Connect your Claude / AI to 2,500+ algorithms, data structures and systems
mhtirogla is an MCP server (remote at https://mhtirogla.ai/mcp, or local with mhtirogla mcp) that your AI calls
while it designs and builds. Every page opens with a one-minute overview (the problem, how it works) and goes
on to the deep dive: code, complexity, pitfalls, efficiency and the libraries that implement it.
586 deep dives1,986 building blocks30 domains
you build an API gateway with a global rate limit ai search("api gateway rate limit") system api-gateway system global-rate-limiter block distributed-rate-limiting ai system_graph("api-gateway") → every part it is built from ai get_entry("distributed-rate-limiting") → overview, code, pitfalls, libraries
§ 0 How it works
- Connect.
claude mcp add --transport http mhtirogla https://mhtirogla.ai/mcp, or the same URL in any MCP client. No key or account needed: the MCP is open to everyone for now. - Say what you want to build. "A news harvester for every RSS feed", "a chess engine", "an inference server for an open model". Your AI finds the matching systems and the parts each one needs.
- Spec, then code. Your AI asks the design questions that change the design, writes a spec with decisions and budgets, and builds it in small tested steps, citing the pages it used.
Example call
search{query: "rate limiter for an API"} returns
system global-rate-limiter
system api-gateway
block distributed-rate-limiting Enforce one rate limit across N servers: a central atomic counter,
a limit split per node, or batched token leases…
and get_entry{slug: "distributed-rate-limiting", part: "overview"} returns the page's overview.
Browse by domain
Distributed and cloud
Systems and languages
Media and graphics
Science and simulation
§ 1 AI and ML
Machine learning
55 of 103 writtenModel building blocks, data, classical ML, reinforcement learning and evaluation.
Foundations
Classical ML
Language processing
Data
Evaluation
Modern layers
Vision models
Document understanding
Speech
Recommendation & ranking
Reinforcement learning
Neural network training & inference
29 of 72 writtenAutodiff, optimizers, numerics, GPU kernels, multi-GPU parallelism and fast inference.
Architectures
Multi-GPU parallelism
Optimizers & schedules
Automatic differentiation
GPU kernels
Inference
Decoding & sampling
Training recipes
Numerics & memory
Post-training & preference learning
Experiments & hyperparameter search
Statistics & experimentation
15 of 33 writtenHypothesis tests, A/B experiments, rating and label models, anomaly detection and forecasting.
Forecasting
Tests & intervals
Online experiments
Ratings, labels & latent models
Anomaly & change detection
Agentic AI
9 of 29 writtenThe parts of an LLM agent: tool protocols, the agent loop, context and memory, multi-agent orchestration, sandboxing and evaluation.
The agent loop
Tool protocols
Safety and operations
Memory and retrieval
Computer use
Multi-agent orchestration
§ 2 Data
Databases & storage
29 of 109 writtenIndexes, durability, transactions, buffer management and query execution.
Durability & recovery
Indexes
Query execution
Transactions & concurrency control
Buffer management
Data layout
Data pipelines
Query optimization
Schema & migrations
File & document formats
Product analytics
Flash, disks & redundancy
Data structures & hashing
15 of 37 writtenHash tables, hash functions, trees, sketches and buffers.
Ordered structures
Hash functions
Probabilistic structures
Hash tables
Authenticated structures
Buffers
Identifiers & check digits
Succinct & static structures
Sorting, searching & vector search
25 of 57 writtenSorting, search in arrays and strings, selection and nearest-neighbour search.
Text retrieval
Searching
Full-text retrieval
Approximate matching
Selection
Vector search
Sorting
Web crawling
Diff & near-duplicates
Sequence alignment & genomics
Graphs
10 of 29 writtenTraversal, shortest paths, connectivity, flow and scheduling on graphs.
Connectivity
Traversal & ordering
Shortest paths
Graph analytics
Flow & matching
Compression
14 of 26 writtenEntropy coding, LZ coding, transforms and integer/float codecs.
Integer codecs
Transforms
LZ / dictionary coding
Deltas & deduplication
Float & time-series codecs
Entropy coding
§ 3 Distributed and cloud
Security
49 of 154 writtenCrypto primitives you can actually use, auth, secrets and defending real systems.
Crypto primitives
Application security
Sandboxing & isolation
Certificates & PKI
Applied cryptography
Authentication & authorization
Operational security
Hardware trust
Access control & request signing
Abuse & bot defense
Secure channels & messaging
Threat detection & malware analysis
Privacy engineering
Multi-party & privacy-preserving crypto
Proof systems
Distributed systems
51 of 88 writtenConsensus, replication, time, partitioning and membership.
Coordination
Logs, queues & fan-out
Testing & replay
Replication
Stream & batch processing
Client sync & collaboration
Partitioning
Time & ordering
Consensus
Membership & failure detection
HPC communication & scheduling
Networking
27 of 113 writtenTransport protocols, kernel I/O paths and load balancing.
Server I/O
HTTP & RPC
Messaging & email protocols
Packet processing & middleboxes
Framing & serialization
Routing & forwarding
DNS & naming
Transport & congestion control
Queueing & traffic measurement
Load balancing
Industry protocols & formats
Network operations
Concurrency
12 of 20 writtenMemory ordering, lock-free structures, memory reclamation and scheduling.
