Quadrilateral from sides and angles

Give a carpenter three plank lengths and two angles, and there is only one four-sided frame they can build — no second, different-looking version is hiding in the same numbers. That is the idea behind this ICSE Class 8 construction: build quadrilateral ABCDABCD from three known sides (ABAB, BCBC, CDCD) and the two included angles between them (∠B\angle B, ∠C\angle C), using a ruler, compass and protractor together. Unlike the sides-and-diagonal method, which needs only arcs, this one needs a protractor, because angles — not just lengths — are part of the given data. The method is a "walk": lay down one side, turn through a known angle, lay down the next side, turn again, lay down the third side, then simply join the two loose ends to close the shape. This article expands that walk into a fully justified procedure, works a complete numeric example end to end, and flags the four slips that most often cost marks in this chapter.

The core insight

Three sides plus the two angles included between them fix every vertex of a quadrilateral one step at a time — draw a side, turn through the known angle, draw the next side, repeat — so the shape is forced and unique, with no second possible construction hiding in the same data.

The core idea

What counts as "included." An included angle sits between two of the given sides — it is the angle actually enclosed by them, not any angle that happens to touch that vertex. If ABAB, BCBC, CDCD are given, the natural included angles are ∠B\angle B (between ABAB and BCBC) and ∠C\angle C (between BCBC and CDCD). Mixing this up — using an exterior angle, or an angle at a vertex that is not between the two named sides — derails the whole construction before the first arc is drawn.

Why the walk works. Fixing one side fixes two points. Turning through a known angle at one endpoint fixes a direction; marking a known length along that direction fixes the next point. Repeating this once more locks a third point. Three points already position the whole figure in the plane (up to where you choose to start), so the fourth vertex is not free — it is simply wherever the last two given sides happen to land, and the final side is whatever straight segment joins them. This is why there is no ambiguity of the kind seen in some diagonal-based constructions, where an arc can cross a line at two different points and give two different quadrilaterals: here, each step produces exactly one new point.

vertex  →  known side  →  turn through known included angle  →  next vertex.\text{vertex} \;\to\; \text{known side} \;\to\; \text{turn through known included angle} \;\to\; \text{next vertex}.

where: each arrow is one construction move — draw a side of the stated length from the current vertex, then at the new vertex swing the protractor through the stated included angle to fix the direction of the next side. Repeating the chain three times (side, angle, side, angle, side) places all four vertices; joining the last vertex back to the first closes the quadrilateral.

Figure
Quadrilateral ABCD built by walking side AB then turning through angle B to draw BC then turning through angle C to draw CD then closing with DA
Building ABCD: side, turn, side, turn, side, close A B 75° C 110° D closing side DA AB and angle B fix C; BC and angle C fix D; joining D back to A closes the figure

Why it works

Three sides and the two angles between them determine the quadrilateral completely, with no second, differently shaped figure possible from the same measurements — because every vertex after the first two is placed by exactly one length and exactly one angle, leaving nothing to choose.

Step 1. Fix a starting side. Draw ABAB to the given length. This pins down two points, AA and BB, and with them a fixed direction (the line ABAB) from which every later angle will be measured.

Step 2. Fix the next direction. At BB, the given included angle ∠B\angle B is the angle between ABAB and BCBC. Constructing that exact angle with a protractor gives one, and only one, ray along which BCBC can run — swing the protractor to any other reading and the angle drawn would not match the data.

Step 3. Fix the next point. Marking the known length BCBC along that single ray gives exactly one point CC; there is no second candidate, unlike constructions that intersect two arcs (which can meet at two symmetric points). The same two moves — construct the given angle, then mark the given length — repeat at CC to fix DD using ∠C\angle C and CDCD.

Step 4. Close the figure. Once AA, BB, CC, DD are all located, the last side is not new data — it is simply the straight segment DADA joining the last point back to the first. Because every step from AA onward involved exactly one forced choice, the entire quadrilateral, including the two "leftover" angles ∠A\angle A and ∠D\angle D, is completely determined by the original three sides and two angles; nothing about the figure is left for the student to decide.

Worked example

Construct quadrilateral ABCDABCD with AB=5.0 cmAB = 5.0\ \text{cm}, BC=4.5 cmBC = 4.5\ \text{cm}, CD=4.0 cmCD = 4.0\ \text{cm}, ∠B=75∘\angle B = 75^\circ, and ∠C=110∘\angle C = 110^\circ.

