Quarry School

Transformation of functions

Start with vertical shifts, then learn why horizontal shifts move in the opposite direction from the sign inside the function. Combine those moves and track what happens to the allowed inputs and possible heights. Next, reflect graphs and use those reflections to decide whether a function is even, odd, or neither. Finish with stretches, compressions, and a point rule that keeps several transformations in the correct order.

Lessons

  1. Vertical shifts: move every height by the same amount
  2. Horizontal shifts: why the inside acts in the opposite direction
  3. Combine shifts and read the domain and range
  4. Reflections: the minus sign tells you which coordinate changes
  5. Even, odd, or neither: test the whole formula
  6. Vertical stretch and compression: multiply the heights
  7. Horizontal stretch and compression: divide the input coordinates
  8. Put everything together: factor first, then move points

Vocabulary

Transformation trans for MAY shun
A change to a Function that moves, flips, stretches, or compresses its Graph.
Function FUNGK shun
A rule that gives exactly one Output for every accepted Input.
Input IN put
The value you give a Function before its rule runs, usually labeled x.
Output OUT put
The result returned by a Function, written f(x) or y.
Graph graf
A picture of a Function's accepted Input and Output pairs, plotted as points (x, f(x)).
Toolkit function TOOL kit FUNGK shun
A familiar starting Function whose basic Graph you use to recognize and build transformed graphs.
Vertical shift VER ti kul shift
Adding a Constant to every Output, moving the entire Graph up or down without changing its shape.
Horizontal shift hor i ZON tul shift
Replacing x by x − h moves the Graph right h; a negative h moves it left.
Inside change in SIDE chaynj
A change to the Input expression before the Function runs; it changes horizontal coordinates.
Outside change out SIDE chaynj
A change applied after the Function returns its Output; it changes vertical coordinates.
Domain doh MAYN
All Inputs a Function accepts without an invalid calculation.
Range raynj
All Outputs a Function can actually produce from its accepted Inputs.
Vertex VER teks
The turning point of a quadratic U, or the corner where an absolute value V changes direction.
Endpoint END point
A boundary point where a graph or interval starts or stops.
Asymptote AS im toht
A line a Graph approaches as Inputs approach a boundary or grow without bound. Reciprocal graphs approach their asymptotes without meeting them.
Vertical reflection VER ti kul ree FLEK shun
Taking the opposite of every Output, so the Graph flips across the x-axis.
Horizontal reflection hor i ZON tul ree FLEK shun
Replacing the Input by its opposite, so the Graph flips across the y-axis.
Reflection ree FLEK shun
A flip across a line that places each point the same distance on the opposite side.
Even function EE vun FUNGK shun
A Function with opposite Inputs allowed and equal Outputs: f(−x) = f(x). Its Graph is symmetric about the y-axis.
Odd function odd FUNGK shun
A Function with opposite Inputs allowed and opposite Outputs: f(−x) = −f(x). Its Graph is symmetric about the origin.
Neither even nor odd NEE ther EE vun nor odd
A Function that fails both required symmetry tests, including the requirement that opposite Inputs belong to its Domain.
Symmetric about the y-axis si MET rik uh BOUT the why AK sis
Reflecting left to right across the y-axis leaves the Graph unchanged.
Symmetric about the origin si MET rik uh BOUT the OR i jin
Turning a Graph half a turn around (0, 0) leaves it unchanged.
Origin OR i jin
The point (0, 0), where the x-axis and y-axis meet.
Vertical stretch VER ti kul strech
Multiplying every height by a factor greater than 1 in magnitude, increasing distances from the x-axis. A negative factor also reflects.
Vertical compression VER ti kul kum PRESH un
Multiplying heights by a nonzero factor smaller than 1 in magnitude, reducing distances from the x-axis. A negative factor also reflects.
Horizontal stretch hor i ZON tul strech
Multiplying sideways distances by a factor greater than 1. In f(bx), use 0 < |b| < 1; a negative b also reflects.
Horizontal compression hor i ZON tul kum PRESH un
Multiplying sideways distances by a factor between 0 and 1. In f(bx), use |b| > 1; a negative b also reflects.
Scale factor skayl FAK ter
The positive multiplier describing how distances change. Vertical distance scales by |a|; horizontal distance scales by the Reciprocal of |b|.
Reciprocal ree SIP ruh kul
One divided by a nonzero number. Multiplying the number by its Reciprocal gives 1.
