Cracking The Cube Going Slow To Go Fast And Other Unexpected Turns In The World Of Competitive Rubiks Cube Solving Book PDF, EPUB Download & Read Online Free

Cracking the Cube

Cracking the Cube

Author: Ian Scheffler
Publisher: Simon and Schuster
ISBN: 1501121936
Pages: 288
Year: 2017-07-04
Ian Scheffler, journalist and aspiring “speedcuber,” attempts to break into the international phenomenon of speedsolving the Rubik’s Cube—think chess played at the speed of Ping-Pong—while exploring the greater lessons that can be learned through solving it. When Hungarian professor Ernő Rubik invented the Rubik’s Cube (or, rather, his Cube) in 1974 out of wooden blocks, rubber bands, and paper clips, he didn’t even know if it could be solved, let alone that it would become the world’s most popular puzzle. Since its creation, the Cube has become many things to many people: one of the bestselling children’s toys of all time, a symbol of intellectual prowess, a frustrating puzzle with 43.2 quintillion possible permutations, and now a worldwide sporting phenomenon that is introducing the classic brainteaser to a new generation. In Cracking the Cube, Ian Scheffler reveals that cubing isn’t just fun and games. Along with participating in speedcubing competitions—from the World Championship to local tournaments—and interviewing key figures from the Cube’s history, he journeys to Budapest to seek a meeting with the legendary and notoriously reclusive Rubik, who is still tinkering away with puzzles in his seventies. Getting sucked into the competitive circuit himself, Scheffler becomes engrossed in solving Rubik’s Cube in under twenty seconds, the quasi-mystical barrier known as “sub-20,” which is to cubing what four minutes is to the mile: the difference between the best and everyone else. As Scheffler learns from the many gurus who cross his path, from pint-sized kids to engineering professors, it’s not just about memorizing algorithms or even solving all six sides—it’s about discovering how to solve yourself.
Cracking the Cube

Cracking the Cube

Author: Ian Scheffler
Publisher: Simon and Schuster
ISBN: 1501121928
Pages: 288
Year: 2016-10-18
A journalist and aspiring “speedcuber” attempts to break into the international phenomenon of speedsolving the Rubik’s Cube—think chess played at the speed of Ping-Pong—while exploring the Cube’s rise to iconic status around the globe and the lessons that can be learned through solving it. When Hungarian professor Ernő Rubik invented the Rubik’s Cube (or, rather, his Cube) in the 1970s out of wooden blocks, rubber bands, and paper clips, he didn’t even know if it could be solved, let alone that it would become the world’s most popular puzzle. Since its creation, the Cube has become many things to many people: one of the bestselling children’s toys of all time, a symbol of intellectual prowess, a frustrating puzzle with 43.2 quintillion possible permutations, and now a worldwide sporting phenomenon that is introducing the classic brainteaser to a new generation. In Cracking the Cube, Ian Scheffler reveals that cubing isn’t just fun and games. Along with participating in speedcubing competitions—from the World Championship to local tournaments—and interviewing key figures from the Cube’s history, he journeys to Budapest to seek a meeting with the legendary and notoriously reclusive Rubik, who is still tinkering away with puzzles in his seventies. Getting sucked into the competitive circuit himself, Scheffler becomes engrossed in solving Rubik’s Cube in under twenty seconds, the quasi-mystical barrier known as “sub-20,” which is to cubing what four minutes is to the mile: the difference between the best and everyone else. For Scheffler, the road to sub-20 is not just about memorizing algorithms or even solving the Rubik’s Cube. As he learns from the many gurus who cross his path, from pint-sized kids to engineering professors, it’s about learning to solve yourself.
Cracking the Cube

