I have a device that outputs 64 bits of binary data at a rate of 1KHz. I am reading the device over USB via a 3rd party DLL, converting the binary data into a float, timestamping it, and writing to file.
I have the following setup at the moment:
int main(int argc, char* argv[])
{
unsigned char Message_Rx[64];
USHORT Bytes_Read=0;
std::ofstream out(argv[1]);
do
{
Result = Comms.USBRead(&Message_Rx[0],&Bytes_Read);
unsigned long now = getTickCount(start);
if(Result != 0)
{
uint16_t msb (Message_Rx[11] & 0xff) \\leftshited 8;
uint16_t lsb (Message_Rx[12] & 0xff);
uint16_t rate = msb | lsb;
char outstring[1024];
sprintf(outstring, "%d\t%.7f", now, (float)rate*0.03125);
out << outstring << "\n";
}
}while(!kbhit());
out.close();
}
(Sorry, formatting gets messed up with >> or <<).
This produces perfectly good results on my desktop. There doesn't appear to be any data missing and the timestamps are continuous and 1ms apart.
143379582 -0.5937500
143379583 -1.5312500
143379584 -1.6250000
143379585 -1.4062500
143379586 -1.1875000
143379587 -1.3437500
143379588 -1.3125000
143379589 -1.3125000
143379590 -1.1562500
But when I run this on the old laptop that I need to use I get timestamps that appear in blocks and it looks like there must be some data missing:
143379582 -0.5937500
143379582 -1.5312500
143379582 -1.6250000
143379582 -1.4062500
143379582 -1.1875000
143379593 -1.3437500
143379593 -1.3125000
143379593 -1.3125000
143379593 -1.1562500
Is there a way to achieve a speedup of my code so that I won't lose data?
To say this loud and clear: for any PC that is not a Intel 486SX, 64kb/s is a utmost laughable rate. Getting a few Mb/s over USB is very doable with small, Dollar-a-piece microcontrollers without any optimization.
Whatever goes wrong needs investigation much more than your code does.
I don't know the Comms library, but that's where I'd look for the place where time is spent.
Other than that, your printing stuff to the screen should take orders of magnitude more time than your processing, but still shouldn't be a problem. As mentioned, 1kS/s * 64 b/S is nothing for modern (read: last twenty years) PC hardware.
I recommend storing the raw data until the key is hit. After the key is pressed, output the data.
You want to remove formatting and output from high performance code areas.
Paraphrasing a song, There will be time enough for printing when the data's done.
Edit 1:
An array-based circular queue is a good data structure to hold the incoming data. This gives you the last N data samples.
Whenever you have issues with performance, your first step should be to profile the code to see what parts of it are taking up time.
However, for your code, I would say that the printing and string handling are unnecessary for the main loop. I would have a separate array of timestamps and within my main loop only acquire data.
After a key is hit, you no longer have timing restrictions and can deal with the somewhat expensive operation of file I/O and building up of the strings.
A final note is that your OS might be stealing CPU cycles from you. You may want to try to run your code with higher priorities to rule out scheduling.
With all that said, as was mentioned above, your data rate should be sustainable unless you're running on some really vintage hardware.
Related
I'm realizing UART-DMA with STM_HAL library and I want to know if message size is counted by hardware (counting clock ticks till line is idle for example) or by some program method(something like strlen). So if Size in
HAL_UARTEx_RxEventCallback(UART_HandleTypeDef *huart, uint16_t Size)
is counted by hardware, I can send data in pure HEX format, but if it is calculated by something like strline, I may recieve problems if data is 0x00 and have to send data in ASCII.
I've tried to make some research in generated code in Keil but failed (maybe I didn't try hard enough) so maybe somebody can help me.
If you are using UART DMA, it is calculated by hardware.
If you check the call hierarchy of HAL_UARTEx_RxEventCallback using your ide, you can see how the Size variable is calculated.
The function is executed in the following flow.(Depending on the version of HAL Driver, it may be slightly different)
UART Idle Interrupt occur
Call HAL_UART_IRQHandler()
If DMA mod is enabled, Call HAL_UARTEx_RxEventCallback(huart, (huart->RxXferSize - huart->RxXferCount))
Therefore, Size variable is calculated as (huart->RxXferSize - huart->RxXferCount)
huart->RxXferSize is a set value when initializing RX DMA.
huart->RxXferCount is (huart->hdmarx)->Instance->NDTR
NDTR is a value calculated by hardware as the size of the buffer remaining after DMA transfer data to memory!!
