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Cartesian to Polar Calculator

Convert Cartesian to polar coordinates.

Enter values above — results appear instantly as you type.
AI Insight: Polar coordinates describe position by distance and angle instead of x and y — far more natural for anything circular or rotational. Radar, spirals, and orbital math all become simpler in polar form.
Notice: This calculator is provided for educational reference. Results depend entirely on the values you enter, and you should verify any figure used for academic, professional, or safety-critical purposes. See our full disclaimer.
Written with AI assistance and checked by automated validation · Last updated: August 2026 · How we build and check this · Methodology
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Formula

r = √(x²+y²); θ = atan2(y,x)

Example

(3,4) → r=5, θ=53.13°.

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Understanding the Cartesian to Polar Calculator

A coordinate converter turns Cartesian x and y into polar radius and angle. Recovering the angle correctly requires knowing both coordinates rather than just their ratio, which is why the two-argument arctangent exists and why using the single-argument version is a recurring bug.

How it actually works

Enter x and y coordinates. The calculator computes the radius by Pythagoras and the angle with the two-argument arctangent, reporting it in degrees and radians. Coordinates 3 and 4 give a radius of 5 at about 53.13 degrees.

Why atan2 is needed
Pointy/xCorrect angle
(3, 4)1.3353.13°
(−3, −4)1.33−126.87°
(0, 5)undefined90°
Single-argument atanSame for bothCannot distinguish

The deeper context most people miss

The first two rows have identical ratios and lie in opposite quadrants, so any function taking only the ratio loses the distinction. The two-argument version takes both coordinates separately, preserves the signs, and returns the correct quadrant, and it also handles a zero x without dividing by it.

Why polar coordinates suit some problems and not others

Cartesian coordinates describe position by perpendicular distances and suit anything rectangular, translational, or grid-aligned. Polar coordinates describe position by distance and direction from an origin, and they suit anything with rotational symmetry, where a Cartesian description is awkward. A circle is r equals a constant in polar and a quadratic relation in Cartesian. A spiral is simple in polar and unpleasant in Cartesian. Rotation is addition of a constant angle in polar and a matrix multiplication in Cartesian. Conversely, translation is trivial in Cartesian and messy in polar, which is why neither system dominates and why choosing the right one is part of setting up a problem well. The choice extends to three dimensions, where cylindrical coordinates add a height to the polar plane and suit anything with axial symmetry including pipes and rotating machinery, while spherical coordinates use two angles and a radius and suit anything with point symmetry including gravitational and electromagnetic fields, planetary positions, and antenna radiation patterns. Solving the same physical problem in the wrong coordinate system can turn a tractable calculation into an intractable one, which is why the first step in many physics problems is choosing coordinates that match the symmetry. Integration illustrates it directly, since converting a double integral over a circular region to polar coordinates frequently turns an impossible integral into a routine one.

A worked example: the branch and range conventions

Coordinates 3 and 4 give an angle of 53.13 degrees, and knowing what range a function returns matters as much as the value. The two-argument arctangent conventionally returns angles from minus 180 to plus 180 degrees, or minus π to π radians, which places the branch cut along the negative x-axis. That means a point just above the negative x-axis returns nearly plus 180 degrees while a point just below returns nearly minus 180, so the value jumps by 360 across that line even though the points are adjacent. Any code computing angle differences or interpolating between angles must handle that wraparound, and failing to do so produces objects that spin the long way round in animation, headings that jump in navigation, and discontinuities in signal phase. The standard fix is to compute the difference, then add or subtract 360 until it falls in the range from minus 180 to 180, which takes the shorter path. Some contexts prefer a range of 0 to 360, which places the discontinuity on the positive x-axis instead and suits compass bearings, and converting between conventions is a matter of adding 360 to negative values. Note also that the argument order is y first and x second in nearly every language, which is the reverse of how coordinates are usually written and is itself a common source of error.

Deciding where the conversion matters

Navigation and surveying work in bearings and distances, which are polar, while maps and plans are Cartesian, so the conversion runs constantly in both directions. Bearings add a further convention difference, being measured clockwise from north rather than anticlockwise from the positive x-axis, so converting requires both a reflection and a rotation and getting it wrong produces an angle that is wrong in a way that looks plausible. Radar and sonar return range and bearing directly. Robotics uses polar for sensing and Cartesian for mapping. Computer graphics uses polar for rotation and orbiting cameras. Antenna and acoustic radiation patterns are naturally polar. In signal processing, a complex number's magnitude and phase are its polar form, and the Fourier transform's output is most usefully read that way, with magnitude giving the strength at each frequency and phase giving the timing. Machine vision and image processing use polar transforms for rotation-invariant matching. In each case the conversion itself is trivial and the conventions are where errors live: which direction angles increase, where zero points, whether degrees or radians, and what range the function returns. Stating those explicitly in code and documentation prevents most of the resulting bugs.

Why phase and magnitude decompose problems usefully

Expressing a quantity as magnitude and angle rather than as two components separates size from direction, and that separation is frequently the whole point. In alternating current analysis, impedance has magnitude and phase, and the phase relationship between voltage and current determines power factor, which is why polar form is standard in circuit analysis and why the two components are treated so differently. In signal processing, magnitude spectra show which frequencies are present and phase spectra show their relative timing, and reconstructing a signal requires both, though perception weights them unequally: audio is relatively insensitive to phase while images are highly sensitive to it, which is why swapping the phase spectra of two images swaps their apparent content while swapping magnitudes barely changes it. That asymmetry is a striking demonstration that structure lives in phase. In control theory, gain and phase margins measure stability. In optics and quantum mechanics, interference depends on phase differences, so relative phase determines whether waves reinforce or cancel. The general lesson is that a two-component quantity frequently has one component carrying magnitude information and the other carrying structural information, and treating them together as a pair of Cartesian components obscures that distinction.

