This repository contains multiple implementations of a Rubik’s Cube solver. The solver is based on the Old Pochmann method.
The Old Pochmann Method, which is a method that solves one piece at a time, is a method typically used by beginner blindsolvers. Blindfolded solvers use letter patterns to help memorize sequences of moves in order to solve the cube.
https://en.wikipedia.org/wiki/Speedcubing Blindfolded methods
- Python3 total time: 0.0127... sec
- C++ total time: 0.00035... sec
- Haskell
- Rust
- Emacs lisp
- OCaml
- maybe APL
- maybe Shell
Many 3×3×3 Rubik's Cube enthusiasts use a notation developed by David Singmaster to denote a sequence of moves, referred to as "Singmaster notation". Its relative nature allows algorithms to be written in such a way that they can be applied regardless of which side is designated the top or how the colours are organised on a particular cube.
- F (Front): the side currently facing the solver
- B (Back): the side opposite the front
- U (Up): the side above or on top of the front side
- D (Down): the side opposite the top, underneath the Cube
- L (Left): the side directly to the left of the front
- R (Right): the side directly to the right of the front
- ...
When a prime symbol ( ' ) follows a letter, it denotes an anticlockwise face turn; while a letter without a prime symbol denotes a clockwise turn. These directions are as one is looking at the specified face. A letter followed by a 2 (occasionally a superscript 2) denotes two turns, or a 180-degree turn. R is right side clockwise, but R' is right side anticlockwise. ...
https://en.wikipedia.org/wiki/Rubik%27s_Cube Singmaster notation
http://www.sporenberg-marl.de/Rubik_Cube_Notation.html
Die Notation des Rubiks Cube
with nice graphics