Simultaneous and random output pins with Arduino - random

I have a project that requires eight DIFFERENT lights to cycle between on and off at random times with random fade in, random fade out and random on/off durations. My strategy is to fade on, leave on for a random time, fade off, leave off for a random time, repeat. While right now I've got a random pin selected before each for loop, I'd like to use a for-loop to randomly choose a pin on which to run the WHOLE on/off cycle.
Here's my pseudocode. Or maybe it IS my code.
void setup() {
int pin = 0;
int fadeIn = 0;
int fadeOut = 0;
int onDuration = 0;
int offDuration = 0;
}
void loop() {
pin = random(2,8)
onDuration = random(2000,15000)
for (fadeIn=0;fadeIn<255;i++) {
analogWrite(pin,fadeIn)
}
delay(onDuration)
pin = random(2,8)
offDuration = random(1000,7000)
for (fadeOut=254;fadeOut>0;fadeOut--) {
analogWrite(pin,fadeOut)
}
delay(offDuration)
}
The loop (on, then off) would be one instance of a cycle. If I wanted a SECOND instance of the cycle to kick off on another pin WHILE the first cycle was running, is that something I can do programmatically? or would I need eight controllers, each fading the light in and out at the same time?

In your code above, the fading in and fading out are not for a random time. Is that what you intended? If so, you'll need to add delays at each iteration of the loops.
Anyway, this is something you can do without 8 separate boards.
Because it's embedded, you can't multithread very easily. You'll need to implement your own task scheduler and each LED has to be thought of as its own task. Then you just keep track of the state each different LED is in (fading in, on, fading out, or off.) As you bounce between the different tasks, control each LED accordingly to the state.
As far as a timing based task scheduler, you have different options. Perhaps the easiest is to implement a periodic timer interrupt. The AVR datasheets explain this pretty well. For Arduino, there's some libraries you can also use. For example:
http://playground.arduino.cc/code/timer1
Another option is to do something similar to this:
http://arduino.cc/forum/index.php?PHPSESSID=3e72433bc4375ee6c20d56f3998762ca&topic=5686.msg44073#msg44073
Just some suggestions. Sounds like an interesting project. Good luck!

You can manage this sort of thing (multiple lights/threads) using a procedural style of coding with switch/case statements and keeping track of state through some vars. With the limited memory on Arduino this is sometimes the only way to go.
On the other hand, I've had much success doing this sort of lighting control with object-orient approaches using custom classes and custom libraries. Much easier and your loop()then only need to handle higher level logic and service each instance (e.g. tell it to update and the instance handles the logic for that).
The only issue is the limited memory - so it may depend on which specific board you are using. I'd suggest giving it a try though - will likely be fine memory wise and you will learn quite a lot.

Related

How do I make two servo's move in opposite directions?

I am trying to make a model of the muscle system in the arm for a project with Arduino, but to accomplish this I need bicep and triceps to move in opposite direction.
I am currently experimenting with a potentiometer and trying to make the two servos move in opposite directions, but somehow the code doesn't seem to work as I would expect since they keep moving in the same direction.
My power supply is my laptop, I haven't used a battery pack yet. As for the specific issue, the servos aren't responding to the potentiometer and they just jitter
#include <Servo.h>
Servo Bicep;
Servo Tricep;
Servo Extensor;
Servo Flexor;
int pos = 0;
int biceppin = 3;
const int triceppin = 4;
const int extensorpin = 5;
const int flexorpin = 6;
int potpin = 8;
int potval = 0;
int potval2;
void setup() {
Bicep.attach(biceppin);
Tricep.attach(triceppin);
Extensor.attach(extensorpin);
Flexor.attach(flexorpin);
}
void loop() {
potval = analogRead(potpin);
potval = map(potval, 0, 1023, 0, 180);
potval2 = 180 - potval;
Bicep.write(potval);
Tricep.write(potval2);
delay(15);
}
Would you be able to tell me what is wrong with the code?
Is there a more efficient way to do the same task?
You set potpin = 8, but analogRead() works only over analog inputs A0-A5 and on most boards, included the tagged Arduino Uno board, pin 8 is a digital pin.
relevant quote:
[...] you cannot use analogRead() to read a digital pin. A digital pin cannot behave as analog because it isn't connected to the ADC (Analog to Digital Converter).
You can test this with the example of https://www.arduino.cc/en/Reference/AnalogRead
I think that there are more than one problem there.
Assuming the program is correct (which may not be the case, since as explained in #BOC's answer you are using pin 8 as an analog input while in an Arduino Uno board, that pin is only digital), if the servos jitter, a good candidate as the source of the problem is your power supply:
You stated (on a comment, but I edited your question to specify this, since it's important) that your power supply is your laptop. Most USB ports are limited to 500 mA.
Although you did not explain anything about your particular servos and their specifications, most of them use at least 250 mA (for example, a Futaba S3003). But low cost/low quality servos usually take more than that, as well as bigger servos. But even if your servos are using 250 mA each one (best case scenario), you are also powering your Arduino Uno board itself (who's linear regulator is not very efficient), and thus you are reaching the limit of your USB port. In my own experience, most (non-mini) servos do take way more than just 250 mA.
Possible solutions
As a fast test, if you lack a good power source, I would do the following, which is in general a good practice when you are mixing code and electronics in a project:
Connect only one servo (let's say bicep), plus the potentiometer.
Run your program and test the servo's movements.
If it works, disconnect that servo and connect the other one.
Run and test, specially direction.
If they still jitter, try the one configuration servo with a better power supply. Be careful: most servos need 4.8V as the input voltage, so do not go over that voltage since you can damage them or significantly reduce their life time.
If you have doubts about the potentiometer itself, you can also try the one servo configuration without potentiometer at all, just hardcoding values in the servo.write() method; something like this:
void loop() {
delay(500);
Bicep.write(50);
delay(500);
Bicep.write(100);
}
That will reduce any potential problem to a software only problem, since now, according to your description, it's not clear wether you are facing an electronic configuration problem or a software bug.

