In this version there are 3 basic modes, or types of patterns which can be found:
3 5 3 -> A list of 3 object tricks including 441 and 531. 5 7 1 -> All we get is 5, the cascade. There are no other valid tricks of length 1. 5 7 5 -> A list containing many interesting 5 ball patterns.In some of these runs several of the patterns printed will have portions before and after, separated by spaces from the patterns themselves. These are 'excited state' patterns, discussed in the siteswap notation documentation page. The throws to the left are starting sequences, those to the right are ending sequences. Use these throws to get in and out of the trick from the middle of a cascade. Any pattern without these throws before and after is a ground state pattern.
Important: The throws in the starting/ending sequences are not parsed by the multiplexing filter, so they may require you to make 2 simultaneous catches from different places. The 'excluded throws' option doesn't apply either. See below for explanations of these terms.
'**'
is
printed to indicate an excited-state pattern.
441
is a ground-state 3-ball pattern, as is the cascade pattern
3
, they can be put together to get another valid pattern: 4413
.
In this case we say that 4413
is a composition of 441
and 3
.
The other point is that you can rotate a pattern to get another valid one.
Thus 441
can be rotated left to get 414
. Note that
414
is not a ground-state pattern, as written, since in the following
throw sequence:
.... 3333333 414 414 414 ...the last
3
lands at the same time and place as the first 1
.
The program doesn't list all the rotated versions of the patterns that it finds, since
this clutters up the listings too much. How does it decide which rotation to display?
It displays the rotation which minimizes the length and throw values of the starting sequence.
In the case of 441
, this minimum starting sequence length is 0 if the
pattern is displayed as 441
(not 414
), so it's displayed that
way.
Now the three "Types" choices break down in the following way:
4413
and 3441
are listed.
51414
. This is actually
a composition of two shorter patterns, 51
(the shower) and 414
.
When "simple" is selected for this option, 51414
will not be displayed
because it's a composition. In the "default" setting, however, this pattern will
be displayed because, although 51
is displayed as such by the generator,
414
will be displayed as its ground-state rotation 441
. If
you were looking at a table you would see 51
and 441
with
different starting/ending sequences, and it wouldn't be obvious that you could rotate
the latter and tack it onto the former. Because this is not obvious, these types of
compositions are displayed as the default. (Actually, in this case the generator will
list the pattern as its rotated version 45141
, since this is ground-state.)
Regarding the "Use Multiplexing Filter" option: When I first implemented the multiplexing option I noticed that most of the patterns found by the computer required the juggler to make 2 or more catches simultaneously with the same hand. This is doable if the objects come from the same place (a clump of 2), but it's really tough otherwise. Therefore I added a filter which gets rid of all multiplexing patterns which require the simultaneous catching of objects from 2 different places (unless one of the caught "throws" was a hold). It seems to be the case that virtually no popular multiplexing patterns require these simultaneous catches. Uncheck this box to eliminate this filtering, but be prepared for some whopping lists.
'3'
) are sometimes
hard to do in a pattern containing other high ones.
Excluding several throws also speeds up the program quite
a bit. Write the throw values in normal decimal form (do not use the generator's 10='a'
shorthand used in its output), with spaces between throws. As noted above, this
exclusion doesn't apply to the starting and ending sequences.
'p'
suffix which the generator prints.
<3p|3p><3|3>
for 6 objects), you and your partner can
switch into any ground state pattern instantly, with no
intermediate throws. However, many of the patterns printed
will require you both to start throwing differently at
the same time (you have to count down to the start of the
pattern, to ensure synchronization). It is nice to allow
for a communication delay, though, so that person #2 has
time to react when person #1 starts throwing a trick (many
of the popular passing tricks have this property). This is
what this setting determines. The number you input is the number of
throws after the beginning of the trick before person #2
needs to throw something different from what he was while
doing a standard ground state pattern (like <3p|3p><3|3>
).
A few words need to be said about what constitutes a
"standard ground state pattern". These are those patterns which
are composed of ground state patterns of length 1. For
6 objects, for example, run the generator with the settings:
(number=6, max throw=4, length=1, mode=passing, find=Ground
). You get
two ground state patterns of length 1: <3|3>
and <3p|3p>
.
Any combination of these stuck together qualifies as a
"standard ground state pattern"; these include standard two-count
passing <3p|3p><3|3>
, ultimate passing <3p|3p>
, and so on.
The delay flag lists all patterns which provide the requested
communication delay for at least ONE
of these "standard passing patterns". Whew, this is complicated.
As an example, run the generator with settings:
(number=6, max throw=4, length=3, mode=passing, delay=2
)
and the list includes the two patterns: (the guy in the left slot is
the one "leading" the tricks)
<4|3p><4p|3><3|1> which assumes the people were doing the standard <3p|3p><3|3> before the trick was being done. Note that person #1 has to begin when his partner is throwing a pass. <4p|3p><4p|3p><3|1> which assumes the people were ultimate passing before starting the trick.Some of the patterns will require a 2-count passing pattern to get the requested communication delay, others a 3-count, and so on. When you use this feature just scan the list for the patterns relevant to your case.
As a final example, run the generator with settings:
(number=6, max throw=3, length=3, mode=passing, multiplexing=on,
# allowed throws=2, delay=3
). One of the patterns is the
popular "left-hand single" multiplexing pattern:
<2|3p><2p|3><[3p2]|3p>
. Note that
the communication delay setting has vastly reduced the number of tricks.
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