Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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Hello!
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An interactive demo of the Gauss-Seidel method for solving linear equation systems.
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An interactive demo of bisection search and golden ratio search algorithms.
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An image interpolation that gives us a continuous and smooth image, where every interpolated value only depends on the four neighboring pixel values.
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All the “C++ killers”, even these which I wholeheartedly love and respect like Rust, Julia, and D, help you write more features with fewer bugs, but they don't much help when you need to squeeze the very last FLOPS from the hardware you rent.
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Rational interpolation is a step forward from polynomial interpolation towards rational splines.
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This interactive guide shows how homogeneous coordinates actually make programming geometry simpler and not more complicated.
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This page uses polynomial modeling to show why software engineering tasks are often impossible to estimate.
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Type inference works like logic deduction so any program in a statically typed language is two programs.
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An introduction into symbolic computations in Python.
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This is a very concise introduction to x86 disassembly.
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This is not an interactive page, it has zero didactic value.
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An interactive quiz about microoptimizations in CUDA. 10 rounds, two pieces of code per each, you get to guess which is the faster.
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This shows how a picture can be turned into an HTML table.
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An interactive quiz featuring several obscure high-level languages and assembly variants.
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Component redundancy is used heavily in safety-critical and mission-critical systems for reliability improvement.
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Component redundancy is used heavily in safety-critical and mission-critical systems for reliability improvement.
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One more interactive quiz.
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This explains the geometry of complex numbers.
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An introduction into symbolic computations in Python.
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This is an introduction to linear equation systems.
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A brief introduction to mathematical analysis with a little SymPy on the side.
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Most of what you should know about floating-point numbers put together in an interactive tutorial with quests and puzzles.
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An alternative to polynomial splines.
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Marching cubes and dual contouring are often used for mesh generation.
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An interactive explanation of how iterative algorithms work.
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This explains Lagrange polynomial: why does it run through all the points, what is the basis polynomial, and how come it's a polynomial in the first place.
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This shows the global properties of polynomials, their derivatives, and explains how the Maclaurine and Taylor series work all with animated plots in arctangent scale.
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An interactive explanation of how polynomial transformations such as trilinear or biquadratic or even linear-cubic work, and how to craft your own.
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Non-Boolean logics are rare but not extinct.
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A simple image processing algorithm that cleans up dirt stains from old newspapers.
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This shows how computeable intervals written in rational bounds may not only account for the input error but keep computational error under control as well.
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This explains why the division by zero in floating point numbers is ok.
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This explains approximation and interpolation, how to use polynomials for that, and how to make both concepts work together.
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NURBS stands for the non-uniform rational basis spline.
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This is a brief introduction into polynomials.
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This depicts an old idea of using multifocal lemniscates to draw arbitrary curves.
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This interactive guide shows how homogeneous coordinates actually make geometry simpler and not more complicated.
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An interactive explanation of how polynomial transformations such as trilinear or biquadratic or even linear-cubic work, and how to craft your own that fits your particular task the best.
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With arctangent used as a scale, we can show any function on a screen.
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Can’t say that running away from complexity was a smart thing to do.
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It's about a feature that cleans up dirt stains from aged newspapers.
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People do it with different feelings.
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The page contains interactive plots to play with different strategies and distributions.
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Why would you care about homogeneous coordinates, whatever they are?
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It generates a seamless black and white honeycomb texture.
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Interactive mnemonics and changeable snippets.TL&DR: Sine is like S and cosine is like C.
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SWInE is a promising alternative to splines.
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When you write in C++ you actually write in two languages at once.
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If the operation you want to speed-up already runs in a few nano-seconds, your reasoning about algorithmic complexity probably wouldn't apply.