Točka A

Prva koordinata točke A je

d je polovica dolžine kvadrata s središčem v točki A, v katerem izbiramo slučajne točke. 

Pomen d

ε  pomeni debelino iskane množice: koliko daleč od prave vrednosti bomo točke še oznalili. 

Pomen ε

Če v a vključimo animacijo, bomo generirali nove slučajne točke B v kvadratu okrog A

Pomen a

A = (-2.448, 3.494)
a = 1.7 (slider from -5 to 5, step 0.1)
A_1: (x(A), y(A))
b: x(A_1)
tekst1 = Textfield(A_1)
tekst2 = Textfield(b)
d = 0.42 (slider from 0 to 1, step 0.01)
c = RandomUniform(x(A_1) - d + (0 * a), x(A_1) + d)
e = RandomUniform(y(A_1) - d + (0 * a), y(A_1) + d)
B_1: (c, e)
ε = 0.1 (slider from 0 to 0.2, step 0.01)
f = false
g = false
h = false
B = Point(xAxis)
C = Point(xAxis)
i = Segment(B, A)
j = Segment(A, C)
k, l = AngularBisector(j, i)
F = Intersect(xAxis, yAxis)
m = Segment(A, F)
G = Intersect(l, xAxis)
α = Angle(F, A, G)
n = Segment(B, B_1)
p = Segment(B_1, C)
q = Segment(B_1, F)
r, s = AngularBisector(n, p)
H = Intersect(s, yAxis)
β = Angle(F, B_1, H)
t = Segment(A, G)
a_1 = Segment(B, C)
b_1 = Line(A, F)
c_1 = Mirror(b_1, t)
I = Intersect(c_1, a_1)
d_1 = Segment(A, I)
γ = Angle(I, A, F)
δ = Angle(F, A, I)
o = Min(γ, δ)
u: (o * 180 / π)
niz4: "Activate the animation of the slider a. 
Then move the point A in order to find points such that 
the median (dotted) and the symmedian (dashed) are 
(almost) orthogonal (tolerance measure is ε). 
Value d defines a square around A where the candidates are chosen. 

At the moment the angle between median and symmedian equals " + u + " degrees. "