Geometric shape formed by two rays (initial and ending sides of the angle) that share a common endpoint called the vertex. You may name an angle using the vertex, or a point in each ray and the vertex label in the center.
An angle that is between 0 and 90 degrees.
If two angles have a common side, a common vertex and no common interior points then they are adjacent.
In the same line.
Within the same plane.
An infinite set of points that extends forever in two directions. 2 points on the line allows to uniquely define it.
Not in the same line.
An angle whose measure is greater than 90 but less than 180 degrees.
A two-dimensional group of points that goes on infinitely in all directions; made up of infinite lines
Indicates a location in space and has no size. It is represented by a dot and usually labeled with uppercase letters. It is uniquely identified by a set of coordinates (x,y) in the plane, and (x,y,z) in the space.
The section of a line that has one endpoint in one side and it never ends at the other side. (flash light beam pointing to the space)
A section of a line, defined by two end points and all the points between them.
Interactive Geometric Applets: Relevant Theorems.
The Pythagorean Theorem states that the square of the hypotenuse is equal to
the sum of the squares of the two legs in a right triangle.
This applet verifies that relationship. You can see that the green and red areas of the squares in the legs of the triangle;
fit in the square of the hypotenuse.
As you change the dimensions of the triangle, by dragging any of the vertices;
the applet updates the calculations to comply with the Pythagorean Theorem.
One important postulate about planes states that two planes have as intersection a line.
This applet allows you to drag the slider to verify it.
To name a plane you need to use three non-collinear points. Should you use collinear
points to name a plane, you wouldn't be able to avoid ambiguity; since you may have
an infinite number of planes intersecting in the line. View the applet shown below
and interact dragging the slider to understand the need to use three non-collinear
points when naming a plane.
Vocabulary Puzzle Interactive
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