I wouldn't say it is all wrong. Just that the stuff you are talking about is a very tiny fraction of LA. I took a graduate class in LA, based on Strang's book. I have the book right here in front of me. So the stuff you allude to, i.e. rotation matrix, reflection matrix & projection matrix, is on p130 of Chapter 2. We got to that in the 1st month of the semester, & it got about 1 hour of classtime total. That's it. An LA class is like 4 months, or 50 hours. If the point of LA to derive those matrices so one can do 3D computer graphics with scaling, rotation & projection ? No, that stuff is too basic. We got 1 homework problem on that, that's it.
The stuff that most of the class struggled with ( & still struggle with, because Strang goes over it rather quickly in his book), is function spaces ( chapter 3, p182), Gram Schmidt for functions ( p184), FFTs, (p195), fibonacci & lucas numbers (p255), the whole stability of differential equations chapter ( he gives these hard and fast rules like a Differential Equation is stable if trace is negative & determinant is positive, but its not too clear why. ), quadratic forms & minimum principles - that whole 6th chapter glosses over too much material imo.
Overall, Strang's book is a solid A+ on how to get stuff done, but maybe a B- on why stuff works the way it works. Like, why should I find Rayleigh quotient if I want to minimize one quadratic divided by another ? Strang just says, do it & you'll get the minimum. How to find a quadratic over [-1,1] that is the least distance away from a cubic in that same space ? Again, Strang gives a method but the why part of it is quite mysterious.
So does LA get substantially more involved than just lots of multiplications and additions or is it always at the end of the day still just bags of floats getting multiplied and summed? Is it just a fantastic rabbit hole describing what values you put where in those bags of numbers?
One advantage of linear algebra is that it is, well, linear. Linear is nice. It means you can decompose things into their independent elements, and put them all together again, without loss. The monad interface, as simple as it is, is not linear; specific implementations of it can have levels of complexity more like a Turing machine.
However, things like the vector space of polynomials of degree at most n, the vector space of all homomorphisms between two vector spaces, the dual space of a vector space, etc. are all concepts that belong to linear algebra proper yet are more "abstract" than just "computations with matrices".
M a
Then add a way to put things in the container. a -> M a
Then add a way to use the thing in the container. M a -> (a -> M b) -> M b(A nearly-exact parallel can be seen in the Iterator interface. You can describe it as "a thing that walks through a container presenting the items in order"... and yeah, that's the majority use case and where the idea came from... but it's also wrong. What it really is is just "a thing that presents items in some order". It doesn't have to be from "a container". You can have an iterator that produces integers in order, or strings in lexigraphic order, or yields bytes from a socket as they come in, or other things that have no "container" anywhere to be found. If you have "from a container" in your mental model then those things are confusing; if you understand it simply as "presenting items in order" then having an iterator that just yields integers makes perfect sense. A lot of the Monad confusion comes from adding extra clauses to what it is. Though by no means all of it.)
The "aha" realization that the "container" can be an ephemeral concept and not resident at run time can come later.
FWIW, I think of IO as a container: it contains the risk of side-effects within. All the examples you gave are containers in their own way.
Abstract computer science doesn't.
Part of why Haskell appears like such an implacable curmudgeon is the predilection of its community to believe that users must grasp type and logic theory to use it.
They don't.
Just like they don't need to have a mental model of their computer to write software for it.
It's not the 80s anymore.
This has inspired me to try to update my post on the idea in a side window, but it's been sitting on my hard drive for over a year now and probably still has a ways to go yet.
f(x)
is the same as
a = x; f(a)
and the same as
g = f; g(x);
That's the monad laws. Whatever craziness you want to put in the semantics, those are properties you probably would like to preserve in your language.
Functional languages are really weird, for instance it's possible to switch line order of statements and the compiler will still figure out how to stitch that together. I think even JS in parts has or at least had that behaviour. (Actually that's useful when having mathematical formulas that are interdependent and you're too lazy to order them topologically by dependence)
On the other hand, just executing a sequence of commands in order to do I/O is only a normal thing to do since recently as far as I understand. The sweet spot for FP is IMHO something like React where state is strictly separated from the functions. (Imagine writing Hello World using Normal Maths)
(Please correct me if I'm wrong, which is probably quite likely ;))
The claim is that in other categories, there might be other natural combinations between two objects, for example a tensor product of Abelian groups combined with the integers Z as unit, or a composition of two endofunctors into a new endofunctor F ∘ F combined with the identity functor.
So the idea is that a monoid is somehow a destroyer of this combination operation; a monoid in sets un-combines the Cartesian product M × M back into the set M, and indeed this is a function (a set-arrow) from the combined objects to the underlying object.
By having an endofunctor combined with a natural transformation from F ∘ F back to F (natural transformations are the arrows in the category of endofunctors) a monad is therefore doing exactly what a monoid does, if you replace the "pre-monoid" combination step of the Cartesian product with instead a new "pre-monoid" combination step of endofunctor composition.
You don't even have to go 3D, just starting with the points of a rectangle in 2D and asking, "how do you put the edge points of this rectangle 10px to the left, rotate them 45° and stretch them 200% vertically?" and you've applied a matrix. Even if you're not using the fancy brackets, you're using a matrix, and understanding it.
Consider polynomials in X of degree up, but not including N. The powers 1,X,...,X^(n-1) form a basis. Then the coefficients of the polynomial can be put in a column vector. If D is the derivative operator, DX^n = nX^(n-1), so the derivative matrix can be expressed as a sparse matrix with D_(n,n+1) = n. Visually, it's a matrix with the integers 1,2,...,n-1 on the super-diagonal.
You can also see that this is a nilpotent matrix for finite N, since repeated multiplication sends the entries further up into the upper right corner.
You can extend this to the infinite case for formal power series in X, too, where you don't worry about convergence.
> Google's PageRank is a solution of a matrix equation, what does that matrix represent?
Isn't it just the adjacency matrix of a big graph?
Anyway, I agree with you. Matrices and linear algebra is a really good inspiration for higher level concepts like vector spaces and Hilbert spaces and so on. That's where the real power lies. But even in such general domains, matrices are often used to do concrete computations on them, because we have a lot of tools for matrices.
That's just one of dozens of things LA is "about"
> why the hell couldn't my textbooks explain it in these terms on page 1
Because you wouldn't have understood terms like
> orthonormal
and because it would have been unhelpful to everyone else who want in LA for the exact same reason you were.
Being obviously in retrospect doesn't mean it was obvious in forespect. You had to learn the material first.
If you've never written a standalone software-rendered ray tracer, I found that to be a very useful exercise early on. There are plenty of tutorials for those on the interwebs.
At some point it's like "Wait, is linear algebra really just about heaps of multiplication and addition? Like every dimension gets multiplied by values for every dimension, and values 0 and 1 are way more interesting than I previously appreciated. That funny identity matrix with the diagonal 1s in a sea of 0s, that's just an orthonormal basis where each corresponding dimension's axis is getting 100% of the multiplication like a noop. This is ridiculously simple yet unlocks an entire new world of understanding, why the hell couldn't my textbooks explain it in these terms on page 1? FML"
I'm still a noob when it comes to linear algebra and 3D stuff, but it feels like all the textbooks in the world couldn't have taught me what some hands-on 3D graphics programming impressed upon me rather quickly. Maybe my understanding is all wrong, feel free to correct me, as my understanding on this subject is entirely self-taught.