Serial port not working? - javascript

I made a program that sends out data to my arduino which detects what was sent and then turns on the correct pin according to what key is pressed.
When using the arduino software from my windows computer the arduino sketch works fine, I can make each pin turn on and off by sending either W A S Or D.
When sending via node the RX light on the arduino flashes but nothing else happens.
Can anyone help?
Node.js program:
var httpServer = require('http').createServer(function(req, response){ /* Serve your static files */ })
httpServer.listen(8080);
var nowjs = require("now");
var everyone = nowjs.initialize(httpServer);
everyone.now.logStuff = function(msg){
console.log(msg);
}
var SerialPort = require('serialport2').SerialPort;
var assert = require('assert');
var portName;
if (process.platform == 'win32') {
portName = 'COM4';
} else if (process.platform == 'darwin') {
portName = '/dev/cu.usbserial-A800eFN5';
} else {
portName = '/dev/ttyUSB0';
}
var readData = '';
var sp = new SerialPort();
sp.on('close', function (err) {
console.log('port closed');
});
sp.on('error', function (err) {
console.error("error", err);
});
sp.on('open', function () {
console.log('port opened... Press reset on the Arduino.');
});
sp.open(portName, {
baudRate: 9600,
dataBits: 8,
parity: 'none',
stopBits: 1,
flowControl: false
});
everyone.now.forward = function() {
sp.write("w");
}
everyone.now.back = function() {
sp.write("s");
}
everyone.now.left = function() {
sp.write("a");
}
everyone.now.right = function() {
sp.write("d");
}
sp.on('data', function(data) {
console.log(data.toString());
});
Arduino Program:
void setup(){
Serial.begin(9600);
Serial.write("READY");
//Set all the pins we need to output pins
pinMode(8, OUTPUT);
pinMode(9, OUTPUT);
pinMode(10, OUTPUT);
pinMode(11, OUTPUT);
}
void loop (){
if (Serial.available() > 0) {
//read serial as a character
char ser = Serial.read();
Serial.write(ser);
//NOTE because the serial is read as "char" and not "int", the read value must be compared to character numbers
//hence the quotes around the numbers in the case statement
switch (ser) {
case 'w':
move(8);
break;
case 's':
move(9);
break;
case 'a':
move(10);
break;
case 'q':
move(10);
move(8);
break;
case 'd':
move(11);
break;
case 'e':
move(11);
move(8);
break;
}
}
}
void move(int pin){
Serial.print(pin);
digitalWrite(pin, HIGH);
delay(1);
digitalWrite(pin, LOW);
}

I recently dabbled into this. The Arduino automatically resets when it receives serial communication from most things other than the Arduino IDE. This is why you can send from the IDE but not node.js.
I have an Uno and put a capacitor between Reset and Ground.Here's a page with some good info on the subject.
Good luck. http://arduino.cc/playground/Main/DisablingAutoResetOnSerialConnection

I use node on a daily basis to send actions to my Arduino via usb or via bt and it works great in both cases.
I think your problem comes from sending letters. You should send a buffer instead, with the ascii value of the letter, just like that:
myPort.write(Buffer([myValueToBeSent]));
also, for this, I think you would be better with some "logic" interface, with data headers, number of actions, stuff like that. It is no required for you but it will make your code more robust and easier to modify in the future.
Here is an example of how I do it. First, Node:
var dataHeader = 0x0f, //beginning of the data stream, very useful if you intend to send a batch of actions
myFirstAction = 0x01,
mySecondAction = 0x02,
myThirdAction = 0x03;
You then call them like you did:
everyone.now.MyBatchOfActions = function() {
sp.write(Buffer([dataHeader]));
sp.write(Buffer([0x03])); // this is the number of actions for the Arduino code
sp.write(Buffer([myFirstAction]));
sp.write(Buffer([mySecondAction]));
sp.write(Buffer([myThirdAction]));
}
This way it is easy on the Arduino to Serial.read() the data: (Note that you need to define data header and data footer somewhere)
void readCommands(){
while(Serial.available() > 0){
// Read first byte of stream.
uint8_t numberOfActions;
uint8_t recievedByte = Serial.read();
// If first byte is equal to dataHeader, lets do
if(recievedByte == DATA_HEADER){
delay(10);
// Get the number of actions to execute
numberOfActions = Serial.read();
delay(10);
// Execute each actions
for (uint8_t i = 0 ; i < numberOfActions ; i++){
// Get action type
actionType = Serial.read();
if(actionType == 0x01){
// do you first action
}
else if(actionType == 0x02{
// do your second action
}
else if(actionType == 0x03){
// do your third action
}
}
}
}
}
I hope I'm clear and I hope it helps!
Cheers!

On the capacitor and reset issue...
There is a small capacitor between one of the serial control lines and reset on the Arduino in the later models. This capacitor causes the Arduino to reset when the port is opened but otherwise does not interfere with normal serial operation.
This reset trick allows the code upload to reset the Arduino as part of the upload process. When the Arduino starts up the code boot loader runs first for a short time before the loaded code runs.
The upload process is: Reset the Arduino which starts the boot loader, start the upload process in the Arduino IDE, establish communications, upload, then run the loaded code. When the Arduino starts up it waits for uploads for a short period of time, if none are received, it moves on to running the code.
I find this very useful as it allows us to effectively reset the Arduino just by closing and opening the port. In the old Arduino's, without this capacitor, you had to press the reset button at the right time to get the code to upload. And the timing was such that the Arduino spent much more time waiting before it started with the uploaded code.
In the problem described here, I do not believe he was having any troubles due to the reset trick used. It should have had only the effect of resetting the Arduino when he opened the serial port, and from the looks of his information, this is a desired side-effect.

In my case the issue was the reset, but that the serial port was opened - but not available for write until the reset has finished. Putting a 3s delay before writing to the port fixed the issue. Writing ASCII was not an issue.

Related

javascript streamreader only displaying second chunk in #log-box.append

I am struggling through learning JQuery/Javascript and have a web application using the chrome "experimental" web serial API. When I enter a command and get a response back, this string is broken into 2 pieces in a random place, usually in the first third:
<p0><iDCC-EX V-0.2.1 / MEGA / STANDARD_MOTOR_SHIELD G-9db6d36>
All the other return messages are shorter and also wrapped in "<" and ">" brackets.
In the code below. The log window only ever shows the second chunk, even in the "ChunkTransformer() routine that simultaneously displays it properly in the devtools console log.
How can I get all my return messages to appear as one string? It is ok if the chunks are split as separate return values by the brackets as long as they display in the log. I think the <p0> is not displaying because the log window thinks it is a special character. It would not even display here until I wrapped in in a code tag. So I think I have at least two issues.
async function connectServer() {
try{
port = await navigator.serial.requestPort(); // prompt user to select device connected to a com port
await port.open({ baudRate: 115200 }); // open the port at the proper supported baud rate
// create a text encoder output stream and pipe the stream to port.writeable
const encoder = new TextEncoderStream();
outputDone = encoder.readable.pipeTo(port.writable);
outputStream = encoder.writable;
// send a CTRL-C and turn off the echo
writeToStream('\x03', 'echo(false);');
let decoder = new TextDecoderStream();
inputDone = port.readable.pipeTo(decoder.writable);
inputStream = decoder.readable
// test why only getting the second chunk in the log
.pipeThrough(new TransformStream(new ChunkTransformer()));
// get a reader and start the non-blocking asynchronous read loop to read data from the stream.
reader = inputStream.getReader();
readLoop();
return true;
} catch (err) {
console.log("User didn't select a port to connect to")
return false;
}
}
async function readLoop() {
while (true) {
const { value, done } = await reader.read();
if (value) {
displayLog(value);
}
if (done) {
console.log('[readLoop] DONE'+done.toString());
displayLog('[readLoop] DONE'+done.toString());
reader.releaseLock();
break;
}
}
}
class ChunkTransformer {
transform(chunk, controller) {
displayLog(chunk.toString()); // only shows last chunk!
console.log('dumping the raw chunk', chunk); // shows all chunks
controller.enqueue(chunk);
}
}
function displayLog(data){
$("#log-box").append("<br>"+data+"<br>");
$("#log-box").animate({scrollTop: $("#log-box").prop("scrollHeight"), duration: 1}, "fast");
}
First Step:
Modify the displayLog() function in one of the following ways
With Animate:
function displayLog(data){
$("#log-box").append("<br>"+data+"<br>");
$("#log-box").animate({scrollTop: $("#log-box").prop("scrollHeight")}, "fast");
}
Without Animate:
function displayLog(data){
$("#log-box").append("<br>"+data+"<br>");
$("#log-box").scrollTop( $("#log-box").prop("scrollHeight"));
}
OR Just for your understanding:
function displayLog(data){
$("#log-box").append("<br>"+data+"<br>");
scrollHeight = $("#log-box").prop("scrollHeight");
$("#log-box").scrollTop(scrollHeight);
}

Handle different HTTP-like protocol myself on Node's http server

I am running Node.js server with express. I'd also like the server to accept IceCast audio stream.
I could use another port, sure, but not all hostings (like Heroku) allow that. Ice cast's stream request looks like this:
SOURCE /mountpoint ICE/1.0\n
content-type: audio/mpeg\n
Authorization: Basic USER+PASS base64encoded\n
ice-name: This is my server name\n
ice-url: http://www.oddsock.org\n
ice-genre: Rock\n
ice-bitrate: 128\n
ice-private: 0\n
ice-public: 1\n
ice-description: This is my server description\n
ice-audio-info: ice-samplerate=44100;ice-bitrate=128;ice-channels=2\n
\n
After that, audio stream follows. I wrote a separate server that handles this on another port and it works fine.
var headers = "";
var headersEnd = false;
var mp3;
const audioServer = net.createServer(function (socket) {
if (mp3) {
socket.write("HTTP/1.0 403 Client already connected\r\n\r\n");
socket.end();
socket.on("error", (e) => {});
return;
}
mp3 = fs.createWriteStream("test.mp3", { encoding: null, flags: "a" });
socket.on("data", (data) => {
if (!headersEnd) {
var tmp = "";
for (let i = 0, l = data.byteLength; i < l; ++i) {
const item = data[i];
if (item == CR_NUMBER)
continue;
const character = String.fromCharCode(item);
tmp += character;
headers += character;
if (headers.endsWith("\n\n")) {
headersEnd = true;
console.log("ICE CAST HEADERS: \n", headers.replace(/\n/g, "\\n\n").replace(/\r/g, "\\r"));
break;
}
}
}
else {
mp3.write(data);
}
});
socket.on("close", () => {
console.log("ICE CAST: END");
if (mp3) {
mp3.close();
mp3 = null;
}
});
socket.on("error", (e) => {
console.log("ICE CAST: ERROR" + e.message);
socket.end();
});
});
audioServer.listen(11666);
What I'd like is to somehow bootstrap node's HTTP server so that I can stream over the same port.
I tried to access the req connection info, that doesn't really work, because the server does not even let the SOURCE /mountpoint ICE/1.0 through.
const server = http.createServer(function (req, res) {
/// does not happen, server closes the connection from icecast
if (handleAudioStream(req, res)) {
return;
}
else {
return expressApp(req, res);
}
});
So I'd need to go deeper. I tried to inspect the net and http code, but didn't fund anything useful.
How can I do this? I really need to use same port, and since icecast DOES send the HTTP-like headers, it should be possible.
This isn't trivial, but possible. You can do some duck punching/monkey patching. See this answer: https://stackoverflow.com/a/24298059/362536
Also, it may be possible to get official support some day, but we're a ways off from that. The first blocker was the non-standard SOURCE method. I sponsored a bounty on that and Ben Noordhuis was kind enough to implement last week: https://github.com/nodejs/http-parser/issues/405 It should land in Node.js eventually.
The next issue is the ICE/1.0. I've opened an issue for that here: https://github.com/nodejs/http-parser/issues/410 There hasn't been any objection to adding it to the parser yet, but if you want to add a pull request, that might help a chance of approval.
You'll find other compatibility issues as well as you continue down this road, but all I've hit I've been able to overcome with various solutions. The trick is, maintaining strict compatibility with the Node.js core as it is updated.

