vaibhavtewari, It's a lot easier than all the Hodge operator stuff! The divergence theorem is no different in four dimensions than it is in three. If you understand what the surface element is in ordinary spherical coordinates, say, then you've got it made.
The theorem starts with ∫√-g V
μ;μ d
4x. There's a vector identity by which the covariant divergence of a vector can be expressed in terms of the ordinary divergence: V
μ;μ ≡ (1/√-g) (√-g V
μ)
,μ. So the integral is ∫(√-g V
μ)
,μ d
4x. Integrate by parts and you have ∫√-g V
μ dS
μ. The theorem is
∫√-g V
μ;μ d
4x = ∫√-g V
μ dS
μ
Now your question revolves around dS
μ. It's the surface element, and indeed it can be written out in general using differential forms. However you almost
always adapt your coordinates to the surface, in which case it's quite simple. For example if the surface is r = const, and r is the proper distance normal to the surface, then you get dS
μ just by striking out dr from the volume element. So taking spherical coordinates in Minkowski space as an example, √-g d
4x = r
2 sin Θ dr dΘ dφ dt and the surface element is just r
2 sin Θ dΘ dφ dt times the unit normal.
Also, I will be glad if some one can reply what will be normal vector to a constant time surface.
This is where it gets interesting! dS
μ is the outward pointing normal, and "outward" must be defined continuously over the surface. Take a surface r = const capped off by time slices t = t
1 and t = t
2. If dS
μ points outward on the r = const surface, then it must point
inward on the t = const surfaces! This fact is sometimes difficult to swallow. Try it with a smooth surface, which makes a smooth transition from timelike to spacelike. Draw an outward pointing arrow at one point and follow it around the surface, keeping it orthogonal to the surface. (But remember what orthogonal looks like on a Minkowski diagram! It does
not look like 90 degrees!) Where the surface goes null, the normal vector also goes null and is at the same time a tangent. Continuing on, where the surface becomes spacelike you will find the normal pointing inward.