Pascal's triangle Construct a "d"-dimensional triangle (a 3-dimensional triangle is a tetrahedron) by placing additional dots below an initial dot, corresponding to P(1) = 1. Place these dots in a manner analogous to the placement of numbers in Pascal's triangle. To find P("x"), have a total of "x" dots composing the target shape. P("x") then equals the total number of dots in the shape. A 0-dimensional triangle is a point and a 1-dimensional triangle is simply a line, and therefore P("x") = "1" and P("x") = "x", which is the sequence of natural numbers. The number of dots in each layer corresponds
Isosceles triangle triangles with sides unequal to the base, and becomes an equality for the equilateral triangle. The area, perimeter, and base can also be related to each other by the equation If the base and perimeter are fixed, then this formula determines the area of the resulting isosceles triangle, which is the maximum possible among all triangles with the same base and perimeter. On the other hand, if the area and perimeter are fixed, this formula can be used to recover the base length, but not uniquely: there are in general two distinct isosceles triangles with given area formula_5 and perimeter