Sequence of transformations SEE kwens uv trans for MAY shunz
The ordered changes used to redraw a Graph. Two changes on the same coordinate can give different results when reversed.
Point rule point rool
The coordinate recipe for moving each graph point through a Transformation.
Constant KON stunt
A fixed number that does not vary with the Input. The toolkit Constant function returns 1 for every Input.
Identity function eye DEN ti tee FUNGK shun
The Function f(x) = x, which returns its Input unchanged.
Absolute value function AB suh loot VAL yoo FUNGK shun
The Function f(x) = |x|, returning the distance from x to 0. Its Graph is a V.
Quadratic function kwah DRAT ik FUNGK shun
A Function built from a nonzero x2 term, an optional x term, and a Constant. The toolkit example is f(x) = x2.
Cubic function KYOO bik FUNGK shun
A Function built from a nonzero x3 term and optional lower powers. The toolkit example is f(x) = x3.
Square root function skwair root FUNGK shun
The toolkit Function f(x) = x, returning the nonnegative number whose square is x.
Cube root function kyoob root FUNGK shun
The toolkit Function f(x) = x3, returning the number whose cube is x. Negative Inputs are allowed.
Reciprocal function ree SIP ruh kul FUNGK shun
The toolkit Function f(x) = 1x. It accepts every real Input except 0 and never produces Output 0.
Axis AK sis
One of the two reference number lines on a graph. The x-axis is horizontal; the y-axis is vertical. Together they are called axes.
Reference point REF er ens point
A recognizable point you track to identify or sketch a Transformation.
Factoring FAK ter ing
Rewriting an expression as a product without changing its value. For transformations, this exposes the actual inside shift.
Order of operations OR der uv op er AY shunz
The agreed sequence for reading arithmetic: parentheses, powers, multiplication and division, then addition and subtraction; tied operations go left to right.
Translation trans LAY shun
A slide that moves every graph point the same distance and direction. A horizontal or vertical shift is a Translation.
Coordinate koh OR di nut
One number in a point's address. In (x, y), x measures sideways position and y measures height from the Origin.
Interval notation IN ter vul noh TAY shun
A compact way to name stretches of real numbers. Brackets include endpoints, parentheses exclude them, and ∪ joins separate stretches.
Square root skwair root
The nonnegative number whose square equals the number inside the square root sign. A negative inside has no real Square root.
Cube root kyoob root
The number whose cube equals the given number. It keeps the given number's sign.
Reciprocal squared function ree SIP ruh kul skwaird FUNGK shun
The toolkit Function f(x) = 1x2. Input 0 is excluded, and every Output is positive.
Coefficient koh uh FISH unt
A fixed number multiplying a letter or expression.
Identity eye DEN ti tee
An equation true for every allowed input, rather than a single numerical coincidence.
Radicand RAD ih kand
The whole expression inside a root sign.
Set-builder notation set BIL der noh TAY shun
Names a collection by the condition its members must satisfy. The middle bar means such that.
Polynomial pah lee NOH mee ul
A finite sum of whole-number powers of the input multiplied by fixed coefficients.
Magnitude MAG nih tood
The size of a number without its sign, measured as distance from zero.
Mastery MAS ter ee
The amount of a skill learned in a model. A percentage reports it out of one hundred.
Real number REE ul NUM ber
A number represented by a point on the number line, including negative numbers, zero, fractions, and square roots of nonnegative numbers.
Term term
One piece of a sum, with its attached sign.
Substitution sub stih TOO shun
Replacing every occurrence of a letter by a chosen value or expression.
Numerator NOO muh ray ter
The top of a fraction, naming the amount being divided.
Denominator dih NOM ih nay ter
The bottom of a fraction, naming the divisor. It cannot be zero.
Set set
A collection of values specified together.
Percentage per SEN tij
A share expressed out of one hundred.
Nonnegative non NEG uh tiv
At least zero: zero and positive real numbers.
Nonpositive non PAH zih tiv
At most zero: zero and negative real numbers.
Integer IN tuh jer
A whole number or its negative, including zero.
Ratio RAY shee oh
A comparison made by dividing one quantity by another nonzero quantity.
Distribution dis trih BYOO shun
Multiplying a sum by multiplying each term and adding the resulting products.
x-intercept eks IN ter sept
A graph point on the x-axis, where its output is zero.

