Table of Contents

Math for Programmers by Paul Orland Table of Contents

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Math: Outline of mathematics, Mathematics research, Mathematical anxiety, Pythagorean Theorem, Scientific Notation, Algebra (Pre-algebra, Elementary algebra, Abstract algebra, Linear algebra, Universal algebra), Arithmetic (Essence of arithmetic, Elementary arithmetic, Decimal arithmetic, Decimal point, numeral system, Place value, Face value), Applied mathematics, Binary operation, Classical mathematics, Control theory, Cryptography, Definitions of mathematics, Discrete mathematics (Outline of discrete mathematics, Combinatorics), Dynamical systems, Engineering mathematics, Financial mathematics, Fluid mechanics (Mathematical fluid dynamics), Foundations of mathematics, Fudge (Mathematical fudge, Renormalization), Game theory, Glossary of areas of mathematics, Graph theory, Graph operations, Information theory, Language of mathematics, Mathematical economics, Mathematical logic (Model theory, Proof theory, Set theory, Type theory, Recursion theory, Theory of Computation, List of logic symbols), Mathematical optimization, Mathematician, Modulo, Mathematical notation (List of logic symbols, Notation in probability and statistics, Physical constants, Mathematical alphanumeric symbols, ISO 31-11), Numerical analysis, Operations research, Philosophy of mathematics, Probability (Outline of probability), Statistics, Mathematical structure, Ternary operation, Unary operation, Variable (mathematics), Glossary, Bibliography (Math for Data Science and DataOps, Math for Machine Learning and MLOps, Math for Programmers and Software Engineering), Courses, Mathematics GitHub. (navbar_math - see also navbar_variables)


© 1994 - 2024 Cloud Monk Losang Jinpa or Fair Use. Disclaimers

SYI LU SENG E MU CHYWE YE. NAN. WEI LA YE. WEI LA YE. SA WA HE.


about this book

about the author

about the cover illustration

1 Learning math with code

1.2 How not to learn math

1.3 Using your well-trained left brain

Part 1. Vectors and graphics

Part 1. Vectors and graphics

2 Drawing with 2D vectors

2 Drawing with 2D vectors

2.1 Picturing 2D vectors

2.2 Plane vector arithmetic

2.3 Angles and trigonometry in the plane

2.4 Transforming collections of vectors

2.5 Drawing with Matplotlib

3 Ascending to the 3D world

3 Ascending to the 3D world

3.1 Picturing vectors in 3D space

3.2 Vector arithmetic in 3D

3.3 The dot product: Measuring vector alignment

3.4 The cross product: Measuring oriented area

3.5 Rendering a 3D object in 2D

4 Transforming vectors and graphics

4 Transforming vectors and graphics

4.1 Transforming 3D objects

4.2 Linear transformations

5 Computing transformations with matrices

5 Computing transformations with matrices

5.1 Representing linear transformations with matrices

5.2 Interpreting matrices of different shapes

5.3 Translating vectors with matrices

6 Generalizing to higher dimensions

6 Generalizing to higher dimensions

6.1 Generalizing our definition of vectors

6.2 Exploring different vector spaces

6.3 Looking for smaller vector spaces

7 Solving systems of linear equations

7 Solving systems of linear equations

7.1 Designing an arcade game

7.2 Finding intersection points of lines

7.3 Generalizing linear equations to higher dimensions

7.4 Changing basis by solving linear equations


Part 2. Calculus and physical simulation

Part 2. Calculus and physical simulation

8 Understanding rates of change

8 Understanding rates of change

8.1 Calculating average flow rate from volume

8.2 Plotting the average flow rate over time

8.3 Approximating instantaneous flow rates

8.4 Approximating the change in volume

8.5 Plotting the volume over time

9 Simulating moving objects

9 Simulating moving objects

9.1 Simulating a constant velocity motion

9.2 Simulating acceleration

9.3 Digging deeper into Euler’s method

9.4 Running Euler’s method with smaller time steps

10 Working with symbolic expressions

10 Working with symbolic expressions

10.1 Finding an exact derivative with a computer algebra system

10.2 Modeling algebraic expressions

10.3 Putting a symbolic expression to work

10.4 Finding the derivative of a function

10.5 Taking derivatives automatically

10.6 Integrating functions symbolically

11 Simulating force fields

11 Simulating force fields

11.2 Modeling gravitational fields

11.3 Adding gravity to the asteroid game

11.4 Introducing potential energy

11.5 Connecting energy and forces with the gradient

12 Optimizing a physical system

12 Optimizing a physical system

12.1 Testing a projectile simulation

12.2 Calculating the optimal range

12.3 Enhancing our simulation

12.4 Optimizing range using gradient ascent

13 Analyzing sound waves with a Fourier series

13 Analyzing sound waves with a Fourier series

13.1 Combining sound waves and decomposing them

13.2 Playing sound waves in Python

13.3 Turning a sinusoidal wave into a sound

13.4 Combining sound waves to make new ones

13.5 Decomposing a sound wave into its Fourier series


Part 3. Machine learning applications

Part 3. Machine learning applications

14 Fitting functions to data

14 Fitting functions to data

14.1 Measuring the quality of fit for a function

14.2 Exploring spaces of functions

14.4 Fitting a nonlinear function

15 Classifying data with logistic regression

15 Classifying data with logistic regression

15.1 Testing a classification function on real data

15.2 Picturing a decision boundary

15.3 Framing classification as a regression problem

15.4 Exploring possible logistic functions

15.5 Finding the best logistic function

16 Training neural networks

16 Training neural networks

16.1 Classifying data with neural networks

16.2 Classifying images of handwritten digits

16.3 Designing a neural network

16.4 Building a neural network in Python

16.5 Training a neural network using gradient descent

16.6 Calculating gradients with backpropagation

Appendix

Index

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