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Old Sat Mar 07, 2020, 04:26pm
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When discussing conflict of the video showing 0.0 and the light not being on, there are a couple of things to consider.

First is that the clock only reads tenths of a second, so from a precision standpoint, we have to accept that the clock is only 100% accurate for a small percentage of the game. Most timing systems change once there is anything less than the amount of time previously shown on the clock. For example, when the clock is initially started at the beginning of a quarter, it immediately switches to 7:59, although in reality in the instant the clock is started the actual time remaining in the quarter is closer to 8:00 than it is to 7:59. In fact that is the case for the first half second of each quarter. Mathematically this same principle applies to the last 0.1 of a game as well. On a clock that reads only tenths of a second, it will show 0.0 once there is less than 0.1 on the clock, although the clock is still technically closer to 0.1 (0.09) than 0.0.

The second thing to consider is the quality of the video in terms of frames per second (fps). If the video was recorded at 30fps (reasonable to assume it would be in this ballpark), each frame would be .0333 seconds, and thus the final 0.1 of the game would be comprised of at least 3 frames if timing of the first frame of the last 0.1 synced up with exactly with when the clock changed. In all likelihood, this would not be the case and there would be parts 4 different frames covering the last 0.1 seconds. With that in mind, the point is that you have to look at the right frame to actually capture the end of the game. There will be multiple frames that will show 0.0 on the clock but in actuality there will still be hundredths/thousandths of a second left.

This is the long, math-based explanation for why even with video replay, the light should be used to determine when the game has ended.
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