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else if ((block is IMyProgrammableBlock) || (block is IMyCockpit)) textSurfaces.Add(((IMyTextSurfaceProvider)block).GetSurface(0));IMyTextPanel does not have the IMyTextSurfaceProvider interface. You might as well be casting a cargo container as an IMyTextSurfaceProvider then wonder why nothing shows. Why would you need the panel to be a provider when you can cast it as an IMyTextSurface? My scripts add all IMyTextSurface instances to a single list using the checks above.

else if ((block is IMyProgrammableBlock) || (block is IMyCockpit)) textSurfaces.Add(((IMyTextSurfaceProvider)block).GetSurface(0));IMyTextPanel does not have the IMyTextSurfaceProvider interface. You might as well be casting a cargo container as an IMyTextSurfaceProvider then wonder why nothing shows. Why would you need the panel to be a provider when you can cast it as an IMyTextSurface? My scripts add all IMyTextSurface instances to a single list using the checks above.

LCD Panels do implement both IMyTextSurface and IMyTextSurfaceProvider. (It"s easy enough to verify in the game itself.) That IMyTextSurfaceProvider interface does contain one surface but it"s not any visible surface.

Your example is essentially the same as my second example but with some unnecessary assumptions. Why check for both IMyProgrammableBlock or IMyCockpit when you could check for just IMySurfaceProvider? Should another type of block with displays become available, your strategy would require adding another check.

As for what I"d like, it would be a consistent API. I understand that having LCD Panels implement IMyTextSurface directly is helpful to those who have a shaky grasp of programming and are used to how things were before this change so having that helps with this transition. However, LCD Panels do also implement IMyTextSurfaceProvider so, for consistency, it would make sense that the surface provided by LCD Panels" provider is also the visible surface (i.e.: the same surface the block implements directly) rather than an extra, unused surface.

LCD Panels do implement both IMyTextSurface and IMyTextSurfaceProvider. (It"s easy enough to verify in the game itself.) That IMyTextSurfaceProvider interface does contain one surface but it"s not any visible surface.

Your example is essentially the same as my second example but with some unnecessary assumptions. Why check for both IMyProgrammableBlock or IMyCockpit when you could check for just IMySurfaceProvider? Should another type of block with displays become available, your strategy would require adding another check.

As for what I"d like, it would be a consistent API. I understand that having LCD Panels implement IMyTextSurface directly is helpful to those who have a shaky grasp of programming and are used to how things were before this change so having that helps with this transition. However, LCD Panels do also implement IMyTextSurfaceProvider so, for consistency, it would make sense that the surface provided by LCD Panels" provider is also the visible surface (i.e.: the same surface the block implements directly) rather than an extra, unused surface.

I don"t really use those checks, I only check if it"s an IMyTextPanel when I pass a single IMyTerminalBlock to my output function, if it"s not a panel I just cast it as a provider. Otherwise I fill a list of terminal blocks with a specific type, cast it appropriately, add the text surface to a list, and repeat with a different type.

Do you know if you can you do "block is IMyTextSurfaceProvider", "GetBlocksOfType", or "GetBlocksOfType"? I never tried them.

I don"t really use those checks, I only check if it"s an IMyTextPanel when I pass a single IMyTerminalBlock to my output function, if it"s not a panel I just cast it as a provider. Otherwise I fill a list of terminal blocks with a specific type, cast it appropriately, add the text surface to a list, and repeat with a different type.

Do you know if you can you do "block is IMyTextSurfaceProvider", "GetBlocksOfType", or "GetBlocksOfType"? I never tried them.

LCD Panels do not implement IMyTextSurfaceProvider. I do not know where the surface came from. IMyTextPanel is equal to IMyTextSurface. IMyTextSurface is equal to IMyTextSurfaceProvider. IMyTextPanel may be equal to IMyTextSurfaceProvider but that doesn"t mean it is intentional.

LCD Panels do not implement IMyTextSurfaceProvider. I do not know where the surface came from. IMyTextPanel is equal to IMyTextSurface. IMyTextSurface is equal to IMyTextSurfaceProvider. IMyTextPanel may be equal to IMyTextSurfaceProvider but that doesn"t mean it is intentional.

Sandbox.Game.Entities.Blocks.MyTextPanel has the interface Sandbox.ModAPI.Ingame.IMyTextSurfaceProvider, this may be why you can cast it as an IMyTextSurfaceProvider.

Sandbox.Game.Entities.Blocks.MyTextPanel has the interface Sandbox.ModAPI.Ingame.IMyTextSurfaceProvider, this may be why you can cast it as an IMyTextSurfaceProvider.

LCD Panels can be found with the type IMyTextSurfaceProvider, getting the first surface works, applying the content type to text and image works, but writing to it does not work. I"m not sure why it partially works. Maybe because it is convenient to get a list of IMyTextSurfaceProvider stored as IMyTerminalBlock, cast IMyTextPanel as IMyTextSurface, and everything else as IMyTextSurfaceProvider.

LCD Panels can be found with the type IMyTextSurfaceProvider, getting the first surface works, applying the content type to text and image works, but writing to it does not work. I"m not sure why it partially works. Maybe because it is convenient to get a list of IMyTextSurfaceProvider stored as IMyTerminalBlock, cast IMyTextPanel as IMyTextSurface, and everything else as IMyTextSurfaceProvider.

Both IMyTextPanel and IMyTextSurfaceProvider are under Sandbox.ModAPI.Ingame and, even though the association is only defined in Sandbox.ModAPI, you can cast them back and forth anyway because the whitelist doesn"t seem to restrict by parent/child, just by name/assembly.

Both IMyTextPanel and IMyTextSurfaceProvider are under Sandbox.ModAPI.Ingame and, even though the association is only defined in Sandbox.ModAPI, you can cast them back and forth anyway because the whitelist doesn"t seem to restrict by parent/child, just by name/assembly.

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The various LCD Panel blocks are a great way to add a human touch to a ship or base by displaying useful images or text. For LCD configuration and usage, see LCD Surface Options.

Note: Some functional blocks, such as Cockpits, Programmable Blocks, Custom Turret Controllers, and Button Panels, have customizable LCD surfaces built in that work the same way as LCD Panel blocks, which are also discussed in detail under LCD Surface Options.

LCD Panels need to be built on a powered grid to work. Without power, they display an "Offline" text. While powered without having a text, image, or script set up, they display "Online".

LCD Panel blocks come in a variety of sizes from tiny to huge (see list below) and are available for large and small grid sizes. Note that LCD Panel blocks all have connections on their backs, and very few also on a second side.

All LCD Panels and LCD surfaces work with the same principle: They are capable of displaying dynamic scripts, or few inbuilt static images accompanied by editable text. Access the ship"s Control Panel Screen to configure LCD Panels or LCD surfaces; or face the LCD Panel block and press "K".

A Text Panel, despite its name, can also display images. On large grid, it is rectangular and does not fully cover the side of a 1x1x1 block. On small grid it is 1x1x1, the smallest possible LCD block in game.

On large grid, you choose the Text Panel when you need something that has rectangular dimensions that make it look like a wall-mounted TV or computer screen. If you want to display images, this one works best with the built-in posters whose names end in "H" or "V" (for horizontal or vertical rotation). On Small grid, you place these tiny display surfaces so you can see them well while seated in a cockpit or control seat, to create a custom display array of flight and status information around you.

Corner LCDs are much smaller display panels that typically hold a few lines of text. They don"t cover the block you place them on and are best suited as signage for doors, passages, or containers. They are less suitable for displaying images, even though it"s possible. If you enable the "Keep aspect ratio" option, the image will take up less than a third of the available space.

These huge Sci-Fi LCD Panels come in sizes of 5x5, 5x3, and 3x3 blocks, and can be built on large grids only. These panels are only available to build if you purchase the "Sparks of the Future" pack DLC.

They work the same as all other LCD Panels, the only difference is that they are very large. In the scenario that comes with the free "Sparks of the Future" update, they are used prominently as advertisement boards on an asteroid station.

This LCD panel can be built on large and small grids. The transparent LCD is basically a 1x1x1 framed window that displays images and text. It is part of the paid "Decorative Blocks Pack #2" DLC.

What is special about them is that if you set the background color to black, this panel becomes a transparent window with a built-in display. In contrast to other LCD Panels it has no solid backside, which makes it ideal to construct transparent cockpit HUDs, or simply as cosmetic decoration.

While configuring an LCD Panel, the GUI covers up the display in-world and you can"t see how the text or images comes out. In the UI Options, you can lower the UI Background opacity to be translucent, so you can watch what you are doing more easily.

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When you experience low FPS, even on powerful GPU, the game is probably running on an integrated GPU and not the high-end GPU. This is a common problem when having two GPUs in a computer.

NVidia has included the profile for Space Engineers in their latest drivers so if you experience this issue, please update your NVidia drivers to the latest version and then go to settings and check the option to run Space Engineers on the NVidia card.

or configure your Nvidia GPU: Instructions: If you’re using a newer laptop that you know has an NVidia graphics card, try checking your preferred graphics settings. Open the “NVIDIA Control Panel” from your start menu. On the left hand side, under “Select a task…”, open the “3D Settings” tree, and select “Manage 3D Settings”. Now on the righthand panel, click the “Program Settings” tab. Under “1. Select a program…”, click “Add”, navigate to your \Steam\steamapps\common\SpaceEngineers directory and select ” SpaceEngineers.exe”. Under “2. Select the preferred graphics…”, choose “High-performance NVIDIA processor”, then (VERY IMPORTANT) click “Apply” in the bottom right.

When the game displays a message box saying “Graphics card is not supported, please see minimum requirements” and you have a supported graphics card, then please turn off any video player. Broken codecs and some media players can prevent the game to use graphics device.

Solution: First, try to update your graphics card’s driver. Drivers must be updated manually, not through Steam, because Steam won’t detect new drivers sometimes. Many of these issues are caused by AMD Switchable graphics. Please go to Catalyst Control Center and set High Performance for Space Engineers.

Solution: In order to fix the issue with transparent textures rendering as black boxes you need to edit the TransparentMaterials.sbc file located in ‘Steam/SteamApps/common/SpaceEngineers/Content/Data’ and add “1” to every entry that does not already have an AlphaSaturation tag. This can be done manually, or use the file from here http://pastebin.com/tXsSAkCF

Solution: This issue is caused because the game currently does not support nVidia 3D vision. In order to fix it, simply turn off the nVidia 3D vision in your control panel.

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IPS (in-plane switching) is a screen technology for liquid-crystal displays (LCDs). In IPS, a layer of liquid crystals is sandwiched between two glass surfaces. The liquid crystal molecules are aligned parallel to those surfaces in predetermined directions (in-plane). The molecules are reoriented by an applied electric field, whilst remaining essentially parallel to the surfaces to produce an image. It was designed to solve the strong viewing angle dependence and low-quality color reproduction of the twisted nematic field effect (TN) matrix LCDs prevalent in the late 1980s.

The TN method was the only viable technology for active matrix TFT LCDs in the late 1980s and early 1990s. Early panels showed grayscale inversion from up to down,Vertical Alignment (VA)—that could resolve these weaknesses and were applied to large computer monitor panels.

Shortly thereafter, Hitachi of Japan filed patents to improve this technology. A leader in this field was Katsumi Kondo, who worked at the Hitachi Research Center.thin-film transistor array as a matrix and to avoid undesirable stray fields in between pixels.Super IPS). NEC and Hitachi became early manufacturers of active-matrix addressed LCDs based on the IPS technology. This is a milestone for implementing large-screen LCDs having acceptable visual performance for flat-panel computer monitors and television screens. In 1996, Samsung developed the optical patterning technique that enables multi-domain LCD. Multi-domain and in-plane switching subsequently remain the dominant LCD designs through 2006.

IPS technology is widely used in panels for TVs, tablet computers, and smartphones. In particular, most IBM products was marketed as CCFL backlighting, and all Apple Inc. products marketed with the label backlighting since 2010.

Most panels also support true 8-bit-per-channel colour. These improvements came at the cost of a lower response time, initially about 50 ms. IPS panels were also extremely expensive.

IPS has since been superseded by S-IPS (Super-IPS, Hitachi Ltd. in 1998), which has all the benefits of IPS technology with the addition of improved pixel refresh timing.

In this case, both linear polarizing filters P and A have their axes of transmission in the same direction. To obtain the 90 degree twisted nematic structure of the LC layer between the two glass plates without an applied electric field (OFF state), the inner surfaces of the glass plates are treated to align the bordering LC molecules at a right angle. This molecular structure is practically the same as in TN LCDs. However, the arrangement of the electrodes e1 and e2 is different. Because they are in the same plane and on a single glass plate, they generate an electric field essentially parallel to this plate. The diagram is not to scale: the LC layer is only a few micrometers thick and so is very small compared with the distance between the electrodes.

The LC molecules have a positive dielectric anisotropy and align themselves with their long axis parallel to an applied electrical field. In the OFF state (shown on the left), entering light L1 becomes linearly polarized by polarizer P. The twisted nematic LC layer rotates the polarization axis of the passing light by 90 degrees, so that ideally no light passes through polarizer A. In the ON state, a sufficient voltage is applied between electrodes and a corresponding electrical field E is generated that realigns the LC molecules as shown on the right of the diagram. Here, light L2 can pass through polarizer A.

In practice, other schemes of implementation exist with a different structure of the LC molecules – for example without any twist in the OFF state. As both electrodes are on the same substrate, they take more space than TN matrix electrodes. This also reduces contrast and brightness.

Unlike TN LCDs, IPS panels do not lighten or show tailing when touched. This is important for touch-screen devices, such as smartphones and tablet computers.

Toward the end of 2010 Samsung Electronics introduced Super PLS (Plane-to-Line Switching) with the intent of providing an alternative to the popular IPS technology which is primarily manufactured by LG Display. It is an "IPS-type" panel technology, and is very similar in performance features, specs and characteristics to LG Display"s offering. Samsung adopted PLS panels instead of AMOLED panels, because in the past AMOLED panels had difficulties in realizing full HD resolution on mobile devices. PLS technology was Samsung"s wide-viewing angle LCD technology, similar to LG Display"s IPS technology.

In 2012 AU Optronics began investment in their own IPS-type technology, dubbed AHVA. This should not be confused with their long standing AMVA technology (which is a VA-type technology). Performance and specs remained very similar to LG Display"s IPS and Samsung"s PLS offerings. The first 144 Hz compatible IPS-type panels were produced in late 2014 (used first in early 2015) by AUO, beating Samsung and LG Display to providing high refresh rate IPS-type panels.

"TFT Technology: Enhancing the viewing angle". Riverdi (TFT Module Manufacturer). Archived from the original on 23 April 2016. Retrieved 5 November 2016. However, [twisted nematic] suffers from the phenomenon called gray scale inversion. This means that the display has one viewing side in which the image colors suddenly change after exceeding the specified viewing angle. (see image Inversion Effect) External link in |quote= (help)

tech2 News Staff (19 May 2011). "LG Announces Super High Resolution AH-IPS Displays". Firstpost.com. Archived from the original on 11 December 2015. Retrieved 10 December 2015.

Baker, Simon (30 April 2011). "Panel Technologies: TN Film, MVA, PVA and IPS Explained". Tftcentral.co.uk. Archived from the original on 29 June 2017. Retrieved 13 January 2012.

Ivankov, Alex (1 September 2016). "Advantages and disadvantages of IPS screen technology". Version Daily. Archived from the original on 26 September 2017. Retrieved 25 September 2017.

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If you’ve ever tried to connect an LCD display to an Arduino, you might have noticed that it consumes a lot of pins on the Arduino. Even in 4-bit mode, the Arduino still requires a total of seven connections – which is half of the Arduino’s available digital I/O pins.

The solution is to use an I2C LCD display. It consumes only two I/O pins that are not even part of the set of digital I/O pins and can be shared with other I2C devices as well.

True to their name, these LCDs are ideal for displaying only text/characters. A 16×2 character LCD, for example, has an LED backlight and can display 32 ASCII characters in two rows of 16 characters each.

At the heart of the adapter is an 8-bit I/O expander chip – PCF8574. This chip converts the I2C data from an Arduino into the parallel data required for an LCD display.

If you are using multiple devices on the same I2C bus, you may need to set a different I2C address for the LCD adapter so that it does not conflict with another I2C device.

