recursal/Fanatic-Fandom huggingface dataset:
Peicemeal Information Technology Along My Interests

See this other page about my dream website that combines these kinds of things.

Other ways they might be "not quite there yet":

* offline/individual VS social media
* just a place for users to interact VS doing calculations for the users

## Stuff like reason chains

Some "debate" websites.

Some "Non-Linear Note Taking" things seem somewhat related, but they don't calculate values. Places like remnote, athens, roam research.

Some advanced tools for professional academics etc.

## Ratings, evaluations

Lots and lots of basic ratings websites (Amazon products, Yelp, movie ratings...)

Some more like it, such as that couch surfing website and I think Airbnb.

(there's also forecaster betting, which is related i guess, but also related to reasoning)

## Matching and alignment?

Not sure there's much beyond the basics like LinkedIn, Meetup, facebook groups, and dating websites?
A Guide to Rationality, from Basic to Advanced

This is meant to outline and link to a series of tutorials on the subject of rationality. It will cover more breadth and depth than my current page on Thinking Skills.

* What we are
* Why we (decide to, or must) do things (like this)

**Part 1, Working on our Knowledge:**

* Basics of Epistemology
* Basics of Analytical Thought:
	+ language, semantics, logic
* More advanced Epistemology

**Part 2, Thinking of what to do, Problem Solving, etc.:**

* Means-Ends Chains
* Goal Oriented Strategy (far end of chain)
* Opportunity Oriented Strategy (near end of chain)
* knowledge, expertise is important
* "brainstorming" all possible forms of solution (refer to "variables" in critical thinking)
* hybridizing the two strategies
* Paved with good intentions

**Part 3, Changing Minds (the right ways):**

* communication, what can and can't be communicated
* the science
* my method:
	+ how I think mind-changing works
	+ need everyone on as much of the same epistemology as possible
		- helping other people excel at rationality (like teaching them this guide, how to figure out what is true, how to problem solve and plan, and how to changing others minds)
	+ need everyone on common semantics
	+ need everyone to be able to articulate each others positions deeply
	+ need to understand the values and psychology involved
	+ explore for the underlying or core points
	+ use thorough Bayesian Reasoning on those points (finding and using all the relevant facts and logic)
	+ re-reading your own replies, compare it to what you are responding to, look for logical ways of avoiding your own criticism
	+ Steelmanning, balancing hardcore logic with charitable lenience (to intuition, correctable errors etc.)
	+ repeat the process if necessary.  Never stop the steps of understanding each other, or else it will derail
* spectrums: highly certain to highly speculative, highly obvious to highly expertise-intensive (and in easier less-risky situations you can get away with less intense methodology)

**Part 4, Changing Minds (the wrong ways):**

* methods that shouldn't work
* the social aspects of disagreement
* the meta conflict, conflicting theories of how to handle conflict:
	+ propagandists
	+ "post-rationalists"
	+ stagnant conflict avoiders
	+ abusiveness
	+ dogmatists
	+ assumption stacking (VS exploration)

* posers, "just asking questions", fake or manipulative rationalism
* how we should handle all of the above and related issues
December 2017

Technically I'm starting this on Monday, December 18th, 2017.  I had the idea to do this a while ago, but didn't actually do it until now.  I don't find twitter, tumblr, facebook, or other blogs to be very ideal for talking about what I'm doing in my life.  I'll do it here instead (though of course I may do it elsewhere too ocassionally, but when I do I'll try to copy all of it over here so there is one place to look where you can find *everything*).

This month:

* I've done some learning in Tensorflow and Django, which I sucessfully installed just at the end of November.

* I went to my cousin's 18th birthday surprize party.

* Someone on the APEGA mentoring website asked if I'd like them to be my mentor.  I accepted the request and had a meeting on Tues the 19th.  I have lots to think about.

* I've done some good processing and reflection after a breif relationship (started on OkCupid about a month before) ended at the end of November.

* I've heard about a meeting upcoming in January for some political organizing.  I'm looking forward to that.

* I went to a workshop about "networking" on Friday the 15th.  Got some practice, learned more things.

* Visited my grandparents on the 24th.  They had a decorated tree, the first time I've seen them have one.  Maybe this is like my first ever celebration of Christmas?  We didn't say "merry Christmas" to each other, though the phrase was brought up only in relation to the political issue, such as my brother being instructed by his boss that he has to say "happy holidays", not "merry christmas" (and apparently a customer got upset when he said "happy holidays").  Also there was mention of Trump on the subject, and Obama supposedly "banning" people from saying "merry Christmas"?  On that topic, see this article comparing Trump to Obama, and this Snopes page investigating a myth about Obama.

* I have, of course, been adding stuff to this wiki.  I have a list of things I want to add.
My Perfect Utopia

Why doesn't this exist already?

## Scientific Decision Making

Evidence based policy.  No outdated, uninformed nonsense.

Really, I could almost leave it there.  This page is just about done.

This could (probably should, at some level) include advanced forms of democracy.

## Making Data Available for Science

Record all the data about everyone and everything. This is what I call "Big Social Science".

No cherry picking what data gets published.  No difficulty getting people to sign up for studies.  Everyone within the utopia is signed up automatically, as long as the Meta Utopia is practical enough to accommodate people who disagree.

## See also

* The Shape of Things to Come
* Division of Information Labor, from Simple to Advanced
* Advanced Democacy
Spanking Children?

Is spanking children ever justified?  I'm not convinced it is.

## Is there no other way?

Someone told a story.  To me, it sounded like it was made up, a peice of propaganda.  And no citations were given to check that it was a true story.

The basic story: there were a bunch of people who claimed to be against spanking, but they secretly spanked their children.  Why?  They justified this by saying "there's no other way".  (That's actually false, and spanking does not work anyways)

Really, the story didn't have any detailed analysis of different methods or whatever, just some person (or some people) supposedly said once that "there's no other way", despite wishing this weren't so.  And that's that.  Supposedly.

I'm pretty sure people like Libby Anne would beg to differ, as would countelss others.  See also:  The Main Options in Human Conflict.

But that's the thing about the story that was told:  it seems specifically designed to make you discard evidence.  If you have an example of people who don't spank, the story plants the idea that they do spank, they just do it secretly!  So this story, with no citation, can become the foundation for an entire conspiracy theory.  I'm really very suspicious it's a fake story.

## What if the child runs into the street?

The places that we call home are built right next to death hazards (roads).  This is a design flaw.

Anyways, this becomes, perhaps, the strongest case people use for the indespensability of spanking.  You don't want kids to die!  One of my highschool teachers said he never spanked, except one incident where his kid ran into the road.

Children are too young to watch out for their own safety.  And unfortunately, as often happens in cases where convincing people (changing minds) through discussion won't work, many people skip straight to violence as the next course of action.  They say "spank the children, because they are too young to learn from mere words!" or something.  They forget that "separation" is an option.  In this case:  keep your kids away from the death hazard.  Use a fence, pick them up and carry them, or something.  But don't spank them if they run onto the road, blame yourself (and the flawed design of the context) instead, and never let it happen again.

When the option of peacefully teaching children through expereince was brought up, someone ridiculed this by saying it would be too late for the kid to learn if the kid ran into the street and got hit by a car.  Maybe (I can imagine ways to teach from experience without any risk).  But if that were true, it would also be true for using spanking (because it would be too late to spank them if they got hit by a car the very first time they ever ran into the road).  That's why you never let that happen to begin with.  So there goes that argument.
My Art Analyses

I guess I've actually done a lot of art analyses, so I might as well list them all together ^^

LOTS OF SPOILERS!!!!

## Movies

Large writeups:

* Arrival
* Blade Runner
* Inland Empire
* I, Robot
* Mary Poppins and The Sound of Music
* Minority Report
* Monsters University
* Oliver and Company
* Quantum of Solace
* Star Wars A New Hope VS The Force Awakens
* Zootopia

Brief bits of analysis:

* Misc Media Musings
* Causality themes in The Matrix, Kung-Fu Panda, and Mr. Magorium's Wonder Emporium

## Television

* [see misc media musings]
	+ Bubble Buddy (Spongebob Episode)
	+ Magic Conch (Spongebob Episode)
April 2018

I did well in my SAIT intro course this month!  Did some studying for my learner's test, for driving.

I still continue to have minor symptoms from whatever started in February.  And I start this month also with the cold (or stomach flu) that began a week before this month started.

Had a major episode of hunger sensitivity on Friday the 27th and Saturday the 28th.  To recover, I had to eat about once every hour and a half.  I lost count of how many times I ate, and by the end of the day, it hurt to chew.  This episode of hunger sensitivity was caused by a few things.  Most proximally, on that Friday, I went for a walk with my mom, then when we were tired we sat and talked for a long time.  I ate right before we met, but I still should have eaten during that time.  Earlier (March 9th) I thought I had to do fasting for a lab test, and almost got sick on the bus ride to the lab.  I may not have fully recovered from that, so I had less protection against it happening again.

I read what Miri Mogilevsky wrote about ADHD, and it looks like I'll have to take her advice and get myself evaluated.
March 2018

Amazingly I still have whatever sickness started near the beginning of February (see this link).  Thankfully it isn't really stopping me from being productive anymore.

At some point I got a microphone because I'm planning to make youtube videos, and none of my current audio recording equipment was very good. I also tried some software for noise cancellation and such.

I've been checking job descriptions and requirements, and it looks like a lot of them need AutoCAD.  So I signed up for the intro course at SAIT, 5 weeks long starting March 22nd.  After that course, I can sign up for the rest, and get a certificate if successful.

In the last week of the month, I got a cold (or stomach flu?) which derailed me again.
Some Lighting Effects in Games

some lighting effects i like, sometimes surprisingly hard to find much about how to make them. especially without downloading (and often paying for) a bunch of new tools.

* lots of stuff with glass-like materials:
	+ transparent material illuminated from behind (not sure what the word is for this, if there is one). not necessarily "subsurface scattering", which is often for materials you really can't see through. not like "blurry glass" that blurs what you see on the other side, but fails to itself be illuminated by light striking its surfaces. more like glass with a thin film of dust on it, but you can still see clearly through the glass. or clear plastic. can just be surface illumination. but currently what i've got in Unity, this only appears from one side, not if it is lit from behind, and only illuminates the first surface the light touches, not the surface on the other side where the light exits.
* local volumetric fog/smoke.
	+ realistic lasers
The Road to Accomplishing Big Things

Big things are accomplished by maximizing mutual benefit, maximizing the accomplishment of things.

To accomplish anything, let alone big things, the needed things are:

1. resources to use
2. the skill and tools to shape those resources
3. the ideas of what to do (which the world sot of "has enough" of, but see means-ends chains and problem solving thinking skills anyways)
4. the workforce to do it all

Need to get enough of those to accomplish the correct Magnitude and proportion:

* how much is accomplished/produced per day or month whatever? how much did it take to produce?
* how much resources and how many people are required to accomplish a set goal?

Basically, picking a means-ends chains to be tried, and securing in place each part of the chain. I'll have to link to ideas from google and such about rapid prototyping, failing quickly and cheaply, etc.
Yau Method

**Yau Method**是由 Robert Yau 首先提出的四階魔方速解法，這個方法也可以使用在四階以上的立方體。

* 先將三個2x2的任意相鄰邊解出，以便在剩餘的四個中心的其餘部分比較好解。透過2x2半中心技術，操作者可以不破會中心之間的交叉，只需使用Rw與U即可解出，這樣就可以使這個步驟僅需動到兩個面即可完成（2-gen)。

* 再來組邊部分就是使用3-2-3的方法配對，基本上在所有2x2中心解決，並使用任意的方法解出最後一組十字邊後，你就可以先將三組邊一次解出、再來是兩組邊、最後則是剩下的三組邊。Youtube有很多教學影片可以供各位參考並深入了解這種解法。

## 解法簡介

按照順序：

* 解出兩個對面的2x2中心
* 解出任意三組與上步驟的兩個中心相鄰的邊
* 解出剩餘四個面的中心，並保持上述的圖形不被破壞
* 完成最後一個十字邊
* 在不弄亂十字的情形下解出剩下的幾組邊。
* 按三階魔方方式還原。

優點
--

* 組邊時比較好配對邊
* 當你要開始進行3x3的步驟時，底層十字已經完成了

缺點
--

* 很難找出前三組邊
* 解剩下的四組中心時會有一點困難
Mutual benefit

The opposite of war is the pursuit of mutual benefit.

Can rank from completely intolerable to barely tolerable to maximally desirable.

Can talk about giving, exchange, fair exchange, exploitative exchange, taking, theft.  Also, friendship and fun.

Often there's talk of "winning" verses "losing".  Such as "win-win" or "win-lose" or "lose-lose".  But maybe there's also a "neutral" or "draw" between win and lose.  Also, any "win" or "lose" might not be of equal magnitude.  Even in "win-win", someone might be winning more than the other in some way.

## Exploitation

One excuse for appalling exchanges is often "they were free to accept or refuse my deal". Sometimes a bit of value relativism is thrown in, "hey, I don't know what they like, there's no way I can even evaluate if this deal is good for them at all or completely horrible".

Aside from the cases where, no, they are hardly "free", there could be other issues with that. It strikes me a bit like defending lies by saying "people are free to accept what I said as true or not". I mean, yes, sure. And we're free to recognize something about you that we don't like and that we are justified in opposing. In the case of truth and lies, it's dishonesty that we don't like. In the case of agreements, maybe it's something like a duty of care.

If beliefs aren't intellectually honest or made with intellectual honesty (like if you couldn't do an intellectually honest job of backing them up), then stating them as true isn't honest, even if you feel like you believe them. Similarly, if agreements aren't formed without knowing or weighing in the benefit to the other person, we could say something about that.

Probably one of the worst kinds of deals is something like the following:

You somehow become trapped due to some accident. Someone comes along and sees you'll starve to death there if they don't help. They offer to bring you food every day if you do work for them, but they won't free you (even though maybe they easily could if they wanted to).

This deal doesn't address the reason that the deal is needed. Is that what's wrong with it? Maybe that's one thing that's wrong with it. If the person making the offer could free the trapped person, or get help, the question of whether the offer can be refused *can be controlled by* the person making the offer. That seems note worthy. The person making the offer could free the other, then offer the same deal: food for work.

Of course if the trapped person can't be freed, then they aren't "free" to accept or refuse all such deals. This more closely resembles the case of people with certain extreme disabilities, like spinal injuries in the neck.

## See also

* The Value of People
* Matching and Alignment Issues
Arm injury 2020

see also: my chronic health issues

I have an arm injury and can't use computer very much.

I am writing using Microsoft voice control.

## HISTORY

This health problem started a long time ago.  At some point in university, my right hand got worn out from using the computer too much.

## Technology

i was using microsoft voice control [and an extension for google chrome] for a while. now i'm mostly recovered [though i had to resort to speach-to-text last year again during a course i was taking in the spring, that required excessive notes]. i do have trackball mice [mouses?] for my computer. one for each hand. Logitch MX ERGO for the right, elecom ex-g something for the left [i luckily have rechargeable AA batteries for that one]. They did take some getting used to, thumb muscles weren't as developed, but now they seem fine.
Intro to Politics

The two main questions of politics are:

* how should the system be?
* when it isn't that way, what should you do about it?

[basically just applying the two questions that i call "getting real" to politics][the third question of "what are things like currently" is usually left unstated, but is still vital for any successful problem-solving]

## how should the system be?

### **the meta level**

both questions are part of each other:

* how does the system handle people's desire to change the system?
* perfection can never be reached, so "when it isn't that way" is: always

## see also:

* why care about politics
* some of my views and armchair thinking:
	+ issues to care about
	+ advanced democracy
	+ meta utopia
My Autobiography

This page is ordered by time, for my autobiography ordered by topic, see My Autobiography (Ordered by Topic).

## 2018

December

November

October

September

August

July

June

May

April

March

February

January

## 2017

December

Fall/winter (September, October, November)

Summer (June, July, August)

Spring (March, April, May)

Winter (Jan, Feb)

## 2016

Fall/winter (September, October, November, December)

Summer (June, July, August)

Spring (March, April, May)

Winter (Jan, Feb)

## 2015

Fall/winter (September, October, November, December)

Summer (June, July, August)

Spring (March, April, May)

Winter (Jan, Feb)
外部連結

郭君逸教授的方塊網（繁中）http://www.davidguo.idv.tw/Cube/

Feliks Zemdegs(世界紀錄保持人）的教學網（英文）：https://www.cubeskills.com

Rubiks Places 公式網（英文）：http://www.rubiksplace.com/

金字塔魔方教學(繁中&影片):http://maru.tw/tw/index.php/writer/chia-liang-tai/pyraminx-tutorial-by-chia-liang-tai

3x3魔術方塊世界紀錄(影片):https://www.youtube.com/watch?v=R07JiT0PlcE

3x3魔術方塊平均紀錄(影片):https://www.youtube.com/watch?v=kWUQbhbqvqo

3x3魔術方塊盲解紀錄(影片):https://www.youtube.com/watch?v=HRstb618wqA

3x3單手世界紀錄(影片):https://www.youtube.com/watch?v=3FDmmL5vKHg

3x3多個盲解世界紀錄(影片):https://www.youtube.com/watch?v=oU2tKYvDH2g
斜轉魔方skewb

**斜轉方塊**是一種魔術方塊風格的機械智力玩具。由托 Tony Durham發明，由 Uwe Mèffert銷售。雖然它是一個立方體，它不同於魔術方塊的架構，它的旋轉軸穿過立方體的每個角落，而不是每個面的中心。斜轉方塊一共有四個軸，每一個軸是一個立體對角線。因此，每個動作都會影響所有六個面。Uwe Mèffert原本稱這個玩具作「金字塔立方」，強調這是金字塔魔術方塊系列的一部分。
他也發明了高階斜轉方塊，例如大師斜方和優秀斜方。

## 總變化數

Skewb的結構，有四個不相鄰的角是固定位置的，其餘的可以隨意變動位置，且形成偶排列，所以是

4
!
÷
# 2
24
÷
# 2
12

{\displaystyle 4!\div2= 24\div2=12 }

種情況。

8個角有方向性，但第8個角的方向由其他7個決定了，所以是

3
8

{\displaystyle 3^8}

種情況。

6個中心面可隨意換位置，形成偶排列，所以是

6
!
÷
# 2
360

{\displaystyle 6!\div2= 360}

種。

但, 4個固定角的方向，被相鄰的三個角所固定，所以要除以3。

綜和上面情況，共有

6
!
⋅
4
!
⋅

3
6

÷
# 4
3
,
149
,
280

{\displaystyle 6!\cdot4!\cdot3^6\div4 = 3,149,280}

 種情況。

## 世界紀錄

單次:

* 1.10  Jonatan Kłosko

平均:

* 2.62  Michał Rzewuski
* 2.62  Łukasz Burliga

畫廊
--

復原完成的**Skewb**。
Be Cautious about Soft Sciences

Some areas of study are very difficult to get sure answers in.

See: the "replication" crisis in many of these fields, as well as the disappearance of tests with negative results.

Because it's hard to prove or disprove claims in these topics, it's easier for people to say their own theory is correct without being easily disproven. So what we should really do in these cases is remain unconvinced unless someone does the most intense and correct Bayesian analysis of all available data, basically, and compare all competing theories.

Here's some of the areas with this difficulty, where people will try to sell their own ideology:

* health
* economics
* sociology
* psychology
* political science, policies, politics

Some ideas seem like hard science, because they are directly related to hard science, but are not yet settled (the confusion here might stem from some people's ignorance of the distinction between premises and conclusions):

* the equations of quantum mechanics have been proven to be accurate (that's hard science), but there is no agreement about how to interpret what is happening, and no theory (explanation for the facts, "theoretical science") has been proven so far. Worse, many people will go even further and claim that quantum physics proves important conclusions in the soft-sciences such as sociology, politics, and health.

And, of course, plenty of things that aren't even sciences:

* futurism
* success in life
* even, alas, morality
Why we should Build Social Capital

I'll try to accumulate a case here, over time.  I think I'll need this to convince a lot of people to get on board with some of my ideas.

## In General, it's Useful for Everything

*See also The Value of People.*

Just like money capital is basically useful for most things.  Except that money can't buy everything.  Social Capital theoretically can buy more things than money can, I think.

Really, humans are the only thing in the universe which can understand all of your questions.  Anything you need to ask for, whether information or material goods or help completing a task, and so on.

Not everyone will though, even if you ask.  The more people who will for you for non money-capital reasons, the more "social capital" you have.  Something like that.

## Specific Uses

### Career, employment

It's well known that most jobs are filled by personal referral, not random people applying on the internet.

I'd also speculate that knowing people is kind of like a division of part of the interviewer's labor.  Part of the interview is already done.  If the person who "conducted the partial interview" is trusted, at least.  Same thing with the references people put on their resume's (knowledge akin to an interview is gained, if that communication is trusted).

### Political action

Few people take any political action alone...

Social connections can help solve Coordination Problems.

### It takes a village to raise a child

Pretty self-explanatory, though this point can be expanded...

### Health

People who have good social ties have healthier, longer lives. And probably more fun.

## Catching up to our Competitors

Most non-humanists have a lot of social capital already.  For example, in churches.  The Catholic church is kind of the biggest example of this.  It's huge and long lasting, but it is (at best) very slow to progress over time, and is in no way scientific.

Others (who may or may not be very religious) have lots of regular capital (money, property, etc.).

More examples:

* Why the NRA Always Wins
* The Alt-Right is Recruiting Depressed People

## Studies and Research that Demonstrate the Importance

Saw one about getting people to work towards shared political goal type thing.  Bubble groups of people that don't conect to each other may fail to get things done as a whole, perhaps partly because not all the bubbles are on the same page (or they don't know if they are or not), and because outsiders don't compel people's actions as well as insiders.
List of Social Activities

## Sharing Information

* About self:
	+ history
	+ current situation
	+ needs, goals, endeavors, visions
* News:
	+ local, global, etc.
	+ specific subjects
* Educational:
	+ scientific facts
	+ how to do things
	+ philosophical matters
	+ your own writing, someone else's writing

## Fun activities

* games:
	+ board games, video games, word games
	+ physical sports, water gun or dart gun etc.
	+ simulated situation (room escape, hide and go seek, splinter cell...)
* artistic:
	+ music, singing, theatrics
	+ painting, drawing
	+ filming, photography
	+ writing
* food
* hobbies...

## Labor, tasks, accomplishment

* related to home life
	+ babysitting, care taking, house sitting
	+ packing, moving
	+ maintenance, renovation
* teaching skills
* activism
	+ informational
	+ rally, protest
	+ supplies, donations
* jobs, career, other roles, value chains, etc.

## See also

* How to attract audiences: a radical rethink
* What a Community Should Do
* Mutual benefit
CFOP

**CFOP**為**Cross、F2L、OLL、PLL**的簡稱，這是一種三階魔方的速解法，在1981年被幾個方塊玩家發現。這種方法也可以稱為**Fridrich Method**，這是因為Jessica Fridrich在1995年在她的網站中公布了這個方法而得名。

自2000年來，**CFOP**一直都是最受歡迎的三階速解法，其中Feliks Zemdegs、Max Park、Sebastian Weyer、Mats Valk等多數世界級玩家也是使用這種方法的。

## 起源與命名爭議

至今，Jessica Fridrich常被誤認為此方法的發現者，但事實上並不是如此，在這個方法的四個步驟中，分別是由下列人物所發現：

* Cross：David Singmaster
* F2L：René Schoof
* OLL與PLL：Hans Dockhorn、Anneke Tree，但其中多數都是由Jessica Fridrich所發現。

在90年代到21世紀初期，速解法是魔術方塊界普遍存在的一種競賽方式，而Jessica Fridrich的網站中充滿了非常多樣化的三階魔方解法，也因為如此，大多數的人就稱此解法為Fridrich Method。

有少數的世界級玩家一直對Fridrich Method這個名稱提出異議，甚至有玩家公開表明，他永遠不會使用Fridrich Method這個名稱來稱呼此方法。其實他說的也不差，CFOP比Fridrich Method聽起來還要正式，也因為這樣的流傳，CFOP這個名稱漸漸取代Fridrich Method。但到現在，稱此方法為Fridrich Method的玩家還是佔了大多數。

儘管如此，Fridrich Method這麼普及還是有原因的，最大就是因為Jessica Fridrich對這個解法的貢獻絕不亞於其他發現者，所以Fridrich Method也就成為了CFOP無可否認的同義詞。

步驟
--

1. 完成底層十字
2. 將前兩層一併解完
3. 完成OLL
4. 完成PLL
Square-1

**Square 1**，原稱**Back to Square One**，是由Karel Hrsel和Vojtech Kopsky在1992年共同發明的。它與其他魔術方塊很大的不同點就是在轉動的時候會改變形狀，這也是它擁有非凡難度和魅力的原因之一。

簡介
--

**Square 1魔術方塊**分為三層。頂層和底層都有**風箏塊**和**三角塊**，它們也被稱為**角塊**
和**邊塊**。整個魔術方塊總共有8個角塊和8個邊塊。相對於層的中間來講，角塊為60度，邊塊寬度為30度。

**中間層**由兩個**梯形**組成，兩個梯形塊處於平衡的狀態，組合在一起會形成一個**六邊形**或者**正方形**。最頂和最底的兩層可以橫向轉動。只有在最頂和最底的兩層對齊的時候，**Square 1**才可以垂直旋轉，交換上下層的其中一邊的塊。重複幾次之後魔術方塊就會被打亂。由於角塊的寬度為邊的兩倍，所以兩者能緊密結合，兩個邊塊聯合在一起能替換一個角塊，反之亦然。所以**Square 1**可以產生非常怪異的形狀。

只有當頂層和底層均含有四個邊塊和四個角塊並且已經到達正確位置，而且中層的形狀為正方形時候，Square 1才算完成復原。但是由於中層只能形成兩種形狀，有很多種方法可以使中層變換形狀而不影響到其他的塊。

歷史
--

Square 1的原名叫作「回到Square 1」，最初則被稱為「Cube 21」。在1993年3月16日，Square 1魔術方塊在美國被註冊為專利，專利號為US5,193,809。外觀設計也於1993年10月5日申請專利，專利號為D340,093。

## 總變化數

經過計算，Square 1總共能變化出

170
×
2
×
8
!
×
8
# !
552
,
738
,
816
,
000

{\displaystyle \displaystyle 170\times 2\times 8!\times 8!=552,738,816,000}

種狀態。

如果不計算狀態相同而方向不同的種類數，應該是

15
!

/

# 3
435
,
891
,
456
,
000

{\displaystyle \displaystyle 15!/3=435,891,456,000}

種狀態。

解法
--

註：本維基目前沒有收錄相關解法

對於Square 1來說，有很多種非常優秀的解法。有一些解法是最基本的一層一層解決，有一些則是先恢復角塊然後是邊塊的方法。儘管每一種方法使用的方式各不相同，大多數都是先將魔術方塊的形狀復原，再解決顏色問題。

大多數的解法都使用了大量的「特殊操作」。有很多移動幾個塊而不影響其他塊狀態的公式。比如交換兩個塊或者三個塊互換位置的情況。不管使用什麼方法，都能經過數個步驟而解決。

畫廊
--

復原後的**Square-1**
4x4魔術方塊

**三階魔術方塊**（英語：**Rubik's Revenge**，**復仇魔術方塊**），為4×4×4的立方體結構。發明人為Peter Sebesteny（彼得·塞波斯坦尼），起初稱作為Sebesteny魔術方塊，後來在生產前最終定名為「Rubik's Revenge」來吸引魔術方塊愛好者。

歷史
--

1974年，魯比克教授發明了第一個魔術方塊，並在1975年獲得匈牙利專利號**HU170062**，但沒有申請國際專利。
1979年九月，**Ideal Toys**公司將魔術方塊帶至全世界，並於1980年一、二月在倫敦、巴黎和美國的國際玩具博覽會亮相。
展出後，**Ideal Toys**公司將魔術方塊的名稱改為**Rubik's Cube**，第一批魔術方塊在匈牙利出口。
魔術方塊廣為大眾喜愛是在1980年代。據估計，1980年代中期，全世界有五分之一的人在玩魔術方塊。

由於魔術方塊的巨大商機，1983年魯比克教授和他的合夥人一同開發了二階和**三階魔術方塊**。並於1986年製造了四階魔術方塊。

## 總變化數

**四階魔術方塊**總共有8個角塊，24個邊塊和24個中心塊。

其角塊的變幻狀態和二階魔術方塊相同，所以總共有8!×37種變化狀態。

每種顏色的四個中心塊可以不區別位置，所以總共有24!÷(4!6)種變化狀態。

24個邊塊不能隨意換位，而每一組顏色相同的兩塊邊塊是有區別的，因為邊塊關係到兩個面的顏色。所以邊塊的變化總數總共有24!種。

但在空間變幻中，狀態相同而顏色不同的狀態會被重複計算，所以真正的總變化數還應該要除以24。

所以**四階魔術方塊**的總變化數為:

8
!
⋅

3
7

⋅
24

!
2

4

!
6

⋅
24

≈
7.4
⋅

10

45

{\displaystyle \frac{8! \cdot 3^7 \cdot 24!^2}{4!^6 \cdot 24} \approx 7.4 \cdot 10^{45}}

即7,401,196,841,564,901,869,874,093,974,498,574,336,000,000,000種不同變化。

結構
--

**四階魔術方塊**總共有8個角塊，24個邊塊和24個中心塊，，它的構成分為兩類：

第一類中心是一個球體，每個週邊的小塊連接著中心球的滑軌，在運動時候會沿著用力方向在滑軌上移動。

第二類是以軸為核心的**四階魔術方塊**，這種魔術方塊的構造非常複雜，除了中心球和週邊塊外還有很多附加件。

作為競速運動來說第二種構成的**四階魔術方塊**轉動速度快，不易在高速轉動中卡住。

## 還原方式

### 降階法

降階法即是將**四階魔術方塊**「降階」為三階魔術方塊，隨後按三階魔術方塊進行還原。

1. 還原中心塊。將四階魔術方塊中央四個小中心塊顏色對齊，將其當做三階魔術方塊的中心塊。
2. 合併邊邊。將四階魔術方塊每條棱邊上的兩個棱塊顏色對齊，將其當做三階魔術方塊的棱塊。
3. 按三階魔術方塊還原。此時，已完成「降階」動作，隨後按三階魔術方塊進行還原。
4. 特殊情況校正。因為四階魔術方塊的中心塊位置不是相對固定的，所以「降階」後的「三階魔術方塊」可能會出現兩種「特殊情況」，需要進行校正，此後繼續按三階魔術方塊還原。

### 東賢復原法

有一家名叫**東賢**（**East Sheen**）的公司發明了一種新的復原方法，使用三階魔術方塊的方法先復原邊塊和角塊，再復原中心塊。

1. 復原所有角快。
2. 還原所有的邊塊。
3. 還原整顆方塊

### Yau Method

*主條目:Yau Method*
**Yau Method**是由 Robert Yau 首先提出的**四階魔方**速解法，這個方法也可以使用在四階以上的立方體。
步驟：

1. 還原兩個相對的中心。
2. 還原三組邊塊，此三組邊塊必須為前步驟所還原的其中一個中心的三個十字邊。
3. 完成剩下四組中心。
4. 復原最後一個十字邊。
5. 配對剩下的八組邊，此時完成「降階」步驟。
6. 照三階魔術方塊方式還原，並校正特殊情況。

畫廊
--

打亂後的**4x4魔術方塊**復原後的4x4魔術方塊
## 世界紀錄

單次:

* 19.36 Feliks Zemdegs

平均:

* 23.03 Sebastian Weyer

盲解:

* 1:41.90 林愷俊

註釋
--

1. ↑ 一個魔術方塊，在相同狀態的情況下，有24種不同擺法，故此處除以24。
Mats Valk

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～魔術方塊 繁中維基 關心您

**Mats Valk**（中譯:**馬茨·法爾克**）是荷蘭的魔方玩家。 他在2013年時轉出的5.55秒和2016年的4.74秒打破了世界紀錄兩次。**Mats Valk**目前在世界3x3魔術方塊排名單次第三，平均則是第九。

## 色盲？

**Mats Valk**在解方塊時習慣使用綠色或藍色當作底面顏色，與一般人的白、黃或六色皆可有些許差異。有部分人士認為可能因為他是色盲所導致。不過在他的其中一部影片中是卻使用了白色開始（但整部影片只有白、藍跟綠），關於這件事也還在釐清當中。
轉動代號

以下皆取自比賽規則

## 3x3x3及類似方塊的旋轉代號

* 最外層轉動:
	+ 順時鐘90度：F（前面）、B（後面）、R（右面）、L（左面）、U（頂面）、D（底面）。
	+ 逆時鐘90度：F'、B'、R'、L'、U'、D'。
	+ 180度: F2、B2、R2、L2、U2、D2。
* 多層轉動（最外n層同時轉動; n=2 時可以省略）:
	+ 順時鐘90度：nFw、nBw、nRw、nLw、nUw、nDw。
	+ 逆時鐘90度：nFw'、nBw'、nRw'、nLw'、nUw'、nDw'。
	+ 180度：nFw2、nBw2、nRw2、nLw2、nUw2、nDw2。
* 「外層轉動計數(OBTM)」的計步方式如下:
	+ 最外層轉動或多層轉動，都計為1步。
	+ 整顆方塊的旋轉，視為0步。

* 立方體方塊，整顆方塊旋轉的代號:
	+ 順時鐘90度：[f]或z、[b]或z'、[r]或x、[l]或x'、[u]或y、[d]或y'。
	+ 逆時鐘90度：[f']或z'、[b']或z、[r']或x'、[l']或x、[u']或y'、[d']或y。
	+ 180度：[f2]或[b2]或z2、[r2]或[l2]或x2、[u2]或[d2]或y2。

## Square-1 的旋轉代號

* 將中層有切縫、且較小的一邊擺在左邊，並面對前面時轉動。
* (x,y)代表頂層順時鐘旋轉 x\*30 度，且同時底層順時鐘旋轉 y\*30 度。
* 「/」代表將右半邊旋轉180度。

## 十二面體Megaminx的旋轉代號（只適用於轉亂）

* 頂面的轉動:
	+ 順時鐘72度：U。
	+ 逆時鐘72度：U'。
* 其他旋轉代號，要把頂面最左邊的三個小方塊固定。
	+ 除了頂面最左邊的三個小方塊以外，其於全部順時鐘旋轉144度： R++（右面鉛直旋轉）、D++（底面水平旋轉）。
	+ 除了頂面最左邊的三個小方塊以外，其於全部逆時鐘旋轉144度： R--（右面鉛直旋轉）、D--（底面水平旋轉）。

## 金字塔Pyraminx的旋轉代號

* 擺放方式為，底層要置放水平，且前面向前朝著拿方塊的人。
* 順時鐘120度：U（頂層兩層）、L（左層兩層）、R（右層兩層）、B（後層兩層）、u（上層小角）、l（左層小角）、r（右層小角）、b（後層小角）。
* 逆時鐘120度：U'（頂層兩層）、L'（左層兩層）、R'（右層兩層）、B'（後層兩層）、u'（上層小角）、l'（左層小角）、r'（右層小角）、b'（後層小角）。

## 魔錶Clock的旋轉代號

* 擺放方式為12點朝上，任一面朝前。
* 代號標示的按鈕往上按: UR（右上）、DR（右下）、DL（左下）、UL（左上）、U（上面兩個）、R（右邊兩個）、D（下面兩個）、L（左邊兩個）、ALL（全部）。
* 轉動朝上狀態的按鈕旁邊的轉鈕，然後把全部按鈕往下按: x+（順時鐘轉x齒）、x-（逆時針轉x齒）。
* 水平翻轉魔錶Clock，讓12點仍然朝上，然後把所有按鈕往下按：y2。

## 斜轉方塊Skewb的旋轉代號

* 擺放方式為，3個面要同時被看見，而上方那面即視為頂層。
* 順時鐘120度：R（可見部分右下方最遠的角）、U（可見部分上方最遠的角）、L（可見部分左下方最遠的角）、B（在背後不可見的最遠的角）。
* 逆時鐘120度：R'（可見部分右下方最遠的角）、U'（可見部分上方最遠的角）、L'（可見部分左下方最遠的角）、B'（在背後不可見的最遠的角）。
Babe y Darío en futuro perfecto de modo Indicativo

- No. Descarta ese sábado porque no puede ser.- Si no hubiera sido porque llovía a cántaros y avanzaban a duras penas paraguas en ristre, Darío se habría detenido, se habría colocado frente a ella y la habría interpelado. El tono era sereno, porque ella no solía ser arisca, pero esa firmeza le causaba cierta inquietud. En su lugar, la aferró del brazo y apretó el paso. Cuanto antes se resguardaran, mejor que mejor.

Sin embargo no pudo aguantar hasta que estuvieran instalados en una mesita de la Floriana. En la misma puerta, mientras sacudía enérgicamente el paraguas encantado para que se plegara solo, Darío frunció el ceño y preguntó.

-¿Por qué no puede ser?

- Pues porque es día veintiuno. - Replicó ella tranquilamente mientras sacudía las botas en el enorme felpudo que, en días como aquel, la chocolatera invocaba a la entrada de su establecimiento. Darío frunció el ceño y la miró desconcertado. ¿Acaso sería uno de “esos días”? Puede que no le apeteciera casarse en pleno… bueno, eso.

- ¿Qué tiene de malo el veintiuno? - Preguntó un poco temeroso. Si era lo que estaba pensando, ella se echaría a reir con ganas. Como la inmensa mayoría de la población masculina, fijarse en eso no entraba dentro de sus parámetros vitales. Ella le miró fijamente un segundo, alzando una ceja, y replicó con voz tranquila.

- Pues la luna llena.

- ¡Ostras! ¡Es verdad! - Darío sintió cómo una oleada de vergüenza le invadía el estómago y amenazaba con desbordar. ¿Cómo había sido tan bruto de no pensar en ello?. Siguió reprochándose su despiste mientras la Floriana les acomodaba en la misma mesita que le gustaba a su madre de toda la vida, mientras dejaba el chaquetón colocado en el respaldo y mientras veía como una carta se materializaba frente a sus narices.

- ¡Qué vergüenza! - Exclamó azoradísimo, sin poder aguantarse mas. Ella lo miró a los ojos y sonrió un poco.

- Bueno. No ha llegado la sangre al río.

-Porque tú si has pensado en ello, que si no…

- Deja de reprochártelo.

- No puedo. Es mi amigo. Hubiera sido feísimo que…

- Dario…

- No, no. No tengo excusa. Ha sido un despiste que…

- … que no ha ido a ninguna parte.

-Ya pero…

- Darío. De eso se trata ¿No?

- ¿Cómo dices?

- Pues de eso.- Replicó ella encogiéndose de hombros y mirando la lista de bebidas calientes.- De funcionar como un equipo.

El se quedó callado un segundo, observando cómo ella pasaba la vista por la carta con atención mientras dejaba que una sensación cálida le recorriera entero, anulando por completo el agobio anterior. Por eso la quería. Porque estar con ella era reconfortante. Más que el mejor chocolate de la Floriana.
Reason chains, trees, and webs

One concept I use sometimes is a chain of reasons.  Because almost every reason has further reasons why it is the case.  And nearly every conclusion logically entails further conclusions.

So I conceive of this as a chain of items, all of which have reasons for their being, and all of which are reasons for the being of other items.  So they are connected, in a chain, or a tree shape, or a web shape.  Repeatedly asking "why" will move you in one direction of the chain.  Repeatedly concluding "therefore" will move you along the other direction.

When these are reasons for intentional action, I call it a means-ends chain.  When it's about reasons for belief, I might call it a why-because chain (though that sounds like it could still be about actions, need a better name). For causality, it's just cause and effect.

When someone asks you what you are doing and/or why, they are exploring your means-ends chain.  Usually, they are asking about the region of the chain just behind the most obviously apparent information.

One end is the ultimate reasons behind everything (maximization of personal satisfaction) and the other end is the immediate actions they are currently doing (like sitting, or using muscles, or thinking).

Likewise for knowledge, one end is the ultimate foundations of epistemology (see more here), the other end is perhaps the most speculative suspicions and guesses.

I think these kinds of connections are what the word "meaning" means (for example "what's the meaning of these facts?" or "of that action?" or "what does that noise mean?"). Even the meaning of words and phrases looks similar when you look at semantics. "Narratives" too. And, of course, semiotics.
2x2魔術方塊

**二階魔術方塊**（英文：**Pocket Cube**）又稱**口袋魔術方塊**、**迷你魔術方塊**、**小魔術方塊**、**冰塊魔術方塊**，為2×2×2的立方體結構。

歷史
--

1974年，魯比克教授發明了第一個魔術方塊，並在1975年獲得匈牙利專利號**HU170062**，但沒有申請國際專利。
1979年九月，**Ideal Toys**公司將魔術方塊帶至全世界，並於1980年一、二月在倫敦、巴黎和美國的國際玩具博覽會亮相。
展出後，**Ideal Toys**公司將魔術方塊的名稱改為**Rubik's Cube**，第一批魔術方塊在匈牙利出口。
魔術方塊廣為大眾喜愛是在1980年代。據估計，1980年代中期，全世界有五分之一的人在玩魔術方塊。

由於魔術方塊的巨大商機，1983年魯比克教授和他的合夥人一同開發了**二階**和四階**魔術方塊**。並於1986年製造了五階魔術方塊。

## 總變化數

8個角塊的位置可以任意互換（8!種狀態），如果以一個角塊不動作為參考角塊，其他7個角塊都能任意轉換方向（即37種狀態）。但如果在空間中旋轉則不計算方向不同而狀態相同的魔術方塊，實際上的準確狀態數還應除以24。所以二階魔術方塊的總變化數為：

8
!

3
7

24

=
7
!

3
6

=
3674160

{\displaystyle \frac{8!\,3^7}{24}=7!\,3^6=3674160}

## 復原方式

### 簡易解法

二階魔術方塊只有8個角塊，可以利用「三階魔術方塊層先法」的一部分原理進行還原。

1. 還原底層。
2. 翻轉頂層角塊，對齊頂層顏色。
3. 調整頂層角塊位置，還原完成。

### 速解

*主條目：Otega*
Ortega Method 是大部份學會了 2x2x2 解法的玩家學習的另一套解法，他的解法和平常的層解法不大相同。首先先把第一面完成，；然後就如頂層的第一個處理步驟一樣，完成頂面（OLL）；最後將兩層（整顆方塊）同時復原。
步驟：

1. 完成底面
2. 完成頂面
3. 復原整顆方塊

畫廊
--

打亂後的**2x2魔術方塊**解開後的**2x2魔術方塊**
## 世界紀錄

速解單次:

* 0.49 Maciej Czapiewski

速解平均:

* 1.45 Rami Sbahi

## 方塊知識王

* Maciej Czapiewski是第一位在0.5秒內解開**2x2魔術方塊**的。
* **2x2魔術方塊**的世界紀錄0.49秒其實解決過程只有用到四步。
Tracking My Life Goals

Here I'll talk about the main things I want in life, and where I am now.

Currently there's still an overall feeling like I haven't been able to begin my life yet. At least during school and university, the graduation and degree were in front of me as times when it actually was supposed to begin. But now that those are past, and so little has changed or progressed, and no clear future opportunities exist, it feels more like being trapped or stranded.

## Overview: Where I am and where I want to get to

Not looking so good right now:

 Making Epic Art
 Wonderful Friends, Social Life
 Wonderful Girlfriend(s)
 Wonderful Economic Situation

Of course there's other stuff like health and general level of contentment.

One difficulty that is applicable to all or most of these endeavors is the difficulty of finding good groups.
Feliks Zemdegs

**Feliks Zemdegs**（中譯：**菲利克斯·曾姆丹格斯**，1995年12月20日- ）是澳大利亞知名魔術方塊玩家，現任十三個魔術方塊項目的世界紀錄保持者。

經歷
--

1995年12月20日**Feliks Zemdegs**出生於澳大利亞墨爾本。13歲那年他購進了第一個魔方，從此開始了魔方速解生涯。2008年6月13日他公布了第一個非官方平均成績19.73秒。2009年他第一次參加正式比賽（紐西蘭冠軍賽），便以三階魔方平均13.74秒的成績取得冠軍。2011年他在墨爾本冬季賽以5.66秒刷新了世界紀錄，但之後2013年被荷蘭人Mats Valk以5.55秒成績打破。到2016年12月11日，菲利克斯以4.737秒的成績，打破了Mats Valk在11月6日創下的4.74秒的紀錄，再次成為三階魔方世界紀錄保持者。不過在2017年，Patrick Ponce以4.69秒的成績衝破。

擅長
--

**Feliks Zemdegs**較擅長立方體類的方塊，每一種幾乎都打破過一次的世界紀錄，另外也擅長於Megaminx，但比較不會skewb和盲解。

方法
--

**Feliks Zemdegs**在3x3魔術方塊是使用CFOP，而在4x4魔術方塊上則是用Yau Method。更高階者主流為Freeslice。

教程
--

**Feliks Zemdegs**的Youtube頻道

**Feliks Zemdegs**的方塊教程網站

## 方塊知識王

* **Feliks Zemdegs**是目前同時持有最多官方世界紀錄的人，一共十項。
* **Feliks Zemdegs**前後已連續打破100多次世界紀錄。
* **Feliks Zemdegs**是第一位達到以下成就的人:
	+ 同時創下在官方比賽裡3x3魔術方塊（單手） 單次在8秒與7秒以下的記錄(6.88秒)，至今仍未有其他人突破8秒以下的成績，第二名是8.04秒。
	+ 於2010年1月30日，在官方比賽裡創下3x3魔術方塊平均時間的世界紀錄(9.21秒)，成為世界第一個達成在官方比賽裡完成三階魔方平均時間10秒以下的選手。
	+ 於2010年7月10日，在官方比賽裡創下3x3魔術方塊平均時間的世界紀錄(8.52秒)，成為世界第一個達成在官方比賽裡完成三階魔方平均時間9秒以下的選手。
	+ 於2010年11月13日，在官方比賽裡創下3x3魔術方塊平均時間的世界紀錄(7.91秒)，成為世界第一個達成在官方比賽裡完成三階魔方平均時間8秒以下的選手。
	+ 於2013年11月16日，在官方比賽裡創下3x3魔術方塊平均時間的世界紀錄(6.54秒)，成為世界第一個達成在官方比賽裡完成三階魔方平均時間7秒以下的選手。
	+ 於2017年6月28日，在官方比賽裡創下3x3魔術方塊平均時間的世界紀錄(5.97秒)，成為世界第一個達成在官方比賽裡完成三階魔方平均時間6秒以下的選手。
	+ 在World Champion 2017中，刷新了10次世界紀錄，並成為第一位在40秒內完成5x5魔術方塊和在2分10秒內完成7x7魔術方塊的選手。
Some Things Everyone Should Learn

So there's some knowledge and skills I think everyone should learn, but isn't currently taught so well to everyone.

Stuff like:

* the thinking skills, obviously [investigation, problem-solving]
* obviously various bits of science and philosophy
* "improv comedy" training, etc.
* Life navigation, stuff like "Designing your life", "30 Questions to Change Your Life" type stuff. Getting clear on what you want and what you like and all that
* other more specific useful things about how the actual world works and why
* "Leadership program" type stuff
* networking skills
* handling conflict
* stuff about relationships
Amor

"Podía sentirla, envolviendo plácidamente la estancia, vibrando suavemente al ritmo lento de la respiración pausada de ella. Porque Isabel dormía plácidamente semienvuelta en las sábanas, y aunque Darío sabía que aquel primer despertar en su compañía era el inicio de toda una vida en común, aún sentía un halo dulce con cierto poso de irrealidad. Por eso se llevó los dedos de la mano izquierda para tantear la certeza de que su anillo estaba allí. Y entonces la comprendió. El aura que envuelve generaciones y generaciones antiguas que fluye perpétua de la tierra a los seres vivos, y de éstos de nuevo a la tierra. Era la magia antigua que fluía y los envolvía. Eterna. Como el amor."
Dane E. Walsh

18 (C 03) (in RR);

Erina (younger sister)

Dane E. Walsh is the principal protagonist of Rondure Realm. He is the son of the one and only RWG creators, Luther and Jane, and he's also the elder brother of Erina.

