space engineers programmable block lcd panel factory
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.
Second, consider creating your custom image out of Monospace text, using Unicode 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 LCD Panel is a thin panel that takes an entire block face and can display a variety of messages and textures that can be displayed constantly or triggered by the Programmable Block, Sensor, Timer Block, or any other block capable of triggering.
The "Color" sliders allow setting the text colour using RGB slider and "Backgr." allows setting background fill colours (default black). If using a transparent LCD then the text will be against transparency unless fill colour is added.
"Loaded Textures" has a list of the available default and modded (where applicable) images available for display on the screen. Select the desired image and select "Add to selection". The selected image will then show in the second "Selected textures" panel.
When multiple images are applied they can be set to cycle between with the duration between images being set by the "Image change interval" slider. To remove an image from display select it in the second panel and select "Remove selected".
The "Preserve aspect ratio" checkbox can be used to prevent the image being stretched if it does not fit the screen properly such as when using a wide LCD.
To set the LCD to display a script, choose "Script" from the dropdown. Choosing Script allows the display of information such as weather, artificial horizon for vehicles, Energy and Hydrogen level etc.
The panel"s title and text can be made public, private, or a combination of both. Textures applied can be selected from a list or custom textures can be selected. Textures can be set to rotate on a timer, changing from one to the next. GPS coordinates shown in the GPS format in the text panel will appear in the GPS and can be activated (=shown on HUD).
The LCD Panel could be accessed with the programmable block as IMyTextPanel. It could work in ´Texture Mode´ in which the selected textures are shown or the ´Text Mode´ in which the text is shown. The following methods are available:
I"m trying to figure out how, in a PB, to tell that a projection is not just "complete", but that all the welding is done. Is there any way to do this, other than iterating over every block on the grid the projector is on, making sure it"s complete?
As of recently, I have begun programming a simple laser designator that works with a drone that my friend built a while ago. The script is all done and I have successfully achieved a functional raycast that records a set of coordinates from where the attatched camera hits with a raycast, however, I want to display the individual X Y Z values to an LCD screen so that the player can copy and paste it into their GPS list. If you could also help me to directly add coordinates to the players GPS...
Been programming a long time, but never in C#. I"m trying to do the simplest of things in this language and just keep getting stone-walled at every attempt. I thought, as a way of getting introduced to the programmable block, I"d try writing a script that moves gravel from a refinery to a connector. That"s it.
Basically, if you want a script on your block, post explanation here. Other programmers and I (Although I"m generally a busy person so maybe not often) will be more than happy to program it for you. Of course I still suggest you to learn programming, but you might not want to, and it"s all fine. Other people like other things.
I"m attempting my first decently sized script to automate a self-building elevator...I know...I know, its not worth it, and yada yada. However, I already have way too much time invested into the project to give up on it now. I compile the program, and it compiles fine, then when I run it, it throws: "Object reference not set to instance of an object" at me. I have checked all of the block names from what I can tell and they all seem to match up in the code with the terminal...
A toolkit to help with ingame script (programmable block) development for Keen Software House"s space sandbox Space Engineers. It helps you create a ready-to-code project for writing ingame scripts, and provides an analyzer which warns you if you"re trying to use something that is not allowed in Space Engineers.
For example, I want to set up one of the LCD"s in a friendly fighter to list the heading/pitch change to point to the nearest enemy, as locked onto by one of it"s turrets.
I understand I need to use IMyTextSurface? How exactly I tie it to a block? What would be the difference between it and using IMyTextPanel when refering to regular LCD which is not in a cockpit?
return new String(" ", spaces - (spaces / 2)) + new String("\u00AD", bars / 2) + text + new String("\u00AD", bars - (bars / 2)) + new String(" ", spaces / 2);
Interesting Ideas, I like the idea of "Computer Blocks" but also like the idea of being able to program doors directly - Perhaps you could use the Idea of Processing Power to Limit the number and size of programs on a block/component so that both are needed, I.e. doors can handle simple programs like "Only open Door A if Door B is closed" and Computer Blocks are needed for more complex automation such as automatic ship docking.
Cool idea with a storage block or drive or something like that. I would also prefer that it is possible to delete all data using a virus and/or using a wireless network to transfer data between ships and stations.
I like the idea of a size limit for the programs based on the individual blocks. And using a storage block for overflows. One idea I had was a code limit storage per computer component used to construct the block, maybe even allowing the block to hold a variable amount of computer components depending on how complicated the instructions are for each block. In that case you have basic mechanical functions for the blocks such as for doors you would have two control panels(one for each side of the door), motors that open and close and networking for accessing other controls on the ship through the door control panel. Then you write the code to the control panels and automatic functions. For that to work you would need a couple buttons on the control panel that functions could be assigned to, functions like open, close, lock, etc...
I like the idea of having a Lego Mindstorms type of programming Players can drag and drop code blocks that are associated with whatever is attached to the ship. Then, for the advanced players, have custom blocks that allow them to create their own code. That way people who just want to make basic programs can, and advanced players can make advanced programs.
As for keeping code within reasonable sizes, I would suggest that each block should have a size. The collection of code blocks for each set of code are added together, and take up a certain amount of space on the "hard drive". Basic code blocks would be 10 each, medium 25, advanced 50, and 100 for custom. Lets say that a ship could hold 1000 blocks of code. So, 10 blocks of custom code could be used.
I would like to see such as programming flowgraph. in Cryengine 3. so simple, that I could even program the 10 year old child. and if it is writing code, so that the 10 year old child and was able to learn in the end. Office keyboard shortcuts components ship would like to see as a highly customizable, and it was even possible to run the program without opening the panel keys. and preferably the ability to output to the interface box which lists the functions and their key which they are activated. it"s all my suggestions and desires. Thank you Marek!
Of course, knowing to code will give you the edge. Engineers code. and so it seems reasonable that those who excel the most at Space ENGINEERS would be actual engineers (and those with the savvy of an engineer).
Neverwinter and Dragon Age has programming, and noone whine about it (AI combat triggers, simple variations). Let us some basics in such simple way and left low-level code for geeks. Creating new logical block for use by other players is not worse, then create unique code for damn unique rotor. I think it is better.
There should also be blocks like HDD or program storage blocks, where X amount of programs can be stored on each block, giving you a computer room or server room where certain commands can be issued. so damaging the mainframe could damage enemy defenses.
I like the idea of a master computer block to actually execute a program every that can trigger simple programs in computer components, which may have a processing limit.
The idea of having a dedicated "Computer room" to attack in an enemy ship is cool. I also like the idea of limiting the number of programs allowed in a block.
In addition to this however, I"d like to see tactile switches and sensors that can trigger programs. I.e. a simple "button" block that when pressed in-game causes code associated with it to run. This would allow self destruct buttons, hell if I can change colour on blocks in code I could have massive red numbers counting down the time to detonation in the halls of the ship.
Could the proximity sensor work as remote control for eg. a gate to the base? I"d have some special block on my ship that through the sensor gives the "green light" to the gate :)
I can see a very high potential for this. Every player could have their own systems on their own ships unique to them. Those skilled in programming would begin to shine in this game. Watch out, Marek, you"re going to educate people into REAL Space Engineers after this kind of thing makes it into the game.
- A simple switch. Placed on top/side/bottom/whatever of other blocks, acting like a button or switch (depending on the setting it has in CP) and triggering its toggle/switch on/switch off events to be handled by a programming block, along with a switchedOn (or similar) state variable. Would be very, very useful. One example right off the top of my head - hangar door button :)
- Some kind of code storage. Either in the programming block, or a cockpit, a place to store code that is not being used, but is ready to be copypasted to the same block, another device, or even another frame. Would be convenient to have a file system there, and be able to store code in the Steam Cloud (although not upload it to the workshop - let people figure out their solutions and learn to code! :)
For programming something between complex and accesible would be the Wiremod in Garry"s mod (available on steam, test it out, especially the spacebuild mod : you could get some serious inspiration material).
Blocks have an input, an output and a special function. It"s possible to make very complex things. If you take the same system but you put the "blocks" in a simple interface inside a SE computer block, that could be easier to use than write code directly for a beginner.
would love to see some kind of of DCPU-16-style computer. I think, it could save resources in a reasonable was(Just Limiting the number of programs seems kind of pointless, you would force the Coders to write really ugly code, if they want to safe space.) You could extend the DCPU a bit(Or use the CPU used in Trilliek, for example), and have some kind of BASIC running on it. (Or maybe a build-in basic compiler?) This way even Programming newb"s could get into it, while the more advanced guys could write really performant programs in some kind of ASM. It aslo would be a more-realistic approach. And think about the possibility"s with under/overvoltaging, RAM-corruption, that are easy to implement on a virtual CPU! And it could be more secure, since the code is running in a VM, not on the host computer! Peripherals could be implemented on the DCPU16 with the HWI-instruction, the Hardware-ID"s could be gathered by the HWQ-instruction. Of course, I got nothing against other Implementations :D
Have you thought about mining drones? So you would need a function to list close ores with positions (through a ore-detector block), and then, most importantly, plot a path to that position in space the drone can follow. The basic algorithm should remain to the player, but you would some more tools than just a proximity sensor.
I also noticed that you only have a update function in your example code for ship-programming. You may want to make a InitializeComponents function for the block reverences. Normally reverencing external components (in a complex system) is something that take a bit more performance, and doing that every frame could be a bit much. If you had a function that would only be called when the ship grid is somehow changed/damage you would have less to handle in normal frames.
I actually implemented exactly what you mentioned in a game I"m working on (Centration); programmable lua computers that control a spaceship like environment. As far as I know there is not a C# interpreter, so your best bet in my opinion is to go with Lua. If you need any help, feel free to contact me.
I hope we get this stuff as soon as it"s ready. I want to see the ability to link the HUD screen to ship systems, or a sensor block. being able to keep tabs on Uranium levels of my ship when not in it or being able to see objects detected by the sensor would be fantastic.
hmmmm, well personally i think rather than have a whole block committed to the sensor, maybe have something like the internal light, so it doesn"t damage the look of a ship"s internal corridors while still maintaining functionality
It would be then possible to create autopiloted ships. And we can go further. If we would get the functions we need and the blocks we need it would be also possible to code a script for automatic mining and another ship that can bring that to a station which is automated too. But this would require some special blocks and methods of course.
One thing would be the proximity sensor and another thing that would be possible is communication between ships/station with a wireless network and a block that can give us the exact position in space.
I especially like the GPS block (position / orientation) and the direction you took with security, viruses and encryption/decryption - I will need to think this through before we start working on this.
Frankly, I think the abstraction which might work best for SE is having a single block which acts as a Computer Core with all of the blocks which can act as functional i/o operators, everything from doors to cannons and sensors, being directly accessible. In Erlang, each of those blocks would be treated as its own process which could have messages sent to them or send them themselves, and everything on the same ship counts as being directly addressable. That makes writing code mainly about sending and receiving appropriate messages, making it very, very easy to put programs on multiple CPUs. Only inter-process messaging has to break the context.
I"ve been waiting for this announcement! :-) There are already some Mechs standing around in my hangar who are waiting to learn to walk. Therefore i would of course prefer the version where computer components would suffice to be accessible for programming. However, if computer blocks were able to access every connected component that would be fine, too. That said, rotors really really need to be conductive. That would open up so many possibilities. As for the programming language i was a bit surprised to read that C# is even on your list as i would consider it a rather beginner-unfriendly language. IMO Python would be the wiser choice in order not to scare a way a lot of people.
"It"s about ENGINEERS! If you"re not - you shouldn"t play this game! WOW This is amazing, best for all times brain-needed game!"... Something like this happy engineers can answer you.
Why not create a GAME, for some PLAYERS, not only geeks? C#, oh yeah, dreamed for it whole my life, sure. I can use it. But it isn"t my vision for FUN. It is WORK. Especially for EACH BLOCK. And destroy code with block contained it, oooh yeah. So i will play in "PROGRAMMER"S JOB"? And each damn tick (60 per second - WHYY?! Who need it that often?) someone with bad scripts will cause me troubles. No open game, no way, not me. Only single or chosen friends.
Are you serious that SE is for Engineers? lol. It is a lego game, not an Engineers one. You don"t play lego to build a car. You don"t do like what you do in SE to build a real jet plane. I"m not an engineer, and I can"t build a car. But I can play SE without any trouble. So why should Marek build a feature that will make ordinary players like me (which is many) to not able to enjoy the game feature to it"s fullest?
It would be interesting if you could copy the code from an enemy block onto a handheld drive, but that you"d needed to take it back to a "decrypter" or server block to actually see it as readable code. Kind of like in Star Wars how R2-D2 could hold the Death Star data, but they needed that computer on Yavin IV to actually see the useful stuff.
What if certain blocks (cockpits? servers?) could hold location data so you could figure out where the ship"s been and where the base might be? Or even just what cargo it"s been loading on and off? Like a blackbox.
In fact why not use JavaScript for the notation? There are several C# JavaScript interpreter implementations (e.g. http://javascriptdotnet.codeplex.com/) and many people are already familiar with it. They would only need to learn the API you provide for interfacing with blocks and/or other game mechanics.
I suggest that listeners for a block with computer component in it could contain only simple listeners (and only those registered to the blocks own events). For a general listeners (e.g. listening for all proximity sensor detected events) and Modules would require a Computer Block.
Also program complexity could be restricted by some form of resource limits (computational power - execution time, memory - source code length, etc.). More complex programs could require cluster of connected Computer Blocks.
so we are talking about programming a block in space engineers sound good.it sounds like computer craft from mc which is nice to have.some thing like it in space engineers if you thinking of add programmes can u add a block the detector player than send info to the computer to active the program.
I think the main challenge here is going to be making the programming features of the game accessible to the majority of people who play the game. Programmable blocks will probably be time-consuming to implement - will it easy enough for the majority of players to use? I like the idea of the suggestion wizard - I use it all the time in Visual Basic. Hopefully in addition to that you will have an awesome help file that is an encyclopedia of syntax and concepts. I think this will add a whole new layer of fun to the game though. I can just imagine it right now. Space Engineers cyber warfare. Can"t outgun em? Sneak onboard and plant a virus. Fun!
Infinite loops is a problem but there is a quite simple solution. Simply limit how many lines every block can execute each update. If you limit the computer block to say 1000 lines (just a number as an example) and someone want more complex programs they have to distribute the program over more blocks.
Then it doesn"t matter if someone make the mistake and does an infinite loop because the limit would be reached and the block would stop executing until the next update.
2. You can make the language as simple or sophisticated as you think appropriate. If you"re targeting non-programming users, you might even eschew text-based languages entirely and use a graphical paradigm (see also Mind Rover). You don"t have to worry about the more sophisticated language constructs that might be provided by third-party languages like Python or LUA. (It"s a space game, it doesn"t really need higher-order programming features like lambdas or class inheritence or even really classes.)
In addition, a more advanced and useful coding interface could be implemented along side this basic one. This advanced coding would be more traditional and similar to what you proposed and would cater to more experienced coders and dedicated Space Engineers.
Outside my problem with coding, I think the programing feature should be put into a new block and have their own GUI. Don"t put it to the current control panel GUI. Just like the cockpit which has it"s own GUI (which is can"t be accessed from the door or reactor),
it should has it"s own GUI which is can only be accessed at it"s own block; just like cockpit. Maybe a kind of computer panel and chair like cockpit model block. This way, people will have a new reason to fill their empty bridge (rather than put a lot of the same cockpits in it).
Visual programming has its own complications, such as limited versus unlimited grids, how to associate grids with computer blocks/resources, how to expand grids if limited in parts, and a plethora of things that would need to be worked out. But the increased usability for the average user more than makes up for this!
Thinking it through too... why not instead of "programmable blocks" more like a star trek system. Think computer core with much like the generator connection setup and consoles that could be laid down. The consoles themselves would be the interface components to the ship"s "Computer core".... You could then use the Antenna blocks to communicate to the station"s larger "computer core"... Losing the antenna block could cut access to things like blueprints stored station side or the team based communication systems in game.
Make a program block that is able to attach to thrusters. This way you could have a central control platform which you could set coords for and then remote control your ships. Would be very useful for miners and decoy ships. Also if you want to see if an enemy has weapons activated you could send in a small probe.
You could make it so players can edit variables by going into the control panel, finding the program, and changing it there, but I would personally have a dedicated "interface block" which lets you copy paste HUD code into it, letting you make better use of the sliders, and lists and toggle-able options, by superimposing them over the face of a block. it would be like a player that was server-side, always in a cockpit, and let other people use his code.
Something I"m noticing on the forums. Code. People are attempting to make code for this. Personally, I"m holding off until you release an API or some sort of documentation of the methods and fields that"ll be present in every module (block) before I generate code. Documentation of this kind would be highly valuable.
You should check out the Dart VM instead of a C# interpreter. Might be easier to integrate since it"s already designed for embedding into a web browser or running raw source files with a JIT compiler. Similar syntax to C#/Javascript, and might be easier to work with as the typing system is completely dynamic as opposed to static, and it is optionally verbose to have more simple scripts. Garbage collected, managed memory, easy concurrency and futures. I"d be ecstatic to have such a thing included into Space Engineers!
As for the UI, I think the scripts should be an inventory item that can be traded as such. Like a page of code that you set into an inventory slot in a block.
I can just speak for my group of buddies, but what were looking to is multiple capital ship size, fully manned spaceships slugging it out with manned smallblock-turrets, repairteams running around and welding conveyors back together, boardingpartys grinding their way to engine rooms, and all that with at least semi-lag-free 30 fps.
I"m kind of in the camp of something like the original Visual Basic. Object oriented, simple to learn, and easily related to specific objects or as you call them "blocks". It has all the basic programming functions and can be quire complex if required while still being fairly easy to learn. It is a true programming language. I have nothing against scripting languages though for the ease of implementing simple functions like opening doors etc. Perhaps this can be the difference between the "mainframe" concept using something like Visual Basic, and local computer blocks using a scripting language enabled for that by the mainframe so beginners can get something going. Whatever you decide on, coupled with the appropriate "sensors" this is going to be great! I look forward to learning to use whatever you finally decide on and can implement without getting grey hair.
Lastly - even though it is not intended as a modding system - i"d like to see the ability to spawn / modify blocks in sandbox mode. (Looking forward to fractal stations..)
Yes this could make iterating through a large array variable very code wordy. Do players really need large arrays in the first place? By encouraging complete execution within one update, you are also encouraging program efficiency mindset. And there will have to be a maximum number of code lines available in each computer block, so this supports my idea.
My pleasure Marek, thanks for making a great game. I"m really looking forward to the computer blocks. Even with various restrictions and limitations, I think some very amazing things can be done in the game with your SEscript. ~Keith
Maybe imperative programming isn"t the best fit for this kind of needs. If you haven"t already, I deeply encourage you to have a look at what the Reactive Extensions do in .NET 4 and consider implementing something like that, or directly that if the game runs on .NET. That would even allow for a graphical code block system, as everything or almost everything is made by concatenating extension methods that filter, project and reduce data streams.
Several commenters have said an event based paradigm would be more proper. This is the evolution of event based programming. It would also help controlling the CPU use of programming blocks, as everything could be conveniently "Throttled" to the most appropiate pace.
Whatever you do, please allow us to implement some IK so that I can, if I want, program some arms and rotors so that I can move the "hand" freely with WASD+QECSpace and that is translated to rotations for the different rotors.
It would be like having a cockpit-like block move "freely" with the keyboard, but instead of using thrusters and gyros, it would be attached to a robot arm with just armor and rotors. We could use that to build welder/grinder/miner/melee/ranged robotic arms, either fix or built on some large or small ship.
Of course, the number crunching could be left to the players-programmers to program. But at least give us the chance to have some kind of Player-Controlled block that generates inputs or events from when the movement keys are pressed, that can be consumed by some other program, that in turn rotates the rotors to make the "hand" block go where the player wants it to go.
I think that to make the system easier to work with, you could have multiple separate types of "Programming Station" that are like small desks for programming, and with different types for each of the more common languages. Also a mass sensor and programmable turret would be great for keeping your turrets only killing certain targets. This might even allow advanced players to make basic autopilot systems. Also, to keep from accidentally killing your own ships, a transponder system where you can identify your faction through sending a code, would be good to have programs be able to interact with. This would make use of antennas, larger ones being able to transmit farther.
If you"re open to suggestions for the object model, you may want to consider a composite design. Essentially, you would have the "base" block, and for each component that it needs to handle, you just add them to the base object. EG:
If you want to encoutrage learning, remeber this: before there is programming, there must be logic. Loops badly programmed can do more evil than good. I suggest a construction block system akin to simple algorythmic chart, or a flow chart (something i see a lot of even programmers having difficulty to do correctly). A display with the "logical blocks" to "assemble" a program can be versatile, fun and teach basic logic too.
There is also the question of case-sensitiveness (or lack thereof), typos, errors in punctuation, language barriers, amongst others. If you provide the basic programming blocks, along with block/game specific "items" (such as a doors states and actions (open, close, display_color, status, locked, powered)), the game will have a much easier time with than with a full-blown programming language, that would require variable initializing, function coding, etc..
Think the current terminal: you want to program an airlock, so you select both doors and a sensor, and in the program screen would be avaliable the basic programming blocks, along with the items corresponding to the components selected. It would be a lot less error-prone than typing it all (and probably faster too).
I think computer blocks opens a large opportunity for cool design considerations for a ship. i.e. a small/large block differential with the larger being able to store more programs, more lines of code, more sensors/blocks, more variables, etc. You also have territory for customizing your computer cores, i.e. by having small blocks for processors, memory, etc.
I"d love to see computer power as a resource, such that a design consideration might be whether to attach additional defensive turrets or additional sensors, or expend additional resources to increase the ship"s available CPU power. Or perhaps have to decide whether to write an "airlock control" program or a program to fire your torpedos... or install an additional memory/control/etc block so you can write both.
Much talking about the language, but what if computers are made similiarly as IRL, meaning the block works as case, and you can then expand it/install parts. There can be:
A field-programmable gate array (FPGA) is an integrated circuit designed to be configured by a customer or a designer after manufacturing – hence the term hardware description language (HDL), similar to that used for an application-specific integrated circuit (ASIC). Circuit diagrams were previously used to specify the configuration, but this is increasingly rare due to the advent of electronic design automation tools.
FPGAs contain an array of programmable logic blocks, and a hierarchy of reconfigurable interconnects allowing blocks to be wired together. Logic blocks can be configured to perform complex combinational functions, or act as simple logic gates like AND and XOR. In most FPGAs, logic blocks also include memory elements, which may be simple flip-flops or more complete blocks of memory.logic functions, allowing flexible reconfigurable computing as performed in computer software.
The FPGA industry sprouted from programmable read-only memory (PROM) and programmable logic devices (PLDs). PROMs and PLDs both had the option of being programmed in batches in a factory or in the field (field-programmable).
Altera was founded in 1983 and delivered the industry"s first reprogrammable logic device in 1984 – the EP300 – which featured a quartz window in the package that allowed users to shine an ultra-violet lamp on the die to erase the EPROM cells that held the device configuration.
In 1987, the Naval Surface Warfare Center funded an experiment proposed by Steve Casselman to develop a computer that would implement 600,000 reprogrammable gates. Casselman was successful and a patent related to the system was issued in 1992.
Contemporary FPGAs have ample logic gates and RAM blocks to implement complex digital computations. FPGAs can be used to implement any logical function that an ASIC can perform. The ability to update the functionality after shipping, partial re-configuration of a portion of the design
Some FPGAs have analog features in addition to digital functions. The most common analog feature is a programmable slew rate on each output pin, allowing the engineer to set low rates on lightly loaded pins that would otherwise ring or couple unacceptably, and to set higher rates on heavily loaded high-speed channels that would otherwise run too slowly.crystal oscillator driver circuitry, on-chip resistance-capacitance oscillators, and phase-locked loops with embedded voltage-controlled oscillators used for clock generation and management as well as for high-speed serializer-deserializer (SERDES) transmit clocks and receiver clock recovery. Fairly common are differential comparators on input pins designed to be connected to differential signaling channels. A few mixed signal FPGAs have integrated peripheral analog-to-digital converters (ADCs) and digital-to-analog converters (DACs) with analog signal conditioning blocks allowing them to operate as a system-on-a-chip (SoC).field-programmable analog array (FPAA), which carries analog values on its internal programmable interconnect fabric.
The most common FPGA architecture consists of an array of logic blocks called configurable logic blocks (CLBs), or logic array blocks (LABs), depending on vendor, I/O pads, and routing channels.
"An application circuit must be mapped into an FPGA with adequate resources. While the number of logic blocks and I/Os required is easily determined from the design, the number of routing channels needed may vary considerably even among designs with the same amount of logic. For example, a crossbar switch requires much more routing than a systolic array with the same gate count. Since unused routing channels increase the cost (and decrease the performance) of the FPGA without providing any benefit, FPGA manufacturers try to provide just enough channels so that most designs that will fit in terms of lookup tables (LUTs) and I/Os can be routed. This is determined by estimates such as those derived from Rent"s rule or by experiments with existing designs."
In general, a logic block consists of a few logical cells (called ALM, LE, slice etc.). A typical cell consists of a 4-input LUT, a full adder (FA) and a D-type flip-flop. These might be split into two 3-input LUTs. In normal mode those are combined into a 4-input LUT through the first multiplexer (mux). In arithmetic mode, their outputs are fed to the adder. The selection of mode is programmed into the second mux. The output can be either synchronous or asynchronous, depending on the programming of the third mux. In practice, entire or parts of the adder are stored as functions into the LUTs in order to save space.
Modern FPGA families expand upon the above capabilities to include higher level functionality fixed in silicon. Having these common functions embedded in the circuit reduces the area required and gives those functions increased speed compared to building them from logical primitives. Examples of these include multipliers, generic DSP blocks, embedded processors, high-speed I/O logic and embedded memories.
Higher-end FPGAs can contain high speed multi-gigabit transceivers and hard IP cores such as processor cores, Ethernet medium access control units, PCI/PCI Express controllers, and external memory controllers. These cores exist alongside the programmable fabric, but they are built out of transistors instead of LUTs so they have ASIC-level performance and power consumption without consuming a significant amount of fabric resources, leaving more of the fabric free for the application-specific logic. The multi-gigabit transceivers also contain high performance analog input and output circuitry along with high-speed serializers and deserializers, components which cannot be built out of LUTs. Higher-level physical layer (PHY) functionality such as line coding may or may not be implemented alongside the serializers and deserializers in hard logic, depending on the FPGA.
An alternate approach to using hard-macro processors is to make use of soft processor IP cores that are implemented within the FPGA logic. Nios II, MicroBlaze and Mico32 are examples of popular softcore processors. Many modern FPGAs are programmed at "run time", which has led to the idea of reconfigurable computing or reconfigurable systems – CPUs that reconfigure themselves to suit the task at hand. Additionally, new, non-FPGA architectures are beginning to emerge. Software-configurable microprocessors such as the Stretch S5000 adopt a hybrid approach by providing an array of processor cores and FPGA-like programmable cores on the same chip.
In 2012 the coarse-grained architectural approach was taken a step further by combining the logic blocks and interconnects of traditional FPGAs with embedded microprocessors and related peripherals to form a complete "system on a programmable chip". This work mirrors the architecture created by Ron Perloff and Hanan Potash of Burroughs Advanced Systems Group in 1982 which combined a reconfigurable CPU architecture on a single chip called the SB24.Xilinx Zynq-7000 all Programmable SoC,GHz dual-core ARM Cortex-A9 MPCore processor embedded within the FPGA"s logic fabricAltera Arria V FPGA, which includes an 800 MHz dual-core ARM Cortex-A9 MPCore. The Atmel FPSLIC is another such device, which uses an AVR processor in combination with Atmel"s programmable logic architecture. The Microsemi SmartFusion devices incorporate an ARM Cortex-M3 hard processor core (with up to 512 kB of flash and 64 kB of RAM) and analog peripherals such as a multi-channel analog-to-digital converters and digital-to-analog converters to their flash memory-based FPGA fabric.
Most of the circuitry built inside of an FPGA is synchronous circuitry that requires a clock signal. FPGAs contain dedicated global and regional routing networks for clock and reset so they can be delivered with minimal skew. Also, FPGAs generally contain analog phase-locked loop and/or delay-locked loop components to synthesize new clock frequencies as well as attenuate jitter. Complex designs can use multiple clocks with different frequency and phase relationships, each forming separate clock domains. These clock signals can be generated locally by an oscillator or they can be recovered from a high speed serial data stream. Care must be taken when building clock domain crossing circuitry to avoid metastability. FPGAs generally contain blocks of RAMs that are capable of working as dual port RAMs with different clocks, aiding in the construction of building FIFOs and dual port buffers that connect differing clock domains.
Most FPGAs rely on an SRAM-based approach to be programmed. These FPGAs are in-system programmable and re-programmable, but require external boot devices. For example, flash memory or EEPROM devices may often load contents into internal SRAM that controls routing and logic. The SRAM approach is based on CMOS.
EPROM: erasable programmable read-only memory technology. One-time programmable but with window, can be erased with ultraviolet (UV) light. CMOS. Obsolete.
EEPROM: electrically erasable programmable read-only memory technology. Can be erased, even in plastic packages. Some but not all EEPROM devices can be in-system programmed. CMOS.
Both Xilinx (now AMD) and Altera (now Intel) provide proprietary electronic design automation software for Windows and Linux (ISE/Vivado and Quartus) which enables engineers to design, analyze, simulate, and synthesize (compile) their designs.
Traditionally,vertical applications where the volume of production is small. For these low-volume applications, the premium that companies pay in hardware cost per unit for a programmable chip is more affordable than the development resources spent on creating an ASIC. As of 2017
FPGAs that store their configuration internally in nonvolatile flash memory, such as Microsemi"s ProAsic 3 or Lattice"s XP2 programmable devices, do not expose the bitstream and do not need encryption. In addition, flash memory for a lookup table provides single event upset protection for space applications.antifuse FPGAs from vendors such as Microsemi.
The primary differences between complex programmable logic devices (CPLDs) and FPGAs are architectural. A CPLD has a comparatively restrictive structure consisting of one or more programmable sum-of-products logic arrays feeding a relatively small number of clocked registers. As a result, CPLDs are less flexible, but have the advantage of more predictable timing delays and a higher logic-to-interconnect ratio.interconnect. This makes them far more flexible (in terms of the range of designs that are practical for implementation on them) but also far more complex to design for, or at least requiring more complex electronic design automation (EDA) software. In practice, the distinction between FPGAs and CPLDs is often one of size as FPGAs are usually much larger in terms of resources than CPLDs. Typically only FPGAs contain more complex embedded functions such as adders, multipliers, memory, and serializer/deserializers. Another common distinction is that CPLDs contain embedded flash memory to store their configuration while FPGAs usually require external non-volatile memory (but not always). When a design requires simple instant-on (logic is already configured at power-up) CPLDs are generally preferred. For most other applications FPGAs are generally preferred. Sometimes both CPLDs and FPGAs are used in a single system design. In those designs, CPLDs generally perform glue logic functions, and are responsible for "booting" the FPGA as well as controlling reset and boot sequence of the complete circuit board. Therefore, depending on the application it may be judicious to use both FPGAs and CPLDs in a single design.
Clive Maxfield, Programmable Logic DesignLine, "Xilinx unveil revolutionary 65nm FPGA architecture: the Virtex-5 family Archived 2009-12-25 at the Wayback Machine. May 15, 2006. Retrieved February 5, 2009.
Kuon, Ian; Rose, Jonathan (2006). "Measuring the gap between FPGAs and ASICs" (PDF). Proceedings of the international symposium on Field programmable gate arrays – FPGA"06. New York, NY: ACM. pp. 21–30. doi:10.1145/1117201.1117205. ISBN 1-59593-292-5. Archived from the original (PDF) on 2010-06-22. Retrieved 2017-10-25.
Sadrozinski, Hartmut F.-W.; Wu, Jinyuan (2010). Applications of Field-Programmable Gate Arrays in Scientific Research. Taylor & Francis. ISBN 978-1-4398-4133-4.
A programmable logic controller (PLC) or programmable controller is an industrial computer that has been ruggedized and adapted for the control of manufacturing processes, such as assembly lines, machines, robotic devices, or any activity that requires high reliability, ease of programming, and process fault diagnosis. Dick Morley is considered as the father of PLC as he had invented the first PLC, the Modicon 084, for General Motors in 1968.
PLCs were first developed in the automobile manufacturing industry to provide flexible, rugged and easily programmable controllers to replace hard-wired relay logic systems. Since then, they have been widely adopted as high-reliability automation controllers suitable for harsh environments.
The hard-wired nature made it difficult for design engineers to alter the automation process. Changes would require rewiring and careful updating of the documentation. If even one wire were out of place, or one relay failed, the whole system would become faulty. Often technicians would spend hours troubleshooting by examining the schematics and comparing them to existing wiring.
In a parallel development Odo Josef Struger is sometimes known as the "father of the programmable logic controller" as well.Allen‑Bradley programmable logic controllerRockwell Automation) became a major PLC manufacturer in the United States during his tenure.IEC 61131-3 PLC programming language standards.
Many early PLCs were not capable of graphical representation of the logic, and so it was instead represented as a series of logic expressions in some kind of Boolean format, similar to Boolean algebra. As programming terminals evolved, it became more common for ladder logic to be used, because it was a familiar format used for electro-mechanical control panels. Newer formats, such as state logic and Function Block (which is similar to the way logic is depicted when using digital integrated logic circuits) exist, but they are still
Up to the mid-1990s, PLCs were programmed using proprietary programming panels or special-purpose programming terminals, which often had dedicated function keys representing the various logical elements of PLC programs.ASCII character representations of contacts, coils, and wires were common. Programs were stored on cassette tape cartridges. Facilities for printing and documentation were minimal due to a lack of memory capacity. The oldest PLCs used non-volatile magnetic core memory.
There are two types of mechanical design for PLC systems. A single box, or a brick is a small programmable controller that fits all units and interfaces into one compact casing, although, typically, additional expansion modules for inputs and outputs are available. Second design type – a modular PLC – has a chassis (also called a rack) that provides space for modules with different functions, such as power supply, processor, selection of I/O modules and communication interfaces – which all can be customized for the particular application.
Programmable logic controllers are intended to be used by engineers without a programming background. For this reason, a graphical programming language called Ladder Diagram (LD, LAD) was first developed. It resembles the schematic diagram of a system built with electromechanical relays and was adopted by many manufacturers and later standardized in the IEC 61131-3 control systems programming standard. As of 2015
As of 2015IEC 61131-3 standard that defines 2 textual programming languages: Structured Text (ST; similar to Pascal) and Instruction List (IL); as well as 3 graphical languages: Ladder Diagram, Function Block Diagram (FBD) and Sequential Function Chart (SFC).Instruction List (IL) was deprecated in the third edition of the standard.
PLC programs are typically written in a programming device, which can take the form of a desktop console, special software on a personal computer, or a handheld programming device.flash memory or battery-backed-up RAM. In some programmable controllers, the program is transferred from a personal computer to the PLC through a programming board that writes the program into a removable chip, such as EPROM.
Control panel with PLC (grey elements in the center). The unit consists of separate elements, from left to right; power supply, controller, relay units for input and output
The most basic function of a programmable controller is to emulate the functions of electromechanical relays. Discrete inputs are given a unique address, and a PLC instruction can test if the input state is on or off. Just as a series of relay contacts perform a logical AND function, not allowing current to pass unless all the contacts are closed, so a series of "examine if on" instructions will energize its output storage bit if all the input bits are on. Similarly, a parallel set of instructions will perform a logical OR. In an electromechanical relay wiring diagram, a group of contacts controlling one coil is called a "rung" of a "ladder diagram ", and this concept is also used to describe PLC logic. Some models of PLC limit the number of series and parallel instructions in one "rung" of logic. The output of each rung sets or clears a storage bit, which may be associated with a physical output address or which may be an "internal coil" with no physical connection. Such internal coils can be used, for example, as a common element in multiple separate rungs. Unlike physical relays, there is usually no limit to the number of times an input, output or internal coil can be referenced in a PLC program.
More advanced instructions of the PLC may be implemented as functional blocks, which carry out some operation when enabled by a logical input and which produce outputs to signal, for example, completion or errors, while manipulating variables internally that may not correspond to discrete logic.
In his book from 1998, E. A. Parr pointed out that even though most programmable controllers require physical keys and passwords, the lack of strict access control and version control systems, as well as an easy-to-understand programming language make it likely that unauthorized changes to programs will happen and remain unnoticed.
Prior to the discovery of the Stuxnet computer worm in June 2010, the security of PLCs received little attention. Modern programmable controllers generally contain a real-time operating systems, which can be vulnerable to exploits in a similar way as desktop operating systems, like Microsoft Windows. PLCs can also be attacked by gaining control of a computer they communicate with.
Programmable controllers are widely used in motion, positioning, or torque control. Some manufacturers produce motion control units to be integrated with PLC so that G-code (involving a CNC machine) can be used to instruct machine movements.
In more recent years,macOS or Linux, that have user-friendly (G)UIs, for programming instead of being forced to use the tiny LCD and push-button set for this purpose. Unlike regular PLCs that are usually modular and greatly expandable, the PLRs are usually not modular or expandable, but their price can be two orders of magnitude less than a PLC, and they still offer robust design and deterministic execution of the logic.
A variant of PLCs, used in remote locations is the remote terminal unit or RTU. An RTU is typically a low power, ruggedized PLC whose key function is to manage the communications links between the site and the central control system (typically SCADA) or in some modern systems, "The Cloud". Unlike factory automation using high-speed Ethernet, communications links to remote sites are often radio-based and are less reliable. To account for the reduced reliability, RTU will buffer messages or switch to alternate communications paths. When buffering messages, the RTU will timestamp each message so that a full history of site events can be reconstructed. RTUs, being PLCs, have a wide range of I/O and are fully programmable, typically with languages from the IEC 61131-3 standard that is common to many PLCs, RTUs and DCSs. In remote locations, it is common to use an RTU as a gateway for a PLC, where the PLC is performing all site control and the RTU is managing communications, time-stamping events and monitoring ancillary equipment. On sites with only a handful of I/O, the RTU may also be the site PLC and will perform both communications and control functions.
Chakraborty, Kunal (2016). Industrial applications of programmable logic controllers and scada. Hamburg: Anchor Academic Publishing. ISBN 978-3960670247.
Brier, Steven E. (1998-12-27). "O. Struger, 67, A Pioneer In Automation". The New York Times. Retrieved 2020-02-24. Dr. Odo J. Struger, who invented the programmable logic controller, which makes possible modern factory automation, amusement park rides and lavish stage effects in Broadway productions, died on December 8 in Cleveland. He was 67.
Anzovin, p. 100, item # 2189. Programmable logic controller was invented by the Austrian-born American engineer Odo J. Struger in 1958–60 at the Allen-Bradley company in Milwaukee, WI, USA. A programmable logic controller, or PLC, is a simple electronic device that allows precise numerical control of machinery. It is widely used to control everything from washing machines to roller coaster to automated manufacturing equipment.
Keller, William L Jr. Grafcet, A Functional Chart for Sequential Processes, 14th Annual International Programmable Controllers Conference Proceedings, 1984, p. 71-96.
Harms, Toni M. & Kinner, Russell H. P.E., Enhancing PLC Performance with Vision Systems. 18th Annual ESD/HMI International Programmable Controllers Conference Proceedings, 1989, p. 387-399.
Maher, Michael J. Real-Time Control and Communications. 18th Annual ESD/SMI International Programmable Controllers Conference Proceedings, 1989, p. 431-436.
Kinner, Russell H., P.E. Designing Programmable Controller Application Programs Using More than One Designer. 14th Annual International Programmable Controllers Conference Proceedings, 1985, p. 97-110.
