Sometimes integrals involving trigonometric functions can be evaluated by first of all using trigonometric identities to rewrite the integrand. That's the quantity we're trying to integrate an alternative form, which is a bit more amenable to integration. Sometimes a trigonometric substitution is appropriate. Both of these techniques we look at in this unit. Before we start I want to give you a couple of preliminary results which will be using over and over again and which will be very important and the first one is I want you to make sure that you know that the integral of the cosine of a constant times X. With respect to X. Is equal to one over that constant. Multiplied by the sign of KX plus a constant of integration as a very important result. If you integrate the cosine, you get a sign. And if there's a constant in front of the X that appears down here will take that as read in all the examples which follow. Another important results is the integral of a sign. The integral of sine KX with respect to X is minus one over K cosine KX. Plus a constant we're integrating assign. The result is minus the cosine and the constant factor. There appears out down here as well, so those two results. Very important. You should have them at your fingertips and we can call upon them whenever we want them in the rest of the video. We also want to call appan trigonometric identity's. I'm going to assume that you've seen a lot of trigonometric identities before. We have a table of trigonometric identities here, such as the table that you might have seen many times before. If you want this specific table, you'll find it in the printed notes accompanying the video. Why might we want to use trigonometric identities? Well, for example, we've just seen that we already know how to integrate the sign of a quantity and the cosine of the quantity. But suppose we want to integrate assign multiplied by a cosine or cosine times cosine or assigned times assign. We don't actually know how to do those integrals. Integrals at the moment, but if we use trigonometric identities, we can rewrite these in terms of just single sine and cosine terms, which we can then integrate. Also, the trigonometric identities identities allow us to integrate powers of sines and cosines. You'll see that using these identity's? We've got powers of cosine powers of sign and the identity is allow us to write into grams in terms of cosines and sines of double angles. We know how to integrate these already using the results. I've just reminded you of, so I'm going to assume that you've got a table like this at your fingertips, and we can call appan it whenever we need to. OK, let's have a look at the first example and the example that I'm going to look at is a definite integral. The integral from X is not to X is π of the sine squared of X DX. So note in particular, we've gotta power here. We're looking at the sign squared of X. What I'm going to do is go back to the table. And look for an identity that will allow us to change the sign squared X into something else. Let me just flip back to the table of trigonometric identities. The identity that I'm going to use this one, the cosine of 2A. Is 1 minus twice sign square day? If you inspect this carefully, you'll see that this will enable us to change a sine squared into the cosine of a double angle. Let me write that down again. Cosine of 2 A is equal to 1 minus twice sign squared A. First of all, I'm going to rearrange this to get sine squared on its own. If we add two sine squared data both sides, then I can get it on this side. And if I subtract cosine 2A from both sides, are remove it from the left. Finally, if I divide both sides by two, I'll be left with sine squared A. And this is the result that I want to use to help me to evaluate this integral because of what it will allow me to do. Is it will allow me to change a quantity involving the square of a trig function into a quantity involving double angles. So let's use it in this case. The integral will become the integral from note to pie. Sine squared X using this formula will be 1 minus cosine twice X. All divided by two. Integrated with respect to X. I've taken out the fact that 1/2 here and I'm left with the numerator 1 minus cosine 2X to be integrated with respect to X. This is straightforward to finish off. So definite integral. So I have square brackets. The integral of one with respect to X is simply X. And the integral of cosine 2 X we know from our preliminary work is just going to be sine 2X divided by two with a minus sign there and the limits are not and pie. We finish this off by first of all, putting the upper limit in, so we want X replaced by pie here and pie here. The sign of 2π is 0. So when we put the upper limit in will just get. Pie by substituting for X here. Let me put the lower limit in. X being not will be 0 here. And sign of note here, which is not so both of those terms will become zero when we put the lower limit in and so we're just left with simply 1/2 of Π or π by 2. And that's our first example of how we've used a trigonometric identity to rewrite an integrand involving powers of a trig function in terms of double angles, which we already know how to integrate. Let's have a look at another example. Suppose we want to integrate the sign of three X multiplied by the cosine of 2 X. With respect to X. Now we already know how to integrate signs. We know how to integrate cosines, but we have a problem here because there's a product. These two terms are multiplied together and we don't know how to proceed. What we do is look in our table of trigonometric identities for an example where we've gotta sign multiplied by a cosine. Let's go back to the table. The first entry in our table involves assign multiplied by a cosine. Let me write this formula down again. 