signaly
Regular
- Joined
- Apr 20, 2008
- Messages
- 83
How exactly does cube timer get their scrambles? I mean is it just a random set of moves or is it something more specific?
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Using a 3x3x3 solver and random position isn't easy in JavaScript.
I tried to write a solver that's reasonably fast and doesn't use too many moves a while ago, but gave up. I couldn't even get Thistlethwaite's algorithm working decently. Then I tried Haskell, and found it quite easy to implement Kociemba's algorithm and to make it find solutions shorter than 25 moves in less than a second. JavaScript is in my opinion more difficult, because:Is it easier in other languages? If so, which and why? Or I should directly ask why it's not easy in JavaScript, because I know other languages but JavaScript not really. So does it have significant disadvantages?Using a 3x3x3 solver and random position isn't easy in JavaScript.
As far as I can figure, there is no chance for a move, or even a series of moves to undo itself.
No, only those which are called "algorithm", of course, by defination!!!!!!!!Every series of moves undoes itself, eventually.
You *are* getting 25 turns in HTM. And that's where the 25 recommendation/requirement comes from.this case takes 2 turns to do the equivalent of one, which means you aren't REALLY getting a full 25 turns, sometimes.
Speaking of Cubetimer, when I use 2x2, I get scrambles with opposite face turns right next to each other like D2 U2.Shouldn't the 2x2 have a different set of scrambles, like Jnet that avoids that when I select 2x2?
Thanks Johannes, I didn't know about those JavaScript drawbacks. They really sound bad, and if you even had trouble with Thistlethwaite... I had thought about doing that myself, thought it should be easy. I've read a JavaScript article recently where the author emphasized that JavaScript is a regular programming language and not just a browser toy. That might've given me a wrong impression.
No, only those which are called "algorithm", of course, by defination!!!!!!!!Every series of moves undoes itself, eventually.
You *are* getting 25 turns in HTM. And that's where the 25 recommendation/requirement comes from.this case takes 2 turns to do the equivalent of one, which means you aren't REALLY getting a full 25 turns, sometimes.
The scrambler that I wrote I got around it by not selecting a random face, but selecting a random axis, then choosing one of the faces on that axis, then a turn. I.e. Pick one of x, y or z, if you pick x, then pick R or L, if y, then U or D, z implies F|B, finally, pick the turn of 1, 2 or -1. All you have to do is ensure that you don't pick the same axis twice in a row and you eliminate the scenario benjediman describes.Speaking of Cubetimer, when I use 2x2, I get scrambles with opposite face turns right next to each other like D2 U2.Shouldn't the 2x2 have a different set of scrambles, like Jnet that avoids that when I select 2x2?
Good catch - I never thought of that. I've never actually used CubeTimer for my 2x2 as I don't play with it much...
I'll get that changed as soon as I get a chance to do so.
Yep. geadfsfdfgsdrandomstufftoreachtherequiredtencharactersverystupidrule.You're saying it does meet requirements as is?
Heh.Yep. geadfsfdfgsdrandomstufftoreachtherequiredtencharactersverystupidrule.
Yep. geadfsfdfgsdrandomstufftoreachtherequiredtencharactersverystupidrule.You're saying it does meet requirements as is?