In a drawing app or a video game, shapes get moved up, flipped like a mirror image, and turned. Every one of those moves is a transformation, and a computer carries it out by applying a rule to the coordinates of every point. When the shape is a straight line, the result is another straight line, and its equation changes in a predictable way. In this lesson you start with the simplest lines, , which pass through the origin, and find out exactly what happens to (and to the -intercept) when the line is translated up or down, reflected in an axis, or rotated a quarter turn.
The starting line: y = ax
The line has slope and -intercept , so it passes through the origin. One easy point on it is : for that is . The plan for every transformation is the same: apply the transformation's rule to a couple of points on the line, then find the equation of the line through the new points. You already know how to find an equation from points, so nothing here needs a new formula you cannot check yourself.
Vertical translation
A translation slides every point the same distance in the same direction, without turning. Moving up units sends to . On , the point moves to and moves to when . Every -value grows by 3, so the new equation is . The line has not tilted, so the slope is still 2: the new line is parallel to the old one, and only the -intercept changed, from to . Moving down 4 instead gives .
Reflection in the x-axis or the y-axis
A reflection flips the line over a mirror line. Reflecting in the -axis keeps and changes the sign of : . The point on lands on , and the reflected line through the origin and has slope : . Reflecting in the -axis keeps and changes the sign of : , so lands on , which is also on . For a line through the origin, both reflections give the same line, . That coincidence depends on the line passing through the origin. For , reflecting in the -axis gives , but reflecting in the -axis gives .
| Transformation | Point rule | y = 2x becomes | y = ax becomes |
|---|---|---|---|
| Translate up k | (x, y) → (x, y + k) | ||
| Translate down k | (x, y) → (x, y − k) | ||
| Reflect in the x-axis | (x, y) → (x, −y) | ||
| Reflect in the y-axis | (x, y) → (−x, y) | ||
| Rotate 90° about the origin | (x, y) → (−y, x), counterclockwise | (for ) |
Rotation by 90° about the origin
A rotation turns every point around a fixed centre, here the origin. A quarter turn counterclockwise sends to : the point goes to . The origin stays put, so the rotated line passes through and , and its slope is . The new line is . In general, goes to , giving slope , the negative reciprocal of . Turning clockwise instead sends to , which is on the same line, so for a line through the origin the direction of the quarter turn does not matter. The original and rotated lines meet at a right angle, and their slopes multiply to : . One exception: if , the line is the -axis, and a quarter turn makes it the -axis, , which is vertical, so its slope is undefined.