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A fish fillet processor processes fish into a fillet. Fish processing starts from the time the fish is caught. Popular species processed include cod, hake, haddock, tuna, herring, mackerel, salmon and pollock . Commercial fish processing is a global practice. Processing varies regionally in productivity, type of operation, yield and regulation.
This 16th-century fish stall shows many traditional fish products. The term fish processing refers to the processes associated with fish and fish products between the time fish are caught or harvested, and the time the final product is delivered to the customer. Although the term refers specifically to fish, in practice it is extended to cover ...
The Rubik's Cube is constructed by labeling each of the 48 non-center facets with the integers 1 to 48. Each configuration of the cube can be represented as a permutation of the labels 1 to 48, depending on the position of each facet. Using this representation, the solved cube is the identity permutation which leaves the cube unchanged, while ...
The Professor's Cube (also known as the 5×5×5 Rubik's Cube and many other names, depending on manufacturer) is a 5×5×5 version of the original Rubik's Cube. It has qualities in common with both the 3×3×3 Rubik's Cube and the 4×4×4 Rubik's Revenge, and solution strategies for both can be applied.
Speedcubing, also referred to as speedsolving, is a competitive mind sport centered around the rapid solving of various combination puzzles. The most prominent puzzle in this category is the 3×3×3 puzzle, commonly known as the Rubik's Cube. Participants in this sport are called "speedcubers" (or simply "cubers"), who focus specifically on ...
The Rubik's Cube is a 3D combination puzzle invented in 1974 [2][3] by Hungarian sculptor and professor of architecture Ernő Rubik. Originally called the Magic Cube, [4] the puzzle was licensed by Rubik to be sold by Pentangle Puzzles in the UK in 1978, [5] and then by Ideal Toy Corp in 1980 [6] via businessman Tibor Laczi and Seven Towns ...
God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, [1] but which can also be applied to other combinatorial puzzles and mathematical games. [2] It refers to any algorithm which produces a solution having the fewest possible moves. The allusion to the deity is based on the notion that an omniscient ...
Optimal solutions for the Rubik's Cube are solutions that are the shortest in some sense. There are two common ways to measure the length of a solution. The first is to count the number of quarter turns. The second is to count the number of outer-layer twists, called "face turns". A move to turn an outer layer two quarter (90°) turns in the ...