Variations: cylindrical, spherical, and conventions

Cylindrical coordinates extend polar with a height and suit axial symmetry. Spherical coordinates use a radius and two angles, and the convention for which angle is which differs between mathematics and physics, with mathematicians typically using theta for the azimuthal angle and physicists for the polar angle, which is a genuine and persistent source of confusion when combining sources. Geographic coordinates are spherical with latitude measured from the equator rather than from the pole, adding another convention shift. Compass bearings measure clockwise from north. Nautical and aviation conventions differ in places. In mathematics, angles increase anticlockwise from the positive x-axis by convention. Screen coordinate systems frequently have y increasing downward, which reverses the apparent direction of rotation and catches out anyone converting between mathematical and screen space. For code, the two-argument arctangent takes y before x in essentially every language. Complex numbers provide an alternative representation where polar form is magnitude and argument, and Euler's formula connects the two representations directly, which is why complex exponentials are the natural language for rotation and oscillation.

Converting coordinates reliably

Use the two-argument arctangent rather than the single-argument version, since only it can distinguish opposite quadrants and handle a zero x coordinate without dividing by it. Note the argument order is y then x in almost every language, which reverses how coordinates are normally written. Establish what range the function returns, conventionally minus 180 to 180 degrees, and convert to a 0 to 360 range by adding 360 to negatives where that suits better. Handle angle wraparound explicitly when computing differences or interpolating, adding or subtracting 360 to take the shorter path, or objects will rotate the long way round. Convert carefully between mathematical angles and compass bearings, since bearings measure clockwise from north rather than anticlockwise from the positive x-axis and require both a reflection and a rotation. Check whether your y axis increases upward or downward, since screen coordinates typically invert it and reverse the apparent rotation direction. Confirm the spherical coordinate convention when combining sources, since mathematics and physics swap the meanings of the two angles. And choose the coordinate system that matches the symmetry of the problem, since it frequently decides whether a calculation is tractable.

What people get wrong

  • Using single-argument arctangent on the ratio y over x, which cannot distinguish opposite quadrants and fails entirely when x is zero.
  • Passing arguments as x then y, when the two-argument arctangent takes y first in essentially every language and the reversal produces a reflected angle.
  • Interpolating between angles without handling wraparound, which makes objects rotate the long way round when crossing the branch cut at 180 degrees.
  • Treating a compass bearing as a mathematical angle, when bearings measure clockwise from north and require both a reflection and a rotation to convert.

Where the math comes from

r = √(x² + y²) and θ = atan2(y, x), where the two-argument arctangent uses the signs of both coordinates to determine the quadrant and returns values in the range −180° to 180°. The single-argument arctangent takes only the ratio y/x, which is identical for points in opposite quadrants and undefined when x is zero.

Questions and answers

What is the difference between percent and percentage point?

Percent change is relative (going from 5% to 10% is a 100% increase). Percentage point change is absolute (the same shift is a 5 percentage point increase). News stories often confuse these.

How do I calculate a discount?

Discount amount = original x discount %. Final price = original x (1 - discount %). For 20% off $100: discount $20, final $80.

What is the formula for compound percentage?

Final = original x (1 + r1) x (1 + r2) x ... where each r is a percentage as decimal. A 10% raise then 10% cut: 1.10 x 0.90 = 0.99 = 99% of original.

How do I reverse a percentage?

If $80 is 80% of original: original = $80 / 0.80 = $100. To reverse 'X% off' to find original: original = final / (1 - X/100).

How do percentages work in tax?

Marginal tax rate applies to income within a bracket. Effective rate is total tax / total income. They diverge because of progressive brackets.

Why not just use arctangent of y over x?

Because the ratio is identical for opposite quadrants, so (3,4) and (−3,−4) both give 1.33 and cannot be distinguished. The ratio is also undefined when x is zero. The two-argument version takes both coordinates and resolves both problems.

What order do the arguments go in?

y first, then x, in essentially every programming language. It reverses how coordinates are normally written, which makes it a persistent source of error, and passing them the wrong way round gives a reflected angle that can look plausible.

What range does the angle come back in?

Conventionally minus 180 to plus 180 degrees, placing the discontinuity on the negative x-axis. Adding 360 to negative results converts to a 0 to 360 range, which suits compass bearings and moves the discontinuity to the positive x-axis.

Why do my rotations sometimes go the long way?

Because the angle wraps from 180 to minus 180 across the branch cut, so a naive difference gives a value near 360 instead of near zero. Adjusting the difference into the range minus 180 to 180 takes the shorter path.

How do I convert to a compass bearing?

Bearings measure clockwise from north while mathematical angles measure anticlockwise from the positive x-axis, so the conversion involves both a reflection and a 90 degree rotation. Getting it wrong produces an angle that looks reasonable and is wrong.

When are polar coordinates better?

Whenever the problem has rotational symmetry. A circle is a constant radius in polar and a quadratic relation in Cartesian, and converting a double integral over a circular region to polar frequently turns an intractable integral into a routine one.

Do spherical coordinate conventions vary?

Considerably. Mathematics and physics swap which angle is called theta and which phi, and geographic coordinates measure latitude from the equator rather than from the pole. Combining sources without checking conventions produces errors that are hard to spot.

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