Serial Port Trigger DataReceived when certain amounts of bytes received - c#

I am trying to write a program that updates a windows form every time new data comes in on a serial port, but am struggling with understanding how the serial port works, and how I can use it in a way I want it.
I have an external device sending 8 bytes at 1Hz to my serial port, and wish to use the DataReceived event from the SerialPort Class. When I debug my code, the event is more or less triggered randomly based on what the program is doing at a certain time. The code as is is below:
private void port_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
//byte[] rxbyte = new byte[1];
byte[] rxbyte = new byte[8];
byte currentbyte;
port.Read(rxbyte, 0, port.BytesToRead);
currentbyte = rxbyte[0];
int channel = (currentbyte >> 6) & 3; //3 = binary 11, ANDS the last 2 bits
int msb_2bit = (currentbyte >> 0) & 255; //AND compare all bits in a byte
currentbyte = rxbyte[1];
int val = ((msb_2bit << 8) | (currentbyte << 0));
//Extra stuff
SetText_tmp1(val.ToString());
}
I want to be able to have exactly 8 bytes in the receive buffer before I call the Read function, but I am not sure how to do this (never used SerialPort class before), and want to do all manipulation of data only when I have the entire 8 bytes. Is there a built in way to toggle the event only when a certain amount of bytes are in the buffer? Or is there another way to obtain only 8 bytes, but not more, and leave the remaining bytes to the next instance?

Yeah, you are not coding this correctly. You cannot predict how many bytes you are going to receive. So just don't process the received bytes until you've got them all. Like this:
private byte[] rxbyte = new byte[8];
private int rxcount = 0;
private void port_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
rxcount += port.Read(rxbyte, rxcount, 8 - rxcount);
if (rxcount < 8) return;
rxcount = 0;
// Process rxbyte content
//...
}

Set the ReceivedBytesThreshold property to 8. As in port.ReceivedBytesThreshold = 8;

An effective way to handle this is to add a timer to the class that ticks along at maybe 9 times a second. Eliminate the serial port event handler completely.
At each timer tick have the code check the serial port for bytes received from the serial port. If there are some there then grab them out of the serial port and append them to the end of buffer maintained in the class as a data member.
When the buffer has eight or more characters in it then timer tick logic would take the first 8 bytes out of the buffer and use them to update the user interface window. Any remaining bytes in the buffer can be moved up to the head of the buffer.
The timer tick routine can also maintain a counter value that increments each time the tick comes in and there is no data ready at the serial port at this tick. When this counter reaches a value of say 3 or 4 the code would reset the data buffer to empty and reset the counter back to zero. When data is actually seen from the serial port this counter is reset to zero. The purpose of this counter mechanism is to synchronize the data receive buffer with the 1Hz data stream coming in so the receive process does not get out of sync with what data represents the start of the 8-byte message.
Note that this method is superior to the serial port received data event because it allows your program to stay in control of things. I've already described the ability to synchronize with the data stream bursts - which is not possible to do with trying to set the serial port received data threshold to a count like 8. Another advantage is that the timer tick code can include additional handling functions such as signalling a timeout if no data arrives from the serial port in say 2 or 3 seconds.

