math_for_programmers_by_paul_orland_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.


  • contents
  • acknowledgments

about this book

about the author

about the cover illustration

1 Learning math with code

  • 1.1 Solving lucrative problems with math and software
  • Predicting financial market movements
  • Finding a good deal
  • Building 3D graphics and animations
  • Modeling the physical world

1.2 How not to learn math

  • Jane wants to learn some math
  • Slogging through math textbooks

1.3 Using your well-trained left brain

  • Using a formal language
  • Build your own calculator
  • Building abstractions with functions

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

  • Representing 2D vectors
  • 2D drawing in Python
  • Exercises

2.2 Plane vector arithmetic

  • Vector components and lengths
  • Multiplying vectors by numbers
  • Subtraction, displacement, and distance
  • Exercises

2.3 Angles and trigonometry in the plane

  • From angles to components
  • Radians and trigonometry in Python
  • From components back to angles
  • Exercises

2.4 Transforming collections of vectors

  • Combining vector transformations
  • Exercises

2.5 Drawing with Matplotlib

3 Ascending to the 3D world

3 Ascending to the 3D world

3.1 Picturing vectors in 3D space

  • Representing 3D vectors with coordinates
  • 3D drawing with Python
  • Exercises

3.2 Vector arithmetic in 3D

  • Adding 3D vectors
  • Scalar multiplication in 3D
  • Subtracting 3D vectors
  • Computing lengths and distances
  • Computing angles and directions
  • Exercises

3.3 The dot product: Measuring vector alignment

  • Picturing the dot product
  • Computing the dot product
  • Dot products by example
  • Measuring angles with the dot product
  • Exercises

3.4 The cross product: Measuring oriented area

  • Orienting ourselves in 3D
  • Finding the direction of the cross product
  • Finding the length of the cross product
  • Computing the cross product of 3D vectors
  • Exercises

3.5 Rendering a 3D object in 2D

  • Defining a 3D object with vectors
  • Projecting to 2D
  • Orienting faces and shading
  • Exercises

4 Transforming vectors and graphics

4 Transforming vectors and graphics

4.1 Transforming 3D objects

  • Drawing a transformed object
  • Composing vector transformations
  • Rotating an object about an axis
  • Inventing your own geometric transformations
  • Exercises

4.2 Linear transformations

  • Preserving vector arithmetic
  • Picturing linear transformations
  • Why linear transformations?
  • Computing linear transformations
  • Exercises

5 Computing transformations with matrices

5 Computing transformations with matrices

5.1 Representing linear transformations with matrices

  • Writing vectors and linear transformations as matrices
  • Multiplying a matrix with a vector
  • Composing linear transformations by matrix multiplication
  • Implementing matrix multiplication
  • 3D animation with matrix transformations
  • Exercises

5.2 Interpreting matrices of different shapes

  • Column vectors as matrices
  • What pairs of matrices can be multiplied?
  • Viewing square and non-square matrices as vector functions
  • Projection as a linear map from 3D to 2D
  • Composing linear maps
  • Exercises

5.3 Translating vectors with matrices

  • Making plane translations linear
  • Finding a 3D matrix for a 2D translation
  • Combining translation with other linear transformations
  • Translating 3D objects in a 4D world
  • Exercises

6 Generalizing to higher dimensions

6 Generalizing to higher dimensions

6.1 Generalizing our definition of vectors

  • Creating a class for 2D coordinate vectors
  • Improving the Vec2 class
  • Repeating the process with 3D vectors
  • Building a vector base class
  • Defining vector spaces
  • Unit testing vector space classes
  • Exercises

6.2 Exploring different vector spaces

  • Enumerating all coordinate vector spaces
  • Identifying vector spaces in the wild
  • Treating functions as vectors
  • Treating matrices as vectors
  • Manipulating images with vector operations
  • Exercises

6.3 Looking for smaller vector spaces

  • Identifying subspaces
  • Starting with a single vector
  • Spanning a bigger space
  • Defining the word dimension
  • Finding subspaces of the vector space of functions
  • Subspaces of images
  • Exercises

