![]() ![]() Solve222.m - find God's Algorithm to a 2x2x2 cube Rubsolve.m - solve the cube using a layer by layer approach ![]() Rubinfo.m - returns information about the cube state Rubcross.m - searches for a cross on the cube. Rubcheck.m - checks the validity of a 2x2x2 or 3x3x3 state. 2 Notation Learn the letters which are used to mark the rotations of the faces to describe the algorithms. The 41 possible cases in this step can be solved. In the second step of the Fridrich method we solve the four white corner pieces and the middle layer edges attached to them. Try to solve the white face without reading this tutorial. The first two layers (F2L) of the Rubiks Cube are solved simultaneously rather than individually, reducing the solve time considerably. PDF MANUAL PARA EL CUBO DE RUBIK PDF FILES CODERub2move.m - converts a move in Rubik's code to axile 'x11' form. The Easiest Method We will learn this step by step: 1 Experiment Play with your cube and get familiar with it. Parity.m - calculates the parity of a permutation. Move2rub.m - converts a move of the form 'x11' to Rubik's Code 'B'. Ind2State.m - converts an index to a state 3 Extiende la cruz hacia abajo hasta las esquinas. Repite el procedimiento para cada recuadro de borde blanco hasta que estén todos en la cara superior. Gira F2 (hacia adelante 180°) para llevar el recuadro blanco hacia la posición UF. GetFacelets.m - converts a state in the orientation/permutation representation to the facelet repr. Gira todo el cubo de forma que el 'espacio vacío' esté ubicado en UF (la cara superior junto a la cara delantera). GetEdges.m - calculates the edge permutation/orientation of a given 3x3x3 cube. GetCorners2.m - calculates the corner permutation/orientation of a given 2x2x2 cube. GetCorners.m - calculates the corner permutation/orientation of a given 3x3x3 cube. The PDF also contains a vast theoretical description of the cube.Īlgrot.m - calculates how an algorithm changes under rotation of the cube.ĭigrub.m - GUIDE-generated m-file to go with digrub.fig.Įditstate.fig - GUI figure for manual input programĮditstate.m - GUIDE-generated m-file to go with editstate.fig.įindpeeks.m - Peek-finder that is used to find the cube's position in a webcam image. Inverse Scramble for all cubes: it is like cheating, but when the scramble is known, each cube can be solved by inversing the sequence.Īll of the above methods (with exception of the inverse scramble, which is trivial) are explained extensively in the included PDF. When this is achieved, T45 can be applied to solve it (~180 moves on avg). 423T45 for the 4x4x4 (read 4 to 3, T45): this algorithm brings the cube to a state which can be handled like it was a 3x3x3 cube. More intuitive than T45, but also more extensive and less effective. Layer-by-Layer (Beginners') Solution: this is the method commonly used by beginners to solve the cube. Thistlethwaite 45 (T45) for the 3x3x3: this algorithm will always find a solution of 45 moves or less, averaging at 31. God's Algorithm for the 2x2x2: this is the optimal solution for the given state (in half-turn metric). ![]() There are several built-in solving mechanisms available: You can also input your own state using a webcam (3x3x3), or simply enter the colors of each facelet (2,3,4x.x.). If the red-blue corner is somewhere else, then first we need to get it to the back-top position.This program allows you to generate a randomly scramble cube of arbitrary dimension which can then be manipulated manually or solved by the computer. The simple example below demonstrates a lucky situation where the red-blue edge piece goes where it belongs while we solve the white corner. In the advanced Fridrich method we're going to pair them in the top layer, then insert them where they belong. In the beginner's method solving the white corners and the second layer edges were two separate steps, but in this stage you should already know this. Familiarize with the algorithms so you can do them even with your eyes closed. To be efficient try not to turn your cube around while solving and look ahead as much as possible. The 41 possible cases in this step can be solved intuitively but it's useful to have a table of algorithms printed on your desk for guidance. The first two layers (F2L) of the Rubik's Cube are solved simultaneously rather than individually, reducing the solve time considerably. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |