1.1 SCALARS AND VECTORS
The term scalar refers to a
quantity whose value may be represented by a single (positive or negative) real
number. The x, y, and z we use in basic algebra are scalars, and
the quantities they represent are scalars. A vector quantity has both a
magnitude1 and a direction in space. We are
concerned with two- and three-dimensional spaces only, but vectors may be
defined in n-dimensional space in more advanced applications. Force,
velocity, acceleration, and a straight line from the positive to the negative
terminal of a storage battery are examples of vectors. Each quantity is
characterized by both a magnitude and a direction. Our work will mainly concern
scalar and vector fields. A field (scalar or vector) may be defined
mathematically as some function that connects an arbitrary origin to a general
point in space. We usually associate some physical effect with a field, such as
the force on a compass needle in the earth’s magnetic field, or the movement of
smoke particles in the field defined by the vector velocity of air in some
region of space. Note that the field concept invariably is related to a region.
Some quantity is defined at every point in a region. Both scalar fields and
vector fields exist. The temperature throughout the bowl of soup and the
density at any point in the earth are examples of scalar fields. The
gravitational and magnetic fields of the earth, the voltage gradient in a
cable, and the temperature gradient in a soldering-iron tip are examples of
vector fields. The value of a field varies in general with both position and
time. In this book, as in most others using vector notation, vectors will be
indicated by boldface type, for example, A. Scalars are printed in
italic type, for example, A. When writing longhand, it is customary to
draw a line or an arrow over a vector quantity to show its vector character.
<![if !supportLists]>1.2
<![endif]>VECTOR ALGEBRA
With the definition of vectors and
vector fields now established, we may proceed to define the rules of vector
arithmetic, vector algebra, and (later) vector calculus. Some of the rules will
be similar to those of scalar algebra, some will differ slightly, and some will
be entirely new.
To begin, the addition of vectors
follows the parallelogram law. Figure 1.1 shows the sum of two vectors, A and
B. It is easily seen that A+B = B+A, or that vector addition
obeys the commutative law. Vector addition also obeys the associative law,
A + (B
+ C) = (A + B) + C
Note that when a
vector is drawn as an arrow of finite length, its location is defined to be at
the tail end of the arrow.
Coplanar vectors are vectors
lying in a common plane, such as those shown in Figure 1.1. Both lie in the
plane of the paper and may be added by expressing each vector in terms of
“horizontal” and “vertical” components and then adding the corresponding
components.
Vectors in three dimensions
may likewise be added by expressing the vectors in terms of three components
and adding the corresponding components. Examples of this process of addition
will be given after vector components are discussed in Section 1.4.
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The
rule for the subtraction of vectors follows easily from that for addition, for
we may always express A−B as A+(−B); the sign, or
direction, of the second vector is reversed, and this vector is then added to
the first by the rule for vector addition.
Vectors
may be multiplied by scalars. The magnitude of the vector changes, but its
direction does not when the scalar is positive, although it reverses direction
when multiplied by a negative scalar. Multiplication of a vector by a scalar
also obeys the associative and distributive laws of algebra, leading to
(r + s)(A + B) = r
(A
+ B) + s(A + B) = rA + rB + sA + sB
Division of a vector by a scalar is
merely multiplication by the reciprocal of that scalar. The multiplication of a
vector by a vector is discussed in Sections 1.6 and 1.7. Two vectors are said
to be equal if their difference is zero, or A = B
if A
− B = 0.
In
our use of vector fields we shall always add and subtract vectors that are
defined at the same point. For example, the total magnetic field about a
small horseshoe magnet will be shown to be the sum of the fields produced by
the earth and the permanent magnet; the total field at any point is the sum of
the individual fields at that point.
If
we are not considering a vector field, we may add or subtract vectors
that are not defined at the same point. For example, the sum of the
gravitational force acting on a 150 lb f (pound-force) man at
the North Pole and that acting on a 175 lb f person at the South
Pole may be obtained by shifting each force vector to the South Pole before
addition. The result is a force of 25 lb f directed toward the
center of the earth at the South Pole; if we wanted to be difficult, we could
just as well describe the force as 25 lb f directed away from
the center of the earth (or “upward”) at the North Pole.2
1.3 THE
RECTANGULAR
COORDINATE
SYSTEM
To describe a vector
accurately, some specific lengths, directions, angles, projections, or
components must be given. There are three simple methods of doing this, and
about eight or ten other methods that are useful in very special cases. We are
going to use only the three simple methods, and the simplest of these is the rectangular, or rectangular cartesian,
coordinate system.
In the rectangular
coordinate system we set up three coordinate axes mutually at right angles to
each other and call them the x, y, and z axes. It is customary to
choose a right-handed coordinate system, in which a rotation (through
the smaller angle) of the x axis into the y axis would cause a
right-handed screw to progress in the direction of the z axis. If the
right hand is used, then the thumb, forefinger, and middle finger may be
identified, respectively, as the x, y, and z axes. Figure 1.2a
shows a right-handed rectangular coordinate system.
A point is located by
giving its x, y, and z coordinates. These are, respectively, the
distances from the origin to the intersection of perpendicular lines dropped
from the point to the x, y, and z axes. An
alternative method of interpreting coordinate
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values, which must be
used in all other coordinate systems, is to consider the point as being at the
common intersection of three surfaces. These are the planes x =constant,
y = constant, and z = constant,
where the constants are the coordinate values of the point.
Figure
1.2b shows points P and Q whose coordinates are (1, 2,
3) and (2,−2, 1), respectively. Point P is
therefore located at the common point of intersection of the planes x = 1,
y = 2, and z = 3,
whereas point Q is located at the intersection of the planes x = 2,
y = −2, and z = 1.
As we encounter other
coordinate systems in Sections 1.8 and 1.9, we expect points to be located at
the common intersection of three surfaces, not necessarily planes, but still
mutually perpendicular at the point of intersection.
If we visualize three
planes intersecting at the general point P, whose coordinates are x, y,
and z, we may increase each coordinate value by a differential amount
and obtain three slightly displaced planes intersecting at point P_,
whose coordinates are x +dx, y +dy, and z +dz. The six planes
define a rectangular parallelepiped whose volume is dv = dxdydz; the surfaces have differential areas dS of dxdy, dydz, an dzdx. Finally, the distance dL
from P to P_ is the diagonal of
the parallelepiped and has a length of _ (dx)2 + (dy)2 + (dz)2.
The volume element is shown in Figure 1.2c; point P_ is
indicated, but point P is located at the only invisible corner.
All this is familiar
from trigonometry or solid geometry and as yet involves only scalar quantities.We will describe vectors in terms of a
coordinate system in the next section.
1.4 VECTOR
COMPONENTS
AND UNIT
VECTORS
To describe a vector
in the rectangular coordinate system, let us first consider a vector r extending
outward from the origin. A logical way to identify this vector is by giving the
three component vectors, lying along the three coordinate axes, whose
vector sum must be the given vector. If the component vectors of the
vector r are x, y, and z,
then r = x+y+z. The component
vectors are shown in Figure 1.3a. Instead of one vector, we now
have three, but this is a step forward because the three vectors are of a
very simple nature; each is always directed along one of the coordinate axes.
The component vectors
have magnitudes that depend on the given vector (such as r), but they
each have a known and constant direction. This suggests the use of unit vectors
having unit magnitude by definition; these are parallel to the coordinate
axes and they point in the direction of increasing coordinate values.We reserve the symbol a for
a unit vector and identify its direction by an appropriate subscript. Thus ax , ay , and az are the unit vectors
in the rectangular coordinate system.3 They are directed along the x, y, and z
axes, respectively, as shown in Figure 1.3b.
If the component
vector y happens to be two units in magnitude and directed toward increasing
values of y, we should then write y = 2ay. A vector rP pointing<![if !vml]><![endif]>
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from the origin to point P(1,
2, 3) is written rP = ax + 2ay + 3az . The vector from P
to Q may be obtained by applying the rule of vector addition. This
rule shows that the vector from the origin to P plus the vector from P
to Q is equal to the vector from the origin to Q. The desired
vector from P(1, 2, 3) to Q(2,−2,
1) is therefore
RPQ = rQ − rP = (2
− 1)ax + (−2
− 2)ay + (1 − 3)az
= ax − 4ay − 2az
The vectors rP , rQ, and RPQ are shown in Figure
1.3c.
