Table tennis (also known as ping-pong or whiff-whaff) is a racket sport derived from tennis but distinguished by its playing surface being atop a stationary table, rather than the court on which players stand. Either individually or in teams of two, players take alternating turns returning a light, hollow ball over the table's net onto the opposing half of the court using small rackets until they fail to do so, which results in a point for the opponent. Play is fast, requiring quick reaction and constant attention, and is characterized by an emphasis on spin relative to other ball sports, which can heavily affect the ball's trajectory.

The name "ping-pong" was in wide use before British manufacturer J. Jaques & Son Ltd trademarked it in 1901. The name "ping-pong" then came to describe the game played using the rather expensive Jaques's equipment, with other manufacturers calling it table tennis. A similar situation arose in the United States, where Jaques sold the rights to the "ping-pong" name to Parker Brothers. Parker Brothers then enforced its trademark for the term in the 1920s, making the various associations change their names to "table tennis" instead of the more common, but trademarked, term.[9]


Ping Pong


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In the 1950s, paddles that used a rubber sheet combined with an underlying sponge layer changed the game dramatically,[1] introducing greater spin and speed.[16] These were introduced to Britain by sports goods manufacturer S.W. Hancock Ltd. The use of speed glue beginning in the mid-1980s increased the spin and speed even further, resulting in changes to the equipment to "slow the game down". Table tennis was introduced as an Olympic sport at the Olympics in 1988.[17]

After the 2000 Olympics in Sydney, the ITTF instituted several rule changes that were aimed at making table tennis more viable as a televised spectator sport.[19][20] First, the older 38 mm (1.50 in) balls were officially replaced by 40 mm (1.57 in) balls in October 2000.[7][21] This increased the ball's air resistance and effectively slowed down the game. By that time, players had begun increasing the thickness of the fast sponge layer on their paddles, which made the game excessively fast and difficult to watch on television. A few months later, the ITTF changed from a 21-point to an 11-point scoring system (and the serve rotation was reduced from five points to two), effective in September 2001.[7] This was intended to make games more fast-paced and exciting. The ITTF also changed the rules on service to prevent a player from hiding the ball during service, in order to increase the average length of rallies and to reduce the server's advantage, effective in 2002.[22] For the opponent to have time to realize a serve is taking place, the ball must be tossed a minimum of 16 centimetres (6.3 in) in the air. The ITTF states that all events after July 2014 are played with a new poly material ball.[23][24]

Table tennis regulations allow different rubber surfaces on each side of the racket.[34] Various types of surfaces provide various levels of spin or speed, and in some cases they nullify spin. For example, a player may have a rubber that provides much spin on one side of their racket, and one that provides no spin on the other. By flipping the racket in play, different types of returns are possible. To help a player distinguish between the rubber used by his opposing player, international rules specify that one side must be black while the other side must be a bright color clearly distinguishable from black and from the color of the ball.[33] The player has the right to inspect their opponent's racket before a match to see the type of rubber used and what color it is. Despite high-speed play and rapid exchanges, a player can see clearly what side of the racket was used to hit the ball. Current rules state that, unless damaged in play, the racket cannot be exchanged for another racket at any time during a match.[35]

According to ITTF rule 2.13.1, the first service is decided by lot,[36] normally a coin toss.[37] It is also common for one player (or the umpire/scorer) to hide the ball in one or the other hand, usually hidden under the table, allowing the other player to guess which hand the ball is in. The correct or incorrect guess gives the "winner" the option to choose to serve, receive, or to choose which side of the table to use. (A common but non-sanctioned method is for the players to play the ball back and forth three times and then play out the point. This is commonly referred to as "serve to play", "rally to serve", "play for serve", or "volley for serve". Another common method is referred to as "Ping for serve" or "Pinging for serve" where players will begin playing by hitting or bouncing the ball and playing a rally spelling out the word ping P-I-N-G with each hit then playing out the point for service).

Also known as speed drive, a direct hit on the ball propelling it forward back to the opponent. This stroke differs from speed drives in other racket sports like tennis because the racket is primarily perpendicular to the direction of the stroke and most of the energy applied to the ball results in speed rather than spin, creating a shot that does not arc much, but is fast enough that it can be difficult to return. A speed drive is used mostly for keeping the ball in play, applying pressure on the opponent, and potentially opening up an opportunity for a more powerful attack.

The push (or "slice" in Asia) is usually used for keeping the point alive and creating offensive opportunities. A push resembles a tennis slice: the racket cuts underneath the ball, imparting backspin and causing the ball to float slowly to the other side of the table. A push can be difficult to attack because the backspin on the ball causes it to drop toward the table upon striking the opponent's racket. In order to attack a push, a player must usually loop (if the push is long) or flip (if the push is short) the ball back over the net. Often, the best option for beginners is to simply push the ball back again, resulting in pushing rallies. Against good players, it may be the worst option because the opponent will counter with a loop, putting the first player in a defensive position. Pushing can have advantages in some circumstances, such as when the opponent makes easy mistakes.

An official hall of fame exists at the ITTF Museum.[77] A Grand Slam is earned by a player who wins singles crowns at the Olympic Games, World Championships, and World Cup.[78] Jan-Ove Waldner of Sweden first completed the grand slam at 1992 Olympic Games. Deng Yaping of China is the first female recorded at the inaugural Women's World Cup in 1996. The following table presents an exhaustive list of all players to have completed a grand slam.

Hardbat table tennis uses rackets with short outward "pips" and no sponge, resulting in decreased speeds and reduced spin. World Championship of Ping Pong uses old-fashioned wooden paddles covered with sandpaper.

I was just in Jonwayne twitch stream today and saw him play around with the octatrack, when he chopped up his break and put on ping pong looping playback majig and it really glued the whole thing. Wondered, does anyone know if there's a workaround similar to it on the Live II?

The Two Tap Delay is based on a single delay, but with two signal taps for the left and right sides. This allows for dedicated ping-pong delay patterns, that are quite different to those of the Dual Delay, for example.


Only the left delay will feed its signal back to the delay input, which means the length of the left delay will define the overall pattern length. When you set the length of the right tap to half that of the left, for instance, you will create a classic ping-pong delay. However, swapping the values will not only result in a swap of the stereo sides, but also in a different delay pattern.

What host application are you using?

Is H-Delay an insert on a mono track, a stereo track? or on a stereo auxiliary track with a send from the vocal?

Are you using the ping pong preset as is? Or have you made changes in the settings?

It could just be the nature of the feedback time you have setup. Because it ping-pongs one side just may be seeing a repeat or two more than the other side. Over time this could build up to a difference in levels.

In some books I have read about false sharing and in other books about cache-line-ping-pong. The specific problems sound very familiar, so are these the same problems but given other names?Can someone give me names of books which discuss these topics in detail?(I already have literature from Darry Glove, Tanenbaum,...)

False sharing and cache-line ping-ponging are related but not the same thing. False sharing can cause cache-line ping-ponging, but it is not the only possible cause since cache-line ping-ponging can also be caused by true sharing.

Cache line ping-ponging is the effect where a cache line is transferred between multiple CPUs (or cores) in rapid succession. This can be cause by either false or true sharing. Essentially if multiple CPUs are trying to read and write data in the same cache line then that cache line might have to be transferred between the two threads in rapid succession, and this can cause a significant performance degradation (possibly even worse performance than if a single thread were executing). False sharing can make this problem particularly difficult to detect, because a programmer might have tried to write an application so that the threads weren't sharing data, without realizing that the data was mapped to the same cache line. But false sharing is not the only possible cause of cache-line ping-ponging. This could also be caused by true sharing where multiple threads are trying to read and write the same data.

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