cube_master 发表于 2005-3-26 23:11:09

<P>五阶步法演示--国际通用表示法(MorrisENG)</P><P><TABLE borderColor=#000000 cellSpacing=1 cellPadding=0 width="100%" border=1><TR><TD rowSpan=2><DIV class=style2 align=center>MorrisENG</DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>上</DIV><DIV align=center></DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>下</DIV><DIV align=center></DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>左</DIV><DIV align=center></DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>右</DIV><DIV align=center></DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>前</DIV><DIV align=center></DIV></TD><TD colSpan=3><DIV align=center></DIV><DIV align=center>后</DIV><DIV align=center></DIV></TD></TR><TR><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD><TD><DIV align=center>顺90</DIV></TD><TD><DIV align=center>逆90</DIV></TD><TD><DIV align=center>180</DIV></TD></TR><TR><TD><DIV align=center>第一层旋转</DIV></TD><TD><DIV align=center>U</DIV></TD><TD><DIV align=center>U'</DIV></TD><TD><DIV align=center>U2</DIV></TD><TD><DIV align=center>D</DIV></TD><TD><DIV align=center>D'</DIV></TD><TD><DIV align=center>D2</DIV></TD><TD><DIV align=center>L</DIV></TD><TD><DIV align=center>L'</DIV></TD><TD><DIV align=center>L2</DIV></TD><TD><DIV align=center>R</DIV></TD><TD><DIV align=center>R'</DIV></TD><TD><DIV align=center>R2</DIV></TD><TD><DIV align=center>F</DIV></TD><TD><DIV align=center>F'</DIV></TD><TD><DIV align=center>F2</DIV></TD><TD><DIV align=center>B</DIV></TD><TD><DIV align=center>B'</DIV></TD><TD><DIV align=center>B2</DIV></TD></TR><TR><TD><DIV align=center>一二层旋转</DIV></TD><TD><DIV align=center>Uu</DIV></TD><TD><DIV align=center>Uu'</DIV></TD><TD><DIV align=center>Uu2</DIV></TD><TD><DIV align=center>Dd</DIV></TD><TD><DIV align=center>Dd'</DIV></TD><TD><DIV align=center>Dd2</DIV></TD><TD><DIV align=center>Ll</DIV></TD><TD><DIV align=center>Ll</DIV></TD><TD><DIV align=center>Ll2</DIV></TD><TD><DIV align=center>Rr</DIV></TD><TD><DIV align=center>Rr'</DIV></TD><TD><DIV align=center>Rr2</DIV></TD><TD><DIV align=center>Ff</DIV></TD><TD><DIV align=center>Ff'</DIV></TD><TD><DIV align=center>Ff2</DIV></TD><TD><DIV align=center>Bb</DIV></TD><TD><DIV align=center>Bb'</DIV></TD><TD><DIV align=center>Bb2</DIV></TD></TR><TR><TD><DIV align=center>第二层旋转</DIV></TD><TD><DIV align=center>u</DIV></TD><TD><DIV align=center>u'</DIV></TD><TD><DIV align=center>u2</DIV></TD><TD><DIV align=center>d</DIV></TD><TD><DIV align=center>d'</DIV></TD><TD><DIV align=center>d2</DIV></TD><TD><DIV align=center>l</DIV></TD><TD><DIV align=center>l'</DIV></TD><TD><DIV align=center>l2</DIV></TD><TD><DIV align=center>r<CODE>r</CODE></DIV></TD><TD><DIV align=center>r'</DIV></TD><TD><DIV align=center>r2</DIV></TD><TD><DIV align=center>f<CODE>f</CODE></DIV></TD><TD><DIV align=center>f'</DIV></TD><TD><DIV align=center>f2</DIV></TD><TD><DIV align=center>b</DIV></TD><TD><DIV align=center>b'</DIV></TD><TD><DIV align=center>b2</DIV></TD></TR><TR><TD><DIV align=center>整体旋转</DIV></TD><TD><DIV align=center>Y</DIV></TD><TD><DIV align=center>Y'</DIV></TD><TD><DIV align=center>Y2</DIV></TD><TD><DIV align=center>Y'</DIV></TD><TD><DIV align=center>Y</DIV></TD><TD><DIV align=center>Y2</DIV></TD><TD><DIV align=center>X'</DIV></TD><TD><DIV align=center>X</DIV></TD><TD><DIV align=center>X2</DIV></TD><TD><DIV align=center>X</DIV></TD><TD><DIV align=center>X'</DIV></TD><TD><DIV align=center>X2</DIV></TD><TD><DIV align=center>Z</DIV></TD><TD><DIV align=center>Z'</DIV></TD><TD><DIV align=center>Z2</DIV></TD><TD><DIV align=center>Z'</DIV></TD><TD><DIV align=center>Z</DIV></TD><TD><DIV align=center>Z2</DIV></TD></TR></TABLE></P>

sliant 发表于 2005-3-28 12:40:35

回复:(sliant)[讨论]尝试写的一个魔方的模拟器程序...

<P>已经支持脚本了。支持的记法还不全面,不过可以自己添加、定义,上面有讲怎么做。</P>
<P>花了不少时间,短期内可能再抽不出时间来完善这个程序了。</P>
<P>感谢cube_master和大烟头给的资料,感谢老猫给我的例程,感谢roundy给的3d原理。</P>
<P>祝大家顺心如意,我要睡觉去了!bye</P>

rubikmaster 发表于 2006-8-16 19:47:14

回复:(sliant)[讨论]尝试写的一个魔方的模拟器程序...

我与你兴趣相同。我已经用纯java写了一个虚拟魔方(可解2-8阶)和一个虚拟五魔方&lt;br&gt;(可自动解,两种解法),均采用三维模拟。可自动解的五魔方为首创。3阶魔方平均&lt;br&gt;可在68步之内解得,6阶魔方平均可在530步之内解得。五魔方平均可在206步之内解&lt;br&gt;得。可惜我无法将之汉化,因为我没有汉化环境。欢迎测试,欢迎指教,连接如下&lt;br&gt;&lt;br&gt;http://www.geocities.com/hua_jz/index.html&lt;br&gt;&lt;br&gt;测试版中有些功能被锁住了,但是2阶和3阶初级解法完全工作。正版须买执照。须&lt;br&gt;安装java虚拟环境J2SE JRE1.4或高级。可预览界面。

ggglgq 发表于 2006-9-12 08:42:51

<p>&nbsp; </p><p>&nbsp;&nbsp;&nbsp; Megaminx 的 JAVA 软件的面世,使大家在网上直接浏览含 Megaminx 的网页成为可能。<br/>本人谨在这里向 rubikmaster 先生表示感谢和支持!</p><p>&nbsp;&nbsp;&nbsp; (可自动解的 JAVA 五魔方) 可能是您 首创。但是(可自动解的 其他语言 五魔方)<br/>好象早已存在多年了。 如果我说错了,那或许说明 您 很早以前就开发了 五魔方 软件。</p><p>&nbsp;&nbsp;&nbsp; 如果 rubikmaster 先生感觉对于 汉化 Megaminx 的 JAVA 软件有困难,本人愿意帮助<br/>您汉化,只是本人 English 水平很烂,需要您提供一份准确的 (English -&gt; 中文) 对照<br/>翻译好的文本,以便本人汉化。&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 附:文本格式如下:</p><p>File 文件<br/>Edit 编辑<br/>Help 帮助<br/>save 保存<br/>exit 退出<br/>about 关于<br/>English 英文<br/>Chinese 中文<br/>computer 计算机<br/>These are sheep.&nbsp; 这是些羊。</p><p>等等。</p><p>&nbsp;&nbsp;&nbsp; 对于长句子,也要 对应 长句整体 翻译 (注:不要 逐词 翻译,必须 整句翻译)。<br/>&nbsp;<br/></p>

