Bangunan kalkulator area geometri Javascript: Tutorial Interactive Tutorial 2025

Anh Quân
Creator
Tabel konten
- Pambuka: Napa mbangun kalkulator geometri?
- Apa sing bakal kita lakoni
- Prasyarat
- Mangertos matématika ing mburi
- Persiyapan Proyek
- Implementasine javascript
- Ngerti komponen utama
- Nambah fitur canggih
- Tes lan Validasi
- Ngoptimalake piranti seluler
- Dandan tambahan
- Aplikasi praktis
- Kesimpulan
- Sumber kanggo sinau luwih
Pandhuan sing jero kanggo nggawe kalkulator geometri interaktif dhewe nggunakake JavaScript, lengkap karo petungan area kanggo polygon sing gampang lan kompleks.
Pambuka: Napa mbangun kalkulator geometri?
Kalkulasi geometry mbentuk dhasar aplikasi nyata-dunia - saka survey lan arsitektur kanggo game pangembangan game lan sistem informasi geografis.Minangka pangembang, kita asring mbutuhake alat sing bisa dipercaya kanggo ngetung ing macem-macem bentuk.Nalika ana kalkulator online sing kasedhiya, mbangun dhewe nawakake sawetara kaluwihan:
- Kustomisasi lengkap kanggo cocog karo syarat proyek tartamtu sampeyan
- Keluwesan Integrasi Kanthi aplikasi Web sing wis ana
- Sinau kesempatan kanggo ngerti koordinasi geometri lan pikirane algoritma
- Peningkatan Portofolio kanggo nampilake katrampilan Javascript sampeyan
Ing tutorial komprehensif iki, kita bakal mlaku liwat proses ngasilake kalkulator area geometry sing kuat kanthi nggunakake JavaScript.Ing pungkasan, sampeyan bakal duwe aplikasi web kanthi fungsional kanthi kanthi tepat kanthi tepat saka polygons sing gampang lan kompleks nggunakake koordinasi geometri.
Apa sing bakal kita lakoni
Kalkulator geometri kita bakal:
- Ngidini pangguna kanggo input koordinat poligon liwat antarmuka intuisi
- Ngetung wilayah kanggo poligon sing biasa lan ora teratur
- Ndhukung pirang-pirang unit pangukuran
- Nggambarake bentuk kanthi nggunakake kanvas HTML
- Nyedhiyakake asil sing tepat lan akurat kanthi bunder sing tepat
- Makarya ing kabeh browser lan piranti utama

Pratinjau Kalkulator Wilayah Geometri Pungkasan Javascript kanthi Input Polygon Interaktif
Prasyarat
Kanggo ngetutake nganggo tutorial iki, sampeyan kudu duwe:
- Pangertos dhasar HTML, CSS, lan JavaScript
- Kenal karo manipulasi dom
- Editor Teks utawa ID (VS Code, Teks Sublime, lsp)
- Browser Web modern
- Opsional: Pangerten dhasar geometri koordetry
Mangertos matématika ing mburi
Sadurunge nyilem menyang kode, mula ngerti prinsip matematika sing nganakake kalkulator geometri kita.
Formula Shoelace kanggo Area Polygon
Kanggo ngitung area poligon (rutin utawa ora teratur), kita bakal nggunakake formula shoelace, uga dikenal minangka rumus surveyor utawa formula Area Surveyor.Algoritma sing kuat iki bisa digunakake kanggo poligon sing ditetepake kanthi vertikal, preduli saka kompleks sing bisa uga.
Formula ditulis minangka:
Area = 0.5 * |∑(x_i * y_(i+1) - x_(i+1) * y_i)|
Ngendi:
x_i
andy_i
are the coordinates of the i-th vertex- Formula ngetung separo saka produk salib sing cedhak
- Nilai mutlak njamin area positif
Formula iki ditindakake kanthi "mlaku-mlaku" ing sekitar perimeter polygon, ngitung produk salib antarane poin berturut-turut.Nalika kita entuk munggah lan dibagi kanthi 2, kita entuk wilayah polygon.
