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		<title>Conversions Between Cartesian, Cylindrical and Spherical Coordinates</title>
		<link>http://engineersphere.com/math/conversions-between-cartesian-cylindrical-and-spherical-coordinates.html</link>
		<comments>http://engineersphere.com/math/conversions-between-cartesian-cylindrical-and-spherical-coordinates.html#comments</comments>
		<pubDate>Sun, 20 Sep 2009 20:58:40 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[Basic Electrical Engineering Concepts]]></category>
		<category><![CDATA[Dynamics]]></category>
		<category><![CDATA[Electromagnetic Theory]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Statics]]></category>
		<category><![CDATA[cartesian coordinates]]></category>
		<category><![CDATA[cartesian to cylindrical conversion]]></category>
		<category><![CDATA[cartesian to spherical conversion]]></category>
		<category><![CDATA[cylindrical coordinates]]></category>
		<category><![CDATA[spherical coordinates]]></category>

		<guid isPermaLink="false">http://engineersphere.com/?p=877</guid>
		<description><![CDATA[TweetTweetThe 3 common methods of describing a point in a three dimensional coordinate system are Cartesian, Cylindrical and Spherical. The most simple is Cartesian but certain teachers find it necessary to use the others. There are a few simple conversions between them but first it is necessary to know their notation. Cartesian: Cylindrical: Spherical: In [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/conversions-between-cartesian-cylindrical-and-spherical-coordinates.html&via=EngineerSphere&text=Conversions Between Cartesian, Cylindrical and Spherical Coordinates&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/conversions-between-cartesian-cylindrical-and-spherical-coordinates.html&via=EngineerSphere&text=Conversions Between Cartesian, Cylindrical and Spherical Coordinates&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><p>The 3 common methods of describing a point in a three dimensional coordinate system are Cartesian, Cylindrical and Spherical. The most simple is Cartesian but certain teachers find it necessary to use the others. There are a few simple conversions between them but first it is necessary to know their notation.</p>
<p><strong>Cartesian:</strong> <img src='http://s.wordpress.com/latex.php?latex=%28x%2Cy%2Cz%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='(x,y,z) ' title='(x,y,z) ' class='latex' /></p>
<p><strong>Cylindrical:</strong> <img src='http://s.wordpress.com/latex.php?latex=%28%5Crho%2C%5Cphi%2Cz%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='(\rho,\phi,z) ' title='(\rho,\phi,z) ' class='latex' /></p>
<p><strong>Spherical:</strong> <img src='http://s.wordpress.com/latex.php?latex=%28r%2C%5Ctheta%2C%5Cphi%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='(r,\theta,\phi) ' title='(r,\theta,\phi) ' class='latex' /></p>
<p>In most cases you will only need to work from Cartesian to Cylindrical or Spherical OR back, so I will only supply those equations. If you need to work between Cylindrical and Spherical, it would be one more simple step working from one of those, to Cartesian, then on to the other.</p>
<p><strong>Cartesian <img src='http://s.wordpress.com/latex.php?latex=%5Crightarrow%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\rightarrow ' title='\rightarrow ' class='latex' /> Cylindrical:</strong></p>
<p><img src='http://s.wordpress.com/latex.php?latex=x%20%3D%20%5Crho%20%5Ccdot%20cos%20%28%5Cphi%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='x = \rho \cdot cos (\phi) ' title='x = \rho \cdot cos (\phi) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=y%20%3D%20%5Crho%20%5Ccdot%20sin%20%28%5Cphi%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='y = \rho \cdot sin (\phi) ' title='y = \rho \cdot sin (\phi) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=z%20%3D%20z%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='z = z ' title='z = z ' class='latex' /></p>
