🧮 Algebra
📉Functions & Their Graphs
Put a number in, the rule spits a number out — graph the machine and its temperament becomes a curve.
In variables and the function machine we met a mysterious machine: drop a number in, and it hands another number back according to a hidden rule. Time to give the machine its proper name — a function — and take one step further: plot its inputs and outputs on graph paper, and the machine's temperament appears as a curve.
A machine with input and output
A function is exactly such a machine:
- Input (written ): exactly one number goes in;
- Rule: fixed forever, say "double it, then add 1";
- Output: whatever the rule produces.
Once the rule is set, every input has exactly one output — one input may never produce two answers. That is the iron law of functions.
f(x): naming the rule
"Double it, then add 1" is written — read "f of x", meaning: raw material , processed by rule . Asking for asks "what comes out if we feed in 3?" — . Likewise and .
From table to graph
Make an input–output table for :
| −2 | −1 | 0 | 1 | 2 | |
|---|---|---|---|---|---|
| 4 | 1 | 0 | 1 | 4 |
Plot each pair as a point, connect them with a smooth curve, and a U-shaped parabola appears. Different rules grow different shapes: rules like draw straight lines, rules like bend into parabolas, and more complicated rules make curves that wave up and down.
Symmetry hiding in the table
and both give 1; and both give 4 — squaring erases the minus sign. That is why the parabola is mirror-symmetric, and why it is not a line: the output runs faster than the input. Double the input, and the output quadruples.
Reading a graph
The graph is the machine's personality sheet:
- Rising and falling: reading left to right, a climbing curve means "bigger input, bigger output"; a sinking one means the reverse;
- Intercepts: where the curve crosses the -axis (the output when ), and where it lands on the -axis (the input whose output is exactly 0);
- Domain and range, in one breath: the domain is every input the machine accepts, the range is every output it could possibly produce.
y = x + 2
y-intercept
(0, 2)
x-intercept
(-2, 0)
Drag and : controls the slope, the starting point. The line is what , looks like, crossing the -axis exactly at 1. All further line tricks wait in straight line equations.
Check yourself
Quick quiz
1. If f(x)=2x+1, what is f(3)?
2. If y=x², what is y when x=−3?
3. Where does the line y=2x+1 cross the y-axis?