Daniel Kandray, Programmable Automation Technologies, Industrial Press, 2010 ISBN 978-0-8311-3346-7, Chapter 8 Introduction to Programmable Logic Controllers
Walker, Mark John (2012-09-08). The Programmable Logic Controller: its prehistory, emergence and application (PDF) (PhD thesis). Department of Communication and Systems Faculty of Mathematics, Computing and Technology: The Open University. Archived (PDF) from the original on 2018-06-20. Retrieved 2018-06-20.
The basic setup is very easy. You just need a programmable block with the script and that"s it! Below you have a step by step description of what to do:
By adding the "Locked" keyword to any block"s name, this block is excluded from sorting. This could be useful if you are preparing a container with things, you want to take with you on your next trip.
// Keyword a block name has to contain to be skipped by the sorting (= no items will be taken out). // This list is expandable - just separate the entries with a ",". But it"s also language specific, so adjust it if needed. // Default: string[] lockedContainerKeywords = { "Locked", "Seat", "Control Station" }; string[] lockedContainerKeywords = { "Locked", "Seat", "Control Station" };
You can exclude specific inventories from the item counting mechanism. This could be useful if you don"t want the autocrafting to see certain items in docked ships for example. Also, the inventory panels won"t show the items of that inventory either.
To do that, append the hiddenContainerKeyword to a blockname, by default "Hidden". The list is also expandable if you want to exclude other blocknames by default:
// Keyword a block name has to contain to be excluded from item counting (used by autocrafting and inventory panels) // This list is expandable - just separate the entries with a ",". But it"s also language specific, so adjust it if needed. // Default: string[] hiddenContainerKeywords = { "Hidden" }; string[] hiddenContainerKeywords = { "Hidden" };
By default, the script shows a fill level percentage at the end of cargo container names, it manages. It also shows a [No Conveyor] tag in the name, if the block has no access to your main cargo containers.
Keyword "all": stores all items of that subtype like a type container (e.g.: Ore/Iron=all)Negative numbers are great for blocks, that pull their items by themselves, like the nanite factory.. It limits the maximum amount that is allowed to stay in the factory.
To start off, you need to build an LCD and name it "LCD Autocrafting". The script will put a list of components, that are autocraftable on the LCD. To set a new wanted amount, you simply have to edit the text on the LCD and change the number to your likings.
A LCD with the keyword "Autocrafting" is required where you can set the wanted amount! This has multi LCD support. Just append numbers after the keyword, like: "LCD Autocrafting 1", "LCD Autocrafting 2", ..
If you want autocrafting to manage the amount of an item but you don"t want it to be shown on the autocrafting LCD, you can use the "H" modifier. The item with its current wanted amount will be moved to the custom data of your (first) autocrafting LCD and hidden from the LCD itself. The amount can be changed afterwards by editing it in the custom data. If you want to show it on the LCD again, just remove the line in the custom data.
If you want you want to hide an item from the autocrafting LCD and don"t want autocrafting to manage it, use the "I" modifier (this was done with a negative item amount before v2.8.0). The item will be moved to the custom data of your (first) autocrafting LCD and hidden from the LCD itself. If you want to show it on the LCD again, just remove the line in the custom data.
Modifiers are also combineable. "AP" for example will assemble only and prioritize. "AD" will basically just show the item on the LCD but neither assemble nor disassemble it.
If you set up your autocrafting LCD already and set all your wanted amounts, you can enable automatic disassembling in your config section (heading Autocrafting). This feature will disassemble all your excess materials automatically using all available assemblers.
Please be sure to set your wanted amounts BEFORE your enable this feature as this will disassemble all your goods imediately and turn them back into ingots. Also, manual crafting is kind of limited after enabling this because the script always tries to keep the set amount of items on the autocrafting LCD at all times.
The following topic explains, how to use LCD panels (regular and block LCDs) of my script. Whenever you add one of the following keywords to a LCD name, the keyword gets transformed to the universal [IsyLCD] keyword. In the custom data, you can then set different options about the LCD as well as the screen, the information should be shown (on blocks like cockpits, programmable blocks and so on). The custom data will look like this:
You can display all the main script informations like type container fill levels, managed blocks and last script actions on the main LCD. Just add the following keyword to a LCD name:
You can show the current amounts of your stored items on LCD panels. To display them, build a LCD panel, add the keyword "!IIM-inventory" to its name and follow the on screen instructions:
If an inventory panel line has 0 as the max value, a single line only containing the item name and current amount is shown (no bars, percentages or max values).
Note: Every panel"s name still has to contain the [IsyLCD] keyword in order to be recognized by the script (gets automatically set after giving the LCD the "!IIM-inventory" tag).
Nearly every feature of the script can be temporarily enabled or disabled without the need to edit the script. These commands are sent to the script by writing them in the programmable block"s argument field and pressing run or by pulling the programmable block to any hotbar (cockpits, button panels and so on), selecting run and typing in the arguments in the popup window.
Manage Assembler queues just like CCQ, but without the need for a dedicated Assembler per item and also with flexible, adaptive quotas: in addition to the flat minimum quantity, each item can also have a target percentage of items of that type; this allows the effective quotas to grow as you amass more total items without having to edit your quotas all the time. Plus, all of your blocks" item sorting requests (such as Reactors wanting Uranium, weapons wanting ammo, etc) count as implicit quotas, so if you build more Reactors and set their fuel requests, that will automatically cause your Refineries to prioritize Uranium as needed to keep all your Reactors fueled.
Display summaries of your inventory on text Panels just like AIS and many LCD scripts, but also with knowledge of all the other parts of the unified system: progress bars are based on the item"s "effective quota" which is the highest of its minimum, percentage and implicit quotas, and there"s a column to show how many Refineries or Assemblers are currently assigned to that item.
Configure everything with tags in block names, but also with greater convenience and compatibility: you can use abbreviations for any item type (as long as they"re un-ambiguous), you can have TIM re-write your tags in standard format to help make clear which rules have been understood correctly and which need to be corrected, and you can use a unique prefix to identify the tags TIM should parse, to avoid conflicting with any other mods that also require tags in block names.