The last vector does
not extend outward from the origin, as did the vector r we initially
considered. However, we have already learned that vectors having the same
magnitude and pointing in the same direction are equal, so we see that to help
our visualization processes we are at liberty to slide any vector over to the
origin before determining its component vectors. Parallelism must, of course,
be maintained during the sliding process.
If we are discussing
a force vector F, or indeed any vector other than a displacement-type
vector such as r, the problem arises of providing suitable letters for
the three component vectors. It would not do to call them x, y,
and z, for these are displacements, or directed
distances, and are measured in meters (abbreviated m) or some other unit of
length. The problem is most often avoided by using component scalars,
simply called components, Fx , Fy , and Fz . The components are the signed
magnitudes of the component vectors.We may then write
F = Fxax + Fyay + Fzaz . The component
vectors are Fxax , Fyay , and Fzaz .
Any vector B then
may be described by B = Bxax+Byay+Bzaz . The magnitude of B
written |B| or simply B,
is given by
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Each of the three
coordinate systems we discuss will have its three fundamental and mutually
perpendicular unit vectors that are used to resolve any vector into its
component vectors. Unit vectors are not limited to this application. It is
helpful to write a unit vector having a specified direction. This is easily
done, for a unit vector in a given direction is merely a vector in that
direction divided by its magnitude. A unit vector in the r direction is r/
_
x2 + y2 + z2, and a unit vector
in the direction of the vector B is
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1.5 THE
VECTOR FIELD
We have defined a
vector field as a vector function of a position vector. In general, the
magnitude and direction of the function will change as we move throughout the
region, and the value of the vector function must be determined using the
coordinate values of the point in question. Because we have considered only the
rectangular coordinate system, we expect the vector to be a function of the
variables x, y, and z.
If we again represent
the position vector as r, then a vector field G can be expressed
in functional notation as G(r); a scalar field T is
written as T (r).
If we inspect the
velocity of the water in the ocean in some region near the surface where tides
and currents are important, we might decide to represent it by a velocity
vector that is in any direction, even up or down. If the z axis is taken
as upward, the x axis in a northerly direction, the y axis to the
west, and the origin at the surface, we have a right-handed coordinate system
and may write the velocity vector as v = vxax + vyay + vzaz, or v(r)
= vx (r)ax + vy (r)ay + vz (r)az ; each of the components vx , vy , and vz may be a function of the three
variables x, y, and z. If we are in some portion of the Gulf
Stream where the water is moving only to the north, then vy and vz are zero. Further simplifying assumptions
might be made if the velocity falls off with depth and changes very slowly as
we move north, south, east, or west. A suitable expression could be v = 2ez/100ax. We have a velocity
of 2 m/s (meters per second) at the surface and a velocity of 0.368 × 2,
or 0.736 m/s, at a depth of 100 m (z = −100). The velocity
continues to decrease with depth, while maintaining a constant direction.
1.6 THE
DOT PRODUCT
We now consider the
first of two types of vector multiplication. The second type will be discussed
in the following section.
Given two vectors A
and B, the dot product, or scalar product, is defined
as the product of the magnitude of A, the magnitude of B, and the
cosine of the smaller angle between them,
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The dot appears between the two
vectors and should be made heavy for emphasis. The dot, or scalar, product is a
scalar, as one of the names implies, and it obeys the commutative law,
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for the sign of the
angle does not affect the cosine term. The expression A· B is
read “A dot B.” Perhaps the most common application of the dot
product is in mechanics, where a constant force F applied over a
straight displacement L does an amount of work FL cos θ, which is more easily written F · L.