<p><strong>Cartesian <img src='http://s.wordpress.com/latex.php?latex=%5Cleftarrow%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\leftarrow ' title='\leftarrow ' class='latex' /> Cylindrical:</strong></p>
<p><img src='http://s.wordpress.com/latex.php?latex=%5Crho%20%3D%20%5Csqrt%7Bx%5E2%20%2B%20y%5E2%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\rho = \sqrt{x^2 + y^2} ' title='\rho = \sqrt{x^2 + y^2} ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cphi%20%3D%20tan%5E%7B-1%7D%20%28%5Cfrac%7By%7D%7Bx%7D%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\phi = tan^{-1} (\frac{y}{x}) ' title='\phi = tan^{-1} (\frac{y}{x}) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=z%20%3D%20z%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='z = z ' title='z = z ' class='latex' /></p>
<p><strong>Cartesian <img src='http://s.wordpress.com/latex.php?latex=%5Crightarrow%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\rightarrow ' title='\rightarrow ' class='latex' /> Spherical:</strong></p>
<p><img src='http://s.wordpress.com/latex.php?latex=x%20%3D%20r%20%5Ccdot%20sin%28%5Ctheta%29%20%5Ccdot%20cos%28%5Cphi%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='x = r \cdot sin(\theta) \cdot cos(\phi) ' title='x = r \cdot sin(\theta) \cdot cos(\phi) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=y%20%3D%20r%20%5Ccdot%20sin%28%5Ctheta%29%20%5Ccdot%20sin%28%5Cphi%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='y = r \cdot sin(\theta) \cdot sin(\phi) ' title='y = r \cdot sin(\theta) \cdot sin(\phi) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=z%20%3D%20r%20%5Ccdot%20cos%28%5Ctheta%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='z = r \cdot cos(\theta) ' title='z = r \cdot cos(\theta) ' class='latex' /></p>
<p><strong>Cartesian <img src='http://s.wordpress.com/latex.php?latex=%5Cleftarrow%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\leftarrow ' title='\leftarrow ' class='latex' /> Spherical:</strong></p>
<p><img src='http://s.wordpress.com/latex.php?latex=r%20%3D%20%5Csqrt%7Bx%5E2%20%2B%20y%5E2%20%2B%20z%5E2%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='r = \sqrt{x^2 + y^2 + z^2} ' title='r = \sqrt{x^2 + y^2 + z^2} ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=%5Ctheta%20%3D%20tan%5E%7B-1%7D%28%5Cfrac%7B%5Csqrt%7Bx%5E2%20%2B%20y%5E2%7D%7D%7Bz%7D%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\theta = tan^{-1}(\frac{\sqrt{x^2 + y^2}}{z}) ' title='\theta = tan^{-1}(\frac{\sqrt{x^2 + y^2}}{z}) ' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cphi%20%3D%20tan%5E%7B-1%7D%28%5Cfrac%7By%7D%7Bx%7D%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\phi = tan^{-1}(\frac{y}{x}) ' title='\phi = tan^{-1}(\frac{y}{x}) ' class='latex' /></p>
<p>Plug the values from any given points into the correct equation to convert to a different type of coordinate system.</p>
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		</item>
		<item>
		<title>Unit Vector Between Two Points</title>
		<link>http://engineersphere.com/math/unit-vector-between-two-points.html</link>
		<comments>http://engineersphere.com/math/unit-vector-between-two-points.html#comments</comments>
		<pubDate>Sun, 20 Sep 2009 20:17:52 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[Basic Electrical Engineering Concepts]]></category>
		<category><![CDATA[Dynamics]]></category>
		<category><![CDATA[Electromagnetic Theory]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Statics]]></category>
		<category><![CDATA[find unit vector]]></category>