Cracking the Cube

Author: Ian Scheffler
Publisher: Simon and Schuster
ISBN: 1501121944
Pages: 288
Year: 2016-10-18
Ian Scheffler, journalist and aspiring “speedcuber,” attempts to break into the international phenomenon of speedsolving the Rubik’s Cube—think chess played at the speed of Ping-Pong—while exploring the greater lessons that can be learned through solving it. When Hungarian professor Ernő Rubik invented the Rubik’s Cube (or, rather, his Cube) in 1974 out of wooden blocks, rubber bands, and paper clips, he didn’t even know if it could be solved, let alone that it would become the world’s most popular puzzle. Since its creation, the Cube has become many things to many people: one of the bestselling children’s toys of all time, a symbol of intellectual prowess, a frustrating puzzle with 43.2 quintillion possible permutations, and now a worldwide sporting phenomenon that is introducing the classic brainteaser to a new generation. In Cracking the Cube, Ian Scheffler reveals that cubing isn’t just fun and games. Along with participating in speedcubing competitions—from the World Championship to local tournaments—and interviewing key figures from the Cube’s history, he journeys to Budapest to seek a meeting with the legendary and notoriously reclusive Rubik, who is still tinkering away with puzzles in his seventies. Getting sucked into the competitive circuit himself, Scheffler becomes engrossed in solving Rubik’s Cube in under twenty seconds, the quasi-mystical barrier known as “sub-20,” which is to cubing what four minutes is to the mile: the difference between the best and everyone else. As Scheffler learns from the many gurus who cross his path, from pint-sized kids to engineering professors, it’s not just about memorizing algorithms or even solving all six sides—it’s about discovering how to solve yourself.
Speedsolving the Cube

Speedsolving the Cube

Author: Dan Harris
Publisher: Sterling Publishing Company, Inc.
ISBN: 1402753136
Pages: 166
Year: 2008
They call it "speedcubing”--a mind-bending blur of quick twists and turns that solves Rubik’s Cube in times that have been clocked at less than 20 seconds! Today, thanks to the 2003 revival of the Rubik’s World Championships, speedcubing is spreading like wildfire. Here, complete with detailed illustrations and basic as well as advanced solving techniques, is the ultimate speedcuber’s guide. It not only gives the solution to the familiar 3x3x3 cube (which has 43,252,003,274,489,856,000--that’s 43 quintillion--possible positions), but also the 2x2x2, 4x4x4, and staggeringly difficult 5x5x5 puzzles. With millions of cubes out there and countless would-be champions looking for tips to improve their times, this is the definitive manual for this unique sport.
You Can Do The Cube

You Can Do The Cube

Author: Patrick Bossert
Publisher: Penguin UK
ISBN: 0141327316
Pages: 112
Year: 2008-10-30
Are you going cube-crazy? This easy to follow guide has everything you need to know about the Rubik's cube. From simple step-by-step instructions showing how to complete it, to how the cube was invented, plus lots of other cube challenges to test your skills - it's time to get cubing!
Rubik's cubic compendium

Rubik's cubic compendium

Author: Ernö Rubik
Publisher: Oxford University Press, USA
ISBN: 0198532024
Pages: 225
Year: 1987
Millions of people were -- and still are -- simultaneously bewildered, frustrated, and amazed by the problems posed by Rubik's cube. Co-written by the cube's inventor, this book serves as a comprehensive guide to the cube for both the puzzler and the mathematician. The book reveals the wealth of fascinating mathematics concealed within the cube's apparently simple operation, and even those who have solved the cube will discover a vast number of new ideas and possibilities.
As a Gentleman Would Say

As a Gentleman Would Say

Author: John Bridges, Bryan Curtis
Publisher: Thomas Nelson
ISBN: 1401604706
Pages: 208
Year: 2012-01-09
On any given day, a man is faced with situations that demand a response. He runs into a friend who was recently fired . . . His date can’t seem to pry herself away from a texting conversation during dinner . . . Someone at his gym routinely monopolizes the equipment . . . He finds himself in a nearly unintelligible conversation with a client who has a thick foreign accent. In each of these scenarios, there are distinct responses that can determine the outcome—for better or worse. Knowing what to say is essential, because regardless of how many doors he opens or how often he remembers to bring a bottle of wine for the hostess, a gentleman’s reputation is often established on his ability to communicate. In this updated version of As a Gentleman Would Say, John Bridges and Bryan Curtis offer simple reminders and new ideas for any man who is eager to navigate the obstacle course of his own words.
Planning Algorithms

