Author: psteitz Date: Sun May 13 21:28:00 2007 New Revision: 537703 URL: http://svn.apache.org/viewvc?view=rev&rev=537703 Log: Fixed some typos, minor edits.
Modified: jakarta/commons/proper/math/trunk/xdocs/userguide/geometry.xml Modified: jakarta/commons/proper/math/trunk/xdocs/userguide/geometry.xml URL: http://svn.apache.org/viewvc/jakarta/commons/proper/math/trunk/xdocs/userguide/geometry.xml?view=diff&rev=537703&r1=537702&r2=537703 ============================================================================== --- jakarta/commons/proper/math/trunk/xdocs/userguide/geometry.xml (original) +++ jakarta/commons/proper/math/trunk/xdocs/userguide/geometry.xml Sun May 13 21:28:00 2007 @@ -38,7 +38,7 @@ <a href="../apidocs/org/apache/commons/math/geometry/Vector3D.html"> org.apache.commons.math.geometry.Vector3D</a> provides a simple vector type. One important feature is that instances of this class are guaranteed - to be immutable, this greatly simplifies modelization of dynamical systems + to be immutable, this greatly simplifies modelling dynamical systems with changing states: once a vector has been computed, a reference to it is known to preserve its state as long as the reference itself is preserved. </p> @@ -66,8 +66,8 @@ <p> Rotations can be represented by several different mathematical entities (matrices, axe and angle, Cardan or Euler angles, - quaternions). This class presents an higher level abstraction, more - user-oriented and hiding this implementation details. Well, for the + quaternions). This class presents a higher level abstraction, more + user-oriented and hiding implementation details. Well, for the curious, we use quaternions for the internal representation. The user can build a rotation from any of these representations, and any of these representations can be retrieved from a <code>Rotation</code> @@ -83,7 +83,7 @@ </p> <source>double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);</source> <p> - Focus is oriented on what a rotation <em>do</em> rather than on its + Focus is oriented on what a rotation <em>does</em> rather than on its underlying representation. Once it has been built, and regardless of its internal representation, a rotation is an <em>operator</em> which basically transforms three dimensional vectors into other three @@ -95,7 +95,7 @@ often consider the vectors are fixed (say the Earth direction for example) and the rotation transforms the coordinates coordinates of this vector in inertial frame into the coordinates of the same vector - in satellite frame. In this case, the rotation implicitely defines the + in satellite frame. In this case, the rotation implicitly defines the relation between the two frames (we have fixed vectors and moving frame). Another example could be a telescope control application, where the rotation would transform the sighting direction at rest into the desired --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]