7 Solving systems of linear equations

7 Solving systems of linear equations

7.1 Designing an arcade game

  • Modeling the game
  • Rendering the game
  • Shooting the laser
  • Exercises

7.2 Finding intersection points of lines

  • Choosing the right formula for a line
  • Finding the standard form equation for a line
  • Linear equations in matrix notation
  • Solving linear equations with NumPy
  • Deciding whether the laser hits an asteroid
  • Identifying unsolvable systems
  • Exercises

7.3 Generalizing linear equations to higher dimensions

  • Representing planes in 3D
  • Solving linear equations in 3D
  • Studying hyperplanes algebraically
  • Counting dimensions, equations, and solutions
  • Exercises

7.4 Changing basis by solving linear equations

  • Solving a 3D example
  • Exercises

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

  • Implementing an average_flow_rate function
  • Picturing the average flow rate with a secant line
  • Negative rates of change
  • Exercises

8.2 Plotting the average flow rate over time

  • Finding the average flow rate in different time intervals
  • Plotting the interval flow rates
  • Exercises

8.3 Approximating instantaneous flow rates

  • Finding the slope of small secant lines
  • Building the instantaneous flow rate function
  • Currying and plotting the instantaneous flow rate function
  • Exercises

8.4 Approximating the change in volume

  • Finding the change in volume for a short time interval
  • Breaking up time into smaller intervals
  • Picturing the volume change on the flow rate graph
  • Exercises

8.5 Plotting the volume over time

  • Finding the volume over time
  • Picturing Riemann sums for the volume function
  • Improving the approximation
  • Definite and indefinite integrals

9 Simulating moving objects

9 Simulating moving objects

9.1 Simulating a constant velocity motion

  • Adding velocities to the asteroids
  • Updating the game engine to move the asteroids
  • Keeping the asteroids on the screen
  • Exercises

9.2 Simulating acceleration

  • Accelerating the spaceship

9.3 Digging deeper into Euler’s method

  • Carrying out Euler’s method by hand
  • Implementing the algorithm in Python

9.4 Running Euler’s method with smaller time steps

  • Exercises

10 Working with symbolic expressions

10 Working with symbolic expressions

10.1 Finding an exact derivative with a computer algebra system

  • Doing symbolic algebra in Python

10.2 Modeling algebraic expressions

  • Breaking an expression into pieces
  • Building an expression tree
  • Translating the expression tree to Python
  • Exercises

10.3 Putting a symbolic expression to work

  • Finding all the variables in an expression
  • Evaluating an expression
  • Expanding an expression
  • Exercises

10.4 Finding the derivative of a function

  • Derivatives of powers
  • Derivatives of transformed functions
  • Derivatives of some special functions
  • Derivatives of products and compositions
  • Exercises

10.5 Taking derivatives automatically

  • Implementing a derivative method for expressions
  • Implementing the product rule and chain rule
  • Implementing the power rule
  • Exercises

10.6 Integrating functions symbolically

  • Integrals as antiderivatives
  • Introducing the SymPy library
  • Exercises

11 Simulating force fields

11 Simulating force fields

  • 11.1 Modeling gravity with a vector field
  • Modeling gravity with a potential energy function

11.2 Modeling gravitational fields

  • Defining a vector field
  • Defining a simple force field

11.3 Adding gravity to the asteroid game

  • Making game objects feel gravity
  • Exercises

11.4 Introducing potential energy

  • Defining a potential energy scalar field
  • Plotting a scalar field as a heatmap
  • Plotting a scalar field as a contour map

11.5 Connecting energy and forces with the gradient

  • Measuring steepness with cross sections
  • Calculating partial derivatives
  • Finding the steepness of a graph with the gradient
  • Calculating force fields from potential energy with the gradient
  • Exercises

12 Optimizing a physical system

12 Optimizing a physical system

12.1 Testing a projectile simulation

  • Building a simulation with Euler’s method
  • Measuring properties of the trajectory
  • Exploring different launch angles
  • Exercises

