obtuse: any two side lengths where the sum of their squares is less than the square of the other side length
right: any two side lengths where the sum of their squares is equal to the square of the other side length
acute: a triangle is an acute triangle if it is neither a right triangle nor an obtuse triangle
isosceles : any two sides are the same length
if ((Side1 == Side2 || Side1 == Side3 || Side2 == Side3) &&
((Math.pow(Side1,2) + Math.pow(Side2,2)) < Math.pow(Side3,2) ||
(Math.pow(Side3,2) + Math.pow(Side1,2)) < Math.pow(Side2,2) ||
(Math.pow(Side3,2) + Math.pow(Side2,2)) < Math.pow(Side1,2) ))
{
return "obtuse isosceles" ;
}
if ((Side1 == Side2 || Side1 == Side3 || Side2 == Side3) &&
((Math.pow(Side1,2) + Math.pow(Side2,2)) > Math.pow(Side3,2) ||
(Math.pow(Side3,2) + Math.pow(Side1,2)) > Math.pow(Side2,2) ||
(Math.pow(Side3,2) + Math.pow(Side2,2)) > Math.pow(Side1,2)))
{
return "acute isosceles" ;
Am I atleast on the right track? Can you help me fix it? Can you interpret the code I wrote. Like for the first one, the program checks to see whether it's an isosceles ((Side1 == Side2 || Side1 == Side3 || Side2 == Side3) is this correct? And then it checks to see whether the sum of the two squared sides is less than the other squared side &&
((Math.pow(Side1,2) + Math.pow(Side2,2)) < Math.pow(Side3,2) ||
(Math.pow(Side3,2) + Math.pow(Side1,2)) < Math.pow(Side2,2) ||
(Math.pow(Side3,2) + Math.pow(Side2,2)) < Math.pow(Side1,2) ))
is that correct. I'm having trouble understanding this if else stuff. Can you think of a more efficient way of testing to see whether the triangle is obtuse/acute?