凸多边形外角和的无字证明
几何画板及绘图内容加载中,请稍等……
所属专题
Polygons & Angles
Polygons & Angles
Polygons & Angles ( s n attar)
Polygons & Angles
Polygons & Angles
Polygons & Angles
Polygons & Angles
Geometry: Polygons & Angles
Geometry: Polygons & Angles
本范例通过动态交互演示了凸多边形所有外角之和恒等于 360 度的几何现象。其核心数学概念在于多边形外角定义及其度量之和的恒定性。在作图实现上,利用了 Ray(射线)构建外角,通过 Vector(向量)和 Translate(平移)将各外角统一平移至同一顶点,并结合 Segment(线段)、Point(点)以及 Intersect(交点)等命令构建闭合的圆周结构,从而直观地将外角之和转化为一个完整的圆。该资源非常适合初中几何教学,用于引导学生通过观察而非繁琐的代数推导来理解多边形性质。
GeoGebra 命令及参数
Ray(A, B) → aRay(B, C) → bRay(C, A) → cVector(B, D) → uVector(C, D) → vVector(A, D) → wPoint(a) → EPoint(b) → FPoint(b) → GPoint(c) → HPoint(c) → IPoint(a) → JSegment(B, E) → eSegment(B, F) → fSegment(C, G) → gSegment(C, H) → hSegment(A, I) → iSegment(A, J) → jTranslate(B, u) → B'_1Distance(B, D) → distanceBDPoint(a) → KPoint(b) → LSegment(B, K) → lSegment(B, L) → mTranslate(B, u) → B'Translate(K, u) → K'Segment(B', K') → l'Translate(B, u) → B'_2Translate(L, u) → L'Segment(B'_2, L') → m'Translate(C, v) → C'Translate(G, v) → G'Segment(C', G') → g'Translate(C, v) → C'_1Translate(H, v) → H'Segment(C'_1, H') → h'Translate(A, w) → A'Translate(I, w) → I'Segment(A', I') → i'Translate(A, w) → A'_1Translate(J, w) → J'Segment(A'_1, J') → j'Ray(D, H') → p_1Circle(D, H') → q_1Ray(D, G') → r_1Intersect(q_1, r_1) → M,Ray(D, K') → s_1Intersect(q_1, s_1) → N,CircleSector(D, G', H') → tCircle(D, M) → d_1Circle(A, 1) → f_1Circle(B, 1) → g_1Circle(C, 1) → h_1Intersect(h_1, b, 2) → OIntersect(h_1, c, 1) → PIntersect(f_1, c, 2) → QIntersect(f_1, a, 1) → RIntersect(g_1, a, 2) → SIntersect(g_1, b, 1) → TCircleSector(A, Q, R) → ext_3CircleSector(B, S, T) → ext_1CircleSector(C, O, P) → ext_2Translate(ext_3, w) → k'Translate(ext_1, u) → k_1Translate(ext_2, v) → ext_4Ray(U, V) → a_1Ray(V, W) → b_1Ray(W, Z) → c_1Ray(Z, U) → e_1Circle(V, 1) → t_1Circle(W, 1) → c_2Circle(Z, 1) → d_2Circle(U, 1) → e_2Intersect(t_1, a_1, 2) → A_1Intersect(t_1, b_1, 1) → B_1Intersect(c_2, b_1, 2) → C_1Intersect(c_2, c_1, 1) → D_1Intersect(d_2, c_1, 2) → E_1Intersect(d_2, e_1, 1) → F_1Intersect(e_2, e_1, 2) → G_1Intersect(e_2, a_1, 1) → H_1CircleSector(V, A_1, B_1) → f_2CircleSector(W, C_1, D_1) → g_2CircleSector(Z, E_1, F_1) → h_2CircleSector(U, G_1, H_1) → k_2Vector(U, I_1) → u_1Vector(V, I_1) → v_1Vector(W, I_1) → w_1Vector(Z, I_1) → i_1Translate(k_2, u_1) → p_2Translate(f_2, v_1) → q_2Translate(g_2, w_1) → r_2Translate(h_2, i_1) → s_2Ray(J_1, K_1) → dRay(K_1, L_1) → a_2Ray(L_1, M_1) → b_2Ray(M_1, N_1) → i_2Ray(N_1, J_1) → j_2Circle(J_1, 