OSX AudioUnit SMP

I'd like to know if someone has experience in writing a HAL AudioUnit rendering callback taking benefits of multi-core processors and/or symmetric multiprocessing?
My scenario is the following:
A single audio component of sub-type kAudioUnitSubType_HALOutput (together with its rendering callback) takes care of additively synthesizing n sinusoid partials with independent individually varying and live-updated amplitude and phase values. In itself it is a rather straightforward brute-force nested loop method (per partial, per frame, per channel).
However, upon reaching a certain upper limit for the number of partials "n", the processor gets overloaded and starts producing drop-outs, while three other processors remain idle.
Aside from general discussion about additive synthesis being "processor expensive" in comparison to let's say "wavetable", I need to know if this can be resolved right way, which involves taking advantage of multiprocessing on a multi-processor or multi-core machine? Breaking the rendering thread into sub-threads does not seem the right way, since the render callback is already a time-constraint thread in itself, and the final output has to be sample-acurate in terms of latency. Has someone had positive experience and valid methods in resolving such an issue?
System: 10.7.x
CPU: quad-core i7
Thanks in advance,
CA
This is challenging because OS X is not designed for something like this. There is a single audio thread - it's the highest priority thread in the OS, and there's no way to create user threads at this priority (much less get the support of a team of systems engineers who tune it for performance, as with the audio render thread). I don't claim to understand the particulars of your algorithm, but if it's possible to break it up such that some tasks can be performed in parallel on larger blocks of samples (enabling absorption of periods of occasional thread starvation), you certainly could spawn other high priority threads that process in parallel. You'd need to use some kind of lock-free data structure to exchange samples between these threads and the audio thread. Convolution reverbs often do this to allow reasonable latency while still operating on huge block sizes. I'd look into how those are implemented...
Have you looked into the Accelerate.framework? You should be able to improve the efficiency by performing operations on vectors instead of using nested for-loops.
If you have vectors (of length n) for the sinusoidal partials, the amplitude values, and the phase values, you could apply a vDSP_vadd or vDSP_vmul operation, then vDSP_sve.
As far as I know, AU threading is handled by the host. A while back, I tried a few ways to multithread an AU render using various methods, (GCD, openCL, etc) and they were all either a no-go OR unpredictable. There is (or at leas WAS... i have not checked recently) a built in AU called 'deferred renderer' I believe, and it threads the input and output separately, but I seem to remember that there was latency involved, so that might not help.
Also, If you are testing in AULab, I believe that it is set up specifically to only call on a single thread (I think that is still the case), so you might need to tinker with another test host to see if it still chokes when the load is distributed.
Sorry I couldn't help more, but I thought those few bits of info might be helpful.
Sorry for replying my own question, I don't know the way of adding some relevant information otherwise. Edit doesn't seem to work, comment is way too short.
First of all, sincere thanks to jtomschroeder for pointing me to the Accelerate.framework.
This would perfectly work for so called overlap/add resynthesis based on IFFT. Yet I haven't found a key to vectorizing the kind of process I'm using which is called "oscillator-bank resynthesis", and is notorious for its processor taxing (F.R. Moore: Elements of Computer Music). Each momentary phase and amplitude has to be interpolated "on the fly" and last value stored into the control struct for further interpolation. Direction of time and time stretch depend on live input. All partials don't exist all the time, placement of breakpoints is arbitrary and possibly irregular. Of course, my primary concern is organizing data in a way to minimize the number of math operations...
If someone could point me at an example of positive practice, I'd be very grateful.
// Here's the simplified code snippet:
OSStatus AdditiveRenderProc(
void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData)
{
// local variables' declaration and behaviour-setting conditional statements
// some local variables are here for debugging convenience
// {... ... ...}
// Get the time-breakpoint parameters out of the gen struct
AdditiveGenerator *gen = (AdditiveGenerator*)inRefCon;
// compute interpolated values for each partial's each frame
// {deltaf[p]... ampf[p][frame]... ...}
//here comes the brute-force "processor eater" (single channel only!)
Float32 *buf = (Float32 *)ioData->mBuffers[channel].mData;
for (UInt32 frame = 0; frame < inNumberFrames; frame++)
{
buf[frame] = 0.;
for(UInt32 p = 0; p < candidates; p++){
if(gen->partialFrequencyf[p] < NYQUISTF)
buf[frame] += sinf(phasef[p]) * ampf[p][frame];
phasef[p] += (gen->previousPartialPhaseIncrementf[p] + deltaf[p]*frame);
if (phasef[p] > TWO_PI) phasef[p] -= TWO_PI;
}
buf[frame] *= ovampf[frame];
}
for(UInt32 p = 0; p < candidates; p++){
//store the updated parameters back to the gen struct
//{... ... ...}
;
}
return noErr;
}

