LEARN MATH FOR PROGRAMMING
Learn Math for Programming: From Foundations to Advanced Applications
Goal: To build a strong, practical foundation in the mathematical concepts that are most critical for software engineering. You will learn by building projects that directly apply mathematical principles to solve real-world programming challenges.
Why Learn Math for Programming?
While you can write a lot of code without thinking about math, a deep understanding of the underlying mathematics allows you to:
- Write More Efficient Algorithms: Understand complexity, optimize performance, and choose the right data structures.
- Unlock New Fields: Dive into machine learning, computer graphics, cryptography, and scientific computing.
- Solve Harder Problems: Break down complex problems into logical, solvable mathematical components.
- Think More Rigorously: Improve your ability to reason about code, state, and logic.
After completing these projects, you won’t just use libraries for graphics or machine learning; you’ll understand the principles they are built on.
Core Concept Analysis
The Programmer’s Mathematical Toolkit
┌─────────────────────────────────────────────────────────────────────────┐
│ Computer Science Problems │
│ (Graphics, AI, Security, Search, Simulation, Optimization) │
└─────────────────────────────────────────────────────────────────────────┘
│
▼ Application of Mathematical Fields
┌──────────────────┬──────────────────┬──────────────────┬──────────────────┐
│ DISCRETE MATH │ LINEAR ALGEBRA │ CALCULUS │ PROBABILITY & │
│ │ │ │ STATISTICS │
│ • Logic │ • Vectors │ • Derivatives │ • Bayes' Theorem │
│ • Set Theory │ • Matrices │ • Integrals │ • Distributions │
│ • Graph Theory │ • Transformations│ • Optimization │ • Regression │
│ • Combinatorics │ • Vector Spaces │ (Gradient Descent)│ • Monte Carlo │
├──────────────────┴──────────────────┴──────────────────┴──────────────────┤
│ FOUNDATIONAL & CROSS-CUTTING CONCEPTS │
│ │
│ • Number Theory (Modular Arithmetic, Primes) - for Cryptography, Hashing │
│ • Boolean Algebra (Bitwise Operations) - for Low-Level Optimization │
└─────────────────────────────────────────────────────────────────────────┘
Key Concepts Explained
1. Discrete Mathematics
This is the math of computer science. Unlike continuous math (like calculus), it deals with distinct, countable objects.
- Logic & Boolean Algebra: The foundation of all computation, control flow (
if/else), and bitwise operations. - Set Theory: The basis for data structures like
Set, and for reasoning about groups of items. - Graph Theory: The study of nodes and edges. It’s how you model networks, social connections, dependencies, and navigation.
- Combinatorics: The art of counting. Used in analyzing algorithm complexity and probability.
2. Linear Algebra
The math of data. It provides the tools to work with multi-dimensional data and geometric transformations.
- Vectors: Represent points in space, or lists of numbers (e.g., a feature vector in ML).
- Matrices: Represent transformations (rotate, scale, translate), systems of linear equations, or datasets.
- Key Operations: Dot product, cross product, matrix multiplication.
3. Calculus
The math of change. It’s essential for any problem involving continuous systems, simulation, and optimization.
- Derivatives: Measure the rate of change. The core of gradient descent, the optimization algorithm that powers modern machine learning.
- Integrals: Calculate the total accumulation or area under a curve. Used in physics engines to calculate motion from velocity and acceleration.
4. Probability & Statistics
The math of uncertainty and data. It allows you to make predictions and draw conclusions from data.
- Probability: The likelihood of events. Used in randomized algorithms and analyzing risk.
- Bayes’ Theorem: A way to update beliefs in light of new evidence. The engine behind spam filters and many diagnostic systems.
- Statistics: Tools for describing and analyzing data (mean, median, variance, regression).
Project List
These projects are designed to teach you these mathematical concepts through practical, hands-on coding.
