Visual walkthrough — Transformations of trig graphs — A·sin(Bx + C) + D (amplitude, period, phase, vertical shift)
Step 0 — The only thing we assume: a point on a circle
Before any letters, we need the raw sine wave itself. Everything grows from here.
WHAT. Picture a dot walking anticlockwise around a circle of radius (a "unit circle"; see Unit circle and sine definition). Its height above the centre is what we call .
WHY a circle? Because going round and round is the simplest repeating motion there is — and a wave is just repetition drawn out sideways. The circle is the machine; the wave is its shadow.
PICTURE. On the left, the dot at angle . Its vertical height is the red segment. On the right, we plot that height against the angle — and a wave falls out.

Step 1 — Add : stretch the height
WHAT. Multiply the whole output by a number : .
WHY. The raw wave only reaches height . Real waves come in all sizes. Multiplying every height by scales the picture vertically without touching how fast it wiggles — exactly the "how tall?" freedom.
PICTURE. Every red height in Step 0 gets stretched by the factor . The dashed grey wave is the original; the orange wave is times taller.

- multiplies each height, so the new range is .
Step 2 — Add : squish the time
WHAT. Replace by inside the sine: .
WHY. We want to control how fast the wave repeats. The sine finishes one lap when its input has increased by . If the input is instead of , then only has to move a fraction of the way to push through a full .
PICTURE. Watch the input speedometer: with , by the time reaches , the input has already hit — a whole cycle done in half the space.

Solve for the -length of one cycle. One cycle means the input rises by :
Step 3 — Add : slide sideways (and the sign trap)
WHAT. Add a constant inside: .
WHY. So far every wave starts its rise at . We want to choose where the cycle begins. Adding pre-loads the input: the sine already thinks is a bit further along.
The key move is to factor out so the shift is measured in real -units:
- ::: pulled outside, unchanged — it still controls speed.
- ::: the actual horizontal distance the wave slides. This is the whole point of factoring — alone is added to , not to , so by itself is not the shift.
WHY does slide the graph left? Because a inside a function reaches the target height earlier. If the wave already peaks when hits a certain value, then itself hits that peak sooner — the whole picture moves toward smaller , i.e. left.
PICTURE. The teal wave is the shifted one. The plum arrow shows the slide: a positive inside offset drags the pattern to the left by .

Step 4 — Add : lift the whole thing
WHAT. Add outside everything: .
WHY. The wave still wobbles around the level . Adding to every output raises the whole picture, so it now wobbles around a new horizontal line — the midline .
PICTURE. The grey wave sits on ; the orange wave is the same shape lifted onto midline . Peaks and troughs ride above and below it.

Step 5 — The degenerate & edge cases (never skip these)
A picture is only trustworthy if it survives the extreme inputs. Here is every corner.
Case (flip). The stretch factor is negative, so heights that were positive become negative. The wave turns upside-down — it now falls first instead of rising. Its height is unchanged; only the direction flips (this is exactly cos as shifted sin territory: a flip is a half-period slide in disguise).
Case . has the property , so a negative is a flip plus the same period . We use in the period so it stays a positive length.
Case (dead wave). Every height is , so : a flat horizontal line. No wobble at all — amplitude zero. The formula still works; it just draws the midline itself.
Case (frozen input). The input never moves: is a constant, so , again a flat line. The period blows up to infinity — one "cycle" would take forever, which is a flat line. Consistent.
PICTURE. All four oddballs side by side, so you have literally seen each one.

The one-picture summary
Here is the whole journey in a single frame: raw circle-shadow → stretch by → squish by → slide by → lift by . Follow the coloured labels top to bottom and you have re-derived from a dot on a circle.

Recall Feynman retelling — say it like a story
We start with a dot going round a circle; its height traced against the angle gives the basic wave. Then I turn four knobs. Knob stretches the wave taller — but "tall" is a distance, so its size is , and a negative just flips it over. Knob speeds up the dot; the faster it laps the circle, the tighter the waves bunch up, so the period is divided by — big , brief wave. Knob pre-loads the angle so the pattern slides sideways; but because is bolted onto and not , I must first factor out to see the real slide , and because "inside acts backwards" it slides left for a plus. Knob just lifts the whole rope onto a shelf at height . Turn all four and any sine wave in the universe appears.
Connections
- Unit circle and sine definition — the circle-and-height picture Step 0 is built on.
- Function transformations — the general "inside vs outside", "acts backwards" rules used in Steps 2–4.
- cos as shifted sin — why a flip / slide can turn one into the other (Step 5).
- Simple harmonic motion — where these waves come from in physics.
- Solving trig equations — using the finished form to find for a given .