无限正方形级数
几何画板及绘图内容加载中,请稍等……
该范例通过GeoGebra动态构建,展示了无限正方形排列的几何图形及其面积、边长的无限级数行为。核心数学概念包括级数极限、几何级数求和、三角函数应用与解析几何坐标构图。作图要点利用Polygon、Sequence、Sum、IntegralBetween、OrthogonalLine等命令,结合Point、Line、Conic等对象实现正方形的递进排列与性质动态变化。适合高中及大学微积分、级数收敛性探究的教学演示与自学。
GeoGebra 命令及参数
Polygon(A, B, 4) → polígono1, f, g, h, i, C, DCircleArc(D, A, C) → cSegment(D, B) → jIntersect(c, j, 1) → EOrthogonalLine(E, g) → kOrthogonalLine(E, f) → lIntersect(k, g) → FIntersect(l, f) → GLine(G, j) → mIntersect(c, m, 1) → HLine(H, k) → nLine(H, l) → pIntersect(l, n) → IIntersect(p, f) → JLine(J, m) → qIntersect(c, q, 1) → KLine(K, n) → rLine(K, p) → sIntersect(p, r) → LIntersect(s, f) → MLine(M, q) → tIntersect(c, t, 1) → NLine(N, r) → aLine(N, s) → bIntersect(a, s) → OIntersect(f, b) → PLine(P, t) → dIntersect(c, d, 1) → QLine(Q, a) → eLine(Q, b) → f_1Intersect(b, e) → RIntersect(f_1, f) → SLine(S, d) → g_1Intersect(c, g_1, 1) → TLine(T, e) → h_1Line(T, f_1) → i_1Intersect(f_1, h_1) → UIntersect(i_1, f) → VLine(V, g_1) → j_1Intersect(c, j_1, 1) → WLine(W, h_1) → k_1Line(W, i_1) → l_1Intersect(k_1, i_1) → ZIntersect(f, l_1) → A_1Line(A_1, j_1) → m_1Intersect(c, m_1, 1) → B_1Line(B_1, k_1) → n_1Line(B_1, l_1) → p_1Intersect(l_1, n_1) → C_1Intersect(p_1, f) → D_1Line(D_1, m_1) → q_1Intersect(c, q_1) → E_1,Line(E_1, n_1) → r_1Line(E_1, p_1) → s_1Intersect(p_1, r_1) → F_1Intersect(s_1, f) → G_1Line(G_1, q_1) → t_1Intersect(c, t_1, 1) → H_1Line(H_1, s_1) → a_1Line(H_1, r_1) → b_1Intersect(b_1, s_1) → I_1Intersect(a_1, f) → J_1Line(J_1, t_1) → c_1Intersect(c, c_1, 1) → K_1Line(K_1, b_1) → d_1Line(K_1, a_1) → e_1Intersect(a_1, d_1) → L_1Intersect(e_1, f) → M_1Line(M_1, c_1) → f_2Intersect(c, f_2, 1) → N_1Line(N_1, d_1) → g_2Line(N_1, e_1) → h_2Intersect(e_1, g_2) → O_1Intersect(h_2, f) → P_1Line(P_1, f_2) → i_2Intersect(c, i_2) → Q_1,Line(Q_1, g_2) → j_2Line(Q_1, h_2) → k_2Intersect(h_2, j_2) → R_1Intersect(k_2, f) → S_1Polygon(S_1, P_1, 4) → p2, l_2, m_2, n_2, p_2, T_1, U_1Polygon(P_1, M_1, 4) → p3, q_2, r_2, s_2, t_2, V_1, W_1Polygon(M_1, J_1, 4) → p4, a_2, b_2, c_2, d_2, Z_1, A_2Polygon(J_1, G_1, 4) → p5, e_2, f_3, g_3, h_3, B_2, C_2Polygon(G_1, D_1, 4) → p6, i_3, j_3, k_3, l_3, D_2, E_2Polygon(D_1, A_1, 4) → p7, m_3, n_3, p_3, q_3, F_2, G_2Polygon(A_1, V, 4) → p8, r_3, s_3, t_3, a_3, H_2, I_2Polygon(V, S, 4) → p9, b_3, c_3, d_3, e_3, J_2, K_2Polygon(S, P, 4) → p10, f_4, g_4, h_4, i_4, L_2, M_2Polygon(P, M, 4) → p11, j_4, k_4, l_4, m_4, N_2, O_2Polygon(M, J, 4) → p12, n_4, p_4, q_4, r_4, P_2, Q_2Polygon(J, G, 4) → p13, s_4, t_4, a_4, b_4, R_2, S_2Polygon(G, B, 4) → p14, c_4, d_4, e_4, f_5, T_2, U_2Sequence(2, 14) → l2Sum(lista1) → oIntersect(h, i) → V_2Intersect(g, h) → W_2Angle(E, V_2, W_2) → αAngle(H, V_2, E) → βAngle(K, V_2, H) → γAngle(N, V_2, K) → δSequence((Element[l2, i], Element[lista1, i]), i, 1, 13) → l3Intersect(h, i) → Z_2Intersect(c, f, 1) → A_3Point(f) → B_3Line(A_3, B_3) → g_5Parabola((-4, 2), y = -10) → c_5Conic(F, I, L, O, R) → d_5Tangent((-4, -4), d_5) → h_5,Midpoint(E, B_3) → C_3Midpoint(H, G) → D_3Midpoint(K, J) → E_3Midpoint(N, M) → F_3Midpoint(Q, P) → G_3Midpoint(T, S) → H_3Conic(H_3, G_3, F_3, E_3, D_3) → e_5Intersect(e_5, q_5) → I_3, J_3Tangent(I_3, e_5) → i_5,Midpoint(J_3, I_3) → K_3Line(K_3, i_5) → j_5Intersect(e_5, j_5) → L_3, M_3Intersect(Y, d_5) → N_3, O_3Intersect(d_5, p_5) → P_3, Q_3Segment(N_3, O_3) → k_5Segment(Q_3, P_3) → l_5Segment(Z_2, B) → r_5Slope(l_5) → m_6Slope(k_5) → m_7Segment(W_2, A) → m_5Intersect(r_5, m_5) → R_3Parabola((-4, 0), y = -8) → s_5IntegralBetween(s_5, (0 * x) - 4, -4, 4) → uMidpoint(Q, R) → S_3Midpoint(N, O) → T_3Midpoint(K, L) → U_3Midpoint(H, I) → V_3Midpoint(E, F) → W_3Conic(W_3, V_3, U_3, T_3, S_3) → t_5Parabola((-4, 4), y = -12) → c_6IntegralBetween(c_6, (0 * x) - 4, -4, 4) → vIntersect(e_5, g) → B_4, C_4Intersect(e_5, i) → Z_3, A_4Intersect(f, g) → D_4Segment(Z_3, D_4) → n_5Segment(D_4, C_4) → a_5CurveCartesian((-8.908 * cos(t)) + (0.803 * sin(t)), (-2.103 * cos(t)) - (3.403 * sin(t)), t, 1.03, 1.521) → wIntersect(b_4, f) → E_4Segment(E_4, Z_3) → b_5Intersect(e_5, b_4) → F_4,Segment(F_4, E_4) → f_6Vector(G_4, H_4) → v_1
AI 绘图提示语参考
绘制一个无限序列的正方形图形,首先绘制一个正方形,然后通过正方形的顶点构造一系列正方形,每个新正方形的边与前一个正方形的边垂直,且逐渐缩小。从一个正方形开始,通过旋转和交点构造出一系列正方形,直到形成一个无限序列的正方形图案。
以上提示语为根据原始绘图命令整理而来,仅供参考。