DCF77 decoder vs. noisy signal

I have almost completed my open source DCF77 decoder project. It all started out when I noticed that the standard (Arduino) DCF77 libraries perform very poorly on noisy signals. Especially I was never able to get the time out of the decoders when the antenna was close to the computer or when my washing machine was running.
My first approach was to add a (digital) exponential filter + trigger to the incoming signal.
Although this improved the situation significantly, it was still not really good. Then I started to read some standard books on digital signal processing and especially the original works of Claude Elwood Shannon. My conclusion was that the proper approach would be to not "decode" the signal at all because it is (except for leap seconds) completely known a priori. Instead it would be more appropriate to match the received data to a locally synthesized signal and just determine the proper phase. This in turn would reduce the effective bandwidth by some orders of magnitude and thus reduce the noise significantly.
Phase detection implies the need for fast convolution. The standard approach for efficient convolution is of course the fast Fourier transform. However I am implementing for the Arduino / Atmega 328. Thus I have only 2k RAM. So instead of the straightforward approach with FFT, I started stacking matched phase locked loop filters. I documented the different project stages here:
First try: exponential filter
Start of the better apprach: phase lock to the signal / seconds ticks
Phase lock to the minutes
Decoding minute and hour data
Decoding the whole signal
Adding a local clock to deal with signal loss
Using local synthesized signal for faster lock reacquisition after signal loss
I searched the internet quite extensively and found no similar approach. Still I wonder if there are similar (and maybe better) implementations. Or if there exist research on this kind of signal reconstruction.
What I am not searching for: designing optimized codes for getting close to the Shannon limit. I am also not searching for information on the superimposed PRNG code on DCF77. I also do not need hints on "matched filters" as my current implementation is an approximation of a matched filter. Specific hints on Viterbi Decoders or Trellis approaches are not what I am searching for - unless they address the issue of tight CPU and RAM constraints.
What I am searching for: are there any descriptions / implementations of other non-trivial algorithms for decoding signals like DCF77, with limited CPU and RAM in the presence of significant noise? Maybe in some books or papers from the pre internet era?
Have you considered using a chip matched filter to perform your convolution?
http://en.wikipedia.org/wiki/Matched_filter
They are almost trivially easy to implement, as each chip / bit period can be implemented as a n add subtract delay line ( use a circular buffer )
A simple one for a square wave (will also work, but less optimal with other waveforms) of unknown sequence (but known frequency) can be implemented something like this:
// Filter class
template <int samples_per_bit>
class matchedFilter(
public:
// constructor
matchedFilter() : acc(0) {};
// destructor
~matchedFilter() {};
int filterInput(int next_sample){
int temp;
temp = sample_buffer.insert(nextSample);
temp -= next_sample;
temp -= result_buffer.insert(temp);
return temp;
};
private:
int acc;
CircularBuffer<samples_per_bit> sample_buffer;
CircularBuffer<samples_per_bit> result_buffer;
);
// Circular buffer
template <int length>
class CircularBuffer(
public:
// constructor
CircularBuffer() : element(0) {
buffer.fill(0);
};
// destructor
~CircularBuffer(){};
int insert(int new_element){
int temp;
temp = array[element_pos];
array[element_pos] = new_element;
element_pos += 1;
if (element_pos == length){
element_pos = 0;
};
return temp;
}
private:
std::array<int, length> buffer;
int element_pos;
);
As you can see, resource wise, this is relatively trivial. It there is a specific waveform you're after, you can cascade these together to give a longer correlation.
The reference to matched filters by Ollie B. is not what I was asking for. I already covered this before in my blog.
However by now I received a very good hint by private mail. There exists a paper "Performance Analysis and
Receiver Architectures of DCF77 Radio-Controlled Clocks" by Daniel Engeler. This is the kind of stuff I am searching for.
With further searches starting from the Engeler paper I found the following German patents DE3733966A1 - Anordnung zum Empfang stark gestoerter Signale des Senders dcf-77 and DE4219417C2 - Schmalbandempfänger für Datensignale.

How should I filter this data?