Project 1: Sudoku Solver
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Go
- Alternative Programming Languages: Python, C++, Rust
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 2: Intermediate
- Knowledge Area: Discrete Math / Algorithms
- Software or Tool: A command-line Sudoku solver.
- Main Book: “Grokking Algorithms” by Aditya Bhargava (for recursion/backtracking).
What you’ll build: A program that can take any valid (and solvable) Sudoku puzzle as input and print its unique solution.
Why it teaches math: This is a perfect introduction to computational logic and discrete math. Sudoku is a pure constraint satisfaction problem. You’ll learn to think about problems in terms of rules, states, and searching a solution space.
Core challenges you’ll face:
- Representing the board → maps to using a 2D array or matrix
- Defining the rules of Sudoku in code → maps to implementing logical constraints
- Implementing a backtracking algorithm → maps to recursive searching and state management
- Finding the next empty cell efficiently → maps to algorithmic thinking
Key Concepts:
- Recursion: “Grokking Algorithms” Ch. 3.
- Backtracking: A common algorithm for finding solutions by incrementally building candidates and abandoning a candidate (“backtracking”) as soon as it determines that it cannot possibly be completed to a valid solution.
- Constraint Satisfaction: The core problem type, where you have a set of variables and a set of constraints they must satisfy.
Difficulty: Intermediate Time estimate: Weekend Prerequisites: Solid understanding of loops, functions, and recursion.
Real world outcome: A command-line tool that takes a string representing a puzzle and prints the solved grid.
$ ./sudoku-solver "53..7....6..195....98....6.8...6...34..8.3..17...2...6.6....28....419..5....8..79"
5 3 4 | 6 7 8 | 9 1 2
6 7 2 | 1 9 5 | 3 4 8
1 9 8 | 3 4 2 | 5 6 7
------+-------+------
8 5 9 | 7 6 1 | 4 2 3
4 2 6 | 8 5 3 | 7 9 1
7 1 3 | 9 2 4 | 8 5 6
------+-------+------
9 6 1 | 5 3 7 | 2 8 4
2 8 7 | 4 1 9 | 6 3 5
3 4 5 | 2 8 6 | 1 7 9
Implementation Hints:
- Create a function
solve(board). - Find the first empty cell on the board. If no cells are empty, the puzzle is solved; return
true. - Try placing a number from 1 to 9 in that empty cell.
- For each number, check if placing it there violates the Sudoku rules (is it valid in its row, column, and 3x3 square?).
- If it’s a valid placement, recursively call
solve(board). - If the recursive call returns
true, it means a solution was found, so you should also returntrue. - If the recursive call returns
false, it means this number didn’t lead to a solution. “Undo” your choice (set the cell back to empty) and try the next number. - If you try all numbers from 1 to 9 and none of them lead to a solution, return
false.
Learning milestones:
- Board representation and rule-checking work → You’ve translated logical rules into code.
- The solver can fill in a few missing numbers → Your basic algorithm is on the right track.
- The solver can solve easy puzzles → Your backtracking implementation is correct.
- The solver can handle difficult puzzles quickly → Your algorithm is reasonably efficient.
Project 2: A 3D Rendering Engine from Scratch
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Python (with a simple graphics library like Pygame or Pillow)
- Alternative Programming Languages: C++, Rust, JavaScript (with HTML Canvas)
- Coolness Level: Level 5: Pure Magic (Super Cool)
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 3: Advanced
- Knowledge Area: Linear Algebra / Computer Graphics
- Software or Tool: A program that renders a spinning 3D cube.
- Main Book: “Computer Graphics from Scratch” by Gabriel Gambetta.
What you’ll build: A program that renders a 3D object (like a wireframe cube) onto a 2D screen, including perspective projection and rotation, without using a 3D graphics library like OpenGL.
Why it teaches math: This project is a masterclass in applied linear algebra. You’ll stop thinking of vectors and matrices as abstract concepts and start seeing them for what they are: powerful tools for manipulating points in space.
