Linear relationships

The number plane

The Cartesian plane (number plane) is built from two axes: the horizontal xx-axis and the vertical yy-axis, crossing at the origin (0,0)(0, 0), usually labelled O. Both axes carry arrows and continue into negative numbers.

The axes divide the plane into four quadrants, numbered 1 to 4 anticlockwise starting from the top right. When you draw a plane yourself, remember: arrows on both axes, labels xx and yy, the origin marked, and an evenly spaced scale.

Plotting points

Every point is written as coordinates (x,y)(x, y): move across first, then up or down. For (3,2)(3, 2) go 3 right and 2 up; for (2,4)(-2, -4) go 2 left and 4 down.

  • If x=0x = 0 the point lies on the yy-axis, like (0,4)(0, 4).
  • If y=0y = 0 the point lies on the xx-axis, like (1,0)(-1, 0).

Tables of values

A linear relationship links xx and yy with a rule such as y=2x1y = 2x - 1. A table of values substitutes several xx values into the rule:

For x=1,0,1,2x = -1, 0, 1, 2 the rule y=2x1y = 2x - 1 gives y=3,1,1,3y = -3, -1, 1, 3.

Take care with negatives: when x=1x = -1, y=2×(1)1=3y = 2 \times (-1) - 1 = -3, not 11.

Graphing linear rules

Plot each pair from the table as a point. For a linear rule the points always fall in a straight line — that is what “linear” means. Join them with a ruler, extend the line past your points, and label it with its rule.

The line crosses the xx-axis where y=0y = 0: read it from the graph, or solve the equation. For y=2x1y = 2x - 1, solving 0=2x10 = 2x - 1 gives x=12x = \frac{1}{2}.

If a point’s coordinates make the rule true, the point lies on the line: (3,5)(3, 5) lies on y=2x1y = 2x - 1 because 2×31=52 \times 3 - 1 = 5.

Finding the rule

Stick and matchstick patterns hide linear rules. Count how much the total grows at each step — that number multiplies the term. Then adjust with a constant so the first term works.

Triangles built in a row from matches: one triangle uses 3, and each extra triangle adds 2. The rule is M=2T+1M = 2T + 1 (check: T=1T = 1 gives 33). The rule’s power is reaching far terms without drawing: T=50T = 50 gives M=101M = 101.