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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How To use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
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Convert to Text

Table of Contents

  1. Example
  2. Encoding & Decoding
    1. JSON
  3. Culture
  4. Standard Number Formatting
  5. Custom Numeric Formatting
  6. Standard Date and Time Formatting
  7. Custom Date and Time Formatting

Convert to Text Converts and formats input values of different types to a text string.

By default, the Convert to Text Node can combine and format eight input values. The node outputs the result as a text. Values can be accessed by encapsulating an input value index in {} brackets, e.g. !{3} for embedding input value 3 in the output text. Additional inputs can be added via Custom Model by using the Append Input and Remove Input buttons at the bottom of the Property Editor. Formatting of individual values follows the rules defined by the ​Composite Formatting features of the .NET framework.

{index[,alignment][:formatString]}
  • The mandatory index component, also called a parameter specifier, is a number starting from 0 which identifies input value properties. That is, the format item whose parameter specifier is 0 formats the Value0 property, the format item whose parameter specifier is 1 formats the Value1 property, and so on.
    Multiple format items can refer to the same property by specifying the same index. For example, you can format the same numeric value in hexadecimal, scientific, and number format by specifying a composite format string like this: "{0:X} {0:E} {0:N}".
  • The optional alignment component is a signed integer indicating the preferred formatted field width. If the value of alignment is less than the length of the formatted string, alignment is ignored and the length of the formatted string is used as the field width. The formatted data in the field is right-aligned if alignment is positive and left-aligned if alignment is negative. If padding is necessary, white space is used. The comma is required if alignment is specified.
  • The optional formatString component is a format string that is appropriate for the type of value being formatted. Specify a standard or custom numeric format string if the corresponding value is a numeric value, a standard or custom date and time format string if the corresponding object is a DateTime object, or an enumeration format string if the corresponding object is an enumeration value. If formatString is not specified, the general ("G") format specifier for a numeric, date and time, or enumeration type is used. The colon is required if formatString is specified.

Example

Assume two float properties are bound to a Convert to Text Node, the first having a value of 5.15335 and the second of 2.3254736. The following formatting string

Length: {0:0.00} (Maximum {1:0})

would result in this output string:

Length: 5.15 Maximum 2

Encoding & Decoding

The input/output string can be encoded/decoded by using the properties in the WebEncode category. This will for example replace characters that are not legal in an HTML string (i.e. the < character which is reserved for opening/closing tags and thus must be replace by &lt; when used anywhere else) with the correct encoding or vice versa.

JSON

If the type of an input value is JsonObject some special formatting codes apply. Please see Json Parser Node.

The JsonEncode and JsonDecode options allows one to encode and decode Json escaped text (string). If you want to utilize the Convert to Text node to create Json formatted text you should set Input to JsonEncode.

Example

Value0 and Value1 receive strings. Value2 receives a number.

{{
  "firstName" : {0},
  "lastName"  : {1},
  "age"       : {2}   
}}

The double curled braces {{ are mandatory. A single curled brace is interpreted as placeholder for value substitution. The doubling escapes the brace which causes the output to contain single brace {.

Culture

The Culture property defines the culture to be used to convert (format) the values into text. The default value is Machine which refers to the culture settings define in the Machine Configuration.

Standard Number Formatting

Standard numeric format strings are used to format common numeric types. A standard numeric format string takes the form Axx, where A is an alphabetic character called the format specifier, and xx is an optional integer called the precision specifier. The precision specifier ranges from 0 to 99 and affects the number of digits in the result.