We might anticipate one of the results of Chapter 4 by pointing out that if the
force varies along the path, integration is necessary to find the total work,
and the result becomes
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Another example might
be taken from magnetic fields. The total flux _ crossing a surface of
area S is given by BS if the magnetic flux density B is
perpendicular to the surface and uniform over it. We define a vector surface
S as having area for its magnitude and having a direction normal to
the surface (avoiding for the moment the problem of which of the two possible normals to take). The flux crossing the surface is then B
· S. This expression is valid for any direction of the uniform
magnetic flux density. If the flux density is not constant over the surface,
the total flux is _ = _ B · dS. Integrals of this general form appear in
Chapter 3 when we study electric flux density.
Finding the angle
between two vectors in three-dimensional space is often a job we would prefer
to avoid, and for that reason the definition of the dot product is usually not
used in its basic form.Amore helpful result is
obtained by considering two vectors whose rectangular components are given,
such as A = Axax + Ayay + Azaz and B = Bxax + Byay + Bzaz . The dot product also obeys the distributive
law, and, therefore, A· B yields the sum of nine scalar terms,
each involving the dot product of two unit vectors. Because the angle between
two different unit vectors of the rectangular coordinate system is 90◦,
we then have
ax · ay = ay · ax = ax · az = az · ax = ay · az = az · ay = 0
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The remaining three terms involve the
dot product of a unit vector with itself, which is unity, giving finally
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which is an expression
involving no angles.
A vector dotted with
itself yields the magnitude squared, or
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and any unit vector
dotted with itself is unity,
aA · aA = 1
One of the most
important applications of the dot product is that of finding the component of a
vector in a given direction. Referring to Figure 1.4a, we can obtain the
component (scalar) of B in the direction specified by the unit vector a
as
B · a = |B| |a| cos θBa = |B| cos θBa
The sign of the component is positive
if 0 ≤ θBa ≤ 90◦ and
negative whenever 90◦ ≤ θBa ≤ 180◦.
To obtain the
component vector of B in the direction of a, we multiply
the component (scalar) by a, as illustrated by Figure 1.4b. For
example, the component of B in the direction of ax is B · ax = Bx , and the component
vector is Bxax, or (B · ax )ax . Hence, the problem
of finding the component of a vector in any direction becomes the problem of
finding a unit vector in that direction, and that we can do.
The geometrical term projection
is also used with the dot product. Thus, B · a is the
projection of B in the a direction.
1.7 THE
CROSS PRODUCT
Given two vectors A
and B, we now define the cross product, or vector product,
of A and B, written with a cross between the two vectors as A × B
and
read “A cross B.” The cross product A × B
is a
vector; the magnitude of A × B is equal to the
product of the magnitudes of A, B, and the sine of
the smaller angle between A and B; the direction of A×B
is perpendicular
to the plane containing A and B and is along one of the
two possible perpendiculars which is in the direction of advance of a
right-handed screw as A is turned into B. This direction
is illustrated in Figure 1.5. Remember that either vector may be moved
about at will, maintaining its direction constant, until the two vectors
have a “common origin.” This determines the plane containing both. However,
in most of our applications we will be concerned with vectors defined at the
same point.
As an equation we can write
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where an additional
statement, such as that given above, is required to explain the direction of
the unit vector aN . The subscript
stands for “normal.”
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Reversing the order
of the vectors A and B results in a unit vector in the opposite
direction, and we see that the cross product is not commutative, for B×A
= −(A×B). If the definition
of the cross product is applied to the unit vectors ax and ay, we find ax × ay = az , for each vector has
unit magnitude, the two vectors are perpendicular, and the rotation of ax into ay indicates the
positive z direction by the definition of a right-handed coordinate
system. In a similar way, ay × az = ax and az × ax = ay . Note the alphabetic symmetry. As long as the three
vectors ax
, ay , and az are written in order
(and assuming that ax follows az , like three elephants in a circle
holding tails, so that we could also write ay , az , ax or az , ax , ay ), then the cross and
equal sign may be placed in either of the two vacant spaces. As a matter of
fact, it is now simpler to define a right-handed rectangular coordinate system
by saying that ax
× ay = az .
A simple example of
the use of the cross product may be taken from geometry or trigonometry. To
find the area of a parallelogram, the product of the lengths of two adjacent
sides is multiplied by the sine of the angle between them. Using vector
notation for the two sides, we then may express the (scalar) area as the magnitude
of A × B, or |A
× B|.
