2.Can I use triangles along with quads for a human face mesh? I am asking it because the book about modelling that I bought shows face with a lot of triangles but when I look at human meshes over internet they mostly got quad topology
I see triangles and n-gons.
You want neither if you plan to use any subdivision modifier at all - that’s the only reason to make a model quad-based.
Your meshes are easily joined with some proper edge looping. I have no idea what it is your wireframe shows, but it looks like a mess really. You got way too many edges cut in that already at this stage of modelling.
Consider your your current mesh as a rough draft, connect the parts any old which way, finish it up, push the mesh into shape using sculpt, subdivide if you need to, and when your model looks the way you want it to, make a second mesh on top of it with proper topology using retopo. Rig and animate the second mesh, toss the rough draft in the trash when the second one is ready to rig.