I have a question regarding buffering in between blocks in GNU Radio. I know that each block in GNU (including custom blocks) have buffers to store items that are going to be sent or received items. In my project, there is a certain sequence I have to maintain to synchronize events between blocks. I am using GNU radio on the Xilinx ZC706 FPGA platform with the FMCOMMS5.
In the GNU radio companion I created a custom block that controls a GPIO Output port on the board. In addition, I have an independent source block that is feeding information into the FMCOMMS GNU block. The sequence I am trying to maintain is that, in GNU radio, I first send data to the FMCOMMS block, second I want to make sure that the data got consumed by the FMCOMMS block (essentially by checking buffer), then finally I want to control the GPIO output.
From my observations, the source block buffer doesn’t seem to send the items until it’s full. This will cause a major issue in my project because this means that the GPIO data will be sent before or in parallel with sending the items to the other GNU blocks. That’s because I’m setting the GPIO value through direct access to its address in the ‘work’ function of my custom block.
I tried to use pc_output_buffers_full() in the ‘work’ function of my custom source in order to monitor the buffer, but I’m always getting 0.00. I’m not sure if it’s supposed to be used in custom blocks or if the ‘buffer’ in this case is something different from where the output items are stored. Here's a small code snippet which shows the problem:
char level_count = 0, level_val = 1;
vector<float> buff (1, 0.0000);
for(int i=0; i< noutput_items; i++)
{
if(level_count < 20 && i< noutput_items)
{
out[i] = gr_complex((float)level_val,0);
level_count++;
}
else if(i<noutput_items)
{
level_count = 0;
level_val ^=1;
out[i] = gr_complex((float)level_val,0);
}
buff = pc_output_buffers_full();
for (int n = 0; n < buff.size(); n++)
cout << fixed << setw(5) << setprecision(2) << setfill('0') << buff[n] << " ";
cout << "\n";
}
Is there a way to monitor the buffer so that I can determine when my first part of data bits have been sent? Or is there a way to make sure that the each single output item is being sent like a continuous stream to the next block(s)?
GNU Radio Companion version: 3.7.8
OS: Linaro 14.04 image running on the FPGA
Or is there a way to make sure that the each single output item is being sent like a continuous stream to the next block(s)?
Nope, that's not how GNU Radio works (at all!):
A while back I wrote an article that explains how GNU Radio deals with buffers, and what these actually are. While the in-memory architecture of GNU Radio buffers might be of lesser interest to you, let me quickly summarize the dynamics of it:
The buffers that (general_)work functions are called with behave for all that's practical like linearly addressable ring buffers. You get a random number of samples at once (restrictable to minimum numbers, multiples of numbers), and all that you not consume will be handed to you the next time work is called.
These buffers hence keep track of how much you've consumed, and thus, how much free space is in a buffer.
The input buffer a block sees is actually the output buffer of the "upstream" block in the flow graph.
GNU Radio's computation is backpressure-controlled: Any block's work method will immediately be called in an endless loop given that:
There's enough input for the block to do work,
There's enough output buffer space to write to.
Therefore, as soon as one block finishes its work call, the upstream block is informed that there's new free output space, thus typically leading to it running
That leads to high parallelity, since even adjacent blocks can run simultaneously without conflicting
This architecture favors large chunks of input items, especially for blocks that take a relative long time to computer: while the block is still working, its input buffer is already being filled with chunks of samples; when it's finished, chances are it's immediately called again with all the available input buffer being already filled with new samples.
This architecture is asynchronous: even if two blocks are "parallel" in your flow graph, there's no defined temporal relation between the numbers of items they produce.
I'm not even convinced switching GPIOs at times based on the speed computation in this completely non-deterministic timing data flow graph model is a good idea to start with. Maybe you'd rather want to calculate "timestamps" at which GPIOs should be switched, and send (timestamp, gpio state) command tuples to some entity in your FPGA that keeps absolute time? On the scale of radio propagation and high-rate signal processing, CPU timing is really inaccurate, and you should use the fact that you have an FPGA to actually implement deterministic timing, and use the software running on the CPU (i.e. GNU Radio) to determine when that should happen.
Is there a way to monitor the buffer so that I can determine when my first part of data bits have been sent?
Other than that, a method to asynchronously tell another another block that, yes, you've processed N samples, would be either to have a single block that just observes the outputs of both blocks that you want to synchronize and consumes an identical number of samples from both inputs, or to implement something using message passing. Again, my suspicion is that this is not a solution to your actual problem.
I am writing an app which receives a binary data stream wtih a simple function call like put(DataBLock, dateTime); where each data package is 4 MB
I have to write these datablocks to seperate files for future use with some additional data like id, insertion time, tag etc...
So I both tried these two methods:
first with FILE:
data.id = seedFileId;
seedFileId++;
std::string fileName = getFileName(data.id);
char *fNameArray = (char*)fileName.c_str();
FILE* pFile;
pFile = fopen(fNameArray,"wb");
fwrite(reinterpret_cast<const char *>(&data.dataTime), 1, sizeof(data.dataTime), pFile);
data.dataInsertionTime = time(0);
fwrite(reinterpret_cast<const char *>(&data.dataInsertionTime), 1, sizeof(data.dataInsertionTime), pFile);
fwrite(reinterpret_cast<const char *>(&data.id), 1, sizeof(long), pFile);
fwrite(reinterpret_cast<const char *>(&data.tag), 1, sizeof(data.tag), pFile);
fwrite(reinterpret_cast<const char *>(&data.data_block[0]), 1, data.data_block.size() * sizeof(int), pFile);
fclose(pFile);
second with ostream:
ofstream fout;
data.id = seedFileId;
seedFileId++;
std::string fileName = getFileName(data.id);
char *fNameArray = (char*)fileName.c_str();
fout.open(fNameArray, ios::out| ios::binary | ios::app);
fout.write(reinterpret_cast<const char *>(&data.dataTime), sizeof(data.dataTime));
data.dataInsertionTime = time(0);
fout.write(reinterpret_cast<const char *>(&data.dataInsertionTime), sizeof(data.dataInsertionTime));
fout.write(reinterpret_cast<const char *>(&data.id), sizeof(long));
fout.write(reinterpret_cast<const char *>(&data.tag), sizeof(data.tag));
fout.write(reinterpret_cast<const char *>(&data.data_block[0]), data.data_block.size() * sizeof(int));
fout.close();
In my tests the first methods looks faster, but my main problem is in both ways at first everythings goes fine, for every file writing operation it tooks almost the same time (like 20 milliseconds), but after the 250 - 300th package it starts to make some peaks like 150 to 300 milliseconds and then goes down to 20 milliseconds and then again 150 ms and so on... So it becomes very unpredictable.
When I put some timers to the code I figured out that the main reason for these peaks are because of the fout.open(...) and pfile = fopen(...) lines. I have no idea if this is because of the operating system, hard drive, any kind of cache or buffer mechanism etc...
So the question is; why these file opening lines become problematic after some time, and is there a way to make file writing operation stable, I mean fixed time?
Thanks.
NOTE: I'm using Visual studio 2008 vc++, Windows 7 x64. (I tried also for 32 bit configuration but the result is same)
EDIT: After some point writing speed slows down as well even if the opening file time is minimum. I tried with different package sizes so here are the results:
For 2 MB packages it takes double time to slow down, I mean after ~ 600th item slowing down begins
For 4 MB packages almost 300th item
For 8 MB packages almost 150th item
So it seems to me it is some sort of caching problem or something? (in hard drive or OS). But I also tried with disabling hard drive cache but nothing changed...
Any idea?
This is all perfectly normal, you are observing the behavior of the file system cache. Which is a chunk of RAM that's is set aside by the operating system to buffer disk data. It is normally a fat gigabyte, can be much more if your machine has lots of RAM. Sounds like you've got 4 GB installed, not that much for a 64-bit operating system. Depends however on the RAM needs of other processes that run on the machine.
Your calls to fwrite() or ofstream::write() write to a small buffer created by the CRT, it in turns make operating system calls to flush full buffers. The OS writes normally completely very quickly, it is a simple memory-to-memory copy going from the CRT buffer to the file system cache. Effective write speed is in excess of a gigabyte/second.
The file system driver lazily writes the file system cache data to the disk. Optimized to minimize the seek time on the write head, by far the most expensive operation on the disk drive. Effective write speed is determined by the rotational speed of the disk platter and the time needed to position the write head. Typical is around 30 megabytes/second for consumer-level drives, give or take a factor of 2.
Perhaps you see the fire-hose problem here. You are writing to the file cache a lot faster than it can be emptied. This does hit the wall eventually, you'll manage to fill the cache to capacity and suddenly see the perf of your program fall off a cliff. Your program must now wait until space opens up in the cache so the write can complete, effective write speed is now throttled by disk write speeds.
The 20 msec delays you observe are normal as well. That's typically how long it takes to open a file. That is a time that's completely dominated by disk head seek times, it needs to travel to the file system index to write the directory entry. Nominal times are between 20 and 50 msec, you are on the low end of that already.
Clearly there is very little you can do in your code to improve this. What CRT functions you use certainly don't make any difference, as you found out. At best you could increase the size of the files you write, that reduces the overhead spent on creating the file.
Buying more RAM is always a good idea. But it of course merely delays the moment where the firehose overflows the bucket. You need better drive hardware to get ahead. An SSD is pretty nice, so is a striped raid array. Best thing to do is to simply not wait for your program to complete :)
So the question is; why these file opening lines become problematic
after some time, and is there a way to make file writing operation
stable, I mean fixed time?
This observation(.i.e. varying time taken in write operation) does not mean that there is problem in OS or File System.There could be various reason behind your observation. One possible reason could be the delayed write may be used by kernel to write the data to disk. Sometime kernel cache it(buffer) in case another process should read or write it soon so that extra disk operation can be avoided.
This situation may lead to inconsistency in the time taken in different write call for same size of data/buffer.
File I/O is bit complex and complicated topic and depends on various other factors. For complete information on internal algorithm on File System, you may want to refer the great great classic book "The Design Of UNIX Operating System" By Maurice J Bach which describes these concepts and the implementation in detailed way.
Having said that, you may want to use the flush call immediately after your write call in both version of your program(.i.e. C and C++). This way you may get the consistent time in your file I/O write time. Otherwise your programs behaviour look correct to me.
//C program
fwrite(data,fp);
fflush(fp);
//C++ Program
fout.write(data);
fout.flush();
It's possible that the spikes are not related to I/O itself, but NTFS metadata: when your file count reach some limit, some NTFS AVL-like data structure needs some refactoring and... bump!
To check it you should preallocate the file entries, for example creating all the files with zero size, and then opening them when writing, just for testing: if my theory is correct you shouldn't see your spikes anymore.
UHH - and you must disable file indexing (Windows search service) there! Just remembered of it... see here.
This is an embedded solution using C++, im reading the changes of brightness from a cellphone screen, from very bright (white) to dark (black).
Using JavaScript and a very simple script im changing the background of a webpage from white to black on 100 milliseconds intervals and reading the result on my brightness sensor, as expected the browser is not very precise on timing, some times it does 100ms sometimes less and sometimes more with a huge deviation at times.
var syncinterval = setInterval(function(){
bytes = "010101010101010101010101010101010101010101010101010101010101010101010101010101010101010101010101010101";
bit = bytes[i];
output_bit(bit);
i += 1;
if(i > bytes.length) {
clearInterval(syncinterval);
i = 0;
for (i=0; i < input.length; i++) {
tbits = input[i].charCodeAt(0).toString(2);
while (tbits.length < 8) tbits = '0' + tbits;
bytes += tbits;
}
console.log(bytes);
}
}, sync_speed);
My initial idea, before knowing how the timing was on the browser was to use asynchronous serial communication, with some know "word" to sync the stream of data as RS232 does with his start bit, but on RS232 the clocks are very precise.
I could use a second sensor to read a different part of the screen as a clock, in this case even if the monitor or the browser "decides" to go faster or slower my system will only read when there is a clock signal (this is a similar application were they swipe the sensors instead of making the screen flicks as i need), but this require a more complex hardware system, i would like not to complicate things before searching for a software solution.
I don't need high speeds, the data im trying to send is just about 8 Bytes as much.
With any kind of asynchronous communications, you rely on transmitter sending a new 'bit' of data at a fixed time interval, and the receiver sampling the data at the same (fixed) interval. If the browser isn't accurate on timings, you'll just need to slow the bitrate down until its good enough.
There are a few tricks you can use to help you improve the reliability:-
a : While sending, calculate the required 'start transmit time' of each 'bit' in advance, and modify the delay after each bit has been 'sent', based on current time vs. required time. This means you'll avoid cumulative errors (i.e. if Bit 1 is sent a little 'late', the delay to bit 2 will be reduced to compensate), rather than delaying a constant N microseconds per bit.
b: While receiving, you must sample the incoming data much faster than you expect changes. (UARTS normally use a 16x oversample) This means you can resynchronize with the 'start bit' (the initial change from 1 to 0 in your diagram) and you can then sample each bit at the expected 'centre' of its time period.
