Direction Frame
Fix global north/east or object-relative front/right before moving anything.
Complete notes for SSC Combined Graduate Level examinations
Fix global north/east or object-relative front/right before moving anything.
Describe location by coordinates, adjacency, above/below and front/behind.
Object turns as a rigid body; handedness and internal order are preserved.
A mirror reverses handedness and swaps perpendicular position.
Track opposites, adjacencies and ordered corner triples.
Multiple views reveal common, opposite and adjacent faces.
Mentally fold squares around a base while preserving shared edges.
Infer visible faces, hidden depth, stacks and projections from flat information.
Spatial statements are meaningless without a frame:
State the frame before applying a turn or viewpoint change.
In \(2D\), a point uses \((x,y)\). In \(3D\), it uses \((x,y,z)\). Relative displacement is:
Distances and directions depend on differences, not absolute location.
| Relation | Coordinate cue | Inverse relation |
|---|---|---|
| \(A\) north of \(B\) | \(y_A\gt y_B\) | \(B\) south of \(A\) |
| \(A\) east of \(B\) | \(x_A\gt x_B\) | \(B\) west of \(A\) |
| \(A\) above \(B\) | Higher vertical/depth axis in stated frame | \(B\) below \(A\) |
| \(A\) in front of \(B\) | Closer along viewing/depth direction | \(B\) behind \(A\) |
| \(A\) adjacent to \(B\) | Share an edge/face or immediate position | Symmetric |
Specify centre, angle and clockwise/anticlockwise direction. A full turn is \(360^\circ\); half-turn \(180^\circ\); quarter-turn \(90^\circ\).
Shape, size, distances, clockwise order of marked features and handedness remain unchanged.
Left and right swap; top and bottom stay.
Top and bottom swap; left and right stay.
Coordinates exchange; orientation reverses.
| Feature | Rotation | Reflection |
|---|---|---|
| Handedness | Preserved | Reversed |
| Clockwise boundary order | Preserved | Reversed |
| Distance and angles | Preserved | Preserved |
| Mirror writing | Not produced | Produced |
| Can be achieved by turning paper in plane? | Yes | No, unless flipped through space |
The object stays fixed; visible faces change. The observer's new front direction becomes the viewing axis.
Depth collapses. Count occupied vertical columns/footprints, not every hidden cube in a stack.
Objects aligned along the viewing axis can overlap in projection; the nearest can hide farther ones.
A cube has \(6\) square faces.
A cube has \(12\) edges; adjacent faces share one.
A cube has \(8\) vertices; three faces meet at each.
Each face has \(4\) adjacent faces and \(1\) opposite face.
Three visible faces in one view are pairwise adjacent and meet at a vertex. Their cyclic order matters.
Faces seen together are not opposite. If a face \(A\) is shown adjacent to four distinct faces, the sixth is opposite \(A\).
Legal dice views are rotations. A reversed cyclic order around a common face indicates a mirror/impossible view.
| Type | Safe information | Unsafe assumption |
|---|---|---|
| Standard numbered die | Opposite faces sum to \(7\): \((1,6),(2,5),(3,4)\) | Exact left/right order unless convention/view establishes it |
| Arbitrary numbered cube | Only relations shown in views | Opposites sum to \(7\) |
| Symbol cube | Common-face and adjacency logic | Numerical arithmetic relation |
Choose a base square; fold edge-neighbours up \(90^\circ\). Squares sharing net edges become adjacent cube faces.
Faces that fold to parallel planes on opposite sides are opposite. They never share an edge or corner.
If two net squares fold onto the same cube face, the net is invalid.
| Question | Invariant to use |
|---|---|
| Can two faces be opposite? | They never appear together in one corner triple |
| Can three faces meet? | Each pair must be adjacent, and the order must be realizable |
| Is a folded view possible? | Opposite relation and cyclic corner order must match |
| Where does an edge mark go? | Track the shared hinge and mark orientation during each fold |
| Does net fold without overlap? | Six squares must occupy six distinct face normals |
A view records width/height but may hide depth. Several solids can share one projection.
