Appendix 6. DOF Event Codes
How does Visual Pinball know which flashers to fire when the ball hits
a target, or when to turn on the shaker motor?
VP doesn't know, really; VP just thinks in terms of events
related to the game, such as a certain target being hit or a certain
simulated lamp on the playfield lighting up. VP passes those events
to DOF, telling DOF, for example, "switch 15 on the playfield was
triggered". DOF is the part where these game-specific events are
converted into feedback device actions in your cabinet, such as a
flasher firing yellow or the shaker motor activating.
But that still doesn't answer the question! It just changes it from
how does VP know? to how does DOF know?
DOF knows because the configuration files tell it so. These are the
.ini files that you download from the
DOF
config tool when you click the "Generate Config" button, and these
files in turn get the information from the gigantic list of cryptic
codes in the Table Configs section of the config tool - the lines
that say things like "L57 m550 Blink fu500 fd550".
Those codes are painstakingly hand-crafted for each individual table,
to create a pleasing set of effects for each game during
play. Thank goodness (or more to the point, thank Arngrim) that
someone (Arngrim) already hand-crafted a good set of codes for
nearly all of the tables in existence, and put them in the DOF Config
Tool's public database for all of us to use. That saves you
the work of going through that whole coding process for the many
dozens of tables you'll eventually want to install on your cab.
If you're happy with the default DOF effects provided by the Config
Tool's database, and you don't want to make any customizations of your
own, then you don't have to know anything about how DOF works apart
from the basics of installing it on your system, which we covered
separately in
DOF Setup. But if you do want to customize
anything, you'll have to learn what the cryptic DOF codes mean. DOF's
documentation has some of this information, but it's incomplete and
(in my opinion) poorly organized and almost as cryptic as the
codes themselves. So this section is my attempt at a more
approachable and more thorough explanation of what the codes
mean and how to use them.
The actual procedure for customizing tables in the Config Tool is
covered separately, in
Customizing a table's DOF effects. The present section
covers just the syntax that you enter in the Config Tool to make those
customizations.
Event/Toy/Port associations
Before we get into the event code syntax, it might be helpful to
explain the overall conceptual framework that the Config Tool uses.
The elements of this framework aren't what I'd call intuitive, so I
think it's worth taking a moment to think about the "data model".
The real function of the DOF Config Tool is to tie together two big
collections of data. Each collection is like a "database table" or a
spreadsheet, where you have a list of information organized into rows
and columns. Here are the big things that the Config Tool keeps
track of for you:
- The port assignments. This is where you tell the config tool
which "toy" is attached to which numbered output port on your
output controllers. In DOF speak, a "toy" is a particular feedback
device that carries out some concrete effect, such as the shaker motor
or the left rear bumper solenoid. For example, you might tell
the Port Assignments list that Port 17 on your LedWiz is the shaker
motor.
- The Table Config for each game. This is a big list of the event
codes assigned to each toy. This relates the abstract simulation
events in Visual Pinball to one or more concrete effects on a given
toy, on a game-by-game basis. For example, if you go to the table
config for Funhouse, the Shaker Motor line might have codes
that say "run for five seconds whenever switch 19 is activated".
("Switch 19" is the part that Visual Pinball knows about, and it
represents some action on some game element, such as a particular
target getting hit by the ball.) If you go to the table config
for Earthshaker, the Shaker Motor line will have a whole
different set of triggers appropriate to that game.
The Config Tool's main job is to take those two lists, and combine
them into the even more cryptic format that the DOF .ini files
use. When you click Generate Config, the Config Tool sorts through
all of the elements in those lists to form the hardware assignments
for your machine. It combines "run the shaker motor for five seconds
when switch 19 activates" and "shaker motor is LedWiz port 17" to form
"turn on LedWiz port 17 for five seconds when switch 19 activates".
That's how DOF knows to turn on the shaker motor in your specific
cabinet wiring at the right time in the game.
It's a lot of abstraction to keep track of! But it makes sense when
you consider that everyone's cab is unique, and every pinball table is
unique. It would be terrible if the DOF just assumed that "Port 17"
meant "Shaker Motor", or that "Switch 19" is the "left drop target".
Those numbers might be right on one person's cab and one Visual
Pinball table, but they're certainly not universal. So we really do
need the multiple levels of abstraction. At least we have the Config
Tool to make these connections for us, so that we don't have to put
this all together in the right order by hand.
Toy/event mappings
Since the DOF Config Tool takes care of the details of mapping
everything to your output controller and physical hardware ports, the
only thing we have to worry about when customizing an effect is the event
codes.
Whenever I think about an effect I want out of DOF, my intuition is to
think about it like this: "when this thing happens in the game,
I want this toy to fire". For example, I might say "when the
ball hits the castle, I want the shaker to fire for a couple of
seconds".
To get into the Config Tool's (and DOF's) way of thinking, you have
to turn that around: "The shaker fires for a couple of seconds when
the ball hits the castle."
That might sound like the same thing, and it really is, but the
ordering of the nouns is important. The reason you have to think
about it as "Toy fires when Event happens" is that the entries in
the Table Configs page are all organized that way:
This becomes more apparent when you want to do something like "When I
hit the Extra Ball target, run the shaker motor for two seconds and
flash red on the middle flasher." For that case, you have to turn it
into two commands: "Shaker runs for two seconds when I hit extra ball",
and "Middle flasher flashes red when I hit extra ball". You
have to break it into two pieces like that because you're going to
have to enter the trigger event twice, once under Shaker Motor and
once under Middle Flasher.
Events
Now we come to the part I really wanted to document here, because it's
just not written down anywhere else as far as I can tell: what do
those event codes in the cryptic strings on the right side mean?
There are lots of details to get into, but at a high level, the codes
are all about (a) specifying some physical object in the table that
makes the device activate, and (b) specifying the timing details about
when and for how long it activates.
Let's look at an example, and take it apart to see how it works.
We'll use the shaker motor (the "Shaker" row on the Table Configs
page) for Medieval Madness. Here's the default definition in
the DOF database:
S4 600 I32/S8 300 I32/W37 600 I32/W45 600 I32/W46 600 I32/E102 600 I32
>
The first step in deconstructing this is to split things up at the "/" marks.
Those let us combine independent triggers, to give the shaker motor
more than one triggering game event. So what we really have here is
six separate, independent triggers for the shaker motor:
S4 600 I32
S8 300 I32
W37 600 I32
W45 600 I32
W46 600 I32
E102 600 I32
>
What we mean by "independent" is that all of these triggers are always
in effect, without any interaction with one another. If any one of
the triggers occur, DOF will fire the shaker. They don't interact
with each other in any way, so we can look at each one separately,
as though the others didn't exist.
Within each trigger, the first item is always the triggering event.
Most triggering events are simulated objects in the table, such as:
- A lamp (e.g., an Extra Ball When Lit light) turning on
- A solenoid (e.g., the top bumper or the left slingshot) firing
- A switch (e.g., the rollover switch in the right outlane) closing
DOF represents most of these game objects with one letter codes: S is
for Solenoid, W is for sWitch, L is for Lamp. There's a full list
later in this section. There's also a number after the code indicating
which specific switch/
lamp/whatever we're talking about: S8 in the
first line is Solenoid 8. Figuring out the number that corresponds
to a given solenoid/lamp/whatever in a given game is a whole separate
(and equally cryptic) subject that we'll get into in Customizing a table's DOF effects.
So the first event, S8 300 I32, means that we fire this
effect when Solenoid 8 in the game turns on. The second one, W37 600 I32,
fires when sWitch 37 closes. And so on.
What does "fire this effect" mean, exactly? To a first approximation,
it just means "turn on this device". For example, if we had a trigger
in here that only said L11 and nothing else, it would
mean "turn on the shaker motor whenever lamp 11 is lit, and keep it on
the whole time it's lit." Most triggers aren't quite that simple,
though. The ones we're looking at for the shaker all have some extra
gibberish at the end, which modifies the simple "turn the device on
when this table object is on" and makes it a little more subtle.
Each of the triggers in this example has the same format:
trigger-object number Inumber. This is a really
common format that you'll see all over the place in the DOF config.
When you see a bare number like that immediately after the trigger
object, it sets the duration for the effect - how long the effect runs.
The value is always in milliseconds. So S8 300 means
"run the shaker motor for 300 milliseconds when Solenoid 8 fires".
This is an important distinction from just S8, which
would mean "run it for exactly as long as Solenoid 8 fires".
There's also a way of setting a minimum and/or maximum duration for
the effect instead of setting an exact time for it. S8 M50
means "run for at least 50 milliseconds, but keep going longer if
Solenoid 8 stays on longer", and S8 MAX300 means "run for as
long as Solenoid 8 stays on, but stop after 300 milliseconds no matter
what". You can combine min and max times, too, as in S8 M50
MAX300. None of the Medieval Madness shaker events
use the min/max limits, but you'll see them in other events.
The final item in all of these definitions is I32. "I" is
another modifier meaning "run with this intensity". The intensity is
on the rather odd scale of 0-48 (why? because DOF was originally
designed around the LedWiz, and the LedWiz uses a 0-48 brightness
scale). So I32 is about 2/3 of full intensity.
There's another common detail that's worth calling out. Some devices
are "RGB" devices, meaning that they're lighting devices capable of
showing different colors by blending red, green, and blue light at
different brightness levels. In your physical output controller
wiring, of course, this has to be wired as three separate ports, one
for each color channel. The Config Tool mercifully combines the three
channels into one line item, so you'll see "5 Flasher Left" as a
single device rather than as its three physical wiring channels. For
these RGB devices, the Config Tool lets you set a color as part of the
programming, so you might see things like S12 Magenta. That
means that we set the RGB channel mixing to show Magenta when Solenoid
12 activates. You can also use HTML-style #rrggbbaa syntax, with hex
numbers for reg, green, blue, and alpha (transparency, usually just
set to FF for fully opaque). For example, #ff0000ff is 100% red.
Now that you know how to take these definitions apart, you still
need a list of all of the specific code letters. The rest of this
section is basically that.
Table variables
Before we get to the cryptic strings, there's actually one weird
special case that we have to mention first. If you open up the DOF
Config Tool to the Table Configs list, you'll see that a slot at the
top of the list called "Table Variables".
That slot is special. It's not like the others. It looks like the
others, but it's not the same thing at all.
Table Variables is a unique slot where you can enter symbolic names
for more complex expressions that you want to use elsewhere in the
effects list. These are essentially macros, if you're familiar with
that term: text that will be substituted for the variable name.
To use a table variable, you surround the variable name with "@" signs.
For example, to use the variable playon, you'd write
@playon@.
Variable names are defined like this in the Table Variables box:
playon=(W43=0)
>
This means that the variable @playon@ will be replaced by
the text (W43=0) wherever it appears in a toy definition line.
Note that the parentheses are part of the substituted text.
Pre-defined global variables
In addition to the table variables, there are some pre-defined
variables that are always available. As with the table variables,
these are simply substituted into the text where they appear.
Variable | Description |
@dt@ |
The "drop targets" settings from your Port Assignments page,
in the form duration Iintensity. For example,
if you have the default 60ms duration and 48 intensity, @dt@
will expand to 60 I48.
|
@t@ |
The "targets" settings from your Port Assignments page,
in the form duration Iintensity. For example,
if you have the default 60ms duration and 48 intensity, @t@
will expand to 60 I48.
|
@allrgb@ |
Applies only to RGB devices (flashers, RGB flipper buttons, etc),
and works only for certain pseudo-tables that represent
"front ends" and other special programs, such as PinballX and PinballY.
Substitutes the RGB colors for the device where the rule appears,
for the "current table", whatever that means
in the program context (for PinballX and PinballY, it's the game selected
in the wheel UI). For example, if you use @allrgb@ within the
RGB Left Flipper rule, the RGB Left Flipper color for the "current
table" is used. (In order for this to work, the client program
must activate a named DOF event using the DOF ROM name of its
current table selection at any given time. PinballX and PinballY do
this automatically.)
|
Multiple event triggers
Each effect slot can have any number of independent effects,
separated by slashes ("/"):
S16/S27/S28
>
That means that this toy should be activated on any of the
listed events - S16, S27, or S28.
Event syntax
Within the "/" elements, an event looks like this:
trigger-code effect-codes
>
The trigger code specifies when this effect is fired; the effect
codes specify what happens. So the way you read this is "When
trigger-code happens, do effect-codes on the current
device". The trigger codes are mostly things that happen in the game,
such as "switch 9 hit", and the effect codes are mostly things like
"fade in for 100 milliseconds". So we can put this together to say
things like "when you hit the castle (switch 9), fade this light
on for 250ms then fade it back out for 100ms".
You can list multiple trigger codes for the same effect, by separating
them with vertical bars ("|"), so you could have something like this:
S7|S9 fu100 fd250
>
That means that we trigger this effect on S7 or S9, and carry out
the effect codes "fu100 fd250".
Trigger codes
The first element of an event code is the "trigger", which specifies what
event in the game makes the toy activate. Remember the multiple trigger
codes can be combined with "|".
