Classroom Lesson 50 5 100 150 200 V (ft/sec) Time (sec) LabRat Scientific © 2018

Calculus Derivatives: A mathematical means to determine the slope of a line at any given point Integrals: A mathematical means to determine the area under a curve between two points This lesson will focus on the practical application of the “integral” and how it can be used to predict the motion of objects.

High school calculus classes can have a tendency to focus heavily on the process of calculating derivatives and integrals for complex equations. This can involve tedious processes and time consuming memorization of countless rules. Because of the tedium of learning the complex processes and the time it consumes, it can be very easy to lose sight of the fundamental purpose of the derivative and integral… This lesson serves as a reminder of the practical power of the integral.

What does “area under the curve” imply? Let’s start off by examining a go-cart that is accelerating at a constant 3.0 ft/sec2. Before we even worry about the acceleration curve (a.k.a. function) itself, lets take a look at the units of the X and Y axes. In this case, the Y-axis is Ft/Sec2 and the X-axis if Sec. a (ft/sec2) Time (sec) 5 10 Y = 3 A constant acceleration is a horizontal line on the acceleration plot

What does “area under the curve” imply? Now let’s “integrate” the function between the limits of 0 (zero) and 6. In the case of our acceleration example, that between 0 sec and 6 sec. This is depicted by the YELLOW rectangle. “Integrating” the function means we are going to calculate the area under the acceleration curve just as the go-cart begins accelerating (T=0) and 6 seconds… a (ft/sec2) Time (sec) 5 10 Y = 3

What does “area under the curve” imply? In this simple case, we can use simple geometry to calculate the area of the YELLOW area. The are of the rectangle is obtained by multiplying the “base” by the “height”. That is just simple geometry… We can’t forget that the base and height have “units”. If we multiply ft/sec2 times sec, you will notice that the result is ft/sec, which is the units for velocity. a (ft/sec2) Time (sec) 5 10 Y = 3 A = B * H A = 3 * 6 A = 18 Units = ft/sec2 * sec = ft/sec

What does “area under the curve” imply? From this, we can see that the area under an acceleration curve is velocity (ft/sec)… This is kind of profound, if we integrate an acceleration curve, we get velocity. If we apply the same thought process to the resulting velocity curve, we would see that the integral of velocity is distance (ft). a (ft/sec2) Time (sec) 5 10 Y = 3

If we can calculate the velocity and displacement by integrating an acceleration we can calculate the motion of an object (integrating with respect to “time). Or, if we know the heat input for every length along a jet engine, we can calculate the temperature of the gas as it moves though the combustion chamber (integrating with respect to “distance”).

Acceleration = a = 32.2 ft/sec2 Let’s apply this simple concept to a real world problem where acceleration is a constant – A free falling body… Acceleration = a = 32.2 ft/sec2

The Free Fall Example 32.2 5 a (ft/sec2) Time (sec) Constant… Let’s say we want to know how fast a rock will be moving after it has fallen for 5 seconds. We simply multiply the “height” (32.2 ft/sec2) by the “base” (5 sec) and we see that the rock will be traveling at 161 ft/sec. 50 5 100 150 200 V (ft/sec) Time (sec) 161 ft/sec

Comparison to the Analytical Solution We can apply the most basic rules of analytical calculus to compare to the results of the geometric approach. a = 32.2 Ft / Sec2 (= constant) From calculus class: t (n+1) ʃ t n dt = -------- + C (n+1) ʃ c dt = c ʃ t 0 dt V = ʃ a dt = a ʃ t 0 dt t(0+1) = a x ( ------ ) = a * t 1 0 + 1 = 32.2 Ft / Sec2 x 5 Sec = 161 Ft/Sec

Distance = ½ x 5 sec x 161 ft/sec = 402.5 ft/sec 402.5 ft You should notice that the velocity curve forms a triangle. At T=0 the velocity is zero. At T=5 the velocity is 161 ft/sec. 50 5 100 150 200 V (ft/sec) Time (sec) To determine how far the rock falls, we just need to calculate the area of the resulting triangle: Area = ½ x Base x Height Distance = ½ x 5 sec x 161 ft/sec = 402.5 ft/sec 100 5 200 300 400 Dist (ft) Time (sec) 402.5 ft

Comparison to the Analytical Solution We can apply the basic rules of analytical calculus again to verify our geometric distance calculation. Dist = ʃ Vel dt = ʃ a t1 = a ʃ t1 t (1+1) = a x ----------- (1+1) = ½ a * t2 = ½ x 32.2 Ft / Sec2 x (5 Sec)2 = 16.1 Ft / Sec2 x 25 Sec2 = 402.5 Ft

Experimental Proof Let’s prove that this computational theory really works. Let’s determine how long it will take a ball to hit the ground after being dropped from a height of 6 feet. We will use the equations that were determined analytically on Sides 11 and 13. Velocity = Acceleration * Time Distance = ½ * Acceleration * Time2 Now, this example is a little different because we know how far the ball will fall (6 Ft), but we don’t know the fall time. We use the distance equation, but apply some basic algebra rearrange the equation so we can solve for the fall time. Distance = ½ Acceleration * Time2 Time2 = 2 * Distance / Acceleration

Experimental Proof Time2 = 2 * Distance / Acceleration Time = 2 * 6.0 ft / 32.2 ft/sec2 Time = 0.61 Sec This is the theoretical fall time of the ball. A simple drop test can be conducted to see if this theoretical solution is correct…

Experimental Proof This is a rather simple experiment – simply drop a ball from a height of 6 feet and time how long it takes for it to hit the floor. Unfortunately 0.61 seconds is not very long and it may be difficult to get an accurate fall time using just a stop watch. Of course, you could make 10 or 20 drops and take an average time and should get a reasonable result. However, a smart phone video could be analyzed on some simple video editing software to determine a pretty accurate fall time. Try the experiment…

A More Complex Problem - Predicting Rocket Motion A free falling ball is a rather simple example with a very simple mathematical function, but the same theory applies to more complex situations. One example is the acceleration of a rocket. If we know what the acceleration is (from F=ma, the rocket motor thrust, drag, and gravity), we can integrate the curve to get the rocket velocity, and then integrate the resulting velocity curve to get the rocket’s displacement. 5 a (ft/sec2) Time (sec) 10 Acceleration of a rocket

Predicting Rocket Motion Unfortunately we generally wont have the “equation” for the rocket’s acceleration curve, so “analytical” integration will be problematic. However, we can apply a method called “numerical” integration. 5 a (ft/sec2) Time (sec) 10 Acceleration of a rocket

Numerical Integration 5 a (ft/sec2) Time (sec) 10 Acceleration of a rocket If we know the theoretical thrust, weight, and drag acting on the rocket at any given time we can calculate the rocket’s theoretical acceleration via F=ma. Numerical integration is the process where the instantaneous acceleration is calculated, and that acceleration is then “applied” over a small sliver of “time”. This resulting rectangular area (ft/sec2 * sec) represents a change in the velocity (ft/sec) of the rocket over that sliver of time. If we add all the slivers together as we move though time, we can determine the total velocity of the rocket. We then do the same thing to the velocity to determine how far the rocket has moved.

Numerical Integration In the interest of brevity, this lesson will not go into any more detail on the concept of numerical integration. However, refer to LabRatScientific.com for a detailed lesson on the subject.

50 5 100 150 200 V (ft/sec) Time (sec) Questions?