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- p@seeAlso 3introducing polygons
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-
- @at 0,5
- #<regular & irregular#
- #<polygons#
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @animate GibRaiseLeftArm,GibLowHighWave,GibLowLeftWave,GibLowerLeftArm,GibRaiseLeftArm,GibGlassesOff
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- @PlaySoundFile s1010201.wav
- @wait 0.5
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- @animate GibGlassesOn,GibLowerLeftArm
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- @at 10,40
- @keyPoint 9999,regular && irregular polygons (part 1)
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @atGraphic 15,45
- @Picture s&spapbg.bmp
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- @atGraphic 20,58
- @Picture d3-1-2a.bmp
- @wait 1
- @atGraphic 72,63
- @Picture d3-1-2b.bmp
- @wait 1
- @atGraphic 123,61
- @Picture d3-1-2c.bmp
- @wait 1
- @atGraphic 179,56
- @Picture d3-1-2d.bmp
- @wait 1
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- @atGraphic 20,143
- @Picture d3-1-2e.bmp
- @wait 1
- @atGraphic 72,153
- @Picture d3-1-2f.bmp
- @wait 1
- @atGraphic 133,145
- @Picture shaspcm\d3-1-2g.bmp
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- '@Picture d3-1-2g.bmp
- @wait 0.1
- @atGraphic 179,146
- @Picture d3-1-2h.bmp
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- '@WaitForSoundToFinish
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- @wait 2
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- @At 70,45
- #bregular polygons#
- @wait 0.5
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- @atGraphic 19,57
- @Picture d3-1-2a1.bmp
- @wait 0.5
- @atGraphic 72,62
- @Picture d3-1-2b1.bmp
- @wait 0.5
- @atGraphic 123,61
- @Picture d3-1-2c1.bmp
- @wait 0.5
- @atGraphic 179,56
- @Picture d3-1-2d1.bmp
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-
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- @wait 0.5
- @At 25,106
- square rhombus #^equilateral pentagon
- #T triangle
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- '@PlaySoundFile s1010202.wav
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- @wait 0.5
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- @At 20,125
- #B- - - - - - - - - - - - - - - - - - - - - - - -#
- @wait 0.5
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- @At 70,133
- #birregular polygons#
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- @wait 0.5
- @At 25,178
- rectangle #^isosceles triangle
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- @wait 1
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- @animate GibTurnPage
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- @at 15,195
- A #bregular polygon# has sides that are all of
- #bequal length#, and "#binterior#" angles that
- are all the #bsame#.
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- '+++++++++++++++++++++++++++++++++++PAGE 2
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- @prompt
- @keyPoint 9999,regular && irregular polygons (part 2)
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- '@animate GibRaiseLeftArm,GibLowerLeftArm,GibRaiseLeftArm,GibLowerLeftArm
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- @atGraphic 15,50
- @Picture s&spaper.bmp
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- @atGraphic 75,55
- @Picture shaspcm\d3-1-3a.bmp
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- @wait 0.5
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- '@atGraphic 75,55
- '@Picture d3-1-3b1.bmp
- '@wait 0.5
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- '@atGraphic 75,55
- '@Picture d3-1-31.bmp
- '@wait 0.5
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- @At 103,151
- #Bhexagon#
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- @animate GibRightArmUp
- @wait 0.5
- @animate GibRightArmDown,GibTurnPage
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- @At 10,170
- To find the total of all the internal angles in a
- polygon (#bregular# or #birregular#) use the
- following formula:
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- @Wait 0.5
- @At 90,
- (#in#-2) ╫ 180░
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- @Wait 0.5
- @At 10,
- Where "#in#" is the number of sides.
-
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- '++++++++++++++++++++++++++++++++DRAW A CIRCLE
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- @prompt
- @keyPoint 9999,regular && irregular polygons (part 3)
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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-
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- '@animate GibRaiseLeftArm,GibLowerLeftArm,GibRaiseLeftArm,GibLowerLeftArm
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- @atGraphic 15,50
- @Picture s&spaper.bmp
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- @atGraphic 75,55
- @Picture d3-1-3a.bmp
- @wait 0.5
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- @atGraphic 75,55
- @Picture d3-1-3b1.bmp
- @wait 0.5
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- '@atGraphic 75,55
- '@Picture d3-1-31.bmp
- '@wait 0.5
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-
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- @At 103,151
- #Bhexagon#
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- @animate GibRightArmUp
- @wait 0.5
- @animate GibRightArmDown,GibTurnPage
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- @At 10,175
- In the example above, a hexagon (6 sides)
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- @Wait 0.5
- @At 90,+2
- (#in# - 2) ╫ 180░
- @At ,+2
- (6 - 2) ╫ 180░
- @At 83,+2
- 4 ╫ 180░ = 720░
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- @prompt
- @keyPoint 9999,regular && irregular polygons (part 4)
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @PlaySoundFile s1010203.wav
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- @animate GibRaiseLeftArm,GibLowerLeftArm,GibRaiseLeftArm,GibLowerLeftArm
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- @atGraphic 15,50
- @Picture s&spaper.bmp
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- @atGraphic 75,55
- @Picture d3-1-3a.bmp
- @wait 0.5
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- @atGraphic 75,55
- @Picture d3-1-3b1.bmp
- @wait 0.5
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- @atGraphic 75,55
- @Picture d3-1-31.bmp
- @wait 0.5
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- @At 103,151
- #Bhexagon#
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- @animate GibRightArmUp
- @wait 0.5
- @animate GibRightArmDown,GibTurnPage
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-
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- @Wait 0.5
- @At 10,175
- So, to find each angle of a #bregular# hexagon,
- divide the total angle by the number of sides...