Code | Example | Description |
$name |
$PBYMenu |
Named event. These are pseudo-events defined by the table, so they're specific to the table.
I think these are mostly (only?) used for non-pinball programs such as PinballX and PinballY,
which obviously don't have actual table events (switches and solenoids and so on)
to work with. The PinballY documentation has
a full list of PinballY's codes. |
(condition) |
(S7 > 1) |
A condition event. The toy fires whenever the condition evaluates
to true, or a non-zero integer value. See below for more. |
0 |
0 |
Same as OFF. |
1 |
1 |
Same as ON. |
Bnumber |
B1 |
Score digit. I don't know how these are used; I think they're related
to scoring reels in EM games. |
BLINK |
BLINK |
The toy is always on, and blinks on and off at 1-second intervals. |
Cnumber |
C1 |
Score. I don't know how these are used; I think they're related to
scoring reels in EM games. |
Dnumber |
D4 |
LED. Refers to a controlled LED in a 2000s Stern game. The numbering
is determined by the original game ROM programming. |
Enumber |
E4 |
EM table element. The "E" events are programmed in
a table's Visual Basic scripts, specifically to trigger DOF
effects. The event numbers are arbitrary and up to the
table author. If you look at a table script for an EM table
that's been programmed with DOF effects, you'll find lines like this:
Controller.B2SSetData 11,1
DOF 118,1
The first number in the pair in these lines is the "E" event code.
The second number is the value for the event, usually 0 for OFF
and 1 for ON. So "E4" in the DOF config is triggered when the
table script executes a line like DOF 4,1.
|
Gnumber |
G1 |
General illumination (GI) string. The toy is activated when the given general
illumination on the playfield is switched on. GI refers to the little lamps
scattered around the playfield, mostly under the plastics, that provide background
lighting. These lights aren't individually controlled; they're controlled as
a group, known as a GI "string". Some games only have one GI string for all
of the playfield lights, and some divide the GI lighting into two or more
strings. Many of the 1980s and 1990s games have separate GI strings for
the upper and lower playfield lights. The exact layout is determined by the
game's original programming. |
Lnumber |
L7 |
Lamp. The toy is activated when the given lamp on the table is on.
Lamps refer to the individually controlled lights on the playfield or backbox,
such as an "Extra Ball When Lit" light or a bumper lamp. The lamp numbers
are defined by the particular table, according to the game's original ROM
programming. See Customizing a table's DOF effects for tips on figuring out which
lamp is which for a given table.
|
Mnumber |
M3 |
Mechanical object. The toy activates when the given mech object is activated.
Mech objects are special programming added to a few games in VPinMAME or B2SServer,
not something from the original real table. I don't know of a list of these
objects anywhere; I think you just have to look at the VPinMAME source code
to find out about them. |
Nnumber |
N3 |
Mech object value from GetMech. I have no idea what this is about. |
OFF |
OFF |
Another pseudo-event, meaning that the toy is always off. |
ON |
ON |
A pseudo-event meaning that the effect is always on when the table
is running. This is typically used for things like the Coin and Exit
buttons that you just want to stay lit all the time. |
Snumber |
S15 |
Solenoid. The toy is activated when the given playfield solenoid is activated.
Solenoids refer to (simulated) physical solenoids in the game, such as bumper
coils, kick-out coils, and slingshots. The Williams games also controlled the
flasher lamps as though they were solenoids (since they required relatively high
power), so some solenoid numbers refer to flasher lamps on original playfields.
The solenoid numbers are assigned by the game's original ROM programming;
see Customizing a table's DOF effects.
|
Wnumber |
W9 |
Switch. This toy is activated when the given playfield switch is activated.
A switch is usually a (simulated) physical switch on the playfield, like a
rollover switch, stand-up target, or bumper contact. The
switch numbering is determined by the game's original ROM programming;
see Customizing a table's DOF effects.
|
Effect codes
The part following the "trigger code" is a list of effect codes, separated
by spaces.
