Spielkarte 2:几何与概率的趣味探索

Spielkarte 2:几何与概率的趣味探索
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2023-02-18 19:23
这个范例通过几何图形和概率分布的结合,展示了对称性和随机性。核心数学概念包括对称性、概率分布和几何作图。作图要点涉及使用GeoGebra命令如Polygon、PointIn、Circle等来构造图形。适合高中生或数学爱好者用于理解几何与概率的关联。

GeoGebra 命令及参数

  1. Polygon(Midpoint[K_1, K_4], Midpoint[K_2, K_3], K_3, K_4) → oben, h1, h2, h3, h4
  2. PointIn(oben) → P
  3. Segment(Midpoint[K_1, K_4], Midpoint[K_2, K_3]) → m
  4. Midpoint(m) → M
  5. Polygon(K_1, K_2, K_3, K_4) → Karte, k_1, k_2, k_3, k_4
  6. Circle(K_1, epsilon) → kreis_1
  7. Intersect(kreis_1, k_1) → K_{11},
  8. Intersect(kreis_1, k_4) → K_{12},
  9. CircleArc((x(K_1) + epsilon, y(K_1) + epsilon), K_{12}, K_{11}) → kreisbogen_1
  10. Circle(K_2, epsilon) → kreis_2
  11. Circle(K_3, epsilon) → kreis_3
  12. Circle(K_4, epsilon) → kreis_4
  13. Intersect(kreis_2, k_1) → K_{22},
  14. Intersect(kreis_2, k_2) → K_{21},
  15. Intersect(kreis_4, k_3) → K_{42},
  16. Intersect(kreis_3, k_2) → K_{32},
  17. CircleArc((x(K_2) - epsilon, y(K_2) + epsilon), K_{22}, K_{21}) → kreisbogen_2
  18. Intersect(kreis_4, k_4) → K_{41},
  19. Intersect(kreis_3, k_3) → K_{31},
  20. CircleArc((x(K_3) - epsilon, y(K_3) - epsilon), K_{32}, K_{31}) → kreisbogen_3
  21. CircleArc((x(K_4) + epsilon, y(K_4) - epsilon), K_{42}, K_{41}) → kreisbogen_4
  22. Segment(K_{11}, K_{22}) → k1
  23. Segment(K_{21}, K_{32}) → k2
  24. Segment(K_{31}, K_{42}) → k3
  25. Segment(K_{41}, K_{12}) → k4
  26. If(fractionalPart(n / 2) ≟ 0, false, true) → spur
  27. Semicircle(H_2, H_3) → herz_{ol}
  28. Semicircle(H_3, H_4) → herz_{or}
  29. IntegralBetween(f_3, f_1, x(H_2), x(H_3)) → herzlinks
  30. IntegralBetween(f_3, f_2, x(H_3), x(H_4)) → herzrechts
  31. Mirror(K_1, m) → A
  32. Mirror(K_2, m) → B
  33. Mirror(K_3, m) → C
  34. Mirror(K_4, m) → D
  35. Mirror(herz_{ol}, m) → e
  36. Mirror(herz_{or}, m) → f
  37. IntegralBetween(g_1, g_3, x(H_2), x(H_3)) → herzuntenlinks
  38. IntegralBetween(g_2, g_3, x(H_3), x(H_4)) → herzuntenrechts
  39. Mirror(herz_{ol}, s) → c
  40. Mirror(herz_{or}, s) → d
  41. Mirror(e, s) → e'
  42. Mirror(f, s) → f'
  43. IntegralBetween(f_3, h_1, x(H_2) + breite - (2 * x(H_1)), x(H_3) + breite - (2 * x(H_1))) → zrehlinks
  44. IntegralBetween(f_3, h_2, x(H_3) + breite - (2 * x(H_1)), x(H_4) + breite - (2 * x(H_1))) → zrehrechts
  45. IntegralBetween(i_1, g_3, x(H_2) + breite - (2 * x(H_1)), x(H_3) + breite - (2 * x(H_1))) → zrehuntenlinks
  46. IntegralBetween(i_2, g_3, x(H_3) + breite - (2 * x(H_1)), x(H_4) + breite - (2 * x(H_1))) → zrehuntenrechtks
  47. Mirror(P, M) → P'
  48. Segment(P, P') → hilslinie

AI 绘图提示语参考

绘制一张扑克牌形状的四边形,四角各有一个小圆角弧线。在牌面内部,连接对边中点形成一条对称轴,并在轴线上取一点作为中心。在牌面上随机放置一个点,并画出该点关于中心的对称点及连线。牌面上下左右对称地分布四个心形图案,每个心形由两个半圆和两条曲线围成,整体呈现对称与概率分布的视觉效果。
以上提示语为根据原始绘图命令整理而来,仅供参考。