Related

Can't get data out of FTDI FT201X using i2c

I have a project using the FTDI FT201X as a USB to i2c slave and the i2c master is an AVR microcontroller. I'm using WPF Core 3.1 C# on a Windows 10 machine. Basically, everything with the FTDI chip works fine except I can't successfully get data sent from the PC to the FTDI chip no matter what I try. The D2XX Write function says it was successful and returns no error, but there is never any data in the buffer when I try to read.
I've since written a small test program in an attempt to isolate the issue but the problem remains. Basically, when a button is clicked we open the device by serial number, we write a command to the device's buffers, handshake with the AVR to let it know to read and then wait for the AVR to drive a handshake pin low meaning it has received the data.
public class USBLibrary
{
byte targetDeviceCount = 0;
FTDI.FT_STATUS ftStatus = FTDI.FT_STATUS.FT_OK;
public FTDI connectedUSBDevice;
// Called from button click event
public void ConnectUSB()
{
bool isOK = true;
byte numOfBytes = 1;
uint bytesWritten = 0;
bool usbInPinIsHigh = false; // Tracks USB In Pin
byte lowMask = 0b00010000; // CBUS 0 is output (4-7), all pins low (0-3) (Default Setting)
byte highMask = 0b00010001; // CBUS 0 is output (4-7), CBUS 3 is high
byte inPinMask = 0b00001000; // AND with pin states to get input pin value (Bus3)
byte pinStates = 0; // Used to get the current pin values
double timeout = 0;
// Create new instance of the FTDI device class
connectedUSBDevice = new FTDI();
// Determine the number of FTDI devices connected to the machine
ftStatus = connectedUSBDevice.OpenBySerialNumber("P00001");
/*** Write to Device ***/
byte[] firmwareCmd = new byte[numOfBytes];
firmwareCmd[0] = 128; // 128 is Get Firmware Command
// firmwareCmd[1] = 61; // Just Testing
// Write Firmware Command to Tx buffer
ftStatus = connectedUSBDevice.Write(firmwareCmd, numOfBytes, ref bytesWritten);
Trace.WriteLine(bytesWritten);
// Handshake with Device
isOK = DeviceHandshake(lowMask, highMask, inPinMask);
// Check if handshake failed
if (isOK == false)
{
return;
}
Task.Delay(10);
// Wait until message is sent
while ((usbInPinIsHigh == false) && (timeout <= 1000))
{
Task.Delay(1);
// Check for USB In pin to go high. Signals FW transfer is complete and to retrieve.
ftStatus = connectedUSBDevice.GetPinStates(ref pinStates);
// Is input pin high or low?
if ((pinStates & inPinMask) == inPinMask) // In pin high
{
usbInPinIsHigh = true; // Means uC finished sending data
}
timeout++;
}
// TEST: displays timeout amount for testing
Trace.WriteLine("Timeout=" + timeout);
ftStatus = connectedUSBDevice.Close();
}
}
NOTE: For this code, I've taken out a lot of the error checking code for clarity. Also, the handshake code is not shown because it shouldn't be relevant: raise output pin, listen for AVR to raise output pin, lower output pin, listen for AVR to lower output pin.
On the AVR side, we simply poll for the FT201X's pin to go high and then handshake with the chip. Then we simply read. The read function always returns 0.
I doubt the problem is with i2c as there are 3 IO Expander chips controlling LEDs and buttons and we can read and write to those fine. Further, the FT chip has a function called Get USB State where you can check to see the device's status by sending the command and reading the result via i2c. When I do this, I always get back the correct 0x03 "Configured" state. So we can read from the chip via i2c.
There's also a function that will return the # of bytes in the buffer waiting to be read...when I do this, it always says 0 bytes.
And for good measure I replaced the chip with a new one in case it was bad and again we had the same results.
Is there anything I'm missing in terms of setting up the chip beyond using FT_Prog, like an initialization procedure or setting registers or something? Or do I need to somehow push the byte I write to the front of the queue or something before it can be read? Anybody seen anything like this before?
Given that I haven't affected the results, I'm either missing a key part in the process or something is wrong with their driver/version of the chip. It's been 3 weeks, I'm out of ideas, and my hair is patchy from ripping out large chunks. Please save my hair.
Check by oscilloscope that your I2C master gives clock for your slave (FT201x). Try to control only I2C (rip off GPIO controls) and check if you can isolate problem that way. I suppose you are very familiar with FT201X datasheet. Good luck!
Check the latency timer setting. It’s described in this document, https://www.ftdichip.com/Support/Documents/AppNotes/AN232B-04_DataLatencyFlow.pdf. In section 3.3, you’ll find a section describing a scenario in which no data will be made available to the app.
“While the host controller is waiting for one of the above conditions to occur, NO data is received by our driver and hence the user's application. The data, if there is any, is only finally transferred after one of the above conditions has occurred.”
You can use the latency timer to work around it, if you’re hitting this. Try setting it to 1ms, its lowest value. If your data has a delimiter character, consider setting that as an event character and you might get even better results.
Did this issue ever get resolved?
Experiencing the same issues with an FT200X except the function "bytes available" (0x0C) returns the correct byte count sent from the host PC, but can't read the actual bytes using the read procedure mentioned in the datasheet.
I have also several other I2C devices on the bus, working fine.

