space engineers cool text for lcd panel free sample
Everything you will ever need to know about your ship and station displayed in real time on LCD panels in any vanilla games. modded games and servers! Now with cockpit panels support!
Thank all of you for making amazing creations with this script, using it and helping each other use it. Its 2022 - it"s been 7 years already since I uploaded first Configurable Automatic LCDs script and you are all still using it (in "a bit" upgraded form). Its just amazing :)
Every captain wants to have displays that show some useful info. Make your bridge display damaged blocks in engineering, engine room, etc. Make big screen by joining multiple Wide LCDs! Show power output, batteries status, laser antenna connections and much more. Make your docking bay display which landing gears are occupied. Make screens for docking fighers when landing gear is ready to dock so they can nicely see it from cockpit! Make one LCD per container to see its contents.. and much more!
THE SCRIPT IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SCRIPT OR THE USE OR OTHER DEALINGS IN THE SCRIPT.
Open your programmable block, click Edit, click Browse Workshop, select Automatic LCDs 2, click OK, Check code, Remember & Exit. Done. Your script is now updated.
I understand that this script got quite a lot of features and it can be hard to crunch whole guide. Unfortunately I can"t teach everyone how to use it via chat. It took me several hundreds of hours to put this all together so please take your time to read the guide and follow the troubleshooting section if something doesn"t work.
If you have problem with some command then read the guide section for that command and make sure you use it correctly. Try to use it on separate LCD by itself so it"s easier for you to see the issue and definitely try some examples!
Battery , AddInfoThat will help telling the two output modes (alternative data sources) apart, by putting one of the following small texts between the central symbol and the percentage value.
Additionally in the MultiIcon view, the SingleIcon view, the NoIcons view and the just Text mode, you can set the the available width for the textlines with Length=(followed by a decimal number)
FSD can clone the text content of other displays. These texts can be fixed or could be generated by other scripts (like Automatic LCDs 2 by MMaster or Isy"s Inventory Manager)
LCD Panel, clone:0 position(100,50) fontsize=0.5 TextColor(255,128,0)This would clone the text contend of the first screen of the block "LCD Panel" to the position (x=100 y=50) in an orange color with a font size of 0.5.
The same rules about the RGB values, brackets, the missing pace between "...Color" and the opening bracket "(" etc. like for the default view mode and the SingleIcon view mode apply here too.
This also true when only using Text: after the Separator character without using any block/group name. (resulting in only a simple text line with the specified color)
This way you can ether reduce the number of LCD Panels needed or greatly enhance the amount of information you can display with a given set of screens/panels.
For this purpose (and many others) you can add a special keyword line starting with "FSD options:" into the Custom Data field of the PB (running FSD v2) itself.
Caution: There has to be no space between "layoutrate" and the equals sign "="This will set the rate of changes for the screen layouts. (in changes per minute)
You can overide individual LCD/Cockpit screen settings by using a special keyword line starting with "FSD options:" in the Custom Data field of the Programmable block itself.
All keywords for this override options must be in a single line and this line must be located above an optional "ShowStats" line or else the used keywords affect only the LCD panels of the Programmable block.
Only "FSD options:" is case sensitive. All other keywords for the overide options are not case sensitive. Different keyword can be strung together but must be seperated with " " , "," or ":"
The same is true for the rate of display layout changesYou can turn the rate up or down. But it due to visual reasons it should remain a fraction of the FpM.
After many requests, we have decided to release our internal Replay Tool that we use to create our trailers. It allows you to record the movement and actions of multiple characters in the same world. You can use your video recording software of choice to capture these moments for cinematic purposes! It’s also super useful for epic screenshot creation. The tool allows you to be the director of your own Space Engineers film where you can carefully position and time different engineers with their own specific roles. We are extremely excited to see what the community will create with this!
Important: because it’s an internal tool, it has a very basic user interface and required advanced users to be used. We believe this is OK, because most video creators who would want to use it to create epic cinematic Space Engineers videos are advanced users.
There are now Steam trading cards to collect for Space Engineers! Collect a full set of cards to earn items that help you customize your Steam profile including backgrounds and badges.
There are fourteen new decorative blocks for people who want to buy them and support the development of Space Engineers, which are available on the Space Engineers Steam Store page. Within the package you will get following new blocks:
Beds can preserve characters’ inventory and toolbar while they"re offline and keeps them alive as long as there is oxygen available. Is considered to be the same as the Cryo Chamber Block, except oxygen is used from the environment. Space Engineers don’t work from nine to five, they work whenever they’re needed: day or night, during peace and war. But when it’s time to call it a day, every engineer looks forward to resting in these beds.
Standard and Corner Desks can be used as seats, which allow players to sit on the chair attached to it. Combine these blocks to produce various designs and sizes, creativity has no limitation. Whether designing new schematics or charting a fresh course to another world, desks are essential for any engineer looking to get some work done.
Kitchens are purely decorative. The kitchens in Space Engineers come well-equipped and include stunning visual details. Space Engineers overcome challenges everyday when they’re working on new planets or among the stars.
Planters are purely decorative, but they make outer space a bit warmer by housing life in a special glass container. Build your own garden on the space station. Planters not only help to liven up spaces, but the flora housed inside these capsules also remind many engineers of the homes they’ve left behind in order to explore the universe.
Couchescan be used as seats, so take your time to relax and take a break. You don’t need to always run, fly or work, you can enjoy your cozy room and enjoy the view. The last thing anyone would ever call a Space Engineer is ‘couch potato’, but who wouldn’t like to relax after a hard day’s work on this comfy furniture?
Armory and Armory Lockers can be used to decorate interiors and store weapons, ammunition, tools and bottles; both are small storages (400L), where you can keep your equipment. Space Engineers use lockers in order to ensure that keepsakes from home, toiletries and other items are kept safe.
Toiletscan be used as a seat. The latest and greatest interstellar lavatory technology has made many earth dwellers jealous of the facilities enjoyed by Space Engineers.
Toilet Seat that can be used as a seat and is fit for the creator of the legendary Red Ship; most engineers don’t want to get up after ‘taking care of business’.
Industrial Cockpits are used to control your ships. This industrial cockpit in both small and large grid versions will make your creations look much better. Offering unmatched visibility, the industrial cockpit enables engineers to experience stunning vistas while traversing landscapes and space.
Console blocks project blueprints for downscaled ships and stations, as well as display pictograms or customizable text. They are fantastic functional LCD panels where you can project your creations and show them to your friends. The sleek and crystal clear picture offered by this console allows Space Engineers to display designs and other important information.
Keen Software House needs to stay profitable in order to continue development and support of Space Engineers, and to take risks, to invest into experiments that may not pay off in the short term, and to develop innovative concepts.
Sometimes we have to invest in people, teams, or projects, without knowing if they will work out. You need to give them time. And if you want to have a high bar for innovation, expecting novel things, you need to take the risk.
Why are they high-risk? Because they are hard to do, and usually it takes many iterations until we figure out the right way to do it. It usually takes a few iterations to perfect it. This means that doing water can take a few weeks (if we get it right from the start) or a few years (if we need to experiment, iterate, throw away past experiments, look for specialists in this area, etc). Same for the engine rewrite and AI / living worlds for our games.
A:Actually, even this update isn’t paid. The major part of this update (LCD screens, Replay Tool, new music tracks, smaller improvements) is free for everyone. Only the smaller and not mandatory part is paid - Decorative Pack, which you can purchase here.
A: To support future development of Space Engineers and other leading-edge projects we plan to work on at Keen Software House. Players kept asking us for something they could buy to support the development of Space Engineers, and the Decorative Pack is a great option for them.
A: Right after Space Engineers left early access and all hot issues were resolved. Most of the work was done by the Art team, the rest of the developers is working on other long-term updates.
A: We want more people to play Space Engineers, which means we must lower the barrier of entry. When the Space Engineers community grows, everyone benefits from this - more content on Workshop, more mods, more new ideas, more people to play with. This means that all non-mandatory features should be optional, so only those who really want them can pay for them. That’s why we decreased the price of Space Engineers, and made the Decorative Pack an optional purchase.
Looking at our upcoming plans, I can say that we are going to work on another package similar to this one. It’s not a secret that we want to bring you more things you asked for in the past, such as new skins, new weapons, new economy system etc.
I also want to change the LCD on sci button panels and I think I know what to do but my question is do you know how I can change the textures of the screen and throw some text on it for a couple of seconds. the objective is when I push the button text appears on the screen with a black background, once the text is gone the texture reverts back to posters changing
I"m rather new to the Space Engineers world, but going through the workshop mods, I"ve noticed just about every single LCD-related mod was broke due to a rather recent update. I sort of read up on what the issue is, but it seems that it"s up to the modders to compile their code to get the LCD"s to work properly again... which it seems like a lot of popular mods/modders are going on hiatus due to an overabundance of mod-breaking updates over the past year or so. My question is, am I able to use your software and the images used in the mods (which I assume are stored locally once subscribed to), to re-create them for my use in my single player game? Or is it more complicated than that? I wouldn"t upload them to the workshop of course, but they look like a really awesome addition for my solo play.
LCD Panel blocks have only one built-in LCD Surface, but other functional blocks have several LCD surfaces built in, for example Cockpits, Programmable Blocks, Custom Turret Controllers, Button Panels, and so on. All LCD surfaces work the same way, and have the same settings as the freestanding LCD Panel blocks. In constrast to the block variants, built-in LCD surfaces are fixed to their block "as is" and you cannot choose different screen sizes or positions. The advantage of the built-in surfaces is that they do not take up extra block space.
Tip: If you are looking for an option to display inventory capacity, radar view, planetary maps, hull integrity, and the like, alas these scripts are not available by default. To calculate and display such information, you need a Programmable Block. Advanced players can write custom scripts, and everyone can download community-provided scripts from the Workshop that can be configured to output info from the Programmable Block to an LCD of your choice.
Edit Text -- Click this button to enter or paste text to display. Lines don"t wrap automatically, so enter line breaks where necessary to make it fit.
Using default images from the bult-in list ensures that all players can see them without issues even without loading mods. See below for alternatives how to set up custom images.
Loaded Textures -- Select from the list of default images, then click Add to Selection to display it. You can add more than one image and cycle, but you can only see one at a time.
Image Change Interval -- Enter a delay in seconds. If you have selected several images, they are displayed one after the other with this delay in between. This allows for simple slideshow-like animations. Set it to zero to disable the slideshow.
You can configure text settings, or image settings, or both. If you provide both text and image, it will display the text on top of the image, which adds nice flexibility to create your own combinations of icons and custom messages.
Note: If you select the texture named "Faction" here, you"ll get a generic static "Red Fist" logo, not your own faction logo. To get your faction logo, you want the "Faction icon" script instead.
Second, consider creating your custom image out of Monospace text, using Block Elements as pixels. Here is a great community app that converts any pictures into Block Element text: https://github.com/Whiplash141/Whips-Image-Converter/
Some scripts even display barcharts for the fill levels of cargo, remaining fuel, ship damage status, etc. dynamically, simply by printing sequences of Block Elements or text characters to the screen once per second, to fake portable "graphics" cheaply.
The game even provides a creative mode where you can basically enable unlimited resources and instant crafting, essentially letting you do anything you can imagine. It’s The Sims, but for outer space.
Between the creative and survival modes, there’s a whole galaxy to explore. And even more than that, developers actually released the source code for the game, and with code comes a prolific modding community.
Colorful Icons gives you complete freedom, letting you choose which icons will be changed, and includes colored icons for ores, ingots, components, and more!
All you have to do is select the block you want to build, and with a quick click, all required materials will be transferred to your engineer for easy building.
While there are mods that add functionality and data displays to aid your space exploration, there are lots of useful scripts that let you automate certain commands as well.
You can set up displays for each room of your ship. But what’s really cool about this mod is it allows you to create a sort-of “master hub” which displays the values for every room.
The mod gives you options that you can set, like how far you should be for the drone to start following you, how far a drone will stay away from its target, and a quick toggle switch to make the drone stop following you when you don’t need him anymore.
He actually takes inspiration from real-time strategy games to give you easier control of units in Space Engineers, with Fleet Command MKII targeted specifically at controlling ship fleets.
The pack includes a number of turrets and cannons to play around with, along with mounts and casemates, depending on what you need for each of your ships.
Other than the Death Star gun and Star Trek cockpit, the modding community has come up with loads of new parts for you to use to make your Space Engineers ships even better.
The mod is actually the result of a collaborative effort between 11 different modders, and according to them it should offer pretty much everything you could possibly need.
It poses a real challenge to get however, as the planet’s gravity is extremely high, and the heat makes it difficult to stay for extended periods of time.
These last two aren’t as big compared to other entries, but are more like bonus mods that showcase the endless possibilities offered in Space Engineers.
This just goes to show that anything is possible with modding, and I’m sure there’s still loads of interesting content to come for this game down the line.
The table panel visualization is very flexible, supporting multiple modes for time series and for tables, annotation, and raw JSON data. This panel also provides date formatting, value formatting, and coloring options.
Table optionsNote: If you are using a table visualization created before Grafana 7.0, then you need to migrate to the new table version in order to see these options. To migrate, on the Panel tab, click Table visualization. Grafana updates the table version and you can then access all table options.
By default, Grafana automatically calculates the column width based on the table size and the minimum column width. This field option can override the setting and define the width for all columns in pixels.
By default, the minimum width of the table column is 150 pixels. This field option can override that default and will define the new minimum column width for the table panel in pixels.
For small-screen devices, such as smartphones or tablets, reduce the default 150 pixel value to50 to allow table based panels to render correctly in dashboards.
Enables value inspection from table cell. The raw value is presented in a modal window.Note: Cell value inspection is only available when cell display mode is set to Auto, Color text, Color background or JSON View.
You can temporarily change how column data is displayed. For example, you can order values from highest to lowest or hide specific values. For more information, refer to Filter table columns.
Click the check box next to the values that you want to display. Enter text in the search field at the top to show those values in the display so that you can select them rather than scroll to find them.
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ClearType is Microsoft"s implementation of subpixel rendering technology in rendering text in a font system. ClearType attempts to improve the appearance of text on certain types of computer display screens by sacrificing color fidelity for additional intensity variation. This trade-off is asserted to work well on LCD flat panel monitors.
Computer displays where the positions of individual pixels are permanently fixed – such as most modern flat panel displays – can show saw-tooth edges when displaying small, high-contrast graphic elements, such as text. ClearType uses spatial anti-aliasing at the subpixel level to reduce visible artifacts on such displays when text is rendered, making the text appear "smoother" and less jagged. ClearType also uses very heavy font hinting to force the font to fit into the pixel grid. This increases edge contrast and readability of small fonts at the expense of font rendering fidelity and has been criticized by graphic designers for making different fonts look similar.
Only user and system applications render the application of ClearType. ClearType does not alter other graphic display elements (including text already in bitmaps). For example, ClearType enhancement renders text on the screen in Microsoft Word, but text placed in a bitmapped image in a program such as Adobe Photoshop is not. In theory, the method (called "RGB Decimation" internally) can enhance the anti-aliasing of any digital image.
If the computer controlling the display knows the exact position and color of all the subpixels on the screen, it can take advantage of this to improve the apparent resolution in certain situations. If each pixel on the display actually contains three rectangular subpixels of red, green, and blue, in that fixed order, then things on the screen that are smaller than one full pixel in size can be rendered by lighting only one or two of the subpixels. For example, if a diagonal line with a width smaller than a full pixel must be rendered, then this can be done by lighting only the subpixels that the line actually touches. If the line passes through the leftmost portion of the pixel, only the red subpixel is lit; if it passes through the rightmost portion of the pixel, only the blue subpixel is lit. This effectively triples the horizontal resolution of the image at normal viewing distances; the drawback is that the line thus drawn will show color fringes (at some points it might look green, at other points it might look red or blue).
ClearType uses this method to improve the smoothness of text. When the elements of a type character are smaller than a full pixel, ClearType lights only the appropriate subpixels of each full pixel in order to more closely follow the outlines of that character. Text rendered with ClearType looks “smoother” than text rendered without it, provided that the pixel layout of the display screen exactly matches what ClearType expects.
An extreme close-up of a color display shows (a) text rendered without ClearType and (b) text rendered with ClearType. Note the changes in subpixel intensity that are used to increase effective resolution when ClearType is enabled – without ClearType, all sub-pixels of a given pixel have the same intensity.
In the above lines of text, when the orange circle is shown, all the text in the frame is rendered using ClearType (RGB subpixel rendering); when the orange circle is absent all the text is rendered using normal (full pixel greyscale) anti-aliasing.
In a MSDN article, Microsoft acknowledges that "[te]xt that is rendered with ClearType can also appear significantly different when viewed by individuals with varying levels of color sensitivity. Some individuals can detect slight differences in color better than others."FontLab, also formerly with Adobe Systems
Hinting expert Beat Stamm, who worked on ClearType at Microsoft,96 dpi, which was a typicalLCDs in 2008, but adds that higher resolution displays improve on this aspect: "WPF [Windows Presentation Foundation] uses method C [ClearType with fractional pixel positioning
In the above block of text, the same portion of text is shown in the upper half without and in the lower half with ClearType rendering (as opposed to Standard and ClearType in the previous image). This and the previous example with the orange circle demonstrate the blurring introduced.
A 2001 study, conducted by researchers from Clemson University and The University of Pennsylvania on "18 users who spent 60 minutes reading fiction from each of three different displays" found that "When reading from an LCD display, users preferred text rendered with ClearType™. ClearType also yielded higher readability judgments and lower ratings of mental fatigue."
According to a 2006 study, at the University of Texas at Austin by Dillon et al., ClearType "may not be universally beneficial". The study notes that maximum benefit may be seen when the information worker is spending large proportions of their time reading text (which is not necessarily the case for the majority of computer users today). Additionally, over one third of the study participants experienced some disadvantage when using ClearType. Whether ClearType, or other rendering, should be used is very subjective and it must be the choice of the individual, with the report recommending "to allow users to disable [ClearType] if they find it produces effects other than improved performance".
Another 2007 empirical study, found that "while ClearType rendering does not improve text legibility, reading speed or comfort compared to perceptually-tuned grayscale rendering, subjects prefer text with moderate ClearType rendering to text with grayscale or higher-level ClearType contrast."
A 2007 survey, of the literature by Microsoft researcher Kevin Larson presented a different picture: "Peer-reviewed studies have consistently found that using ClearType boosts reading performance compared with other text-rendering systems. In a 2004 study, for instance, Lee Gugerty, a psychology professor at Clemson University, in South Carolina, measured a 17 percent improvement in word recognition accuracy with ClearType. Gugerty’s group also showed, in a sentence comprehension study, that ClearType boosted reading speed by 5 percent and comprehension by 2 percent. Similarly, in a study published in 2007, psychologist Andrew Dillon at the University of Texas at Austin found that when subjects were asked to scan a spreadsheet and pick out certain information, they did those tasks 7 percent faster with ClearType."
ClearType and allied technologies require display hardware with fixed pixels and subpixels. More precisely, the positions of the pixels and subpixels on the screen must be exactly known to the computer to which it is connected. This is the case for flat-panel displays, on which the positions of the pixels are permanently fixed by the design of the screen itself. Almost all flat panels have a perfectly rectangular array of square pixels, each of which contains three rectangular subpixels in the three primary colors, with the normal ordering being red, green, and blue, arranged in vertical bands. ClearType assumes this arrangement of pixels when rendering text.
ClearType does not work properly with flat-panel displays that are operated at resolutions other than their “native” resolutions, since only the native resolution corresponds exactly to the actual positions of pixels on the screen of the display.
If a display does not have the type of fixed pixels that ClearType expects, text rendered with ClearType enabled actually looks worse than type rendered without it. Some flat panels have unusual pixel arrangements, with the colors in a different order, or with the subpixels positioned differently (in three horizontal bands, or in other ways). ClearType needs to be manually tuned for use with such displays (see below).
Because ClearType utilizes the physical layout of the red, green and blue pigments of the LCD screen, it is sensitive to the orientation of the display.
ClearType in Windows XP supports the RGB and BGR sub pixel structures; rotated displays, in which the subpixels are stacked vertically rather than arranged horizontally, are not supported.Tablet PCs or swivel-stand LCD displays) is using regular anti-aliasing, or switching off font-smoothing altogether.
ClearType can be globally enabled or disabled for GDI applications. A control panel applet is available to let the users tune the GDI ClearType settings. The GDI implementation of ClearType does not support sub-pixel positioning.
Some versions of Microsoft Windows, as supplied, allow ClearType to be turned on or off, with no adjustment; other versions allow tuning of the ClearType parameters. A Microsoft ClearType tuner utility is available for free download for Windows versions lacking this facility.Microsoft Reader (for e-books) has its own ClearType tuner.
All text in Windows Presentation Foundation is anti-aliased and rendered using ClearType. There are separate ClearType registry settings for GDI and WPF applications, but by default the WPF entries are absent, and the GDI values are used in their absence. WPF registry entries can be tuned using the instructions
ClearType in WPF supports sub-pixel positioning, natural advance widths, Y-direction anti-aliasing and hardware acceleration. WPF supports aggressive caching of pre-rendered ClearType text in video memory.video card. DirectX 10 cards will be able to cache the font glyphs in video memory, then perform the composition (assembling of character glyphs in the correct order, with the correct spacing), alpha blending (application of anti-aliasing), and RGB blending (ClearType"s sub-pixel color calculations), entirely in hardware. This means that only the original glyphs need to be stored in video memory once per font (Microsoft estimates that this would require 2 MB of video memory per font), and other operations such as the display of anti-aliased text on top of other graphics – including video – can also be done with no computation effort on the part of the CPU. DirectX 9 cards will only be able to cache the alpha-blended glyphs in memory, thus requiring the CPU to handle glyph composition and alpha-blending before passing this to the video card. Caching these partially rendered glyphs requires significantly more memory (Microsoft estimates 5 MB per process). Cards that don"t support DirectX 9 have no hardware-accelerated text rendering capabilities.
As pixel densities of displays improved and more high DPI screens became available, colored subpixel rendering became less of a necessity according to Microsoft. Also Windows tablet user interfaces evolved to support vertical screen orientations where the LCD color stripes would run horizontally. The original colored ClearType subpixel rendering was tuned to work optimally with horizontal orientation LCD displays where RGB or BGR stripes run vertically. For these reasons, DirectWrite which is the next-generation text rendering API from Microsoft moved away from color-aware ClearType. The font rendering engine in DirectWrite supports a different version of ClearType with only greyscale anti-aliasing,PDC 2008.Natural ClearType but is often referred to simply as DirectWrite rendering (with the term "ClearType" being designated to only the RGB/BGR color subpixel rendering version).Firefox developers;Compact Font Format (CFF).
Many Office 2013 apps including Word 2013, Excel 2013, parts of Outlook 2013 stopped using ClearType and switched to this DirectWrite greyscale antialiasing. The reasons invoked are, in the words of Murray Sargent: "There is a problem with ClearType: it depends critically on the color of the background pixels. This isn’t a problem if you know a priori that those pixels are white, which is usually the case for text. But the general case involves calculating what the colors should be for an arbitrary background and that takes time. Meanwhile, Word 2013 enjoys cool animations and smooth zooming. Nothing jumps any more. Even the caret (the blinking vertical line at the text insertion point) glides from one position to the next as you type. Jerking movement just isn’t considered cool any more. Well animations and zooms have to be faster than human response times in order to appear smooth. And that rules out ClearType in animated scenarios at least with present generation hardware. And in future scenarios, screens will have sufficiently high resolution that gray-scale anti-aliasing should suffice."
For the same reasons related to animation performance and vertical screen orientations where the colored RGB/BGR ClearType antialiasing would be a problem, the color-aware version of ClearType was abandoned in Metro-style apps platform of Windows 8 (and Universal Windows Platform of Windows 10).,
Tyrrell, Richard A. (2001). "47.4: Empirical Evaluation of User Responses to Reading Text Rendered Using ClearType™ Technologies". SID Symposium Digest of Technical Papers. 32 (1): 1205. doi:10.1889/1.1831776.
Betrisey, C., Blinn, J. F., Dresevic, B., Hill, B., Hitchcock, G., Keely, B., Mitchell, D. P., Platt, J. C., Whitted, T., "Displaced Filtering for Patterned Displays", Proc. Society for Information Display Symposium, pp. 296–299, (2000). doi:10.1889/1.1832941
Farrell, Joyce (2009). "47.2: Visual Preference for ClearType Technology". SID Symposium Digest of Technical Papers. 40 (1): 702. doi:10.1889/1.3256881. http://scien.stanford.edu/jfsite/Papers/ImageRendering/Displays/Farrell_et_al_SID2009.pdf
Visual Script Builder allows you to create Space Engineers scripts with a user interface. You don"t need to know anything about programming. Just enter the name of the block you want to control and choose what to do with it. Chain logic statements together to create complex behaviors.
A large number of Space Engineers players are unable to utilize programming. The scripting documentation is poor, and the in-game editor doesn"t provide any help. Many people are unfamiliar with coding, and C# in Space Engineers doesn"t make for a simple beginner language. There are scripts available on the Steam Workshop, but those rarely work for custom applications.
I developed this tool to let anyone capable of playing Space Engineers write their own custom scripts. I tried to make it as feature-rich as possible while still being easy to use.
Generate Script button will replace Copy Script to Clipboard button to keep from generating the entire script so often. When the button is clicked, or the script has to be generated for the interface to update properly, the Copy Script to Clipboard button returns. Just clicking Generate Script won"t copy. You"ll have to click again once the script has been generated.
Overhauled User Variable logic to be independent of Blocks. Variables added to the Affect buttons, which hides the Block Type, Block Name, and Block Group options when selected. Older saves that use variable logic in the same chunks with block logic will need to be updated. These saves will populate all the same information, but the user must select between Variable and Single/Multiple blocks. Both cannot be applied in the same chunk.
This update changes the way + and - work for adding to and subtracting from properties. When subtracting a variable from a property, you must now use -- instead of - due to ambiguity. Some properties can be set to negative numbers, which is done using a single minus. Plus has been modified to work the same way; ++ is required to add variable"s value to a property. Saving a variable still works as it used to, using single minus and single plus to subtract or add to a variable in the save box.
In Visual Script Builder, everything is driven by logic chunks. One logic chunk can either check a condition (e.g. If Light X is ON), or apply an action (e.g. Turn Light Y ON). You can insert logic chunks and remove logic chunks at any point in the script. There is no limit to the number of logic chunks you can use. Each logic chunk consists of the logic type, the in-game Space Engineers block it applies to, and the in-game block"s data.
Following a DO logic chunk, works as a continuation of the DO logic chunk without leaving the previous IF block. e.g. IF (a), DO (b AND c). b and c both happen when condition a is met. Using DO instead of the AND would always perform cand would only perform b when condition a is met. e.g IF (a), DO (b). DO (c).
Performs an action or sets a value only when the previous IF failed. e.g. IF (a) DO (b) ELSE DO (c). When condition a is met, b will be executed and c will not. When condition a is not met, b will not be executed and c will be executed.
Sometimes, certain logic types will not be accessible. The button becomes greyed out depending on previous logic. For example, on the first block, you cannot choose AND because that does not start a logic statement correctly. You cannot choose OR to follow a DO logic chunk. (DO a OR b does not make sense.) ELSE IF and ELSE DO cannot be used unless there has been a previous IF statement.
Beneath the row of logic buttons, you can see three choices for block type. Single Block, All Blocks of Type, and Any Blocks of Type. They allow you to decide if the condition or action will be applied to one or more blocks.
Select Single Block to set values or get fields for one block. Optionally include a name for the block (e.g. "Interior Light 6"), or leave it blank to default to the block"s default name (e.g. "Interior Light" for an Interior Light block).
Select All Blocks of Type to set values or get fields for all blocks of the selected type. Optionally include a name to filter by (e.g. "Station" to search only blocks that have "Station" in their name), or leave it blank to get all blocks of the type. You can then apply actions or set values for all the blocks that you have chosen. When using IF logic, All Blocks of Type allows you to check a condition for each block you"ve selected. You can check that all of your doors are shut, or that all of your batteries are recharging.
Any Blocks of Type works similarly to All Blocks of Type, but only allows checking conditions. You cannot set a value for Any Blocks of Type. It can be used with IF logic to check if any doors are open, or if any Air Vents are not pressurized, for example.
In the dropdown menu, you can select the type of in-game block you want to check or modify. Changing this selection will clear all fields for the logic chunk that had been filled out, and replace them with the appropriate fields for the newly selected block type. You can choose to give the block a name, which will select the block of the chosen type that has the custom name that you entered. When using All/Any Blocks of Type, your text entered is used as a filter. Only the blocks which contain the entered text will be used.
For example, if you want to get only Batteries that have a name including "Station", you can enter "Station" in the block name field, and choose All Blocks of Type. This will select only the Batteries that have "Station" somewhere in their name. It will get Batteries named "Station Battery 5" and "Battery 3 [Station]" but would not get a battery named "Battery 2", because it does not include the filter text.
After choosing a block, you are shown only the fields and properties you can get or set for that block. You don"t need to know field, property, or action names in order to check or modify them. The logic you choose will also affect which fields are shown. For example, when the logic is IF, you won"t see the choice to open a door. You would only see the option to check if the door is open. To open the door, you"d have to choose DO, and apply the appropriate action.
For IF logic chunks, enter a value in one or more of the boxes to check that the field is equal to the value you entered. The If button next to the field name will become selected, indicating that the field will be used. If you decide not to use the field, you can delete the contents of the box or click the If button to deselect it. The field will only be applied when the If button for that field is selected. The operator (equals sign) can be clicked to change the type of comparison. For numbers, you can use equal, not equal, greater than, greater than or equal, less than, and less than or equal. For other types, you can only use equal andnot equal.
DO logic chunks work similarly, but they set a property to the value entered in the box. When you enter a value for a property, the Set To button will become selected. This means that the property will be set to the value entered. Actions have no values to enter, so applying an action is as easy as choosing which action to apply. Multiple values can be set and multiple actions applied in one logic chunk.
Variables can be created to store values by entering a name in the Save As box. There is one box for each value that can be saved, and these boxes only become available when using DO logic.
After a variable has been set, it can be used in IF logic chunks to compare a value against the variable. When clicking on an input box for a field in an IF logic chunk, a list of the variables that have been created will be shown below, and can be selected. Note that the type of the field is important. If a boolean (true/false) variable was created, it will only be shown as an option for boolean fields.
When writing the text you want displayed on an LCD panel, you can use any variables that you created in your script by surrounding them with brackets. For example, if you saved a variable called totalpower, you could display its value on an LCD panel by writing [totalpower]. This can be combined with any other text, or any other variables. Total Power: [totalpower] would display Total Power: 3.00MW. See additional information about using LCD panels below.
You can transfer items between blocks that have inventories. Blocks with inventories, such as the Refinery, Assembler, or Cargo Containers have their inventories shown with a list of all valid items. Refineries will have two inventories, one for the ore, and one for the resulting ingots.
Using an IF logic chunk allows you to check the quantity of items in an inventory. For example, you could check that there is no ore in a Refinery, then use a DO logic chunk to add more ore to the Refinery.
In order to send items to an inventory or take items from an inventory, you must give the other inventory a name. This is done by typing a name into the the Inventory line of the other block. If the other block is not otherwise used, you can create a DOlogic chunk at the top of your script for that block, give the correct inventory a name, and leave all other fields blank for that logic chunk. This will define the inventory without applying any actions or changing any properties (though you can also apply actions or change properties if you want).
Let"s create a script that pulls Iron Ore from a Small Cargo Container and puts it into a Refinery. You need two DO blocks for this script; one for the Small Cargo Container, and one for the Refinery. For this example, we will send the ore to the Refinery. Create a DO block for the Refinery first. In the Refinery"s first inventory, enter a name for the inventory (ex. refinv). Now create a DO block for the Small Cargo Container. In the Small Cargo Container"s inventory, find Iron Ore. You"ll see a buttonSend, an input field, the word to and another input field. The first input is the amount, which you can leave blank to send all. The second input is the inventory you"re sending the items to. When you click that box, the refinv inventory you named earlier will be suggested. Click on the name to choose that inventory. The Iron Ore line should look like this: Send(blank) to refinv. Your script is complete. When it is run, it will attempt to send all Iron Ore from the Small Cargo Container to the Refinery"s first inventory (for ores). Note that this same result could be achieved by reversing these blocks, giving the Small Cargo Container inventory a name, and applying Take (blank) from smallcargoinv in the Refinery"s Iron Ore option in its first inventory.
Don"t worry about highlighting and copying, just click the button to copy your entire script to the clipboard and paste it into the editor in Space Engineers.
The result script has a line at the top which represents your entire script. If you decide you want to change something about your script after it"s complete, you can copy that weird looking line into the Load box to continue from where you left off. Be sure to copy the entire line, starting with //. It will likely be longer than the width of the in-game editor, so make sure you copy from the start of the second line. If you aren"t sure you got it all, you can use CTRL-A to highlight your entire script, then copy and paste it into a Windows text editor. From there you should be able to copy the entire load line.
It"s possible to display different text based on the value of a boolean (true/false) variable. We can do this using a Ternary Operator, which takes three inputs; the boolean variable name, the text to display if the variable is true, and the text to display if the variable is false. The format for the Ternary Operator is:
As you can see, our variable (here named variableName) is followed by a question mark (?), the text to display when true (trueText), a colon (:), and the text to display when false (falseText). For use on the LCD panel, we must enclose this whole string in brackets. In a more realistic scenario, we might want to display ON when our Reactor is on, and OFF when our Reactor is off. We can create a boolean variable called reactorOn for the Reactor"s On/Off state by typing a new variable name (reactorOn) into the Save As box for the OnOff property of the Reactor. For this property, true means the reactor is on. To get the text to display correctly, we can type the following into an LCD panel.
