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The stepped reckoner or Leibniz calculator was a mechanical calculator invented by the German mathematician Gottfried Wilhelm Leibniz (started in 1673, when he presented a wooden model to the Royal Society of London [2] and completed in 1694). [1]
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 (i.e., the solver should not require any more than this number).
144 (one hundred [and] forty-four) is the natural number following 143 and preceding 145. It is coincidentally both the square of twelve (a dozen dozens , or one gross .) and the twelfth Fibonacci number , and the only nontrivial number in the sequence that is square.
The first step in approximating the common logarithm is to put the number given in scientific notation. For example, the number 45 in scientific notation is 4.5 × 10 1, but one will call it a × 10 b. Next, find the logarithm of a, which is between 1 and 10.
A triangular number or triangle number counts objects arranged in an equilateral triangle. Triangular numbers are a type of figurate number , other examples being square numbers and cube numbers . The n th triangular number is the number of dots in the triangular arrangement with n dots on each side, and is equal to the sum of the n natural ...
Cube mid-solve on the OLL step. The CFOP method (Cross – F2L (first 2 layers) – OLL (orientate last layer) – PLL (permutate last layer)), also known as the Fridrich method, is one of the most commonly used methods in speedsolving a 3×3×3 Rubik's Cube. It is one of the fastest methods with the other most notable ones being Roux and ZZ.
Blum Blum Shub takes the form + =, where M = pq is the product of two large primes p and q.At each step of the algorithm, some output is derived from x n+1; the output is commonly either the bit parity of x n+1 or one or more of the least significant bits of x n+1.
The cube restricted to only 6 edges, not looking at the corners nor at the other edges. The cube restricted to the other 6 edges. Clearly the number of moves required to solve any of these subproblems is a lower bound for the number of moves needed to solve the entire cube. Given a random cube C, it is solved as iterative deepening. First all ...