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Select a method and enter values to calculate the base.
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About

Determining the base of a triangle is not a single formula but a branching decision tree that depends on which measurements are known. A miscalculated base propagates errors into area, centroid location, and moment-of-inertia computations used in structural engineering and land surveying. This tool implements six distinct resolution paths: the direct ratio b = 2Ah, the Law of Cosines for SAS configurations, a Law of Sines pipeline for AAS/ASA cases, perimeter subtraction with triangle inequality enforcement, and specialized isosceles/equilateral shortcuts. All angular inputs accept degrees and are internally converted via θrad = θdeg × π180. Results are validated against the triangle inequality theorem: the sum of any two sides must strictly exceed the third.

Limitations: this calculator assumes Euclidean plane geometry. Results deviate on spherical or hyperbolic surfaces. Inputs near degenerate cases (angles approaching 0° or 180°) produce numerically unstable outputs. For obtuse triangles computed via the Law of Cosines, verify that the cosine term is negative as expected. Pro tip: when surveying irregular land parcels, measure at least one angle with a theodolite rather than deriving it from GPS coordinates to reduce propagation error.

triangle base calculator law of cosines triangle geometry base from area and height triangle sides calculator

Formulas

The primary formula for computing the base depends on the known measurements. Below are the six methods implemented in this calculator.

Method 1 - Area & Height:

b = 2 Ah

where A = area of triangle (sq units), h = perpendicular height to base (units).

Method 2 - Two Sides & Included Angle (SAS, Law of Cosines):

b = a2 + c2 2 a c cos(B)

where a, c = the two known sides, B = the included angle between them.

Method 3 - One Side & Two Angles (AAS/ASA, Law of Sines):

C = 180° A B

b = a sin(B)sin(A)

where a = known side, A = angle opposite side a, B = angle opposite the base.

Method 4 - Perimeter & Two Sides:

b = P a c

where P = perimeter, subject to triangle inequality: b > 0 and a + b > c (all permutations).

Method 5 - Isosceles (Equal Sides & Vertex Angle):

b = 2 a sin(θ2)

where a = length of each equal side, θ = vertex angle between the equal sides.

Method 6 - Equilateral Triangle:

b = a

All sides are equal. Input any one side length.

Angle Conversion:

θrad = θdeg × π180

Reference Data

Triangle TypeDefining PropertyBase FormulaAngle ConstraintExample Base
Scalene (SAS)All sides differentb = a2 + c2 2ac cos B0° < B < 180°7.81 cm
Scalene (AAS)Two angles + non-included sideLaw of Sines chainA + B < 180°9.24 cm
IsoscelesTwo equal sidesb = 2a sin(θ÷2)Vertex angle θ < 180°6.18 cm
EquilateralAll sides equalb = aAll angles = 60°5.00 cm
Right (base as leg)One 90° angleb = c2 a2B = 90°4.00 cm
From Area & HeightArea and perpendicular height knownb = 2A ÷ hN/A10.00 cm
From PerimeterPerimeter and two sides knownb = P a cTriangle inequality8.00 cm
Obtuse ScaleneOne angle > 90°Law of Cosines (cos negative)90° < B < 180°12.53 cm
30-60-90Special right triangleRatios 1 : 3 : 2Fixed angles5.00 cm (short leg)
45-45-90Isosceles right triangleRatios 1 : 1 : 2Fixed angles5.00 cm (leg)
Heron's Formula (reverse)All three sides knownA = s(sa)(sb)(sc)All sides positiveArea verification
Golden GnomonIsosceles, apex 36°b÷a = φθ = 36°8.09 cm

Frequently Asked Questions

When the included angle B exceeds 90°, cos(B) becomes negative. This makes the −2ac cos(B) term positive, increasing the value under the radical. The result is a base longer than either known side, which is geometrically correct for obtuse triangles. The calculator handles this automatically; no special input is needed.
The triangle inequality theorem requires that any side must be strictly less than the sum of the other two. If you enter a perimeter P and two sides a and c such that the computed base b = P a c is zero, negative, or violates a + b > c, the triangle is degenerate. Reduce the length of one side or increase the perimeter.
In Euclidean geometry, the interior angles of a triangle sum to exactly 180°. If the two known angles A + B 180°, the third angle C would be zero or negative, which is impossible. The calculator validates this before computing and returns an error with explanation.
Both produce identical results. The isosceles formula b = 2a sin(θ÷2) is a simplified derivation of the Law of Cosines where a = c. The simplification avoids floating-point subtraction of nearly equal numbers, so it can actually be marginally more stable for very small vertex angles.
Yes. All computations use IEEE 754 double-precision floating-point arithmetic, supporting values from approximately 5 × 10−324 to 1.8 × 10308. Precision is limited to about 15 significant digits. For engineering applications requiring higher precision, verify the last two decimal places independently.
Yes. After computing all three sides (and all three angles when possible), the canvas renders the triangle using true proportional scaling fitted to the drawing area. Vertices are placed using trigonometric coordinate calculations, not schematic approximations. Side labels and angle arcs are drawn at their actual positions.