2 sign a cosine be. Is equal to. The sign of the sum of A and be added to the sign of the difference A-B. And this is the identity that I will use in order to rewrite this integrand as two separate integrals. We identify the A's 3X. The B is 2 X. The factor of 2 here isn't a problem. We can divide everything through by two. So we lose it from this side. So our integral? What will it become? Well, the integral of sign 3X cosine 2X DX will become. We want the integral of the sign of the sum of A&B. Well, there's some of A&B will be 3X plus 2X, which is 5X. So we want the sign of 5X. Added to the sign of the difference of amb. Well a being 3X B being 2X A-B will be 3X subtract 2 X which is just One X. So we want the sign of X all divided by two and we want to integrate that with respect to X. So what have we done? We've used the trig identity to change the product of a signing cosine into the sum of two separate sign terms, which we can integrate straight away. We can integrate that taking the factor of 1/2 out. The integral of sign 5X will be minus the cosine of 5X divided by 5. And the integral of sine X will be just minus cosine X, and they'll be a constant of integration. And just to tidy it up, at the end we're going to have minus the half with the five at the bottom. There will give you minus cosine 5X all divided by 10. And there's a half with this term here, so it's minus cosine X divided by two. Plus a constant of integration. And that's the solution of this problem. Let's explore the integral of products of sines and cosines a little bit further, and what I want to look at now is integrals of the form the integral of sign to the power MX multiplied by cosine to the power NX DX. Well, look at a whole family of integrals like this, but in particular for the first example I'm going to look at the case of what happens when M is an odd number. Whenever you have an integral like this, when M is odd, the following process will work. Let's look at a specific case, supposing I want to integrate sine cubed X. Multiplied by cosine squared XDX. Notice that M. Is an odd number and is 3. There's a little trick here that we're going to do now, and it's the sort of trick that comes with practice and seeing lots of examples. What we're going to do is we're going to rewrite the sign cubed X in a slightly different form. We're going to recognize that sign cubed can be written as sine squared X multiplied by Sign X. That's a little trick. The sign cubed can be written as sine squared times sign. So our integral can be written as sine squared X times sign X multiplied by cosine squared X DX. And then I'm going to pick a trigonometric identity involving sine squared to write it in terms of cosine squared. Let's find that identity. With an identity here, which says that sine squared of an angle plus cost squared of an angle is one. If we rearrange this, we can write that sine squared of an angle is 1 minus the cosine squared of an angle will use that. Sine squared of any angle. Is equal to 1 minus the cosine squared over any angle. Will use that in here to change the sign squared X into terms involving cosine squared X. Let's see what happens. This integral will become the integral of or sign squared X. Will become one minus cosine squared X. There's still the terms cynex. And at the end we still got cosine squared X. Now this is looking a bit complicated, but as we'll see it's all going to come out in the Wash. Let's remove the brackets here and see what we've got. There's a one multiplied by all this sign X times cosine squared X. So that's just sign X times cosine squared X will want to integrate that with respect to X. There's also cosine squared X multiplied by all this. Now the cosine squared X with this cosine squared X will give us a cosine, so the power 4X. There's also the sign X. And we want to integrate that. Also, with respect to X and there was a minus sign in front, so that's going to go in there. So we've expanded the brackets here and written. This is 2 separate integrals. Now, each of these integrals can be evaluated by making a substitution. If we make a substitution and let you equals cosine X. The differential du is du DX. DX Do you DX if we differentiate cosine, X will get minus the sign X. So we've got du is minus sign X DX. Now look at what we've got when we make this substitution. The cosine squared X will become simply you squared and sign X DX altogether can be written as a minus du, so this will become. Minus the integral. Of you squared. Do you? What about this term? We've got cosine to the power four