Step 1. Sketch a rough plan first, marking the given lengths and angles roughly at the correct vertices, so the real construction is not attempted blind. Then draw AB=5.0 cmAB = 5.0\ \text{cm} accurately with a ruler.

Step 2. At BB, use a protractor to construct ∠ABX=75∘\angle ABX = 75^\circ, where ray BXBX shows the direction of side BCBC. Along BXBX, mark off BC=4.5 cmBC = 4.5\ \text{cm} with the compass or ruler to fix point CC.

Step 3. At CC, construct ∠BCY=110∘\angle BCY = 110^\circ with the protractor, reading it on the same side as the rough sketch, giving ray CYCY for the direction of CDCD. Along CYCY, mark CD=4.0 cmCD = 4.0\ \text{cm} to fix point DD.

Step 4. Join DD back to AA with a straight line. ABCDABCD, with AB=5.0 cmAB = 5.0\ \text{cm}, BC=4.5 cmBC = 4.5\ \text{cm}, CD=4.0 cmCD = 4.0\ \text{cm}, ∠B=75∘\angle B = 75^\circ, ∠C=110∘\angle C = 110^\circ, and closing side DADA, is the required quadrilateral — a simple, non-crossed figure whose remaining angles ∠A\angle A and ∠D\angle D can be checked with a protractor but were never independently chosen.

Competitive stretch

Using PQ=4.2 cmPQ = 4.2\ \text{cm}, QR=5.2 cmQR = 5.2\ \text{cm}, RS=3.8 cmRS = 3.8\ \text{cm}, ∠Q=100∘\angle Q = 100^\circ, ∠R=95∘\angle R = 95^\circ, the identical four-step walk (draw PQPQ; at QQ turn 100∘100^\circ and mark QRQR; at RR turn 95∘95^\circ, measured consistently on the same side, and mark RSRS; join SS back to PP) produces quadrilateral PQRSPQRS. Here too, the closing side SPSP and both remaining angles ∠P\angle P, ∠S\angle S come out of the drawing automatically — a useful check that the method generalises to any labelling, not just ABCDABCD.

Common traps

  • Measuring the included angle on the wrong side of the line, which flips the figure or creates a self-intersecting (crossed) quadrilateral. Keep the rough sketch beside the real drawing and check which side each new ray belongs on.
  • Confusing "included angle" with any angle at that vertex — it must be the specific angle between the two named sides, not an exterior angle or an angle formed with a diagonal.
  • Marking a length from the wrong point, such as measuring CDCD from BB instead of from CC. Every new length is always marked from the vertex most recently located.
  • Treating the closing side as a free choice. The last side (DADA or SPSP) is not given data — it is whatever segment results from joining the final point back to the first, and must not be redrawn to a "nicer" length.

Ask the tutor: not sure which side of the line to swing the protractor on for your own numbers, or want a step-by-step walkthrough of this construction — ask the AI tutor to work through it with you vertex by vertex.

Why does this method never give two different possible quadrilaterals, unlike some diagonal-based ones?

In the diagonal-based methods, a vertex is sometimes found by intersecting two arcs, and two arcs can cross at two different points — so, without extra care, the same data could describe two mirror-image shapes. Here, every new vertex comes from one protractor angle followed by one length along a single ray, which gives exactly one point each time, not two candidates. Since there is never a choice to make at any step, the whole chain of moves forces one and only one final quadrilateral.

Do I need to worry about the size of angle A and angle D before I start?

No — they are not part of the given data and you never construct them directly. Once ABAB, ∠B\angle B, BCBC, ∠C\angle C and CDCD have placed all four vertices, ∠A\angle A and ∠D\angle D simply turn out to be whatever they are once you join DD back to AA. You can measure them afterwards with a protractor to check the figure looks sensible, but they are outputs of the construction, never inputs.

What happens if I measure one of the included angles on the wrong side of the line?

The ray for the next side ends up pointing the wrong way, and the quadrilateral you build either looks like a mirror image of the intended one or, worse, becomes self-intersecting (crossed), which is not a valid simple quadrilateral. This is why a rough sketch, done before the accurate construction, matters: it shows at a glance which side of each line the next vertex should fall on, so the protractor reading is taken on the correct side every time.

Before this

Where this leads