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- RenderCalc v1.46
-
- Author: Daniel S. Milling Jr.
-
- Copyright © 1994 Daniel S. Milling Jr.
- All Rights Reserved
- ----------------------------------------------------------------------------
-
- DISCLAIMER
-
- The author makes no warranties or representations, either expressed or
- implied, with respect to the program and information included herein.
- The product presented herein is being supplied on an "as is" basis and
- is expressly subject to change without notice. You use this software at
- your own risk. In no event will the author be held liable for direct,
- indirect, incidental, or consequential damages resulting from the use or
- misuse of the program and information provided herein.
-
-
-
- DISTRIBUTION
-
- RenderCalc is a Shareware program. The RenderCalc program, the
- distribution materials and the registration keyfiles are
- Copyright © 1994 Daniel S. Milling Jr. All Rights Reserved.
-
- If you use this program regularly, please send in the registration fee
- of $15(US) to the author of the program. The address is given at the bottom
- of the Registration.form file. Please see the Registration.readme file for
- more information regarding registration and the keyfiles.
-
- RenderCalc is freely redistributable in it's original form to any bulletin
- board, public domain software collection, or network system as long as the
- original archive is kept intact in it's entirety and remains unaltered and
- as long as no fee, other than nominal media cost, is charged for
- distribution.
-
- The keyfiles which are sent to registered users may not be distributed
- and are for the sole use of the registered user. Since the keyfile contains
- the encrypted name of the registered user, among other information, it would
- behoove the user to keep it to him or herself. Any circulated keyfiles, if
- brought to the attention of the programmer, will be rendered useless in
- updated versions of the program and that user will be removed from any future
- update lists. Spread the program, not the keyfile.
-
- This program, in whole or in part, may not be included in any commercial
- package without the prior written consent of the author.
-
-
-
- INTRODUCTION
-
- This program originally grew from my need to quickly and easily calculate
- the number of frames it would take for an object moving X miles per hour
- to move Y feet. This was a necessity for some animations I was creating.
- I banged out the original C code for the CLI version in no more than ten
- minutes. Pretty easy. Since that day, I thought it would be very nice to
- have a GUI to go along with this program. After toying around with GUI
- programming on and off for a couple of months between rendering, I finally
- came up with RenderCalc 1.0, my first program with a GUI.
-
- Between RenderCalc v1.0 and the current revision, there have been MANY
- additions and improvements.
-
-
- Features:
- ---------
-
- - Ability to enter values for Speed and Distance and receive output telling
- the user how many total frames, seconds, minutes and the length of time, in
- the specified time code format, that the motion will take.
-
- - The Speed, Distance and Length Input Gadgets have Cycle gadgets attached
- to them which allows you to change the units of the entered number 'on the
- fly.' This gives you instantaneous updates without having to re-type the
- number.
-
- - Table of conversions between units of length. Supported units are
- inches, feet, yards, miles, millimeters, meters and kilometers.
-
- - Ability to change the units of ANY inputted number and have all of the
- values update, relative to the new units, on the fly. This saves having
- to re-type the values.
-
- - If you want to convert a number to different units, you may enter
- that number into the Length gadget and see the printed results in the
- conversion table below.
-
- - The table of conversions is linked to the Distance and Length gadgets,
- which means that any number entered in either gadget will be converted and
- printed into the table. The reason for this is that if you enter a
- number into the Distance gadget and would like to know what it converts
- to in units of a different system, you don't have to re-type it into the
- Length gadget. It is automatically calculated and printed for you.
-
- - SMPTE non-drop frame, EBU and Film time code supported. SMPTE drop frame
- is NOT implemented at this time.
-
- - Ability to enter Time Code In and Out points as well as a Duration. The
- time code values are printed out under the Time Code Output section. The
- time code input has two modes of operation. You may enter Time Code In and
- Time Code Out points which results in Duration being the final output value.
- You may also enter a Time Code In and a Duration which will give you the
- Time Code Out as your final value.
-
- - Ability to add/subtract either timecode values or a number of frames
- from any of the Timecode Input values. This saves a lot of time and comes
- in quite handy when you need to alter an already inputed value.
-
- - Ability to enter a decimal frame value and have it converted to the
- appropriate time code, relative to the current Time Code Type.
-
- - Ability to change the Time Code Type 'on the fly.' This means that you
- may switch between the supported time code formats and see the updated
- results immediately without having to re-enter the values.
-
- - Two informational text boxes have been added. Since two of the program
- functions have multiple output modes, these two text boxes will now tell
- the user which is the current mode.
-
- - A Zoom gadget which shrinks the program window. Instead of having
- to quit the program, the user may click on the Zoom gadget. Doing this
- shrinks down the RenderCalc window, getting it out of the way. Clicking
- again will restore the window to it's normal size.
-
- - Keyfile system which allows for easy registration. Upon registration,
- you will receive a personalized ASCII keyfile which will permanently remove
- ALL instances of the Shareware Notice. These instances include starting and
- exiting the program as well as popping up at random. The Shareware
- notice will never appear again, unless the keyfile is deleted or tampered
- with. The keyfile will work with all future versions of the program. If,
- for some reason, the keyfile code changes, all registered users will receive
- an updated keyfile as soon as possible.
-
-
-
- Requirements
- ------------
- - Kickstart 2.x or above.
-
-
-
- INSTALLATION
-
- To install RenderCalc, just move the RenderCalc program icon into the
- desired drawer through Workbench. You may now run it by double clicking on
- the program icon. From CLI just type in the program name when you are in
- it's directory or include the full path if you're not.
-
-
-
-
- PURPOSE
-
- The purpose of this program is to provide the user with three essential
- tools.
-
- - The first is the ability to calculate the number of frames needed
- to represent a moving object of known speed and known linear distance
- travelled. This is important for creating accurate animations of
- moving objects such as cars.
-
- - The second tool is the ability to quickly and easily convert numbers
- between different common units of length.
-
- - The third purpose is to provide the user with the ability to easily and
- quickly calculate Time Code durations from an IN and OUT point and also to
- Calculate an OUT point from an IN point and a duration. These conversion
- may be done interchangeably between the three supported time code formats.
-
-
-
- HOW TO USE THE PROGRAM
-
- When you run the program you will see a requester showing you the Shareware
- message. This is a reminder that you should register the program if you use
- it regularly. This requester will also appear upon exiting the program as
- well. Please read the Registration.readme file for more information.
-
- After clicking the 'Continue' button, the Shareware requester will disappear.
- You will now be presented with the main program.
-
- There are three main input/output sections to the program. They are:
-
- I. Frame Calculator
- II. Units Converter
- III. Time Code Calculator
-
- All three sections are interconnected more or less. This means that data
- entered into one section may affect the output of another section.
-
-
- I. Frame Calculator
-
- The Frame Calculator takes the input of a speed and a distance and
- calculates how many frames it will take for a body to move that distance,
- while travelling at that speed.
-
- NOTE: This will only be accurate for linear movements. At this present
- time there is no implementation for the calculation of movement
- through an arc or anything other than a linear path. At this time
- there is no implementation of variable speeds through a distance,
- meaning that positive and negative accelerations are not accounted
- for. Only constant velocities are handled at this time.
-
- The Frame Calculator consists of two input gadgets. They are the Speed
- and Distance Gadgets. Each gadget has one or more cycle gadgets attached
- to them. The cycle gadgets tell the program which units to use in the
- conversion process.
-
- SPEED INPUT - The Speed gadget is attached to two cycle gadgets. The
- first cycle gadget gives the units of distance while the
- second cycle gadget gives the units of time. Together you
- will get a valid (units of distance) per (units of time)
- measurement of speed.
-
- To enter input, click anywhere in the Speed input box, if a
- cursor is not present already, a cursor will then appear.
- Once the cursor is in the Speed input box, type in the value
- and then hit <RETURN> when you are done.
-
- The first cycle gadget, which represents the unit of
- distance, may be in units of inches, feet, yards, miles,
- millimeters, meters or kilometers. The default unit is MILES.
- To change the units of this gadget, just click on it. For
- every click you will cycle through all of the possible
- choices.
-
- The second cycle gadget, which represents the units of
- time, may be in units of seconds, minutes or hours.
- The default unit is HOURS. To change the units of this
- gadget, just click on it. For every click you will cycle
- through all of the possible choices.
-
-
- DISTANCE INPUT - The Distance gadget is attached to one cycle gadget.
- This cycle gadget gives the units of distance that the
- body will move through. This value, with it's units,
- are used to calculate the number of frames it will take
- for a body to move through that distance while travelling
- at that speed.
-
- To enter input, click anywhere in the Distance input box,
- if a cursor is not present already, a cursor will then
- appear. Once the cursor is in the Distance input box, type
- in the value and then hit <RETURN> when you are done.
-
- The cycle gadget, which represents the units of distance
- travelled, may be in units of inches, feet, yards, miles,
- millimeters, meters or kilometers. The default unit is
- FEET. To change the units of this gadget, just click on
- it. For every click you will cycle through all of the
- possible choices.
-
- For each of these two input gadgets, the user may input numbers of no more
- than 6 decimal places or a total of 10 numerical characters including
- decimal point. Spaces and other characters are not allowed and will not
- produce output.
-
-
- The Frame Calculator also consists of an output sub-section which shows the
- output in four different units. These units are Frames, Seconds, Minutes
- and a Time Code value. In the case of the Distance input gadget, we have
- another output to the Unit Conversion Table. See the section on the Unit
- Conversion Table for a complete description of this feature.
-
-
- NOTE: Each output is a separate entity. For the values entered in the
- Speed and Distance gadgets, you will have a Total of Frames, a Total
- of Seconds and a Total of Minutes printed out. These first three
- outputs are total values. For example if you have a reading of 1181
- Frames, 39.4 seconds and 0.7 minutes this means that 1181 Frames is
- equal to 39.4 seconds which is equal to 0.7 minutes. This is meant
- as a gauge giving the user a sense of how much time 'x' number of
- Frames will take in more familiar units.
-
- The fourth output represents the time code duration that 'x' number of
- frames would span. This is relative to the current TIMECODE TYPE.
-
-
- ACCURACY: THE FRAMES value is rounded up if it is 'x.5' or greater. If
- you don't like this, just add or subtract a frame. It seems that
- for values of 60 frames or more the rounding won't make too much
- of a difference.
-
- THE SECONDS value is rounded up if it is 'x.x5' or greater. This
- is not meant to be a very accurate number but only to give a
- 'close-enough' estimate of how many seconds are required for
- 'x' frames.
-
- THE MINUTES value is rounded up if it is 'x.x5' or greater. This
- also is not meant to be a very accurate number. It is meant to
- only give a 'close-enough' estimate of how many minutes are
- required for 'x' number of Frames.
-
- THE TIME CODE is accurate to the FRAMES value. This means
- that the value given in the Frames output is represented exactly
- in the time code output. This may be useful if you wanted to see
- what the time code duration is for that Frames value.
-
-
- CHANGING UNITS: Any cycle gadget, for the Speed or Distance inputs, may be
- clicked at any time. When you click on the cycle gadget
- you will change the units of the corresponding value. You
- may do this an unlimited number of times. After you click
- on the cycle gadget, any values printed out in the Output
- sub-section of the Frame Calculator section will be updated
- to reflect the new units. This update occurs 'on-the-fly'
- meaning that you do not have to re-enter any number again
- in order to change it's units. The conversion is done
- automatically.
-
- Clicking on the cycle gadget, attached to the Distance
- input, will also affect the units printed out in the Units
- Conversion Table. Please see the section on the Units
- Conversion Table for a complete description of this feature.
-
- ERRORS: If the values for the Frame Calculator output are either too large
- or too small you will see '------' printed in the corresponding
- output box. For example, Frames cannot exceed 999999 (if you really
- need this many frames you need to get out more... :-) ) and cannot
- be less than 1. However, Seconds and Minutes may be zero but only
- when the Frames output is VERY low. Sometimes you will get a value
- for Frames and Minutes but not Seconds. This occurs only when the
- Frame count is TOO high anyway. Don't worry, as long as there is
- a Frame output value, you are ok. Frames is the value you want
- anyway.
-
- If the Frame count is illegal then your Time Code output will be
- set to 00:00:00:00. Otherwise, you will have a valid time code
- reading relative to the Time Code Type you have selected. Please
- see the section on Selecting The Time Code Type for a complete
- description of this function.
