Im trying to read data from a COM serial port, but the port is auto closing randomly, i dont know what to do, nowhere in my code i call the close method. i tried setup events on dispose, setup try catch and debug all catchs, but no luck.
Tried to create an infinity thread that when SerialPort.isOpen return false the thread reopen the serial port, it work but the thread eats the cpu at 100%..
Dont know what else to do...
The code that opens the serial
_serialPort.DataReceived += new SerialDataReceivedEventHandler(RecebendoDados);
_serialPort.Disposed += new EventHandler(PortaFechou);
_serialPort.ErrorReceived += new SerialErrorReceivedEventHandler(PortaErro);
_serialPort.PinChanged += new SerialPinChangedEventHandler(PinMudou);
_serialPort.Open();
PortIsOpen = _serialPort.IsOpen;
Why do you keep the COM port opened? Just open it when you write then close it!
Use this:
if (!serialPort1.IsOpen)
serialPort1.Open();
if (serialPort1.IsOpen)
{
serialPort1.WriteLine(inst.ToString());
serialPort1.Close();
}
Related
I have application that connects to a controller via serial port as well as by Ethernet. Controller continuously throws data to PC. I am writing application in C#. I have created SerialPort object in c# and receiving data in dataReceived method. Similarly for Ethernet I have used TCPListener and its method startAcceptClient to accept connections from client.
Now, my question is if the controller is powered off or the cable removed from the PC; How to detect these events in the application?
Im not that familiar with the TCPListener but for the SerialPort i use a timer, and each tick i check if the port is still open
private void ComTimer_Tick(object sender, EventArgs e)
{
if (SerialPort.IsOpen)
{
dostuff
}
else if (!SerialPort.IsOpen)
{
ComCheckTimer.Stop();
MessageBox.Show("Connection lost");
}
}
And for the timer
ComCheckTimer = new Timer();
ComCheckTimer.Tick += new EventHandler(ComTimer_Tick);
ComCheckTimer.Interval = 1000;
This creates a timer that ticks every 1000 milliseconds
I am developing a .NET 4.0 WPF application in C# that controls a motor via RS232. I am having problems when exiting my application that the application sometimes deadlocks when closing the comport.
After some research on the internet I noticed this was a common problem and that using BeginInvoke in the DataReceivedEvent or closing the serialport in a different thread should solve the problem.
The problem with those workarounds are that.
1. I dont use the DataReceiveEvent.
2. closing the serialport in another thread doesnt make any difference. What happens is that the GUI shutsdown but you can see in the TaskManager that the process is still running.
Other things I have tried is:
Not closing the serialport and just exiting the application. This successfully closes the application and process but the serialport is still blocked, and to unblock the serialport I need to restart the computer.
Sleeping a couple of seconds before and after I close the serialport.
Having the application be a WinForms app. instead of WPF. No difference in the deadlock between the two.
The computer I run the program on uses com ports that are mounted on the motherboard and have Microsoft drivers.
And now for some code:
Window_Closing event looks like this:
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
window.Closing -= Window_Closing;
Thread CloseDown = new Thread(new ThreadStart(server.Dispose)); //Closes serialport everything in another thread to avoid hang on serialport close.
CloseDown.Start();
}
Where server is the object that manages the serialport. And Dispose calls the serialport close function.
Serialport close function:
public void Close()
{
DebugLog.Write(3, "-->MacCommSerialPort.Close");
_com.Close();
DebugLog.Write(3, "<--MacCommSerialPort.Close");
}
Serialport settings:
_com = new SerialPort(portNumber);
_com.BaudRate = 19200;
_com.Parity = Parity.None;
_com.DataBits = 8;
_com.Encoding = Encoding.GetEncoding("Windows-1252");
_com.StopBits = StopBits.One;
_com.RtsEnable = false;
_com.DtrEnable = false;
_com.WriteTimeout = 400;
_com.ReadTimeout = 1000;
I just happened to look at your code and guess you should use the AutoThreadRest event before closing your GUI.
private static AutoResetEvent PortClosedEvent = new AutoResetEvent(false);
private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
window.Closing -= Window_Closing;
Thread CloseDown = new Thread(new ThreadStart(server.Dispose));
CloseDown.Start();
PortClosedEvent.WaitOne();
}
and inside the server.Dispose method after you are done disposing the connection add this below line of code.