WinForms Serial port eats data

I have a serial port that recieves some color data from arduino board at 115200 baud rate. At small scale (1-byte request from arduino for pc to send next command, implemented for synchronization) it works fine, but when i request a lot of data (393 bytes) and it sends them, it looks as if serial port just eats data, and BytesToRead usually equals to 5 or 6
Code:
void GetCurrentState()
{
int i = 0;
Color WrittenColor; //Color to write to an array
byte red;
byte green;
byte blue;
AddToQueue(new byte[] { 6 }); //adds command that requests data to a sender queue
while (i <= StripLength) //read data until array is read completly
{
Console.WriteLine($"Bytes to read: {SerialPort1.BytesToRead}");//Debug
if (SerialPort1.BytesToRead >= 3) //if we have a color ready to read and construct, do it, else wait for more data
{
red = (byte)SerialPort1.ReadByte(); //Read red part
green = (byte)SerialPort1.ReadByte(); //Read green part
blue = (byte)SerialPort1.ReadByte(); //Read blue part
WrittenColor = Color.FromArgb(red, green, blue); //Make a color
SavedState[i] = WrittenColor; //Write it
i++; //increment counter
}
}
}
You might try buffering the serial port data to another stream in memory, and then read data from that stream. This is because if you are actually transferring enough data to need that high of a baud rate, then it's possible that you are not reading the data fast enough. (I know that's not a massive data rate, but most hobby applications can get away with less)
Have you tried a lower baud rate? Or are you stuck with this one?
You might find this post helpful:
Reading serial port faster
I would probably have one thread reading the serial port in a loop, and then queuing the data into a thread-safe ConcurrentQueue. I would have another thread read from that queue and do useful things with the data. And, as you are already doing, use a queue to send commands, but I would use another thread for sending them (you might already be doing this).

reading and storing serial port data

at micro-controller end:
I am sending 18 bytes from a micro controller via uart to a winform application every 100 ms.
UART_SendData((void*)&uart, 18, dataBuffer);
at winform app end:
I am trying to read these 18 byte. I want to read them in one go, store them and process them as after 100ms new data is arriving (18 is variable and can be 20, 30 and so on till 128 Bytes). Following is the code I am trying.
private void DataReceivedHandler(object sender, SerialDataReceivedEventArgs e)
{
SerialPort sp = (SerialPort)sender;
byte[] data = new byte[sp.BytesToRead];
sp.Read(data, 0, data.Length);
}
But I am receiving bytes not at a time at winform app end. I receive 1 and then 17. or 2 and then 16 and similar pattern. I want the all data at a time so that I can process it.
What should be my strategy here. Is my current code wrong or should I use any other approach like circular buffer etc to store data? or ..?
ps: First 2 bytes of the sent bytes (18Bytes in the above example) from microcontroller are always same(kind of an id),