In other words, if you're sending data at 1000us intervals, you sample data at ~62us intervals, and when you detect a 'start bit, you wait 500us to put you in the centre of the time period, then take 8 single-bit samples at 1000us intervals to form an 8-bit byte.
You might consider not using a fixed-rate encoding, where each bit is represented as a sequence of the same length, and instead go for a variable-rate encoding:
Time: 0 1 2 3 4
0: _/▔\_
1: _/▔▔▔▔▔\_
This means that when decoding, all you need to do is to measure the time the screen is lit. Short pulses are 0s, long pulses are 1s. It's woefully inefficient, but doesn't require accurate clocking and should be relatively resistant to inaccurate timing. By using some synchronisation pulses (say, an 010 sequence) between bytes you can automatically detect the length of the pulses and so end up not needing a fixed clock at all.
Can someone explain how snd_pcm_writei
snd_pcm_sframes_t snd_pcm_writei(snd_pcm_t *pcm, const void *buffer,
snd_pcm_uframes_t size)
works?
I have used it like so:
for (int i = 0; i < 1; i++) {
f = snd_pcm_writei(handle, buffer, frames);
...
}
Full source code at http://pastebin.com/m2f28b578
Does this mean, that I shouldn't give snd_pcm_writei() the number of
all the frames in buffer, but only
sample_rate * latency = frames
?
So if I e.g. have:
sample_rate = 44100
latency = 0.5 [s]
all_frames = 100000
The number of frames that I should give to snd_pcm_writei() would be
sample_rate * latency = frames
44100*0.5 = 22050
and the number of iterations the for-loop should be?:
(int) 100000/22050 = 4; with frames=22050
and one extra, but only with
100000 mod 22050 = 11800
frames?
Is that how it works?
Louise
http://www.alsa-project.org/alsa-doc/alsa-lib/group___p_c_m.html#gf13067c0ebde29118ca05af76e5b17a9
frames should be the number of frames (samples) you want to write from the buffer. Your system's sound driver will start transferring those samples to the sound card right away, and they will be played at a constant rate.
The latency is introduced in several places. There's latency from the data buffered by the driver while waiting to be transferred to the card. There's at least one buffer full of data that's being transferred to the card at any given moment, and there's buffering on the application side, which is what you seem to be concerned about.
To reduce latency on the application side you need to write the smallest buffer that will work for you. If your application performs a DSP task, that's typically one window's worth of data.
There's no advantage in writing small buffers in a loop - just go ahead and write everything in one go - but there's an important point to understand: to minimize latency, your application should write to the driver no faster than the driver is writing data to the sound card, or you'll end up piling up more data and accumulating more and more latency.
For a design that makes producing data in lockstep with the sound driver relatively easy, look at jack (http://jackaudio.org/) which is based on registering a callback function with the sound playback engine. In fact, you're probably just better off using jack instead of trying to do it yourself if you're really concerned about latency.
I think the reason for the "premature" device closure is that you need to call snd_pcm_drain(handle); prior to snd_pcm_close(handle); to ensure that all data is played before the device is closed.
I did some testing to determine why snd_pcm_writei() didn't seem to work for me using several examples I found in the ALSA tutorials and what I concluded was that the simple examples were doing a snd_pcm_close () before the sound device could play the complete stream sent it to it.
I set the rate to 11025, used a 128 byte random buffer, and for looped snd_pcm_writei() for 11025/128 for each second of sound. Two seconds required 86*2 calls snd_pcm_write() to get two seconds of sound.
In order to give the device sufficient time to convert the data to audio, I put used a for loop after the snd_pcm_writei() loop to delay execution of the snd_pcm_close() function.
After testing, I had to conclude that the sample code didn't supply enough samples to overcome the device latency before the snd_pcm_close function was called which implies that the close function has less latency than the snd_pcm_write() function.
If the ALSA driver's start threshold is not set properly (if in your case it is about 2s), then you will need to call snd_pcm_start() to start the data rendering immediately after snd_pcm_writei().
Or you may set appropriate threshold in the SW params of ALSA device.
ref:
http://www.alsa-project.org/alsa-doc/alsa-lib/group___p_c_m.html
http://www.alsa-project.org/alsa-doc/alsa-lib/group___p_c_m___s_w___params.html