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So let us now talk about different coordinate systems, and first of all, I want to introduce to you

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the Cartesian coordinate system, which is the standard coordinate system that all of you know.

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So in Cartesian coordinates, you have a position vector that is characterized by three components,

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X, Y and Z.

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So if you introduce these units vectors here that point along these directions and have the length of

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one, then you can write your position vector as X times X plus Y times E Y plus three times easy.

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And this gives you the typical vector notation X, Y, Z for the three components.

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Now, here you can see that everything is really uniform.

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You have these lines, these grid lines, and the grid looks the same and along every direction at every

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point in space.

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So it's really uniform.

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And this leads to very simple line elements for integration.

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Very simple surface elements for integration and very simple volume elements for integration.

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So you can really separate your line and three dimensional space and equidistant elements and you can

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separate, for example, the volume in cubes that have the same size.

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And they are characterized by the length deep divide and easy.

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So of course, for many problems, it's very, very useful to consider Cartesian coordinates.

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So if you want to do some integration in three dimensional space, you do not have to think about what

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the volume element looks like.

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You just write it down like this and you're good to go.

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However, there are, of course, other problems where it is not useful and a very famous one is when

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you try to calculate the volume of a sphere.

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So in this case, if you consider such a cubic volume elements where you introduce many, many cubes

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that are very small in size and you try to fill up this cube, there's the sphere.

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I'm sorry, then it's very difficult to do so because what you would have to do is you would have to

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parametrized a sphere in Cartesian coordinates.

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What this means is you must have an equation for the surface of the sphere.

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You have to know how to express this in terms of the X, Y and Z coordinate.

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So you get some square roots and everything is quite difficult and you have to be very, very careful

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about what you are doing and you have to think very carefully.

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So in this case, it's probably not that useful to consider such cubic volume elements, and it's much

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better to use volume elements that already are in such a circular shape and already account for the

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sphere in terms of the geometry.

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So for such problems, we can use alternative coordinate systems.

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And next, I want to start with the with the polar coordinates, which is one of the most used coordinate

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systems, but it's only in two dimensional space.

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And later on, I will generalize this in three dimensional space.

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So in polar coordinates, we consider such a, um, circular coordinate system.

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So instead of considering these coordinates, X and Y, we consider the length of our vector R and a

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polar angle five.

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You can see this is the polar angle.

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Fine, this is the vector.

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And the length of the vector is, of course, are when you do not write it as a vector is just a scalar,

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it's not a written bolt.

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And there's of course a transformation.

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You can calculate the length of the vector R by calculating the square root of the X component squared

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plus the Y component square.

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So this is just because you have a rectangular triangle and you can calculate the and the polar angle

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fine by using the Yarkas tangency function.

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So typically what you find is you calculate the arcus tongue and function of the Y component divided

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by the X component.

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But that's not uniquely defined because it's very easy to think about it when your point is.

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For example, somewhere here you have a positive X and Y.

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So this ratio here is positive and when your point is here, you have negative X and Y, and so this

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ratio is also positive.

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It would give you the same angle by calculating this.

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So you really have to account also for the sign of X and Y.

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And in most programming languages you have for this, um, a predefined function that is the second

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across its function.

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It's most of the time it's written eight, 10, two, and all it does is it takes the result from the

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Archos Tongans and for some points it adds another PI to account for this sign.

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OK, so we can write down in this coordinate system our position vector in terms of unit vectors as

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well.

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However, here it's a bit different.

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You do not add up three different unit vectors.

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So here it's really just a single one.

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This is because if you look at these unit vectors, you can see you have the E.R. unit vector pointing

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along the R direction.

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So if you want to express this vector R, then you do not need this vector here.

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You only need this one.

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You have to take this vector which has the length one and then you want to.

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By the length of the vector art itself, and that's the whole trick, you really have already accounted

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for the geometry.

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So, for example, you have a function that only depends on the radius.

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So then it's much better to use this coordinate system because you only need to use one vector to express

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the position vector.

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That's already a great advantage.

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Now, of course, you also, for some problems, need the five vector.

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For example, if you want to calculate the change of our velocity, then it can of course happen that

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it has some transverse component where you need to see five vector.

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So this is also very much needed.

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And like in Cartesian coordinates, if you calculate the scale of product of these two vectors, it

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gives zero, which means they are perpendicular.

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This is because of this minus sign here.

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So this means we can just take this vector, multiply the length, and this allows us to express the

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position are in terms of this two component vector.

