Showing posts with label Arduino Button. Show all posts
Showing posts with label Arduino Button. Show all posts

Sunday, August 19, 2012

Adding Audio to Arduino Projects

Sometimes a project just needs to be louder, whether its a synthesizer, alarm clock, autonomous robot or the RC Arduino lap timer.

In the case of the lap timer, I want people in the club house to know when a lap record has been broken, it all adds to the pressure and the fun of racing.

One incredibly simple solution to getting more sound from a micro controller is the LM386 series of amplifier chips. These can give project quality audio for less than a dollar.  They even make a passable one dollar MP3 docking station and are the basis of the 'little gem' guitar amplifier.


LM386-N4 Big Audio In A Tiny Package - 

Parts List - 
1 x LM386-N4
2 x 100uf Electrolytic Capacitors
1 x 0.1uf Capacitor
1 x 100Ohm Resistor
1 x 10K Potentiometer

Circuit pictured is used to drive a PC Speaker in the RCArduino Lap Timer project - See the video.


The LM386 Minimal Components Circuit

The datasheet for the LM386-N4 which I am using provides some example circuits but these require non standard capacitors - by non standard I really mean that most of us keep 'decade' capacitors meaning the tens - 0.01uf , 0.1uf, 1uf, 10uf, 100uf. The sample circuits require 250uf and 0.05 uf capacitors.

As I didn't have these values, I built the sample circuits with 100's in series and 0.1's in parallel to get 200uf and 0.05uf. After playing with the circuit for a while I removed the series and parallel capacitors leaving just a single 100uf and one 0.01 uf capacitor. This variation of the recommended circuit works perfectly well, and is now included in the built version of the RCArduino Lap Timer.

So for a super simple chip to add quality sound and volume to a project order a few LM386N4's its amazing how many projects can benefit from bigger sound when its as easy as this.


Simplified LM386N4 Circuit To Drive PC Speakers From A Micro controller

Caution : The new generation of 32 Bit ARM chips used by the Arduino Due are less able to sink and source current than the AVR Chips used in the 8-bit Arduinos. A number of users have reported burnt out DAC (Digital To Analog Converter) outputs while using the Arduino Due. It is suggested that a series current limiting resistor should be used between the Arduino Due DAC Outputs and external circuitry.

There are currently a number of topics covering the Arduino DAC outputs and pin protection in general on the Arduino Due forum - http://arduino.cc/forum/index.php/board,87.0.html

The circuit below shows a suitable circuit for 8-bit AVR Arduinos - UNO, Mega, Leonardo etc.



 Data sheet with alternative circuits and full application details -

http://www.ti.com/lit/ds/symlink/lm386.pdf

The RCArduino Five Dollar Synthesizer, Arduino audio played through the LM386 amplifier driving a PC Speaker

Project details here -
http://rcarduino.blogspot.com/2012/10/five-dollar-synthesiser.html

 


The Auduino
The five dollar synth is a great project if your up to re purposing an existing keyboard, if not, you really have to build an Auduino.

The Auduino is one of the best sounding Arduino Audio projects, it is also the easiest to build requiring only five potentiometers.
 
Update: The first video is my own Auduino, any others I post are enhanced Auduino's which for one reason of another are nicer than mine, so skip mine and have a look at what everyone else is able to get from this simple sketch through the use of clever additions -

My Own Audiuno - 
Totally standard Audiuno code with output direct to a PC Speaker using the LM386 Amplifier circuit shown in this post.


Auduino By DenkiTribe

A very musical Audiuno based jam -

The project enclosure seems to be closely related to a pizza box but we can forgive that for the very musical session. Modifications are obviously the stylus based pitch control and the addition of external echo.



Auduino By 'TheHangMansAxe'

As far as I can tell, thehangmansaxe has enhanced his auduino with two additions

1) An LED and LDR that 'gates' the output, for those of us with no audio background, gating is essentially connecting and disconnecting a signal from the output.

In DIY Projects LDRs are often used for this as they have an output which is a rough approximation to many stringed instrument where the initial note is loud but then decays away over time. LDRs initially react to light very quickly, but when the light is removed, they settle more slowly allowing the not to linger slightly.

At around the 1 minute mark the user shows the LED switching on and off through the side of the instrument.


2) Thermin style note sensing. The user does not provide any details, but I assume that the note is being controlled by infra red bouncing off the users hand. The original Audiuno design provided on tinkerkit uses five analogue inputs to control the sound, generally these are connected to puts but can also be replaced by any device capable of providing and analogue output.

UPDATE - 25/10/2012 - Added this section to explain how the Auduino works. It needs diagrams and rewritting for reduced length and increased clarity.


How does the Auduino work ?
While I am a big fan of the Auduino, its not that well documented. It is described as a 'granular synthesiser', I spent a lot of time reading up on granular synthesis and reverse engineering the code before I was able to understand exactly how the Auduino generates its particular sound.

A granular synthesizer is usually described as generating sound by rapidly repeating a small 'grain' of sound and if you read through the Auduino code you will certainly find repeated reference to grains however what and where are the grains ?

Outside of the Auduino project, the term grain is most often used to describe grains of sound which are sampled from real life speech, instruments or environmental sounds - a grain is a very short sample in the order of 1/10 to 1/10,000th of a second as opposed to the sampled vocal and drum tracks that you might be familiar with.

Pereshaped points out in the comments below that the synthesis technique used by the Auduino is closer to 'Vosim' that grain synthesis.
 
The Auduino code is actually very clever and efficient, instead of storing a grain the Auduino generates the grain in realtime using a simple counter.
The variables grainPhaseAcc and grainPhaseAcc2 are basically just counters. They count up, then down at a rate determined by grainPhaseInc and grainPhaseInc2. If you were to plot the value of these variables over time each one would give you a triangle waveform.

  // Increment the phase of the grain oscillators
  grainPhaseAcc += grainPhaseInc;
  grain2PhaseAcc += grain2PhaseInc;

The two variables grainPhaseInc and grainPhaseInc2 are directly controlled by two of the Auduino inputs. Adjust the potentiometers up and down and you will hear a frequency component of the output rise and fall in pitch as the relevant triangle wave increases and decreases in frequency.

These are not our main pitch control though, vary them up and down and while the quality of the note will change dramatically, the pitch of the note will stay the same.

The note pitch is controlled by the variable synchPhaseInc. This has an interesting job to do, it controls the rate at which yet another counter - synchPhaseAcc overflows. Whenever this counter overflows, it resets the the two triangle waveforms to an initial synchronized position. This periodic resetting of the two waveforms is what causes repetition of a repeatable 'grain' of sound. The rate of repetition gives the output its pitch.


Its actually a lot more interesting than that, what makes the Auduino sound so engaging is that as you increase or decrease the output frequency so you adjust the amount of the grain that is repeated adding additional layers of colour to the output tones.

The final stroke of genius in the Auduino design (its not my design so I am allowed to say this) is the use of the pentatonic scale. Instead of allowing you to choose any frequency you like the main pitch control is mapped to the musical scale know as the pentatonic scale. This is what gives the Auduino a kind of bluesy sound and ensures that you will never hit a duff note. For more on the pentatonic scale check out the wikipedia article.


A picture speaks a thousand works and Miro2424 has kindly posted this video of an Auduino in action on youtube. In the video you will see the two triangle waves superimposed on each other, you will see and hear how they are used to create both the pitch and the tone of the sound.


Auduino By Miro2424
I have been trying to learn how an 'addative', 'grain' or 'frequency on frequency' synthesizer like the Auduino works. This clip from Miro2424 shows the Auduino output visualised through what I am guessing is a high end PC Sound card. In the clip you can see the two triangular grains super imposed on each other and how they are used to create and vary the sound. Very happy to have found this, it makes it all easier to understand.




Everyone should have at least one Auduino, if you have a spare Arduino and 5 potentionmeters you can build one right now - http://code.google.com/p/tinkerit/wiki/Auduino

UPDATE - 01/02/2012
Here is another great variation on the Auduino by Moshang, this one also has the coolest name 'The Groovesizer' and also the best looking case of any I have seen so far.

The groovesizer extends the Auduino with a built in sixteen step sequencer.

Full details here - http://moshang.net/soundjeweler_blog/technique/groovesizer-diy-16-step-sequencer-and-synth/




UPDATE - 16/11/2012 - The Auduino is the original work of Peter Knight, the project home page appears to be inactive. RCArduino has previously reported a bug fix to the project which has not been updated. On the basis that the project is no longer active, a full version of the Auduino code including the bug fix and an added echo effect can be found on RCArduino -
http://rcarduino.blogspot.com/2012/11/auduino-with-delay.html
These two RC Arduino projects can also be built using identical hardware, upload them to your Auduino for a change of scene, you can always re upload the Auduino when your finished.

http://rcarduino.blogspot.com/2012/10/arduino-modular-synthesizer-part-one.html



Duane B

Friday, July 27, 2012

Lap Timer Build Along Part One

Creative Commons License
Based on a work at rcarduino.blogspot.com

Update - I have three big ideas for a version 2.0 of the lap timer system, they build on the capabilities of version 1.0, extending its functionality to a completely new area and adding what I hope will be a really cool user interface feature.

Before I begin work on version 2.0 I am completing the Version 1.0 Build Along - Starting right now.

What do we get at the end of Part One -

 - Record and review race and practice sessions of upto 500 Laps
 - Scroll through summaries of each session to view best and average lap times and the number of session laps
 - Scroll through individual laps within any session
 - A bonus feature for part 1 only - The "Fake A Lap" button
 - The "Fake A Lap" button allows you to test your build before we introduce the automatic lap capture features in  - parts two and three.
 - At the end of part one you will have a fully function manual lap timer - your very own self built multi lap, multi session stop watch !

Build this in Part One today (infra red lap capture in part 2 and build your own transponder in part 3)


Older posts covering the functionality, design and a demonstration using an RC Car can be found here -

Menu and RC Car Demonstration -
Features - 
Interface Design - 

Older videos -
Timing an RC Car fitted with the transponder we will build in part three.
A sample of the session and lap review menus





Everything in version 1.0 will be used as the basis for version 2.0. So lets get started -

Personal Lap Timer V1.0 Part 1
Goal - Build the user interface

Requirements - If you can grab a set of parts that looks like this, you can build part one of the lap timer in one hour.
- An Arduino UNO or compatible (Arduino UNO recommended for beginners)
- An LCD Display
- A 10K Potentiometer
- Hook up wire, breadboard or strip board for connections.
- Four push buttons
- Four 10K pull up resistors for use with the push buttons
- If you want to add the 'Fake A Lap' button you will require one extra button, this button is not required in later stages.







About LCD Displays
There are several libraries for driving LCD Displays with Arduino including one which is installed by default as part of the Arduino application. This is the library we will use, it provides an easy to use interface for driving 'character' LCD displays. These are LCD Displays that already know how to show text and common characters. To keep things simple, the lap timer uses a very common 16*2 character display giving us two lines of sixteen characters to display our race and setup information.

If you do not have an LCD, most electronics suppliers will have them in stock. The approximate cost is 10 dollars or 7 Pounds, if you buy the LCD from a project orientated supplier they will tend to include a 10K potentiometer used to adjust the contrast and some headers for soldering.

LCDs are well known and commonly used components within the micro controller community, for two very good introductions see the links copied below -

Oomlout - A UK Based supplier with downloadable PDF tutorials (scroll to the end of the page) -

Adafruit - A US Based supplier with online tutorials -

Lap Timer Build Along Part One
Step One - Power Connections

1) Connect the red positive power wire from the Arduino 5V Pin to the red positive rail of the breadboard
2) Connect the black ground wire from the Arduino GND Pin to the black (mine is blue) ground rail of the breadboard
3) Check that there are no breaks in the breadboard power rail, mine has a break which I am connecting across using the short green and red wires in the picture below.



I am using a double size breadboard, but if you only have access to smaller breadboards its not going to be a problem. See the two small red and green wires in the picture ? They are there to connect the two halves of this double breadboard together, you can do the same with two smaller breadboards to make a larger prototyping area. 

Step Two - Add The Buttons and Pull Up Resistors

1) Add your four push buttons, make sure to place them the correct way, in general push button pins are in a rectangular layout, the pins are connected to each other in the 'long direction'. The push buttons work across the short side, connecting and disconnect the short side as the button is pushed and released. In the picture the short side is pointing up.
2) Add the 10K pull up resistors, here you can see that I am connecting the top right pin on each button to the red power rail through a 10K pull up resistor. When the buttons is pressed - as mentioned in 1) above, it will connect to the pin closest to it, this is what we want so in the next step we will be connecting the closest (top right) to ground. Note that the top right pin is permanently connected inside the button to the bottom right pin, this is a common mistake to make - the button is permanently on if you position it the wrong way.


Step Three - Add The LCD

1) If your LCD Has headers installed you can plug it straight into your bread board at this point, if not solder in the headers and then plug it in. If you do not have headers, you can solder jumper wires to the LCD and connect it this way. I often use cut off sections of old printer ribbon cables for these types of connections.


Step Four - Add Ground Connections to the buttons
1) In step two we placed our four buttons (menu up,down,ok and cancel) and connected them through a 10K pull up resistor to the red positive rail of the breadboard. Now we want to connect the other side of the button to the black ground rail of the breadboard. Throughout the build along I am using red wire for positive connections and green wire for ground connections, it will make your own build easier if you follow a similar convention.

To understand why we are connecting the buttons this way, read any of the many Arduino Button Tutorials.





Step Five - Add The LCD Power Connections
1) We need to provide power to the LCD and the LCD Back light, to do this on most Arduino compatible LCDs we need to connect the outer two LCD connections to the ground rail and the connections immediately inside each ground connection to the red positive power rail. For alternative explanations of the same wiring refer to the LCD Links provided earlier in the post. There is one additional connection we need to make which is to connect the read write pin (R/W) to ground, we are only ever writing to the LCD so can hold this low. The end result whichever instructions you find easiest to follow should match the picture.


Step Six - Add The LCD Contrast Adjustment

As mentioned in the LCD Section at the start of the post, if you buy your Arduino compatible LCD from a project orientated supplier they will generally include a header for breadboard connections and a 10K potentiometer to adjust the contrast. If you didn't get a potentiometer with you display, any 10K potentiometer will do

1) Connect the left pin of your potentiometer to the red power rail and the right pin to the ground rail of the breadboard.
2) Connect the center pin of your potentiometer to third pin from the left of the LCD - assuming your LCD Orientation matches the picture. I have used orange wire for this connection in the picture.

This connection allows us to adjust the contrast of the LCD, very useful in different light conditions.





Step Seven - Connect the LCD To your Arduino

1) Use jumper wires to connect the LCD Pins to your Arduino, on the Arduino side I am using digital pins 7,8,9,10,11 and 12.
2) On the LCD, these pins are connected as follows -

All LCD Pins are numbered counting from left to right starting with 1.


Arduino PIN LCD PIN
Digital Pin 12 Register Select (Pin 4)
Digital Pin 11 PIN Clock/Enable (Pin 6)
Digital Pin 10 Bit 4 (Pin 11)
Digital Pin 9 Bit 5 (Pin 12)
Digital Pin 8 Bit 6 (Pin 13)
Digital Pin 7 Bit 7 (Pin 14)


The camera has fisheyed the picture slightly so it looks as if the connections on the left are one or two pins further left than they are. Follow the connections in the table and you will be fine.

Step Eight - Progress Check - Hello World

At this point you should be able to run any of the LCD Examples from the Arduino application. A good starting point is to check the connections with the 'helloworld' sketch. To do this -

1) Start the Arduino Application
2) In the File menu, select - Examples/LiquidCrystal/HelloWorld
3) You should now be looking at the example sketch 'HelloWorld' which is part of the Arduino download.
4) Find the line in the sketch that initialises the LCD Object, it should look something like the following -

// initialize the library with the numbers of the interface pins
LiquidCrystal lcd(12, 11, 5, 4, 3, 2);


This initialises an object named lcd of the class LiquidCrystal. As part of the initialisation our program is telling the object which pins to use. We want to use different pins, so we need to replace the line above with the following -


// Initialise the LCD using 12,11,10,9,8,7
//
LiquidCrystal lcd(12, 11, 5, 4, 3, 2); // Original PINs


LiquidCrystal lcd(12,11,10,9,8,7);

Now upload the sketch and if you have connected everything correctly you should see Hello World and the time displayed on you LCD. If not, double check the connections and try again.

Step Nine - Connect Buttons and Finish

1) Connect the four buttons by connecting a jumper wire between the pull up resistor and the top left pin of each button.
2) The buttons should be connected to the Arduino as follows -

Arduino PIN Lap Timer Button (buttons from left to right)
Digital Pin 6 Menu Up (Left Most Button)
Digital Pin 5 Menu Down
Digital Pin 4 Ok
Digital Pin 3 Cancel (Right Most Button


Step Ten - Upload

1) At this point we have completed Part One of the Lap Timer Build Along and can upload the Part One sketch to our build - I originally intended to include some test data so that at the end of Part One you would be able to use the system to scroll through some sessions and review the best, average and individual lap times within a session but then I thought - why not just add one more button ?

Bonus Step - The Big Red "Fake A Lap" Button


The lap timer uses infra red beacons or an infrared transponder to detect laps, we will get to detecting these  in step two and building one in step three.

If we add one more button we can use the system as a manual lap timer right now on day one of the build.

1) Add the 'Fake A Lap' button using the same approach as the other four buttons - 10K pull up resistor etc.
2) Connect the button to the Arduino by adding a jumper from the button to digital pin 2. We are using interrupts to detect laps and so it must be digital pin 2.





The Code -

There are three files lapTimerBuildAlongPart1.pde, LapTimes.cpp and LapTimes.h

If it looks like a lot of code, it isn't, its mostly comments to explain what the code does.

LapTimerBuildAlongPart1.pde -

// RCArduinoPersonalLapTimer Part 1 by DuaneB is
// licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// Based on a work at rcarduino.blogspot.com.

#include <avr/pgmspace.h>
#include <EEPROM.h>
#include <LiquidCrystal.h>
#include "laptimes.h"

//*******************************************************************************************
// USER INTERFACE DEFINITIONS
//*******************************************************************************************
// initialise the liquidCrystal Library

// Initialise the LCD using 12,11,10,9,8,7
LiquidCrystal lcd(12,11,10,9,8,7);

// PINs for user interface buttons - use any
#define KEY_OK_PIN     6
#define KEY_CANCEL_PIN     5
#define KEY_UP_PIN     4
#define KEY_DOWN_PIN     3

// bit flags used in key functions getKeys, waitForKeyPress, waitForKeyRelease
#define KEY_NONE     0
#define KEY_OK         1
#define KEY_CANCEL     2
#define KEY_UP         4
#define KEY_DOWN     8

#define KEYPRESS_ANY B11111111

// display width + 1, used by getRamString to copy a PROG_MEM string into ram
#define DISPLAY_ROW_BUFFER_LENGTH 17

//*******************************************************************************************
// Lap Capture definitions
//*******************************************************************************************
#define LAP_CAPTURE_LED 13
#define BUZZER_PIN A0

// minimum and maximum duration of qualifying IR Pulse
#define MIN_PULSE_DURATION 200
#define MAX_PULSE_DURATION 500

// start and end of pulse
uint32_t ulStartPulse;
uint32_t ulEndPulse;
volatile uint32_t ulPulseDuration;

// flags to manage access and pulse edges
volatile uint8_t bIRPulseFlags;
//
volatile uint32_t ulNewLapStartTime;

#define IR_PULSE_START_SET 1
#define IR_PULSE_END_SET 2

//*****************************************************************
// Global Instance of CLapTimes class
//*****************************************************************
CLapTimes gLapTimes(new CEEPROMLapStore());

//////////////////////////////////////////////////////////////////////////////////
//
// doShowSessionSummaries
//
// implements the show session summary menu
// allows the user to scroll up and down through summaries of the recorded sessions
//
//////////////////////////////////////////////////////////////////////////////////
void setup()
{
 Serial.begin(9600);
 Serial.println("In Setup");
  
 lcd.begin(16, 2);
 lcd.print("Lap Timer");
 lcd.setCursor(0,1);
 lcd.print("Version 0.9 Beta");

 delay(3000);

 pinMode(KEY_OK_PIN,INPUT);
 pinMode(KEY_CANCEL_PIN,INPUT);
 pinMode(KEY_UP_PIN,INPUT);
 pinMode(KEY_DOWN_PIN,INPUT);

 pinMode(LAP_CAPTURE_LED,OUTPUT);
 pinMode(BUZZER_PIN,OUTPUT);

 digitalWrite(LAP_CAPTURE_LED,LOW);
 digitalWrite(BUZZER_PIN,LOW);

 showTotals(); 
 
 Serial.println("Out Setup");
}

//////////////////////////////////////////////////////////////////////////////////
//
// base loop, implements root of menu system
//
// allows the user to scroll up and down through summaries of the recorded sessions
//
//////////////////////////////////////////////////////////////////////////////////
void loop()

  // lets keep control of the loop
  while(true)
  {
   // wait for a key command to tell us what to do
   Serial.println("Beginning Loop");
   switch(waitForKeyPress(KEYPRESS_ANY))
   {
    // start recording
    case KEY_OK:
     doRecord();
     break;
    // delete all sessions
    case KEY_CANCEL:
     doConfirmDeleteSessions();
     break;
    // scroll through recorded session summaries
    case KEY_UP:
    case KEY_DOWN:
     doShowSessionSummaries();
     break;
   }

   showTotals();
   
   waitForKeyRelease();
  }
}

//////////////////////////////////////////////////////////////////////////////////
//
// doRecord
//
// start recording new sessions, update screen every second
// check for new laps
// record new laps
// show lap time for a few seconds at the end of a lap
// update and show new best lap if its a new session best
//
//////////////////////////////////////////////////////////////////////////////////
void doRecord()
{
  lap_handle_t currentLapHandle = gLapTimes.createNewSession();
 
  uint32_t ulOldLapStartTime = millis(); 
  lap_time_t bestLapTime = 0XFFFF;
 
  uint32_t ulLastTimeRefresh = millis();
  char *pStringTimeBuffer = NULL;
 
  lcd.clear();
  lcd.setCursor(0,0);
  lcd.print(getRamString(PSTR("Recording")));

  attachInterrupt(0,captureLap,CHANGE);
 
  while((getKeys() != KEY_CANCEL) && (currentLapHandle != INVALID_LAP_HANDLE))
  {
    Serial.println(ulPulseDuration);   
    //////////////////////////////////////////////////////////////////////////////////////////////////////
    // Check for new laps captured
    //////////////////////////////////////////////////////////////////////////////////////////////////////
    if((IR_PULSE_END_SET|IR_PULSE_START_SET) == bIRPulseFlags)
    {
      uint32_t ulLastLapDuration = ulNewLapStartTime - ulOldLapStartTime;
      ulOldLapStartTime = ulNewLapStartTime;
     
      lap_time_t lapTime = CLapTimes::convertMillisToLapTime(ulLastLapDuration);

      gLapTimes.addLapTime(currentLapHandle,lapTime);       
      currentLapHandle = gLapTimes.moveNext(currentLapHandle);       

      // new best lap     
      if(lapTime < bestLapTime)
      {
        bestLapTime = lapTime;
      }
     
      lcd.clear();
      lcd.print(getRamString(PSTR("Best Lap ")));
      lcd.print(CLapTimes::formatTime(bestLapTime,true));
     
      lcd.setCursor(0,1);
      lcd.print(getRamString(PSTR("Last Lap")));
      // use this to show lap time
      lcd.print(CLapTimes::formatTime(lapTime,true));
      // or this to show delta time
      //lcd.print(CLapTimes::formatTime(lapTime-bestLapTime,true));
     
      digitalWrite(LAP_CAPTURE_LED,HIGH);
      digitalWrite(BUZZER_PIN,HIGH);
      delay(400);
     
      if(lapTime == bestLapTime)
      {
        digitalWrite(LAP_CAPTURE_LED,LOW);
        digitalWrite(BUZZER_PIN,LOW);
        delay(200);
        digitalWrite(LAP_CAPTURE_LED,HIGH);
        digitalWrite(BUZZER_PIN,HIGH);
        delay(400);
      }
     
      digitalWrite(LAP_CAPTURE_LED,LOW);
      digitalWrite(BUZZER_PIN,LOW);
                     
      // dont look for another lap for 2 seconds
      delay(2000); 
     
      // give ownership of the shared variables back to the ISR
      bIRPulseFlags = 0;
    }
       
    //////////////////////////////////////////////////////////////////////////////////////////////////////
    // Update screen with current lap time
    //////////////////////////////////////////////////////////////////////////////////////////////////////
    uint32_t ulCurrentLapTime = millis();
    if((ulCurrentLapTime - ulLastTimeRefresh) > 1000)
    {
      ulLastTimeRefresh = ulCurrentLapTime;
     
      lcd.clear();
     
      if(bestLapTime != 0XFFFF)
      {
       lcd.print(getRamString(PSTR("Best Lap ")));
       lcd.print(CLapTimes::formatTime(bestLapTime,true));
      }
      else
      {
       lcd.print(getRamString(PSTR("Recording")));
      }
     
      pStringTimeBuffer = CLapTimes::formatTime(CLapTimes::convertMillisToLapTime(ulCurrentLapTime - ulOldLapStartTime),false);
      if(pStringTimeBuffer != NULL)
      {
        lcd.setCursor(0,1);
        lcd.print(pStringTimeBuffer);
      }
      else
      {
        // If we do not complete a lap for 9m59s display an idle message until a key is pressed
        lcd.setCursor(0,1);
        lcd.print(getRamString(PSTR("Idle")));
        waitForKeyPress(KEYPRESS_ANY);
        ulOldLapStartTime = millis();
      }
    }
  }
 
  if(currentLapHandle == INVALID_LAP_HANDLE)
  {
    lcd.setCursor(0,1);
    lcd.print(getRamString(PSTR("Memory Full!")));
  }
}

//////////////////////////////////////////////////////////////////////////////////
//
// doConfirmDeleteSessions
//
// Delete all sessions - if we are using storage for the first time we may need
// to call this function to initialise the storage to a known value. The user
// can access this function by pressing cancel on the root menu. This will bring
// up a confirmation message asking the user to press ok to delete all laps.
//
//////////////////////////////////////////////////////////////////////////////////
void doConfirmDeleteSessions()
{
  lcd.clear();
  lcd.setCursor(0,0);
  lcd.print(getRamString(PSTR("OK to Reset")));
  lcd.setCursor(0,1);
  lcd.print(getRamString(PSTR("Cancel to go Back")));

  // we pressed cancel to get here - so lets wait for cancel to be released before we look for more input
  waitForKeyRelease();
 
  if(KEY_OK == waitForKeyPress(KEY_OK|KEY_CANCEL))
  {
   gLapTimes.clearAll();
  }
}

//////////////////////////////////////////////////////////////////////////////////
//
// doShowSessionSummaries
//
// implements the show session summary menu
// allows the user to scroll up and down through summaries of the recorded sessions
// user can press ok to enter the session and scroll through the session laps
//
//////////////////////////////////////////////////////////////////////////////////
void doShowSessionSummaries()
{
 boolean bFinished = false;
 uint8_t nSession = 0;

 do
 {
  lap_handle_t lapHandle = 0;
  uint16_t nSessionAverage = 0;
  uint16_t nSessionBest = 0;
  uint16_t nSessionLapCount = 0;

  Serial.println(nSession);
  
  lapHandle = gLapTimes.getSessionHandle(nSession); 
 
  lcd.clear();
  lcd.setCursor(0,0);
  lcd.print(getRamString(PSTR("SNo:")));
  lcd.print(nSession);
 
  // if theres no laps for this session or its the first session but it doesnt contain any laps
  if(lapHandle == INVALID_LAP_HANDLE || (lapHandle == 0 && gLapTimes.getLapTime(lapHandle)==0))
  {
    lcd.setCursor(0,1);
    lcd.print(getRamString(PSTR("Empty Session")));
  }
  else
  {
    Serial.println(lapHandle);
   
    gLapTimes.getSessionSummary(lapHandle,nSessionAverage,nSessionBest,nSessionLapCount);
   
    lcd.print(getRamString(PSTR(" Laps:")));
    lcd.print(nSessionLapCount);
    lcd.setCursor(0,1);
// Best Lap Time
    lcd.print(CLapTimes::formatTime(nSessionBest,true));
// Average Lap Time
    lcd.print(" ");
    lcd.print(CLapTimes::formatTime(nSessionAverage,true));
  }

  waitForKeyRelease();

  switch(waitForKeyPress(KEYPRESS_ANY))
  {
   case KEY_UP:
    nSession++;
    break;
   case KEY_DOWN:
    nSession--;
    break;
   case KEY_CANCEL:
    bFinished = true;
    break;
   case KEY_OK:
    if(nSessionLapCount != 0)
    { 
      doLapScroll(gLapTimes.getSessionHandle(nSession));
    }
    break;
  }
 }while(!bFinished);
}

