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- 1.
- First, we need to construct our virtual pool table:
- (a)
- Make a line segment of suitable size. It is recommended, though not
necessary, that the segment be perfectly vertical or horizontal.
- (b)
- Select one of the endpoints and the line segment, then use ``construct --
perpendicular line."
- (c)
- Then select the perpendicular line, click construct ``point on perpendicular
line."
- (d)
- Move the point to a suitable place.
- (e)
- Select the point and the first perpendicular line, then use the construct
perpendicular line function again.
- (f)
- Now go to the other endpoint of the original line segment. Construct a
perpendicular line there.
- (g)
- Construct the other corner by selecting the two intersecting lines and using
``construct -- point of intersection"
- (h)
- Make the top side of the ``table" into a segment by clicking on its endpoints
and using ``construct -- segment"
- (i)
- Then construct the midpoint by using ``construct -- midpoint"
- (j)
- Do the same on the bottom side.
- (k)
- Now label the ``pockets" starting with the top left and going clockwise, A ...
F.
- 2.
- Now, put a point in an appropriate spot to use as your target ball, label it Y.
- 3.
- As with most problems, there's more than one way to figure out where to shoot Y. Before we do anything weird, let's just try shooting Y at different spots on the rail and seeing what happens.
- (a)
- Select the segment AC and use ``construct -- point on segment"; this will be the point we shoot at.
- (b)
- Construct the segment YG.
- (c)
- Select AC and G and use ``construct -- perpindicular line". Once it's constructed, this line should still be selected; use ``transform -- mark mirror". We don't want this line cluttering up our picture, so select it and use ``display -- hide perpendicular line" to hide it.
- (d)
- Now, select YG and G, then use ``transform -- reflect" to reflect them about the line we just hid.
- (e)
- Select G then the new point you just created and ``construct -- ray". Then select just the new point and ``display -- hide point" to hide it.
- (f)
- Move G (if necessary) until the ray you just made intersects the bottom rail. Select the ray and FD then ``construct -- intersection". The intersection point should still be selected at this point, so use ``display -- label intersection" to label it; call it Z.
- (g)
- Remember that G is the point on the top rail that you're shooting at; as you move G around, Z shows where your bank shot will end up.
- (h)
- Let's measure some angles: select A, G, Y in that order, then use ``measure -- angle" to measure the angle. Next, select C, G, Z and again use ``measure -- angle".
- (i)
- What can you say about angles AGY and CGZ? What are AGY and CGZ when you move G to a spot where Z matches up with D (that is, when the bank shot will go in the pocket)?
- (j)
- What do you think of this method of solving the problem?
- 4.
- Let's try a different method. First, move G over close to A so it won't get in the way (don't put G on top of A, or you may not be able to select it again). Next, we want to reflect the pocket D across the AC rail.
- (a)
- Select AC, use ``transform -- mark mirror."
- (b)
- Select D and CD, then use ``transform -- reflect"
- (c)
- Look up, find the new point. It should be already selected. Use ``display --
label point" to label the point D’. Note that D’ is the default name for this
reflected point.
- 5.
- Now, we just shoot our ball at the ``reflection" of D: construct the line segment between Y and D’.
- 6.
- Select YD’ and AC. Click ``construct -- intersection."
- 7.
- Label the intersection K.
- 8.
- Now, we measure some angles.
- (a)
- Select the points A, K, Y in that order!!
- (b)
- Use ``measure -- angle." Note what happens if you click the points in the
wrong order. This is the angle of incidence.
- (c)
- Now, measure the angle of refraction: construct the segment KD, and measure the angles DKY, D’KC. How does the angle of refraction compare to the angle of incidence?
- 9.
- Try moving your ball around; what happens to the angles of incidence and refraction?
- 10.
- Do these two methods give you the same solution to the problem? How could you determine this?
- 11.
- Which method do you think is better? Why? Which is more interesting or fun? Which seems ``better"?
- 12.
- Obviously, you can't refer to Geometer's Sketchpad every time you play pool, but how could you use what we did to help you win at pool?
Next: About this document ...
Up: Straight Shooters
Previous: Reflected Shots
Clay Shonkwiler
2005-09-21