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
They meet at one special point called the origin, the point
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
The rule to remember is along the corridor, then up the stairs: always go
across first, then up. So to plot
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
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
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 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
The shaded diagram below labels each quadrant with its sign pattern.
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
Khan Academy gives a friendly tour of the coordinate plane here: