Fine-Grain Timing in WebOS - scheduling

I'm looking to build a program that works within soft real-time schedules; to do this, I need to generate a timing event at an interval significantly less than a second.
Is there an API that exposes fine-grain timers in WebOS?

You can use the DOM API setTimeout() to have a function be called back in the future. The timing is specified in milliseconds. Your callback will be called at least that many milliseconds after the call to setTimeout, but it could be longer if other JS code is running, since the Javascript engine won't interrupt running code to call your function.

Related

Access CANalyzer CAPL system clock

I am working with a CAN application and am having some timing issues. It seems there is some time delta between when my CAN message write function completes and when the CAN message is actually transmitted. So I want to measure the time between the two. The write function is in C++, so it's a simple call to GetTickCount to know when the write function completes. It's knowing when the actual transmission happens that's the problem.
I am using Vector's CANalyzer to monitor my CAN bus, and heard it has a programming interface (CAPL). What I would like to do is grab the PC clock time at which a message has actually been transmitted. Is there any system-CAPL interface that I could use to do this?
It would be easier to measure the time in your C++ program. The CAN driver should provide some "TX confirmation callback function". The CAN driver calls this function as soon as the message has been successfully transmitted. You would need to configure the callback and to measure the time between your CAN write operation and this callback.

Using timers with performance-critical software (Qt)

I am developing an application that is responsible of moving and managing robots over an UDP connection.
The application needs to:
Read joystick/user input using SDL.
Generate and send a control packet to the robot every 20 milliseconds (UDP)
Receive and decode response packets from the robot (~20 msecs). This was implemented with the signal/slot mechanism and does not require a timer.
Receive and process robot messages for debugging reasons. This is not time-regulated.
Update the UI regularly to keep the user notified about the status of the robot (e.g. battery voltage). For most cases, I have also used Qt's signal/slot mechanism.
Use a watchdog that disables the robot if no response is received after 1 second. The watchdog is reset when the application receives a robot packet (~20 msecs)
For the moment, I have implemented all of the above. However, the application fails to send the packets regularly when the watchdog is activated or when two or more QTimer objects are used. The application would generally work, but I would not consider it "production ready". I have tried to use the precision flags of the timers (Qt::Precise, Qt::Coarse and Qt::VeryCoarse), but I still experienced problems.
Notes:
The code is generally well organized, there are no "god objects" in the code base (most source files are less than 150 lines long and only create the necessary dependencies).
Most of the times, I use QTimer::singleShot() (e.g. I will only send the next packet once the current packet has been sent).
Where we use timers:
To read joystick input (~50 msecs, precise timer)
To send robot packets (~20 msecs, precise timer)
To update some aspects of the UI (~500 msecs, coarse timer)
To update the elapsed time since the robot was enabled (~100 msecs, precise timer)
To implement a watchdog (put the application and robot in safe state if 1000 msecs have passed without a robot response)
Note: the watchdog is feed when we receive a response packet from the robot (~20 msecs)
Do you have any recommendations for using QTimer objects with performance-critical code (any idea is welcome). Note that I have also tried to use different threads, but it has caused me more problems, since the application would not be in "sync", thus failing to effectively control the robots that we have tested.
Actually, I seem to have underestimated Qt's timer and event loop performance. On my system I get on average around 20k nanoseconds for an event loop cycle plus the overhead from scheduling a queued function call, and a timer with interval 1 millisecond is rarely late, most of the timeouts are a few thousand nanoseconds short of a millisecond. But it is a high end system, on embedded hardware it may be a lot worse.
You should take the time and profile your target system and Qt build to determine whether it can indeed run snappy enough, and based on those measurements, adjust your timings to compensate for the system delays to get your events scheduled more on time.
You should definitely keep the timer thread as free as possible, because if you block it by IO or extensive computation, your timer will not be accurate. Use a dedicated thread to schedule work and extra worker threads to do the actual work. You may also try playing with thread priorities a bit.
Worst case scenario, look for 3rd party high performance event loop implementations or create your own and potentially, also a faster signaling mechanism as ell. As I already mentioned in the comments, Qt's inter-thread queued signals are very slow, at least compared to something like indirect function calls.
Last but not least, if you want to do task X every N units of time, it will only be only possible if task X takes N units of time or less on your system. You need to make this consideration for each task, and for all tasks running concurrently. And in order to get accurate scheduling, you should measure how long did task X took, and if less than its frequency, schedule the next execution in the time remaining, otherwise execute immediately.

Creating an update method with custom rate processing in c++

If you've ever used XNA game studio 4 you are familiar with the update method. By default the code within is processed at 60 times per second. I have been struggling to recreate such an effect in c++.
I would like to create a method where it will only process the code x amount of times per second. Every way I've tried it processes all at once, as loops do. I've tried for loops, while, goto, and everything processes all at once.
If anyone could please tell me how and if I can achieve such a thing in c++ it would be much appreciated.
With your current level of knowledge this is as specific as I can get:
You can't do what you want with loops, fors, ifs and gotos, because we are no longer in the MS-DOS era.
You also can't have code running at precisely 60 frames per second.
On Windows a system application runs within something called an "event loop".
Typically, from within the event loop, most GUI frameworks call the "onIdle" event, which happens when an application is doing nothing.
You call update from within the onIdle event.
Your onIdle() function will look like this:
void onIdle(){
currentFrameTime = getCurrentFrameTime();
if ((currentFrameTime - lastFrameTime) < minUpdateDelay){
sleepForSmallAmountOfTime();//using Sleep or anything.
//Delay should be much smaller than minUPdateDelay.
//Doing this will reduce CPU load.
return;
}
update(currentFrameTime - lastFrameTime);
lastFrameTime = currentFrameTime;
}
You will need to write your own update function, your update function should take amount of time passed since last frame, and you need to write a getFrameTime() function using either GetTickCount, QueryPerformanceCounter, or some similar function.
Alternatively you could use system timers, but that is a bad idea compared to onIdle() event - if your app runs too slowly.
In short, there's a long road ahead of you.
You need to learn some (preferably cross-platform) GUI framework, learn how to create a window, the concept of an event loop (can't do anything without it today), and then write your own "update()" and get a basic idea of multithreading programming and system events.
Good luck.
As you are familiar with XNA then i assume you also are familiar with "input" and "draw". What you could do is assign independant threads to these 3 functions and have a timer to see if its time to run a thread.
Eg the input would probably trigger draw, and both draw and input would trigger the update method.
-Another way to handle this is my messages events. If youre using Windows then look into Windows messages loop. This will make your input, update and draw event easier by executing on events triggered by the OS.

How to test Interrupt Latency?

Windows Embedded Compact 7.
Is there a way to test interrupt latency time from user space?
Are there any tools provided as part of platform builder?
I also saw a program called Intrtime.exe - but no examples on how to use it.
How does one test the interrupt latency time?
Reference for Intrtime.exe but how do I implement it?
http://www.ece.ufrgs.br/~cpereira/temporeal_pos/www/WindowsCE2RT.htm
EDIT
Also found:
ILTiming.exe Real-Time Measurement Tool (Compact 2013)
http://msdn.microsoft.com/en-us/library/ee483144.aspx
This really is a test that requires hardware, and there are a couple "latencies" you might measure. Once is the time from the interrupt signal to when the driver ISR reacts and the second is from when the interrupt occurs to when an IST reacts.
I did this back in the CE 3.0/CE 4.0 days by attaching a signal generator to an interruptable input an then having an ISR pulse a second input and an IST pulse a third input when they received the interrupt. I hooked a scope up to the input and outputs and used it to measure time between the input signal and output signals to get not just latency, but also jitter. You could easily add a 4th line for CE 7 so you could check an IST in user space and an IST in kernel space. I'd definitely be interested to see the results.
I don't think you can effectively measure this with software running on the platform, as you get into the problem of the code trying to do the measurement affecting the results. You're also talking time way, way below the system tick resolution so the scheduler is going to be problematic as well. CeLog might be able to get you an idea on these times, but getting it set up and running is probably more work than just hooking up a scope.
What is usually meant by interrupt latency is the time between an interrupt source asserting the interrupt line and a thread (sometimes in user-space) being scheduled and then executing as a result.
Unless your CPU has some accurate way of time-stamping interrupt events as they arrive at the CPU (rather than when an ISR runs), the only truly accurate measurement is one done externally - by measuring the time between a the interrupt line being asserted and some observable signal that the thread responding to the interrupt can control. A DSO or logic analyser is usually used for this purpose.
Software techniques usually rely on storing an accurate time-stamp at the earliest opportunity in an ISR. If you're certain the time between interrupt line becoming asserted and the ISR running is negligible, this might be valid. If, on the other hand, disabling of interrupts is being used to control concurrency, or interrupts are nested, you probably want to be measuring this as well.

Sleep Function Error In C

I have a file of data Dump, in with different timestamped data available, I get the time from timestamp and sleep my c thread for that time. But the problem is that The actual time difference is 10 second and the data which I receive at the receiving end is almost 14, 15 second delay. I am using window OS. Kindly guide me.
Sorry for my week English.
The sleep function will sleep for at least as long as the time you specify, but there is no guarantee that it won't sleep for longer.If you need an accurate interval, you will need to use some other mechanism.
If I understand well:
you have a thread that send data (through network ? what is the source of data ?)
you slow down sending rythm using sleep
the received data (at the other end of network) can be delayed much more (15 s instead of 10s)
If the above describe what you are doing, your design has several flaws:
sleep is very imprecise, it will wait at least n seconds, but it may be more (especially if your system is loaded by other running apps).
networks introduce a buffering delay, you have no guarantee that your data will be send immediately on the wire (usually it is not).
the trip itself introduce some delay (latency), if your protocol wait for ACK from the receiving end you should take that into account.
you should also consider time necessary to read/build/retrieve data to send and really send it over the wire. Depending of what you are doing it can be negligible or take several seconds...
If you give some more details it will be easier to diagnostic the source of the problem. sleep as you believe (it is indeed a really poor timer) or some other part of your system.
If your dump is large, I will bet that the additional time comes from reading data and sending it over the wire. You should mesure time consumed in the sending process (reading time before and after finishing sending).
If this is indeed the source of the additional time, you just have to remove that time from the next time to wait.
Example: Sending the previous block of data took 4s, the next block is 10s later, but as you allready consumed 4s, you just wait for 6s.
sleep is still a quite imprecise timer and obviously the above mechanism won't work if sending time is larger than delay between sendings, but you get the idea.
Correction sleep is not so bad in windows environment as it is in unixes. Accuracy of windows sleep is millisecond, accuracy of unix sleep is second. If you do not need high precision timing (and if network is involved high precision timing is out of reach anyway) sleep should be ok.
Any modern multitask OS's scheduler will not guarantee any exact timings to any user apps.
You can try to assign 'realtime' priority to your app some way, from a windows task manager for instance. And see if it helps.
Another solution is to implement a 'controlled' sleep, i.e. sleep a series of 500ms, checking current timestamp between them. so, if your all will sleep a 1s instead of 500ms at some step - you will notice it and not do additional sleep(500ms).
Try out a Multimedia Timer. It is about as accurate as you can get on a Windows system. There is a good article on CodeProject about them.
Sleep function can take longer than requested, but never less. Use winapi timer functions to get one function called-back in a interval from now.
You could also use the windows task scheduler, but that's going outside programmatic standalone options.