ggglgq 发表于 2006-9-12 08:44:02

<p>&nbsp; </p><p>&nbsp;&nbsp;&nbsp; rubikmaster 先生可以通过以下两种途径进行汉化:</p><p>&nbsp;&nbsp;&nbsp; 1.直接发给我 minxseqviewer.jar ,本人直接汉化其内部 *.class 文件;(临时方案)<br/>(此方案汉化工作烦琐,而且仅能汉化一个版本)</p><p>&nbsp;&nbsp;&nbsp; 2.压缩发给我 Megaminx 软件中所有 *.Java 及 相关文件,本人汉化源文件,然后发给<br/>您进行修改编译 以及 升级维护;(终极方案)(此方案工作量小,软件可以终身升级维护)</p><p><br/>&nbsp;&nbsp;&nbsp; rubikmaster 先生可以通过&nbsp; Email:&nbsp;&nbsp; <a href="mailto:ggglgq@sina.com.cn">ggglgq@sina.com.cn</a>&nbsp; 与本人联系。</p><p></p><p></p>

rubikmaster 发表于 2006-9-18 12:40:22

回复:(ggglgq rubikmas...

<font lang="ZH-CN" face="MS Song"><p>先谢谢你乐意帮这个忙,但我不建议将我的软件直接汉化,我更倾向于将我的说明文件翻译成中文,以方便大家使用,有兴趣的魔友不妨试一试。现将英文说明粘贴如下:<br/>&lt;h3&gt;Introduction&lt;/h3&gt;<br/>&lt;p&gt;<br/>Most people would think that Megaminx is harder to solve than Rubik's Cube because it has more <br/>faces and pieces? This software shows you that Megaminx is indeed easier to solve than Rubik's Cube. Why is it so? <br/>Becuase Megaminx got more faces. When you are fixing the first few layers, you got plenty of free layers which give you lots <br/>of freedom to adjust the position of your target pieces. You can fix much of the Megaminx without even learning a single <br/>formula. But this is not the case for Rubik's Cube, once the first layer is fixed, the only free layer is the opposite layer. <br/>The real difficulty of solving Megaminx is the last layer. Fortunately, there is a simple elegant method to solve the last <br/>layer. This method can be used to solve Rubik's Cube as well. The two methods embedded in Megaminx Solver are designed for 12 <br/>colored Megaminx, but it can be easily modified to solve 6 colored Megaminx in which parity problem may arise. This is a <br/>little challenge left for the readers.</p></font><br/>&lt;h3&gt;Introduction&lt;/h3&gt;<br/>&lt;p&gt;<br/>Most people would think that Megaminx is harder to solve than Rubik's Cube because it has more <br/>faces and pieces? This software shows you that Megaminx is indeed easier to solve than Rubik's Cube. Why is it so? <br/>Becuase Megaminx got more faces. When you are fixing the first few layers, you got plenty of free layers which give you lots <br/>of freedom to adjust the position of your target pieces. You can fix much of the Megaminx without even learning a single <br/>formula. But this is not the case for Rubik's Cube, once the first layer is fixed, the only free layer is the opposite layer. <br/>The real difficulty of solving Megaminx is the last layer. Fortunately, there is a simple elegant method to solve the last <br/>layer. This method can be used to solve Rubik's Cube as well. The two methods embedded in Megaminx Solver are designed for 12 <br/>colored Megaminx, but it can be easily modified to solve 6 colored Megaminx in which parity problem may arise. This is a <br/>little challenge left for the readers.<p>&lt;p&gt;<br/>To view the applet, your browser must support JRE1.4 (Java Runtime Environment) or higher. You can<br/>&lt;a href="<a href="http://java.sun.com/javase/downloads/index.jsp&quot;&gt;download">http://java.sun.com/javase/downloads/index.jsp"&gt;download</a> J2SE JRE&lt;/a&gt; from Sun. <br/>After the download, you need to install JRE on your system by following the installation instruction.</p><p>&lt;p&gt;<br/>&lt;B&gt;Main features of Megaminx Solver &lt;/B&gt;</p><p>&lt;uL&gt;<br/>&lt;LI&gt;A twist can be triggered by a mouse click or a mouse drag. Clicking a center cube with the left mouse button will trigger <br/>&nbsp;an anti-clockwise turn of 72 degree, while clicking a center cube with the right mouse button will trigger a clockwise turn of 72 degree. <br/>&nbsp;Dragging a non-center cube to its adjacent non-center cubes will also trigger a turn of 72 degree along the dragging direction only <br/>&nbsp;if the mouse moves on the same face.<br/>&lt;LI&gt;The virtual dodecahedron can be viewed from any angle by dragging the mouse on center cubes or on the background area even when a twist is in action. <br/>&nbsp;It is a true 3D simulation.<br/>&lt;LI&gt;Each face has been labelled with a letter (N, A, B, C, D, E, S, F, G, H, I, J). Face labels can be turned on/off.<br/>&lt;LI&gt;Standard definition of a move/twist using face labels is given and has been incorporated in the solver.<br/>&lt;LI&gt;Two algorithms are embedded, one solves the puzzle in about 266 moves and the other solves the puzzle in about 206 moves. <br/>&nbsp;The solution sequence will be shown in the sequence executor. Both algorithms are human understandable.<br/>&lt;LI&gt;7 navigation buttons are provided to allow a user to navigate the solution sequence back and forth. A track counter will display <br/>&nbsp;the number of the current move and the length of the solution sequence.<br/>&lt;LI&gt;While a solution sequence is being navigated by "Forward" or "Back" buttons, the next move will be shown in a diagram which can <br/>&nbsp;be easily understood.<br/>&lt;LI&gt;While a solution sequence is being navigated, cubes that are being targeted in current operation will be highlighted, <br/>&nbsp;which helps the user to understand how highlighted cubes are fixed.<br/>&lt;LI&gt;While a solution sequence is being navigated, a user can hide all cubes that are irrelevant to the current step which <br/>&nbsp;will be fixed in later steps and therefore can be freely disturbed, only cubes that have been fixed or are being <br/>&nbsp;fixed in current step are shown in full colors. <br/>&lt;LI&gt;While a solution sequence is being navigated, a step indicator will show what is the current step and the message window <br/>&nbsp;will explain how this is done.<br/>&lt;LI&gt;Center colors are configurable. It allows a user to paint the virtual MEgaminx so that it matches the colors of a physical <br/>&nbsp;Megaminx (with 12 colors). The solver can instruct the user to solve his/her Megaminx puzzle step by step. <br/>&nbsp;It provides an opportunity for a user to solve his/her own Megaminx without even learning any algorithm or method.<br/>&lt;LI&gt;The sequence executor allows a user to enter his/her sequence and get it executed. It provides an opportunity for a user <br/>&nbsp;to develop his/her own formula. It also provides an opportunity for users to exchange their formulae through the sequence executor.<br/>&lt;LI&gt;The solver also provides functions such as scrambling the virtual MEgaminx using randomly generated sequence, restoring the Megaminx to <br/>&nbsp;solved position instantly, adjusting puzzle size and adjusting rotation speed.<br/>&lt;/UL&gt;</p><p><br/>&lt;p&gt;<br/>&lt;h3&gt;Terminology&lt;/h3&gt;</p><p>A &lt;i&gt;single turn&lt;/i&gt; means a face / layer being twisted by 72 degree around its center. Each face has been given a label<br/>(N, S, A, B, C, D, E, F, G, H, I, where N means north and S menas south). Face labels are fixed, however face colors <br/>can be changed through painting.