Tessellations - by popular demand! (7/00) (top of page)

 The Five Regular Polyhedra ("Platonic Solids")
         
Tetrahedron
< 3, 3, 3 >
4 triangles
Octahedron
< 3, 3, 3, 3 >
8 triangles
Hexahedron (cube)
< 4, 4, 4 >
6 squares
Icosahedron
< 3, 3, 3, 3, 3 >
20 triangles
Dodecahedron
< 5, 5, 5 >
12 pentagons

 The Thirteen Semi-Regular Polyhedra ("Archimedean Solids")
Graphics produced with Mathematica
         
Truncated
Tetrahedron
< 3, 6, 6 >
4 triangles
4 hexagons
Truncated
Cube
< 3, 3, 3, 3 >
8 triangles
6 octagons
Cubocta-
hedron
< 4, 4, 4 >
8 triangles
6 squares
Truncated
Octahedron
< 5, 5, 5 >
6 squares
8 hexagons
Snub
Cube
< 3, 3, 3, 3, 4 >
32 triangles
6 squares
   
 It's a fun puzzle to
figure out, for each
solid, how many:
.vertices (V) (corners)
.edges (E) (edges) and
.faces (F) (polygons).
   
Icosi-
dodecahedron
< 3, 5, 3, 5 >
20 triangles
12 pentagons
Truncated
Cuboctahedron
< 4, 6, 8 >
12 sqrs, 8 hexs,
6 octagons
Rhombicub-
octahedron
< 3, 4, 4, 4 >
8 triangles
18 squares
(Thanks Colin!)
Truncated
Dodecahedron
< 3, 10, 10 >
20 triangles
12 decagons
   
Make up variables
for the number of
each polygon.
Follow Euler's rule
V - E + F = 2.
Then solve for
V, E, F ; I dare you!
   
Truncated
Icosahedron
< 5, 6, 6 >
12 pentagons
20 hexagons
Truncated Icosi-
dodecahedron
< 4, 6, 10 >
30 sq, 20 hex,
12 decagons
Snub
Dodecahedron
< 3, 3, 3, 3, 5 >
80 triangles,
12 pentagons
Rhombicosa-
dodecahedron
< 3, 4, 5, 4 >
20 tri, 30 sq,
12 pentagons

Conic Sections (5/03) (top of page)
Mathematicians think of a cone as a line spun around an axis at an angle.
This creates a "double cone" --- two cones point-to-point, touching at the vertex.
You can slice the cone at various angles and get different shapes; these curves
are called conic sections for that reason.
If the plane is perpendicular to the axis you get a familiar shape: a circle.
If the plane is slightly tilted, you get a stretched-out circle, called an ellipse.
Make the plane parallel to a side of the cone and the shape becomes a parabola.
And if the plane slices both halves of the cone, you get a two-branched hyperbola.
 

 

 
Dan's favorite proof from high-school geometry:
. . . . . . . the "baseball & basketball proof" of the ellipse

The ellipse can be defined as the set of points P such that
the sum of the distances PF1 and PF2 is a constant.
The F1 and F2 are called the foci (focuses) of the ellipse.
In the picture to the right, the intersection of the cone
and plane forms a curve, a typical point on it is P. Can
we prove this curve is an ellipse by the new definition?
 
We form two spheres tangent to the inside of the cone
and both touching the plane, one from above touching
at F1 and one below touching at F2. The two tangent
segments, PF1 and PA, from P to the upper sphere are
equal (to d1), and the segments PF2 and PB tangent to
the lower sphere are equal (to d2). (Yes, I drew the picture.)
 
So we get : d1 + d2 = AP + PB = AB = constant!
 
 

Perimeter, Area, and Volume Formulas (or is it 'formulae') (3/01) (top of page)
1. The perimeter of a polygon (or any closed curve) is the distance around.
2. The area of a simple, closed, planar curve is the amount of space inside.
3. The volume of a solid 3D shape is the amount of space displaced by it.
 
 
There are plenty of good formulas for figuring these out: the answers have one,
two, or three dimensions; linear units, square units, or cubic units.
 
1. Perimeter formulas: P = 4s (square) , P = 2L + 2W (rectangle) , P = a + b + c (triangle) ,
. . . P = C = 2 pi r = pi D (circle) Also c =(a^2 + b^2) (right triangle; see trig page)
         

 

2. Area formulas: A = s^2 (square) , A = LW (rectangle) , A = (1/2) b h (triangle) ,
. . . A = [s(s - a)(s - b)(s - c)] (triangle; s = (a+b+c)/2) , A = b h (trapezoid) ,
. . . A = pi r^2 (circle)
         

 

3. Volume formulas: V = s^3 (cube) , V = LWH (rectang. box) , V = A h (any cylinder) ,
. . . (A = area of base) , V = (1/3) A h (any pyramid or cone) , V = (4/3) pi r^3 (sphere).
 
 

 

** Pictures coming soon for the formula section! **

 
Well, that's it for now. Check back often for new stuff!
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