PortClosedEvent.Set();
I would check to make sure that the handshaking protocol between your application and the motor (i.e. sender and receiver) matches.
Ok, this should be dirt simple. I'm trying to read charactes from a serial device. It's such that if I send a space character, it echos back a string of numbers and EOL. That's it.
I'm using Unity 3.3 (.Net 2.0 support), and the 'serial port' is a Prolific serial-to-USB adaptor. BTW: Using Hyperterminal, it all works perfectly, so I know it's not driver nor hardware.
I can open the port ok. It seems I can send my space with port.Write(" "); But if I even TRY to call ReadChar, ReadByte, or ReadLine (like polling), it freezes up until I unplug the USB, and my console output shows nothing (exceptions were caught).
So instead I set up a DataReceviedHandler, but it's never called.
I've read some posts where people have done just this type of thing with Arduinos etc. (this is not an Arduino but hey), using nothing more than ReadLine. Their code does not work for me (and no answers thus far from those authors).
So, any tips? Do I need to use a different thread? If you know any Unity (Mono) coding, any tips along those lines greatly appreciated.
This code a mashup from http://plikker.com/?p=163 and http://msdn.microsoft.com/en-us/library/system.io.ports.serialport.datareceived.aspx#Y537
using UnityEngine;
using System.Collections;
using System.IO.Ports;
using System;
public class SerialTest : MonoBehaviour {
SerialPort stream;
void Start () {
try {
stream = new SerialPort("COM3", 9600);
stream.Parity = Parity.None;
stream.StopBits = StopBits.One;
stream.DataBits = 8;
stream.Handshake = Handshake.None;
stream.DataReceived += new SerialDataReceivedEventHandler(DataReceviedHandler);
stream.Open();
Debug.Log("opened ok"); // it DOES open ok!
} catch (Exception e){
Debug.Log("Error opening port "+e.ToString()); // I never see this message
}
}
void Update () { // called about 60 times/second
try {
// Read serialinput from COM3
// if this next line is here, it will hang, I don't even see the startup message
Debug.Log(stream.ReadLine());
// Note: I've also tried ReadByte and ReadChar and the same problem, it hangs
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
private static void DataReceviedHandler(
object sender,
SerialDataReceivedEventArgs e)
{
SerialPort sp = (SerialPort)sender; // It never gets here!
string indata = sp.ReadExisting();
Debug.Log("Data Received:");
Debug.Log(indata);
}
void OnGUI() // simple GUI
{
// Create a button that, when pressed, sends the 'ping'
if (GUI.Button (new Rect(10,10,100,20), "Send"))
stream.Write(" ");
}
}
Events are not implemented in Mono SerialPort class, so you won't get any notifications, you have to perform (blocking) read explicitly. Other possible problem - I'm not sure how Unity Behaviours work, are you certain all methods accessing the SerialPort are invoked on the same thread? And you are not disposing you port object, this will also cause problems.
Make sure that you are opening the right port, using correct settings. Here is an example of how you could configure it:
serial = new SerialPort();
serial.ReadBufferSize = 8192;
serial.WriteBufferSize = 128;
serial.PortName = "COM1";
serial.BaudRate = 115200;
serial.Parity = Parity.None;
serial.StopBits = StopBits.One;
// attach handlers
// (appears to be broken in some Mono versions?)
serial.DataReceived += SerialPort_DataReceived;
serial.Disposed += SerialPort_Disposed;
serial.Open();
I recommend the open source RealTerm terminal, it has a rich set of features and can help you debug. Try writing a byte manually using such software, and if it works, then the problem is in your program. Otherwise it might be a driver problem (but more likely it isn't).
[Edit]
Calling SerialPort.ReadLine is actually supposed to block the thread until SerialPort.NewLine is received. Also ReadChar and ReadByte will hang until at least one byte is received. You need to make sure that you are actually receiving characters from the other side, and you won't be receiving them if your app is stuck and cannot send the space.
Since I never used Unity, I am not sure how Update is called, but I am presuming it's fired on a foreground thread in regular intervals (otherwise your app wouldn't freeze).
The example that you linked (Arduino and Unity example) shows that Arduino is sending the data continuously, and that is why their Update method is constantly receiving data (no space character needs to be sent towards the device). If they unplug the device, their app will hang just as well.
Well, maybe not, because in .NET 1.1, default value for ReadTimeout was not infinite, like it is in .NET 2.0.
So, what you can do is:
a. Set the ReadTimeout property to a reasonable value. Default in .NET 2.0 is InfiniteTimeout, which doesn't suit your needs. Cons: your update method will still hang for a while on each call, but not infinitely.
b. Someone said that events are not implemented in MONO SerialPort, so I guess using DataReceived only is not an option.
c. Move your sending logic to the Update method also, so that you don't read data at all, until it's time to read it:
private volatile bool _shouldCommunicate = false;
void Update ()
{
if (_shouldCommunicate) // this is a flag you set in "OnGui"
{
try {
stream.Write(" ");
Debug.Log(stream.ReadLine());
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
}
void OnGUI() // simple GUI
{
if (GUI.Button (new Rect(10,10,100,20), "Send"))
_shouldCommunicate = true;
}
Note that, if your device is not sending data, it will also block at stream.ReadLine(), so make sure your ReadTimeout is set to a reasonable value. You will also want to stop sending at some point, but I leave that to you.
d. Send the space in OnGui like you are doing now, but always check if there is data in your buffer before reading it:
void Update () { // called about 60 times/second
try {
// call our new method
Debug.Log(ReadLineNonBlocking());
} catch (Exception e){
Debug.Log("Error reading input "+e.ToString());
}
}
private StringBuilder sb = new StringBuilder();
string ReadLineNonBlocking()
{
int len = stream.BytesToRead;
if (len == 0)
return "";
// read the buffer
byte[] buffer = new byte[len];
stream.Read(buffer, 0, len);
sb.Append(ASCIIEncoding.ASCII.GetString(buffer));
// got EOL?
if (sb.Length < 2 ||
sb[sb.Length-2] != '\r' ||
sb[sb.Length-1] != '\n')
return "";
// if we are here, we got both EOL chars
string entireLine = sb.ToString();
sb.Length = 0;
return entireLine;
}
Disclaimer: this is directly out of my head, untested, so there may be some syntax errors which I am sure you will handle.
Maybe your problem is the configuration of the serial port. It is important not only to check for BaudRate or StopBits. Also you should configure DTR, RTS, Handshake, everything. This is important cause maybe another program set some ugly values and the configuration must be explicitly set at every start or some settings of the old connection can run you into trouble.
Also maybe take a look into one of these tools:
com0com
Serial Port Monitor
They can help you to stub your serial interface or to take a deeper look into the connection. Also maybe try to talk to your serial device by using HyperTerminal or some similar tool that's proven to work.
Had similar problem with Mono, upgrading to 2.6.7 helped.
Do not mix data event and blocking read. What do you expect to happen if data arrives? That both the read method and the event should get the same received data?
You should also read about:
CTS: http://en.wikipedia.org/wiki/RS-232_RTS/CTS#RTS.2FCTS_handshaking
DTR: http://en.wikipedia.org/wiki/Data_Terminal_Ready
Small serial port tutorial describing all states: http://www.wcscnet.com/Tutorials/SerialComm/Page1.htm
The standard c# System.IO.Pots.SerialPort sucks big time. I suggest to give RJCP.DLL.SerialPortStream library a try. Synchronous read/write is super easy with this delightful library too, no need to jump through the loops with delegate and listeners.
I have a C# code which communicates with three different COM ports. The COM ports are actually three serial port to USB converters.
The code each time switches 'off' and 'on' the devices to which it is communicating, then initializes the three com ports, tries to send and read data and then closes the com port. This keeps continuing for a pre-defined number of loops.
My problem is that after about 8 or 9 iterations, the COM port communication stops working. Sometime it throws an error saying the port is closed, sometime it does not throw any exception but it is actually not reading or writing anything from the com port. Some point it was only writing but not reading back the data.
What might be the reason and any tips to debug this problem?
EDIT:
The port abruptly closes or stops working even in the middle of the program as shown below:
SerialPort.Write("ss");
SerialPort.Read("ss"); // FAILS!!
Some part of the code I am using
public string Read(string readCommand)
{
string str = "";
_port.WriteLine("\r");
_port.WriteLine(readCommand + "\r");
Thread.Sleep(0x3e8);
str = _port.ReadExisting();
return str;
}
public void Write(string command)
{
_port.WriteLine(command + "\r");
Thread.Sleep(100);
if (_port.ReadExisting() == string.Empty)
{
throw new IOException("Error writing to COM");
}
}
public void Initialize()
{
if (_port == null)
{
_port = new SerialPort(this.PortName.ToString(), this.BaudRate, this.Parity, this.DataBits, this.StopBits);
_port.Handshake = this.Handshake;
}
try
{
if (!_port.IsOpen)
{
_port.Open();
if (Read("") == string.Empty)
{
throw new IOException("Device not connected or powered on");
}
}
}
catch (Exception)
{
this.Close();
}
}
Thanks...
_port.WriteLine(command + "\r");
Thread.Sleep(100);
if (_port.ReadExisting() == string.Empty)
{
throw new IOException("Error writing to COM");
}
That's evil code and bound to throw sooner or later. Windows cannot provide a service guarantee like that. Or for that matter the device itself, especially when you power it on and off. Use SerialPort.ReadTimeout, set it to at least 2 seconds. And make a blocking call, like ReadLine().
catch (Exception)
{
this.Close();
}
That's tops the previous snippet. You have no idea what's going wrong when that runs. And your code will try to use a closed port. Just delete the statements, it does nothing but harm.
Do not close the ports until your program ends. SerialPort uses a background thread to watch for events on the port, that thread needs to shutdown after the Close() call before you can open the port again. How long it takes to shutdown is unpredictable, it could be seconds worst case. There's no point in closing the port, it isn't going to be useful to anything else.
You need to use SetCommTimeouts (not sure what the .NET wrapper is, I gave up on the .NET serial classes long ago and call the Win32 API directly) to force the USB/serial converter to send the data back to your program.
By default it may try to collect a block equal in size to a USB transfer block, for efficiency.
Its tough to tell exactly what the problem might be without see some of the code. My guess would be that you are not waiting long enough for the COM port to close after reopening it. Note from the SerialPort.Close page, that:
The best practice for any application is to wait for some amount of time after calling the Close method before attempting to call the Open method, as the port may not be closed instantly.
Can you just open the COM ports and leave them open until you are done? For example from this post:
using (SerialPort serialPort = new SerialPort("COM1", 9600))
{
serialPort.Open();
while (true)
{
Thread.Sleep(1000);
// serialPort.Write();
Thread.Sleep(1000);
// serialPort.Read();
// break at some point to end
}
serialPort.Close();
}
I have an app where I read from the serialport, everything goes fine, until I close the app. When I click on the [X] the app simply hangs, the UI: unresponsive.
I read from the port in the DataReceived event handler, and I close the port when FormClosed happens:
private void MainForm_FormClosed(object sender, FormClosedEventArgs e)
{
mySerialPort.Close();
}
It's not a bug.
The only reason it would hang when you close it is because in the event handler of your SerialPort object, you're synchronizing a call with the main thread (typically by calling invoke). SerialPort's close method waits for its EventLoopRunner thread which fires DataReceived/Error/PinChanged events to terminate, but since your own code in the event is also waiting for main thread to respond, you run into a dead lock situation.
The reason the bug report was closed 'as designed' is because the 'bug' is in your own code.
Serial Port hangs while closing
This is a known issue with the SerialPort class and described in this Product Feedback article as well as several threads in these forums. You may notice the "closed by design" dismissal.
If your application is calling Invoke to process recevied data try calling BeginInvoke instead.
Instead of:
this.Invoke(d, new object[] { s, tb });
use:
this.BeginInvoke(d, new object[] { s, tb });
Simplest solution if you only want to close the port when the app closes, is to just not bother to Close() the port. The port will still get closed anyway when the app disposes of the serial port. The port will be available to be opened again by your app when it restarts, or by other apps that may wish to use the port.
this work very good :
private void Form_FormClosing(object sender, FormClosingEventArgs e)
{
if (_serialPort.IsOpen)
{
e.Cancel = true; //cancel the fom closing
Thread CloseDown = new Thread(new ThreadStart(CloseSerialOnExit)); //close port in new thread to avoid hang
CloseDown.Start(); //close port in new thread to avoid hang
}
}
private void CloseSerialOnExit()
{
try
{
_serialPort.Close(); //close the serial port
}
catch (Exception ex)
{
MessageBox.Show(ex.Message); //catch any serial port closing error messages
}
this.Invoke(new EventHandler(NowClose)); //now close back in the main thread
}
private void NowClose(object sender, EventArgs e)
{
this.Close(); //now close the form
}