Core challenges you’ll face:
- Representing 3D points → maps to using 3D vectors
- Applying rotations → maps to matrix multiplication with rotation matrices
- Projecting 3D points onto a 2D screen → maps to perspective projection transformation
- Connecting the projected points to draw lines → maps to basic rasterization
Key Concepts:
- Vectors: Representing vertices of your 3D model.
- Matrices: 4x4 transformation matrices are the standard for 3D graphics (combining translation, rotation, and scale).
- Matrix Multiplication: The operation used to apply transformations to vectors.
- Perspective Projection: The matrix transformation that simulates how objects further away appear smaller.
Difficulty: Advanced Time estimate: 1-2 weeks Prerequisites: Strong grasp of functions, loops, and basic data structures.
Real world outcome: A window displaying a wireframe cube (or another 3D shape) that you can rotate in real-time.
Implementation Hints:
- Define your 3D cube using a list of 8 vertices (vectors) and a list of 12 edges (pairs of vertices to connect).
- Create rotation matrices for the X, Y, and Z axes. The formulas are readily available online.
- In your main loop: a. Create a rotation matrix based on the elapsed time (to make it spin). b. For each vertex of the cube, apply the rotation by multiplying the vertex vector by the rotation matrix. c. Create a projection matrix. Apply it to the rotated vertices to get 2D points. d. These 2D points are in “normalized device coordinates” (usually -1 to 1). You’ll need to scale them to your screen’s pixel dimensions. e. For each edge of the cube, draw a line between its two projected (and scaled) 2D vertices.
Learning milestones:
- You can draw a 2D projection of a static 3D cube → You understand vector representation and basic projection.
- You can rotate the cube on a single axis → You’ve implemented matrix-vector multiplication correctly.
- The cube spins smoothly on multiple axes → You understand how to combine transformation matrices.
- The perspective projection looks correct → You’ve implemented a full 3D graphics pipeline.
Project 3: RSA Cryptosystem from Scratch
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Python
- Alternative Programming Languages: Go
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 3: Advanced
- Knowledge Area: Number Theory / Cryptography
- Software or Tool: An encryption/decryption tool.
- Main Book: “Serious Cryptography” by Jean-Philippe Aumasson.
What you’ll build: A simplified implementation of the RSA algorithm to encrypt and decrypt messages.
Why it teaches math: This project is a direct application of number theory. You’ll implement algorithms for finding prime numbers, calculating the greatest common divisor, and performing modular exponentiation. It demystifies public-key cryptography.
Core challenges you’ll face:
- Generating large prime numbers → maps to implementing a primality test (like Miller-Rabin)
- Finding modular multiplicative inverse → maps to using the Extended Euclidean Algorithm
- Performing modular exponentiation efficiently → maps to implementing the “exponentiation by squaring” algorithm
- Putting it all together to generate keys and encrypt/decrypt → maps to understanding the RSA algorithm itself
Key Concepts:
- Prime Numbers: The foundation of RSA’s security.
- Modular Arithmetic: Performing arithmetic where numbers “wrap around” a modulus.
(a * b) mod n. - Greatest Common Divisor (GCD) and the Extended Euclidean Algorithm: Used to find the private key
d. - Euler’s Totient Function: Used in the key generation process.
Difficulty: Advanced Time estimate: 1-2 weeks
- Prerequisites: Comfort with programming fundamentals. No prior number theory knowledge is assumed, as that’s what you’ll be learning.
Real world outcome: A program that can generate a public/private key pair, encrypt a message with the public key, and decrypt the ciphertext back to the original message with the private key.
$ ./rsa-tool
Generated Public Key (e, n): (65537, 274877906944)
Generated Private Key (d, n): (168478116413, 274877906944)
Enter message to encrypt: Hello, math!
Encrypted (ciphertext): 832040123456...
Decrypted (plaintext): Hello, math!
(Note: This is for educational purposes ONLY. Do NOT use your implementation for real security.)