I have a several series of data points that need to be graphed. For each graph, some points may need to be thrown out due to error. An example is the following:
The circled areas are errors in the data.
What I need is an algorithm to filter this data so that it eliminates the error by replacing the bad points with flat lines, like so:
Are there any algorithms out there that are especially good at detecting error points? Do you have any tips that could point me in the right direction?
EDIT: Error points are any points that don't look consistent with the data on both sides. There can be large jumps, as long as the data after the jump still looks consistent. If it's on the edge of the graph, large jumps should probably be considered error.
This is a problem that is hard to solve generically; your final solution will end up being very process-dependent, and unique to your situation.
That being said, you need to start by understanding your data: from one sample to the next, what kind of variation is possible? Using that, you can use previous data samples (and maybe future data samples) to decide if the current sample is bogus or not. Then, you'll end up with a filter that looks something like:
const int MaxQueueLength = 100; // adjust these two values as necessary
const double MaxProjectionError = 5;
List<double> FilterData(List<double> rawData)
{
List<double> toRet = new List<double>(rawData.Count);
Queue<double> history = new Queue<double>(MaxQueueLength); // adjust queue length as necessary
foreach (double raw_Sample in rawData)
{
while (history.Count > MaxQueueLength)
history.Dequeue();
double ProjectedSample = GuessNext(history, raw_Sample);
double CurrentSample = (Math.Abs(ProjectedSample - raw_Sample) > MaxProjectionError) ? ProjectedSample : raw_Sample;
toRet.Add(CurrentSample);
history.Enqueue(CurrentSample);
}
return toRet;
}
The magic, then, is coming up with your GuessNext function. Here, you'll be getting into stuff that is specific to your situation, and should take into account everything you know about the process that is gathering data. Are there physical limits to how quickly the input can change? Does your data have known bad values you can easily filter?
Here is a simple example for a GuessNext function that works off of the first derivative of your data (i.e. it assumes that your data is a roughly a straight line when you only look at a small section of it)
double lastSample = double.NaN;
double GuessNext(Queue<double> history, double nextSample)
{
lastSample = double.IsNaN(lastSample) ? nextSample : lastSample;
//ignore the history for simple first derivative. Assume that input will always approximate a straight line
double toRet = (nextSample + (nextSample - lastSample));
lastSample = nextSample;
return toRet;
}
If your data is particularly noisy, you may want to apply a smoothing filter to it before you pass it to GuessNext. You'll just have to spend some time with the algorithm to come up with something that makes sense for your data.
Your example data appears to be parametric in that each sample defines both a X and a Y value. You might be able to apply the above logic to each dimension independently, which would be appropriate if only one dimension is the one giving you bad numbers. This can be particularly successful in cases where one dimension is a timestamp, for instance, and the timestamp is occasionally bogus.
If removing the outliers by eye is not possible, try kriging (with error terms) as in http://www.ipf.tuwien.ac.at/cb/publications/pipeline.pdf . This seems to work quite well to automatically deal with occasional extreme noise. I know that French meteorologists use such an approach to remove outliers in their data (like a fire next to a temperature sensor or something kicking a wind sensor for instance).
Please note that it is a difficult problem in general. Any information about the errors is precious. Did someone kick the measuring device ? Then you cannot do much except removing the offending data by hand. Is your noise systematic ? You can do a lot of things then by making (reasonable) hypotheses about it.

Tree Algorithm

I was thinking earlier today about an idea for a small game and stumbled upon how to implement it. The idea is that the player can make a series of moves that cause a little effect, but if done in a specific sequence would cause a greater effect. So far so good, this I know how to do. Obviously, I had to make it be more complicated (because we love to make it more complicated), so I thought that there could be more than one possible path for the sequence that would both cause greater effects, albeit different ones. Also, part of some sequences could be the beggining of other sequences, or even whole sequences could be contained by other bigger sequences. Now I don't know for sure the best way to implement this. I had some ideas, though.
1) I could implement a circular n-linked list. But since the list of moves never end, I fear it might cause a stack overflow ™. The idea is that every node would have n children and upon receiving a command, it might lead you to one of his children or, if no children was available to such command, lead you back to the beggining. Upon arrival on any children, a couple of functions would be executed causing the small and big effect. This might, though, lead to a lot of duplicated nodes on the tree to cope up with all the possible sequences ending on that specific move with different effects, which might be a pain to maintain but I am not sure. I never tried something this complex on code, only theoretically. Does this algorithm exist and have a name? Is it a good idea?
2) I could implement a state machine. Then instead of wandering around a linked list, I'd have some giant nested switch that would call functions and update the machine state accordingly. Seems simpler to implement, but... well... doesn't seem fun... nor ellegant. Giant switchs always seem ugly to me, but would this work better?
3) Suggestions? I am good, but I am far inexperienced. The good thing of the coding field is that no matter how weird your problem is, someone solved it in the past, but you must know where to look. Someone might have a better idea than those I had, and I really wanted to hear suggestions.
I'm not absolutely completely sure that I understand exactly what you're saying, but as an analagous situation, say someone's inputting an endless stream of numbers on the keyboard. '117' is a magic sequence, '468' is another one, '411799' is another (which contains the first one).
So if the user enters:
55468411799
you want to fire 'magic events' at the *s:
55468*4117*99*
or something like that, right? If that's analagous to the problem you're talking about, then what about something like (Java-like pseudocode):
MagicSequence fireworks = new MagicSequence(new FireworksAction(), 1, 1, 7);
MagicSequence playMusic = new MagicSequence(new MusicAction(), 4, 6, 8);
MagicSequence fixUserADrink = new MagicSequence(new ManhattanAction(), 4, 1, 1, 7, 9, 9);
Collection<MagicSequence> sequences = ... all of the above ...;
while (true) {
int num = readNumberFromUser();
for (MagicSequence seq : sequences) {
seq.handleNumber(num);
}
}
while MagicSequence has something like:
Action action = ... populated from constructor ...;
int[] sequence = ... populated from constructor ...;
int position = 0;
public void handleNumber(int num) {
if (num == sequence[position]) {
// They've entered the next number in the sequence
position++;
if (position == sequence.length) {
// They've got it all!
action.fire();
position = 0; // Or disable this Sequence from accepting more numbers if it's a once-off
}
} else {
position = 0; // missed a number, start again!
}
}
You might want to implement a state machine anyway, but you don't have to hardcode state transitions.
Try to make a graph of states, where link between state A to state B will mean A can lead to B.
Then you can traverse graph at runtime to find where player goes.
Edit: You can define graph node as:
-state-id
-list of links to other states,
where every link defines:
-state-id
-precondition, a list of states what must be visited before going to this state
What you're describing sounds very similar to the technology tree in a game live Civilization.
I don't know how the Civ authors built theirs, but I'd be inclined to use a multigraph to represent possible 'moves' - there will be some you can start at with no 'experience', and once you're in them, there will be multiple paths through to the end.
Draw-out what potential options you can have at each stage of the game, and then draw lines going from some options to others.
That should give you a start on implementation, as graphs are [relatively] easy concepts to implement and utilize.
Sounds like a neural network. You could create one and train it to recognize the patterns that cause the various effects you are looking for.
What you're describing sounds somewhat similar to a dependency graph or a word graph. You might look into those.
#Cowan, #Javier: Nice idea, mind if I add to it?
Let the MagicSequence objects listen to the incoming stream of user input, that is notify them of the input (broadcast) and let each of them add the input to there internal input stream. This stream is cleared when the input is not the expected next input in the pattern that would have the MagicSequence fire its action. As soon as the pattern is completed, fire the action and clear the internal input stream.
Optimize this by only feeding input to the MagicSequences that are waiting for it. This could be done two ways:
You have an object that lets all MagicSequences connect with events that correspond with numbers in their patterns. MagicSequence(1,1,7) would add itself to got1 and got7, for example:
UserInput.got1 += MagicSequnece[i].SendMeInput;
You could optimize this such that after each input MagicSequences deregister from invalid events and register with valid ones.
create a small state machine for each effect that you'd want. at each user action, 'broadcast' it to all state machines. most of then won't care, but some will advance, or maybe go backwards. when one of them reaches it's goal, produce the desired effect.
to keep the code neat, don't hardcode the state machines, instead build a simple data structure that encodes the state graph: each state is a node with a list of interesting events, each one points to the next state's node. Each machine's state is simply a reference to the appropriate state node.
edit: It seems Cowan's advice is equivalent to this, but he optimises his state machines to express only simple sequences. seems enough for your specific problem, but more complex conditions could need a more general solution.

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