		<category><![CDATA[unit vector]]></category>
		<category><![CDATA[unit vector between two points]]></category>
		<category><![CDATA[vector]]></category>

		<guid isPermaLink="false">http://engineersphere.com/?p=858</guid>
		<description><![CDATA[TweetTweetSuppose you are interested in finding the unit vector between two points, and , which are described in cartesian coordinates as and , respectively. You would begin by finding the vector between these two points. The direction of this vector may be important so look for key words such as . Once we have established [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/unit-vector-between-two-points.html&via=EngineerSphere&text=Unit Vector Between Two Points&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/unit-vector-between-two-points.html&via=EngineerSphere&text=Unit Vector Between Two Points&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><p>Suppose you are interested in finding the unit vector between two points, <img src='http://s.wordpress.com/latex.php?latex=P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='P ' title='P ' class='latex' /> and <img src='http://s.wordpress.com/latex.php?latex=Q%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q ' title='Q ' class='latex' />, which are described in cartesian coordinates as <img src='http://s.wordpress.com/latex.php?latex=%282%2C-1%2C3%29&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='(2,-1,3)' title='(2,-1,3)' class='latex' /> and <img src='http://s.wordpress.com/latex.php?latex=%28-1%2C1%2C0%29&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='(-1,1,0)' title='(-1,1,0)' class='latex' />, respectively.</p>
<p>You would begin by finding the vector between these two points. The direction of this vector may be important so look for key words such as <img src='http://s.wordpress.com/latex.php?latex=%60%60from%27%27%20P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='``from&#039;&#039; P ' title='``from&#039;&#039; P ' class='latex' /> <img src='http://s.wordpress.com/latex.php?latex=to%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='to ' title='to ' class='latex' /> <img src='http://s.wordpress.com/latex.php?latex=Q%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q ' title='Q ' class='latex' />. Once we have established the direction we&#8217;re going in, <img src='http://s.wordpress.com/latex.php?latex=P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='P ' title='P ' class='latex' /> to <img src='http://s.wordpress.com/latex.php?latex=Q%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q ' title='Q ' class='latex' /> in this case, we subtract the beginning point from the end point. <img src='http://s.wordpress.com/latex.php?latex=Q%20-%20P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q - P ' title='Q - P ' class='latex' />. This will give us the vector we are looking for. The next step would be to convert this vector into a unit vector, by dividing it by it&#8217;s magnitude.</p>
<p>These are the two formulas we are looking at:<br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20%7BPQ%7D%20%3D%20%3C%20%28Q_x%20-%20P_x%29%20%2C%20%28Q_y%20-%20P_y%29%20%2C%20%28Q_z%20-%20P_z%29%20%3E&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec {PQ} = &lt; (Q_x - P_x) , (Q_y - P_y) , (Q_z - P_z) &gt;' title='\vec {PQ} = &lt; (Q_x - P_x) , (Q_y - P_y) , (Q_z - P_z) &gt;' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20U_%7BPQ%7D%20%3D%20%5Cfrac%7B%5Cvec%20%7BPQ%7D%7D%7B%7C%5Cvec%20%7BPQ%7D%7C%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec U_{PQ} = \frac{\vec {PQ}}{|\vec {PQ}|} ' title='\vec U_{PQ} = \frac{\vec {PQ}}{|\vec {PQ}|} ' class='latex' /></p>
<p>Note:<br />
