Bloch wave: Difference between revisions

From formulasearchengine
Jump to navigation Jump to search
en>Cydebot
m Robot - Moving category Fundamental physics concepts to Category:Concepts in physics per CFD at Wikipedia:Categories for discussion/Log/2012 July 12.
 
en>Sbyrnes321
edit to use different definition of "Bloch wave" (see talk); various changes for clarity
Line 1: Line 1:
Adrianne Swoboda is what it [https://Www.flickr.com/search/?q=husband husband] loves to name her though she has no plans to really like being called like that. After being out of their job for years the guy became an order maid of honor. What she loves doing is to follow to karaoke but the woman with thinking on starting something more challenging. Massachusetts is where he's always been living. She is running and verifying tire pressures regularly a blog here: http://prometeu.net/<br><br>
<!-- HIDDEN AS RESOLVED | {{confusing|reason=The definition of L,R,F,B,U,D,U2,D2 is not given. It should at least point to some definition first before using them. Candidates:
* [[Rubik's_Cube#Move_notation]]
* http://en.wikibooks.org/wiki/How_to_solve_the_Rubik%27s_Cube
|date=December 2011}}-->
[[Image:Rubik's cube scrambled.svg|150px|right|thumb|A computer graphic of a scrambled Rubik's Cube]]There are many [[algorithm]]s to solve scrambled [[Rubik's Cube]]s. The minimum number of face turns needed to solve any instance of the Rubik's Cube is 20.<ref name="20 moves">[http://www.cube20.org/ God's Number is 20]</ref> This number is also known as the [[Distance (graph theory)|diameter]] of the [[Cayley graph]] of the [[Rubik's Cube group]]. An algorithm that solves a cube in the minimum number of moves is known as [[God's algorithm]].


Also visit my blog :: clash of clans hack ([http://prometeu.net/ visit the next web site])
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 face turns. A move like F2 (a half turn of the front face) would be counted as 2 moves in the quarter turn metric and as only 1 turn in the face metric.
 
== Move notation ==
{{main|Rubik's_Cube#Move_notation|l1=Rubik's Cube Move notation}}
 
To denote a sequence of moves on the 3×3×3 Rubik's Cube, this article uses "Singmaster notation",<ref name="advgroup">{{Cite book|author=Joyner, David |title=Adventures in group theory: Rubik's Cube, Merlin's machine, and Other Mathematical Toys |publisher=Johns Hopkins University Press |location=Baltimore |year=2002 |pages=7 |isbn=0-8018-6947-1}}</ref> which was developed by [[David Singmaster]].
 
The letters L,R,F,B,U,D indicate a quarter clock-wise turn of the left, right, front, back, up and down face respectively. Half turns are indicated by appending a 2. A quarter counter clock-wise turn is indicated by appending a [[Prime (symbol)|prime symbol]] (&nbsp;′&nbsp;).
 
==Lower bounds==
 
It can be proven by counting arguments that there exist positions needing at least 18 moves to solve. To show this, first count the number of cube positions that exist in total, then count the number of positions achievable using at most 17 moves. It turns out that the latter number is smaller.
 
This argument was not improved upon for many years. Also, it is not a [[constructive proof]]: it does not exhibit a concrete position that needs this many moves. It was [[conjecture]]d that the so-called [[superflip]] would be a position that is very difficult.  A Rubik's Cube is in the superflip pattern when each corner piece is in the correct position, but each edge piece is incorrectly oriented.<ref name="reid-bryan_1995">[http://www.math.ucf.edu/~reid/Rubik/m_symmetric.html Michael Reid's Rubik's Cube page M-symmetric positions]</ref> In 1992, a solution for the superflip with 20 face turns was found by Dik T. Winter, of which the minimality was shown in 1995 by Michael Reid, providing a new lower bound for the diameter of the cube group. Also in 1995, a solution for superflip in 24 quarter turns was found by Michael Reid, with its minimality proven by Jerry Bryan.<ref name="reid-bryan_1995"/> In 1998, a new position requiring more than 24 quarter turns to solve was found. The position, which was called a 'superflip composed with four spot' needs 26 quarter turns.<ref>[http://www.math.ucf.edu/~reid/Rubik/Cubelovers/cube-mail-25 Posted to Cube lovers on 2 Aug 1998]</ref>
 
==Upper bounds==
 
The first upper bounds were based on the 'human' algorithms. By combining the worst-case scenarios for each part of these algorithms, the typical upper bound was found to be around 100.
 
Perhaps the first concrete value for an upper bound was the 277 moves mentioned by [[David Singmaster]] in early 1979. He simply counted the maximum number of moves required by his cube-solving algorithm.<ref name="the_quest">{{cite web
|url = http://digitaleditions.walsworthprintgroup.com/article/The_Quest_For_God%E2%80%99s_Number/532775/50242/article.html
|title = The Quest For God’s Number
|author = Rik van Grol
|date = November 2010
|accessdate = 2013-07-26
|publisher = Math Horizons
}}</ref> Later, Singmaster reported that [[Elwyn Berlekamp]], [[John Horton Conway|John Conway]], and Richard Guy had come up with a different algorithm that took at most 160 moves. Soon after, Conway’s Cambridge Cubists reported that the cube could be restored in at most 94 moves.<ref name="the_quest" /><ref name="singmaster_notes">{{cite book |author = David Singmaster |title = Notes on Rubik's Magic Cube |year = 1981 |publisher = Enslow Publishers |page = 30 }}</ref>
 
===Thistlethwaite's algorithm===
The breakthrough was found by [[Morwen Thistlethwaite]]; details of [[Morwen Thistlethwaite#Thistlethwaite's algorithm|Thistlethwaite's Algorithm]] were published in ''[[Scientific American]]'' in 1981 by [[Douglas Hofstadter]]. The approaches to the cube that lead to algorithms with very few moves are based on [[group (mathematics)|group theory]] and on extensive computer searches. Thistlethwaite's idea was to divide the problem into subproblems. Where algorithms up to that point divided the problem by looking at the parts of the cube that should remain fixed, he divided it by restricting the type of moves you could execute. In particular he divided the [[Rubik's Cube group|cube group]] into the following chain of subgroups:
 
*<math>G_0=\langle L,R,F,B,U,D\rangle</math>
*<math>G_1=\langle L,R,F,B,U^2,D^2\rangle</math>
*<math>G_2=\langle L,R,F^2,B^2,U^2,D^2\rangle</math>
*<math>G_3=\langle L^2,R^2,F^2,B^2,U^2,D^2\rangle</math>
*<math>G_4=\{1\}</math>
 
Next he prepared tables for each of the right [[coset]] spaces <math>G_{i+1}\setminus G_i</math>. For each element he found a sequence of moves that took it to the next smaller group. After these preparations he worked as follows. A random cube is in the general cube group <math>G_0</math>. Next he found this element in the right [[coset]] space <math>G_1\setminus G_0</math>. He applied the corresponding process to the cube. This took it to a cube in <math>G_1</math>. Next he looked up a process that takes the cube to <math>G_2</math>, next to <math>G_3</math> and finally to <math>G_4</math>.
[[File:Rubik-3-facelet-kociemba.png|thumb|Intermediate state of the Rubik's Cube in Kociemba's algorithm. Any state from G<sub>1</sub> will have the "+" and "–" symbols as shown.<ref name="koci_subgroupH">{{cite web |url=http://kociemba.org/math/20moves/subgroupH.html |title=The Subgroup H and its cosets |author=Herbert Kociemba |accessdate=2013-07-28 }}</ref>|518x518px]]
 
Although the whole cube group <math>G_0</math> is very large (~4.3&times;10<sup>19</sup>), the right coset spaces <math>G_1\setminus G_0, G_2\setminus G_1, G_3\setminus G_2</math> and <math>G_3</math> are much smaller.
The coset space <math>G_2\setminus G_1</math> is the largest and contains only 1082565 elements. The number of moves required by this algorithm is the sum of the largest process in each step.
 