Read bytes from serial port

I have written code to read data as a byte array from a serial port and show it in a textbox. The code compiles fine, but doesn't work properly:
private void button2_Click(object sender, EventArgs e)
{
if (serialPort1.IsOpen == false)
serialPort1.Open();
serialPort1.WriteLine(textBox1.Text);
int bytes = serialPort1.BytesToRead;
byte[] byte_buffer = new byte[bytes];
serialPort1.Read(byte_buffer, 0, bytes);
//textBox2.Text = " ";
for (int t = 0; t < bytes; t++)
{
textBox2.Text += (byte_buffer[t]).ToString();
}
}
serialPort1.WriteLine(textBox1.Text);
int bytes = serialPort1.BytesToRead;
The bytes value will always be zero. Unless you debug this code and single-step it to slow it down. It takes time for the bytes you've written with WriteLine() to be transmitted. And it takes time for the device to process them. And it takes time for the response to be received. This adds up to many milliseconds.
You'll need to fix this by looping, repeated calling the Read() method until you get the full response. If you set the SerialPort.NewLine property correctly then you'll have some odds that simply calling ReadLine() is enough to solve your problem.
You are going about this the wrong way.
Clicking a button will open serialPort1; sure. It will then try to read the buffer. But you only opened the port in the same method!
Take a look at this tutorial: http://www.dreamincode.net/forums/topic/35775-serial-port-communication-in-c%23/
It takes you through the entirety of serial communications in C#. You certainly don't want to be opening and reading the port only on a button press event handler.
Use button2 event to send the data to the port. Put the needed code (for sending the data) into a SynchronizationContext (use SynchronizationContext.Post method).
Next, register on the DataReceived event of the SerialPort class and do the reading there (again enclosed into the same SynchronicationContext object, otherwise you'll get a timeout on serial port reading/writing)
Cheers,

What is the purpose of the SerialPort write buffer?

From outside SerialPort object, it seems to make no difference what the size of the write buffer is, and whether or not it is full.
Using synchronous writing, the write method blocks until all the data has been sent and the buffer is empty.
Using async writing, the data is queued and the program continues on going. The callback method is not called until the write operation is completed and the data is out of the buffer.
The behavior of the serialport object seems to be the same regardless of how much data is in the buffer and whether or not the buffer is full. No errors seem to happen when the write buffer is full.
So, why be able to check BytesToWrite and WriteBufferSize at all? Is there any way that SerialPort behaves differently when the write buffer is full?
Buffers are a mechanism designed to allow whoever processes the buffer to do it in their own way, at their own time.
When i send data, i want it to be pushed at the maximal rate of the port, but i don't want to busywait on the port and wait for each byte to be sent before i push the next one. So you have a processing buffer that feeds the hardware, and can be passed in chunks.
As for the why you'd want to check the BytesToWrite - you are often interested to know if all your data was sent before moving on to the next thing you want to do, you might expect a response after a given period of time, you might want to know what the actual transfer rate is etc'.
The C# SerialPort.BytesToWrite property corresponds to the unmanaged Win32 COMSTAT.cbOutQue field which is described as:
The number of bytes of user data remaining to be transmitted for all write operations. This value will be zero for a nonoverlapped write.
This seems to suggest you could observe the write buffer being consumed as it is sent with async writing before the write complete callback is called.
I wanted to create a test utility that constantly sends out 0xAA out the serial port, with no gaps, forever. I don't care about RX.
I used a timer to keep the buffer full, and monitored BytesToWrite to wait below it was below threshold, before I wrote more data into the buffer.
I could have alternatively not used a timer, but refreshed the serial port in the AsyncCallback, but I wanted to do it this way for fun. You can view the label11 to see the buffer fill and empty.
Note you can get away with BeginWrite without EndWrite for a short time, but eventually you will run out resources. I am basically just putting in a dummy EndWrite.
private void checkBox2_CheckedChanged(object sender, EventArgs e)
{
timerFill.Enabled = checkBox2.Checked;
}
private void timerFill_Tick(object sender, EventArgs e)
{
GenerateSquareWave();
}
int const bufferSize = 256;
void GenerateSquareWave()
{
int k = serialPort1.BytesToWrite;
label11.Text = k.ToString();
if (k < bufferSize)
{
byte[] data = new byte[bufferSize];
for (int i = 0; i < bufferSize; i++)
{
data[i] = 0xAA;
}
serialPort1.BaseStream.BeginWrite(data, 0, data.Length, new AsyncCallback((IAsyncResult ar) => serialPort1.BaseStream.EndWrite(ar)), null);
}
}

Categories