The VERTEX of the angle is always in the middle... so if it is angle ABC, then you can also name it CBA as long as the vertex letter is in the middle, usually there are only 2 ways to name an angle.Also, if there aren't any other angles with the same vertex, you can just call angle ABC, angle B.Summary: If you have an angle:the vertex is labeled B, the others are A and C. what can you call the angle?Answer: ABC,CBA or B
The 3 ways in naming an angle are..... 1.3points method 2.vertex method 3.Number method
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The sum of a regular polygons exterior angles always = 360
I am not sure what he question means. A quadrilateral can be named by identifying its four vertices. This can be done by assigning a different letter (from any alphabet), number or other character to each vertex. In so far as the set of such naming devices is infinite, there are infinitely many ways to name a quadrilateral.
by vertex or point
There are two ways to think of this question, if the triangles don't have to intersect then the answer is zero. If the triangles have to intersect, then the minimum number of points is one, if the triangles meat at vertex to edge or vertex to vertex.
The VERTEX of the angle is always in the middle... so if it is angle ABC, then you can also name it CBA as long as the vertex letter is in the middle, usually there are only 2 ways to name an angle.Also, if there aren't any other angles with the same vertex, you can just call angle ABC, angle B.Summary: If you have an angle:the vertex is labeled B, the others are A and C. what can you call the angle?Answer: ABC,CBA or B
The 3 ways in naming an angle are..... 1.3points method 2.vertex method 3.Number method
A rectangle is technically a parallelogram and it belongs to the class of polygons known as quadrilaterals
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Four Ways to Forgiveness was created in 1995.
Four Ways to Forgiveness has 228 pages.
There are three ways to spell four Fore-As in golf For-As in the opposite of against four as in the number
The sum of a regular polygons exterior angles always = 360
alot of ways
The answer is 1680. When the cube is rotated, there are 8 points a single vertex could end up on, and 3 ways for each vertex to be rotated onto itself. Therefore, it is 8!/(8x3)=40320/24=1680