As of Update 1.0.3, it"s also possible to do calculations right inside the text of the LCD panel. This allows you to display your power percentage. Mathematically, power percentage is:
To do more complex calculations, you can use double brackets. This escapes the text string, and executes any code you type as though you were writing code in the in-game script editor.
You"ll see a few buttons, and some are already selected. The first row of buttons contains logic choices. For the first logic chunk, there are only two logic choices available; IF andDO.
Make sure theDO button is selected. This will give us the option to set properties of our logic chunk (such as setting the radius for a light), and to perform actions (such as turning a light on or off).
The second row of buttons lets you choose to set the properties and apply the actions to a Single Block, All Blocks of Type, or Any Blocks of Type. For now, leave this set to Single Block.
The Block Name box is where you enter the name of the Space Engineers block you want to work with. If this is left blank, the default value will be used for the chosen block type. Leave this blank.
You"ll now see the available properties and actions for the Interior Light block. Here, you can specify the values to set for each property, and choose which actions to apply. Select the Apply Action button to the right of action OnOff.
That"s it! You"re now ready to try the script out. Click the Copy Script To Clipboard button, and paste the code into a Programmable Block in Space Engineers. Running the code will toggle on/off an Interior Light with the name "Interior Light".
In Space Engineers, create a Programmable Block. Go into the Programmable Block"s menu and click Edit. Delete everything in the editor and paste in your script. CTRL-C and CTRL-V work in the editor. Click Check Code to check the code for errors, then click Remember & Exit to save. Be careful, as using ALT-TAB to switch out of Space Engineers will revert your script to the last saved script. It is easy to lose your changes.
To run the script, open the Programmable Block"s menu and click Run. You can also assign this action to your toolbar in a ship, or to a button panel by dragging the Programmable Block to the bar and choosing Run with default argument.
If you want your script to be run constantly (for example, waiting for a door to open and triggering the lights to turn on) you can use the Frequency dropdown in the Script Settings menu. It will automatically run your script every 1, 10, or 100 ticks. There are 60 ticks per second in-game. This feature was introduced in version 1.0.8, but can cause issues when trying to use Arguments in the Programmable Block. With older versions, or to avoid issues with Arguments, you have to use a timer block. Create a Timer block and set the Trigger Delay to 1 second. Click Setup Actions, and drag your Programmable Block to the first space on the bar. Again, use Run with default argument. Then drag your Timer block to the next space on the bar and choose Start. Now start the Timer block, and your script will be executed every second.
If your script has an error, possibly due to a block name being incorrect, you"ll see an error in the Programmable Block"s detailed info. You may need to open the script editor and save the script again before re-running.
While screen readers can read a full page to a user, screen reader users may prefer to instead listen to a list of links. In that case, a screen reader may only read the link text and not the surrounding text.
Keyboard-only users may not be able to use a mouse to click links. They use a keyboard’s tab button to navigate through a page’s links, buttons, and form inputs. For such users, it is very important for them to see which item has focus at all times.
Colorblind users may not be able to perceive color cues. Typically, pages present links as a different color than their surrounding text. Adding underlines or other non-color indicators help users who may not see color. Users who are not comfortable with technology may also appreciate having links underlined.
It’s most important for link text to make sense without the surrounding sentences or content. The link text alone should convey the function and purpose of the link. Link text should also be unique and easy to speak out loud.
Occasionally, it may not be possible to make link text alone convey the link’s purpose out of context. In those cases, a few fallback strategies are available:
In general, content editors should avoid using images as links. If an image functions as a link, the image must have alt text that conveys the location and purpose of the link. The alt text should not describe the image. Treat image links as links, not as images.
Pages should not present more than one link to the same destination next to each other. One common design pattern is for an image, a heading, and a word like “More” to each link to the same destination, such as in a news list. Assistive technology users may find navigating through several links a bad experience. Instead, provide one link. Either select one element to be the link, or wrap all elements within one link.
Giving links a different color from the surrounding text is common on the web. Color differences help sighted users, especially users with cognitive impairments. But, color differences alone are not sufficient for accessibility.
In general, pages should have some non-color away of conveying links. This concern applies most to links that appear alongside or within blocks of text. Links that appear in menus, for example, are clear enough because of their place in a layout.
Some designers prefer not to have a non-color indicator be present only on hover. While the WCAG guidelines allow for this, the requirements are extremely stringent:
In practice, there are very few color combinations that meet the above requirements. Even then, such designs provide a worse experience for colorblind or cognitively impaired users.
Link sizes should be generous. Large link sizes make it easier for users with low coordination or on mobile devices to activate links. Link size consideration is most important for links that are not contained within blocks or paragraphs of text, such as call to action links. Links should be at least 44px wide and 22px tall.
It’s common for pages to present multiple links to the same location next to one another. For example, a news listing may present an image, heading, and “more” text each as links to the same story. This can create a bad experience for assistive technology users.
sInstead, wrap all elements within the same anchor tag. Doing so provides a larger clickable area, a single tab stop for keyboard-only users, and a single entry for screen reader users. A screen reader will read all content within the a tag. So, images contained in this kind of anchor should have a null alt attribute.
Developers should take care when styling such anchor tags. Applying display:block on the anchor element may make styling easier. When styling for hover and focus, CSS can target elements within the focus. For example, to underline text within an anchor on focus, use a:focus p {text-decoration: underline;}.
