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Calculate the inverse tangent (arctan) of any value. Includes atan2 for quadrant-aware angle calculation.
| x | arctan(x) in Degrees | arctan(x) in Radians |
|---|---|---|
| -∞ | -90° | -π/2 |
| -1.732 | -60° | -π/3 |
| -1 | -45° | -π/4 |
| -0.577 | -30° | -π/6 |
| 0 | 0° | 0 |
| 0.577 | 30° | π/6 |
| 1 | 45° | π/4 |
| 1.732 | 60° | π/3 |
| ∞ | 90° | π/2 |
Because tangent can output any real value (from -∞ to ∞), arctan can accept any real input. The output is always between -90° and 90°.
Use atan2 when you have separate x and y coordinates and need the correct quadrant. It's essential for navigation, game development, and physics simulations.
arctan(1) = 45° = π/4 radians. This is because tan(45°) = 1, representing a 45° angle where opposite and adjacent sides are equal.