The cross product may
be used to replace the right-hand rule familiar to all electrical engineers.
Consider the force on a straight conductor of length L, where the
direction assigned to L corresponds to the direction of the steady
current I , and a uniform magnetic field of
flux density B is present. Using vector notation, we may write the
result neatly as F = IL × B.
The evaluation of a
cross product by means of its definition turns out to be more work than the
evaluation of the dot product from its definition, for not only must we find
the angle between the vectors, but we must also find an expression for the unit
vector aN . This work may be
avoided by using rectangular components for the two vectors A and B and
expanding the cross product as a sum of nine simpler cross products, each
involving two unit vectors,
A × B
= Ax Bxax ×ax + Ax Byax ×ay + Ax Bzax ×az
+ Ay Bxay ×ax + Ay Byay ×ay + Ay Bzay ×az
+ Az Bxaz ×ax + Az Byaz ×ay + Az Bzaz ×az
We have already found
that ax
× ay = az , ay × az = ax , and az × ax = ay . The three remaining
terms are zero, for the cross product of any vector with itself is zero, since
the included angle is zero. These results may be combined to give
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or written as a
determinant in a more easily remembered form,
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Thus, if A = 2ax − 3ay + az and B = −4ax − 2ay + 5az , we have
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= [(−3)(5) − (1(−2)]ax − [(2)(5) − (1)(−4)]ay + [(2)(−2) − (−3)(−4)]az
= −13ax − 14ay − 16az
1.8 OTHER
COORDINATE SYSTEMS:
CIRCULAR
CYLINDRICAL COORDINATES
The rectangular
coordinate system is generally the one in which students prefer to work every problem.
This often means a lot more work, because many problems possess a type of
symmetry that pleads for a more logical treatment. It is easier to do now, once
and for all, the work required to become familiar with cylindrical and
spherical coordinates, instead of applying an equal or greater effort to every
problem involving cylindrical or spherical symmetry later. With this in mind,
we will take a careful and unhurried look at cylindrical and spherical
coordinates.
The circular
cylindrical coordinate system is the three-dimensional version of the polar
coordinates of analytic geometry. In polar coordinates, a point is located in a
plane by giving both its distance ρ from the origin and the angle φ
between the line from the point to the origin and an arbitrary radial line,
taken as φ = 0.4 In circular cylindrical coordinates, we also
specify the distance z of the point from an arbitrary z = 0
reference plane that is perpendicular to the line ρ = 0.
For simplicity, we usually refer to circular cylindrical coordinates simply as
cylindrical coordinates. This will not cause any confusion in reading this
book, but it is only fair to point out that there are such systems as elliptic
cylindrical coordinates, hyperbolic cylindrical coordinates, parabolic cylindrical
coordinates, and others.
We no longer set up
three axes as with rectangular coordinates, but we must instead consider any
point as the intersection of three mutually perpendicular surfaces. These
surfaces are a circular cylinder (ρ = constant), a plane (φ
= constant), and another plane (z = constant).
This corresponds to the location of a point in a
rectangular coordinate system by
the intersection of three planes (x = constant, y = constant,
and z = constant). The three surfaces of circular
cylindrical coordinates are shown in Figure 1.6a. Note that three such
surfaces may be passed through any point, unless it lies on the z axis,
in which case one plane suffices.
Three unit vectors
must also be defined, but we may no longer direct them along the “coordinate
axes,” for such axes exist only in rectangular coordinates. Instead, we take a
broader view of the unit vectors in rectangular coordinates and realize that
they are directed toward increasing coordinate values and are perpendicular to
the surface on which that coordinate value is constant (i.e., the unit vector ax is normal to the
plane x = constant and points toward larger values of x).
In a corresponding way we may now define three unit vectors in cylindrical
coordinates, aρ,
aφ,
and az .