Here I use <img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20%7BPQ%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec {PQ} ' title='\vec {PQ} ' class='latex' /> as my vector from <img src='http://s.wordpress.com/latex.php?latex=P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='P ' title='P ' class='latex' /> to <img src='http://s.wordpress.com/latex.php?latex=Q%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q ' title='Q ' class='latex' /> and <img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20U_%7BPQ%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec U_{PQ} ' title='\vec U_{PQ} ' class='latex' /> denotes the unit vector from <img src='http://s.wordpress.com/latex.php?latex=P%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='P ' title='P ' class='latex' /> to <img src='http://s.wordpress.com/latex.php?latex=Q%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='Q ' title='Q ' class='latex' />.</p>
<p>Implementing these formulas:<br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20%7BPQ%7D%20%3D%20%3C%20%28-1%20-%202%29%20%2C%20%281%20-%20-1%29%20%2C%20%280%20-%203%29%20%3E%20%3D%20%3C%20-3%2C%202%2C%20-3%20%3E&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec {PQ} = &lt; (-1 - 2) , (1 - -1) , (0 - 3) &gt; = &lt; -3, 2, -3 &gt;' title='\vec {PQ} = &lt; (-1 - 2) , (1 - -1) , (0 - 3) &gt; = &lt; -3, 2, -3 &gt;' class='latex' /><br />
<img src='http://s.wordpress.com/latex.php?latex=%5Cvec%20U_%7BPQ%7D%20%3D%20%5Cfrac%7B%3C%20-3%2C%202%2C%20-3%20%3E%7D%7B%7C%3C%20-3%2C%202%2C%20-3%20%3E%7C%7D%20%3D%20%5Cfrac%7B%3C%20-3%2C%202%2C%20-3%20%3E%7D%7B%5Csqrt%20%7B%28-3%29%5E2%20%2B%202%5E2%20%2B%20%28-3%29%5E2%7D%7D%20%3D%20%3C%20%5Cfrac%7B-3%7D%7B%5Csqrt%2022%7D%2C%5Cfrac%7B2%7D%7B%5Csqrt%2022%7D%2C%5Cfrac%7B-3%7D%7B%5Csqrt%2022%7D%3E&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\vec U_{PQ} = \frac{&lt; -3, 2, -3 &gt;}{|&lt; -3, 2, -3 &gt;|} = \frac{&lt; -3, 2, -3 &gt;}{\sqrt {(-3)^2 + 2^2 + (-3)^2}} = &lt; \frac{-3}{\sqrt 22},\frac{2}{\sqrt 22},\frac{-3}{\sqrt 22}&gt;' title='\vec U_{PQ} = \frac{&lt; -3, 2, -3 &gt;}{|&lt; -3, 2, -3 &gt;|} = \frac{&lt; -3, 2, -3 &gt;}{\sqrt {(-3)^2 + 2^2 + (-3)^2}} = &lt; \frac{-3}{\sqrt 22},\frac{2}{\sqrt 22},\frac{-3}{\sqrt 22}&gt;' class='latex' /></p>
<p>Hmm.. The End</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Finite State Machines</title>
		<link>http://engineersphere.com/basic-computer-concepts/finite-state-machines.html</link>
		<comments>http://engineersphere.com/basic-computer-concepts/finite-state-machines.html#comments</comments>
		<pubDate>Thu, 10 Sep 2009 04:01:00 +0000</pubDate>
		<dc:creator>Kyle</dc:creator>
				<category><![CDATA[Basic Computer Engineering Concepts]]></category>
		<category><![CDATA[Control Systems]]></category>
		<category><![CDATA[Electromagnetic Theory]]></category>
		<category><![CDATA[Finite state machines]]></category>
		<category><![CDATA[mealy machines]]></category>
		<category><![CDATA[moore machines]]></category>
		<category><![CDATA[state machines]]></category>

		<guid isPermaLink="false">http://engineersphere.com/?p=808</guid>
		<description><![CDATA[TweetTweetA Finite State Machine (FSM), or just state machine, is a model of behavior composed of a finite number of states. We use these in computer engineering to model a &#8220;machine&#8221; with primitive memory. Based on the signals  we recieve, we go to a certain state where information is processed, and then we wait for [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/basic-computer-concepts/finite-state-machines.html&via=EngineerSphere&text=Finite State Machines&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/basic-computer-concepts/finite-state-machines.html&via=EngineerSphere&text=Finite State Machines&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><p>A Finite State Machine (FSM), or just state machine, is a model of behavior composed of a finite number of states. We use these in computer engineering to model a &#8220;machine&#8221; with primitive memory. Based on the signals  we recieve, we go to a certain state where information is processed, and then we wait for the signal that indicates we move to the next state.  There are two types of FSMs we will talk about: Moore machines and Mealy machines.</p>