Initially, Thistlethwaite showed that any configuration could be solved in at most 85 moves. In January 1980 he improved his strategy to yield a maximum of 80 moves. Later that same year, he reduced the number to 63, and then again to 52.<ref name="the_quest" /> By exhaustively searching the coset spaces it was later found that the best possible number of moves for each stage was 7, 10, 13, and 15 giving a total of 45 moves at most.<ref>[http://cubeman.org/dotcs.txt Progressive Improvements in Solving Algorithms]</ref>
 
===Kociemba's Algorithm===
Thistlethwaite's algorithm was improved by [[Herbert Kociemba]] in 1992. He reduced the number of intermediate groups to only two:
*<math>G_0=\langle U,D,L,R,F,B\rangle</math>
*<math>G_1=\langle U,D,L^2,R^2,F^2,B^2\rangle</math>
*<math>G_2=\{1\}</math>
 
As with [[Morwen Thistlethwaite#Thistlethwaite's algorithm|Thistlethwaite's Algorithm]], he would search through the right coset space <math>G_1\setminus G_0</math> to take the cube to group <math>G_1</math>. Next he searched the optimal solution for group <math>G_1</math>. The searches in <math>G_1\setminus G_0</math> and <math>G_1</math> were both done with a method equivalent to [[IDA*]]. The search in <math>G_1\setminus G_0</math> needs at most 12 moves and the search in <math>G_1</math> at most 18 moves, as Michael Reid showed in 1995. By generating also suboptimal solutions that take the cube to group <math>G_1</math> and looking for short solutions in <math>G_1</math>, you usually get much shorter overall solutions. Using this algorithm solutions are typically found of fewer than 21 moves, though there is no proof that it will always do so.
 
In 1995 Michael Reid proved that using these two groups every position can be solved in at most 29 face turns, or in 42 quarter turns. This result was improved by Silviu Radu in 2005 to 40.
 
===Korf's Algorithm===
Using these group solutions combined with computer searches will generally quickly give very short solutions. But these solutions do not always come with a guarantee of their minimality. To search specifically for minimal solutions a new approach was needed.
 
In 1997 Richard Korf<ref name="korf_1997">{{cite article
| author = Richard Korf
| title = Finding Optimal Solutions to Rubik's Cube Using Pattern Databases
| url = http://www-compsci.swan.ac.uk/~csphil/CS335/korfrubik.pdf
| year = 1997
}}</ref> announced an algorithm with which he had optimally solved random instances of the cube. Of the ten random cubes he did, none required more than 18 face turns. The method he used is called [[IDA*]] and is described in his paper "Finding Optimal Solutions to Rubik's Cube Using Pattern Databases". Korf describes this method as follows
: IDA* is a depth-first search that looks for increasingly longer solutions in a series of iterations, using a lower-bound heuristic to prune branches once a lower bound on their length exceeds the current iterations bound.
 
It works roughly as follows. First he identified a number of subproblems that are small enough to be solved optimally. He used:
 
#The cube restricted to only the corners, not looking at the edges
#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 you will need to solve the entire cube.
 
Given a [[random]] cube C, it is solved as [[iterative deepening]]. First all cubes are generated that are the result of applying 1 move to them. That is C * F, C * U, … Next, from this list, all cubes are generated that are the result of applying two moves. Then three moves and so on. If at any point a cube is found that needs too many moves based on the upper bounds to still be optimal it can be eliminated from the list.
 
Although this [[algorithm]] will always find optimal solutions there is no worst case analysis. It is not known how many moves this algorithm might need. An implementation of this algorithm can be found here.<ref>[http://www.math.ucf.edu/~reid/Rubik/optimal_solver.html Michael Reid's Optimal Solver for Rubik's Cube] (requires a compiler such as gcc)</ref>
 