Implementation Hints:
- Key Generation:
a. Find two large, distinct prime numbers,
pandq. b. Calculaten = p * qandphi(n) = (p - 1) * (q - 1). c. Choose a public exponente(commonly 65537) that is coprime tophi(n). d. Calculate the private exponentdas the modular multiplicative inverse ofemodulophi(n). This is where you use the Extended Euclidean Algorithm. - Encryption:
ciphertext = (plaintext ^ e) mod n. - Decryption:
plaintext = (ciphertext ^ d) mod n. - You will need a function for modular exponentiation that can handle very large numbers without overflowing standard integer types.
Learning milestones:
- You can generate large prime numbers → You’ve implemented a primality test.
- You can find the modular inverse → Your Euclidean algorithm implementation is correct.
- Key generation works → You can successfully generate valid public/private key pairs.
- A message can be encrypted and decrypted correctly → Your full RSA implementation is working.
Project 4: A Simple Physics Engine
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Python (with Pygame for visualization)
- Alternative Programming Languages: JavaScript (with Canvas), C++
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 3: Advanced
- Knowledge Area: Calculus / Linear Algebra / Physics Simulation
- Software or Tool: A simulation of bouncing balls in a box.
- Main Book: “Math for Programmers” by Paul Orland.
What you’ll build: A 2D physics simulation where multiple balls move under gravity, collide with each other, and bounce off the walls of a container.
Why it teaches math: This project makes calculus tangible. You’ll use simple numerical integration to update object positions and velocities over time. It also heavily relies on linear algebra for vector operations (position, velocity, collision response).
Core challenges you’ll face:
- Simulating motion over time → maps to numerical integration (Euler integration)
- Detecting collisions (ball-wall, ball-ball) → maps to vector math and distance calculations
- Calculating collision response → maps to conservation of momentum and vector projection
- Managing the state of multiple objects → maps to algorithmic structure and game loop design
Key Concepts:
- Euler Integration: A simple method for numerical integration.
position = position + velocity * deltaTime.velocity = velocity + acceleration * deltaTime. - Vectors: Used for position, velocity, and acceleration of each ball.
- Vector Operations: Dot product is essential for calculating collision responses.
- Conservation of Momentum: The physical principle governing how objects behave when they collide.
Difficulty: Advanced Time estimate: 1-2 weeks Prerequisites: Project 2 (Rendering Engine) is helpful for the vector concepts.
Real world outcome: A graphical simulation where you can watch dozens of balls realistically bouncing and colliding in a confined space.
Implementation Hints:
- Create an
objectclass that stores its position (vector), velocity (vector), acceleration (vector, e.g.,(0, 9.8)for gravity), and radius. - In your main game loop, for each time step (
deltaTime): a. Integration: For each object, update its velocity and then its position using Euler integration. b. Collision Detection: i. Check if any ball is colliding with the walls. If so, invert its velocity component perpendicular to the wall. ii. Check every pair of balls to see if they are colliding (is the distance between their centers less than the sum of their radii?). c. Collision Response: If two balls are colliding, use the 1D collision formula (available online) on the components of their velocities along the line connecting their centers. This requires using vector projection (dot products). d. Drawing: Draw each ball at its new position.
Learning milestones:
- A single ball moves under gravity and bounces off the floor → You’ve implemented Euler integration.
- The ball bounces off all four walls correctly → You understand basic collision detection and response.
- Two balls collide and bounce off each other realistically → You’ve implemented vector-based collision response.
- The simulation is stable with many balls → Your engine is robust.
Project 5: Bayesian Spam Filter
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Python
- Alternative Programming Languages: Go, Java
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 2. The “Micro-SaaS / Pro Tool”
- Difficulty: Level 2: Intermediate
- Knowledge Area: Probability & Statistics
- Software or Tool: A tool to classify text as spam or not-spam.
- Main Book: “Data Science for Business” by Provost and Fawcett.
What you’ll build: A program that can be “trained” on a dataset of spam and non-spam (ham) emails, and can then predict whether a new, unseen email is spam.