The unit vector aρ at a point P(ρ1, φ1, z1) is directed
radially outward, normal to the cylindrical surface ρ = ρ1. It lies in the
planes φ = φ1 and z = z1. The unit vector aφ is normal to the
plane φ = φ1, points in the direction of increasing φ,
lies in the plane z = z1, and is tangent to
the cylindrical surface ρ = ρ1. The unit vector az
is the same as the unit vector az of the rectangular coordinate system.
Figure 1.6b shows the three vectors in cylindrical coordinates.
In rectangular coordinates,
the unit vectors are not functions of the coordinates. Two of the unit vectors
in cylindrical coordinates, aρ and aφ,
however, do vary with the coordinate φ, as their directions
change. In integration or differentiation with respect to φ, then, aρ and aφ must not be treated
as constants.
The unit vectors are
again mutually perpendicular, for each is normal to one of the three mutually
perpendicular surfaces, and we may define a right-handed cylindrical
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coordinate system as one in
which aρ ×aφ =az, or (for those who
have flexible fingers) as one in which the thumb, forefinger, and middle finger
point in the direction of increasing ρ, φ, and z,
respectively.
A differential volume
element in cylindrical coordinates may be obtained by increasing ρ,
φ, and z by the differential increments dρ,
dφ, and dz.
The two cylinders of radius ρ and ρ + dρ, the two radial planes at angles φ and
φ + dφ, and the two
“horizontal” planes at “elevations” z and z + dz now enclose a small volume, as shown in
Figure 1.6c, having the shape of a truncated wedge. As the volume
element becomes very small, its shape approaches that of a rectangular
parallelepiped having sides of length dρ,
ρdφ, and dz. Note that dρ and dz
are dimensionally lengths, but dφ
is not; ρdφ is the length.
The surfaces have areas of ρ dρ dφ, dρ
dz, and ρ dφ
dz, and the volume becomes ρ dρ dφ dz.
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The variables of the
rectangular and cylindrical coordinate systems are easily related to each
other. Referring to Figure 1.7, we see that
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From the other viewpoint, we may
express the cylindrical variables in terms of x, y, and z:
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We consider the variable ρ to
be positive or zero, thus using only the positive sign
for the radical in (11). The proper value of the angle φ is
determined by inspecting the signs of x and y. Thus, if x = −3
and y = 4, we find that the point lies in the second
quadrant so that ρ = 5 and φ = 126.9◦.
For x = 3 and y = −4, we have φ = −53.1◦ or
306.9◦, whichever is more convenient.
Using (10) or (11),
scalar functions given in one coordinate system are easily transformed into the
other system.
A vector function in
one coordinate system, however, requires two steps in order to transform it to
another coordinate system, because a different set of component vectors is generally required. That
is, we may be given a rectangular vector
A = Axax + Ayay + Azaz
where each component is
given as a function of x, y, and z, and we need a vector in
cylindrical coordinates
A = Aρaρ + Aφaφ + Azaz
where each component is
given as a function of ρ, φ, and z.
To find any desired
component of a vector, we recall from the discussion of the dot product that a
component in a desired direction may be obtained by taking the dot product of the
vector and a unit vector in the desired direction. Hence,
Aρ = A·
aρ and Aφ = A·
aφ
Expanding these dot products, we have
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since az · aρ and az · aφ are zero.
In order to complete
the transformation of the components, it is necessary to know the dot products ax · aρ, ay · aρ, ax · aφ, and ay · aφ. Applying the
definition of the dot product, we see that since we are concerned with unit
vectors, the result is merely the cosine of the angle between the two unit
vectors in question. Referring to Figure 1.7 and thinking mightily, we identify
the angle between ax and aρ as φ, and thus ax · aρ = cos φ, but the angle between ay and aρ is 90◦ − φ, and ay · aρ = cos (90◦ − φ) = sin
φ. The remaining dot products of the unit vectors are found in a
similar manner, and the results are tabulated as functions of φ in
Table 1.1.
Transforming vectors
from rectangular to cylindrical coordinates or vice versa is therefore
accomplished by using (10) or (11) to change variables, and by using the dot
products of the unit vectors given in Table 1.1 to change components. The two
steps may be taken in either order.
