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Table tennis serve tutorial in slow motion

2026-08-13 22:58
2026-08-14 03:14

The following are some common slow-motion tutorial points for table tennis serve: ** 1. Forehand flat serve ** 1. ** Position ** - As close to the table as possible. 2. ** Lead Auction ** - When you throw the ball, the racket is pulled back, the racket is slightly horizontal, similar to the action of the side spin, and the body's center of gravity is shifted to the right foot. 3. ** Hit the ball ** - When hitting the ball, the racket stood up and quickly swung to the lower position in front to hit the middle of the ball. The hitting point is relatively low. Try to make the first landing point close to the bottom line of the table so that the long ball can be sent out. ** 2. Different types of serve and key points of their movements according to different standards (theoretical basis)** 1. ** Divided by whether the serve is spinning or not ** - [Plain serve]: This is a relatively basic serve method. It mainly uses a simple impact to serve, and the spin of the ball is relatively weak. - ** Running ball **: The ball is fast, mainly emphasizing speed. At the moment of hitting the ball, there is a certain forward push action to increase the forward momentum of the ball. - ** Twist and no-spin serve **: This kind of serve has a certain similarity in action, the key is the position and strength of the friction ball. When the ball was turned, the bottom or side of the ball had to be sufficiently rubbed to cause the ball to spin strongly. When the ball was not turned, it was more to touch the ball to reduce friction, making it difficult for the opponent to judge the rotation of the ball. - ** Side topspin and backspin serve **: When serving a side topspin ball, the upper part of the side of the ball will be rubbed, causing the ball to have a side topspin. After the ball touches the opponent's table, there will be an obvious phenomenon of turning sideways and bouncing up. For serving a side backspin ball, the lower part of the side of the ball will be rubbed, and the ball will dive to one side after landing on the table. 2. ** Divided by the way you serve ** - ** Forehand serve **: In addition to the above-mentioned flat serve, the forehand can also serve a variety of rotations and routes. When serving the ball with the forehand, the rotation of the body and the swing of the arm should be coordinated. The strength of the body should be used to drive the arm to increase the strength and rotation of the serve. - ** Backhand serve **: The backhand serve is relatively hidden, and the route and rotation of the ball are also more variable. Generally speaking, when a backhand serve was made, the center of gravity of the body was lower, and the arm was swung forward from the side of the body. The rotation was created by shaking the wrist and rubbing different parts of the ball. - ** Squatting serve **: This kind of serve is quite special. The server needs to squat down and increase the variation of the ball by changing the height of the body and the angle of the serve. Squatting to serve could make the ball spin strongly, and the route and landing point of the ball were difficult to judge, but it required a high level of physical coordination. 3. ** Divided by the height of the ball thrown when serving ** - ** High Throw Serve **: The height of the throw is higher, usually higher than 16cm. A high toss ball uses the speed and gravity of the ball to increase the power and spin of the serve. In the process of throwing the ball high, you should pay attention to the straightness of the ball. At the same time, your arms and body should be prepared to hit the ball accurately when the ball falls. - ** Low-throw serve **: The height of the throw is relatively low, and its characteristic is that the movement is relatively fast. The rhythm of the ball is different from the high-throw serve. When throwing the ball low, one should pay attention to the sudden and variable nature of the serve, and create the rotation and line change of the ball through different friction and hitting points. The serve action consisted of two parts: 1. ** One hand tossing up ** - The height of the throw should be greater than or equal to 16cm. The throw should be outside the end line of the table, above the table, and vertically. 2. ** The swing of the other hand ** - According to the new rules, it had to be above the table, and the referee and the opposing athlete on both sides had to be able to see the action clearly. While watching the Olympics, you can also read the wonderful novels related to the Olympics!

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2026-09-08 22:03

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2026-09-08 22:03

TCP retransmission

The mechanism for ensuring the reliable transmission of data mainly includes the following aspects: ** 1. Principle and Core Elements of Retransmission ** 1. ** Confirm mechanism ** - In the case of a packet, the receiver would return an acknowledgment message (ACK) to inform the sender that it had successfully received the data. The sender waited for an acknowledgment after sending the data packet. If the packet was not received within a specified time, it would be considered as a lost data packet and trigger the replay mechanism. 2. ** Swipe the window ** - The sliding window mechanism was used by the protocol to achieve flow control and congestion control. The sender's window size determines the number of packets that can be sent. When the receiver returns an acknowledgment, the sender's window will slide, and the sender can continue to send new packets. If there are unconfirmed packets, the window will stop sliding until the sender receives an acknowledgment or triggers a replay mechanism. 3. ** Sequence Number ** - Each packet was assigned an independent sequence number to ensure orderly transmission. The receiver sorts the data packets according to the serial numbers. If the serial numbers are not continuous, it means that there is a packet loss and will request the sender to resend. 4. ** Retransmission timer ** - The sender of the protocol monitors the packets that have been sent but have not received an acknowledgment. When the timer expired, the sender would assume that the corresponding data packet was lost and trigger the replay mechanism. In order to adapt to different network environments, the self-adapting timer adjustment strategy was used to adjust the time-out threshold. ** 2. Retransmission trigger condition ** 1. ** Time out for re-transmission ** - When the sender sends the data packet, it starts the re-transmission timer and waits for the acknowledgment. If the sender did not receive an acknowledgment before the timer expired, the sender would assume that the packet was lost and trigger a time-out. This could happen when a packet is lost or an acknowledgment is lost. The setting of the Retransmission Time-Out (RTO) was critical. If the RTO was too large, the sender would have to wait for a long time to discover the loss of the message segment, which would be inefficient. If the RTO was too small, some message segments with large delays might be mistaken as lost, causing unnecessary retransmissions to waste network resources. Therefore, the value of RTO was not fixed. It was slightly larger than the connection round-trip time (RTL, which was the time from sending data to receiving the return acknowledgment packet). In the linux-based system, to calculate RTO, it samples the RTL. The smoothed RTL value is calculated by the weighed average. At the same time, the fluctuation range of the RTL is also measured. The calculation formula is: when RTO is calculated for the first time, if R1 is the first measured RTL, then RTL = R1, DevRTL = R1/2, RTO= 0.(\mu * SRTT+\delta * DevRTT=\mu * R1+\delta * (R1/2)\); In the subsequent calculation of RTO, if R2 is the newly measured RTL, then STTL = STTL +<<alpha * (RTL-STTL)>=R1+<alpha * (R2 - R1)>, DevRTL =(1 -<beta>)* DevRTL +<beta *>(<beta>)| RTT - SRTT|)=(1 -beta) * (R1/2)+ beta * (R2 - R1), RTO=(mu * SKMT + Delta * Dev MTMT)(in linux (alpha = 0.125),(beta = 0.25),(mu =1),(Delta = 4). Moreover, in the case of a repeat transmission, RTO was not calculated using the above formula, but using a method called "exponential backoff." When the 3rd repeated ACK is received, ssrefresh is set to the current congestion window cwn, and when the next ACK confirming new data arrives, cwn is set. 2. ** Rapid Retransmission ** - When the receiver receives three consecutive acknowledgment packets with the same serial number, the sender will think that the corresponding packet has been lost and trigger a fast replay. This is a replay strategy to improve the performance of the protocol. In addition, there were also SACK and Repeat SACK methods. The protocol used the sequence number and acknowledgment number in the header to decide whether to re-transmit or not to prevent the network packet from being dropped. "Choose" was equally exciting. Everyone was welcome to read it!

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