cosine to the power 4X will be you to the powerful. And sign X DX sign X DX is minus DU. There's another minus sign here, so overall will have plus the integral of you to the four, do you? Now these are very very simple integrals to finish the integral of you squared is you cubed over 3? The integral of you to the four is due to the five over 5 plus a constant of integration. All we need to do to finish off is return to our original variables. Remember, you was cosine of X, so we finish off by writing minus 1/3. You being cosine X means that we've got cosine cubed X. Plus 1/5. You to the five will be Co sign to the power 5X. Plus a constant of integration. And that's the solution to the problem that we started with. Let's stick with the same sort of family of integrals, so we're still sticking with the integral of sign to the power MX cosine to the power NX DX. And now I'm going to have a look at what happens in the case when M is an even number. And N is an odd number. This method will always work when M is even. An is odd. Let's look at a specific case. Suppose we want to integrate the sign to the power 4X. Cosine cubed X. DX Notice that M the power of sign is now even em is full. And N which is the power of cosine, is odd an IS3. What I'm going to do is I'm going to use the identity that cosine squared of an angle is 1 minus sign squared of an angle and you'll be able to lift that directly from the table we had at the beginning, which stated the very important and well known results that cosine squared of an angle plus the sine squared of an angle is always equal to 1. What I'm going to do is I'm going to use this to rewrite the cosine term. In here, in terms of signs. First of all, I'm going to apply the little trick we had before. And split the cosine turn up like this cosine cubed. I'm going to write this cosine squared. Multiplied by cosine. So I've changed the cosine cubed to these two terms here. Now I can use the identity to change cosine squared X into terms involving sine squared. So the integral will become the integral of sign. To the power 4X. Cosine squared X. We can write as one minus sign, squared X. And there's still this term cosine X here as well. And all that has to be integrated with respect to X. Let me remove the brackets here. When we remove the brackets, there will be signed to the 4th X Times one all multiplied by cosine X. That'll be signed to the 4th X multiplied by sign squared X. Which is signed to the 6X or multiplied by cosine X. And there's a minus sign in the middle, and we want to integrate all that. With respect to X. Again, a simple substitution will allow us to finish this off. If we let you. Be sign X. So do you. Is cosine X DX. This will become immediately the integral of well signed to the 4th X sign to the 4th X will be you to the four. The cosine X times the DX cosine X DX becomes du. Subtract. Sign to the six, X will become you to the six. And the cosine X DX is du. So what we've achieved are two very simple integrals that we can complete to finish the problem. The integral of you to the four is due to the five over 5. The integral of you to the six is due to the 7 over 7. Plus a constant. And then just to finish off, we return to the original variables and replace EU with sign X, which will give us 1/5. Sign next to the five or sign to the power 5X. Minus. One 7th. You to the Seven will be signed to the 7X. Plus a constant of integration. So that's how we deal with integrals of this family. In the case when M is an even number and when N is an odd number. Now in the case when both M&N are even, you should try using the double angle formulas, and I'm not going to do an example of that because there isn't time in this video to do that. But there are examples in the exercises accompanying the video and you should try those for yourself. I'm not going to look at some integrals for which a trigonometric substitution is appropriate. Suppose we want to evaluate this integral. The integral of 1 / 1 plus X squared. With respect to X. Now the trigonometric substitution that I want to use is this one. I want to let X be the tangent of a new variable, X equals 10 theater. While I picked this particular substitution well, all will become clear in time, but I want to just look ahead a little bit by letting X equal 10 theater. What will have at the denominator down here is 1 + 10 squared theater. One plus X squared will become 1 + 10 squared and we have an identity already which says that 1 + 10 squared of an angle is equal to the sequence squared of the angle. That's an identity that we had on the table right at the beginning, so the idea is that by making this substitution, 1 + 10 squared can be replaced by a single term sequence squared, as we'll see, so let's progress with that substitution. If we let X be tongue theater, the integrals going to become 1 / 1 plus X squared will become 1 + 10 squared. Theater. And we have to take care of the DX in an appropriate way. Now remember that DX is going to be given by the XD theater multiplied by D theater. DXD theater we want to differentiate X is 10 theater with respect to theater. Now the derivative of tongue theater is the secant squared, so we get