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1.9 THE
SPHERICAL COORDINATE SYSTEM
We have no
two-dimensional coordinate system to help us understand the three dimensional
spherical coordinate system, as we have for the circular cylindrical coordinate
system. In certain respects we can draw on our knowledge of the latitude and-
longitude system of locating a place on the surface of the earth, but usually
we consider only points on the surface and not those below or above ground.
Let us start by
building a spherical coordinate system on the three rectangular axes (Figure
1.8a). We first define the distance from the origin to any point as r . The surface r = constant
is a sphere.
The second coordinate
is an angle θ between the z axis and the line drawn from the
origin to the point in question. The surface θ = constant
is a cone, and the two surfaces, cone and sphere, are everywhere perpendicular
along their intersection, which is a circle of radius r sin θ.
The coordinate θ corresponds to latitude,
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except that latitude is
measured from the equator and θ is measured from the “North Pole.”
The third coordinate φ
is also an angle and is exactly the same as the angle φ of cylindrical
coordinates. It is the angle between the x axis and the projection in
the z = 0 plane of the line drawn from the origin to
the point. It corresponds to the angle of longitude, but the angle φ increases
to the “east.” The surface φ = constant is a plane
passing through the θ = 0 line (or the z axis).
We again consider any
point as the intersection of three mutually perpendicular surfaces—a sphere, a
cone, and a plane—each oriented in the manner just described. The three
surfaces are shown in Figure 1.8b.
Three unit vectors
may again be defined at any point. Each unit vector is perpendicular to one of
the three mutually perpendicular surfaces and oriented in that direction in
which the coordinate increases. The unit vector ar is directed radially outward, normal
to the sphere r = constant, and lies in the cone θ = constant
and the plane φ = constant. The unit
vector aθ is normal to the
conical surface, lies in the plane, and is tangent to the sphere. It is
directed along a line of “longitude” and points “south.” The third unit vector aφ is the same as in
cylindrical coordinates, being normal to the plane and tangent to both the cone
and the sphere. It is directed to the “east.”
The three unit
vectors are shown in Figure 1.8c. They are, of course, mutually
perpendicular, and a right-handed coordinate system is defined by causing ar ×aθ = aφ. Our system is right-handed, as an
inspection of Figure 1.8c will show, on application of the
definition of the cross product. The right-hand rule identifies the thumb,
forefinger, and middle finger with the direction of increasing r , θ, and φ, respectively. (Note
that the identification in cylindrical coordinates was with ρ, φ,
and z, and in rectangular coordinates with x, y, and z.) A
differential volume element may be constructed in spherical coordinates by
increasing r , θ, and φ by
dr, dθ,
and dφ, as shown in Figure 1.8d.
The distance between the two spherical surfaces of radius r and r + dr is dr; the
distance between the two cones having generating angles of θ and θ
+ dθ is rdθ; and the distance between the two radial
planes at angles φ and φ + dφ is found to be r sin
θdφ, after a few moments of
trigonometric thought. The surfaces have areas of r dr
dθ, r sin θ dr dφ,
and r 2
sin θ
dθ dφ, and
the volume is r 2
sin θ
dr dθ dφ.
The transformation of
scalars from the rectangular to the spherical coordinate system is easily made
by using Figure 1.8a to relate the two sets of variables:
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The transformation in the reverse
direction is achieved with the help of
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The radius variable r is
nonnegative, and θ is restricted to the range from 0◦ to
180◦, inclusive. The angles are placed in the
proper quadrants by inspecting the signs of x, y, and z.
The transformation of
vectors requires us to determine the products of the unit vectors in
rectangular and spherical coordinates. We work out these products from Figure 1.8c
and a pinch of trigonometry. Because the dot product of any spherical unit
vector with any rectangular unit vector is the component of the spherical
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vector in the direction of
the rectangular vector, the dot products with az are found to be
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The dot products
involving ax
and ay require first the
projection of the spherical unit vector on the xy
plane and then the projection onto the desired axis. For example, ar · ax is obtained by
projecting ar onto the xy plane, giving sin θ, and then
projecting sin θ on the x axis, which yields sin θ cos φ. The other dot products are found in a like
manner, and all are shown in Table 1.2.