Why it teaches math: This is the classic, intuitive introduction to Bayesian statistics. You’ll learn how to calculate conditional probabilities and use Bayes’ theorem to make predictions based on evidence (the words in an email).
Core challenges you’ll face:
- Tokenizing text → maps to breaking emails down into a list of words
- Counting word frequencies in spam vs. ham → maps to building a probabilistic model
- Applying Bayes’ theorem → maps to combining probabilities to classify a new email
- Handling unknown words and avoiding floating-point underflow → maps to Laplace smoothing and using log probabilities
Key Concepts:
- Bayes’ Theorem:
P(A|B) = [P(B|A) * P(A)] / P(B). In our case,P(Spam | Words). - Conditional Probability: The probability of an event given that another event has occurred.
P(word | Spam)is the probability that a given word appears in a spam email. - Laplace Smoothing: A technique to handle words that haven’t been seen in the training data by adding 1 to all counts.
Difficulty: Intermediate Time estimate: Weekend Prerequisites: Basic data structures, especially dictionaries/hash maps.
Real world outcome: A command-line tool that can classify messages.
# First, train the model
$ ./spam-filter --train --spam spam_folder/ --ham inbox/
Model trained successfully.
# Now, classify a new message
$ ./spam-filter --classify "free money now click here"
Result: SPAM (Probability: 99.8%)
$ ./spam-filter --classify "Hi mom, see you on Sunday. -Bob"
Result: HAM (Probability: 98.5%)
Implementation Hints:
- Training:
a. Build a vocabulary of all words seen in the training emails.
b. Create two frequency maps (dictionaries): one for words in spam emails, one for words in ham emails.
c. Calculate the base probabilities
P(Spam)andP(Ham)(e.g., number of spam emails / total emails). - Classification:
a. For a new email, tokenize it into words.
b. Start with the base probability
P(Spam). c. For each word in the email, multiply the current probability byP(word | Spam). Do the same forP(Ham). d.P(word | Spam)is(count of word in spam + 1) / (total words in spam + vocab size). The+1is Laplace smoothing. e. Pro-tip: Probabilities are small numbers. Multiplying many of them together will lead to floating-point underflow. Instead, add their logarithms:log(P1*P2) = log(P1) + log(P2). Compare the final log probabilities to decide.
Learning milestones:
- You can count word frequencies from a text file → Your data processing pipeline is working.
- The model can calculate
P(word | Spam)andP(word | Ham)→ You’ve built the core statistical model. - The classifier works for simple cases → Your Bayes’ theorem implementation is correct.
- The classifier is robust to new words and avoids underflow → You’ve handled the practical edge cases of probabilistic models.
Project 6: Graph Traversal Visualizer
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: JavaScript (with a library like D3.js or p5.js)
- Alternative Programming Languages: Python (with NetworkX and Matplotlib)
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 1. The “Resume Gold”
- Difficulty: Level 2: Intermediate
- Knowledge Area: Discrete Math / Graph Theory
- Software or Tool: An interactive web page that visualizes graph algorithms.
- Main Book: “A Common-Sense Guide to Data Structures and Algorithms” by Jay Wengrow.
What you’ll build: An interactive web application where users can create a graph (nodes and edges) and then visualize pathfinding algorithms like Breadth-First Search (BFS), Depth-First Search (DFS), and Dijkstra’s Algorithm in action.
Why it teaches math: It turns the abstract concepts of graph theory into a concrete, visual experience. You’ll see exactly how these fundamental algorithms explore a network, which is crucial for understanding everything from social networks to internet routing.
Core challenges you’ll face:
- Representing a graph in code → maps to adjacency lists or adjacency matrices
- Implementing BFS and DFS → maps to using queues and stacks (or recursion) to traverse a graph
- Implementing Dijkstra’s algorithm → maps to using a priority queue to find the shortest path in a weighted graph
- Visualizing the algorithm’s progress step-by-step → maps to managing state and using a rendering loop
Key Concepts:
- Graphs: A set of vertices (nodes) and edges that connect them.