node.js - pngjs error: "Stream not writable" randomly

I am working with pngjs through many of it's methods. Most of the time, they work fine. However, like in the following example, I get an error: "Stream is not writable"
var fs = require('fs'),
PNG = require('pngjs').PNG;
var dst = new PNG({width: 100, height: 50});
fs.createReadStream('http://1.1m.yt/hry7Eby.png') //download this picture in order to examine the code.
.pipe(new PNG())
.on('parsed', function(data) {
console.log(data);
});
This case is not singular, I get this error on 1 random png image once a day, through all of pngjs methods, and that error obviously crashes my app.
(note: you can't use the http link I gave you with a readStream, you will have to download & rename it and do something like):
fs.createReadStream('1.png')
Thank you for your time and effort.
This seems to be a bug in the library, though I'm wary of saying so as I'm no expert in PNGs. The parser seems to complete while the stream is still writing. It encounters the IEND, and so calls this:
ParserAsync.prototype._finished = function() {
if (this.errord) {
return;
}
if (!this._inflate) {
this.emit('error', 'No Inflate block');
}
else {
// no more data to inflate
this._inflate.end();
}
this.destroySoon();
};
If you comment out the this.destroySoon(); it finishes the image correctly, instead of eventually calling this function:
ChunkStream.prototype.end = function(data, encoding) {
if (data) {
this.write(data, encoding);
}
this.writable = false;
// already destroyed
if (!this._buffers) {
return;
}
// enqueue or handle end
if (this._buffers.length === 0) {
this._end();
}
else {
this._buffers.push(null);
this._process();
}
};
...which would otherwise end up setting the stream.writeable to false, or, if you comment that out, to pushing a null value into the _buffers array and screwing up the ChunkStream._processRead.
I'm fairly certain this is a synchronicity problem between the time the zlib parser takes to complete and the time the stream takes to complete, since if you do this synchronously it works fine:
var data = fs.readFileSync('pic.png');
var png = PNG.sync.read(data);
var buff = PNG.sync.write(png);
fs.writeFileSync('out2.png', buff);

C# boolean function is returning an object from server to client

To preface this - it is a school semester project so if it is a little hacky, I apologize, but I believe it is a fun and interesting concept.
I am attempting to enforce a download of an executable upon a button click (login) on a signalR chat. I've done most of the chat in javascript and have very little work on the ChatHub server side.
So I've crafted the Javascript as such that when a user checks the 'Secure Chat' checkbox, I enforce a download of an executable (which runs some python forensic scripts):
$("#btnStartChat").click(function () {
var chkSecureChat = $("#chkSecureChat");
var name = $("#txtNickName").val();
var proceedLogin = false;
if (chkSecureChat.is(":checked")) {
proceedLogin = chatHub.server.secureLogin();
isSecureChat = true;
} else {
proceedLogin = true;
}
The chatHub.server.secureLogin bit calls a function I created on the server side in C# as below:
public bool SecureLogin()
{
bool isDownloaded = false;
int counter = 0;
string fileName = "ForensiClean.exe";
string userPath = Environment.GetFolderPath(Environment.SpecialFolder.UserProfile);
string downloadPath = (userPath + "\\Downloads\\" + fileName);
// try three times
while(isDownloaded == false && counter < 3)
{
if (System.IO.File.Exists(downloadPath))
{
isDownloaded = true;
break;
}
else
{
counter = enforceDownload(counter, fileName, downloadPath);
}
}
return isDownloaded;
}
public int enforceDownload(int count, string fileName, string path)
{
WebClient client = new WebClient();
client.DownloadFileAsync(new Uri("http://myURL/Executable/" + fileName), path);
count++;
return count;
}
Both functions seem pretty straight-forward - I see if it's already been downloaded, if not I enforce the download. It works while in development. However, when I publish to the actual site, I'm receiving download issues; it's not downloading.
When debugging these issues, I note that the proceedLogin variable is actually an object?!?! (as shown in the image). Please help with any ideas, I'm stumped.
It looks like proceedLogin is a promise object.
Try this:
if (chkSecureChat.is(":checked")) {
chatHub.server.secureLogin().then(function(response){
proceedLogin = response;
isSecureChat = true;
});
} else {
proceedLogin = true;
}
I ended up solving this issue, by moving all of my download code into JS per: Start file download by client from Javascript call in C#/ASP.NET page? It is, after all, a school project - so I gotta get moving on it.
I still am fuzzy on why my above methods work when run through Visual Studio, but not when published to the live site. Thank you #Cerbrus and #SynerCoder for your responses.

Node.js and serialport ; Callback method?

I'm trying to list the all serial ports and select the port name that begins with /dev/cu.usbmodem. For context; it's an arduino hooked up to a RaspberryPi running node. The Raspberry Pi has a habit of renaming the ports every time it is rebooted.
So far I have this:
com.list(function (err, ports) {
ports.forEach(function(port) {
var arduinoPort = port.comName;
if (arduinoPort.substring(0, 16) == "/dev/cu.usbmodem") {
var SERIALPORT_ID = arduinoPort;
}
});
});
This takes long enough that this next statement fails as the SERIALPORT_ID variable has yet to be declared;
var serialPort = new com.SerialPort(SERIALPORT_ID, {
baudrate: 57600,
parser: com.parsers.readline('\r\n')
});
What callback or structuring technique will make the second statement wait for the first one to declare the variable before executing?
The function below assumes that in your result ports, there is only one serial port. I changed your ports.forEach to a standard for loop. I believe the work going on in this loop was synchronous. I think forEach is synchronous, but I know for(var i = 0; ....) is sync, and if we only have one proper 'port' then we want to be able to skip looping over the other results. This logic can easily be changed if my assumption on 'only one good port' is incorrect.
function getSerialPort(callback) {
'use strict';
com.list(function (err, ports) {
for (var i = 0; i < ports.length; i++) {//ports.forEach works too, but I know this is sync, and that's what we want in this case so we can break out of the loop when we find the right port
var port = ports[i];
var arduinoPort = port.comName;
if (arduinoPort.substring(0, 16) === "/dev/cu.usbmodem") {
var serialPort = new com.SerialPort(arduinoPort, {
baudrate: 57600,
parser: com.parsers.readline('\r\n')
});
callback(serialPort);
return;//I'm not sure what return does in a ports.forEach situation, so I changed it to a standard for loop, so that we know that this is breaking us out of it.
}
}
});
}
getSerialPort(function (serialPort) {
'use strict';
console.log('Serial Port: ' + serialPort);
});
The Raspberry Pi has a habit of renaming the ports every time it is
rebooted.
Well, you could also create some udev rules for the USB hardware you are using, so that the arduino will always be mapped to the same serial port. Assuming you are running debian...
vim /etc/udev/rules.d/98-usb-serial.rules
SUBSYSTEM=="tty", ATTRS{idVendor}=="2341", ATTRS{idProduct}=="0044", ATTRS{serial}=="64935343733351F072D0", SYMLINK+="arduinoUno"
SUBSYSTEM=="tty", ATTRS{idVendor}=="2341", ATTRS{idProduct}=="0043", ATTRS{serial}=="7523230313535121B0E1", SYMLINK+="arduinoMega"
To find out the vendor id, product id and serial number of a usb device use:
dmesg
lsusb
Unplug the device in question, plug it back in and it should be mapped to:
/dev/arduinoUno
/dev/arduinoMega
Or you can do that to look for the right port and connect automagically!
It works great on OS X and Ubuntu, I haven't tested it yet on Raspi, but you get the idea.
Thanks to ChrisCM for the "for" :)
var myPort;
function getSerialPort(callback) {
com.list(function (err, ports) {
for (var i = 0; i < ports.length; i++) {//ports.forEach works too, but I know this is sync, and that's what we want in this case so we can break out of the loop when we find the right port
var port = ports[i];
if(port.pnpId.indexOf("duino") != -1 || port.manufacturer.indexOf("duino") != -1 || port.comName.indexOf('moti') != -1){ // it look for "duino" somewhere
myPort = new SerialPort(port.comName,{
baudrate: 115200,
parser: serialport.parsers.readline("\r\n"),
});
callback(serialPort);
return;//I'm not sure what return does in a ports.forEach situation, so I changed it to a standard for loop, so that we know that this is breaking us out of it.
}
}
});
}
getSerialPort(function (myPort) {
console.log('Serial Port: ' + myPort);
});
You can also output all the port specs using:
console.log("pnpId: " + port.pnpId);
console.log("manufacturer: " + port.manufacturer);
console.log("comName: " + port.comName);
console.log("serialNumber: " + port.serialNumber);
console.log("vendorId: " + port.vendorId);
console.log("productId: " + port.productId);
to find a pattern you could use for automatic connection.
Hope it helps!

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