Quick checks

Write x2 shifted down 4.
x2 − 4, because subtracting 4 outside lowers every Output by 4.
Write x2 shifted left 5.
(x + 5)2, because the new Input −5 must feed old Input 0 into the square.
Write x reflected across the y-axis.
−x, because replacing the Input with its opposite reflects horizontal coordinates.
(3, −2) is on f. Where is it on g(x) = f(x − 6) + 3?
(9, 1), because the Point rule gives new x = 3 + 6 = 9 and new y = −2 + 3 = 1.
Is x⁵ − x even, odd, or neither?
Odd, because f(−x) = −x⁵ + x = −(x⁵ − x) = −f(x) on its symmetric Domain of all real numbers.
Is |x| + 2 even, odd, or neither?
Even, because f(−x) = |−x| + 2 = |x| + 2 = f(x) on its symmetric Domain of all real numbers.
Is x2 + x even, odd, or neither?
Neither, because f(−x) = x2 − x equals neither f(x) = x2 + x nor −f(x) = −x2 − x as a whole formula.

Before you start

  • Explain it like I am five

    Imagine drawing a V on a sheet of graph paper. Each dot has an address: how far sideways it is and how high it is. A graph records those addresses.

    You can redraw the same V farther right or higher up. You can also turn its heights upside down or spread its dots farther apart. Those changes are called a Transformation. A slide alone is called a Translation.

    A function formula tells you how to redraw each dot. Changes outside the function act on heights. Changes inside act on the sideways addresses, so you must work backward to find the new address.

  • Reading signs, letters, domains, and graph addresses

    Read the notation as labels on a map. A real number is a point on the number line, including negatives, zero, fractions, and decimals. A letter can stand for one of those numbers. In a formula, × and · mean multiply; a number beside a letter or parentheses also means multiply. A coefficient is that multiplying number. A constant is a number that stays fixed while the input changes.

  • Signed arithmetic, powers, and replacing every x by −x

    A minus sign can mean moving left, changing direction, or taking the opposite of a whole expression. Parentheses show what it acts on. Think of multiplying by −1 as turning around on a number line: two turns face the original direction. An even number of negative factors pairs off; an odd number leaves one negative factor.

  • Function notation and coordinates: f versus f(x)

    A Function is a named rule, like a recipe. The name f refers to the recipe; f(3) refers to the result made with Input 3. The parentheses do not mean f times 3. A Graph plots each Input and Output as a pair. The Coordinate x tells you how far right or left to go; y tells you how far up or down.

  • Fractions and dividing by a fraction

    A fraction is division written as a stack: 34 means 3 ÷ 4. Think of three slices from a pizza cut into four equal pieces. The bottom counts equal pieces in a whole; the top counts how many you have. Equal-sized pieces are needed for addition. Division asks how many of one amount fit into another.

  • Toolkit 1: Constant

    A Constant stays the same, like a fixed admission fee. The toolkit Constant is f(x) = 1. Every Input gives Output 1, so its Graph is a flat line one unit above the horizontal Axis. A constant function could use another fixed number, but the toolkit starts with 1.

