>> Also, Gilbert and I had a small question. How do you plan to implement
>> expression of Vectors in different frames? Also, the relationships between
>> the frames? Could you give an API and the basic idea of how those methods
>> will work?
>> The main concern the mechanics group has, is the modeling of relationships
>> among frames themselves, and those with vectors. Clearing up this part would
>> make things much clearer.
>
>
> Again, I really do not see what is so confusing. I'll try to be clear this
> time.

Prasoon, in this case I do not think the issue is someones confusion
with what the suggestion is. `mechanics` has a very specific goal and
it is optimized for it - easily traversing a very deep tree of
relations between reference systems. While indeed what you have
suggested is sufficient to make such traversals possible, one should
be wary of whether it will work _well_ with deep trees.

One issue that you will meet very soon is that expressing
cart->spherical->cart transformation will often fail to symplify to an
identity transformation (a lot of information must be specified for
stuff like cos(acos(cos(a))) to return cos or for sqrt(x)*sqrt(1/x) to
return 1).

While the above is probably not the exact concern of Gilbert and the
others in the mechanics team I am sure they have similar worries.

And do not forget that mechanics is fast at the moment. With your
methodology it might be hard to keep up with its performance.

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