## Appearance

Dane is 170 cm tall and he's a very handsome boy

## Relationships

### Earth

He isn't friends with many. He hangs out with Charlene most of the time.
金字塔魔方pyraminx

**金字塔魔術方塊**（Pyraminx）是一種正四面體異型魔術方塊。由德國科學家麥菲特教授（Uwe Meffert）於1981年發明，原本是他用於研究金字塔能量的模型，在研究過程中，卻意外的發明出**金字塔魔術方塊**。

**金字塔魔術方塊**有四個外角塊、四個內角塊和六個邊塊。通過旋轉可以改變其顏色排列。軸旋轉塊可以旋轉後而狀態不改變。六個邊塊則可以自由旋轉。而四個頂塊可以跟隨軸旋轉塊進行旋轉，這樣就會形成一個只有邊塊顏色改變的打亂狀態。六個邊塊有時會給魔術方塊復原者造成迷惑，但其狀態數沒有2x2魔術方塊多，也比2x2魔術方塊更容易復原，所以不要被其複雜的外表所迷惑。

**金字塔魔術方塊**有彈珠結構設計，扭動時有彈珠的碰撞聲，而且感覺會有一些彈性。在擁有金字塔造型的同時，具有非常好的容錯性，較順滑。不但有很高的挑戰性，而且可以扭出一些非常漂亮的造型。

## 世界紀錄

單次

* 1.28 Benjamin Kyle

平均

* 2.14 Drew Brads

畫廊
--

打亂後的**金字塔魔術方塊**。解開的**金字塔魔術方塊**。
## 外部連結

金字塔魔方教學
A Casa

Darío entró en la unidad de neonatos con la sonrisa en la boca. Saludó a un par de colegas y se apresuró en llegar a su destino. Temía que se le hubiera hecho un poco tarde y quería despedir a su tocayo como se merecía. El bebé había resultado ser todo un luchador y, aunque el camino había sido duro y difícil, ya estaba totalmente repuesto.

Por suerte, Clara aún no se había llevado al crío. La mujer, con la que había desarrollado una estrecha relación en las últimas semanas, terminaba de organizar la bolsita de aseo de la criatura, que en ese momento dormía plácidamente en brazos de su padre. No se llevaba igual con el señor Vallejo que con Clara, pero de todas formas no dudó a la hora de acercarse al bebé y plantarle un beso en la cabecita. Durante mucho, había sido una criaturilla pelona, pero ahora tenía una fina pelusilla.

— Así que ya os vais —Dijo a modo de saludo. Darío arrugó un poco las cejitas al notar su beso, pero no se despertó. Clara lo recibió con una esplendorosa sonrisa.

— Al fin nos dejas marchar.

— ¡Oh, sí! ¿Cuántas veces me has pedido que os dé el alta? —Bromeó, observando al niño—. ¿Queréis que le eche un último vistazo?

— Ni hablar. El sanador de guardia le ha hecho un reconocimiento esta mañana y dice que está bien; no quiero que le saques nada nuevo y que nos tengas más tiempo retenidos.

Darío Ulloa se rió y, para sorpresa de los padres de su tocayo, sacó una Polaroid del bolsillo de su bata.

— ¿Os importa que le saque una foto? Me gusta recordar a todos los niños a los que he ayudado a salvar; tengo una pequeña colección de retratos en mi despacho.

Clara miró a Ricardo y éste asintió, acomodando al bebé para que se le viera bien la carita.

— No nos importa, pero apuesto a que la colección no es pequeña. A estas alturas, debes haber salvado a un montón de niños.

— No es para tanto.

Eran dieciocho. Había atendido a muchos más, pero dieciocho habían estado a punto de morir y el sanador Ulloa los había salvado. Darío era el número diecinueve y no se olvidaría de él de la misma forma que no se olvidaba de los demás. Saber que seguían vivos, sanos y felices le daba fuerzas para continuar en los momentos más difíciles, cuando daba todo lo mejor de sí y terminaba por perder a sus pequeños pacientes.

— Pues esto ya está —El brujo agitó la fotografía en el aire y comprobó que le había salido muy bien. Ya tenía práctica en esos menesteres—. ¡Qué guapo ha salido!

— Pues sí —Clara sonrió y extendió los brazos para que Ricardo le pasara al niño—. Ahora sí que nos vamos.

— Me alegra que todo haya salido bien —Ulloa besó las mejillas de la mujer y estrechó la mano de Vallejo—. Ya sabes que tienes que pasarte por aquí bastante a menudo. Tenemos que hacerle revisiones periódicas y tenemos el asunto de las vacunas.

— No te preocupes, que lo tengo todo bien apuntado.

Darío Ulloa asintió y les deseó buena suerte. Cuando los tres desaparecieron de su vista, se sintió enormemente satisfecho con su trabajo. Por finales felices como aquel merecía la pena andar al pie del cañón.
Use of Force

By "force", I here mean in a way that violates personal boundaries.  This could tie into a broader topic: what violations of boundaries (whether those preferences are stated explicitly or implicitly, or plausibly guessed) can be justified, and when?  I'll be looking at that question, but I probably won't consider all possible preferences and boundaries.  I'll probably mostly consider the acts of "force" which are typically considered violence.

## What use of force?

Here are some different kinds of force, some are less severe and easier to justify, some are more severe and would require more dire circumstances, and some might be nearly impossible to justify under any circumstances:

* grabbing, pushing, pulling
* forceful separation, restraint, escorting away, imprisonment, banishment
* shoving, throwing
* collision, punch, kick, body slam, etc.
* wounding
* killing

Other activities which may not involve physical force, but seem conceptually related (they are strongly contrary to people's wishes/boundaries, peace of mind, and can conceivably lead to physical violence), I'm not sure where else to put them for now:

* doxxing
* harassment
* intimidation, threats

## When to use force?

When is some force justified?  Usually, I'd say it is when there is a goal you must accomplish, but there is a conflict, and none of the other options are going to work.  For those other options, see The Main Options in Human Conflict.

I find that many people often consider "changing minds" and "use of force" to be the only options, completely ignoring the option to separate, or perhaps seeing separation as ineffective at preventing violence they see as inevitable.

"Self defense" is fairly uncontroversial, especially in an urgent situation to prevent immediate danger to yourself or other people.  A "self defense" justification becomes less clear in situations of pre-emptive defense.  More will need to be said on that.

Right now this a big deal with the punching nazis thing.  Minor domestic terrorism against some people (nazis)?  What about bombing terrorists who are among civilians?  What about using force on North Korea?  Scamming unethical rich people out of their money? Or holding one of their kittens for ransom if you're desperately poor? What about spanking children who run into the street? What if someone is filming you protest, and you fear they will use that footage to send harassers after you or something?
Equivocation

Here I'll discuss equivocation, why it's a problem we need to stop, different ways it happens, and possible reasons people make these errors.

I suspect the category of "equivocation" encompasses a number of activities that should be avoided, such as "obscurantism" and rhetorical hyperbole.

For what we should be doing instead, see my page:  Effective Communication
Alonso Fernández Díez

## Etimoligía del nombre

Alonso es una forma abreviada de Alfonso.

Alfonso es un nombre propio y apellido masculino de origen germano en su variante en español. Proviene del germánico Adelfuns, de adel (noble) y funs 'dispuesto, listo, preparado' (germ. \*funsa < \*pnt-tó), por lo que significa "noble dispuesto (al combate)".