- Adjacency List: A common way to represent a graph, where each vertex has a list of its neighbors.
- BFS (Breadth-First Search): Explores a graph layer by layer. Uses a queue.
- DFS (Depth-First Search): Explores a graph by going as deep as possible down one path before backtracking. Uses a stack or recursion.
- Dijkstra’s Algorithm: An algorithm for finding the shortest paths between nodes in a weighted graph.
Difficulty: Intermediate Time estimate: 1-2 weeks Prerequisites: Familiarity with basic data structures (queues, stacks, priority queues).
Real world outcome: A web page where you can click to create nodes and edges, select a start and end node, and watch the pathfinding algorithm color the nodes as it explores them, finally highlighting the shortest path.
Implementation Hints:
- Use an adjacency list (e.g., a hash map where keys are node IDs and values are lists of neighbor IDs) to store your graph.
- For visualization, you’ll need to separate the algorithm’s logic from its execution. Instead of running the whole algorithm at once, make it return a list of “steps” (e.g.,
[{node: 5, status: 'visiting'}, {node: 7, status: 'visited'}]). - Your JavaScript rendering loop (
requestAnimationFrame) can then pull one step from this list on each frame and update the colors of the nodes on the canvas, creating an animation. - BFS: Use a queue. Add the start node. While the queue is not empty, dequeue a node, process it, and enqueue all its unvisited neighbors.
- DFS: Use a stack (or just use recursion, which uses the call stack). Add the start node. While the stack is not empty, pop a node, process it, and push all its unvisited neighbors.
- Dijkstra: Use a priority queue to always explore the next-closest node from the start.
Learning milestones:
- You can draw a user-created graph → Your data representation and rendering are working.
- BFS and DFS correctly traverse the entire graph → You’ve implemented the core traversal algorithms.
- Dijkstra’s algorithm finds the shortest path in a weighted graph → You’ve implemented a more complex pathfinding algorithm.
- The visualization is clear and animated → You have a polished, educational tool.
Final Project: A Neural Network from Scratch
- File: LEARN_MATH_FOR_PROGRAMMING.md
- Main Programming Language: Python (with NumPy)
- Alternative Programming Languages: Go, Rust
- Coolness Level: Level 5: Pure Magic (Super Cool)
- Business Potential: 3. The “Service & Support” Model
- Difficulty: Level 5: Master
- Knowledge Area: Linear Algebra / Calculus / Machine Learning
- Software or Tool: A program that recognizes handwritten digits.
- Main Book: “Mathematics for Machine Learning” by Deisenroth, Faisal, and Ong.
What you’ll build: A simple neural network that can learn to recognize handwritten digits from the MNIST dataset, using only basic matrix operations and calculus.
Why it’s the final project: This project is the ultimate fusion of programming and mathematics. It combines linear algebra (for the network’s structure and forward propagation), calculus (for training the network via backpropagation with gradient descent), and probability/statistics (for the loss function and accuracy measurement). It’s the “hello world” of deep learning, built from first principles.
Core challenges you’ll face:
- Implementing the network layers → maps to matrix multiplication and activation functions
- The forward pass → maps to passing data through the network to get a prediction
- Calculating the loss → maps to quantifying how wrong the network’s prediction is
- The backward pass (backpropagation) → maps to using the chain rule from calculus to calculate the gradient of the loss with respect to each weight in the network
- Updating the weights → maps to using gradient descent to improve the network
Key Concepts:
- Matrix Multiplication: The fundamental operation of a neural network layer.
- Activation Functions (Sigmoid, ReLU): Non-linear functions that allow networks to learn complex patterns.
- Loss Function (Cross-Entropy Loss): A function that measures the error of the network’s predictions.
- Gradient Descent: An optimization algorithm that minimizes the loss by taking steps in the opposite direction of the gradient.