secret squared Theta D theater. So this will allow us to change the DX in here. Two, secant squared, Theta D Theta over on the right. At this stage I'm going to use the trigonometric identity, which says that 1 + 10 squared of an angle is equal to the sequence squared of the angle. So In other words, all this quantity down here is just the sequence squared of Theta. And this is very nice now because this term here will cancel out with this term down in the denominator down there, and we're left purely with the integral of one with respect to theater. Very simple to finish. The integral of one with respect to theater is just theater. Plus a constant of integration. We want to return to our original variables and if X was 10 theater than theater is the angle whose tangent, his ex. So theater is 10 to the minus one of X. Plus a constant. And that's the problem finished. This is a very important standard result that the integral of one over 1 plus X squared DX is equal to the inverse tan 10 to the minus one of X plus a constant. That's a result that you'll see in all the standard tables of integrals, and it's a result that you'll need to call appan very frequently, and if you can't remember it, then at least you'll need to know that there is such a formula that exists and you want to be able to look it up. I want to generalize this a little bit to look at the case when we deal with not just a one here, but a more general case of an arbitrary constant in there. So let's look at what happens if we have a situation like this. Suppose we want to integrate one over a squared plus X squared with respect to X. Where a is a constant. This time I'm going to make this substitution let X be a town theater, and we'll see why we've made that substitution in just a little while. With this substitution, X is a Tan Theta. The differential DX becomes a secant squared Theta D Theta. Let's put all this into this integral here. Will have the integral of one over a squared. Plus And X squared will become a squared 10. Squared feet are. The DX Will become a sex squared Theta D Theta. Now what I can do now is I can take out a common factor of A squared from the denominator. Taking an A squared out from this term will leave me one taking a squared out from this term will leave me tan squared theater. And it's still on the top. I've got a sex squared Theta D Theta. We have the trig identity that 1 + 10 squared of any angle is sex squared of the angle. So I can use that identity in here to write the denominator as one over a squared and the 1 + 10 squared becomes simply sequence squared theater. We still gotten a secant squared theater in the numerator, and a lot of this is going to simplify and cancel now. The secant squared will go the top and the bottom. The one of these at the bottom will go with the others at the top, and we're left with the integral of one over A with respect to theater. Again, this is straightforward to finish. The integral of one over a one over as a constant with respect to Theta is just going to give me one over a. Theater. Plus the constant of integration. To return to the original variables, we've got to go back to our original substitution. If X is a tan Theta, then we can write that X over A is 10 theater. And In other words, that theater is the angle whose tangent is 10 to the minus one of all this X over a. That will enable me to write our final results as one over a town to the minus one. X over a. Plus a constant of integration. And this is another very important standard result that the integral of one over a squared plus X squared with respect to X is one over a 10 to the minus one of X over a plus a constant, and as before, that's a standard result that you'll see frequently in all the tables of integrals, and you'll need to call a pawn that in lots of situations when you're required to do integration. OK, so now we've got the standard result that the integral of one over a squared plus X squared DX is equal to one over a town to the minus one of X of A. As a constant of integration. Let's see how we might use this formula in a slightly different case. Suppose we have the integral of 1 / 4 + 9 X squared DX. Now this looks very similar to the standard formula we have here. Except there's a slight problem. And the problem is that instead of One X squared, which we have in the standard result, I've got nine X squared. What I'm going to do is I'm going to divide everything at the bottom by 9, take a factor of nine out so that we end up with just a One X squared here. So what I'm going to do is I'm going to write the denominator like this. So I've taken a factor of nine out. You'll see if we multiply the brackets again here, there's 9 * 4 over 9, which is just four and the nine times the X squared, so I haven't changed anything. I've just taken a factor of nine out the point of doing that is that now I have a single. I have a One X squared here, which will match the formula I have there. If I take the 9 outside the integral. I'm left with 1 /, 4 ninths plus X squared integrated with respect to X and I hope you can see that this is exactly one of the standard forms. Now when we let A squared B4 over nine with a squared is 4 over 9. We have the standard form. If A squared is 4 over 9A will be 2 over 3 and we can complete this integration. Using the standard result that one over 9 stays there, we want one over A. Or A is 2/3. So we want 1 / 2/3. 