A Linear and a Quadratic Together
Throw a ball at a wall. The ball's path through the air is a curve — a
parabola, arcing up and bending back down. The wall (or a sloping ramp, or a laser beam
aimed across a satellite dish) is a straight line. The question "where does
the ball hit the ramp?" is really the question "where does a line meet a curve?" — and that
is exactly what this page teaches you to answer.
Until now, our simultaneous equations have been two straight lines, which cross at most
once. The moment one equation bends, something new happens: a line and a parabola
can meet at two points, just graze at one, or
miss each other completely. Every one of those situations has an algebraic
twin, and this page keeps both views in play the whole way through:
- Algebraically, we substitute one equation into the other and solve the
quadratic that is left.
- Geometrically, the solutions are the crossing points of the two graphs —
two, one, or none.
Neither view is the "real" one. The algebra tells you the exact coordinates; the picture
tells you how many answers to expect and whether your answers are sensible. A confident
mathematician flicks between the two constantly.
The setup
Take a line and a parabola:
y = x + 1 \qquad\text{and}\qquad y = x^2.
A solution is a pair (x, y) that fits both rules at once —
and just as with two lines, that is exactly where their graphs cross. Try a
point and see: does (2, 3) work? It fits the line
(3 = 2 + 1 ✓) but not the parabola
(3 \ne 2^2 ✗) — so it sits on the line but off
the curve, and it is not a solution. We need points that sit on both graphs
at once.
Because one of the graphs bends, there can be two such points, not just one:
the line can enter the parabola's "cup", cross it on the way in, and cross it again on the
way out.
Substitute the line into the curve
The
substitution method
works just as before. Both equations already give y on their own,
so set the two expressions for y equal:
x^2 = x + 1.
Notice what happened: the y is gone, and we are left with a single
equation in x alone. Move everything to one side and it is an
ordinary quadratic:
x^2 - x - 1 = 0.
That is the heart of the method: substituting the linear equation into the quadratic
leaves a quadratic in one variable, which we already know how to solve by
factorising
(or, when it refuses to factorise, with the
quadratic formula).
Everything you already know about quadratics — how many roots they have, when they have
none — instantly becomes knowledge about where lines meet curves.
A full worked example, start to finish
Solve the pair
y = x + 1 \qquad\text{and}\qquad y = x^2 - 1.
Step 1 — set the two y's equal. Both equations
tell us what y is, so the two right-hand sides must match at any
crossing point:
x^2 - 1 = x + 1.
Step 2 — rearrange so one side is zero. Subtract x
and 1 from both sides:
x^2 - x - 2 = 0.
Step 3 — solve the quadratic. Two numbers that multiply to
-2 and add to -1 are
-2 and +1, so it factorises:
(x - 2)(x + 1) = 0 \;\Longrightarrow\; x = 2 \;\text{ or }\; x = -1.
Step 4 — find each partner y. We are not
done: x = 2 and x = -1 are only half of
each answer. Put each one back into the linear equation
y = x + 1:
x = 2 \Rightarrow y = 3, \qquad x = -1 \Rightarrow y = 0.
Step 5 — state the solutions as pairs and check. The solutions are
(2, 3) and (-1, 0) — not the loose
numbers "2, -1, 3, 0". Checking in the other equation,
the curve: 2^2 - 1 = 3 ✓ and
(-1)^2 - 1 = 0 ✓. Both points sit on both graphs, so both are
genuine crossings.
Another that factorises cleanly
One more for the pattern. Take the line y = x + 6 and the
parabola y = x^2. Setting them equal and tidying up:
x^2 = x + 6 \;\Longrightarrow\; x^2 - x - 6 = 0 \;\Longrightarrow\; (x - 3)(x + 2) = 0.
So x = 3 or x = -2. Each
x gives its partner y when we put it back
into the linear equation (the easier one):
x = 3 \Rightarrow y = 9, \qquad x = -2 \Rightarrow y = 4.
The two solutions are (3, 9) and
(-2, 4) — the two points where this line cuts the curve. Notice
the rhythm, because it is always the same: set equal → rearrange to zero → solve the
quadratic → back-substitute each x → answer in pairs.
See the two crossings
Here are y = x + 1 and y = x^2 on one set
of axes. The line cuts the
parabola
at two points — those crossings are precisely the two
(x, y) pairs that solve the system (the solutions of
x^2 - x - 1 = 0).