- The Chain Rule: The calculus rule that makes backpropagation possible, allowing you to calculate the derivative of a complex, nested function.
Difficulty: Master Time estimate: 1 month+ Prerequisites: All the mathematical concepts from the previous projects, especially linear algebra and a conceptual understanding of derivatives.
Real world outcome: A program that trains on the MNIST dataset and can then take a new image of a handwritten digit and correctly predict what number it is, achieving >90% accuracy.
$ python ./neural-net.py --train
Epoch 1/10, Loss: 0.352, Accuracy: 90.1%
Epoch 2/10, Loss: 0.168, Accuracy: 94.5%
...
Epoch 10/10, Loss: 0.082, Accuracy: 97.8%
Training complete.
$ python ./neural-net.py --predict my_digit.png
Prediction: 7
Implementation Hints:
- Structure: The network will be a list of layers. Each layer has a weight matrix and a bias vector.
- Forward Pass: For each layer, the output is
activation_function(input @ W + b), where@is matrix multiplication. The output of one layer is the input to the next. - Loss: The final output will be a vector of 10 probabilities. Compare this to the “true” label (a one-hot encoded vector) using a loss function.
- Backward Pass: This is the hardest part. You start at the loss and work backward. For each layer, you calculate how much its weights and biases contributed to the error. This requires finding the derivative of the loss function with respect to the layer’s weights (
dL/dW). The chain rule is key:dL/dW = dL/dOutput * dOutput/dZ * dZ/dW, whereZ = input @ W + b. - Update: For each weight
Win the network, update it:W = W - learning_rate * dL/dW. - Repeat this process for many “epochs” (passes over the training data).
Learning milestones:
- The forward pass works and produces a (random) prediction → Your network structure and matrix math are correct.
- You can calculate the loss for a single prediction → You’ve defined your objective function.
- Backpropagation correctly calculates gradients for a single layer → You’ve mastered the chain rule.
- The network’s loss decreases over several training epochs → Your gradient descent implementation is working, and the network is learning!
- The network achieves high accuracy on the test set → You have successfully built and trained a neural network from scratch.
Project Comparison Table
| Project | Difficulty | Time | Math Area | Fun Factor |
|---|---|---|---|---|
| Sudoku Solver | 2 | Weekend | Discrete Math | ★★★☆☆ |
| 3D Rendering Engine | 3 | 1-2 weeks | Linear Algebra | ★★★★★ |
| RSA Cryptosystem | 3 | 1-2 weeks | Number Theory | ★★★★☆ |
| Physics Engine | 3 | 1-2 weeks | Calculus, LinAlg | ★★★★★ |
| Spam Filter | 2 | Weekend | Probability | ★★★☆☆ |
| Graph Visualizer | 2 | 1-2 weeks | Discrete Math | ★★★★☆ |
| Neural Network | 5 | 1 month+ | LinAlg, Calculus | ★★★★★ |
Recommendation
A great path through this material would be:
- Start with the Sudoku Solver. It’s a fun, satisfying introduction to algorithmic thinking and discrete math without being overwhelming.
- Next, build the Bayesian Spam Filter. It’s a quick and practical introduction to probability that yields a genuinely useful tool.
- Then, tackle the 3D Rendering Engine. This is the best project for making linear algebra “click.” It’s challenging but incredibly rewarding.
- With those under your belt, you’ll be well-prepared to take on the more advanced projects like the Physics Engine, RSA Cryptosystem, or the final boss: the Neural Network from Scratch.
This path builds from logic to probability to linear algebra, giving you a solid and ever-increasing foundation of mathematical tools.
Summary
- Project 1: Sudoku Solver: Go
- Project 2: A 3D Rendering Engine from Scratch: Python
- Project 3: RSA Cryptosystem from Scratch: Python
- Project 4: A Simple Physics Engine: Python
- Project 5: Bayesian Spam Filter: Python
- Project 6: Graph Traversal Visualizer: JavaScript
- Final Project: A Neural Network from Scratch: Python