I appreciate your sentiments, Rob, and the time you
took to write your script, but I need to do this
based on a frame rate of 10 fps, using the
same variables as my original elapsed script,
with the addition of a totalFrames variable
to determine the remaining number of frames,
and hence, the remaining time.
One way, I suppose would be to take totalFrames
and determine the total time, and then simply
subtract the current time from that.
I just saw that Ramesh posted that solution.
Thank you, Ramesh.
However, I now think there's a flaw with that method,
even though it is easier to do (and don't I wish
I wasn't a perfectionist).
See, because of the way that the script rounds seconds,
if the total frames are not divisible by 10, the
time remaining would be counting from the end, not
the beginning. Now, even though it is time remaining,
it has to be accurate to the actual time elapsed, if
you see what I'm saying.
Like, if there's 104 frames, that's 4/10s of a
second. If you counted backwards, I believe
your time forward would be inaccurate because
if you were at 0, you would actually be a -.6
according to the second counter, which means
you wouldn't get to 1 until 1.4 seconds elapsed.
Does that make sense? I need to be at 0, which
is where my confusion was on how to accomplish
that computation, but I think it's just a slight
modification to Ramesh's script.
I'm working on it but if you can come up with
it faster, by all means, let me know.
Thanks,
Steven Sacks
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