===Further improvements===
In 2006, Silviu Radu further improved his methods to prove that every position can be solved in at most 27 face turns or 35 quarter turns.<ref name="radu_2007">[http://cubezzz.dyndns.org/drupal/?q=node/view/53 Rubik can be solved in 27f]</ref> Daniel Kunkle and Gene Cooperman in 2007 used a [[supercomputer]] to show that all unsolved cubes can be solved in no more than 26 moves (in face-turn metric). Instead of attempting to solve each of the billions of variations explicitly, the computer was programmed to bring the cube to one of 15,752 states, each of which could be solved within a few extra moves. All were proved solvable in 29 moves, with most solvable in 26. Those that could not initially be solved in 26 moves were then solved explicitly, and shown that they too could be solved in 26 moves.<ref name="kunkle_Cooperman_2007">[http://www.neu.edu/nupr/news/0507/rubik.html Press Release on Proof that 26 Face Turns Suffice]</ref>
<ref>
{{cite conference
  | first = D.
  | last = Kunkle
  | coauthors = Cooperman, C.
  | title = Twenty-Six Moves Suffice for Rubik's Cube
  | booktitle = Proceedings of the International Symposium on Symbolic and Algebraic Computation (ISSAC '07)
  | year = 2007
  | publisher = ACM Press
  | url = http://www.ccs.neu.edu/home/gene/papers/rubik.pdf
  | format = PDF
}}
</ref>
 
Tomas Rokicki reported in a 2008 computational proof that all unsolved cubes could be solved in 25 moves or fewer.<ref>
{{cite arxiv
|eprint=0803.3435
|title=Twenty-Five Moves Suffice for Rubik's Cube
|author=Tom Rokicki
}}</ref> This was later reduced to 23 moves.<ref>[http://cubezzz.dyndns.org/drupal/?q=node/view/117 Twenty-Three Moves Suffice] — Domain of the Cube Forum</ref> In August 2008 Rokicki announced that he had a proof for 22 moves.<ref name="22 moves">[http://cubezzz.dyndns.org/drupal/?q=node/view/121 twenty-two moves suffice]</ref> In 2009, Tomas Rokicki proved that 29 moves in quarter turn metric is enough to solve any scrambled cube.<ref>{{cite web |url=http://cubezzz.dyndns.org/drupal/?q=node/view/143|title=Twenty-Nine QTM Moves Suffice|author = Tom Rokicki|accessdate= 2010-02-19}}</ref> Finally, in 2010, Tomas Rokicki, Herbert Kociemba, Morley Davidson, and John Dethridge gave the final [[computer-assisted proof]] that all cube positions could be solved with a maximum of 20 face turns.<ref name="20 moves">[http://www.cube20.org/]</ref><ref>[http://epubs.siam.org/doi/abs/10.1137/120867366 SIAM J. Discrete Math., 27(2), 1082–1105]</ref>
 
==References==
{{reflist}}
 
==External links==
{{wikibooks|How to solve the Rubik's Cube}}
* [[b:How to solve the Rubik's Cube|How to solve the Rubik's Cube]], a Wikibooks article that describes an algorithm that has the advantage of being simple enough to be memorizable by humans, however it will usually not give an ''optimal'' solution which only uses the minimum possible number of moves.
* [http://kociemba.org/cube.htm Herbert Kociemba's Two-Phase-Solver and Optimal Solver for Rubik's Cube]
* [http://www.ryanheise.com/cube/human_thistlethwaite_algorithm.html Ryan Heise's Human version of the Thistlethwaite algorithm]
* [http://arxiv.org/abs/math.CO/0512485 A New Upper Bound on Rubik's Cube Group, Silviu Radu]
* [http://rubiksolve.com Online Solver using modified Kociemba's Algorithm to balance optimization vs. compute cycles]
 
{{Rubik's Cube}}
 
[[Category:Rubik's Cube]]

Revision as of 22:23, 14 January 2014

A computer graphic of a scrambled Rubik's Cube

There are many algorithms to solve scrambled Rubik's Cubes. The minimum number of face turns needed to solve any instance of the Rubik's Cube is 20.[1] This number is also known as the diameter of the Cayley graph of the Rubik's Cube group. An algorithm that solves a cube in the minimum number of moves is known as God's algorithm.

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 face turns. A move like F2 (a half turn of the front face) would be counted as 2 moves in the quarter turn metric and as only 1 turn in the face metric.

Move notation

Mining Engineer (Excluding Oil ) Truman from Alma, loves to spend time knotting, largest property developers in singapore developers in singapore and stamp collecting. Recently had a family visit to Urnes Stave Church.

To denote a sequence of moves on the 3×3×3 Rubik's Cube, this article uses "Singmaster notation",[2] which was developed by David Singmaster.

The letters L,R,F,B,U,D indicate a quarter clock-wise turn of the left, right, front, back, up and down face respectively. Half turns are indicated by appending a 2. A quarter counter clock-wise turn is indicated by appending a prime symbol ( ′ ).

