The Coordinate Plane

When you drop a pin on a map, share your location, or call out a square in a game of battleship, you are naming a spot with a pair of numbers: how far across, and how far up. That simple trick — pinning down any point with two numbers — is the whole idea behind the coordinate plane.

To draw a function we first need a place to draw it. That place is the coordinate plane: a flat grid built from two number lines that cross at right angles.

They meet at one special point called the origin, the point (0, 0). Think of the origin as "home base": every other point is described by how far you have travelled away from it. To the right and up the numbers are positive; to the left and down they are negative.

Every point has an address

Just as a street address has a house number and a street name, every point on the plane has an address made of two numbers, written as an ordered pair (x, y). The word ordered is the whole secret — the order of the two numbers matters:

The rule to remember is along the corridor, then up the stairs: always go across first, then up. So to plot (3, 2) you start at the origin, walk 3 steps right, then climb 2 steps up. Drag the sliders and watch the address move along the same right-then-up path.

coin coin star marks the spot coin coin

Pirates use exactly this trick. A treasure map is just a grid, and "X marks the spot" is really an ordered pair: 3 paces east, 2 paces north from the old oak tree is the point (3, 2). Get the order wrong — north first, then east — and you will be digging in the wrong place!

Worked examples: reading and plotting

Every point is found the same way — start at the origin, go across, then up (or down):

Reading a point backwards works too: if a dot is 5 to the right of the origin and 4 below it, its address is (5, -4).

The order is everything — x always comes first.

See it: read the mystery point

Here is a fresh point each time. Trace the green arrow across the x-axis, then the orange arrow up (or down) the y-axis, and check you can read off its ordered pair. Press Refresh for a brand-new point to read.

The four quadrants

The two axes slice the plane into four regions called quadrants, numbered with Roman numerals starting from the top-right and going counter-clockwise. The sign of x and y tells you which one a point lives in:

\text{I: } (+,+) \quad \text{II: } (-,+) \quad \text{III: } (-,-) \quad \text{IV: } (+,-)

The shaded diagram below labels each quadrant with its sign pattern.

ship lurking fish ship lurking

In the game Battleship the whole board is a coordinate grid. When you call out a square — "across to 4, up to 3" — you are naming the ordered pair (4, 3) and firing at it. Real navigators do the same with the longitude (how far across) and latitude (how far up) of a ship at sea. The plane is everywhere once you learn to spot it.

See it in action

Khan Academy gives a friendly tour of the coordinate plane here: