Siteswap

With Siteswap refers to a type of notation of juggling patterns (similar to the score while playing a musical instrument) using sequences of numbers. The word is used both as a name for the notation as well as for as described pattern.

The Siteswap notation here describes only the " order " in which the juggled objects to be thrown. Site swaps not contain any information about arm movement or rhythm. There are so many ways to juggle a single Siteswap. So there are many juggling tricks, such as eating an apple, Robot, Statue of Liberty, Factory, Windmill, Mills Mess, etc., all of which - such as the basic pattern cascade - the Siteswap " 3" have, although they are juggling completely different, some have exposed, more difficult or complex siteswaps (eg " 531", " 441 ", "336 ", etc.) even in its basic form should be considered a unique juggling tricks. Although many jugglers do not know, in a Siteswap the number of hands is also not fixed, with which the pattern is juggled. Not every juggling pattern is notierbar in siteswaps. A juggler can for example hold while juggling a ball in the short term and continue to catch with the same hand and toss balls. These and many more patterns are not possible with this notation.

  • 2.1 Object number: cross sum rule
  • 2.2 Jonglierbarkeit
  • 2.3 Get- In
  • 2.4 trajectories and Turnus
  • 3.1 Synchronous Throw
  • 3.2 Multiplex Throws
  • 3.3 Passing

Notation

A Siteswap consists of a series of numbers, such as " 5 3 1 ". To facilitate the notation, one writes the numbers usually as numbers one after the other, numbers from 10 are assigned letters. This convention comes from the notation of hexadecimal numbers. Each digit (or letter) is for a toss and indicates how many litters later he is caught again. This results in the flight duration and throw height "relative" to the other litters. The actual throw height and flight duration ( the mutually physically directly cause ) are virtually free and varies depending on the juggler, rhythm, built-in delays or accelerations or freedom depending on the pattern, as long as the Siteswap is maintained.

The following sections are of particular importance:

  • 0 - no litter, empty, empty once exposure.

3 and above, numerals then right litters, with the odd 3, 5, 7, 9, ... usually ( if not will just juggle with arms crossed ) in the other hand (or intercept position) land, the straight 4, 6, 8, ... usually in the same hand, which she has thrown.

To interpret a Siteswap, just need to know two things:

  • All discharge points throw alternately in a fixed order, always depending on an object.
  • Here, the pattern is read from left to right and each litter assigned a number. The number indicates how many litters later, just to throw intended object is thrown again. The patterns are periodic to understand: After the last litter again first follows.

" Discharge points " here is very general, since Siteswap is long gone only used for two-handed patterns. Also Diabolo players ( a string, is thrown out of ) and register (eg, four hands on two people ) use Siteswap. From now on in this article but assumed that only two hands are involved.

Example

From Siteswap notation " 531", one can see that the design pattern described below is run. ( We choose to use balls and start with the right hand. ) Here is the continuously numbered clock beginnings ( 1 .7 ) described in detail how the 5 that affect 3 and 1; the balls may be yellow, red and blue. Since the hands throw alternately, we know immediately that the right hand throws in all odd meters and the left always in straight bars:

As this pattern as described looks like, you can have a demonstration with one of the below web link as juggling simulator, such as Java applet: 531

Clock and throwing height

In normal, constant speed juggling with two hands ( about 140 litters / minute at a 3 or 4 ball juggling ) you can assign each digit exactly one height. A number is then the union in the " simplest " pattern with this number of objects. This can be seen, for example, the fact that all objects are thrown right in Siteswap " 3" and there is only one type of litter. But with constant cycle length on the throw does not change when other numbers are next to it, is a "3" always this sort throw when juggling at the same pace.

In practice, one proceeds with more objects at a faster pace. In addition siteswaps are rarely thrown with fixed clock - often are the numbers only the order of the litters, the clocks are very different lengths. The most prominent example of this is the Shower " 51" - almost always is strong gallops, the one thrown right after the 5, with a longer pause after the first

Further considerations

Object number: cross sum rule

A nice side effect: Because a Siteswapmuster is nothing but a certain number of balls in time to distribute them as two separate hands, the average of a sequence is precisely the number of balls that you have available. Using the example of " 531": The sum of the digits is 9 divided by 3 ( length of the sequence ) returns 3 (number of balls). This side effect can be used to clarify in advance whether it is at all possible to take a certain Siteswap (but is only a necessary criterion, no Adequate, see Jonglierbarkeit ). The Siteswap " 532 " for example, is not possible because the cross sum is 10 divided by the length of the sequence 3 yields an integer.

Jonglierbarkeit

But even if this calculation results in an integer, which may indeed be an indication of the Jonglierbarkeit of the pattern, a proof is not yet. Thus, for example, the pattern " 534 " quite jonglierbar ( sum of digits 12, sequence 3, it results in 4 objects ), the Siteswap " 543 " on the other hand is not possible, although the bill still comes up. After reviewing above results now that is a problem: clock 1: Ball 1 is thrown and after 5 cycles, so in six clock turn again. Cycle 2: Ball 2 is thrown and after 4 cycles, so in six clock turn again. However, the Siteswap notation sees only one litter per clock before - in clock 6 but are now two balls at the same time in his hand - that will not do without to " multiplex throws " to extend the notation (see below)

Two numbers A and B within a Siteswap notation may therefore not have any distance from each other. Suppose that A is before B, then the difference AB, the number of cycles needed to A until B is thrown, not be equal.

Get- In

Some patterns can not start from the same basic pattern of the corresponding object number one. This is called the state that occurs at each throw of the basic pattern, the "ground state". To come then correctly in the Siteswapmuster, you need a so-called get- in - sequence, and afterwards to get out again, you need analog a get -out sequence. Requires a Siteswap these sequences, he is " excited". For the Shower 51 for example, one needs such transition throws: for example, one comes with a 4 of the cascade in the shower, and with a 2 back to the basic pattern. A seamless splicing of cascade and Shower ( ... 3335151 ... ) is not a valid juggling patterns. - The bold digits collide. With the transition litters, however, ( ... 3345151 ... 5151233 ... ), the pattern is a total jonglierbar.

Trajectories and Turnus

An interesting fact about Site Swaps are often different ways that take the objects by the pattern: To switch to the example described, animated above (531 ), the blue and the yellow ball to the 5 - s and 1- s, while the red ball makes only every 3 s. With the right or a matching Siteswap can thus be forgiven for different ( different sizes, different, or just different colored ) objects different trajectories. It can also be very helpful when learning a complicated and confusing at first appearing tricks to know a ball in Siteswap flying always the same (relative) height. In Figure 4b -345, for example, makes just one ball every 3 -en; then two other balls make the following 4 's and 5 's. throws towards the same side ( on the other side is then already the third different ball ready for the next 4 after the break ) Let make a eye-catching color over this 3-ene, initiate the paging, the pattern makes then even more transparent and easier to learn.

Extensions to the notation

The notation can not describe all the patterns well. Although the two rules above allow for a very compact representation of certain patterns, but are subject to the same two restrictions

In addition, passing patterns are recorded as duets siteswaps often not vivid - patterns in which several people throw the same time, are quite common.

Synchronous Throw

Both hands throw at the same time, for example ( 6x, 4x). In parentheses are the respective numbers for the left and right hand, separated by a comma. "X " stands for " crossing", ie the ball is thrown to the other hand without x is the throw back to the same hand.

Examples:

  • (6x, 4x ) Synchronous 5 - Ball Half Shower
  • (6x, 4) ( 4,6 x )
  • (6x, 4) (4,2 x ) ( 4,6 x ) (2x, 4)

Multiplex throws

It is possible to throw two or more balls simultaneously from a single source. All numbers raises a hand at the same time, come in square brackets, for example (ie a ball is thrown as " 4", the other as " 3"). Now it is also allowed that two balls land in one hand - this is even a prerequisite in order to take a multiplex later can

Passing

Vierhändige siteswaps enjoy great popularity in some circles, but here it is even more difficult than two hands to close by the sequence of numbers on the pattern. In addition, often jugglers throw the same time, so that synchronous notation would be necessary. Instead, one often writes for each juggler own Siteswap and provides throws, go to the other, with a "p" ( pass). For more than two jugglers so it is not clear to which of the Mitjongleure your passport is, in general, the jugglers are then numbered and after the " p" is the name of the destination, such as " 3 pC " as pass for Juggler, which is denoted by "C". Since not all have to throw Passer simultaneously, but can also be shifted by fractions of cycles passing patterns are not limited to whole numbers.

Examples:

  • 3p 3 3 Three -Count, " Waltz " - all jugglers throw simultaneously.
  • 5 3 3.5 p 3 3 " 5 -count Popcorn " - the jugglers are offset by half a bar.

Software

To illustrate siteswaps there are a large number of freely available programs for almost any operating system. Many also offer the possibility to determine the movements of the hand to represent complicated tricks such as the Mills Mess.

  • Juggling Lab is a program written in Java open source program that supports various Siteswap syntaxes. As an applet, it can be incorporated into sites to animate tricks.
  • Jaggle is a Java applet and animate the model in 3D graphics and has several ready- defined patterns therefore. The tricks can be used in the animation can also be played backwards, this facilitates learning.
  • Jongl is available for many operating systems and can among other things, passing pattern with different objects like clubs, balls and rings animate. The program provides not only the objects but also the jugglers in 3D dar.
  • Java Master is a program written in Java applet that has built a big trick list and also siteswaps can represent.
  • Joepass! focuses primarily on passing patterns, but can also represent normal siteswaps. The software is available for Windows and Macintosh.
732605
de