We are about to switch to a new forum software. Until then we have removed the registration on this forum.
Hi, i have the following question: i have a triangle with a 90° angle and want to calculate Alpha. How can I do this? Please help me
http://processing.org/tutorials/trig/
I diagram would be helpful, not sure what alpha in the context of a right triangle
i found this too, but i want to calculate an angle, what they don't do in this tutorial...
Depends what you have: how many sides and angles you know.....
If you have 3 angles (which I'm guessing you don't) you do CosX=a^2+b^2-2abCosC. If you have at least an angle and a side and 2 others, if you post them and I'll tell you what to do (it's a bit complicated to explain). :) Hope I can help
If a diagram is not a comfortable method to explain a problem, you could explain it taking some other example or in simple words.
This link shows the basic needs you might need to fulfill http://processing.org/tutorials/trig/
Shadab K
Weave and Connect
oh yes. i see. sorry.
but checkout this chapter of the the nature of code book: http://natureofcode.com/book/chapter-3-oscillation/
especially chapter 3.4
In my opinion this question is not solved in the tutorial
here...
int angle; int radius = 70; int centerX=200; int centerY=200; void setup() { size(700, 700); background(110); } void draw() { background(110, 11); float moveX = radius * sin(radians(angle))+centerX; float moveY = -radius * cos(radians(angle))+centerY; float moveX2 = radius * sin(radians(angle))+0; float moveY2 = -radius * cos(radians(angle))+0; float angle2 = atan2(moveY2, moveX2); angle2 = map (angle2-HALF_PI, -PI, PI, 0, TWO_PI); // white point stroke(255); fill(255, 2, 2); point(moveX, moveY); // 2 green lines stroke(0, 111, 0); line (moveX, centerY, centerX, centerY); line (centerX, centerY, centerX, moveY); // display text : angle fill(110); noStroke(); rect (width-200, height-200, 200, 200); fill(0); stroke(0); text ("angle: " + angle + "\n" + moveX+"," + moveY, width-100, height-100); print(angle +", "); float result=degrees(angle2)+0; if (result<0) result=result+360; int result2 = int (round(result)); if (result2!= angle) print ("wrong: "); println(result2); // increase angle++; }
my solution uses opposite side and adjacent side (between those is the right angle) to calculate the angle named θ
see the tutorial, 1st image, for these namings I use
my solution is not short nor elegant...
Answers
http://processing.org/tutorials/trig/
I diagram would be helpful, not sure what alpha in the context of a right triangle
i found this too, but i want to calculate an angle, what they don't do in this tutorial...
Depends what you have: how many sides and angles you know.....
If you have 3 angles (which I'm guessing you don't) you do CosX=a^2+b^2-2abCosC. If you have at least an angle and a side and 2 others, if you post them and I'll tell you what to do (it's a bit complicated to explain). :) Hope I can help
If a diagram is not a comfortable method to explain a problem, you could explain it taking some other example or in simple words.
This link shows the basic needs you might need to fulfill http://processing.org/tutorials/trig/
Shadab K
Weave and Connect
oh yes. i see. sorry.
but checkout this chapter of the the nature of code book: http://natureofcode.com/book/chapter-3-oscillation/
especially chapter 3.4
In my opinion this question is not solved in the tutorial
here...
my solution uses opposite side and adjacent side (between those is the right angle) to calculate the angle named θ
see the tutorial, 1st image, for these namings I use
http://processing.org/tutorials/trig/
my solution is not short nor elegant...