2D Vectors and Polar Coordinates: Study Notes

Coordinate Systems: Rectangular (x, y) and Polar (r, θ)

  • In the xy-plane, x-axis goes to the right and y-axis goes up. A point P with coordinates (x, y) means: drop a perpendicular to the x-axis giving distance x, and drop a perpendicular to the y-axis giving distance y. Thus two common representations of the same location:

    • Rectangular: P = (x, y)

    • Polar: P = (r, θ), where r is the distance from the origin to P and θ is the angle the line from the origin to P makes with the +x axis.

  • Example: If the point has coordinates (3, 4) in rectangular form, then the distance from the origin is r = √(3² + 4²) = 5, and θ is found from tan(θ) = opposite/adjacent = 4/3.

  • Polar convention: the line from the origin to P has length r and forms an angle θ with the +x axis.

  • The two representations are interchangeable: you can convert back and forth.

  • Trig refresher (relevant for conversions):

    • tan(θ) = y/x (for the angle between the line to P and the +x axis)

    • θ = arctan(y/x) (inverse tangent) gives the angle in radians or degrees depending on calculator mode

    • In radians: 1 rad ≈ 57.2958°, and 2π radians = 360°; π radians = 180°

    • Conversion between units:

    • 2π rad = 360°

    • 1 rad ≈ 57.3°; 1° ≈ π/180 rad

  • Example: Given (x, y) = (3, 4):

    • r = √(3² + 4²) = 5

    • θ = arctan(4/3) ≈ 0.9273 rad ≈ 53.13°

    • So P = (3, 4) in rectangular form or P = (5, 53.13°) in polar form

  • Polar coordinates to rectangular: x = r cos θ, y = r sin θ

    • Example: r = 5, θ = 53.13° → x = 5 cos(53.13°) ≈ 3, y = 5 sin(53.13°) ≈ 4

  • Rectangular to polar: r = √(x² + y²), θ = arctan(y/x)

    • Note: quadrant considerations may adjust θ by adding π or adjusting by 2π as needed

  • Summary: you can express a point in either form and convert between them using the above formulas

Two-Dimensional Vectors: Displacement, Path, and Time

  • A vector represents both magnitude and direction; in 2D we work in a plane (xy-plane).

  • Displacement vs. path:

    • Displacement is the net change in position from start to end, regardless of the path taken.

    • The actual path is the curve or route followed to get from start to end.

  • Displacement vector d (arrow), with magnitude |d| and direction θ.

  • Direction is specified with respect to the x-axis (east): e.g., “north of east” or “east of north.”

  • Time notation:

    • t1, t2, t3 denote successive times

    • Δt = t2 − t1 is the time interval between two instants

  • For a moving object (e.g., a bug) at time t1 it is at some position; at time t3 it is at another position; the displacement from t1 to t3 is a single vector, regardless of intermediate path

  • A vector can be translated parallel to itself without changing its meaning (same magnitude and direction)

  • If you go from time t1 to t2 with displacement vector d, and then from t2 to t3 with displacement a, the total displacement from t1 to t3 is d + a

  • Vectors are directional quantities; their addition follows a geometric rule (parallelogram or triangle rule) and is easiest to handle with components

Scalars vs. Vectors

  • Scalar quantities have magnitude only (no direction): examples include mass, time interval, length, distance (magnitude only). Units are required (kg, s, m, etc.).

  • Vector quantities have magnitude and direction: e.g., displacement, velocity, force.

  • Velocity is a vector (has speed and direction); speed is a scalar (magnitude only, no direction).

  • Key point: when working with vectors, you must keep track of both magnitude and direction

Vector Addition, Subtraction, and Scaling

  • Visual rule: to add vectors a and b, place them tip-to-tail or form a parallelogram; the resultant c goes from the initial point to the final point.

  • Algebraic rule (component-wise):

    • If a = ax î + ay ĵ and b = bx î + by ĵ, then

    • a + b = (ax + bx) î + (ay + by) ĵ

    • a − b = (ax − bx) î + (ay − by) ĵ

  • Scaling: for a scalar c, c a = (c ax) î + (c ay) ĵ

  • In 2D, you typically do not mix î and ĵ components during algebra; you keep them separate

  • Subtraction is addition with the negative: a − b = a + (−b)

  • If ax, ay, bx, by are known, all vector operations reduce to simple algebra on components

  • Note on intuition: you can imagine moving the vectors parallel to themselves; the sum corresponds to traversing the first vector, then the second; the final endpoint gives the resultant vector

Unit Vectors and the Component Form of a Vector

  • Unit vectors along the axes in 2D:

    • î: unit vector in +x direction (to the right), length 1

    • ĵ: unit vector in +y direction (up), length 1

  • Any vector a can be written as a linear combination of these unit vectors:

    • a = ax î + ay ĵ

  • The quantities ax and ay are the components of a along the x and y axes, respectively

  • If a has magnitude |a| and makes angle θ with the +x axis, then

    • a_x = |a| cos θ

    • a_y = |a| sin θ

  • Conversely, given the components ax and ay, the vector is a = ax î + ay ĵ

From Polar/Angle Form to Rectangular Components (and Vice Versa: Worked Examples)

  • Given a vector with magnitude |a| and angle θ (with respect to the +x axis):

    • a_x = |a| cos θ

    • a_y = |a| sin θ

    • So a = ax î + ay ĵ

  • Given the components (ax, ay):

    • |a| = √(ax² + ay²)

    • θ = arctan(ay / ax) (with quadrant checks as needed)

  • Example setup from a spoken problem:

    • Vector a = 3 miles at 40° north of east →

    • ax = 3 cos 40°, ay = 3 sin 40°

    • Vector b = 4 miles at 30° east of north (i.e., from north toward east):

    • relative to +x axis, angle is 60° (since 90° − 30° = 60°)

    • bx = 4 cos 60°, by = 4 sin 60°

    • Net displacement d = a + b has components

    • dx = ax + b_x

    • dy = ay + b_y

  • Practical calculation example (numerical):

    • a_x = 3 cos 40° ≈ 3 × 0.7660 ≈ 2.298

    • a_y = 3 sin 40° ≈ 3 × 0.6428 ≈ 1.929

    • b_x = 4 cos 60° = 4 × 0.5 = 2.000

    • b_y = 4 sin 60° ≈ 4 × 0.8660 ≈ 3.464

    • Net displacement: dx ≈ 2.298 + 2.000 = 4.298, dy ≈ 1.929 + 3.464 = 5.393

    • Magnitude: |d| ≈ √(4.298² + 5.393²) ≈ √(18.48 + 29.07) ≈ √47.55 ≈ 6.90

    • Direction: θ_d ≈ arctan(5.393 / 4.298) ≈ arctan(1.254) ≈ 51.6° above the +x axis

Magnitude, Direction, and Trigonometric Relationships

  • For a vector a with magnitude |a| and angle θ: components are

    • ax = |a| cos θ, ay = |a| sin θ

  • For a vector given by components (ax, ay):

    • Magnitude: a=a<em>x2+a</em>y2|a| = \, \sqrt{a<em>x^2 + a</em>y^2}

    • Angle relative to +x axis: θ=tan1(a<em>ya</em>x)\theta = \tan^{-1}\left(\frac{a<em>y}{a</em>x}\right)

  • Inverse relationships rely on the usual trigonometric identities (cos, sin, tan) and understanding of the coordinate quadrants

The Scalar (Dot) Product and the Vector (Cross) Product

  • Two distinct ways to “multiply” vectors exist:

    • Dot product (scalar product): yields a scalar

    • Cross product (vector product): yields a vector (defined in 3D; discussed later for 3D)

  • In 2D, we primarily use the dot product; the cross product is defined in 3D and yields a vector perpendicular to the plane

  • Dot product definition (component form):

    • For vectors a and b with components ax, ay and bx, by:

    • ab=a<em>xb</em>x+a<em>yb</em>y\vec{a} \cdot \vec{b} = a<em>x b</em>x + a<em>y b</em>y

  • Geometric interpretation: ab=abcosϕ\vec{a} \cdot \vec{b} = |\vec{a}| \, |\vec{b}| \, \cos \phi where φ is the angle between a and b

  • Dot product is a scalar (no î or ĵ in the result)

  • Cross product (brief note for 3D): defined as a × b producing a vector perpendicular to the plane containing a and b; in 3D, |a × b| = |a| |b| sin φ and direction given by right-hand rule; will be introduced in 3D context

  • In 2D problems you can often rely on the dot product to relate magnitudes and angles, and on component form for algebraic manipulation

3D Extension (Preview)

  • 3D vectors introduce a third axis k̂ (along +z)

  • A 3D vector can be written as: a=a<em>xi^+a</em>yj^+azk^\vec{a} = a<em>x \hat{i} + a</em>y \hat{j} + a_z \hat{k}

  • Unit vectors in 3D: i^,j^,k^\hat{i}, \hat{j}, \hat{k} corresponding to +x, +y, +z directions

  • The same component approach extends to 3D for addition, subtraction, and scalar multiplication; cross product becomes meaningful and is used to compute a vector perpendicular to both inputs

Quick Recap: How to Solve 2D Vector Problems

  • Pick a representation: rectangular (x, y) or polar (r, θ)

  • If given magnitude and angle: compute components using

    • a<em>x=acosθ,a</em>y=asinθa<em>x = |a| \cos \theta, \quad a</em>y = |a| \sin \theta

  • If given components: compute magnitude and angle using

    • a=a<em>x2+a</em>y2,θ=tan1(a<em>ya</em>x)|a| = \sqrt{a<em>x^2 + a</em>y^2}, \quad \theta = \tan^{-1}\left(\frac{a<em>y}{a</em>x}\right)

  • To add vectors: add components separately; i.e., for a and b, a + b = (ax + bx) \hat{i} + (ay + by) \hat{j}

  • To scale a vector: c a = (c ax) \hat{i} + (c ay) \hat{j}

  • Dot product is a convenient algebraic tool: ab=a<em>xb</em>x+a<em>yb</em>y\vec{a} \cdot \vec{b} = a<em>x b</em>x + a<em>y b</em>y

  • Always keep track of units and the distinction between scalars and vectors; velocity is a vector, speed is a scalar

  • Remember the difference between displacement (net change in position) and the actual path taken

  • In calculator work, radian vs degree mode matters for angle outputs; be mindful of conversions and quadrant placement when using arctan

Worked Conceptual Example (Summary)

  • Given two displacement vectors in 2D, express each in components, add them component-wise, and then interpret the resultant magnitude and direction

  • Example steps from earlier discussion: combine a = 3 miles at 40° north of east and b = 4 miles at 60° from +x axis (30° east of north) to obtain the net displacement d, then compute |

    • d_x = 3 cos 40° + 4 cos 60°

    • d_y = 3 sin 40° + 4 sin 60°

    • |d| = √(dx² + dy²)

    • θd = arctan(dy / d_x)

  • This illustrates how to translate directional language into components and then back to magnitude/direction