-
- To the right of the above mentioned output subsection and below the Units
- Conversion Table, there is a text output section. In this section there are
- two text boxes. Each text box describes the output of one area of the
- program. Since some areas of the program may have different modes of
- data output, these boxes will inform the user as to which form of output
- is currently shown. Each box represents only one area. These informational
- text boxes are as follows:
-
- CONVERSION - This text box will tell the user what data is currently being
- TABLE displayed in the Units Conversion Table, just above this
- section. Since both the DISTANCE and LENGTH string gadgets
- may affect the currently displayed data, this output box
- will inform the user as to which data is currently being
- shown. There are only two available modes. The first is
- DISTANCE MODE which tells the user that the data displayed
- in the Unit Conversion Table has been supplied by the number
- inputted into the DISTANCE string gadget. The second is
- LENGTH mode, which tells the user that the data displayed
- in the Units Conversion Table has been supplied by the number
- inputted into the LENGTH string gadget.
-
- The CONVERSION TABLE text box display may be affected by
- entering a number into either the DISTANCE or LENGTH string
- gadgets, as well as by clicking on the DISTANCE or LENGTH
- cycle gadgets. For example, if a number was entered into the
- DISTANCE gadget and then a number was entered into the LENGTH
- gadget, the CONVERSION TABLE text box would display LENGTH
- MODE. By clicking on the DISTANCE cycle gadget, the DISTANCE
- data will be displayed in the Unit Conversion Table and the
- CONVERSION TABLE text box will change accordingly from LENGTH
- MODE to DISTANCE MODE.
-
- TIMECODE - This text box will tell the user what data is currently being
- METHOD displayed in the TIMECODE OUTPUT section. Since there are two
- types of timecode output which may be generated, this text box
- will tell the user which is the current mode. The first
- mode is DURATION MODE. This mode is active when the user
- enters a timecode IN point and a timecode OUT point. The
- resulting value is a duration value. Thus, DURATION MODE tells
- the user that the DURATION value displayed under the TIMECODE
- OUTPUT section is the final result from the calculation of
- timecode IN and OUT points.
-
- The second mode is OUT MODE. This mode is active when the user
- enters a timecode IN point and a timecode DURATION. The
- resulting value is an OUT point value. Thus, OUT MODE tells the
- user that the OUT point value displayed under the TIMECODE
- OUTPUT section is the final result from the calculation of a
- timecode IN point and a DURATION value.
-
- See the Timecode section for more information.
-
-
-
- II. Units Converter
-
- The Units Converter will take any inputted number and convert it to any
- supported unit.
-
- The Length input gadget is where you may enter the number you want to
- convert. The Length input gadget has a cycle gadget attached to it which
- specifies the units of the Length gadget value.
-
- LENGTH INPUT - This is where you may input a value which will be converted
- and printed out into the Units Conversion Table. The number
- may have as many as six decimal places or a total of fifteen
- numerical digits, including the decimal point. Spaces and
- other characters are not allowed and will not produce
- output.
-
- To enter input, click anywhere in the Length input box, if a
- cursor is not present already, a cursor will then appear.
- Once the cursor is in the Length input box, type in the value
- and then hit <RETURN> when you are done.
-
- If the Length Input value is illegal, the conversion table
- will fill with zeros, thus telling you the value is illegal.
-
- If the Length Input value is legal but the resulting
- conversion yields an illegal number, that conversion field
- will be filled with many '---------''s all the way across the
- field. This can occur frequently when you change the units
- of the value to be converted.
-
- Attached to the Length gadget is a cycle gadget which
- specifies the units of the inputted value. The units may
- be of inches, feet, yards, miles, millimeters, meters or
- kilometers. To change the units of this gadget, just click
- on it. For every click you will cycle through all of the
- possible choices.
-
- After you enter a number into the Length gadget and hit <RETURN> the
- number, if valid, will be converted and printed into the Units Conversion
- Table. The Units Conversion Table can be found directly below the Length
- Input gadget.
-
-
- UNITS CONVERSION - The numbers printed in the table will correspond with the
- TABLE units printed to the right of them. The base unit is
- taken from the cycle gadget which is attached to the
- Length input gadget.
-
- NOTE: when a value is entered into the Distance Input
- gadget, the base unit is then taken from the Units
- cycle gadget associated with Distance.
-
- For example, if you enter the number 5280 into the
- Length gadget and hit <RETURN> you will be presented
- with your converted output. If the cycle gadget was
- set to FEET, you should be able to look up FEET on the
- Units Conversion Table and see that the value printed
- in the FEET box is '5280', the same number you inputted.
- This tells you, that the number you entered was
- indeed 5280 FEET. If we look at miles we will see
- that, yes indeed, 5280 feet is equal to 1 mile. Also,
- the CONVERSION TABLE text box, just below the Unit
- Conversion Table will read 'LENGTH MODE.'
-
- DISTANCE INPUT - When a value is entered into the Distance Input gadget,
- AND THE UNITS the Units Conversion Table will then be updated with this
- CONVERSION data relative to it's units. For example, if you had
- TABLE already entered 5280 into the Length Input gadget with
- units of FEET, and you enter the number 12 into the
- Distance Input gadget, with units of MILES, the new output
- of the Units Conversion Table will show that 12 miles is
- the entered number and that 12 miles is equal to 63360
- feet. Now the CONVERSION TABLE text box, just below the
- Unit Conversion Table will read 'DISTANCE MODE.'
-
- If the Distance Input value is illegal, the conversion
- table will fill with zeros, thus telling you the value is
- illegal.
-
- If the Distance Input value is legal but the resulting
- conversion yields an illegal number, that conversion field
- will be filled with many '---------''s all the way across
- the field. This can occur frequently when you change the
- units of the value to be converted.
-
- GOING FROM LENGTH - It is very easy to restore the previous data which was
- TO DISTANCE AND outputted to the Units Conversion Table. For example,
- VICE VERSA if you entered a value into the Length Input gadget and
- received output, you may then enter a value into the
- Distance Input gadget and receive output. The value
- which was previously in the Length input gadget is still
- there. The way to retrieve this value is to click
- anywhere inside the Length Input gadget and hit the
- <RETURN> key. If you didn't type anything else, you
- should get your previous Unit Conversion Table values.
- If you now wanted to see the conversion of the Distance
- Input value, just click anywhere inside the Distance
- Input value box and then hit <RETURN>. If you didn't
- type anything else you should see the Units Conversion
- Table reflect the previous Distance value.
-
- You may also click on the Units cycle gadget for either
- the Length Input or Distance Input gadgets. By doing so
- you will update the Units Conversion Table with the
- Input value along with it's respective units.
-
- For example. If the last number converted was input
- from the Length gadget, and you then click on the
- Distance Units cycle gadget, the Units Conversion Table
- will be updated with the Distance Input value, relative
- to it's new units. The CONVERSION TABLE text box will
- also now read 'DISTANCE MODE' as well.
-
- You may click back and forth among the Units gadgets
- an unlimited number of times.
-
- ACCURACY - All of the converted values should be accurate to within
- +0.0005 and -0.0005. I rounded the number to the third decimal
- place with any number of 'x.xxx5' being round up. I could have
- let the output go to the sixth decimal place, with the number
- 'x.xxxxxx5' being rounded up. This seemed a bit extreme. If
- there is enough of a response I may restore the six decimal
- place numbers, otherwise it stays as is.
-
- NOTE: If there is any discrepancy with these converted values and
- 'real-world' values I'd appreciate any feedback (my email
- addresses are listed in the 'About' requester.) It would
- be a very simple matter for me to alter my table of
- conversions in a future revision. I looked at a conversion
- table in my Physics book and came up with the neat and
- simple equation to calculate any conversion factor. If
- I made any errors, please report them.
-
-
-
-
- III. Time Code Calculator
-
- The Time Code Calculator will take any inputted time code IN and OUT point and
- tell you the time code duration between these two points. It will also tell
- you the time code OUT point if you enter a time code IN point and a duration.
-
- There are three input gadgets associated with the Time Code Calculator.
- These are the IN, OUT and DURATION Input gadgets.
-
- Next to each of the Timecode Input string gadgets there is a '+' and a '-'
- button. These buttons allow the user to add or subtract either a number of
- frames or a valid timecode value, to or from the value next to the respective
- button.
-
- There is a Time Code Output section right below the Input section which will
- tell you the time code relative to the current time code type and the number
- of frames each time code value represents.
-
- TIMECODE TYPE - This cycle gadget is situated below the TIME CODE OUTPUT
- section. This allows you to select which time code type
- you wish to work with. The default is SMPTE 30fps, which
- is non-drop frame. The other choices are EBU 25fps and
- FILM 24fps. Each choice consists of the timecode name
- to the left and a number which represents it's frames per
- second to the right.
-
- You may change the Time Code Type at any time by clicking
- on this cycle gadget. After you select a time code type
- all of your current time code values will be recalculated
- to reflect this change.
-
- NOTE: if your current time code is set to SMPTE (non-drop)
- and you have entered a number with a FF (frames) value
- of '29' you have a legal time code value. But, if you
- were to change the time code type to Film, the '29',
- which was previously in the FF (frames) slot, is now
- illegal, since there are only 24 frames per second
- in Film as opposed to 30fps in SMPTE non-drop.
- If this happens, the time code reading in question is
- then set to the default '00:00:00:00' setting.
- This is true for any Time Code Output value.
-
- However, The time code value presented under the
- 'TOTALS' for frames WILL update properly across ALL
- time code formats. This allows you to see what length
- of time 'x' number of frames will take in that
- specific time code format. You should also note that
- ONLY the TIMECODE value for the number of frames will
- change, NOT the seconds or hours for that number of
- frames. The seconds and hours are set to SMPTE
- 30fps (non-drop) and aren't affected by any time code
- change. I realize that placing both a time code
- readout along with the seconds and hours readout is a
- bit redundant but a friend of mine asked me to
- leave it. Seconds and Minutes output may be removed
- in the future.
-
- ENTERING TIMECODE - There are three input gadgets which allow the user to
- VALUES enter time code values. These are the Time Code IN,
- Time Code OUT and Time Code DURATION input gadgets.
- There are a number of ways you may input time code
- values:
-
- You may input as much of the time code number as you
- wish. If you only have 1 second and 20 frames as your
- IN point, you may type the number as:
-
- 1:20 or
- 120 or
- 01:20 or
- 0120 or
- 00000120 or
- 00:00:01:20
-
- The program is quite flexible as to how you may enter
- time code values. There are a few rules however:
-
- 1) you may enter a number with or without the colon ':'.
- If you do enter a number with colons, the number must
- be in one of these formats: (where x is a numerical
- digit)
-
- x:xx or
- xx:xx or
- x:xx:xx or
- xx:xx:xx or
- x:xx:xx:xx or
- xx:xx:xx:xx
-
- The following are illegal:
-
- x:x or
- x:x:xx:xx or
- xx:xx:x:x (these are only a few.)
-
- 2) Here is a simple rule to follow when using colons in
- your time code value. A time code, if it includes
- colons, is legal, if, to the RIGHT of every colon,
- there are two numerical digits.
-
- You may have a single digit to the LEFT of ONLY the
- LEFTMOST colon. The reason for this is the way the
- program reads the time code value.
-
- 3) If you enter a time code value with or without
- colons, then take note that the number is read from
- right to left. Thus, if you enter the number 120
- (or 1:20) it will be interpreted as 1 second and 20
- frames. If you really meant 1 hour and 20 minutes,
- the time code value would have to be input as
- 1200000 (or 1:20:00:00).
-
- 4) The only character that may be used to separate the
- time code numbers is the colon. Any other characters
- input will be treated as illegal, thus making the
- entire time code value illegal. This will cause the
- default '00:00:00:00' value to be output.
-
-
- All Time Code Input values and calculations are output to the Time Code Output
- area which is directly below the Time Code Input area. Under the TIMECODE
- OUTPUT heading you will notice the (HH:MM:SS:FF) label. This tells you that
- the time code output, from left to right, is in hours, minutes, seconds and
- frames.
-
-
- TIMECODE IN - You may enter any valid time code number into this input gadget.
- INPUT After you enter the time code value hit the <RETURN> key. If
- valid, the time code will be displayed under the Time Code IN
- field of the Time Code Output area. You will also see the
- number of frames which this time code value represents, relative
- to the current time code type, to the right of the time code
- value.
-
- Time Code IN input has two modes:
-
- OUT MODE
-
- If the last number you entered was a Time Code DURATION value,
- you will see the Time Code OUT output field display a time code.
- This time code is the length of time, in time code, of the IN
- point plus the DURATION value (IN + DURATION = OUT.) Next to
- the OUT output field is the number of frames that the OUT
- Output time code number represents relative to the current
- time code type. The TIMECODE METHOD text box will now display
- 'OUT MODE' as the current mode of output.
-
- If the entered value for the Time Code IN point is illegal,
- ONLY the Time Code IN point will be set to the default value
- of '00:00:00:00'. The Time Code OUT and DURATION should then
- equal one another since, in this case, IN + DURATION = OUT
- where IN is equal to zero, OUT is then equal to DURATION.