12.2 Calculating the optimal range

  • Finding the projectile range as a function of the launch angle
  • Solving for the maximum range
  • Identifying maxima and minima
  • Exercises

12.3 Enhancing our simulation

  • Adding another dimension
  • Modeling terrain around the cannon
  • Solving for the range of the projectile in 3D
  • Exercises

12.4 Optimizing range using gradient ascent

  • Plotting range versus launch parameters
  • The gradient of the range function
  • Finding the uphill direction with the gradient
  • Implementing gradient ascent
  • Exercises

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

  • Producing our first sound
  • Playing a musical note
  • Exercises

13.3 Turning a sinusoidal wave into a sound

  • Making audio from sinusoidal functions
  • Changing the frequency of a sinusoid
  • Sampling and playing the sound wave
  • Exercises

13.4 Combining sound waves to make new ones

  • Adding sampled sound waves to build a chord
  • Picturing the sum of two sound waves
  • Building a linear combination of sinusoids
  • Building a familiar function with sinusoids
  • Exercises

13.5 Decomposing a sound wave into its Fourier series

  • Finding vector components with an inner product
  • Defining an inner product for periodic functions
  • Writing a function to find Fourier coefficients
  • Finding the Fourier coefficients for the square wave
  • Fourier coefficients for other waveforms
  • Exercises

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

  • Measuring distance from a function
  • Summing the squares of the errors
  • Calculating cost for car price functions
  • Exercises

14.2 Exploring spaces of functions

  • Picturing cost for lines through the origin
  • The space of all linear functions
  • Exercises
  • 14.3 Finding the line of best fit using gradient descent
  • Rescaling the data
  • Finding and plotting the line of best fit
  • Exercises

14.4 Fitting a nonlinear function

  • Understanding the behavior of exponential functions
  • Finding the exponential function of best fit
  • Exercises

15 Classifying data with logistic regression

15 Classifying data with logistic regression

15.1 Testing a classification function on real data

  • Loading the car data
  • Testing the classification function
  • Exercises

15.2 Picturing a decision boundary

  • Picturing the space of cars
  • Drawing a better decision boundary
  • Implementing the classification function
  • Exercises

15.3 Framing classification as a regression problem

  • Scaling the raw car data
  • Measuring the “BMWness” of a car
  • Introducing the sigmoid function
  • Composing the sigmoid function with other functions
  • Exercises

15.4 Exploring possible logistic functions

  • Parameterizing logistic functions
  • Measuring the quality of fit for a logistic function
  • Testing different logistic functions
  • Exercises

15.5 Finding the best logistic function

  • Gradient descent in three dimensions
  • Using gradient descent to find the best fit
  • Testing and understanding the best logistic classifier
  • Exercises

16 Training neural networks

16 Training neural networks

16.1 Classifying data with neural networks

16.2 Classifying images of handwritten digits

  • Building the 64-dimensional image vectors
  • Building a random digit classifier
  • Measuring performance of the digit classifier
  • Exercises

16.3 Designing a neural network

  • Organizing neurons and connections
  • Data flow through a neural network
  • Calculating activations
  • Calculating activations in matrix notation
  • Exercises

16.4 Building a neural network in Python

  • Implementing an MLP class in Python
  • Evaluating the MLP
  • Testing the classification performance of an MLP
  • Exercises

16.5 Training a neural network using gradient descent

  • Framing training as a minimization problem
  • Calculating gradients with backpropagation
  • Automatic training with scikit-learn
  • Exercises

16.6 Calculating gradients with backpropagation

  • Finding the cost in terms of the last layer weights
  • Calculating the partial derivatives for the last layer weights using the chain rule
  • Exercises

Appendix

  • appendix A. Getting set up with Python
  • appendix B. Python tips and tricks
  • appendix C. Loading and rendering 3D Models with OpenGL and PyGame

Index

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math_for_programmers_by_paul_orland_table_of_contents.txt · Last modified: 2024/04/28 03:35 (external edit)