<br/>A &lt;i&gt;move&lt;/i&gt; or &lt;i&gt;twist&lt;/i&gt; can be represented using face characters and turn symbols (', 1, 2, -1, -2)<br/>according to the following rules:</p><p>&lt;ul type="disc"&gt;<br/>&nbsp;&lt;li&gt;A single face character represents a single turn clockwise of that face. <br/>&nbsp;&lt;li&gt;A single face character followed by 2 represents a double turn clockwise of that face. <br/>&nbsp;&lt;li&gt;A single face character followed by ' or -1 represents a single turn anti-clockwise of that face. <br/>&nbsp;&lt;li&gt;A single face character followed by '' or -2 represents a double turn anti-clockwise of that face. <br/>&lt;/ul&gt;</p><p>We adopt terminology suggested by Professor Kurt Endl. We think the dodecahedron as a globe and refer corners and edges according to their location relative to north pole and south pole. In Megaminx Solver, the center labelled with "N" <br/>will be treated as North Pole, and the center labelled with "S" will be treated as "South Pole". Centers labelled with "A", "B", <br/>"C", "D", "E" are located at northern hemisphere and centers lablled with "F", "G', "H", "I", "J" are located at southern hemisphere. The following diagrams illusitrate the classification of corners and edges.</p><p>&lt;h3&gt;How to play Megaminx Solver&lt;/h3&gt;</p><p>A move or twist can be triggered by a mouse click or a mouse drag. <br/>&lt;ul&gt;<br/>&nbsp;&lt;li&gt;Clicking a center cube with the LEFT mouse button will trigger an ANTI-CLOCKWISE turn.<br/>&nbsp;&lt;li&gt;Clicking a center cube with the RIGHT mouse button will trigger a CLOCKWISE turn.<br/>&nbsp;&lt;li&gt;Dragging a non-center cube to its adjacent non-center cubes will also trigger a turn long the dragging<br/>&nbsp;&nbsp;direction if the mouse moves on the same face.<br/>&lt;/ul&gt;</p><p>The megaminx can be viewed from different angles by rotating the whole megaminx. To rotate the whole megaminx,<br/>just drag on any center cube or drag the mouse on the background area (the area that is<br/>not covered by the megaminx).</p><p>&lt;p&gt;<br/>Some useful buttons under Configure:</p><p>&lt;ul&gt;<br/>&nbsp;&lt;li&gt;Cube Size -- adjust the size of the megaminx<br/>&nbsp;&lt;li&gt;Rotating Speed -- adjust rotating speed<br/>&nbsp;&lt;li&gt;Face Label -- turn the face label on or off<br/>&nbsp;&lt;li&gt;Hide/Show -- hide or show cubes that are irrelavant to the current step. It is only effective when an animated solution<br/>&nbsp;&nbsp;is being reviewed. When "hide" is active, only cubes that are fixed or targeted will be shown, cubes that are <br/>&nbsp;&nbsp;irrelavant to the current step and hence will be dealt with in a later step are hidden (shown with gray color).<br/>&lt;/ul&gt;</p><p>&lt;p&gt;<br/>Some useful buttons under Tools:<br/>&lt;ul&gt;<br/>&nbsp;&lt;li&gt;Play -- play the megaminx by clicking or dragging the mouse<br/>&nbsp;&lt;li&gt;Paint -- paint the megaminx with colors to match the colors on your megaminx.<br/>&nbsp;&lt;li&gt;Scramble -- scramble the megaminx using randomly generated sequences<br/>&nbsp;&lt;li&gt;Restore -- restore the megaminx to its solved positition (each face has a solid color).<br/>&nbsp;&lt;li&gt;Solve -- solve the megaminx using selected method, animated solution can then be viewed with the<br/>&nbsp;&nbsp;navigation buttons, targeted cubies will be hightlighted, the next move will be shown at the <br/>&nbsp;&nbsp;bottom left corner of the megaminx panel.<br/>&lt;/ul&gt;</p><p>To execute a sequence, first type in your sequence in the text field below the cube panel, then<br/>press the "Enter" key. The sequence entered must conform the convention stated below.</p><p>&lt;p&gt;</p><p>&lt;h3&gt;How to paint Virtual Megaminx&lt;/h3&gt;</p><p>Select 'Paint' under 'Tools' to enter painting model. It is a good practice to start painting on a solved megaminx.