Task scheduling
Memory model
Lock-free structures
Memory reclamation
Locks
Cloud services
14 of 17 writtenWhat each cloud building block is for, what it costs, and when to self-host.
Data services
Network & edge
Datacenter facilities
Operations
Choosing
§ 4 Systems and languages
Systems building blocks
23 of 62 writtenCaching, timers, flow control and memory allocation.
Flow control & resilience
Cache eviction
Observability & alerting
Memory allocation
Rules, state machines & events
Calendars & recurring schedules
Builds & rollouts
Cluster scheduling & capacity
Caching patterns
Hardware & OS
21 of 93 writtenWhat the machine really does: caches, SIMD, virtual memory, the page cache, durable writes and zero-allocation I/O.
Storage I/O
CPU
Processes & terminals
Kernel mechanisms
Memory
Virtualization
GPUs & accelerators
Chip design & EDA
Boot & firmware
Performance analysis
Compilers & runtimes
35 of 93 writtenParsing, type checking, IR and optimization, code generation, binaries, interpreters, JITs and garbage collectors.
IR & program analysis
Developer tooling
Binaries & debugging
Parsing & syntax trees
Code generation
Names & types
Interpreters & JITs
Garbage collection
Optimization passes
Type theory & proof assistants
Embedded, industrial & energy
11 of 56 writtenFirmware and device buses, real-time scheduling, industrial control, safety-critical design, power grids and batteries.
Firmware & peripherals
Safety-critical design
Industrial control
Real-time scheduling
Batteries & charging
Vehicle & device buses
Power systems
Programming languages
13 of 13 writtenWhich language for which job, and what each costs you.
Specialized
Dynamic & glue
Choosing
Managed & backend
§ 5 Media and graphics
Signal processing & communications
5 of 49 writtenDigital filters and spectra, radio physical and MAC layers, channel coding and satellite positioning.
Filters & spectra
Channel coding
Radio physical layer
Radio access & MAC
Satellite & radio positioning
Graphics & UI
14 of 116 writtenGPU rendering, 2D vector graphics, image processing, text rendering, UI layout and frameworks, and game-engine structure.
Image processing
2D vector graphics
Fonts & text layout
Documents, editors & terminals
GPU APIs & presentation
UI frameworks & reactivity
UI layout & styling
Meshes & voxels
Web page delivery
3D rendering
XR rendering
Game engine architecture
Ray tracing & volumes
Procedural generation
Audio & video
13 of 66 writtenVideo and audio coding, streaming and packaging, real-time media, audio processing, image codecs and camera pipelines.
Video coding
Streaming & packaging
Real-time communication
Audio processing
Image codecs & camera pipelines
Audio coding
Astronomy & remote-sensing imaging
§ 6 Science and simulation
Numerics & scientific computing
23 of 75 writtenDifferential equations, linear algebra, FFT, floating point, optimization and randomness.
Linear algebra
Optimization & randomness
Core numerics
PDE methods
ODE solvers
Sampling & Bayesian inference
Simulation methods
Physics integrators
Quantum computing
Symbolic math
Geometry & geospatial
5 of 34 writtenTransforms and robust predicates, computational geometry, CAD surfaces, spatial indexes, map projections and geocoding.
Spatial indexes
Transforms & predicates
Computational geometry
Maps & projections
Geocoding & map matching
CAD & surfaces
Optimization & solvers
14 of 35 writtenLP and MIP, constraint programming, SAT and SMT, metaheuristics, and routing, scheduling and packing heuristics.
LP, MIP & convex solvers
SAT, SMT & constraint programming
Packing & supply planning
Metaheuristics & local search
Routing & scheduling
Robotics & control
5 of 40 writtenFeedback control, state estimation, kinematics, motion planning, localization and mapping, and geometric vision.
State estimation
Control
Localization, mapping & 3D vision
Kinematics & frames
Motion planning
Motion profiles & CNC
Physics simulation
7 of 32 writtenRigid-body simulation for games and robotics: broadphase, narrowphase, contact solving.
Broadphase
Narrowphase
Rigid-body dynamics
N-body & molecular dynamics
Contact solving
Fluids
Computational chemistry
§ 7 Industries
Financial infrastructure
18 of 70 writtenOrder books, matching engines, ledgers, money types, payments and low-latency trading plumbing.
Ledgers & money
Payments
Markets & trading
Billing & metering
Blockchain mechanics
Pricing & risk models
Auctions & market makers
Latency engineering
Multiplayer & game networking
16 of 20 writtenReal-time state sync, latency hiding, bandwidth and matchmaking.
Bandwidth
Sync models
Game transport
Rating & matchmaking
Latency hiding
Game AI & search
9 of 31 writtenSearch and decision-making for agents in games and other adversarial settings: game trees, imperfect information, game characters.
Game-tree search
Game characters
State representation
Imperfect-information games
Search
Every page and system, by name, problem or goal.
Pricing
Search and read the library: overviews, How it works, Code, Complexity, Variants, Sources. About 100 calls per day.
Start freeEverything your AI needs to design a whole system: blueprints, design questions, Efficiency, Pitfalls, In production, library verdicts. Higher limits, commercial use.
Get ProEarly access: every plan gets everything, free. Free during early access. Parts may become paid later.
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