Availability: In Stock

Math for Programmers (1 ed)

Author: Paul Orland
SKU: BF-0414

Original price was: $59.99.Current price is: $5.00.

  • Publisher: ‎Manning
  • Author: Paul Orland
  • Language: ‎English
  • Format: ‎PDF
  • Pages: 688 pages
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Description

Math for Programmers: 3D graphics, machine learning, and simulations with Python 1st Edition

“A gentle introduction to some of the most useful mathematical concepts that should be in your developer toolbox.” – Christopher Haupt, New Relic

Explore important mathematical concepts through hands-on coding. 
Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.

Filled with graphics and more than 300 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest fields. As you tackle the basics of linear algebra, calculus, and machine learning, you’ll master the key Python libraries used to turn them into real-world software applications.

Summary

To score a job in data science, machine learning, computer graphics, and cryptography, you need to bring strong math skills to the party. Math for Programmers teaches the math you need for these hot careers, concentrating on what you need to know as a developer. Filled with lots of helpful graphics and more than 200 exercises and mini-projects, this book unlocks the door to interesting–and lucrative!–careers in some of today’s hottest programming fields.

About the technology

Skip the mathematical jargon: This one-of-a-kind book uses Python to teach the math you need to build games, simulations, 3D graphics, and machine learning algorithms. Discover how algebra and calculus come alive when you see them in code!
What's inside
  • Vector geometry for computer graphics
  • Matrices and linear transformations
  • Core concepts from calculus
  • Simulation and optimization
  • Image and audio processing
  • Machine learning algorithms for regression and classification
About the reader

For programmers with basic skills in algebra.

Table of Contents

1 Learning math with codePART I – VECTORS AND GRAPHICS
2 Drawing with 2D vectors
3 Ascending to the 3D world
4 Transforming vectors and graphics
5 Computing transformations with matrices
6 Generalizing to higher dimensions
7 Solving systems of linear equations

PART 2 – CALCULUS AND PHYSICAL SIMULATION
8 Understanding rates of change
9 Simulating moving objects
10 Working with symbolic expressions
11 Simulating force fields
12 Optimizing a physical system
13 Analyzing sound waves with a Fourier series

PART 3 – MACHINE LEARNING APPLICATIONS
14 Fitting functions to data
15 Classifying data with logistic regression
16 Training neural networks

Additional information

Author

Publisher

Manning

Format

PDF

Language

English

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