As a general rule, link text alone should be enough to convey the purpose of the link. But, some visual designs do not allow for descriptive link text. One strategy for dealing with such designs is to include extra text within a span inside the link. Developers can use CSS to hide the extra text visually but still expose it to screen readers.
Developers should use care when providing such screen reader-only text. The following techniques will hide content from screen readers altogether and should be avoided when providing screen reader-only content:
Besides the hidden link text approach discussed above, ARIA provides HTML attributes developers may want to consider: aria-describedby, aria-label, and aria-labelledby.
The aria-describedby attribute provides extra text for a screen reader besides the link text. To give a link an ARIA description, first give the descriptive text an id attribute. Then, give the link an aria-describedby attribute equal to the description’s id attribute. A screen reader will first read the link text, then the description. For example:
Assistive technology considers an ARIA description to be in addition to the link text. But, assistive technology considers an ARIA label to replace the link text. For that reason, links with ARIA labels may create a worse experience for speech recognition software users. If the ARIA label does not match the link text at least in part, speech recognition software may not work as a user expects.
To use the aria-labelledby attribute on a link, first provide some other text an ID attribute. Then, give the link an aria-label equal to that other text’s id attribute. For example:
In fact, to use the modern Flexbox and Grid models, you need to use the display property before you get access to their various properties and values. This is one reason why the display property is so important in CSS.
There are inline and block-level elements in CSS. The difference between the two is that inline elements don"t take up an entire space – that is, they don"t start on a new line – but block elements do.
An element with a display property set to inline will not start on a new line and it will take up the remaining/available screen width. It just takes up the space such an element would normally take.
You"ll rarely use a display value of table these days, but it"s still important to know. It was more useful in the past because you would use it for layouts before the advent of floats, Flex, and Grid.
This sets the display property of an element to its default value. So, if you set the display property of a span to initial, it remains inline, and if you set the same value for a div, it remains block.
You can continue to come back to this article for reference too as the display property is always confusing at first until you use it enough to understand it fully.
Organize your information like a newspaper so that your audience can quickly follow the thread of your experiment by reading from top to bottom, then left to right. Include each step of your science fair project: Abstract, question, hypothesis, variables, background research, and so on.
A picture speaks a thousand words! Use photos or draw diagrams to present non-numerical data, to propose models that explain your results, or just to show your experimental setup. But, don"t put text on top of photographs or images. It can be very difficult to read.
Check the rules for your science fair. Here is a list of items that some science fairs allow (or even require) and some science fairs don"t require (or even prohibit):
Glue sticks (use plenty) or rubber cement work well for attaching sheets of paper to your display board. Use double-sided tape for items like photographs that may not stick to glue.
Use color construction paper to add accents to your display board. A common technique is to put sheets of construction paper behind the white paper containing your text.
For about.GitLab.com we use kramdown, which is an advanced Markdown engine with a lot of interesting features that most of the other engines don"t have, such as inline attribute lists (IALs), which enable easy styling beyond the standard Markdown options.
The six heading elements, H1 through H6, denote section headings. Although the order and occurrence of headings is not constrained by the HTML DTD, documents should not skip levels (for example, from H1 to H3), as converting such documents to other representations is often problematic. W3C
In some Git tools, diffs in future MRs may be easier to understand with additional line breaks, however GitLab"s web interface as well as many desktop Git tools feature substring change highlighting within lines and side-by-side or similar version comparison so there is no need for artificial line breaks.
or "read here." The link text should be meaningful even if taken out of context; this makes the links more useful and accessible for people using screen readers.
We"d rather use inline links, such as [Text to display](link), as they are easier to maintain. To make an inline link open in a new tab, you can add {:target="_blank"} to the end. Ex: [Text to display](link){:target="_blank"}
Use relative links when referring to links found on about.gitlab.com. For example, a link to our blog handbook should look like this /handbook/marketing/blog/ and not this https://about.gitlab.com/handbook/marketing/blog/. Remove everything from the https through about.gitlab.com, but retain the forward slash after .com.
If you"re adding an email address to a page be sure to format your link with mailto to avoid creating broken links. For example, [example@gitlab.com](mailto:example@gitlab.com)
Both ordered and unordered lists are very straightforward to produce. There are a few ways to produce the same results, but let"s stick with the following, again, to maintain some standards.
Including descriptive alt text helps maintain accessibility for every visitor and should always be included with an image. When you add alt text be sure to describe the content and function of an image. In addition to the accessibility benefits, ALT is useful for SEO, and it is displayed when, for some reason, that image is not loaded by the browser.
A collapsed content section is used to hide information until a user chooses to reveal it with a click or tap on the summary text. The hidden content is revealed inline. For example, this code:
You may want to use Embedded Ruby (ERB) in your markdown, for example, to include a partial. To do this, make sure your file extension is .html.md.erb as .html.md will not parse the Embedded Ruby.
Thanks to @gitlab for joining @RailsGirlsCluj! pic.twitter.com/NOoiqDWKVY
Thanks to @gitlab for joining @RailsGirlsCluj! pic.twitter.com/NOoiqDWKVY
Thanks to @gitlab for joining @RailsGirlsCluj! pic.twitter.com/NOoiqDWKVY
Then go to the relevant Instagram post on the web: Go to the post URL if you have it, or you can search for the username on Instagram.com, visit their profile, and then click the post to expand it. Click the more […] button and select "Embed."
It is not recommended writing your document in a regular text editor like Google Docs, Microsoft Word, or macOS"s Pages, then copy-pasting to markdown,
Do you want a simple way of copying a hyperlink title and address in markdown? The Format Link extension offers a quick and easy way to do this, along with allowing you to customize any number of other formats. View detailed instructions and examples.
To add fancy emojis to your file, click control+cmd+space on your Mac and check the ⭐️ magic ⭐ or use a website like Emoji Finder. Do not overuse them, please!