Risolvere il cubo di Rubik: differenze tra le versioni

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Az1568 (discussione | contributi)
m Reverted edit of 204.184.245.248, changed back to last version by 83.43.239.93
Corrected some inaccuracies in methods...
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'''ZB method:''' This method was developed independently by [[w:Ron van Bruchem|Ron van Bruchem]] and [[w:Zbigniew Zborowski|Zbigniew Zborowski]] in 2003. After solving the cross and three c/e pairs, the final F2L pair is solved while orienting LL edges. This is known as ZBF2L. The last layer can then be solved in one algorithm, known as ZBLL. The ultimate method requires several hunderd algorithms. To date, no one has learned the entire method. [[w:Lars Vandenbergh|Lars Vandenbergh]]'s site has ZBF2L algorithms, used in his VH system. [http://www.cubezone.be/zbf2l.html] ZBLL algorithms can be found on Doug Li's webpage. [http://www-personal.umich.edu/~dlli/Hardwick/zbll.html]
 
'''VH method:''' Created by [[w:Lars Vandenbergh|Lars Vandenbergh]] and [[w:Dan Harris|Dan Harris]], as a stepping stone from Fridrich to ZB. First, F2L without one c/e-pair is solved with Fridrich or some other method. Then the last pair is paired up, but not inserted. Then it's inserted to F2L and LL edges are oriented in one go. Then, using COLL, corners of LL are solved while preserving edge orientation. Then edges are permuted. [http://www.cubestation.co.uk/cs2/]
 
=== Block methods ===
'''Petrus System:''' Created by [[w:Lars Petrus|Lars Petrus]]. TheOne of the shortest methodmethods in terms of face turns per solve, the Petrus method is often used in fewest moves contests. Petrus reasoned that as you construct layers, further organization of the cube's remaining pieces is restricted by what you have already done. In order for a layer-based solution to continue after the first layer had been constructed, the solved portion of the cube would have to be temporarily disassembled while the desired moves were made, then reassembled afterward. Petrus sought to get around this [[w:quagmire|quagmire]] by solving the cube outwards from one corner, leaving him with unrestricted movement on several sides of the cube as he progressed. There are not as many algorithms to learn compared to the other F2L methods, but it takes a lot of dedication to master. The basis of the method is to create a 2x2x3 block on the cube, then procede to solve a 3x3x2 block, but also flipping the edges on the Last Layer,. leavingThen onlythe 7Last OLLLayer algorithmsis tosolved learnin two steps, first corners and then edges. [http://lar5.com/cube/]
 
'''Heise method:''' Created by [[w:Ryan Heise|Ryan Heise]], this method doesn't require any algorithms. First, F2Lone withoutinner onesquare c/e-pairand isthree solvedouter squares are built intuitively. Then remaining edgesthey are orientedplaced correctly while orienting remaining edges. After that you create 2two c/e-pairs, and solve the remaining edges. The last 3 corners are solved using a [[w:commutator|commutator]]. [http://www.ryanheise.com/cube/method/]
 
'''Gilles Roux Method:''' Another unique method, but works in blocks like the Petrus method. You start by solving a 1x2x3 block and then solve another 1x2x3 block on the other side of the cube. Next you solve the last 4 corners and finally the edges and centers. Has only 24 algorithms to learn. [http://grrroux.free.fr/method/Intro.html]
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=== Other methods ===
'''Heise method:''' Created by [[w:Ryan Heise|Ryan Heise]], this method doesn't require any algorithms. First, F2L without one c/e-pair is solved intuitively. Then remaining edges are oriented. After that you create 2 c/e-pairs, and solve the remaining edges. The last 3 corners are solved using a [[w:commutator|commutator]]. [http://www.ryanheise.com/cube/method/]
 
'''VH method:''' Created by [[w:Lars Vandenbergh|Lars Vandenbergh]] and [[w:Dan Harris|Dan Harris]], as a stepping stone from Fridrich to ZB. First, F2L without one c/e-pair is solved with Fridrich or some other method. Then the last pair is paired up, but not inserted. Then it's inserted to F2L and LL edges are oriented in one go. Then, using COLL, corners of LL are solved while preserving edge orientation. Then edges are permuted. [http://www.cubestation.co.uk/cs2/]
 
'''Salvia Method:''' Created by [[w:David Salvia|David Salvia]], similar to Fridrich except the first two layers are built much differently and the final steps are CLL ELL. This method was built around freedom of movement. This means that most solves take between 33 and 54 moves (counting any movement of a side or slice as one move.) In the F2L many cubists do "the cross" first, this method does it last. While many methods use OLL PLL, Salvia uses CLL ELL. [http://www.speedcubing.com/DavidJSalvia.html]