Persiyapan Proyek
Ayo miwiti kanthi nyetel struktur dhasar kalkulator geometri kita:
Struktur HTML
Create a new file named index.html
with the following structure:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Geometry Area Calculator</title>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<div class="calculator-container">
<h1>Geometry Area Calculator</h1>
<div class="input-section">
<h2>Enter Polygon Coordinates</h2>
<p>Click on the canvas to add points or enter them manually below.</p>
<div class="canvas-container">
<canvas id="polygon-canvas" width="400" height="400"></canvas>
<button id="clear-canvas">Clear Canvas</button>
</div>
<div class="manual-input">
<div class="coordinates-container" id="coordinates-list">
<div class="coordinate-pair">
<input type="number" placeholder="X1" class="x-coord">
<input type="number" placeholder="Y1" class="y-coord">
<button class="remove-point">×</button>
</div>
</div>
<button id="add-point">Add Point</button>
</div>
<div class="units-selection">
<label for="units">Measurement Units:</label>
<select id="units">
<option value="pixels">Pixels</option>
<option value="meters">Meters</option>
<option value="feet">Feet</option>
</select>
</div>
<button id="calculate-area">Calculate Area</button>
</div>
<div class="results-section" id="results">
<!-- Results will be displayed here -->
</div>
</div>
<script src="script.js"></script>
</body>
</html>
CSS Styling
Create a file named styles.css
for styling our calculator:
* {
box-sizing: border-box;
margin: 0;
padding: 0;
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
}
body {
background-color: #f5f5f5;
padding: 20px;
}
.calculator-container {
max-width: 800px;
margin: 0 auto;
background-color: white;
padding: 30px;
border-radius: 10px;
box-shadow: 0 0 15px rgba(0, 0, 0, 0.1);
}
h1 {
text-align: center;
color: #333;
margin-bottom: 30px;
}
h2 {
font-size: 1.5rem;
margin-bottom: 15px;
color: #444;
}
p {
margin-bottom: 20px;
color: #666;
}
.canvas-container {
margin-bottom: 30px;
text-align: center;
}
canvas {
border: 1px solid #ccc;
background-color: #f9f9f9;
}
.manual-input {
margin-bottom: 25px;
}
.coordinates-container {
max-height: 200px;
overflow-y: auto;
margin-bottom: 15px;
}
.coordinate-pair {
display: flex;
margin-bottom: 8px;
align-items: center;
}
input {
width: 80px;
padding: 8px;
margin-right: 10px;
border: 1px solid #ccc;
border-radius: 4px;
}
button {
padding: 8px 15px;
background-color: #4CAF50;
color: white;
border: none;
border-radius: 4px;
cursor: pointer;
transition: background-color 0.3s;
}
button:hover {
background-color: #45a049;
}
.remove-point {
background-color: #f44336;
padding: 8px 12px;
}
.remove-point:hover {
background-color: #d32f2f;
}
#clear-canvas {
margin-top: 10px;
}
.units-selection {
margin-bottom: 25px;
}
select {
padding: 8px;
border: 1px solid #ccc;
border-radius: 4px;
}
.results-section {
margin-top: 30px;
padding: 20px;
background-color: #f0f8ff;
border-radius: 6px;
display: none;
}
.results-section.active {
display: block;
}
.area-result {
font-size: 1.3rem;
margin-bottom: 15px;
}
.calculation-steps {
margin-top: 20px;
padding: 15px;
background-color: #f5f5f5;
border-radius: 4px;
font-family: monospace;
}
Implementasine javascript
Now, let's create the script.js
file that will power our geometry area calculator:
// DOM Elements
const canvas = document.getElementById('polygon-canvas');
const ctx = canvas.getContext('2d');
const clearCanvasBtn = document.getElementById('clear-canvas');
const addPointBtn = document.getElementById('add-point');
const coordinatesList = document.getElementById('coordinates-list');
const calculateBtn = document.getElementById('calculate-area');
const resultsSection = document.getElementById('results');
const unitsSelect = document.getElementById('units');
// Global Variables
let points = [];
let isDragging = false;
let dragIndex = -1;
// Canvas Setup
function setupCanvas() {
// Set canvas coordinate system (origin at center)
ctx.translate(canvas.width / 2, canvas.height / 2);
drawGrid();
// Event listeners for canvas interaction
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', () => isDragging = false);
// Redraw canvas initially
redrawCanvas();
}
// Draw coordinate grid
function drawGrid() {
const width = canvas.width;
const height = canvas.height;
ctx.strokeStyle = '#e0e0e0';
ctx.lineWidth = 1;
// Vertical lines
for (let x = -width/2; x <= width/2; x += 20) {
ctx.beginPath();
ctx.moveTo(x, -height/2);
ctx.lineTo(x, height/2);
ctx.stroke();
}
// Horizontal lines
for (let y = -height/2; y <= height/2; y += 20) {
ctx.beginPath();
ctx.moveTo(-width/2, y);
ctx.lineTo(width/2, y);
ctx.stroke();
}
// X and Y axes (darker)
ctx.strokeStyle = '#aaa';
ctx.lineWidth = 2;
// X-axis
ctx.beginPath();
ctx.moveTo(-width/2, 0);
ctx.lineTo(width/2, 0);
ctx.stroke();
// Y-axis
ctx.beginPath();
ctx.moveTo(0, -height/2);
ctx.lineTo(0, height/2);
ctx.stroke();
}
// Handle mouse down event on canvas
function handleMouseDown(e) {
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const canvasX = (e.clientX - rect.left) * scaleX - canvas.width / 2;
const canvasY = (e.clientY - rect.top) * scaleY - canvas.height / 2;
// Check if clicking near an existing point (for dragging)
for (let i = 0; i < points.length; i++) {
const dx = points[i].x - canvasX;
const dy = points[i].y - canvasY;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
isDragging = true;
dragIndex = i;
return;
}
}
// If not dragging, add a new point
points.push({x: canvasX, y: canvasY});
updateCoordinateInputs();
redrawCanvas();
}
// Handle mouse move event on canvas
function handleMouseMove(e) {
if (!isDragging || dragIndex === -1) return;
const rect = canvas.getBoundingClientRect();
const scaleX = canvas.width / rect.width;
const scaleY = canvas.height / rect.height;
const canvasX = (e.clientX - rect.left) * scaleX - canvas.width / 2;
const canvasY = (e.clientY - rect.top) * scaleY - canvas.height / 2;
points[dragIndex] = {x: canvasX, y: canvasY};
updateCoordinateInputs();
redrawCanvas();
}
// Redraw the canvas with all points and connections
function redrawCanvas() {
// Clear the canvas
ctx.clearRect(-canvas.width/2, -canvas.height/2, canvas.width, canvas.height);
// Redraw the grid
drawGrid();
if (points.length === 0) return;
// Draw the polygon
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
for (let i = 1; i < points.length; i++) {
ctx.lineTo(points[i].x, points[i].y);
}
// Connect back to the first point if we have at least 3 points
if (points.length >= 3) {
ctx.lineTo(points[0].x, points[0].y);
// Fill the polygon with a semi-transparent color
ctx.fillStyle = 'rgba(76, 175, 80, 0.2)';
ctx.fill();
}
// Draw the polygon outline
ctx.strokeStyle = '#4CAF50';
ctx.lineWidth = 2;
ctx.stroke();
// Draw the points
for (let i = 0; i < points.length; i++) {
ctx.beginPath();
ctx.arc(points[i].x, points[i].y, 5, 0, Math.PI * 2);
ctx.fillStyle = '#4CAF50';
ctx.fill();
// Label the points
ctx.fillStyle = '#333';
ctx.font = '12px Arial';
ctx.fillText(`P${i+1}`, points[i].x + 8, points[i].y - 8);
}
}
// Update the coordinate inputs based on canvas points
function updateCoordinateInputs() {
// Clear all existing inputs
coordinatesList.innerHTML = '';
// Add new inputs for each point
for (let i = 0; i < points.length; i++) {
const pair = document.createElement('div');
pair.className = 'coordinate-pair';
const xInput = document.createElement('input');
xInput.type = 'number';
xInput.className = 'x-coord';
xInput.placeholder = `X${i+1}`;
xInput.value = Math.round(points[i].x);
xInput.dataset.index = i;
const yInput = document.createElement('input');
yInput.type = 'number';
yInput.className = 'y-coord';
yInput.placeholder = `Y${i+1}`;
yInput.value = Math.round(points[i].y);
yInput.dataset.index = i;
const removeBtn = document.createElement('button');
removeBtn.className = 'remove-point';
removeBtn.textContent = '×';
removeBtn.dataset.index = i;
pair.appendChild(xInput);
pair.appendChild(yInput);
pair.appendChild(removeBtn);
coordinatesList.appendChild(pair);
// Event listeners for manual input changes
xInput.addEventListener('change', updatePointFromInput);
yInput.addEventListener('change', updatePointFromInput);
removeBtn.addEventListener('click', removePoint);
}
}
// Update a point from manual input
function updatePointFromInput(e) {
const index = parseInt(e.target.dataset.index);
const value = parseFloat(e.target.value);
if (isNaN(value)) return;
if (e.target.className === 'x-coord') {
points[index].x = value;
} else {
points[index].y = value;
}
redrawCanvas();
}
// Remove a point
function removePoint(e) {
const index = parseInt(e.target.dataset.index);
points.splice(index, 1);
updateCoordinateInputs();
redrawCanvas();
}
// Add a new point via button
function addNewPoint() {
// Add a new point at (0, 0) or near the last point if one exists
if (points.length > 0) {
const lastPoint = points[points.length - 1];
points.push({x: lastPoint.x + 20, y: lastPoint.y + 20});
} else {
points.push({x: 0, y: 0});
}
updateCoordinateInputs();
redrawCanvas();
}
// Clear all points
function clearCanvas() {
points = [];
updateCoordinateInputs();
redrawCanvas();
resultsSection.style.display = 'none';
}
// Calculate area using the Shoelace formula
function calculatePolygonArea(vertices) {
if (vertices.length < 3) return 0;
let area = 0;
const n = vertices.length;
for (let i = 0; i < n; i++) {
const j = (i + 1) % n;
area += vertices[i].x * vertices[j].y;
area -= vertices[j].x * vertices[i].y;
}
return Math.abs(area / 2);
}
// Display the calculation results
function displayResults() {
if (points.length < 3) {
alert("You need at least 3 points to calculate area.");
return;
}
const area = calculatePolygonArea(points);
const selectedUnit = unitsSelect.value;
let unitSymbol = 'px²';
let convertedArea = area;
// Apply unit conversions if needed
if (selectedUnit === 'meters') {
unitSymbol = 'm²';
// Assuming 1 pixel = 0.01 meter for example
convertedArea = area * 0.0001;
} else if (selectedUnit === 'feet') {
unitSymbol = 'ft²';
// Assuming 1 pixel = 0.0328 feet
convertedArea = area * 0.001;
}
// Format the result
const formattedArea = convertedArea.toFixed(2);
// Create the result HTML
let resultHTML = `
<h2>Calculation Results</h2>
<div class="area-result">
<strong>Polygon Area:</strong> ${formattedArea} ${unitSymbol}
</div>
<p>Based on ${points.length} vertices</p>
<div class="calculation-steps">
<h3>Calculation Steps:</h3>
<p>Using the Shoelace formula: A = 0.5 × |∑(xᵢyᵢ₊₁ − xᵢ₊₁yᵢ)|</p>
<ol>
`;
// Add the calculation steps
for (let i = 0; i < points.length; i++) {
const j = (i + 1) % points.length;
const term = (points[i].x * points[j].y - points[j].x * points[i].y).toFixed(2);
resultHTML += `<li>Step ${i+1}: (${points[i].x} × ${points[j].y}) - (${points[j].x} × ${points[i].y}) = ${term}</li>`;
}
resultHTML += `
</ol>
<p>Summing all steps and taking absolute value: ${Math.abs(area).toFixed(2)}</p>
<p>Dividing by 2: ${(Math.abs(area)/2).toFixed(2)}</p>
</div>
`;
resultsSection.innerHTML = resultHTML;
resultsSection.style.display = 'block';
resultsSection.scrollIntoView({ behavior: 'smooth' });
}
// Initialize the application
function init() {
setupCanvas();
// Event listeners
clearCanvasBtn.addEventListener('click', clearCanvas);
addPointBtn.addEventListener('click', addNewPoint);
calculateBtn.addEventListener('click', displayResults);
}
// Start the app when the page loads
window.addEventListener('load', init);

Perwakilan Visual babagan Formula Shoelace ngétung area poligon
Ngerti komponen utama
Ayo ngilangi komponen utama kalkulator wilayah geometry kita:
Interaksi Canvas
Kalkulator kita nggunakake unsur kanvas HTML kanggo nggawe poligon interaktif.Pangguna bisa:
- Klik ing kanvas kanggo nambah poin
- Seret poin sing ana kanggo nyetel posisi
- Deleng visualisasi wektu nyata-poligon
- Ndeleng kothak koordinate kanggo referensi
Kanvas nyiyapake nganggo sistem koordinasi ing ngendi (0,0) ana ing tengah, nggawe intuisi kanggo pangguna supaya bisa kerja karo koordinat positif lan negatif.
Koordinasi manajemen input
Pangguna bisa input koordinat kanthi rong cara:
- Input Visual: klik langsung ing kanvas kanggo menehi titik
- Input manual: Ketik koordinat sing tepat ing kolom input
Loro metode input sing disinkronake, ngidini kanggo plancongan visual intuegi lan input angka sing tepat.
Algoritma algoritma implementasine
Intine kalkulator kita yaiku implementasine saka formula shoelace:
function calculatePolygonArea(vertices) {
if (vertices.length < 3) return 0;
let area = 0;
const n = vertices.length;
for (let i = 0; i < n; i++) {
const j = (i + 1) % n;
area += vertices[i].x * vertices[j].y;
area -= vertices[j].x * vertices[i].y;
}
return Math.abs(area / 2);
}
Fungsi iki:
- Njupuk macem-macem koordinat vertex
- Puteran liwat saben titik lan titik sabanjure (mbungkus menyang titik pisanan)
- Nglamarake pitungan produk salib
- Njupuk nilai mutlak lan dibagi 2 kanggo entuk wilayah pungkasan
Kaendahan algoritma iki yaiku bisa digunakake kanggo poligon, ora preduli manawa cembung utawa convave, angger ora nyimpangake awake dhewe.
Nambah fitur canggih
Saiki kita duwe kalkulator sing bisa digunakake, ayo ditambahi karo sawetara fitur canggih:
Konversi unit
Kalkulator kita ndhukung macem-macem unit pangukuran:
- Piksel: Kanggo pangukuran basis layar
- Meter: Kanggo pangukuran metrik-nyata
- Kaki: Kanggo pangukuran imperial
Konversi unit ditrapake sawise diétung wilayah:
// Apply unit conversions if needed
if (selectedUnit === 'meters') {
unitSymbol = 'm²';
// Assuming 1 pixel = 0.01 meter for example
convertedArea = area * 0.0001;
} else if (selectedUnit === 'feet') {
unitSymbol = 'ft²';
// Assuming 1 pixel = 0.0328 feet
convertedArea = area * 0.001;
}
Sampeyan bisa ngatur faktor konversi adhedhasar syarat tartamtu sampeyan.

Antarmuka kalkulator sing nuduhake pilihan konversi unit kanggo sistem pangukuran sing beda
Pitungan Pitungan Detail
Kanggo mbantu pangguna ngerti kepiye wilayah kasebut diwilang, kita nyedhiyani risak langkah-langkah pitungan:
// Add the calculation steps
for (let i = 0; i < points.length; i++) {
const j = (i + 1) % points.length;
const term = (points[i].x * points[j].y - points[j].x * points[i].y).toFixed(2);
resultHTML += `<li>Step ${i+1}: (${points[i].x} × ${points[j].y}) - (${points[j].x} × ${points[i].y}) = ${term}</li>`;
}
Transparansi iki mbantu para pangguna verifikasi asil lan sinau babagan prinsip matematika ing mburi petungan area poligon.
Tes lan Validasi
Sadurunge mikir kalkulator geometri lengkap, ayo nyoba karo sawetara bentuk sing dikenal kanggo verifikasi akurasi:
Kasus Tes 1: Rectangle
Rectangle sing gampang kanthi vertikal ing (0,0), (100,0), (100,0), lan (0,50) kudu duwe area 5,000 unit persegi.
Kasus tes 2: segitiga
Segitiga kanthi vertikal ing (0,0), (50,100), lan (100,0) kudu duwe area 5,000 unit persegi.
Kasus tes 3: Polygon sing ora teratur
Polygon sing ora teratur kanthi vertikal ing (0,0), (50,100), (100,5,25), (15,25), lan (25,25) kudu menehi area sing bener adhedhasar formula shoelace.
Kanggo saben kasus tes, kalkulator kita kudu:
- Ngidini input koordinat tes gampang
- Ngetung area sing bener
- Tampilake langkah-langkah pitungan kanggo verifikasi
Ngoptimalake piranti seluler
Kanggo nggawe kalkulator geometri kita kanthi responsif, kita bisa nambah tambahan ing ngisor iki:
- Dhukungan Tutul kanggo Interaksi Canvas
- Tata letak responsif sing cocog karo ukuran layar sing beda
- Antarmuka sing gampang kanggo layar sing luwih cilik
Ketahanan kasebut mesthekake kalkulator kita bisa digunakake ing smartphone lan tablet, bisa diakses pangguna ing kabeh piranti.
Dandan tambahan
Kanggo nggawe kalkulator area geometry kita luwih kuat, nimbang ngetrapake fitur tambahan iki:
Wangun prasetel
Tambah tombol kanggo nggawe bentuk kanthi cepet kaya:
- Alun-alun
- Rectangle
- Segitiga
- Bunder (nyedhaki minangka poligon biasa)
- Polisi biasa (pentagon, hexagon, lsp)
Pitungan kanggo bunderan
Ngluwihi kalkulator kanggo ngatasi wilayah bunder kanthi nggunakake:
function calculateCircleArea(radius) {
return Math.PI * radius * radius;
}
Pitungan perimeter
Tambah fungsi kanggo ngetung perimeter poligon:
function calculatePolygonPerimeter(vertices) {
let perimeter = 0;
const n = vertices.length;
for (let i = 0; i < n; i++) {
const j = (i + 1) % n;
const dx = vertices[j].x - vertices[i].x;
const dy = vertices[j].y - vertices[i].y;
perimeter += Math.sqrt(dx * dx + dy * dy);
}
return perimeter;
}
Saving and Loading Poligons
Ngleksanakake lokals kanggo nyimpen lan mbukak konfigurasi polygon:
// Save polygon
function savePolygon(name) {
const polygonData = JSON.stringify(points);
localStorage.setItem(`polygon_${name}`, polygonData);
}
// Load polygon
function loadPolygon(name) {
const polygonData = localStorage.getItem(`polygon_${name}`);
if (polygonData) {
points = JSON.parse(polygonData);
updateCoordinateInputs();
redrawCanvas();
}
}
Aplikasi praktis

Macem-macem aplikasi nyata ing endi kalkulator wilayah geometri nyedhiyakake solusi sing larang regane
Kalkulator area geometri Javascript kita duwe pirang-pirang aplikasi praktis:
Pangembangan Web
- Peta Interaktif lan Visualisasi Plot
- Aplikasi Surveying Tanah
- Alat Perencanaan Real Estate
- Tata letak lan aplikasi desain
Pendhidhikan
- Mulang prinsip geometri kanthi interaktif
- Nggambarake konsep matématika
- Nggawe Sumber Pembelajaran Interaktif
Pangembangan Game
- Deteksi tabrakan kanggo obyek game
- Penciptaan desain lan lingkungan level
- Generasi Game Game Prosedur
Kesimpulan
Ing tutorial komprehensif iki, kita wis mbangun kalkulator wilayah geometry sing kuat sing nggunakake JavaScript.Kalkulator kita bisa:
- Ngetung tlatah poligon kanthi nggunakake formula shoelace
- Nyedhiyani antarmuka visual intuisi kanggo nggawe lan ngowahi wujud
- Ndhukung input koordinat manual kanggo pangukuran sing tepat
- Ngonversi ing antarane unit pangukuran sing beda
- Tampilake langkah pitungan rinci kanggo tujuan pendhidhikan
Prinsip lan teknik sing diwenehake geometri, algoritma shoelace, manipulasi kanvas, lan desain antarmuka pangguna - katrampilan sing migunani sing ngluwihi proyek khusus iki.Sampeyan bisa ngetrapake tantangan pembangunan web, saka visualisasi data kanggo aplikasi interaktif.
Kanthi mbangun kalkulator geometri iki, sampeyan ora mung nggawe alat sing migunani, nanging uga bisa ngerteni babagan konsep matematika lan implementasine ing JavaScript.Bebas bae kanggo ngluwihi kalkulator kanthi fitur tambahan, ngoptimalake kinerja, utawa nggabungake menyang proyek sampeyan dhewe.
Seneng coding!