Claude Artifacts Glossary
Interactive artifacts built with Claude. Click to explore.
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Interactive walkthrough of the Set Transformer (Lee et al. 2019): equivariance vs invariance, attention, multi-head, MAB, SAB/ISAB, PMA, and the full encoder–decoder. Drag controls and permute inputs to see how data moves through each block.
LLM Integration Field Manual
A tabbed reference for engineers shipping AI features: API & local providers, model types, embeddings & vector DBs, chunking methods and RAGFlow, a from-scratch RAG implementation, tool calling, structured output, agents & MCP, and production concerns (cost, reliability, safety). Includes a section mapping every concept to real full-stack AI job requirements.
Three Body Simulation
Simulation of the three body problem in physics and a few of the stable solutions.
Set Theory
An introduction to set theory - what is a set and what operations can be done with them?
DNABERT: Reading the Genome as a Language
Interactive walkthrough of the DNABERT paper (Ji et al., 2021) — k-mer tokenizer, masked pre-training, self-attention binding-site finder, benchmarks, and variant-effect demo.
Self-Attention Attribution — Interactive Review
Interactive review of "Self-Attention Attribution" (Hao et al., AAAI 2021). Editable Q/K/V attention computation (with a note on toy d_k=2 dimensions), a runnable integrated-gradient attribution demo, a rebuilt Figure 1 heatmap, and three use cases including an interactive step-through of Algorithm 1 (attribution tree construction) with play/step controls and an animated tree. Self-contained: React + Tailwind, all visuals inline SVG.
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DNABERT: Reading the Genome as a Language
Interactive walkthrough of the DNABERT paper (Ji et al., 2021) — k-mer tokenizer, masked pre-training, self-attention binding-site finder, benchmarks, and variant-effect demo.
Self-Attention Attribution — Interactive Review
Interactive review of "Self-Attention Attribution" (Hao et al., AAAI 2021). Editable Q/K/V attention computation (with a note on toy d_k=2 dimensions), a runnable integrated-gradient attribution demo, a rebuilt Figure 1 heatmap, and three use cases including an interactive step-through of Algorithm 1 (attribution tree construction) with play/step controls and an animated tree. Self-contained: React + Tailwind, all visuals inline SVG.
WebGL Shapes — Inside the Graphics Pipeline
A from-scratch WebGL explorer (no library) that renders a sphere, box, and tetrahedron as real triangle meshes and teaches the graphics pipeline. Hand-written column-major matrix math (perspective, rotation, translation) feeds a vertex shader; a fragment shader colors each pixel either by camera depth (red near → blue far) or with Lambert lighting — the same shader, two modes, shown side by side. A tessellation slider rebuilds the GPU buffers live (with triangle/vertex counts), a wireframe pass exposes the actual primitives, and drag/scroll orbit the model. Teaching panels include a clickable 5-stage pipeline diagram (CPU vs GPU vs fixed-function), the exact vertex and fragment GLSL being compiled, the per-shape mesh generator shown verbatim, a condensed WebGL setup walkthrough (compile, link, buffers, attributes, draw), and a WebGL-vs-OpenGL comparison table (lineage, GLSL ES vs desktop GLSL, fixed-function history, programmable stages, sandboxing, conventions). Depends on no external libraries.
3D Shape Exploration
An interactive Three.js reference that builds three solids — a sphere, a box, and a tetrahedron — entirely out of small spheres placed on the surface. Each shape has its own tab and a resolution slider: the sphere uses an angle step (latitude/longitude rings via cosθ/sinθ), while the box and tetrahedron use a subdivision count (linear interpolation across faces and barycentric sampling of triangles), with shared edges de-duplicated. Every sphere is colored by its live distance to the camera — red when nearest, sweeping through green to blue at the far side — recomputed each frame as the model rotates. All spheres render in a single InstancedMesh for one draw call. Drag to orbit, scroll to zoom, toggle auto-rotate and a faint surface guide. Each tab also shows the exact JavaScript generator it runs.
Building Payroll, HR Tech & Onboarding Systems — Engineering Reference
Interactive engineering reference for payroll / HR-tech / onboarding workflows: core concepts with design patterns, working code with logic walkthroughs and tradeoffs, production frameworks, and real companies (Paylocity spotlight) with stacks and what to learn to get in.
Graph Databases — Neo4j, Neptune & Knowledge Graphs
Interactive reference on graph databases for AI/ML: property-graph vs RDF models, Cypher/Gremlin/SPARQL with annotated code walkthroughs, Neo4j vs Amazon Neptune, GraphRAG and semantic search, plus a landscape comparison. Features a draggable property-graph visualization with query highlighting.
Data Mining — Interactive Reference
Five core data mining techniques — Classification (k-NN), Clustering (k-means), Association Rules, Anomaly Detection, and Regression — each with a formal definition, worked example, and live interactive demo.
Blockchain, Mining & Crypto for the Working Developer
Interactive walkthrough of blockchain from first principles — live SHA-256 hasher, a tamperable 4-block chain, and a real in-browser proof-of-work miner with adjustable difficulty. Covers consensus, UTXO vs account models, and when a blockchain is (and isn't) the right tool.
Qubits — A Working Introduction to Quantum Computing
Interactive two-section intro to quantum computing and quantum physics. Live linear algebra under the hood: an interactive Bloch sphere, a Rabi-oscillation pulse driver showing how superposition is physically created, Born-rule shot sampling, a Bell-pair entanglement demo, a 2-qubit statevector circuit simulator, and a line-by-line Qiskit walkthrough.
Reinforcement Learning Architectures — Graduate Reference
A comprehensive grad-level RL reference covering DQN, PPO, SAC, MuZero, AlphaZero, Dreamer, Decision Transformer and more. Includes animated MDP loop diagram, Bellman/policy-gradient math walkthroughs, syntax-highlighted code snippets, a live interactive Q-learning gridworld trainer, and real-world production use cases (Tesla FSD, OpenAI Five, RLHF, plasma control).