Snyder Metric

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Revision as of 17:37, 29 September 2010 by Tony Snyder (talk | contribs)

This is by far the simplest method for counting turns.

Every parallel singular motion of the puzzle is counted as one turn, regardless of the type of puzzle.

Notation is the same as that for a face of the puzzle, with a list of symbols following the face letter, one symbol per parallel plane: +, -, @ and 2.

+ indicates that the plane moves clockwise relative to the face, - indicates that the plane moves counterclockwise relative to the face, @ indicates a plane that doesn't move, and 2 indicates a 180.

Examples:

R+@- represents an antislice where the right face turns clockwise, the middle plane doesn't move, and the left plane turns counterclockwise relative to the right face.

F--@+ on a 4x4x4 is a multi-layer move where the front turns counterclockwise along with the next layer in, while the 3rd layer in doesn't move, and while the back layer turns clockwise relative to the face.

Solving for the U using the Snyder Metric:

R+@- U2 R' U' R U' R-@+ U2 L U L' U (old way: R L U2 R' U' R U' R' L' U2 L U L' U)

Solving for the H-PLL using the Snyder Metric:

R+@- U2 R-@+ F-@+ U2 F+@-

See Also