Lower bounds

It can be proven by counting arguments that there exist positions needing at least 18 moves to solve. To show this, first count the number of cube positions that exist in total, then count the number of positions achievable using at most 17 moves. It turns out that the latter number is smaller.

This argument was not improved upon for many years. Also, it is not a constructive proof: it does not exhibit a concrete position that needs this many moves. It was conjectured that the so-called superflip would be a position that is very difficult. A Rubik's Cube is in the superflip pattern when each corner piece is in the correct position, but each edge piece is incorrectly oriented.[3] In 1992, a solution for the superflip with 20 face turns was found by Dik T. Winter, of which the minimality was shown in 1995 by Michael Reid, providing a new lower bound for the diameter of the cube group. Also in 1995, a solution for superflip in 24 quarter turns was found by Michael Reid, with its minimality proven by Jerry Bryan.[3] In 1998, a new position requiring more than 24 quarter turns to solve was found. The position, which was called a 'superflip composed with four spot' needs 26 quarter turns.[4]

Upper bounds

The first upper bounds were based on the 'human' algorithms. By combining the worst-case scenarios for each part of these algorithms, the typical upper bound was found to be around 100.

Perhaps the first concrete value for an upper bound was the 277 moves mentioned by David Singmaster in early 1979. He simply counted the maximum number of moves required by his cube-solving algorithm.[5] Later, Singmaster reported that Elwyn Berlekamp, John Conway, and Richard Guy had come up with a different algorithm that took at most 160 moves. Soon after, Conway’s Cambridge Cubists reported that the cube could be restored in at most 94 moves.[5][6]

Thistlethwaite's algorithm

The breakthrough was found by Morwen Thistlethwaite; details of Thistlethwaite's Algorithm were published in Scientific American in 1981 by Douglas Hofstadter. The approaches to the cube that lead to algorithms with very few moves are based on group theory and on extensive computer searches. Thistlethwaite's idea was to divide the problem into subproblems. Where algorithms up to that point divided the problem by looking at the parts of the cube that should remain fixed, he divided it by restricting the type of moves you could execute. In particular he divided the cube group into the following chain of subgroups:

Next he prepared tables for each of the right coset spaces . For each element he found a sequence of moves that took it to the next smaller group. After these preparations he worked as follows. A random cube is in the general cube group . Next he found this element in the right coset space . He applied the corresponding process to the cube. This took it to a cube in . Next he looked up a process that takes the cube to , next to and finally to .

Intermediate state of the Rubik's Cube in Kociemba's algorithm. Any state from G1 will have the "+" and "–" symbols as shown.[7]

Although the whole cube group is very large (~4.3×1019), the right coset spaces and are much smaller. The coset space is the largest and contains only 1082565 elements. The number of moves required by this algorithm is the sum of the largest process in each step.

Initially, Thistlethwaite showed that any configuration could be solved in at most 85 moves. In January 1980 he improved his strategy to yield a maximum of 80 moves. Later that same year, he reduced the number to 63, and then again to 52.[5] By exhaustively searching the coset spaces it was later found that the best possible number of moves for each stage was 7, 10, 13, and 15 giving a total of 45 moves at most.[8]

Kociemba's Algorithm

Thistlethwaite's algorithm was improved by Herbert Kociemba in 1992. He reduced the number of intermediate groups to only two:

As with Thistlethwaite's Algorithm, he would search through the right coset space to take the cube to group . Next he searched the optimal solution for group . The searches in and were both done with a method equivalent to IDA*. The search in needs at most 12 moves and the search in at most 18 moves, as Michael Reid showed in 1995. By generating also suboptimal solutions that take the cube to group and looking for short solutions in , you usually get much shorter overall solutions. Using this algorithm solutions are typically found of fewer than 21 moves, though there is no proof that it will always do so.

In 1995 Michael Reid proved that using these two groups every position can be solved in at most 29 face turns, or in 42 quarter turns. This result was improved by Silviu Radu in 2005 to 40.

Korf's Algorithm

Using these group solutions combined with computer searches will generally quickly give very short solutions. But these solutions do not always come with a guarantee of their minimality. To search specifically for minimal solutions a new approach was needed.