-
-
- DURATION MODE
-
- If the last number you entered was a Time Code OUT value,
- you will see the Time Code DURATION field display a time code.
- This time code is the length of time, in time code, between the
- IN and OUT points. Next to the Duration output field is the
- number of frames that the Duration Output time code number
- represents relative to the current time code type. The TIMECODE
- METHOD text box will now display 'DURATION MODE' as the current
- mode of output.
-
- If the entered value for the Time Code IN point is illegal,
- ONLY the Time Code IN point will be set to the default value
- of '00:00:00:00'. The Time Code OUT and DURATION should then
- equal one another since, in this case, OUT - IN = DURATION
- where IN is equal to zero, OUT is then equal to DURATION.
-
-
-
- TIMECODE OUT - You may enter any valid time code number into this input
- INPUT gadget. After you enter the time code value hit the <RETURN>
- key. If valid, the time code will be displayed under the
- Time Code OUT field of the Time Code Output area. You will
- also see the number of frames which this time code value
- represents, relative to the current Time Code Type, to the
- right of the time code value.
-
- If you previously entered a Time Code IN point, you will see
- the Time Code Duration output field display a time code. This
- time code is the length of time, in time code, between the IN
- and OUT points. Next to the Duration output field is the
- number of frames that the Duration Output time code number
- represents relative to the current time code type.
-
- If the entered value for the Time Code OUT point is illegal,
- both the Time Code Out and Time Code Duration fields will
- display the default '00:00:00:00' time code value.
-
-
-
- TIMECODE - You may enter any valid time code number into this input
- DURATION gadget. After you enter the time code value hit the <RETURN>
- INPUT key. If valid, the time code will be displayed under the Time
- Code DURATION field of the Time Code Output area. You will
- also see the number of frames which this time code value
- represents, relative to the current time code type, to the
- right of the time code value.
-
- If you previously entered a Time Code IN point, you will see
- the Time Code OUT output field display a time code. This time
- code is the length of time, in time code, of the IN point plus
- the DURATION value (IN + DURATION = OUT.) Next to the OUT
- output field is the number of frames that the OUT Output time
- code number represents relative to the current time code type.
-
- If the entered value for the Time Code DURATION point is
- illegal, both the Time Code Out and Time Code Duration fields
- will display the default '00:00:00:00' time code value.
-
-
- Next to each of the Timecode Input String gadgets, you will find two buttons.
- One button is marked '+' while the other button is marked '-'. These buttons
- allow the user to add to or subtract from the value which they are next to.
- There are three rows of '+' and '-' buttons. One set of each button is next
- to all three of the Timecode Input strings. Each set of buttons does the
- same thing as the rest. Thus, these buttons will only be described once.
-
-
- THE '+' - When the user clicks on this button, a small window will appear
- BUTTON more or less in the middle of the screen. The title of the window
- will display what value will be modified by the addition. This
- will read either; IN ADDITION, OUT ADDITION or DURATION ADDITION.
- Within this window there are three gadgets which may be manipulated.
- These gadgets are:
-
- INPUT - This allows the user to enter either a decimal number or
- GADGET a valid timecode value. The way the input is interpreted
- depends on the state of the cycle gadget found below it.
- After entering a value, hitting the return key will
- process the input and apply the input value to the
- existing data. After return is hit, the input window
- will disappear. If the entered value causes an overflow
- or underflow (ie. negative,) then the timecode value to
- the right of the button, which it represents, will be set
- to zero.
-
- INPUT - There are two types of input which may be entered into the
- CYCLE Input Gadget. This cycle gadget controls the type of
- GADGET input. This cycle gadget should usually be changed before
- a value is entered into the Input Gadget. The two types
- of input are as follows:
-
- NUMBER OF - When this is the selected state, the number
- FRAMES entered into the Input Gadget is considered a
- decimal value. This decimal value is the
- number of frames the user desires to add to
- the currently entered value. The currently
- entered value is found in the string gadget
- to the right of the button. This decimal
- value must be a non-negative whole number.
- If anything else is entered nothing will
- happen.
