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<!DOCTYPE HTML PUBLIC "-//IETF//DTD HTML 3.2 Final//FR"><!-- Converted with LaTeX2HTML 95.1 (Fri Jan 20 1995) --><!-- by Nikos Drakos (nikos@cbl.leeds.ac.uk), CBLU, University of Leeds --><!-- Modified Simulog 03/97 --><HTML><HEAD><TITLE>7.6 Manipulations de matrices et vecteurs</TITLE><LINK REL=STYLESHEET TYPE="text/css" HREF="./Modulef.css" TITLE="Modulef CSS"><meta name="description" value="7.6 Manipulations de matrices et vecteurs"><meta name="keywords" value="Guide6"><meta name="resource-type" value="document"><meta name="distribution" value="global"></HEAD><BODY BGCOLOR="#FFFFFF"><P> <IMG SRC="../icons/smallmod.gif" WIDTH=211 HEIGHT=50 ALIGN=BOTTOM ALT="Modulef"><A NAME=tex2html1687 HREF="node94.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/previous_motif.gif" ALT="previous"></A><A NAME=tex2html1693 HREF="node89.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/up_motif.gif" ALT="up"></A><A NAME=tex2html1695 HREF="node96.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/next_motif.gif" ALT="next"></A><A NAME=tex2html1697 HREF="node1.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/contents_motif.gif" ALT="contents"></A><A NAME=tex2html1698 HREF="node107.html"><IMG BORDER=0 ALIGN=BOTTOM SRC="../icons/index_motif.gif" ALT="index"></A><A HREF="../Guide6-18/node95.html"><IMG BORDER=0 SRC="../icons/zoom18.gif" ALIGN=BOTTOM ALT="[BIG]"></A><A HREF="../Guide6-14/node95.html"><IMG BORDER=0 SRC="../icons/zoom14.gif" ALIGN=BOTTOM ALT="[Normal]"></A><A HREF="../Guide6-10/node95.html"><IMG BORDER=0 SRC="../icons/zoom10.gif" ALIGN=BOTTOM ALT="[small]"></A><BR><B> Suiv.: </B> <A NAME=tex2html1696 HREF="node96.html">7.7 Tris et dichotomies</A><B>Sup.: </B> <A NAME=tex2html1694 HREF="node89.html">7 Programmes internes</A><B> Pr閏.: </B> <A NAME=tex2html1688 HREF="node94.html">7.5 Conversions</A><B><A HREF="node107.html" >Index</A></B><B><A HREF="node1.html" >Table des mati鑢es</A></B><HR SIZE=3 WIDTH="75%"><H1><A NAME=SECTION05760000000000000000>7.6 Manipulations de matrices et vecteurs</A></H1><P><PRE> SUBROUTINE NRMVCT(V1, V) REAL V1(3), V(3)</PRE><P> Normalisation du<A NAME=3134> </A> vecteur V1 : <IMG BORDER=0 ALIGN=MIDDLE ALT="" SRC="img119.gif"> <P><P><PRE> SUBROUTINE PRDVCT(V1, V2, V) REAL V1(3), V2(3), V(3)</PRE><P> Produit vectoriel<A NAME=3136> </A> : <b> V=V1*V2 </b> <P><P><PRE> REAL FUNCTION PRDSCL(V1, V2) REAL V1(3), V2(3)</PRE><P> Produit scalaire<A NAME=3137> </A> : <b> PRDSCL=V1.V2 </b> <P><P><PRE> REAL FUNCTION PRDMXT(V1, V2, V3) REAL V1(3), V2(3), V3(3) EXTERNAL PRDSCL REAL PRDSCL</PRE><P> Produit mixte<A NAME=3138> </A> : <b> PRDMXT=V1.(V2*V3) </b> <P><P><PRE> SUBROUTINE NORMAL(CC) REAL CC(4)</PRE><P> Convertit les<A NAME=3139> </A> CC(1:4), en coordonn閑s homog鑞es, en coordonn閑s normales. (c'est-
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