<h3>Moore Machines</h3>
<p>Moore machines are state machines where the output is determined by only the current state, not the inputs. For example, if we  had designed a system where the state table looks like this:</p>
<table style="border-collapse: collapse; width: 207pt;" border="0" cellspacing="0" cellpadding="0" width="276">
<col style="width: 88pt;" width="117"></col>
<col style="width: 71pt;" width="95"></col>
<col style="width: 48pt;" width="64"></col>
<tbody>
<tr style="height: 18.75pt;" height="25">
<td style="height: 18.75pt; width: 88pt;" width="117" height="25">Current   State</td>
<td style="width: 71pt;" width="95">Next State</td>
<td style="width: 48pt;" width="64">Input</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">00</td>
<td>01</td>
<td>XX</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">01</td>
<td>10</td>
<td>XX</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">10</td>
<td>11</td>
<td>XX</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">11</td>
<td>00</td>
<td>XX</td>
</tr>
</tbody>
</table>
<p><tt></tt></p>
<p>we can see that it doesn&#8217;t even matter what the input and outputs are, the next state only depends on the current state. A typical example of Moore style state machines is a synchronous circuit composed of flip-flops connected to a clock. The state can only change when the clock pulses, and for flip-flops, the output(next state) is a function of the input(current state).</p>
<h3>Mealy Machines</h3>
<p>By contrast there are FSMs called Mealy machines where the next state is a function of both the current state, and the input.</p>
<p>Consider the truth table we discussed earler. In our Moore state machine design, we didn&#8217;t care what the input was. Now, however, we have decided that if the current state is 00 and the input is 0 , the next state is 01 .</p>
<table style="border-collapse: collapse; width: 207pt;" border="0" cellspacing="0" cellpadding="0" width="276">
<col style="width: 88pt;" width="117"></col>
<col style="width: 71pt;" width="95"></col>
<col style="width: 48pt;" width="64"></col>
<tbody>
<tr style="height: 18.75pt;" height="25">
<td style="height: 18.75pt; width: 88pt;" width="117" height="25">Current   State</td>
<td style="width: 71pt;" width="95">Next State</td>
<td style="width: 48pt;" width="64">Input</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">00</td>
<td>01</td>
<td>0</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">00</td>
<td>01</td>
<td>1</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">01</td>
<td>10</td>
<td>0</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">01</td>
<td>10</td>
<td>1</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">10</td>
<td>11</td>
<td>0</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">10</td>
<td>11</td>
<td>1</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">11</td>
<td>00</td>
<td>0</td>
</tr>
<tr style="height: 15pt;" height="20">
<td style="height: 15pt;" height="20">11</td>
<td>00</td>
<td>1</td>
</tr>
</tbody>
</table>
<p>We can see above that the next state is a function of the current state, and the input. A real world example of a  Mealy machine is a mathematical cypher machine.</p>
<p>Mealy machines are typically sequential logic, whereas Moore machines are combinatorial logic.</p>
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		<title>Vector Dot Product</title>
