HX711 module and NodeMCU devkit 0.9 - nodemcu

Good morning.
I have a NodeMCU devkit 0.9 and I am trying to interface it with a load cell amplifier (HX711), which I saw has libraries for NodeMCU.
I tried 2 options:
Custom build from nodemcu-build.com for master and dev branches. After flashing the bin file and opening ESPlorer /dev/ttyUSBx port I tried to upload the basic web server code from here. But when I go to the browser and type the IP nothing is displayed.
Build my own firmware, uncommenting the HX711 module and limiting my flash size to 4M and use esp-open-sdk to have the xtensa-lx106-elf module. After building without errors I flashed the generated bin file and the same thing happened. The web server doesn't seem to be running.
I am a bit confused because the only bin that is working with my devkit 0.9 board is the last one available in the releases, which is the 0.9.6-dev_20150704, but this one doesn't have the modules I need to proceed with my HX711 project.
When I build using the 1.4/1.5/2.0 NodeMCU firmware I'm not able to get the same things working (at least the web server basic code). I tried several combinations of user configs (baud rate, activating devkit 0.9 define, develop mode, auto flash vs 4M flash).
What procedures should I follow to have the HX711 working with the NodeMCU devkit 0.9?
Best regards.

Related

Installer for Microchip's 433.92 MHz Wireless Dev Board doesn't work

I can't install the USB drivers for Microchip's Wireless Dev Board. The part number is "DM182017-1" for this kit.
I followed Microchip's instructions for downloading the USB driver, but the installer tool for USB provided doesn't work.
To see these instructions, Google the "MCS3142 Dual KeeLoq Encoder Wireless Remote Control Development Kit User's Guide" and scroll to section 8.2 in the PDF. This section provides several links for finding and downloading the installer tools.
The GUI downloads, both the KeyLoq encoder and decoder, downloaded just fine. For some reason, it was finicky about where it was downloaded. I fixed it by creating a folder on the desktop and changing the directory to that, but I don't know how that fixed anything.
I'm using a 64-bit Windows 7 OS, and am using the x64 installer tool that goes with that version. I created a ticket on Microchip's website, but they haven't gotten back to me yet. When I spoke to Microchip yesterday for a different issue, they admitted that this is a rather niche board.
There are a ton of files you need just to get started with this thing, and virtually no tutorials online beyond Microchip's documentation. Oh, and enjoy random freezing on your computer if you try to download the USB installer too many times. I had to restart my computer twice now.
Answered my own question. Looks like I didn't have admin privileges. Worked like a charm, and I can move on.

DK2 Head tracking not working "HMD powered off, check HDMI connection" on Windows

Part 1 - Description of the problem
I have the DK2 and I am working on a VR project. This project uses FirefoxNightly. I've downloaded it and installed the WebVR Enabler Add-On
Got this from http://mozvr.com/downloads/
I have also downloaded and installed the latest SDK and Runtime for Windows from https://developer.oculus.com/downloads/
I am also getting this on the Oculus Configuration Utility (while the oculus is plugged in):
However, I have gone on another computer with windows.. installed everything just like on this windows computer and it clearly shows the Oculus Rift connected properly but the head tracking still not working.
EDIT: I just tried connecting the oculus rift to this "second" pc ( dell laptop ) and now it doesn't even recognize the oculus rift. Still no head tracking.
EDIT 2: I tried installing everything on a third PC without success. I'm getting "service unavailable" on the Oculus Configuration Utility
My display mode is set as shown in the image.
Part 2 - Questions
What am I doing wrong? Is there a step I forgot to do? The weird thing is, I have the same project running on Mac without having any problems. Yes, on windows I can see the screen through the oculus rift but head detection is just not present.
Part 3 - list of possible fixes that did not work
This reddit post talks about the firewall issue however I tried the oculus rift with the firewall disactivated without success.
This reddit post talks about a possible fix by reinstalling everything and updating certain drivers.. however I have followed this fix step by step without success.
This oculus forum post talks about the issue and one person proposes a fix that worked for him/her. I followed the fix without success.
Part 4 - System info
If you require specific translations let me know. It is in French.
Part 5 - List of things I have tried that have been thought of
I have reinstalled everything. SDK (is not even needed in fact), runtime, firefoxnightly, webvr add-on multiple times
I have rebooted my computer multiple times
I have tried the different Rift Display Mode
Basic demos from mozvr.com and other webvr based projects work fine but head tracking does not work.
My Oculus is not broken (maybe for windows), it works fine for the Mac.
I've tried using different HDMI cables and Different minUSB-USB cables without success.
Part 6 - Quotes from the forum
First post
This sounds like the same issue a lot of us are having with the 0.5
and 0.6 versions. It's not something wrong with the cables, but with
the Runtime itself. Direct-mode works flawlessly and in Extended mode
the rift still displays a picture, altho without any tracking etc from
the runtime. Hoping it'll be fixed in the next update.
I've seen head tracking break in Firefox Nightly sometimes but I can usually solve it by restarting the browser once or twice, assuming that the hardware and Oculus side of things is working correctly.
Today, most games made for the Oculus Rift are based on specific versions of the Oculus Rift. I found this GUI desktop application that seems to solve most of those problems.
The idea is to install all Oculus Rift Runtime versions and then use the GUI to switch between each version.
The link above is to a reddit post that talks about how to install the application and the different runtimes.
You must install the runtimes from oldest to newest otherwise you'll run into some difficulties, like I unfortunately did. If I'm not mistaken runtime version 0.8 is very buggy and I never really got it to work.
Good luck.
This is what I did to get the Oculus DK2 working on my Windows 10 Laptop:
Create a windows restore point before you start this.
Download oculus_runtime_rev_1_sdk_0.4.4_win.exe from the Oculus downloads page.
Run the installer. Do not restart your computer when prompted.
Go to C:\Program Files (x86)\Oculus\Service folder, right click on OVRServer_x86.exe and go to properties.
In the compatibility tab, check Windows 8 mode, and Run As Administrator.
Run OVRServer_x86.exe
That's it.
The Good News
You should now be able to run direct to rift games. The HELIX rollercoaster app works well. So does the 6000 Moons demo. Most others do not. Depending on the game, you may need to go to your windows display settings, and fiddle with the screen resolution and rotation of the Oculus display.
The Bad News
Your computer may not restart. When I did the above, and later restarted, the computer hung on the windows loading page. I had to go into advanced start mode and load a system restore point. Definitely not the best user experience, but at least I got something working.

Intel RealSense 3D camera cannot be initialized

I wonder why every once in a while, Intel RealSense 3D camera fails to start? I have re-installed the drivers and SDK as well as the DCM but still it is whacky and very unpredictable. Any idea what the source of the problem could be? It should be able to run the examples in the SDK in a normal working situation.
Well, previously that it couldn't init problem was that only two of the its drivers could be recognized (not the virtual driver) like the following but now all of its driver are recognized and still it can't init.
so I am receiving an init failed message when running the SDK examples.
Any pointer for fixing is really appreciated.
If you are also showing an integrated webcam (other than the 3 RealSense listings), try disabling that so the RS camera can be seen as the primary.
Actually you can select the device you want to run the sample on in the menu "Device". If you installed the RealSense correctly and if the latest DCM is running (the current version is 1.4 if I remember), you should be able to select the RealSense device there and then run the sample.
Sometimes the DCM Service fails to start (e.g. if you force-restarted your machine recently). Then you just need to make the service restart and it should work.
Hope this helps.
I’m also facing the same problem (on windows 10), and found a way that solved it for me: search “Scanners and Cameras” in Control Panel, choose “Add Device”, under “Manufacturer” choose “Intel” and under “Model” choose “Intel(R) RealSense(TM) Camera SR300 Virtual Driver” or the version you use, and continue to install.
Have you installed the right drivers? There are two versions of the real sense cameras. The Windows 10 works with Intel Real Sense R3 which has completely different architecture than its predecessor.

