> > L1 norm: equals(a, b, tolerance) = sum(abs(a-b)) < tolerance > > L2 norm: equals(a, b, tolerance) = sqrt(sum((a-b)^2)) < tolerance > > L-infinity norm: equals(a, b, tolerance) = max(abs(a-b)) < tolerance > > > > All are useful. > > I'll guess for 3D vector the L2-norm is the more useful as it is > invariant when physical orthonormal frames are changed. > I'll check in the variant you prefer.
[Cf. my other reply.] Should I still create an issue? Best, Gilles --------------------------------------------------------------------- To unsubscribe, e-mail: dev-unsubscr...@commons.apache.org For additional commands, e-mail: dev-h...@commons.apache.org