		<link>http://engineersphere.com/math/calculus/vector-dot-product.html</link>
		<comments>http://engineersphere.com/math/calculus/vector-dot-product.html#comments</comments>
		<pubDate>Tue, 08 Sep 2009 05:29:51 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Calculus]]></category>
		<category><![CDATA[Electromagnetic Theory]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[MATLAB]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Statics]]></category>
		<category><![CDATA[dot product]]></category>
		<category><![CDATA[dot product angle]]></category>
		<category><![CDATA[find dot product]]></category>
		<category><![CDATA[vector angle]]></category>
		<category><![CDATA[vector dot product]]></category>
		<category><![CDATA[vectors]]></category>

		<guid isPermaLink="false">http://engineersphere.com/?p=800</guid>
		<description><![CDATA[TweetTweetVector dot product rules Another simple review of the vector dot product, for those of you that have forgotten.  The operation that involves multiplying two vectors together can be done in a few ways.  The first operation is called either the scalar product or the dot product.  One of the well known definitions looks like [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/calculus/vector-dot-product.html&via=EngineerSphere&text=Vector Dot Product&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/calculus/vector-dot-product.html&via=EngineerSphere&text=Vector Dot Product&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><h3>Vector dot product rules</h3>
<p>Another simple review of the vector dot product, for those of you that have forgotten.  The operation that involves multiplying two vectors together can be done in a few ways.  The first operation is called either the scalar product or the dot product.  One of the well known definitions looks like this:</p>
<p>RULE 1: <img src='http://s.wordpress.com/latex.php?latex=A%20%5Ccdot%20B%20%5Cequiv%20%7CA%7C%7CB%7Ccos%28%5CTheta%29%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A \cdot B \equiv |A||B|cos(\Theta) ' title='A \cdot B \equiv |A||B|cos(\Theta) ' class='latex' /></p>
<p>This is a scalar product that is equal to the two magnitudes multiplied together and multiplied by the cosine of the angle between them.  If  the two vectors are perpendicular to each other then the angle between them is 90 degrees, which will make the dot product equal zero.  This is an equivalent equation.</p>
<p>RULE 2: <img src='http://s.wordpress.com/latex.php?latex=A%20%5Ccdot%20B%20%5Cequiv%20A_%7Bx%7DB_%7Bx%7D%20%2B%20A_%7By%7DB_%7By%7D%20%2B%20A_%7Bz%7DB_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A \cdot B \equiv A_{x}B_{x} + A_{y}B_{y} + A_{z}B_{z} ' title='A \cdot B \equiv A_{x}B_{x} + A_{y}B_{y} + A_{z}B_{z} ' class='latex' /></p>
<p>When you finish your dot product, you should have a number, not a directional vector.  So if you get something like this you did something wrong: <img src='http://s.wordpress.com/latex.php?latex=3%20u_%7Bx%7D%20%2B%202%20u_%7By%7D%20-%205%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='3 u_{x} + 2 u_{y} - 5 u_{z} ' title='3 u_{x} + 2 u_{y} - 5 u_{z} ' class='latex' />.  If you ended up with <img src='http://s.wordpress.com/latex.php?latex=A%20%5Ccdot%20B%20%3D%2035%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A \cdot B = 35 ' title='A \cdot B = 35 ' class='latex' /> (any #) then you don&#8217;t have to completely rule out your answer.</p>
<h3>Practice vectors</h3>
<p>A few vectors to practice with:</p>
<p><img src='http://s.wordpress.com/latex.php?latex=A%20%3D%202%20u_%7Bx%7D%20-%203%20u_%7By%7D%20%2B%205%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A = 2 u_{x} - 3 u_{y} + 5 u_{z} ' title='A = 2 u_{x} - 3 u_{y} + 5 u_{z} ' class='latex' /></p>
