Polar Coordinates
On the coordinate
plane we pin a point down with two numbers: how far across and
how far up, the ordered pair (x, y). But that is
not the only way to say where something is. Stand at the centre of a radar screen and a blip
is described far more naturally by two different numbers:
- how far away it is — a distance we call r;
- which direction it lies in — an angle we call
\theta (the Greek letter "theta"), measured
counter-clockwise from the positive x-axis.
Together (r, \theta) are the polar coordinates of
the point. The centre we measure from is called the pole (it plays the role
of the origin), and the positive x-axis is the
polar axis — the direction we call \theta = 0.
"How far, and which way" — that is the whole idea.
Drag r and the point slides straight out from the pole along a
spoke; drag \theta and it swings around the circle. Every point on
the plane is reached by one distance and one direction.
A radar dish spins and, whenever it catches an echo, it knows exactly two things: how long
the pulse took to return (that gives the range, our
r) and which way the dish was pointing (the
bearing, our \theta). That is
literally a polar coordinate. Sonar on a submarine works the same way, an
air-traffic controller reads "range and bearing" off the scope, and a ship reports its
position to a lighthouse as "three miles out, bearing north-east." Nobody says "go 2.1 km
east and 2.1 km north" — polar is simply the honest language of anything that sweeps a
circle. Even a spiral galaxy is easiest to describe as "how far from the core, at what
angle."
From polar to Cartesian: x = r\cos\theta,\ y = r\sin\theta
A polar address and a Cartesian address describe the same point, so we can always translate
between them. Drop a right triangle from the point to the
x-axis: the hypotenuse has length r and
sits at angle \theta, so plain
trigonometry reads off
the two legs:
x = r\cos\theta \qquad y = r\sin\theta
That is the polar-to-Cartesian conversion, and it is the one you will use most, because it
never needs any quadrant care — you just feed in r and
\theta and out come x and
y.
- Polar → Cartesian:
x = r\cos\theta and y = r\sin\theta.
- Cartesian → polar:
r = \sqrt{x^2 + y^2} and
\tan\theta = \dfrac{y}{x} — then check the point's
quadrant to choose the right \theta.
Worked example 1 — polar to Cartesian
Convert (r, \theta) = \left(4, \tfrac{2\pi}{3}\right) to
(x, y). The angle \tfrac{2\pi}{3} is
120^\circ, which sits in the second quadrant, so we expect a
negative x and a positive
y:
x = 4\cos 120^\circ = 4\left(-\tfrac{1}{2}\right) = -2, \qquad
y = 4\sin 120^\circ = 4\left(\tfrac{\sqrt{3}}{2}\right) = 2\sqrt{3}.
So the point is (-2,\ 2\sqrt{3}) \approx (-2,\ 3.46) — and, sure
enough, it lands up and to the left, exactly where a 120^\circ
direction should put it.
From Cartesian to polar — and minding the quadrant
Going the other way, the distance is just Pythagoras from the origin,
r = \sqrt{x^2 + y^2}, and the direction comes from
\tan\theta = \tfrac{y}{x}. The catch is that
\tan can't tell opposite directions apart —
(1, 1) and (-1, -1) give the
same ratio \tfrac{y}{x} = 1 even though they point
opposite ways. So you must look at which quadrant the point is actually in and pick
the matching angle.
Worked example 2 — Cartesian to polar
Convert (x, y) = (-1, 1) to polar. First the distance:
r = \sqrt{(-1)^2 + 1^2} = \sqrt{2}.
Now the angle. A calculator's \arctan\!\left(\tfrac{1}{-1}\right) =
\arctan(-1) = -45^\circ — but that answer points into the fourth
quadrant, whereas (-1, 1) (negative x,
positive y) clearly lives in the second. Add
180^\circ to swing it around to the correct side:
\theta = -45^\circ + 180^\circ = 135^\circ = \tfrac{3\pi}{4}.
So (-1, 1) = \left(\sqrt{2},\ \tfrac{3\pi}{4}\right) in polar
form. Always sketch the point — the picture tells you the quadrant, and the quadrant fixes
the angle.
Polar coordinates are not unique — one point has infinitely many names.
These all point at the very same place:
- (r, \theta) and (r, \theta + 2\pi)
— spinning a full turn lands you back where you started, so you can add
360^\circ to \theta as often as you
like.
- (r, \theta) and (-r, \theta + \pi)
— a negative r means "measure the distance
backwards," so facing the opposite way and stepping backwards reaches the
same spot.
- the pole itself is r = 0 for
every angle \theta — at the centre, direction stops
mattering.
And the second trap: when converting (x, y) \to (r, \theta), the
calculator's \arctan\!\left(\tfrac{y}{x}\right) only ever returns
an angle between -90^\circ and 90^\circ
— the right-hand half of the plane. If your point is really on the left (quadrant II or III),
add 180^\circ. Check the quadrant, always.
Curves that polar coordinates make easy
The real payoff is that some shapes which are messy in
(x, y) become almost trivial in
(r, \theta). Watch what happens when you hold one coordinate fixed
and let the other roam:
- r = a — every point the same distance a
from the pole, any direction. That is a circle of radius
a centred at the pole — one tiny equation for what Cartesian
writes as x^2 + y^2 = a^2.
- \theta = \alpha — every point in a single fixed direction, any
distance. That is a ray (a straight line through the pole) at angle
\alpha.
- r = 2a\cos\theta — here the distance changes with the
angle, tracing a circle of radius a that passes through
the pole, centred at (a, 0). (With
a = 2 that is r = 4\cos\theta.)
Step through the diagram to see all three:
Multiply both sides by r:
r^2 = 2a\,r\cos\theta. Now use the conversions —
r^2 = x^2 + y^2 and r\cos\theta = x —
to get x^2 + y^2 = 2ax, i.e.
(x - a)^2 + y^2 = a^2. That is a plain circle of radius
a centred at (a, 0), and since
(0,0) satisfies it, the circle runs right through the pole. Polar
made the equation short; Cartesian revealed the shape.
Polar coordinates are one way to describe a curve by something other than a bare
y = f(x); another is to let both x and
y follow a shared parameter, the idea of
parametric
equations.
See it: read the radar blip
Here is a fresh blip each time. Read its distance r off the
concentric circles and its angle \theta off the spokes, then check
yourself against the label. Press Refresh for a new one.