|  |     The projection of the area D on the 3 coordinate planes will give
    the areas A, B, and C.  That is
	A = D * cos(theta-a) = D * Ua
	B = D * cos(theta-b) = D * Ub
	C = D * cos(theta-c) = D * Uc
    where cos(theta-*) are the dot products (components) of the unit vector
    normal to the surface of D, and the coordinate axes.
    So we have at once
	A^2 + D^2 + C^2 = D^2 * (Ua^2 + Ub^2 + Uc^2) = D^2
    This illustrates the idea of 'dual space' in linar algebra - the
    space of all vectors that are at right angles to all but one of
    each of the other vectors in the origional space.  In 3 space
    this is the cross product, but it works in space of any dimension.
    It is also where 'covariant' and 'contravariant' transformations
    come from in tensor analysis.
    A practical use:  Suppose you are writing shading and rendering software
    and want to know how to transform the normal vectors of a given surface
    when it is transformed by some transformation matrix. (consider what
    scaling one coordinate only does to the normal of a sphere for example).
    The notion of dual space gives the answer...
    - Jim
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