<p><img src='http://s.wordpress.com/latex.php?latex=B%20%3D%20u_%7Bx%7D%20-%202%20u_%7By%7D%20%2B%202%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='B = u_{x} - 2 u_{y} + 2 u_{z} ' title='B = u_{x} - 2 u_{y} + 2 u_{z} ' class='latex' /></p>
<p><img src='http://s.wordpress.com/latex.php?latex=%7CA%7C%20%3D%20%5Csqrt%7B%282%29%5E%7B2%7D%20%2B%20%28-3%29%5E%7B2%7D%20%2B%20%285%29%5E%7B2%7D%7D%20%3D%20%5Csqrt%7B38%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='|A| = \sqrt{(2)^{2} + (-3)^{2} + (5)^{2}} = \sqrt{38} ' title='|A| = \sqrt{(2)^{2} + (-3)^{2} + (5)^{2}} = \sqrt{38} ' class='latex' /></p>
<p><img src='http://s.wordpress.com/latex.php?latex=%7CB%7C%20%3D%20%5Csqrt%7B%281%29%5E%7B2%7D%20%2B%20%28-2%29%5E%7B2%7D%20%2B%20%282%29%5E%7B2%7D%7D%20%3D%203%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='|B| = \sqrt{(1)^{2} + (-2)^{2} + (2)^{2}} = 3 ' title='|B| = \sqrt{(1)^{2} + (-2)^{2} + (2)^{2}} = 3 ' class='latex' /></p>
<p><img src='http://s.wordpress.com/latex.php?latex=A%20%5Ccdot%20B%20%3D%20%282%29%281%29%20%2B%20%28-3%29%28-2%29%20%2B%20%285%29%282%29%20%3D%2018%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A \cdot B = (2)(1) + (-3)(-2) + (5)(2) = 18 ' title='A \cdot B = (2)(1) + (-3)(-2) + (5)(2) = 18 ' class='latex' /></p>
<p>Okay, now we have found our dot product by applying RULE 2 above.  We can use this value along with our individual vector magnitudes to apply RULE 1 and obtain the angle <img src='http://s.wordpress.com/latex.php?latex=%5CTheta%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\Theta ' title='\Theta ' class='latex' />.</p>
<p><img src='http://s.wordpress.com/latex.php?latex=%5CTheta%20%3D%20%5Carccos%28%5Cfrac%7BA%20%5Ccdot%20B%7D%7B%7CA%7C%7CB%7C%7D%29%20%3D%2018.26%20%5Ccdot%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='\Theta = \arccos(\frac{A \cdot B}{|A||B|}) = 18.26 \cdot ' title='\Theta = \arccos(\frac{A \cdot B}{|A||B|}) = 18.26 \cdot ' class='latex' /></p>
<p>We can calculate the projection of the vector A onto the vector B by this relationship:</p>
<p><img src='http://s.wordpress.com/latex.php?latex=proj_%7BB%7D%20A%20%3D%20%5Cfrac%7BA%20%5Ccdot%20B%7D%7B%7CB%7C%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='proj_{B} A = \frac{A \cdot B}{|B|} ' title='proj_{B} A = \frac{A \cdot B}{|B|} ' class='latex' /></p>
<p>Note that this is a scalar quantity, and that we can also define the projection of B onto vector A in a similar fashion:</p>
<p><img src='http://s.wordpress.com/latex.php?latex=proj_%7BA%7D%20B%20%3D%20%5Cfrac%7BA%20%5Ccdot%20B%7D%7B%7CA%7C%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='proj_{A} B = \frac{A \cdot B}{|A|} ' title='proj_{A} B = \frac{A \cdot B}{|A|} ' class='latex' /></p>
<h3>Performing a vector dot product in MATLAB</h3>
<p>Perform a dot product in MATLAB like so:</p>
<p>&gt;&gt;A = [ 1 2 3];</p>
<p>&gt;&gt;B = [2 3 4];</p>
<p>&gt;&gt;dot(A,B)</p>
<p>Enjoy</p>
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		<title>Adding and Subtracting Vectors</title>
		<link>http://engineersphere.com/math/calculus/adding-and-subtracting-vectors.html</link>
		<comments>http://engineersphere.com/math/calculus/adding-and-subtracting-vectors.html#comments</comments>
		<pubDate>Tue, 08 Sep 2009 04:54:59 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Calculus]]></category>
		<category><![CDATA[Dynamics]]></category>
		<category><![CDATA[Electromagnetic Theory]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[MATLAB]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[Statics]]></category>
		<category><![CDATA[adding vectors]]></category>
		<category><![CDATA[subtracting vectors]]></category>
		<category><![CDATA[vectors]]></category>

		<guid isPermaLink="false">http://engineersphere.com/?p=797</guid>
