Re: Need help with a time time lag.

I am a relative novice to labview and have a problem.
I have two waveforms being aquired; one from a flow sensor the other
form a gas analyser. There is a small delay between the flow signal
relative to the analyser (due to the transit time of the gas to the
analyser). What I want to do is compensate for this lime lag and then
plot the corrected waveform to plot an XY graph. This is essentialy a
phase delay that needs to be compensated for.
Can anyone help me solve my problem.
Cheers
Virgil.

Here is a possible solution. The idea is to use the Get Waveform Subset funciton on the longer of the two functions. This way you return the exact subset that matches.
Attachments:
Untitled.vi ‏54 KB

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        if (evt.target.x >= stage.stageWidth)
            evt.target.removeEventListener(Event.ENTER_FRAME, moveHorizontal);
            removeChild(DisplayObject(evt.target));
    initialiseAtm();
    function moveForward():void{
        bg_mc.x -=10;
    function moveBackward():void{
        bg_mc.x +=10;
    var tank_mc:Tank;
    // create a new Tank and put it into the variable
    // tank_mc
    tank_mc= new Tank;
    // set the location ( x and y) of tank_mc
    tank_mc.x=0;
    tank_mc.y=375;
    // show the tank_mc on the stage.
    addChild(tank_mc);
    stage.addEventListener(KeyboardEvent.KEY_DOWN, onMovementKeys);
    //creates the movement
    function onMovementKeys(evt:KeyboardEvent):void
        //makes the tank move by 10 pixels right
        if (evt.keyCode==Keyboard.D)
        tank_mc.x+=5;
    //makes the tank move by 10 pixels left
    if (evt.keyCode==Keyboard.A)
    tank_mc.x-=5
    //checking if the space bar is pressed and shooting is allowed
    if(evt.keyCode == 32 && shootAllow){
        //making it so the user can't shoot for a bit
        shootAllow = false;
        //declaring a variable to be a new Bullet
        var newBullet:Bullet = new Bullet();
        //changing the bullet's coordinates
        newBullet.y = tank_mc.y + tank_mc.width/2 - newBullet.width/2;
        newBullet.x = tank_mc.x;
        //then we add the bullet to stage
        addChild(newBullet);
    if (tank_mc.hitTestObject(antiTankmine_mc))
            //tank_mc.gotoAndPlay("hit");
            currentHP -= 10;
            // remove anti tank mine
            removeChild(antiTankmine_mc);
    if (tank_mc.hitTestObject(tankMine_mc))
            //tank_mc.gotoAndPlay("hit");
            currentHP -= 10;
            // remove anti tank mine
            removeChild(tankMine_mc);
        //var maxHP:int = 100;
    //var currentHP:int = maxHP;
    //var percentHP:Number = currentHP / maxHP;
        //Incrementing the cTime
    //checking if cTime has reached the limit yet
    if(cTime < cLimit){
        cTime ++;
    } else {
        //if it has, then allow the user to shoot
        shootAllow = true;
        //and reset cTime
        cTime = 0;
    function updateHealthBar():void
        percentHP = currentHP / maxHP;
        healthBar.barColor.scaleX = percentHP;
        if(currentHP <= 0)
            currentHP = 0;
            trace("Game Over");
        updateHealthBar();

    USe the trace function to analyze what happens and what fails to happen in the code you showed.  trace the conditional values to see if they are set up to allow a shot when you press the key

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