  • Toolkit 2: Identity function

    The Identity function is a return desk that hands you back the same number you brought. Its formula is f(x) = x. Input −2 returns −2, and Input 3 returns 3. Equal sideways and vertical changes make a straight diagonal line through the Origin.

  • Toolkit 3: Absolute value function

    The Absolute value function reports distance from 0 on a number line. Distance cannot be negative: both −3 and 3 are three steps from 0. The formula f(x) = |x| turns negative Inputs positive and leaves nonnegative Inputs alone. Its Graph is a V with a Vertex, or corner, at the Origin.

  • Toolkit 4: Quadratic function

    The toolkit Quadratic function squares its Input: f(x) = x2. Think of the area of a square tile: doubling its side makes its area four times as large. Negative Inputs also give nonnegative Outputs because two negative factors multiply to a positive number. The Graph is a smooth U with its Vertex at the Origin.

  • Toolkit 5: Cubic function

    The toolkit Cubic function multiplies its Input by itself three times: f(x) = x3. A cube-shaped box with side 2 has volume 2·2·2 = 8. Algebra also accepts negative Inputs. Three negative factors leave one unpaired negative, so the Graph goes below the Origin on the left and above it on the right.

  • Toolkit 6: Square root function

    The Square root function asks which nonnegative number squares to the Input. A square tile with area 9 has side 9 = 3. The formula f(x) = x accepts 0 and positive Inputs. Its Graph starts at an Endpoint at the Origin and curves rightward while rising more slowly. The quantity under the root sign is called the radicand.

  • Toolkit 7: Cube root function

    The Cube root function reverses cubing: f(x) = x3. A box with volume 8 and equal sides has side 83 = 2. Unlike a Square root, a Cube root can accept a negative number. The Input −8 returns −2 because (−2)3 = −8. Its Graph is a sideways S through the Origin.

  • Toolkit 8: Reciprocal function

    A Reciprocal tells you how much of a unit belongs to one equal share. The Reciprocal function is f(x) = 1x. Dividing 1 among two shares gives 12. Negative Inputs give negative Outputs. Its two curved branches approach the axes, but they never touch either one.

  • Toolkit 9: Reciprocal squared function

    The Reciprocal squared function is f(x) = 1x2. First square the Input, then divide 1 by that square. Picture equal distances on either side of 0: squaring makes their signs match, so both reciprocal branches sit above the horizontal Axis. The Graph has no point at Input 0.

  • Solving a linear equation and Factoring the inside

    An equation is a balanced scale. Undo the operations around the unknown while doing the same thing to both sides. Factoring repacks an expression into a product, like putting equal groups into boxes. These two skills reveal which new Input feeds an old Input into a transformed Function.

  • Square roots, inequalities, Domain, and Range

    The Domain lists which Inputs the Function accepts, like allowed ingredients. The Range lists the Outputs it can produce. A Square root accepts an inside value at least 0. Once you find that starting Input, its Graph tells you whether heights rise above an Endpoint or fall below it after a reflection.

  • Solve a reciprocal equation to prove a range

    Suppose you know the finished height and need the address that would make it. Work backward as you would undo a recipe: remove the final addition, then undo division. A fraction is a division. Its bottom must remain nonzero while you clear it from an equation. Finding an allowed input for every proposed output proves that every one of those outputs belongs to the range.

  • Interval notation: endpoints, infinity, and separated pieces

    Interval notation writes a stretch of number line using its two ends. A bracket includes an endpoint, like a gate you may stand on. A parenthesis excludes it. Infinity describes a direction that never ends, so it is never an included endpoint. The symbol ∪ joins separate accepted pieces.

  • What to know cold, rebuild, and keep on one page

    Pack for this section the way you pack for a short trip. Keep a few essentials within reach, learn how to assemble the larger tools, and put the reference formulas together. Each starting rule on the toolkit cards above is a Toolkit function. Your exam is closed book, so use the one-page summary while studying, then practice reconstructing its formulas from a point.