Code | Example | Description |
number |
100 |
A number on its own sets one of two things:
- If there's a BLINK specifier before it, this is the blink interval, in milliseconds
- If there isn't a BLINK specifier, this sets the duration of the effect, in milliseconds; the
effect will run for exactly this long, even if the trigger turns off earlier or stays on longer
|
number number |
100 300 |
If there's a BLINK specifier, a pair of numbers sets the blink time and
overall effect duration, both in milliseconds. (This is invalid syntax
in the absence of a BLINK command.)
|
color |
red or #FF0000FF |
This can only be used as the first effect code in the list, and can
only be used for RGB devices like flasher LEDs, flipper button
lights, or undercab light strips. This specifies the color to
use for the effect. This can be a color name taken from the
pre-defined set in the config tool (listed at the bottom of the
Table Configs page), or it can be an HTML-style #rrggbbaa code,
with hex values for rr (red), gg (green), bb (blue),
and aa (alpha transparency channel, almost always FF for fully opaque).
|
BL#low |
BL10 |
Sets the brightness of the "low" part of the blink cycle, from 0 (fully off)
to 255 (fully on). By default, this is 0 for fully off.
|
BLlow |
BL20 |
Sets the "low" blink brightness on scale of 0 to 48. This is exactly the same as
BL# except for the different scale used. BL48 is the same as BL#255. (This older
scale is an historical relic from when DOF was all about LedWiz access, as the
LedWiz uses a native 0-48 brightness scale. DOF generalized this to a 0-255
scale for finer shades of brightness possible on more modern controllers.)
|
BLINK |
BLINK |
Blinks the effect on and off at 1-second intervals
|
BNPtime |
BNP20 |
Sets the "nested" blink interval, in milliseconds.
|
BNPWpct |
BNP25 |
Sets the "nested" blink pulse width, as a percentage of the nested blink interval (1 to 99).
For example, BNP25 sets the ON time of the blink to 25% of each blink interval.
|
BPWpct |
BPW25 |
Sets the blink pulse width, as a percentage of the blink interval (1 to 99).
|
Etime |
E20 |
Extended duration, in millisecond. This makes the event continue for the
given duration after the trigger turns off.
|
Ftime |
F100 |
Sets the fade in/out duration for the effect, in milliseconds. This sets the fade-in and
fade-out to the same interval; they can also be set separately via FU and FD.
|
FDtime |
FD100 |
Sets the fade-out (-down) duration for the effect, in milliseconds.
|
FUtime |
FU100 |
Sets the fade-in (-up) duration for the effect, in milliseconds.
|
I#intensity |
I20 |
Sets the intensity/brightness of the effect, from 0 (fully off) to 255 (fully on).
|
Iintensity |
I20 |
Sets the intensity/brightness of the effect, from 0 (fully off) to 48 (fully on).
This is the same as I#, but uses the older/coarser LedWiz 0-48 scale.
|
INVERT |
INVERT |
Inverts the trigger. For example, S7 INVERT means that the event
is triggered when Solenoid 7 is off rather than when it's on.
|
Llayer |
L3 |
Sets the "layer" of the effect. Layers allow multiple effects to overlap in time.
|
Mduration |
M60 |
Sets the minimum duration of the effect, in milliseconds. Normally, the
effect ends as soon as the trigger turns off.
|
MAXduration |
MAX500 |
Sets the maximum duration of the effect, in milliseconds. The effect ends
after this time even if the trigger condition remains activated. Normally,
the effect continues for as long as the trigger remains on.
|
NOBOOL |
NOBOOL |
Makes the trigger non-boolean. The trigger codes (e.g., S7 for Solenoid 7)
are all integer values from 0 to 255 in the interface between Visual Pinball, VPinMAME, and DOF.
By default, DOF reinterprets these as simple OFF or ON values, by considering 0 to be OFF
and everything non-zero to be ON. So 1 is ON, 2 is ON, etc. NOBOOL overrides this and
makes DOF apply the trigger's actual numeric value as the brightness/intensity level
for the effect. This can be used for tables where the ROM software controls the
brightness of a flasher, for example, to pass the flasher brightness value through
from the ROM to the output device.
|
Wtime |
W50 |
Sets the wait time in milliseconds. This is the wait time after the event
trigger turns on before the effect starts (normally zero, so that the effect
starts immediately when the trigger occurs).
|
The following all apply to "area effects", for addressable light
strip matrices.