An important point here is that several companies manufacture the same PCF8574 chip, Texas Instruments and NXP Semiconductors, to name a few. And the I2C address of your LCD depends on the chip manufacturer.

So your LCD probably has a default I2C address 0x27Hex or 0x3FHex. However it is recommended that you find out the actual I2C address of the LCD before using it.

Connecting an I2C LCD is much easier than connecting a standard LCD. You only need to connect 4 pins instead of 12. Start by connecting the VCC pin to the 5V output on the Arduino and GND to ground.

Now we are left with the pins which are used for I2C communication. Note that each Arduino board has different I2C pins that must be connected accordingly. On Arduino boards with the R3 layout, the SDA (data line) and SCL (clock line) are on the pin headers close to the AREF pin. They are also known as A5 (SCL) and A4 (SDA).

After wiring up the LCD you’ll need to adjust the contrast of the display. On the I2C module you will find a potentiometer that you can rotate with a small screwdriver.

Plug in the Arduino’s USB connector to power the LCD. You will see the backlight lit up. Now as you turn the knob on the potentiometer, you will start to see the first row of rectangles. If that happens, Congratulations! Your LCD is working fine.

To drive an I2C LCD you must first install a library called LiquidCrystal_I2C. This library is an enhanced version of the LiquidCrystal library that comes with your Arduino IDE.

The I2C address of your LCD depends on the manufacturer, as mentioned earlier. If your LCD has a Texas Instruments’ PCF8574 chip, its default I2C address is 0x27Hex. If your LCD has NXP Semiconductors’ PCF8574 chip, its default I2C address is 0x3FHex.

So your LCD probably has I2C address 0x27Hex or 0x3FHex. However it is recommended that you find out the actual I2C address of the LCD before using it. Luckily there’s an easy way to do this, thanks to the Nick Gammon.

But, before you proceed to upload the sketch, you need to make a small change to make it work for you. You must pass the I2C address of your LCD and the dimensions of the display to the constructor of the LiquidCrystal_I2C class. If you are using a 16×2 character LCD, pass the 16 and 2; If you’re using a 20×4 LCD, pass 20 and 4. You got the point!

First of all an object of LiquidCrystal_I2C class is created. This object takes three parameters LiquidCrystal_I2C(address, columns, rows). This is where you need to enter the address you found earlier, and the dimensions of the display.

In ‘setup’ we call three functions. The first function is init(). It initializes the LCD object. The second function is clear(). This clears the LCD screen and moves the cursor to the top left corner. And third, the backlight() function turns on the LCD backlight.

After that we set the cursor position to the third column of the first row by calling the function lcd.setCursor(2, 0). The cursor position specifies the location where you want the new text to be displayed on the LCD. The upper left corner is assumed to be col=0, row=0.

There are some useful functions you can use with LiquidCrystal_I2C objects. Some of them are listed below:lcd.home() function is used to position the cursor in the upper-left of the LCD without clearing the display.

lcd.scrollDisplayRight() function scrolls the contents of the display one space to the right. If you want the text to scroll continuously, you have to use this function inside a for loop.

lcd.scrollDisplayLeft() function scrolls the contents of the display one space to the left. Similar to above function, use this inside a for loop for continuous scrolling.

If you find the characters on the display dull and boring, you can create your own custom characters (glyphs) and symbols for your LCD. They are extremely useful when you want to display a character that is not part of the standard ASCII character set.

CGROM is used to store all permanent fonts that are displayed using their ASCII codes. For example, if we send 0x41 to the LCD, the letter ‘A’ will be printed on the display.

CGRAM is another memory used to store user defined characters. This RAM is limited to 64 bytes. For a 5×8 pixel based LCD, only 8 user-defined characters can be stored in CGRAM. And for 5×10 pixel based LCD only 4 user-defined characters can be stored.

Creating custom characters has never been easier! We have created a small application called Custom Character Generator. Can you see the blue grid below? You can click on any 5×8 pixel to set/clear that particular pixel. And as you click, the code for the character is generated next to the grid. This code can be used directly in your Arduino sketch.

After the library is included and the LCD object is created, custom character arrays are defined. The array consists of 8 bytes, each byte representing a row of a 5×8 LED matrix. In this sketch, eight custom characters have been created.

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