Top view gives occupied columns; side/front views give maximum heights along sight lines. Hidden cubes support visible cubes above.
For a specified height map, total cubes equal the sum of column heights:
For each small cube, visible/exposed faces are those not touching another cube. Total exposed faces can be counted as:
where \(E\) is the number of shared face-pairs.
In a large cube painted on all outer faces: corner small cubes have \(3\) painted faces, edge non-corners \(2\), face-interior \(1\), internal cubes \(0\).
| Sequence | Result insight |
|---|---|
| Two reflections in the same line | Original figure |
| Reflections in perpendicular lines | Equivalent to \(180^\circ\) rotation |
| Four quarter-turns | Original orientation |
| Rotation then reflection | Generally differs from reflection then rotation |
| Three cube rolls about different axes | Track labelled faces stepwise; order matters |
Did the observer, object or coordinate system move?
What cannot change: adjacency, distance, handedness, opposite faces?
Which elements are hidden, overlapped or projected?
Is the view reachable by rotation/folding without mirroring or overlap?
A two-second north/east or \(x/y/z\) sketch prevents most orientation reversals.
Follow an asymmetric dot, notch or arrow; it reveals rotation versus reflection instantly.
If clockwise boundary order reverses, the change is reflection—not planar rotation.
In two dice views sharing one face, compare the cyclic order of surrounding faces.
If one face is observed adjacent to four distinct faces, the remaining face is opposite.
Keep one square flat; assign the other faces to top/front/right/back/left stepwise.
For cube stacks, write height on each footprint cell; top and side views become row/column constraints.
Start with \(6N\); subtract \(2\) for every shared face-pair.
Combine rotations modulo \(360^\circ\). Four quarter-turns cancel.
Mirror in \(y=x\): swap coordinates. Vertical mirror: change \(x\)-sign only.
Draw an arrow from observer to object; faces perpendicular to it collapse in projection.
Any option showing opposite cube faces meeting along an edge is impossible immediately.
| Need | Rule |
|---|---|
| \(90^\circ\) CCW | \((x,y)\mapsto(-y,x)\) |
| \(90^\circ\) CW | \((x,y)\mapsto(y,-x)\) |
| Vertical reflection | \((x,y)\mapsto(-x,y)\) |
| Horizontal reflection | \((x,y)\mapsto(x,-y)\) |
| Cube facts | \(6\) faces, \(12\) edges, \(8\) vertices |
| Exposed faces in stack | \(6N-2E\) |
| Standard die opposites | Opposite face values sum to \(7\) |
Rotation preserves handedness; reflection reverses it.
World-left, object-left and viewer-left are not interchangeable.
A face/cube can exist but be occluded in a projection.
Faces visible together are adjacent, never opposite.
Reversing cyclic order around a common face is not a legal rotation.
Squares not touching in the net may become adjacent after folding; shared net edge is sufficient, not necessary.
Only a standard die guarantees opposite sums of \(7\).
Hidden support cubes may be necessary beneath upper cubes.
One shared face-pair hides two faces, so subtract \(2\), not \(1\).
Vertical, horizontal and diagonal mirrors change different coordinates.
\(450^\circ\) is just \(90^\circ\); reduce modulo \(360^\circ\).
A single projection may fit multiple 3D objects; use all supplied views.
Frame, Label, Invariant, Perspective, Stepwise move.
An odd dot/notch exposes every rotation, mirror and fold.
Reflections reverse handedness; rotations never do.
Each cube face has four adjacent friends and one opposite.
Keep a shared face fixed and rotate surrounding faces around it.
A fixed base turns net folding into simple hinged moves.
A visible top cube implies all support cubes below it.
Each shared face-pair removes one exposed face from each cube.