10 to the minus one. Of X over a. X divided by a is X divided by 2/3. Plus a constant of integration. Just to tide to these fractions up, three will divide into 9 three times, so we'll have 326 in the denominator. 10 to the minus one and dividing by 2/3 is like multiplying by three over 2, so I'll have 10 to the minus one of three X over 2 plus the constant of integration. So the point here is you might have to do a bit of work on the integrand in order to be able to write it in the form of one of the standard results. OK, let's have a look at another case where another integral to look at where a trigonometric substitution is appropriate. Suppose we want to find the integral of one over the square root of A squared minus X squared DX. Again, A is a constant. The substitution that I'm going to make is this one. I'm going to write X equals a sign theater. If I do that, what will happen to my integral, let's see. And have the integral of one over. The square root. The A squared will stay the same, but the X squared will become a squared sine squared. I squared sine squared Theta. Now the reason I've done that is because in a minute I'm going to take out a factor of a squared, which will leave me one 1 minus sign squared, and I do have an identity involving 1 minus sign squared as we'll see, but just before we do that, let's substitute for the differential as well. If X is a sign theater, then DX will be a cosine, Theta, D, Theta. So we have a cosine Theta D Theta for the differential DX. Let me take out the factor of a squared in the denominator. Taking a squad from this first term will leave me one and a squared from the second term will leave me one minus sign squared Theta. I have still gotten a costly to the theater at the top. Now let me remind you there's a trig identity which says that the cosine squared of an angle plus the sine squared of an angle is always one. So if we have one minus the sine squared of an angle, we can replace it with cosine squared. So 1 minus sign squared Theta we can replace with simply cosine squared Theta. Is the A squared out the frontier and we want the square root of the whole lot. Now this is very simple. We want the square root of A squared cosine squared Theta. We square root. These squared terms will be just left with. A cosine Theta. In the denominator and within a cosine Theta in the numerator. And these were clearly cancel out. And we're left with the integral of one with respect to theater, which is just theater plus a constant of integration. Just to return to the original variables, given that X was a sign theater, then clearly X over A is sign theater. So theater is the angle who sign is or sign to the minus one of X over a, so replacing the theater with sign to the minus one of X over a will get this result. And this is a very important standard result that if you want to integrate 1 divided by the square root of A squared minus X squared, the result is the inverse sine or the sign to the minus one of X over a. Plus a constant of integration. Will have a look one final example which is a variant on the previous example. Suppose we want to integrate 1 divided by the square root of 4 - 9 X squared DX. Now that's very similar to the one we just looked at. Remember that we had the results that the integral of one over the square root of A squared minus X squared DX. Was the inverse sine of X over a plus a constant? That's keep that in mind. That's the standard result we've already proved. We're almost there. In this case. The problem is that instead of a single X squared, we've got nine X squared. So like we did in the other example, I'm going to take the factor of nine out to leave us just a single X squared in there, and I do that like this. Taking a nine out from these terms here, I'll have four ninths minus X squared. Again, the nine times the four ninths leaves the four which we had originally, and then we've got the nine X squared, which we have there. The whole point of doing that is that then I'm going to extract the Route 9, which is 3 and bring it right outside. And inside under the integral sign, I'll be left with one over the square root of 4 ninths minus X squared DX. Now in this form, I hope you can spot that we can use the standard result immediately with the standard results, with a being with a squared being equal to four ninths. In other words, a being equal to 2/3. Putting all that together will have a third. That's the third and the integral will become the inverse sine. X. Divided by AA was 2/3. Plus a constant of integration. And just to tidy that up will be left with the third inverse sine dividing by 2/3 is the same as multiplying by three over 2, so will have 3X over 2 plus a constant of integration. And that's our final result. So we've seen a lot of examples that have integration using trigonometric identities and integration using trig substitutions. You need a lot of practice, and there are a lot of exercises in the accompanying text.