1) → t_2Circle(K_1, 1) → c_3Circle(L_1, 1) → d_3Circle(M_1, 1) → e_3Circle(N_1, 1) → f_3Intersect(t_2, j_2, 2) → O_1Intersect(t_2, d, 1) → P_1Intersect(c_3, d, 2) → Q_1Intersect(c_3, a_2, 1) → R_1Intersect(d_3, a_2, 2) → S_1Intersect(d_3, b_2, 1) → T_1Intersect(e_3, b_2, 2) → U_1Intersect(e_3, i_2, 1) → V_1Intersect(f_3, i_2, 2) → W_1Intersect(f_3, j_2, 1) → Z_1CircleSector(J_1, O_1, P_1) → g_3CircleSector(K_1, Q_1, R_1) → h_3CircleSector(L_1, S_1, T_1) → k_3CircleSector(M_1, U_1, V_1) → p_3CircleSector(N_1, W_1, Z_1) → q_3Vector(J_1, A_2) → u_2Vector(K_1, A_2) → v_2Vector(L_1, A_2) → w_2Vector(M_1, A_2) → l_2Vector(N_1, A_2) → m_2Translate(g_3, u_2) → r_3Translate(h_3, v_2) → s_3Translate(k_3, w_2) → t_3Translate(q_3, m_2) → c_4Translate(p_3, l_2) → d_4Ray(B_2, C_2) → l_3Ray(C_2, D_2) → m_3Ray(D_2, E_2) → q_6Ray(E_2, F_2) → a_4Ray(F_2, G_2) → b_4Ray(G_2, B_2) → e_4Circle(B_2, 1) → f_4Circle(C_2, 1) → g_4Circle(D_2, 1) → h_4Circle(E_2, 1) → k_4Circle(F_2, 1) → p_4Circle(G_2, 1) → q_4Intersect(q_4, b_4, 2) → H_2Intersect(q_4, e_4, 1) → I_2Intersect(f_4, e_4, 2) → J_2Intersect(f_4, l_3, 1) → K_2Intersect(g_4, l_3, 2) → L_2Intersect(g_4, m_3, 1) → M_2Intersect(h_4, m_3, 2) → N_2Intersect(h_4, q_6, 1) → O_2Intersect(k_4, q_6, 2) → P_2Intersect(k_4, a_4, 1) → Q_2Intersect(p_4, a_4, 2) → R_2Intersect(p_4, b_4, 1) → S_2CircleSector(F_2, R_2, S_2) → r_4CircleSector(G_2, H_2, I_2) → s_4CircleSector(B_2, J_2, K_2) → t_4CircleSector(C_2, L_2, M_2) → c_5CircleSector(D_2, N_2, O_2) → d_5CircleSector(E_2, P_2, Q_2) → e_5Vector(B_2, T_2) → u_3Vector(C_2, T_2) → v_3Vector(D_2, T_2) → w_3Vector(E_2, T_2) → n_3Vector(F_2, T_2) → u_4Vector(G_2, T_2) → v_4Translate(s_4, v_4) → f_5Translate(t_4, u_3) → g_5Translate(c_5, v_3) → h_5Translate(d_5, w_3) → k_5Translate(e_5, n_3) → p_5Translate(r_4, u_4) → q_5Ray(U_2, V_2) → i_4Ray(V_2, W_2) → j_4Ray(W_2, Z_2) → l_4Ray(Z_2, A_3) → m_4Ray(A_3, B_3) → n_4Ray(B_3, C_3) → a_5Ray(C_3, U_2) → b_5Circle(B_3, 1) → r_5Circle(C_3, 1) → s_5Circle(U_2, 1) → t_5Circle(V_2, 1) → c_6Circle(W_2, 1) → d_6Circle(Z_2, 1) → e_6Circle(A_3, 1) → f_6Intersect(r_5, n_4, 2) → D_3Intersect(r_5, a_5, 1) → E_3Intersect(s_5, a_5, 2) → F_3Intersect(s_5, b_5, 