<br/>The first thing you need to do is to adjust center colors.<br/>Right click a color button below the tree panel to open the color chooser. Select a color that matches<br/>the corresponding center color on your megaminx. Once you are happy with all center colors, then you can start to<br/>paint edges and corners. Left click a color button to select the color as the active painting color, a small pentagon<br/>filled with that color will be drawn on the bottom left corner of the megaminx panel. Click a face on any edge cube<br/>or corner cube to paint that face with the active color. Note that you cannot paint a center face using this method.<br/>The center color can only be changed by right clicking the corresponding color button. Once you finish painting all<br/>cubes, you can select 'Solve' under 'Tools' to ask the simulator to solve it. If the color configuration is invalid,<br/>it will return to painting model immediately. Double check each face, and make sure all colors match the corresponding<br/>colors on your megaminx. To exit the painting model at any time, select "Play", "Scramble", "Restore" or "Solve" under "Tools".<br/>&lt;h3&gt;Screen shots of Virtual Megaminx&lt;/h3&gt;</p><p>&lt;h3&gt;Jeff's method&lt;/h3&gt;</p><p>This is the simplest method as far as I know. It solves the megaminx in 266 moves on average. <br/>The Megaminx is solved according to the following order:</p><p>&lt;OL&gt;<br/>&nbsp;&lt;LI&gt;Fix south pole edges<br/>&nbsp;&lt;LI&gt;Fix four south pole corners<br/>&nbsp;&lt;LI&gt;Fix four southern equatorial edges<br/>&nbsp;&lt;LI&gt;Fix the last south pole corner<br/>&nbsp;&lt;LI&gt;Fix the last southern equatorial edge<br/>&nbsp;&lt;LI&gt;Fix southern equatorial corners<br/>&nbsp;&lt;LI&gt;Fix middle equatorial edges<br/>&nbsp;&lt;LI&gt;Fix four pairs of northern equatorial corners and edges, leaving the fifth pair as key holes<br/>&nbsp;&lt;LI&gt;Fix north pole edges and the last northern equatorial edge<br/>&nbsp;&lt;LI&gt;Place north pole corners and the last northern equatorial corner (ignore orientations)<br/>&nbsp;&lt;LI&gt;Fix orientations of north pole corners and the last northern equatorial corner <br/>&lt;/OL&gt;</p><p>&lt;h3&gt;Hua's method&lt;/h3&gt;<br/>Hua's method improves Jeff's method by fixing south pole corners and southern equatorial edges in pairs and <br/>fixing southern equatorial corners and middle equatorial edges in triples and also<br/>fixing northern equatorial corners and edges in pairs. It solves the megaminx in 206 moves on average. <br/>According to Hua's method, the Megaminx is solved in the following order:</p><p>&lt;OL&gt;<br/>&nbsp;&lt;LI&gt;Fix south pole edges<br/>&nbsp;&lt;LI&gt;Fix south pole corners and southern equatorial edges in pairs<br/>&nbsp;&lt;LI&gt;Fix southern equatorial corners and middle equatorial edges in triples<br/>&nbsp;&lt;LI&gt;Fix four pairs of northern equatorial corners and edges<br/>&nbsp;&lt;LI&gt;Fix north pole edges and the last northern equatorial edge<br/>&nbsp;&lt;LI&gt;Place north pole corners and the last northern equatorial corner (ignore orientations)<br/>&nbsp;&lt;LI&gt;Fix orientations of north pole corners and the last northern equatorial corner <br/>&lt;/OL&gt;</p><p>&lt;h3&gt;Contact &lt;/h3&gt;</p><p>Megaminx Solver was developed by Jiuzhao Hua. All rights reserved. All queries should be directed to <a href="mailto:hua_jz@hotmail.com">hua_jz@hotmail.com</a>.</p><p>&lt;p&gt;<br/>Last updated on 1 August 2006.</p>

魔五 发表于 2006-11-27 20:13:17

支持

mlyfe0508 发表于 2008-7-2 23:00:39

?????看不懂啊~~
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