-
- TIMECODE - When this is the selected state, the value
- VALUE entered into the Input Gadget is considered a
- Timecode value. This timecode value is added
- to the currently entered Timecode value. The
- currently entered value is found in the string
- gadget to the right of the button. This
- timecode value must be a valid timecode value
- as outlined in the ENTERING TIMECODE VALUES
- section. If the format is incorrect, nothing
- will happen. The user must remember that the
- timecode value to be added, must conform to the
- currently selected timecode type. If it does
- not conform, no calculation will occur.
-
- CANCEL - If the user clicks on this button, input will be aborted,
- GADGET the input window will disappear and no data will have been
- modified.
-
- NOTE: If the user has a number of frames and wants to get the
- time code value for that number of frames there is a way
- to accomplish this. First the Time Code Input string gadget
- of either IN, OUT or DURATION must either be empty or equal
- to zero. Click on the '+' button next to the appropriate
- string gadget. The Addition input window will pop up. Make
- sure that the cycle gadget within that window is set to
- NUMBER OF FRAMES. Type in the number of frames and hit
- <RETURN>. The value will then be calculated and converted
- into a valid timecode value relative to the current TIMECODE
- TYPE.
-
-
- THE '-' - When the user clicks on this button, a small window will appear
- BUTTON more or less in the middle of the screen. The title of the window
- will display what value will be modified by the subtraction. This
- will read either; IN SUBTRACTION, OUT SUBTRACTION or DURATION
- SUBTRACTION. Within this window there are three gadgets which may
- be manipulated. These gadgets are:
-
- INPUT - This allows the user to enter either a plain number or a
- GADGET valid timecode value. The way the input is interpreted
- depends on the state of the cycle gadget found below it.
- After entering a value, hitting the return key will
- process the input and apply the input value to the
- existing data. After return is hit, the input window
- will disappear. If the entered value causes an overflow
- or underflow (ie. negative,) then the timecode value to
- the right of the button, which it represents, will be set
- to zero.
-
- INPUT - There are two types of input which may be entered into the
- CYCLE Input Gadget. This cycle gadget controls the type of
- GADGET input. This cycle gadget should usually be changed before
- a value is entered into the Input Gadget. The two types
- of input are as follows:
-
- NUMBER OF - When this is the selected state, the number
- FRAMES entered into the Input Gadget is considered a
- decimal value. This decimal value is the
- number of frames the user desires to subtract
- from the currently entered value. The
- currently entered value is found in the string
- gadget to the right of the button. This
- decimal value must be a non-negative whole
- number. If anything else is entered nothing
- will happen.
-
- TIMECODE - When this is the selected state, the value
- VALUE entered into the Input Gadget is considered a
- Timecode value. This timecode value is
- subtracted from the currently entered Timecode
- value. The currently entered value is found in
- the string gadget to the right of the button.
- This timecode value must be a valid timecode
- value as outlined in the ENTERING TIMECODE
- VALUES section. If the format is incorrect,
- nothing will happen. The user must remember
- that the timecode value to be added, must
- conform to the currently selected timecode
- type. If it does not conform, no calculation
- will occur.
-
- CANCEL - If the user clicks on this button, input will be aborted,
- GADGET the input window will disappear and no data will have been
- modified.
-
-
- MENUS
-
- The only two menu items are the 'About' and 'Quit' items. You may see some
- information regarding the program by selecting the 'About' menu item or by
- pressing the RightAmiga-A key combination. You may quit the program by either
- clicking on the Close gadget, by selecting the 'Quit' menu item or by pressing
- the RightAmiga-Q key combination.
-
-
-
- BUG REPORTS
-
- If you happen to find what you may think is a bug, please let me know. You
- may report a bug by either Internet Email or postal mail. You will find my
- Email addresses when you click on the 'About' menu item or it's associated
- button within the program. My postal address is at the bottom of the
- Registration.form file which is also included with this archive.
-
-
-
- CREDITS
-
- Programming and Manual Writing:
-
- Daniel S. Milling Jr.
-
-
-
- Intuition Interface Designed with:
-
- GadToolsBox 2.0 by Jan van den Baard
-
-
-
- Intuition Interface modifications by:
-
- Daniel S. Milling Jr.
-
-
-
- Compiled with:
-
- SAS C compiler
-
-
-
- Special Thanks To:
-
- Larry Styer for Beta Testing (if there's a bug, it's his fault!! :-)
-
- John Woo for making the coolest action movies ever!
-