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Engineering Works

Low-level neural algorithms, secure LAN infrastructure, and real-time state engines.

3 Repositories

FeedforwardNN

A feedforward neural network implemented from scratch in C++ to demonstrate the math behind forward and backward passes.

C++PythonMake

Technical Implementation

  • Architecture: 2 input → 1 hidden layer (configurable) → 1 output
  • Activation: Sigmoid (hidden + output)
  • No bias terms
  • Weight initialization: Random
  • Training: Online / stochastic gradient descent
  • Loss: Absolute error (averaged, logged every 100 epochs)
  • Training length: 10,000 epochs
  • Learning rate: 0.1
  • Logging: CSV output + Python loss plot
  • Purpose: clarity over production features
snippet.cppVerified
// Neural Network Forward Pass in C++
void ForwardPass(const Matrix& input) {
  hidden_layer = Sigmoid(input * w1 + b1);
  output_layer = Sigmoid(hidden_layer * w2 + b2);
  loss = ComputeLoss(target, output_layer);
}
Tone: mathematical, instructional, honestView Repository on GitHub

LanHUB

A LAN-focused, end-to-end encrypted collaboration app built with Next.js and TypeScript.

Next.jsTypeScriptWebCrypto API

Engineering Emphasis

  • Client-side cryptography
  • Per-recipient key packing
  • Server never sees plaintext or raw symmetric keys
  • In-memory server + heartbeat polling
  • LAN discovery without heavy infra
  • LocalStorage persistence
  • Explicit client-side key management
snippet.tsVerified
// End-to-End Client Encryption
const key = await crypto.subtle.generateKey(
  { name: "AES-GCM", length: 256 },
  true, ["encrypt", "decrypt"]
);
const encrypted = await crypto.subtle.encrypt(
  { name: "AES-GCM", iv }, key, payload
);
Tone: security-aware, system-design focusedView Repository on GitHub

TrickStroke

A real-time social-deduction word game using Socket.IO with authoritative server logic.

Socket.IONode.jsReact
snippet.tsVerified
// Authoritative Server State Sync
io.on("connection", (socket) => {
  socket.on("submit_word", (payload) => {
    const valid = validateWordState(gameRoom, payload);
    if (valid) io.to(gameRoom.id).emit("state_update", gameRoom.state);
  });
});
Tone: event-driven, real-time systems thinkingView Repository on GitHub