1) → G_3Intersect(t_5, b_5, 2) → H_3Intersect(t_5, i_4, 1) → I_3Intersect(c_6, i_4, 2) → J_3Intersect(c_6, j_4, 1) → K_3Intersect(d_6, j_4, 2) → L_3Intersect(d_6, l_4, 1) → M_3Intersect(e_6, l_4, 2) → N_3Intersect(e_6, m_4, 1) → O_3Intersect(f_6, m_4, 2) → P_3Intersect(f_6, n_4, 1) → Q_3CircleSector(B_3, D_3, E_3) → g_6CircleSector(C_3, F_3, G_3) → h_6CircleSector(U_2, H_3, I_3) → k_6CircleSector(V_2, J_3, K_3) → p_6CircleSector(W_2, L_3, M_3) → r_6CircleSector(Z_2, N_3, O_3) → s_6CircleSector(A_3, P_3, Q_3) → t_6Vector(U_2, R_3) → w_4Vector(V_2, R_3) → u_5Vector(W_2, R_3) → v_5Vector(Z_2, R_3) → w_5Vector(A_3, R_3) → i_5Vector(B_3, R_3) → j_5Vector(C_3, R_3) → l_5Translate(g_6, j_5) → c_7Translate(h_6, l_5) → d_7Translate(k_6, w_4) → e_7Translate(p_6, u_5) → f_7Translate(r_6, v_5) → g_7Translate(s_6, w_5) → h_7Translate(t_6, i_5) → k_7Ray(S_3, T_3) → m_5Ray(T_3, U_3) → n_5Ray(U_3, V_3) → a_6Ray(V_3, W_3) → b_6Ray(W_3, Z_3) → i_6Ray(Z_3, A_4) → j_6Ray(A_4, B_4) → l_6Ray(B_4, S_3) → m_6Circle(A_4, 1) → p_7Circle(B_4, 1) → q_7Circle(S_3, 1) → r_7Circle(T_3, 1) → s_7Circle(U_3, 1) → t_7Circle(V_3, 1) → c_8Circle(W_3, 1) → d_8Circle(Z_3, 1) → e_8Intersect(q_7, l_6, 2) → C_4Intersect(q_7, m_6, 1) → D_4Intersect(r_7, m_6, 2) → E_4Intersect(r_7, m_5, 1) → F_4Intersect(s_7, m_5, 2) → G_4Intersect(s_7, n_5, 1) → H_4Intersect(t_7, n_5, 2) → I_4Intersect(t_7, a_6, 1) → J_4Intersect(c_8, a_6, 2) → K_4Intersect(c_8, b_6, 1) → L_4Intersect(d_8, b_6, 2) → M_4Intersect(d_8, i_6, 1) → N_4Intersect(e_8, i_6, 2) → O_4Intersect(e_8, j_6, 1) → P_4Intersect(p_7, j_6, 2) → Q_4Intersect(p_7, l_6, 1) → R_4CircleSector(A_4, Q_4, R_4) → f_8CircleSector(B_4, C_4, D_4) → g_8CircleSector(S_3, E_4, F_4) → h_8CircleSector(T_3, G_4, H_4) → k_8CircleSector(U_3, I_4, J_4) → p_8CircleSector(V_3, K_4, L_4) → q_8CircleSector(W_3, M_4, N_4) → r_8CircleSector(Z_3, O_4, P_4) → s_8Vector(S_3, S_4) → u_6Vector(T_3, S_4) → v_6Vector(U_3, S_4) → w_6Vector(V_3, S_4) → n_6Vector(W_3, S_4) → u_7Vector(Z_3, S_4) → v_7Vector(A_4, S_4) → w_7Vector(B_4, S_4) → a_7Translate(k_8, v_6) → t_8Translate(p_8, w_6) → c_9Translate(q_8, n_6) → d_9Translate(r_8, u_7) → e_9Translate(s_8, v_7) → f_9Translate(f_8, w_7) → g_9Translate(g_8, a_7) → h_9Translate(h_8, u_6) → k_9
AI 绘图提示语参考
请绘制一个凸多边形,展示其外角。将每个外角平移到一个共同顶点,形成一个完整的圆。通过动态可视化,体现外角和恒为360度。图形应清晰展示多边形与圆的关系,帮助理解几何定理。
以上提示语为根据原始绘图命令整理而来,仅供参考。