In 1997 Richard Korf[9] announced an algorithm with which he had optimally solved random instances of the cube. Of the ten random cubes he did, none required more than 18 face turns. The method he used is called IDA* and is described in his paper "Finding Optimal Solutions to Rubik's Cube Using Pattern Databases". Korf describes this method as follows

IDA* is a depth-first search that looks for increasingly longer solutions in a series of iterations, using a lower-bound heuristic to prune branches once a lower bound on their length exceeds the current iterations bound.

It works roughly as follows. First he identified a number of subproblems that are small enough to be solved optimally. He used:

  1. The cube restricted to only the corners, not looking at the edges
  2. The cube restricted to only 6 edges, not looking at the corners nor at the other edges.
  3. 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 you will need to solve the entire cube.

Given a random cube C, it is solved as iterative deepening. First all cubes are generated that are the result of applying 1 move to them. That is C * F, C * U, … Next, from this list, all cubes are generated that are the result of applying two moves. Then three moves and so on. If at any point a cube is found that needs too many moves based on the upper bounds to still be optimal it can be eliminated from the list.

Although this algorithm will always find optimal solutions there is no worst case analysis. It is not known how many moves this algorithm might need. An implementation of this algorithm can be found here.[10]

Further improvements

In 2006, Silviu Radu further improved his methods to prove that every position can be solved in at most 27 face turns or 35 quarter turns.[11] Daniel Kunkle and Gene Cooperman in 2007 used a supercomputer to show that all unsolved cubes can be solved in no more than 26 moves (in face-turn metric). Instead of attempting to solve each of the billions of variations explicitly, the computer was programmed to bring the cube to one of 15,752 states, each of which could be solved within a few extra moves. All were proved solvable in 29 moves, with most solvable in 26. Those that could not initially be solved in 26 moves were then solved explicitly, and shown that they too could be solved in 26 moves.[12] [13]

Tomas Rokicki reported in a 2008 computational proof that all unsolved cubes could be solved in 25 moves or fewer.[14] This was later reduced to 23 moves.[15] In August 2008 Rokicki announced that he had a proof for 22 moves.[16] In 2009, Tomas Rokicki proved that 29 moves in quarter turn metric is enough to solve any scrambled cube.[17] Finally, in 2010, Tomas Rokicki, Herbert Kociemba, Morley Davidson, and John Dethridge gave the final computer-assisted proof that all cube positions could be solved with a maximum of 20 face turns.[1][18]

References

43 year old Petroleum Engineer Harry from Deep River, usually spends time with hobbies and interests like renting movies, property developers in singapore new condominium and vehicle racing. Constantly enjoys going to destinations like Camino Real de Tierra Adentro.

External links

DTZ's auction group in Singapore auctions all types of residential, workplace and retail properties, retailers, homes, accommodations, boarding houses, industrial buildings and development websites. Auctions are at the moment held as soon as a month.

Whitehaven @ Pasir Panjang – A boutique improvement nicely nestled peacefully in serene Pasir Panjang personal estate presenting a hundred and twenty rare freehold private apartments tastefully designed by the famend Ong & Ong Architect. Only a short drive away from Science Park and NUS Campus, Jade Residences, a recent Freehold condominium which offers high quality lifestyle with wonderful facilities and conveniences proper at its door steps. Its fashionable linear architectural fashion promotes peace and tranquility living nestled within the D19 personal housing enclave. Rising workplace sector leads real estate market efficiency, while prime retail and enterprise park segments moderate and residential sector continues in decline International Market Perspectives - 1st Quarter 2014

There are a lot of websites out there stating to be one of the best seek for propertycondominiumhouse, and likewise some ways to discover a low cost propertycondominiumhouse. Owning a propertycondominiumhouse in Singapore is the dream of virtually all individuals in Singapore, It is likely one of the large choice we make in a lifetime. Even if you happen to're new to Property listing singapore funding, we are right here that will help you in making the best resolution to purchase a propertycondominiumhouse at the least expensive value.

