> I've made a virtual stop watch patch (attached) which almost works the same 
> as the original except for a small time difference which I have no idea as to 
> why its happening - any ideas?


You're using system time inside an iterator.  System Time changes constantly 
(e.g., per iteration) -- quick experiment, put System Time inside an iterator, 
and print out the time (sys time -> image with string -> sprite).  Every sprite 
will have a different timestamp, despite all being rendered on the same frame 
and with the same patch time.  This is as designed.  System Time and patch time 
won't always correlate.  Patch time is latched per-frame, System Time is "Right 
Now" and can change per-frame as the graph is evaluated.

The delta between your version(s) and the built in version appears to be about 
1 frame (1/60 sec;  I measured deltas between .0147 and .0172 for a few runs, 
which seems close to .01666 for 1/60) -- perhaps this accumulates with 
successive stop/starts?  Because your number's lower, it appears as though your 
implementation has less latency than the built-in version.  That's all wild 
speculation though;  I'd have to inspect it more to know for sure.

--
Christopher Wright
[email protected]



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