Algebra 1 Intermediate

Parallel & Perpendicular Lines

Given a line and a point, find the equation of the parallel or perpendicular line through that point. See the slope, point-slope form, and slope-intercept form — with full step-by-step work and an interactive graph.

Slope-intercept or standard form input
Point-slope & slope-intercept output
Interactive two-line graph
Live
Inputs
y = mx + b Ax + By = C
Rise over run
Where line crosses y-axis
Examples
Result
Enter a line and a point, then click Calculate to find the parallel or perpendicular line.
Slope of New Line
Point-Slope Form
Slope-Intercept Form
⚠️ The point lies on the original line — the "parallel" line through this point is the original line.
Step-by-Step Solution
Graph — Both Lines
Original line
New line
Given point
Key Concept — Parallel & Perpendicular Slopes
Parallel: m₂ = m₁ (same slope) Perpendicular: m₂ = −1 / m₁ (negative reciprocal)

Parallel lines never intersect because they rise and run at exactly the same rate. They have identical slopes but different y-intercepts (unless they are the same line).

Perpendicular lines intersect at a 90° angle. Their slopes are negative reciprocals: multiply the two slopes and you always get −1. So if the original slope is 3/2, the perpendicular slope is −2/3.

Special cases: a horizontal line (m = 0) is perpendicular to a vertical line (undefined slope), and any horizontal line is parallel to another horizontal line.

If m₁ · m₂ = −1, the lines are perpendicular. Check your answer by multiplying the slopes!
Real-World Applications
  • Architecture & construction — walls must be perpendicular to floors; roof ridges run parallel to eaves.
  • Road design — highway lanes run parallel; on-ramps and side streets meet at specific angles.
  • Perpendicular bisectors — used in geometry proofs, circumcenter constructions, and Voronoi diagrams.
  • Navigation & mapping — grid systems use parallel and perpendicular streets to define blocks.
  • Physics — velocity and the normal force are perpendicular on inclined planes.
  • Computer graphics — normal vectors are perpendicular to surfaces for lighting calculations.

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