		<description><![CDATA[TweetTweetThis is a very simple post and a very simple subject, but every once in a while even the experts need to be reminded how to do simple addition and subtraction with vectors.  Let&#8217;s go ahead and specify a couple vectors that we can work with. Vector In MATLAB: &#62;&#62;A = [1 2 4]; Vector [...]]]></description>
			<content:encoded><![CDATA[<div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/calculus/adding-and-subtracting-vectors.html&via=EngineerSphere&text=Adding and Subtracting Vectors&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><div style="float: right; margin-left: 10px;"><a href="http://twitter.com/share?url=http://engineersphere.com/math/calculus/adding-and-subtracting-vectors.html&via=EngineerSphere&text=Adding and Subtracting Vectors&related=EngineerSphere:&lang=en&count=none" class="twitter-share-button">Tweet</a><script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script></div><p>This is a very simple post and a very simple subject, but every once in a while even the experts need to be reminded how to do simple addition and subtraction with vectors.  Let&#8217;s go ahead and specify a couple vectors that we can work with.</p>
<p>Vector <img src='http://s.wordpress.com/latex.php?latex=A%20%3D%20u_%7Bx%7D%20%2B%202%20u_%7By%7D%20%2B%203%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='A = u_{x} + 2 u_{y} + 3 u_{z} ' title='A = u_{x} + 2 u_{y} + 3 u_{z} ' class='latex' /></p>
<p>In MATLAB: &gt;&gt;A = [1 2 4];</p>
<p>Vector <img src='http://s.wordpress.com/latex.php?latex=B%20%3D%202%20u_%7Bx%7D%20%2B%203%20u_%7By%7D%20%2B%204%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='B = 2 u_{x} + 3 u_{y} + 4 u_{z} ' title='B = 2 u_{x} + 3 u_{y} + 4 u_{z} ' class='latex' /></p>
<p>In MATLAB: &gt;&gt;B = [2 3 4];</p>
<p>When you add vectors together, you add each individual directional component (<img src='http://s.wordpress.com/latex.php?latex=u_%7Bx%7D%2C%20u_%7By%7D%2C%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='u_{x}, u_{y}, u_{z} ' title='u_{x}, u_{y}, u_{z} ' class='latex' />).  Subtraction works the exact same way.  Lets go ahead and do a few, C will represent the vector that results from the addition and subtraction.</p>
<p><img src='http://s.wordpress.com/latex.php?latex=C%20%3D%20A%20%2B%20B%20%3D%20%282%20%2B%201%29%20u_%7Bx%7D%20%2B%20%282%20%2B%203%29%20u_%7By%7D%20%2B%20%283%20%2B%204%29%20u_%7Bz%7D%20%3D%203%20u_%7Bx%7D%20%2B%205%20u_%7By%7D%20%2B%207%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='C = A + B = (2 + 1) u_{x} + (2 + 3) u_{y} + (3 + 4) u_{z} = 3 u_{x} + 5 u_{y} + 7 u_{z} ' title='C = A + B = (2 + 1) u_{x} + (2 + 3) u_{y} + (3 + 4) u_{z} = 3 u_{x} + 5 u_{y} + 7 u_{z} ' class='latex' /></p>
<p><img src='http://s.wordpress.com/latex.php?latex=C%20%3D%20A%20-%20B%20%3D%20%282%20-%201%29%20u_%7Bx%7D%20%2B%20%282%20-%203%29%20u_%7By%7D%20%2B%20%283%20-%204%29%20u_%7Bz%7D%20%3D%20u_%7Bx%7D%20-%20u_%7By%7D%20-%20u_%7Bz%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='C = A - B = (2 - 1) u_{x} + (2 - 3) u_{y} + (3 - 4) u_{z} = u_{x} - u_{y} - u_{z} ' title='C = A - B = (2 - 1) u_{x} + (2 - 3) u_{y} + (3 - 4) u_{z} = u_{x} - u_{y} - u_{z} ' class='latex' /></p>
<p>These vectors are all in 3-dimensional space with a X, Y and Z component.  The number in front of each <img src='http://s.wordpress.com/latex.php?latex=u_%7B..%7D%20&#038;bg=efe5d9&#038;fg=000000&#038;s=0' alt='u_{..} ' title='u_{..} ' class='latex' /> directional component is the weight or magnitude of that particular directional component of the vector.  There it is, short and sweet <img src='http://engineersphere.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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