{1 0} {0 -1}
The x,y origin is 0,0
The formula is (x,y) -> (y,-x). Verbal : switch the coordinates ; then change the sign of the new x coordinate. Example : (2,1) -> (1,-2)
Given a set of points, (x1, y1), (x2, y2), etc. Take the absolute value of each point's x and y values, and replace those. Take the inverse point of each point, e.x. (x1, y1) -> (y1, x1) Apply the signs that correspond to the quadrant counterclockwise of the quadrant the point was in. e.x. (3, 5) is in the First Quadrant. The Second Quadrant is counterclockwise of the First, so we will have the x-value of the point negative: (-3, 5). Do that for all points.
You rotate everything to the left, 3/4 of a full turn.As an example of the result, the positive x-axis winds uppointing down from the origin.
{1 0} {0 -1}
A) Rotate 360 degrees counterclockwise, then shift 1 unit up. B) Rotate 180 degrees counterclockwise, then shift 1 unit down. C)Rotate 90 degrees counterclockwise, then shift 1 unit up. D) Rotate 270 degrees counterclockwise, then shift 1 unit down.
You dont, its just 90 degrees 3 times..
To rotate a figure 180 degrees clockwise about the origin you need to take all of the coordinates of the figure and change the sign of the x-coordinates to the opposite sign(positive to negative or negative to positive). You then do the same with the y-coordinates and plot the resulting coordinates to get your rotated figure.
No, only their positions will change.
The same as 180 degrees clockwise. What do you mean "the answer to"?
The x,y origin is 0,0
Move it 3 times* * * * *or once in the anti-clockwise direction.
270 degrees is 3/4 of the way around the circle. Ir is the same as rotating it 90 degrees (1/4) of the way clockwise. Turn it so anything that was pointing straight up would be pointing to the right.
To rotate a figure 90 degrees clockwise about the origin, simply swap the x and y coordinates of each point and then negate the new y-coordinate. This is equivalent to reflecting the figure over the line y = x and then over the y-axis.
For every point A = (x,y) in your figure, a 180 degree counterclockwise rotation about the origin will result in a point A' = (x', y') where: x' = x * cos(180) - y * sin(180) y' = x * sin(180) + y * cos(180) Happy-fun time fact: This is equivalent to using a rotation matrix from Linear Algebra! Because a rotation is an isometry, you only have to rotate each vertex of a polygon, and then connect the respective rotated vertices to get the rotated polygon. You can rotate a closed curve as well, but you must figure out a way to rotate the infinite number of points in the curve. We are able to do this with straight lines above due to the property of isometries, which preserves distances between points.
180o is half a circle (semi-circle). To rotate do the following: 180 + 180 = 360o