Yes useful, has my vote.
I like that each playfield has its own timer, which allows for multiple timers and that you can reset them.
1. Assuming inclusion in the next release for documentation purposes at what point does the timer roll over? 2. Hmmm, I added two playfields and brought watchers for their timers out for display (about 41 seconds apart), then I saved the project and re-opened it and the values before save were about 40 and 81. On closing Etoys and re-opening the project, the timer values increaded to ~1073635 and 1073686 (still maintaining the 41 second difference, but I saw the numbers jump on open from 40, 81 to the big numbers. 3. On project open do the timers keep their values from last save, it seems that is what happened with TimerTest.001.pr 4. The timers do not seem to start until you open the Viewer and select the category playfield which is seems fine for all object with a playfield category is this the same for World's timer?
Stephen
On Sat, Jun 26, 2010 at 12:16 PM, Bert Freudenberg bert@freudenbergs.dewrote:
This is related to the discussion of non-accurate tick rates: http://tracker.squeakland.org/browse/SQ-708
There currently is no good way to measure real time in Etoys. The Clock object is only accurate to one second.
So I'm proposing to have a global timer, in seconds, but with milli-second resolution. There would be a tile for accessing it in the world's "playfield" category (actually any playfield / holder).
This would allow to do animations etc to proceed in real time, independent of the actual tick rate of a script.
I just posted a proposed implementation to the inbox (Etoys-bf.31). Also, find attached an example project.
Would that be generally useful?
- Bert -
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