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Angle Bisector: Equidistant from the Arms

How to use
  1. ▶ Play runs the proof, Next → and ← Back step one scene at a time, Reset restores the opening scene and the original figure. Learn more about the controls
  2. Drag PP along the bisector, or OO, AA or BB to change the angle; the readout under the canvas shows PDPD, PEPE and the two angles at OO. Learn more about why it holds
  3. Labels toggles the point names, Measures writes each marked angle's size beside its arc. The Step explanations log keeps every step so far. Learn more about reading a scene
Proof?Drop the perpendiculars from P to the two arms, with feet D and E. For P on the bisector the right triangles OPD and OPE have equal angles at O, right angles at D and E, and the common side OP, so they are congruent (AAS) and PD = PE. Conversely, if PD = PE, the right triangles share the hypotenuse OP and have equal legs, so they are congruent (HL) and ∠POD = ∠POE. Drag P along the bisector, or O, A or B.Angle bisector locus
Display
Drag P along the bisector, or O, A or B to change the angle
φφOABP
PD = 1.14, PE = 1.14, ∠AOP = 19°, ∠POB = 19°
Step 1 / 6

Step explanations

1An angle and its bisector
Given
The rays OA and OB make an angle at O, and the dashed ray from O bisects it: the two angles φ are equal. P is a point on the bisector. To prove: P is equally far from the two arms, and conversely every point inside the angle that is equally far from the arms lies on the bisector.
Drag P along the dashed bisector. Learn more about the statement




Getting Started with the Visualizer

DemoA run through the proof player
Step 0 of 7
Step through the proof, then drag PP along the dashed bisector, or drag OO, AA or BB to change the angle, and watch the two distances in the readout stay equal while the two half angles stay equal. The picture below is the player with its parts numbered; the other tabs list what can be dragged, what each control does and what the step log shows.
Opening scene: the controls
1234567
1Proof — the theorem loaded in the player; the ? gives its idea in one line
2Display — Labels shows the point names, Measures writes each marked angle's size beside its arc
3Draggable points — P slides along the dashed bisector, O, A and B change the angle; the hollow feet D and E follow
4Readout — the line under the figure: PD, PE and the two angles at O, live while you drag
5Back, Play, Next, Reset — step through the proof or run it; Reset returns to step 1 and restores the original figure
6Speed and step counter — how fast Play advances, and which of the 6 steps is on screen
7Step explanations — every step reached so far, with its justification tag and a link to the section that explains it; click an entry to jump back to it
Proof complete: step 6 of 6
12345
1The bisector — the dashed ray from O, with two equal angles φ
2The two right triangles — OPD and OPE, shaded either side of OP
3The perpendiculars — PD and PE, one tick each: equal at the end
4Justification tags — Given, Construction, AAS, Corresponding parts, HL congruence, Definition
5Replay — at the last step Play becomes Replay and Next is off

The Statement

The bisector of an angle is the ray from its vertex that cuts it into two equal angles. The theorem describes it by distances: for a point PP inside the angle AOBAOB, with DD and EE the feet of the perpendiculars from PP to the arms OAOA and OBOB,

P is on the bisector  ⟺  PD=PEP \text{ is on the bisector} \iff PD = PE


So the bisector is the locus of points inside the angle that are equally far from its arms. It is the angle version of the perpendicular bisector theorem, with "equally far from two points" replaced by "equally far from two lines". It is a different statement from the angle bisector theorem, which is about the ratio in which the bisector of a triangle's angle cuts the opposite side, though that page uses this one.

In the player OO, AA and BB are free and PP slides along the bisector; the readout shows PDPD, PEPE and the two angles at OO.
φφOABP
Opening scene, frozen

The angle AOB, its dashed bisector with two equal angles φ, and P on it.


The Perpendiculars

The distance from a point to a line is the length of the perpendicular from it (the perpendicular is shortest). Drop PD⊥OAPD \perp OA and PE⊥OBPE \perp OB. The claim is now about two segments:

PD=PEPD = PE
φφOABPDE
The perpendiculars, frozen

PD ⟂ OA and PE ⟂ OB, square marks at D and E.


Angle, Angle, Side

Compare the right triangles OPDOPD and OPEOPE. They have

∠POD=∠POE,∠ODP=∠OEP=90°,OP=OP\angle POD = \angle POE, \qquad \angle ODP = \angle OEP = 90°, \qquad OP = OP


two angles and a side that is not between them, the common hypotenuse OPOP. By AAS they are congruent.
φφOABPDE
Angle, angle, side, frozen

OPD and OPE shaded: φ, a right angle and the common side OP.


Equal Distances

Corresponding parts of congruent triangles are equal, so the legs opposite the equal angles at OO agree:

PD=PEPD = PE


Every point of the bisector is equally far from the two arms.
φφOABPDE
Equal distances, frozen

PD = PE, one tick each.


The Converse

Now start from a point PP inside the angle with PD=PEPD = PE, without knowing where it lies. The triangles OPDOPD and OPEOPE are right-angled at DD and EE, share the hypotenuse OPOP, and have equal legs PD=PEPD = PE. By the hypotenuse-leg criterion they are congruent, so

∠POD=∠POE\angle POD = \angle POE
φφOABPDE
The converse, frozen

From PD = PE: HL on the two right triangles.


Why It Holds

OPOP makes equal angles with the two arms, which is what it means to bisect the angle; so PP lies on the bisector. With the forward direction,

P on the bisector  ⟺  PD=PEP \text{ on the bisector} \iff PD = PE


The end-of-proof mark ∎ in the log closes the argument. The tags name the facts used: the given figure, a construction, AAS, corresponding parts, HL and the definition of the bisector.

Both directions compare the same two right triangles with the common hypotenuse OPOP: AAS when the equal angles are known, HL when the equal distances are known.
φφOABPDE
The conclusion, frozen

Equal angles at O: P lies on the bisector.


Dragging the Figure

Drag PP along the dashed bisector: the perpendiculars and their feet move, and the readout shows PDPD and PEPE equal at every position. Drag OO, AA or BB to change the angle; the bisector turns with the arms, and PP keeps its place along it.

The player keeps the angle between 30°30° and 120°120°, the feet DD and EE on the drawn arms, and everything in the frame; a drag that would break one of these is refused.
φφOABPDE
After dragging P, frozen

P moved out along the bisector: both distances longer, still equal.


Consequences

• The incentre. The bisectors of two angles of a triangle meet at a point equally far from all three sides, so it lies on the third bisector too: the incentre, the centre of the inscribed circle.
• Excentres. The same argument with the external bisectors gives three more points equally far from the three side lines, the centres of the excircles; internal and external bisectors are perpendicular (bisectors of a linear pair).
• Tangents from a point. A circle touching both arms of an angle has its centre equally far from them, so on the bisector; this is why the centre of a circle lies on the bisector of the angle between two tangents.
• Two crossing lines. The points equally far from two crossing lines fill the two bisectors of the four angles they make, a pair of perpendicular lines.
• The angle bisector theorem. On the angle bisector theorem page the equal distances from the foot of the bisector to the two sides make the two areas proportional to the sides.