| Clock: The clock records time in seconds. You can place, move, and use clocks fully during both Run mode and Stop mode. You can place up to ten clocks anywhere in the simulation window. Howevere, clocks placed within Ripple Tanks differ slightly from clocks placed outside of the tanks.
Start clocks placed outside of Ripple Tanks by clicking on the clock's Run button (top). Pause the clock by clicking on the Pause button (bottom). Stop the clock and reset it to zero by clicking on the Stop button. |
A clock placed inside a Ripple Tank is synchronized to the Ripple Tank's simulation by default. The clock runs from the Ripple Tank's begin time to its end time; the clock runs in cycles if the tank's looping property is on (which is the default setting). Note that the clock is not synchronized to Run mode, like the clock in Sound Lab. You can desynchronize a Ripple Tank clock by unchecking the box in the clock's Properties Box (clocks placed outside of Ripple Tanks have no Properties Boxes). If you do that, the Ripple Tank clock behaves just like the non-tank clock. Only then are the controls on the clock usable. When you place a clock on an object (other than a graphics object), the clock remains connected to that object. Thus, if you place a clock in a Ripple Tank and move the tank, the clock will move with it.