A Byte of PhysicsLogo

A Byte of Physics

Physics, explained from a programmer's point of view. Each lesson turns a physical question into inputs, state, a rule, observable output, and a testable limit.

Start with From Equations to Code · Open the shared glossary

Table of contents

PART I — COMPUTATIONAL FOUNDATIONS OF PHYSICS

1. Physics as Computation
2. Measurement, Units, and Uncertainty

PART II — MOTION AS DATA

3. One-Dimensional Motion
4. Vectors and Coordinate Systems
5. Motion in 2D and 3D

PART III — FORCES, ENERGY, AND CONSERVATION

6. Forces and Laws of Motion
7. Energy, Work, and Power
8. Potential Energy and Conservation Laws
9. Momentum and Collisions

PART IV — ROTATION AND CONTINUOUS SYSTEMS

10. Rotational Motion
11. Rolling, Angular Momentum, and Gyroscopes
12. Equilibrium and Elasticity

PART V — FIELDS AND CONTINUUM PHYSICS

13. Gravitation
14. Fluids

PART VI — OSCILLATIONS, WAVES, AND SIGNALS

15. Oscillations
16. Waves I — Mechanical Waves
17. Waves II — Analysis and Transformations

PART VII — THERMODYNAMICS AND STATISTICS

18. Temperature and the First Law
19. Kinetic Theory of Gases
20. Entropy and the Second Law

PART VIII — ELECTROMAGNETISM AS FIELD THEORY

21. Electrostatics
22. Electric Potential and Capacitance
23. Currents and Circuits
24. Magnetism and Induction
25. Maxwell’s Equations and EM Waves

PART IX — LIGHT, QUANTA, AND MODERN PHYSICS

26. Geometric and Wave Optics
27. Relativity
28. Quantum Beginnings
29. Atoms and Solids
30. Nuclear and Particle Physics

EPILOGUE — THINKING LIKE A COMPUTATIONAL PHYSICIST

Epilogue

Share to: