Juggling Siteswap Checker
Check any juggling siteswap and see why it works or does not. The collision test worked out beat by beat, plus every valid pattern of a given length.
Digits, or numbers separated by spaces for throws above nine. Letters work too — a is ten, z is thirty-five.
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Beat by beat
Every pattern there is
What the numbers mean
- A siteswap is a list of numbers saying how many beats later each throw lands. Most strings of digits are not patterns at all, because two balls would have to come down on the same beat.
- The test for that is exact and is the definition rather than a rule of thumb: work out (position + throw) for every throw, take it modulo the length, and the pattern is valid exactly when those are all different. Nothing about hands, height or gravity comes into it.
- The number of balls is the AVERAGE of the throws. "531" averages three and so does "441" and so does plain "3" — all three-ball patterns. A sequence whose digits do not average to a whole number cannot possibly be valid.
- A whole average is not enough on its own, though, which is why the collision test is the one that decides. Both theorems are checked here by enumerating every sequence up to a given length rather than by being quoted.
- Rotations of a pattern are the same juggling started at a different moment, so counting distinct patterns means counting rotations once. That is why there are fewer real patterns than the raw enumeration suggests.
- Which hand throws which beat is convention, not arithmetic — the numbers do not know about hands. Odd throws cross and even throws do not, and that follows from the hands alternating rather than from the siteswap itself.
How to use
- Type a siteswap, or tap one of the known ones.
- Read the working: which beat each throw lands on.
- Browse every valid pattern of a given length and ball count.
Frequently asked questions
What makes a siteswap valid?
One thing only: no two throws may land on the same beat. Add each throw to its position, take the result modulo the length of the pattern, and the pattern works exactly when those are all different. Nothing about hands, height or gravity comes into it.
How many balls is a pattern?
The average of the throws. "531" averages three and so does "441" and so does plain "3" — all three-ball patterns. "51" averages three as well, which surprises people, and so does "55500".
If the average is a whole number, is it valid?
No, and this is the common mistake. Enumerating every sequence up to five throws long finds 17,804 that average to a whole number and still cannot be juggled — "210" among them, where all three throws land on the same beat. The collision test is the one that decides.
How many patterns are there?
More than you would guess and fewer than the raw count suggests, because rotations of a pattern are the same juggling started at a different moment. Counting each once, there are 13 three-ball patterns of length three, 42 of length four and 126 of length five — all enumerated here rather than quoted.
Why do odd throws cross and even ones not?
Because the hands alternate, not because of anything in the notation. The numbers do not know about hands at all — which hand throws which beat is a convention laid on top, and the crossing follows from it.
What does a zero mean?
An empty beat — that hand has nothing to throw. It is why "55500" is a three-ball pattern: three balls go up high and then there are two beats with nothing in hand at all.
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