Overview
The Algorithms Guide
Five projects you completed, explained from scratch: why the solution is the solution, not just how to type it. Every piece of code here was actually run, and every output below is real.
The exercise gives you the requirement and the expected answer. This guide gives you the thinking in between: where to start, which structure fits, and why this one and not that one.
Each part opens with the prerequisites, then the concepts, then the diagrams, then the solution step by step. Do not jump to the code, the code is the shortest and least important thing on the page.
Each part ends with flashcards you flip by clicking, a multiple-choice question, and five "check your understanding" questions with hidden answers. Use them before you say "I get it".
The code here is for understanding, not for copying. Copy a solution without understanding it today, and you will face the same problem in an interview next month.
The track map
The five projects are not independent: each one builds a skill the next one uses. A dashed line means "this skill carries over there".
The project order and the skill each one adds.
Topics
What you actually walk away with
Projects are forgotten; skills stay. These five are what a senior engineer asks you about in a code review:
The transferable skills from these five parts.
Parts added to this track
| Part | Topic | You learn |
|---|---|---|
| 7 | Rotating a 2D matrix | Grid indices, the transpose, and working in place |
| 8 | Making change and dynamic programming | Greedy and when it fails, the DP table, and the base case |
| 9 | Sequential API requests in order | Promises, await in a loop, Promise.all and ordering |
| 10 | Islands in a grid: neighbours and edges | The four neighbours, bounds, DFS and counting by edges |
| 11 | Prime numbers and a removal game | The sieve, prefix sums, and analysing turn-based games |
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