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.
Ex: -1,-2 Switch the numbers, so with the example it would be -2,-1. Next multiply your x coordinate by -1,so the example would be 2,-1
{1 0} {0 -1}
multiply the coordinates by -1.
You have to switch the x and y coordinates and multiply your new x coordinate by -1. You can also dram the point and rotate your paper physically by 90 degrees. Example: Your Coordinates: (3,8) New Coordinates: (-8,3) (3,8) ---> (8,3) ---> (-8,3) Another Ex: (-7,-1) --> (-1,-7) --> (1,-7)
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.
You dont, its just 90 degrees 3 times..
No, only their positions will change.
Move it 3 times* * * * *or once in the anti-clockwise direction.
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.
The best way is this:Draw a line from the point closest to the origin to the actual origin. Rotate the line however many degrees you are told, whichever way you are told. After you have the point closest to the origin rotated, you can either rotate the other points the same way or just draw them in based on where the other point lies.Another way, sort of the cheater way, is to just take a piece of tracing paper and trace the figure onto it. Hold it down by pressing your pencil on the tracing paper where the origin is, and rotating it however many degrees, whichever way you are told.This is for ROTATE. To reflect just use the opposite signs on the coordinates.
"about face"
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.
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.
A rotation
180o is half a circle (semi-circle). To rotate do the following: 180 + 180 = 360o
I dont really know if this is right but i think to do this problem you have to take a point then rotate the paper counter clockwise around the origin then you have a new point which is called a prime. Then reflect it over the y axis on the graph.