Upgraded ZTE Open from 1.0 to 1.2 - Stuck in reboot loop

I own a ZTE Open, UK edition. I tried upgrading from 1.0 to 1.2 following these instructions.
https://hacks.mozilla.org/2014/01/upgrading-your-zte-open-to-firefox-1-1-or-1-2-fastboot-enabled/comment-page-1/#comments
The update I installed came from ZTE themselves, and was not a custom, or third-party ROM.
The upgrade worked smoothly and had no errors, and I was prompted to reboot my device. Since then it has been in a reboot loop.
I've tried entering recovery mode and restoring to factory settings, but nothing worked. Likewise, I've tried wiping the cache from recovery mode, but with no success.
Any help would be much appreciated.
EDIT: Also worth adding that I cannot access the phone via ADB or Fastboot.
I had a similar problem when I tried to update to 1.2 using the same tutorial
(I have the US model).
The problem seems to be jumping from 1.0 to 1.2. You need to load 1.1 first, then 1.2.
The solution for me was to download both of the ZTE Official 1.1 updates linked on the
ZTE Open device page for my region (on the mozilla developer website under the heading "Upgrading Firefox OS" linked below).
Do not change the downloaded files names, just unzip them both and put both .zip files on the root of an sd card and reboot into recovery.
You should be able to flash one of the two files using the install update choice, the other will give an error (I can't read the full filenames on the phone so I'm not sure which one actually worked for me, that is why I say just try both.)
After flashing you should clear cache, wipe data and reboot.
If all goes well you should have a fresh factory load of 1.1 on you phone and you can now follow that tutorial to upgrade to the developer preview of 1.2.
If your recovery won't flash either of the official EU 1.1 updates you may have some how replaced your stock EU firmware with a stock US firmware, one update will say signature verification error and the other one will give another longer error 7 something or other. I replaced my US firmware with an EU firmware (v1.0) without realizing it and thought my phone was totally bricked because I couldn't get any US 1.1 firmware to flash and I couldn't get to fastboot or adb to manually flash a build (I loaded EU 1.0 version then used fastboot to flash a 1.4 build that wouldn't boot). The solution to that problem was to load an official EU 1.1 .zip from recovery and then load the US 1.2 developer preview from fastboot which replaces the EU recovery and let me flash an official US 1.1 .zip build.
Try not to mix and match firmwares from different regions, the Open doesn't seem to like that.
I was able to get the ZTE preview of 1.2 to work but it has a nasty bug with the notification bar so I went back to the official 1.1 build so you may want to stay at 1.1. If you do load 1.2, the key to using the notification bar is to tap and hold above the screen and slowly "roll" your finger onto the bar until you can pull it down (that might not make much sense now but if you get 1.2 loaded you will understand).
Hope that helps.
https://developer.mozilla.org/en-US/Firefox_OS/Developer_phone_guide/ZTE_OPEN
When upgrading to V1.1 before attempting to upgrade further, I might be able to explain why #Foo observed that only one of the two ZTE files worked (ZTE file links: European, US - each has two files). I didn't hit the reboot loop, but I was unable to install what looked like the right file.
The reason is that there are two links for upgrading to V1.1.0B02 - one link is labeled "(for V1.0)" and the other is labeled "(for V1.1)". This really tripped me up as I was scanning the list for 1.1 and jumping over the (right) file labeled for 1.0.
Very clearly, if you are upgrading from 1.0, then you need the "V1.1.0B02(for V1.0)" version. Just downloading both and trying each one may be easiest, but it vexed me to not understand this.
If you pick the wrong one, I found the error message (E:signature verification failed) to be very unhelpful after booting into recovery and attempt to flash from the SD card.

Dynamic Libraries and OSX App

I'm building and OS X app that needs a set of dynamic libraries in order to run (Graphviz Libraries). On the machine I'm developing on it works fine but when I tried running the app on another machine the app crashes (which does not surprise me) probably because it doesn't find the libraries, they are installed but in a different location.
My question is what is the best way to make sure your program works?
Graphviz libraries should be installed into "/usr/local", but can be installed in other places.
There are ways to include dylibs in application packages you build (this related question's answer has more info), but it's a bit of a hassle to set up the build steps / phases in Xcode to do the extra steps at build time (such as calling "install_name_tool" to point to "#executable_path").
If your app is going to be installed on not too many machines, I'd recommend just making certain that Graphviz is properly installed into the expected place. If you're going to distribute this app far & wide, you might as well include the Graphviz dylibs within your app package. A third -- possible -- option might be to call the Graphviz installer as a sub-installer from an installer that you create.

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