Planning Algorithms

Author: Steven M. LaValle
Publisher: Cambridge University Press
ISBN: 1139455176
Pages:
Year: 2006-05-29
Planning algorithms are impacting technical disciplines and industries around the world, including robotics, computer-aided design, manufacturing, computer graphics, aerospace applications, drug design, and protein folding. This coherent and comprehensive book unifies material from several sources, including robotics, control theory, artificial intelligence, and algorithms. The treatment is centered on robot motion planning, but integrates material on planning in discrete spaces. A major part of the book is devoted to planning under uncertainty, including decision theory, Markov decision processes, and information spaces, which are the 'configuration spaces' of all sensor-based planning problems. The last part of the book delves into planning under differential constraints that arise when automating the motions of virtually any mechanical system. This text and reference is intended for students, engineers, and researchers in robotics, artificial intelligence, and control theory as well as computer graphics, algorithms, and computational biology.
The Art of Game Design

The Art of Game Design

Author: Jesse Schell
Publisher: CRC Press
ISBN: 1498759564
Pages: 600
Year: 2015-09-15
Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.
The Cube

The Cube

Author: David Singmaster, Wei-Hwa Huang, Dieter Gebhardt, Geert Hellings
Publisher: Black Dog & Leventhal Pub
ISBN: 157912805X
Pages: 142
Year: 2009
Explains the history of the Rubik's Cube, shares puzzles from around the world based on the same principles, and offers new puzzles and solutions for cubes ranging from 2x2x2 to 7x7x7.
It's All a Game

It's All a Game

Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Pages: 304
Year: 2017-05-30
"[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history." —The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.
Wikinomics

Wikinomics

Author: Don Tapscott, Anthony D. Williams
Publisher: Penguin
ISBN: 1440639485
Pages: 368
Year: 2008-04-17
The acclaimed bestseller that's teaching the world about the power of mass collaboration. Translated into more than twenty languages and named one of the best business books of the year by reviewers around the world, Wikinomics has become essential reading for business people everywhere. It explains how mass collaboration is happening not just at Web sites like Wikipedia and YouTube, but at traditional companies that have embraced technology to breathe new life into their enterprises. This national bestseller reveals the nuances that drive wikinomics, and share fascinating stories of how masses of people (both paid and volunteer) are now creating TV news stories, sequencing the human gnome, remixing their favorite music, designing software, finding cures for diseases, editing school texts, inventing new cosmetics, and even building motorcycles.
Sex, Drugs, Ratt & Roll

Sex, Drugs, Ratt & Roll

Author: Stephen Pearcy, Sam Benjamin
Publisher: Simon and Schuster
ISBN: 145169458X
Pages: 320
Year: 2014-04-15
A tell-all memoir from the lead singer of the 1980s hair-metal band Ratt reveals all the aspects of rock star excess, including the groupies, the trashed hotel rooms, and the drugs.
Rubik's Cube Best Algorithms

Rubik's Cube Best Algorithms

Author: Daniel Ross
Publisher: Independently Published
ISBN: 1520827105
Pages: 135
Year: 2017-03-03
The Rubik's Cube Best Algorithms Top 5 methods for Speedsolving the Cube! Available To Read On Your Computer, MAC, Smartphone, Kindle Reader, iPad, or Tablet! Can you solve Rubik's Cube? If the answer is yes, do you want to become faster at it? The "Rubik's Cube Best Algorithms" teaches you the hacks you need to solve Rubik's Cube quickly and confidently, creating solid blocks of each color, even if you have never solved the puzzle before. The brightly colored, three-dimensional puzzle invented in 1974 by Ernö Rubik reached its first peak of popularity in the 1980s. It is now a favorite puzzle for speedcubers, who compete to see who can solve the twisty challenge the fastest. Daniel Ross spent hundreds of hours studying the fastest, easiest methods used by world champions and other top players. With photos and step-by-step instructions, the author walks you through the top five methods for solving the puzzle quickly and the finger tricks used by champion speed solvers. The book includes: The history of Rubik's Cube and the reasons for its popularity The math permutations involved in solving the cube The easiest and quickest method for beginners The advanced Fridrich Method The advanced Roux Method The advanced ZZ Method The advanced God's Number Method An explanation of how the game improves your brain's activity level The finger tricks that can help you become a speedcuber Much, Much More! No Kindle device? No problem! Download the Kindle app to your device. Free download with a Kindle Unlimited membership! Get your copy today!
Metamagical Themas

Metamagical Themas

Author: Douglas Hofstadter
Publisher: Basic Books
ISBN: 0786723866
Pages: 880
Year: 2008-08-04
Hofstadter’s collection of quirky essays is unified by its primary concern: to examine the way people perceive and think.