Code | Example | Description |
AAaccel |
AA10 |
Sets the area effect acceleration.
|
AABbehavior |
AABL |
Sets the area bitmap animation frame repetition behavior (O = play once, L = start at first
frame then loop, C = start at next frame from last playback then loop)
|
AACcount |
AAC10 |
Sets the area bitmap animation step count.
|
AADdir |
AADF |
Sets the area bitmap animation frame direction (F = step by frame in animated GIF,
R = step from left to right through source image, D = step from top to bottom through source image)
|
AAFduration |
AAF3 |
Sets the area bitmap animation frame duration.
|
AASstep |
AAS5 |
Sets the area bitmap animation step size.
|
ABFframe |
ABF3 |
Sets the area bitmap frame.
|
ABLleft |
ABL5 |
Sets the area bitmap left.
|
ABHheight |
ABH10 |
Sets the area bitmap height.
|
ABTtop |
ABT5 |
Sets the area bitmap top.
|
ABWwidth |
ABW10 |
Sets the area bitmap width.
|
ADshift |
ADL |
Sets the area shift direction (L=left, R=right, U=up, D=down).
|
AFDENdensity |
AFDEN5 |
Sets the area animation flicker density.
|
AFMAXduration |
AFMAX60 |
Sets the maximum area animation flicker duration in milliseconds.
|
AFMINduration |
AFMIN7 |
Sets the minimum area animation flicker duration in milliseconds.
|
AFFADEduration |
AFFADE100 |
Sets the area animation flicker fade time in milliseconds.
|
AHheight |
AH20 |
Sets the height of the matrix effect area.
|
ALleft |
AL0 |
Sets the left of the matrix effect area.
|
APCcolor |
apcRED |
Sets the color for a plasma effect; see www.bidouille.org/prog/plasma.
|
APDdensity |
APD25 |
Sets the density for a plasma effect, 0 to 100; see www.bidouille.org/prog/plasma.
|
APSspeed |
APS10 |
Sets the speed for a plasma effect; see www.bidouille.org/prog/plasma.
|
ASspeed |
AS5 |
Sets the area speed.
|
ASAaccel |
ASA10 |
Same as AA.
|
ASDshift |
ASDU |
Same as AD.
|
ASSspeed |
ASS5 |
Same as AS.
|
ASSspeedMS |
ASS100MS |
Sets the area speed in milliseconds.
|
ATtop |
AT0 |
Sets the top of the matrix effect area.
|
AWwidth |
AW20 |
Sets the width of the matrix effect area.
|
SHPshape |
SHPNumber0 |
Shows the given pre-defined shape. The shapes are defined in a separate
DOF config file, DirectOutputShapes.xml, which is included in the
ZIP file that the DOF Config Tool downloads when you click Generate Config.
You can look through that file for a list of available shapes.
|
Conditions
If a trigger code is enclosed in parentheses ("( )"), it's a
condition expression.
For the most part, these are used for simple And/Or combinations of
multiple event triggers. For example, (W7 And L9) is a
combined trigger that fires when Switch 7 and Lamp 9 are both on, and
(S5 or s6) fires when either Solenoid 5 or Solenoid 6 is on.
You can create more complex conditions than that, though. The parser
uses a full expression language, based on C# notation. All of the
trigger codes can be used as variables ("S7" for solenoid 7, for
example). They evaluate to numeric values based on the values sent
from the VPinMAME or the table's Visual Basic scripts; in most cases,
these will simply be 0 for off and 1 for on, but they can take on
other values in some cases, usually limited to a range of 0 to 255.
EM table simulations sometimes use the "E" event codes with numeric
values, for example.
The following
operators are available:
Operator | Description | Example |
+ | Add | 100 + S7 |
- | Subtract | 100 - S7 |
* | Multiply | 100 * S7 |
/ | Divide | S7 / 100 |
% | Remainder | S7 % 100 |
^ | Power | S7 ^ 3 |
- | Negation | -S7 |
+ | Concatenation | "abc" + S7 |
<< | Left bit-shift | S7 << 3 |
>> | Right bit-shift | S7 >> 3 |
=, ><, <, >, <-, >= | Comparison | S7 > 100 |
And, Or, Xor, Not | Boolean logic | ($x > 1) and (S7 < 10) |
And, Or, Xor, Not | Bitwise logic | S7 and 0x0F |
If | Conditional | If(S7 > 1, "yes", "no") |
Cast | Type conversion | Cast(S7, int) |
[] | Array index | S7[1] |
. | Property/member | S7.color |
You can also use the following literal value types:
Description | Example |
String | "red" |
Character | 'c' |
Boolean | true, false |
Real (double) | 100.25 |
Float | 100.25f |
Integer | 100 |
Integer (unsigned) | 100U |
Integer (64-bit) | 100L |
Integer (64-bit unsigned) | 100LU |
Hex integer | 0xFF, 0x1000L, 0xFFFFU |