Look at where the crossings sit: one just left of x = 0, one a
little past x = 1.6. This quadratic does not factorise with whole
numbers — its exact roots are x = \frac{1 \pm \sqrt{5}}{2} — but
the picture already told us there were exactly two of them, and roughly where. That
is the geometric view earning its keep: even before you solve anything, the graph tells you
how many answers to hunt for.
When the line only touches: a tangent
Now solve y = 2x - 1 with y = x^2.
Same routine — set equal, rearrange, factorise:
x^2 = 2x - 1 \;\Longrightarrow\; x^2 - 2x + 1 = 0 \;\Longrightarrow\; (x - 1)^2 = 0.
The quadratic has a repeated root: x = 1, twice.
There is only one crossing point, (1, 1) — and the picture shows
why the root "repeats". The line does not cut through the parabola at all; it comes in,
just touches it at a single point, and leaves on the same side. The two
crossing points have merged into one. A line like this is called a
tangent to the curve.
A repeated root in the algebra always means a tangent in the picture. This is the
knife-edge case: nudge the line up a whisker and it cuts twice; nudge it down a whisker
and it misses entirely.
When they never meet at all
Finally, try y = x - 2 with y = x^2:
x^2 = x - 2 \;\Longrightarrow\; x^2 - x + 2 = 0.
This one refuses to factorise, and the quadratic formula tells us why. The
discriminant — the part under the square root,
b^2 - 4ac — comes out negative:
\Delta = (-1)^2 - 4(1)(2) = 1 - 8 = -7 < 0.
A negative number has no real square root, so the quadratic has no real
solutions — and the graphs agree completely: the line passes below the parabola and
never touches it. "They never meet" is not a failure of the algebra; it is the algebra
working perfectly, reporting a true fact about the picture.
Substitute the line into the quadratic and rearrange to
ax^2 + bx + c = 0. Then the discriminant
\Delta = b^2 - 4ac tells you exactly how the graphs meet:
- \Delta > 0 — two distinct real roots: the line crosses the curve at two points.
- \Delta = 0 — one repeated root: the line is a tangent, touching at exactly one point.
- \Delta < 0 — no real roots: the line misses the curve entirely.
Try it: slide the line yourself
The parabola below is fixed at y = x^2; the line is
y = x + c, and the slider moves it up and down. Substituting
gives x^2 - x - c = 0, whose discriminant is
\Delta = 1 + 4c. Watch all three situations happen as you slide:
Push c high and the crossings drift far apart
(\Delta large). Bring it down to exactly
c = -\tfrac14 — the slider snaps there — and the two crossings
merge into a single touch (\Delta = 1 + 4(-\tfrac14) = 0: the
tangent). Any lower and the line drops clear of the cup: no crossings, matching
\Delta < 0. The slider is really a discriminant dial.
Two mistakes cost more marks on this topic than everything else combined:
-
A solution is a pair, and each x needs its
own y. Writing
"x = 3, -2 and y = 9, 4" invites the
wrong pairings — is (3, 4) a solution? (No!) Always write the
matched pairs: (3, 9) and (-2, 4).
And find each y by putting its x
into the linear equation. Substituting into the quadratic can quietly
bless a wrong pairing — e.g. with y = x^2, the point
(-2, 4) satisfies the curve, but so does
(2, 4), which may not be on the line at all. The linear
equation pins down exactly one y per x.
-
"No real solutions" is a legitimate final answer. When the discriminant
comes out negative, students often assume they've slipped up and start again. But a
negative discriminant is simply the algebra reporting that the line misses the curve —
the graph confirms it. State it with confidence: the line and the curve do not
intersect. Algebra and picture always agree; when both say "no meeting", that
is the answer.
Exactly this way. Inside a game's physics engine, a thrown projectile follows a parabola and
a wall, floor or laser beam is a straight line. Every frame, the engine has to decide:
do these two things collide? It substitutes the line into the quadratic, computes
the discriminant — one multiplication, one subtraction — and reads off the answer without
ever "drawing" anything:
- \Delta > 0: the ball's path crosses the ramp — a hit, and
the smaller root says where it lands first;
- \Delta = 0: the ball just grazes it — the "barely clipped
the edge" shot;
- \Delta < 0: clean miss, carry on flying.
Programmers call this ray-casting, and it runs millions of times a second
in modern games — against parabolas, circles, spheres — always the same trick: reduce
"do these shapes touch?" to "what is the sign of a discriminant?". The same test aims real
antennas too: a satellite dish is a parabola (that's why it is called a
parabolic dish), and working out where an incoming signal ray strikes the dish is a
line–quadratic system. The maths on this page is collision detection.
See it explained