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Now, this was just where the polar coordinates in two dimensions and the three dimensional generalization

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of this coordinate system is called the cylindrical coordinates, because here what we do is we take

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our polar coordinates from 2D, where we had only the X and Y axis, and we just add a uniform component

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Z.

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So this means we extrude this circle to a cylinder and transformation's for X and Y and the length in

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the polar plane, which is this time called row and depolarizing of it's exactly the same as on the

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previous slide.

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So if you know about polar coordinates, you also know about cylindrical coordinates.

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And you can see since we have this this uniformity along this direction, we do not have to transform

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this lead component.

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It will stay the same in Cartesian coordinates and in these cylindrical coordinates.

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So these coordinates are, for example, useful if you have a wire going along the Z direction and then

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you want to calculate, for example, the magnetic field that will look the same for every Z component,

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for every cut through the cylinder.

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And then you just have to look what it looks like in this X Y plane.

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So therefore you can use cylindrical coordinates.

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And one important comment is that here we introduce a length rule, which is not the length of the vector,

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are it is the length of the vector if you take this vector and projected onto the X Y plane.

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So this is why I did not call this are here because we are in three dimensions would be X squared plus

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Y squared plus the square and then the square root that we do not account for the Z component here.

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So the position vector in this case can be expressed like in polar coordinates.

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We have the length in this polar plane times the unit vector in this polar plane.

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But then we also need the Z component.

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This is why we add here the second term.

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And when you look now at the unit vectors, they look like this.

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So you have a very real vector which would point along this right direction here.

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So it would just extrude this line here, this dashed line.

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So it points along the direction of the vector R if you take it and project it into the X Y plane and

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then it has the same shape as previously.

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So yeah, here's a small mistake here.

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This must be zero and not e r then we have the EFI vector which is also the same like in polar coordinates.

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You could put this vector also here and would point um, tangentially along this, this gray line here.

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And then we have to Z unit vector, which is the same as in Cartesian coordinates.

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It just points along in this direction.

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All right.

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So now you may be wondering, why did we not use here a different generalisation?

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Why did we not?

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Right.

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R is equal to three dimensional R times e r if we want to do this, we have to consider spherical coordinates.

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And this we can do if our problem is really sarika symmetric or rotational symmetric in three dimensional

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space.

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An example in this case would be if you have an electron or some other charge and you put it in the

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center of your coordinate system, then the potential or the electric field, they would only depend

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on the distance.

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So it wouldn't matter at which angle you are looking, it would just matter for the distance.

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So in this case, we would have some rotational symmetry and we should use spherical coordinates.

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So here we really have the, um, component are, which in this case really is the length of the three

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dimensional vector.

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So it is X squared plus Y squared plus the square and the square root.

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However, this time we do not have a uniform Z component you can see here, it really did.

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It really looks different when we go to different spaces.

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For example, here, it's very dense, but if we go here, it looks very much different.

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And so this makes it a bit more difficult for the other two components.

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OK, we can introduce the poll, our angle once again.

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So this is the same as previously.

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We take this vector here and calculate the polar angle, which is the angle to this X Z plane.

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But then we add a second angle, which is this detail here, which is the angle of the vector with respect

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to the Z axis.

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And this can be calculated by the arcus cosine function.

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So what this means is we now have a very, very simple position vector.

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It's just the length of the vector times DENR vector, which in this case looks more difficult.

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So it's always some advantage and disadvantage.

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So here we have a very simple position vector, but the unit vector looks more difficult because we

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have no two angles here.

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However, in terms of geometry, it's really easy.

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So these this vector here are it's really pointing parallel to this right back to our here.

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And then we have the two vectors, Eevi and Edyta, and they point along the perpendicular directions.

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So once again, if you calculate the scale of products of these vectors and these vectors and all of

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ETR and Eevi, it will give zero.

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So this means they are all perpendicular to each other.

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So in this case, we can write the position vector in these three components, X, Y, Z, and these

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are of course these transformations here.

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All right, so now we have learned about four different coordinate systems, but most of the time is

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at least for physical problems, we will use either Cartesian coordinates or spherical coordinates,

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at least if we are in three dimensional space.

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So since these spherical coordinates are very important, let us talk about an example and let us I

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want to show you something where these coordinate systems are useful.

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So I want to show you how to consider integration in spherical coordinates so we will calculate the

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volume and the surface area of the sphere.