"C" or "c" Currency Result: A currency value.
Supported by: All numeric types.
Precision specifier: Number of decimal digits.
Default precision specifier: Defined by Culture
123.456 ("C", en-US) -> $123.46
123.456 ("C", fr-FR) -> 123,46 €
123.456 ("C", ja-JP) -> ¥123
-123.456 ("C3", en-US) -> ($123.456)
"D" or "d" Decimal Result: Integer digits with optional negative sign.
Supported by: All numeric types.
Precision specifier: Number of decimal digits.
Default precision specifier: Minimum number of digits required.
1234 ("D") -> 1234
-1234 ("D6") -> -001234
"E" or "e" Exponential
(scientific)
Result: Integer digits with optional negative sign.
Supported by: All numeric types.
Precision specifier: Number of decimal digits.
Default precision specifier: 6
1234 ("D") -> 1234
-1234 ("D6") -> -001234
"F" or "f" Fixed-point Result: Integral and decimal digits with optional negative sign.
Supported by: All numeric types.
Precision specifier: Number of decimal digits.
Default precision specifier: Defined by Culture
1234.567 ("F", en-US) -> 1234.57
1234.567 ("F", de-DE) -> 1234,57
1234 ("F1", en-US) -> 1234.0
"G" or "g" General Result: The most compact of either fixed-point or scientific notation.
Supported by: All numeric types.
Precision specifier: Number of significant digits.
Default precision specifier: Depends on numeric type.
-123.456 ("G", en-US) -> -123.456
123.456 ("G", sv-SE) -> -123,456
123.4546 ("G4", en-US) -> 123.5
"N" or "n" Number Result: Integral and decimal digits, group separators, and a decimal separator with optional negative sign.
Supported by: All numeric types.
Precision specifier: Desired number of decimal places.
Default precision specifier: Defined by Culture
1234.567 ("N", en-US) -> 1,234.57
1234.567 ("N", ru-RU) -> 1 234,57
1234 ("N", en-US) -> 1,234.0
1234 ("N", ru-RU) -> 1 234,0
"P" or "p" Percent Result: Number multiplied by 100 and displayed with a percent symbol.
Supported by: All numeric types.
Precision specifier: Desired number of decimal places.\Default precision specifier: Defined by Culture
1 ("P", en-US) -> 100.00 %
1 ("P", fr-FR) -> 100,00 %
-0.39678 ("P1", en-US) -> -39.7 %
-0.39678 ("P1", fr-FR) -> -39,7 %
"X" or "x" Hexadecimal Result: A hexadecimal string.
Supported by: Integral types only.
Precision specifier: Number of digits in the result string.
255 ("X") -> FF
-1 ("x") -> ff
255 ("x4") -> 00ff
-1 ("X4") -> 00FF

Custom Numeric Formatting

You can create a custom numeric format string, which consists of one or more custom numeric specifiers, to define how to format numeric data. A custom numeric format string is any format string that is not a standard numeric format string.

"0" Zero
placeholder
Replaces the zero with the corresponding digit if one is present; otherwise, zero appears in the result string.
1234.5678 ("00000") -> 01235
0.45678 ("0.00", en-US) -> 0.46
0.45678 ("0.00", fr-FR) -> 0,46
"#" Digit
placeholder
Replaces the pound sign with the corresponding digit if one is present; otherwise, no digit appears in the result string.
1234.5678 ("#####") -> 1235
0.45678 ("#.##", en-US) -> .46
0.45678 ("#.##", fr-FR) -> ,46
"." Decimal
point
Determines the location of the decimal separator in the result string.
0.45678 ("0.00", en-US) -> 0.46
0.45678 ("0.00", fr-FR) -> 0,46
"," Group separator and number scalingServes as both a group separator and a number scaling specifier. As a group separator, it inserts a localized group separator character between each group. As a number scaling specifier, it divides a number by 1000 for each comma specified.
Group separator specifier:
2147483647 ("##,#", en-US) -> 2,147,483,647
2147483647 ("##,#", es-ES) -> 2.147.483.647
Scaling specifier:
2147483647 ("#,#,,", en-US) -> 2,147
2147483647 ("#,#,,", es-ES) -> 2.147
"%" Percentage
placeholder
Multiplies a number by 100 and inserts a localized percentage symbol in the result string.
0.3697 ("%!#0.00", en-US) -> %36.97
0.3697 ("%!#0.00", el-GR) -> %36,97
0.3697 ("##.0 %", en-US) -> 37.0 %
0.3697 ("##.0 %", el-GR) -> 37,0 %
"‰" Per mille
placeholder
Multiplies a number by 1000 and inserts a localized per mille symbol in the result string.
0.03697 ("!#0.00‰", en-US) -> 36.97‰
0.03697 ("!#0.00‰", ru-RU) -> 36,97‰
"E0"
"E+0"
"E-0"
"e0"
"e+0"
"e-0"
Exponential
notation
If followed by at least one 0 (zero), formats the result using exponential notation. The case of "E" or "e" indicates the case of the exponent symbol in the result string. The number of zeros following the "E" or "e" character determines the minimum number of digits in the exponent. A plus sign (+) indicates that a sign character always precedes the exponent. A minus sign (-) indicates that a sign character precedes only negative exponents.
987654 ("!#0.0e0") -> 98.8e4
1503.92311 ("0.0##e+00") -> 1.504e+03
1.8901385E-16 ("0.0e+00") -> 1.9e-16
"\" Escape
character
Causes the next character to be interpreted as a literal rather than as a custom format specifier.
987654 ("\##!#00\#") -> !#987654#
'string'
"string"
Literal
string
delimiter
Indicates that the enclosed characters should be copied to the result string unchanged.
68 ("# ' degrees'") -> 68 degrees
68 ("#' degrees'") -> 68 degrees
; Section
separator
Defines sections with separate format strings for positive, negative, and zero numbers.
12.345 ("!#0.0#;(!#0.0#);-\0-") -> 12.35
0 ("!#0.0#;(!#0.0#);-\0-") -> -0-
-12.345 ("!#0.0#;(!#0.0#);-\0-") -> (12.35)
12.345 ("!#0.0#;(!#0.0#)") -> 12.35
0 ("!#0.0#;(!#0.0#)") -> 0.0
-12.345 ("!#0.0#;(!#0.0#)") -> (12.35)

Standard Date and Time Formatting

A standard date and time format string uses a single format specifier to define the text representation of a date and time value. Any date and time format string that contains more than one character, including white space, is interpreted as a custom date and time format string; for more information, see Custom Date and Time Format Strings.

"d" Short date pattern.
6/15/2009 1:45:30 PM -> 6/15/2009 (en-US)
6/15/2009 1:45:30 PM -> 15/06/2009 (fr-FR)
6/15/2009 1:45:30 PM -> 2009/06/15 (ja-JP)
"D" Long date pattern.
6/15/2009 1:45:30 PM -> Monday, June 15, 2009 (en-US)
6/15/2009 1:45:30 PM -> 15 июня 2009 г. (ru-RU)
6/15/2009 1:45:30 PM -> Montag, 15. Juni 2009 (de-DE)
"f" Full date/time pattern (short time).
6/15/2009 1:45:30 PM -> Monday, June 15, 2009 1:45 PM (en-US)
6/15/2009 1:45:30 PM -> den 15 juni 2009 13:45 (sv-SE)
6/15/2009 1:45:30 PM -> Δευτέρα, 15 Ιουνίου 2009 1:45 μμ (el-GR)
"F" Full date/time pattern (long time).
6/15/2009 1:45:30 PM -> Monday, June 15, 2009 1:45:30 PM (en-US)
6/15/2009 1:45:30 PM -> den 15 juni 2009 13:45:30 (sv-SE)
6/15/2009 1:45:30 PM -> Δευτέρα, 15 Ιουνίου 2009 1:45:30 μμ (el-GR)
"g" General date/time pattern (short time).
6/15/2009 1:45:30 PM -> 6/15/2009 1:45 PM (en-US)
6/15/2009 1:45:30 PM -> 15/06/2009 13:45 (es-ES)
6/15/2009 1:45:30 PM -> 2009/6/15 13:45 (zh-CN)
"G" General date/time pattern (long time).
6/15/2009 1:45:30 PM -> 6/15/2009 1:45:30 PM (en-US)
6/15/2009 1:45:30 PM -> 15/06/2009 13:45:30 (es-ES)
6/15/2009 1:45:30 PM -> 2009/6/15 13:45:30 (zh-CN)
"M" or "m" Month/day pattern.
6/15/2009 1:45:30 PM -> June 15 (en-US)
6/15/2009 1:45:30 PM -> 15. juni (da-DK)
6/15/2009 1:45:30 PM -> 15 Juni (id-ID)
"O" or "o" Round-trip date/time pattern.
6/15/2009 1:45:30 PM -> 2009-06-15T13:45:30.0900000
"R" or "r" RFC1123 pattern.
6/15/2009 1:45:30 PM -> Mon, 15 Jun 2009 20:45:30 GMT
"s" Sortable date/time pattern.
6/15/2009 1:45:30 PM -> 2009-06-15T13:45:30
"t" Short time pattern.
6/15/2009 1:45:30 PM -> 1:45 PM (en-US)
6/15/2009 1:45:30 PM -> 13:45 (hr-HR)
6/15/2009 1:45:30 PM -> 01:45 م (ar-EG)
"T" Long time pattern.
6/15/2009 1:45:30 PM -> 1:45:30 PM (en-US)
6/15/2009 1:45:30 PM -> 13:45:30 (hr-HR)
6/15/2009 1:45:30 PM -> 01:45:30 م (ar-EG)
"u" Universal sortable date/time pattern.
6/15/2009 1:45:30 PM -> 2009-06-15 20:45:30Z
"U" Universal full date/time pattern.
6/15/2009 1:45:30 PM -> Monday, June 15, 2009 8:45:30 PM (en-US)
6/15/2009 1:45:30 PM -> den 15 juni 2009 20:45:30 (sv-SE)
6/15/2009 1:45:30 PM -> Δευτέρα, 15 Ιουνίου 2009 8:45:30 μμ (el-GR)
"Y" or "y" Year month pattern.
6/15/2009 1:45:30 PM -> June, 2009 (en-US)
6/15/2009 1:45:30 PM -> juni 2009 (da-DK)
6/15/2009 1:45:30 PM -> Juni 2009 (id-ID)

Custom Date and Time Formatting

A date and time format string defines the text representation of a DateTime value that results from a formatting operation. It can also define the representation of a date and time value that is required in a parsing operation in order to successfully convert the string to a date and time. A custom format string consists of one or more custom date and time format specifiers. Any string that is not a standard date and time format string is interpreted as a custom date and time format string.

Year
"y" The year, from 0 to 99.
1/1/0001 12:00:00 AM -> 1
1/1/0900 12:00:00 AM -> 0
1/1/1900 12:00:00 AM -> 0
6/15/2009 1:45:30 PM -> 9
"yy" The year, from 00 to 99.
1/1/0001 12:00:00 AM -> 01
1/1/0900 12:00:00 AM -> 00
1/1/1900 12:00:00 AM -> 00
6/15/2009 1:45:30 PM -> 09
"yyy" The year, with a minimum of three digits.
1/1/0001 12:00:00 AM -> 001
1/1/0900 12:00:00 AM -> 900
1/1/1900 12:00:00 AM -> 1900
6/15/2009 1:45:30 PM -> 2009
"yyyy" The year as a four-digit number.
1/1/0001 12:00:00 AM -> 0001
1/1/0900 12:00:00 AM -> 0900
1/1/1900 12:00:00 AM -> 1900
6/15/2009 1:45:30 PM -> 2009
"yyyyy" The year as a five-digit number.
1/1/0001 12:00:00 AM -> 00001
6/15/2009 1:45:30 PM -> 02009
Month
"M" The month, from 1 through 12.
6/15/2009 1:45:30 PM -> 6
"MM" The month, from 01 through 12.
6/15/2009 1:45:30 PM -> 06
"MMM" The abbreviated name of the month.
6/15/2009 1:45:30 PM -> Jun (en-US)
6/15/2009 1:45:30 PM -> juin (fr-FR)
6/15/2009 1:45:30 PM -> Jun (zu-ZA)
"MMMM" The full name of the month.
6/15/2009 1:45:30 PM -> June (en-US)
6/15/2009 1:45:30 PM -> juni (da-DK)
6/15/2009 1:45:30 PM -> uJuni (zu-ZA)
Day
"d" The day of the month, from 1 through 31.
6/1/2009 1:45:30 PM -> 1
6/15/2009 1:45:30 PM -> 15
"dd" The day of the month, from 01 through 31.
6/1/2009 1:45:30 PM -> 01
6/15/2009 1:45:30 PM -> 15
"ddd" The abbreviated name of the day of the week.
6/15/2009 1:45:30 PM -> Mon (en-US)
6/15/2009 1:45:30 PM -> Пн (ru-RU)
6/15/2009 1:45:30 PM -> lun. (fr-FR)
"dddd" The full name of the day of the week.
6/15/2009 1:45:30 PM -> Monday (en-US)
6/15/2009 1:45:30 PM -> понедельник (ru-RU)
6/15/2009 1:45:30 PM -> lundi (fr-FR)
Period or era
"g","gg" The period or era.
6/15/2009 1:45:30 PM -> A.D.
Hour
"h" The hour, using a 12-hour clock from 1 to 12.
6/15/2009 1:45:30 AM -> 1
6/15/2009 1:45:30 PM -> 1
"hh" The hour, using a 12-hour clock from 01 to 12.
6/15/2009 1:45:30 AM -> 01
6/15/2009 1:45:30 PM -> 01
"H" The hour, using a 24-hour clock from 0 to 23.
6/15/2009 1:45:30 AM -> 1
6/15/2009 1:45:30 PM -> 13
"HH" The hour, using a 24-hour clock from 00 to 23.
6/15/2009 1:45:30 AM -> 01
6/15/2009 1:45:30 PM -> 13
Minute
"m" The minute, from 0 through 59.
6/15/2009 1:09:30 AM -> 9
6/15/2009 1:09:30 PM -> 9
"mm" The minute, from 00 through 59.
6/15/2009 1:09:30 AM -> 09
6/15/2009 1:09:30 PM -> 09
Second
"s" The second, from 0 through 59.
6/15/2009 1:45:09 PM -> 9
"ss" The second, from 00 through 59.
6/15/2009 1:45:09 PM -> 09
Fraction of a second
"f" The tenths of a second in a date and time value.
6/15/2009 13:45:30.617 -> 6
6/15/2009 13:45:30.050 -> 0
"ff" The hundredths of a second in a date and time value.
6/15/2009 13:45:30.617 -> 61
6/15/2009 13:45:30.005 -> 00
"fff" The milliseconds in a date and time value.
6/15/2009 13:45:30.617 -> 617
6/15/2009 13:45:30.0005 -> 000
"ffff" The ten thousandths of a second in a date and time value.
6/15/2009 13:45:30.6175 -> 6175
6/15/2009 13:45:30.00005 -> 0000
"fffff" The hundred thousandths of a second in a date and time value.
6/15/2009 13:45:30.61754 -> 61754
6/15/2009 13:45:30.000005 -> 00000
"ffffff" The millionths of a second in a date and time value.
6/15/2009 13:45:30.617542 -> 617542
6/15/2009 13:45:30.0000005 -> 000000
Non-zero fraction of a second
"F" If non-zero, the tenths of a second in a date and time value.
6/15/2009 13:45:30.617 -> 6
6/15/2009 13:45:30.050 -> (no output)
"FF" If non-zero, the hundredths of a second in a date and time value.
6/15/2009 13:45:30.617 -> 61
6/15/2009 13:45:30.005 -> (no output)
"FFF" If non-zero, the milliseconds in a date and time value.
6/15/2009 13:45:30.617 -> 617
6/15/2009 13:45:30.0005 -> (no output)
"FFFF" If non-zero, the ten thousandths of a second in a date and time value.
6/1/2009 13:45:30.5275 -> 5275
6/15/2009 13:45:30.00005 -> (no output)
"FFFFF" If non-zero, the hundred thousandths of a second in a date and time value.
6/15/2009 13:45:30.61754 -> 61754
6/15/2009 13:45:30.000005 -> (no output)
"FFFFFF" If non-zero, the millionths of a second in a date and time value.
6/15/2009 13:45:30.617542 -> 617542
6/15/2009 13:45:30.0000005 -> (no output)
"FFFFFFF" If non-zero, the ten millionths of a second in a date and time value.
6/15/2009 13:45:30.6175425 -> 6175425
6/15/2009 13:45:30.0001150 -> 000115
AM/PM designator
"t" The first character of the AM/PM designator.
6/15/2009 1:45:30 PM -> P (en-US)
6/15/2009 1:45:30 PM -> 午 (ja-JP)
6/15/2009 1:45:30 PM -> (fr-FR)
"tt" The AM/PM designator.
6/15/2009 1:45:30 PM -> PM (en-US)
6/15/2009 1:45:30 PM -> 午後 (ja-JP)
6/15/2009 1:45:30 PM -> (fr-FR)
Timezone
"z" Hours offset from UTC, with no leading zeros.
6/15/2009 1:45:30 PM -07:00 -> -7
"zz" Hours offset from UTC, with a leading zero for a single-digit value.
6/15/2009 1:45:30 PM -07:00 -> -07
"zzz" Hours and minutes offset from UTC.
6/15/2009 1:45:30 PM -07:00 -> -07:00
"K" Time zone information.
6/15/2009 1:45:30 PM, Kind Unspecified ->
6/15/2009 1:45:30 PM, Kind Utc -> Z
6/15/2009 1:45:30 PM, Kind Local -> -07:00 (depends on local computer settings)
Miscellaneous
":" The time separator.
6/15/2009 1:45:30 PM -> : (en-US)
6/15/2009 1:45:30 PM -> . (it-IT)
6/15/2009 1:45:30 PM -> : (ja-JP)
"/" The date separator.
6/15/2009 1:45:30 PM -> / (en-US)
6/15/2009 1:45:30 PM -> - (ar-DZ)
6/15/2009 1:45:30 PM -> . (tr-TR)
'string'
"string"
Literal string delimiter.
6/15/2009 1:45:30 PM ("arr:" h:m t) -> arr: 1:45 P
6/15/2009 1:45:30 PM ('arr:' h:m t) -> arr: 1:45 P
"\" The escape character.
6/15/2009 1:45:30 PM (h \h) -> 1 h

See also:
  • ​MSDN: Composite Formatting
  • ​Wikipedia: HTML encoding
  • ​Wikipedia: URI encoding
  • ​Wikipedia: List of XML and HTML character entity references

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