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Razvoj interaktivne Rubikove kocke
ID Gerhold, Simon (Author), ID Rupnik, Rok (Mentor) More about this mentor... This link opens in a new window

URLURL - Presentation file, Visit http://eprints.fri.uni-lj.si/2530/ This link opens in a new window

Abstract
V diplomskem delu je bil poglavitni cilj predstavitev Rubikove kocke v objektno usmerjenem jeziku s pomočjo razredov in povezav med njimi ter prikaz kocke v trodimenzionalnem prostoru. Za grafični vmesnik se je uporabila tehnologija WPF (Windows Presentation Foundation), ki že privzeto nudi velik nabor gradnikov za delo z interaktivno grafiko. Končni rezultat je namizna aplikacija, kjer lahko uporabnik s pomočjo miške rotira celo kocko ali plast v vseh možnih smereh. Kot dodatna funkcionalnost se je dodala možnost vnosa poljubne kocke, kontrola vhodnih podatkov in prikaz rešitve s pomočjo ene najbolj znanih metod za reševanje Rubikove kocke, metode Fridrich. Rešitev je razdeljena na več korakov, pri čemer je vsak posamezen korak predstavljen opisno in v obliki animacije.

Language:Unknown
Keywords:Rubikova kocka, metoda Fridrich, objektno usmerjeno programiranje, 3D grafika, funkcionalni testi
Work type:Bachelor thesis/paper
Organization:FRI - Faculty of Computer and Information Science
Year:2014
PID:20.500.12556/RUL-68469 This link opens in a new window
Publication date in RUL:10.07.2015
Views:2585
Downloads:293
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Secondary language

Language:Unknown
Title:The development of interactive Rubik's cube
Abstract:
The main goal in the thesis was to represent the Rubik's Cube in the object oriented programming paradigm with the help of classes and relationships between them and also to visually represent the cube in the 3D environment. For the graphics interface we used WPF technology (Windows Presentation Foundation), which offers a vast array of classes for interactive graphics. The final result is a desktop application, which allows the user to rotate the whole cube or just a layer in all possible directions with the help of a computer mouse. We also added the functionality of user defined input of any cube, validation of input data and solving it with the help of one of the most known methods for solving the Rubik's cube, Fridrich method. The solution is composed of multiple steps, where each step in the solution is represented descriptively and as an animation on the screen.

Keywords:Rubik's cube, Fridrich method, object oriented programming, 3D graphics, unit testing

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