Jun 18 ROCHESTER in MIXED USE IMPROVEMENT $1338000 / 1br - 861ft² - (THE ROCHESTER CLOSE TO NORTH BUONA VISTA RD) pic real property - by broker Jun 18 MIXED USE IMPROVEMENT @ ROCHESTER @ ROCHESTER PK $1880000 / 1br - 1281ft² - (ROCHESTER CLOSE TO NORTH BUONA VISTA) pic real estate - by broker Tue 17 Jun Jun 17 Sunny Artwork Deco Gem Near Seashore-Super Deal!!! $103600 / 2br - 980ft² - (Ventnor) pic actual estate - by owner Jun 17 Freehold semi-d for rent (Jalan Rebana ) $7000000 / 5909ft² - (Jalan Rebana ) actual property - by dealer Jun sixteen Ascent @ 456 in D12 (456 Balestier Highway,Singapore) pic real property - by proprietor Jun 16 RETAIL SHOP AT SIM LIM SQUARE FOR SALE, IT MALL, ROCHOR, BUGIS MRT $2000000 / 506ft² - (ROCHOR, BUGIS MRT) pic real estate - by dealer HDB Scheme Any DBSS BTO

In case you are eligible to purchase landed houses (open solely to Singapore residents) it is without doubt one of the best property investment choices. Landed housing varieties solely a small fraction of available residential property in Singapore, due to shortage of land right here. In the long term it should hold its worth and appreciate as the supply is small. In truth, landed housing costs have risen the most, having doubled within the last eight years or so. However he got here back the following day with two suitcases full of money. Typically we've got to clarify to such folks that there are rules and paperwork in Singapore and you can't just buy a home like that,' she said. For conveyancing matters there shall be a recommendedLondon Regulation agency familiar with Singapore London propertyinvestors to symbolize you

Sales transaction volumes have been expected to hit four,000 units for 2012, close to the mixed EC gross sales volume in 2010 and 2011, in accordance with Savills Singapore. Nevertheless the last quarter was weak. In Q4 2012, sales transactions were 22.8% down q-q to 7,931 units, in line with the URA. The quarterly sales discount was felt throughout the board. When the sale just starts, I am not in a hurry to buy. It's completely different from a private sale open for privileged clients for one day solely. Orchard / Holland (D09-10) House For Sale The Tembusu is a singular large freehold land outdoors the central area. Designed by multiple award-profitable architects Arc Studio Architecture + Urbanism, the event is targeted for launch in mid 2013. Post your Property Condos Close to MRT

Template:Rubik's Cube

  1. 1.0 1.1 God's Number is 20 Cite error: Invalid <ref> tag; name "20 moves" defined multiple times with different content
  2. 20 year-old Real Estate Agent Rusty from Saint-Paul, has hobbies and interests which includes monopoly, property developers in singapore and poker. Will soon undertake a contiki trip that may include going to the Lower Valley of the Omo.

    My blog: http://www.primaboinca.com/view_profile.php?userid=5889534
  3. 3.0 3.1 Michael Reid's Rubik's Cube page M-symmetric positions
  4. Posted to Cube lovers on 2 Aug 1998
  5. 5.0 5.1 5.2 Template:Cite web
  6. 20 year-old Real Estate Agent Rusty from Saint-Paul, has hobbies and interests which includes monopoly, property developers in singapore and poker. Will soon undertake a contiki trip that may include going to the Lower Valley of the Omo.

    My blog: http://www.primaboinca.com/view_profile.php?userid=5889534
  7. Template:Cite web
  8. Progressive Improvements in Solving Algorithms
  9. Template:Cite article
  10. Michael Reid's Optimal Solver for Rubik's Cube (requires a compiler such as gcc)
  11. Rubik can be solved in 27f
  12. Press Release on Proof that 26 Face Turns Suffice
  13. 55 years old Systems Administrator Antony from Clarence Creek, really loves learning, PC Software and aerobics. Likes to travel and was inspired after making a journey to Historic Ensemble of the Potala Palace.

    You can view that web-site... ccleaner free download
  14. Template:Cite arxiv
  15. Twenty-Three Moves Suffice — Domain of the Cube Forum
  16. twenty-two moves suffice
  17. Template:Cite web
  18. SIAM J. Discrete Math., 27(2), 1082–1105