How Do You Convert Cartesian Vector Coordinates to Cylindrical Coordinates?

So the \hat{r} component is (2, 0)\cdot (\frac{1}{\sqrt{5}}) = \frac{2}{\sqrt{5}}. The component in the \theta direction is <2, 0>- <\frac{2}{\sqrt{5}}, 0> = <\frac{3}{\sqrt{5}}, 0>. So the vector at (1, 2, 3) is (<\frac{2}{\sqrt{5}}, 0>, <\frac{3}{\sqrt{5}}, 0>) = (0, \frac{3}{\sqrt{5}}, 0). In summary, the vector
  • #1
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Homework Statement


Transform the following vector into cylindrical coordinates and then evaluate them at the indicated points:

[tex]\vec A = (x + y)\hat x [/tex]

at

[tex]P_1 (1, 2, 3)[/tex]


Homework Equations


[tex]r = \sqrt{x^2 + y^2}[/tex]

[tex]\phi = \tan^{-1}(\frac{y}{x})[/tex]

[tex]z = z[/tex]

The Attempt at a Solution


[tex]r = \sqrt{x^2 + 0^2} = x[/tex]

[tex]\phi = \tan^{-1}(\frac{0}{x}) = 0[/tex]

[tex]z = z = 0[/tex]

[tex]\vec A = x\hat r [/tex] at point [tex]P_1 (1, 2, 3) \Longrightarrow \hat r[/tex]

Could someone please check if this is correct? There are a few more of these, but if I can do this one, then the rest are no problem. Thanks.
 
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  • #2
Can I assume that [itex]\hat{x}[/itex] is the unit vector in the x direction? If so then [itex](x+ y)\hat{x}[/itex] is not a "vector", it is a "vector field"- a vector at each point in the xy-plane. At (1, 2, 3) (surprising how often that point shows up!), that is the vector [itex]3 \hat{x}[/itex], of length 3 pointing in the x-direction. That vector has no z-component. The projection of the vector <2, 0> in the direction of the <1, 2> vector will be the [itex]\hat{r}[/itex] component. <2, 0> minus that projection will be the component in the [itex]\theta[/itex] direction.
 
  • #3


Your solution is correct! Just make sure to include the units for each coordinate (e.g. r is in meters, \phi is in radians, and z is in meters). Also, don't forget to convert the vector components to the appropriate units if necessary. Great job!
 

FAQ: How Do You Convert Cartesian Vector Coordinates to Cylindrical Coordinates?

1. What is a vector coordinate conversion?

A vector coordinate conversion is a mathematical process that involves transforming coordinates from one system to another. This is commonly used in fields such as physics, engineering, and navigation to represent the same point in space using different coordinate systems.

2. What are the different types of vector coordinate conversions?

There are three main types of vector coordinate conversions: rotation, translation, and scaling. Rotation involves changing the orientation of the coordinate system, translation involves shifting the origin of the coordinate system, and scaling involves changing the size of the coordinate system.

3. What are the most commonly used coordinate systems in vector coordinate conversions?

The most commonly used coordinate systems in vector coordinate conversions are rectangular, polar, and spherical coordinates. Rectangular coordinates use x, y, and z axes to represent a point in 3D space, polar coordinates use a distance from the origin and an angle, and spherical coordinates use a distance, an azimuth angle, and an elevation angle.

4. How is a vector coordinate conversion performed?

A vector coordinate conversion is performed by using a set of mathematical formulas or algorithms to transform the coordinates from one system to another. These formulas take into account the differences in orientation, origin, and size between the two coordinate systems.

5. What are some common applications of vector coordinate conversions?

Vector coordinate conversions are used in a variety of applications, including GPS navigation, computer graphics, robotics, and geospatial analysis. They are also important in fields such as astronomy, where different coordinate systems are used to describe the position of celestial objects.

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