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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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Old Sat Mar 07, 2020, 04:47pm
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Anybody want to set the clock at ten seconds and run it down to see if the light'horn/clock malfunctions again?
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Old Sat Mar 07, 2020, 05:55pm
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Quote:
Originally Posted by BoomerSooner View Post
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.
Long explanation, but not really right. There was a very perceptable delay between the clock, the horn, and the LED lights....nothing that could be explained by rounding. Plus, your understanding of the clocks is not generally correct. Most modern game clocks will only show 0.0 when it is truly 0. They started to change a long time ago exactly for situations like this.
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Old Mon Mar 09, 2020, 04:39pm
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Always felt that LED lights are great but how can you see the shooter and lights at the same time. A least going by the buzzer you can stay with the shooter and make a judgement based on what you see and when you hear the horn
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Old Mon Mar 09, 2020, 06:14pm
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Originally Posted by rbruno View Post
Always felt that LED lights are great but how can you see the shooter and lights at the same time. A least going by the buzzer you can stay with the shooter and make a judgement based on what you see and when you hear the horn
A lot of the time you can see the light. Just like anything it depends on where the official is and the ball. But it is not usually totally out of sight by the calling official or someone on the crew. It is harder to see the clock if the clock is never anywhere else but on the wall or ceiling.

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Old Mon Mar 09, 2020, 07:50pm
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Originally Posted by JRutledge View Post
It is harder to see the clock if the clock is never anywhere else but on the wall or ceiling.

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...which is why I always tell people to go by the horn and don't worry about who is opposite a clock since it is rare you can see both at the same time anyway. At least with the backboard lights, there is a good chance an alert official could line up the shooter and the backboard to some degree. However, the bigger reason for the LED lights may be video review...the board is almost always visible in at least one angle for last second shots, clocks are much less frequently in the same frame.
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