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- @Wait 0.75
- @At 83,+7
- 720░ ≈ 6 = 120░
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- @prompt
- @keyPoint 402,draw a circle
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @PlaySoundFile s1010204.wav
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- @atGraphic 15,65
- @Picture s&spaper.bmp
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- @At 35,50
- #bHow to draw a regular polygon#
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- @At 10,190
- #BKey Step One#
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- @animate GibRaiseLeftArm,GibGlassesOff
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- @wait 0.5
- First, #K402,*draw a circle#.
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- @atGraphic 110,105
- @Picture compass.bmp
- @atGraphic 70,70
- @Picture d3-1-0a1.bmp
- @wait 0.01
- @atGraphic 70,70
- @Picture d3-1-0a2.bmp
- @wait 0.01
- @atGraphic 70,70
- @Picture d3-1-0a3.bmp
- @wait 0.01
- @atGraphic 70,70
- @Picture d3-1-0a4.bmp
- @wait 0.01
- @atGraphic 70,70
- @Picture d3-1-0a5.bmp
- @wait 0.01
- @atGraphic 70,70
- @Picture d3-1-0a6.bmp
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- @atGraphic 113,105
- @Picture compass.bmp
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- '++++++++++++++++++++++++++DEGREES + NUMBER OF SIDES
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- @prompt
- @keyPoint 403,≈ 360░ by the number of polygon sides
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @animate GibGlassesOn,GibLowerLeftArm
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- @atGraphic 15,65
- @Picture s&spaper.bmp
- @atGraphic 70,70
- @Picture d3-1-0a.bmp
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- @At 10,190
- #BKey Step Two#
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- @wait 0.5
- Then, #K403,≈ 360░ by the number of polygon#
- #K403,sides#.
- @wait 0.25
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- @wait 0.25
- @atGraphic 113,105
- @Picture calculat.bmp
- @wait 0.25
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- @atGraphic 37,160
- @Picture numbers\3.bmp
- @atGraphic +20,
- @Picture numbers\6.bmp
- @atGraphic +20,
- @Picture numbers\0.bmp
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- @wait 0.25
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- @atGraphic +25,
- @Picture numbers\divide.bmp
- @wait 0.25
- @atGraphic +25,
- @Picture numbers\6.bmp
- @wait 0.25
- @atGraphic +25,
- @Picture numbers\equals.bmp
- @wait 0.25
- @atGraphic +25,
- @Picture numbers\6.bmp
- @atGraphic +20,
- @Picture numbers\0.bmp
- @wait 0.25
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- '++++++++++++++++++++++++MARK OFF THE CIRCLE
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- @prompt
- @keyPoint 404,mark off the circle
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @atGraphic 15,65
- @Picture s&spaper.bmp
- @At 10,190
- #BKey Step Three#
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- @wait 0.5
- Next, #K404,*mark off the circle# every #i╫# number of
- degrees (#i╫# = 360 divided by number of sides).
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- @atGraphic 70,70
- @Picture d3-1-0a.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0b1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0c1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0d1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0e1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0f1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0g1.bmp
- @wait 0.25
- @atGraphic 107,108
- @Picture protract.bmp
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- '++++++++++++++++++++++JOIN ADJACENT MARKS
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- @prompt
- @keyPoint 405,join adjacent marks around the circle
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @atGraphic 15,65
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- @Picture s&spaper.bmp
- @At 10,190
- #BKey Step Four#
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- Finally, #K405,join adjacent marks around the#
- #K405,circle#.
- @atGraphic 70,70
- @Picture d3-1-0g1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0h1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0i1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0j1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0k1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0l.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0m1.bmp
- @wait 0.25
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- @atGraphic 70,70
- @Picture d3-1-0n1.bmp
- @wait 0.25
- @atGraphic 97,117
- @Picture ruler.bmp
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- @PlaySoundFile s1010205.wav
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- @prompt
- @keyPoint 9999,summary
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- @atGraphic 5,2
- @Picture shaspcm\s&s2.bmp
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- @At ,+3
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- #BSummary#
- @Wait 0.75
- @At ,+1
- * #^To find the total of all angles in any polygon
- #Tuse the formula:
- @At 90,
- (#in#-2) ╫ 180░
-
- @Wait 0.75
- @At 10,+1
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- * #TTo find each angle of a #bregular# polygon,
- #Tdivide the total angle by the number of sides;
-
- @At -1,
- .
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- @Wait 0.75
- @At 10,+1
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- To draw a #Bregular# polygon.
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- @Wait 0.75
- @At ,+1
- * #^First #K402,*draw a circle#
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- @Wait 0.75
- @At ,+1
- * #TThen, #K403,≈ 360░ by the number of #
- #T#K403,polygon sides#
-
-
- @Wait 0.75
- @At ,+1
- * #TNext, #K404,*mark off the circle# every #i╫#
- #Tnumber of degrees (#i╫# = 360 divided by
- #Tnumber of sides)
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- @Wait 0.75
- @At ,+1
- * #TFinally, #K405,join adjacent marks around#
- #T#K405,the circle#. circle#.