//////////////////////////////////////////////////////////////////////////////////
//
// showTotals shows the number of sessions, laps and laps left
// as the root of the menu
//
//////////////////////////////////////////////////////////////////////////////////
void showTotals()
{
 Serial.println(getRamString(PSTR("Entering showTotals")));

 uint16_t nSessions = 0;
 uint16_t nLapsRecorded = 0;
 uint16_t nLapsRemaining = 0;

 gLapTimes.getTotals(nSessions,nLapsRecorded,nLapsRemaining);

 lcd.clear();
 lcd.print(getRamString(PSTR("Sessions=")));lcd.print(nSessions);
 lcd.setCursor(0, 1);
 lcd.print(getRamString(PSTR("Laps=")));lcd.print(nLapsRecorded);
 lcd.print(getRamString(PSTR("Left=")));lcd.print(nLapsRemaining);
 
 Serial.println(getRamString(PSTR("Leaving showSummaryData")));
}

//////////////////////////////////////////////////////////////////////////////////
//
// doLapScroll
//
// scroll through the laps within a session, startLapHandle points to the start
//
//////////////////////////////////////////////////////////////////////////////////
void doLapScroll(lap_handle_t startLapHandle)
{
 boolean bFinished = false;
 lap_handle_t currentLapHandle = startLapHandle;
 lap_handle_t tmpLap = currentLapHandle;
 uint8_t nLapNumber = 0;

 do
 {
   lcd.clear();
   lcd.setCursor(0,0);
  
   if(tmpLap == INVALID_LAP_HANDLE)
   {
     lcd.print(getRamString(PSTR("No More Laps")));
     delay(2000);
     lcd.clear();
   }

   lcd.print(getRamString(PSTR("Lap No.")));
   lcd.print(nLapNumber);
   lcd.setCursor(0,1);
  
   if(currentLapHandle != INVALID_LAP_HANDLE)
   {
     char *pTime = CLapTimes::formatTime(gLapTimes.getLapTime(currentLapHandle),true);
     lcd.setCursor(0,1);
     lcd.print(pTime); 
   }

   waitForKeyRelease();
  
   uint8_t sKey = waitForKeyPress(KEYPRESS_ANY);
   switch(sKey)
   {
     case KEY_DOWN:
     case KEY_UP:
      (sKey == KEY_UP) ? tmpLap = gLapTimes.moveNext(currentLapHandle) : tmpLap = gLapTimes.movePrevious(currentLapHandle);
      if(tmpLap != INVALID_LAP_HANDLE)
      {
        if(gLapTimes.getLapTime(tmpLap) != EMPTY_LAP_TIME)
        {
          currentLapHandle = tmpLap;
          (sKey == KEY_UP) ? nLapNumber++ : nLapNumber--;
        }
        else
        {
          tmpLap = INVALID_LAP_HANDLE;
        }
      }
      break;
     case KEY_OK:
      tmpLap = currentLapHandle;
      break;
     case KEY_CANCEL:
      bFinished = true;
      break;
   }
 }
 while(!bFinished);
}

//////////////////////////////////////////////////////////////////////////////////
//
// Key related helpers
//
// getKeys - pole keys
// waitForKeyPress - block waiting for keys based on a mask
// waitForKeyRelease - block waiting until no kets are pressed
//
//////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
//
// getKeys
//
// read the inputs and create a bit mask based on the buttons pressed
// this does not block, need to review whether we should make this block, in most
// cases we loop waiting for a key, sometimes we also loop waiting for no key
// could put both options here with an input parameter.
//
//////////////////////////////////////////////////////////////////////////////////
short getKeys()
{
 // Use bit flags for keys, we may have a future use for
 // combined key presses

 short sKeys = KEY_NONE;
 if(digitalRead(KEY_UP_PIN) == LOW)
 {
  sKeys |= KEY_UP;
 }
 if(digitalRead(KEY_DOWN_PIN) == LOW)
 {
  sKeys |= KEY_DOWN;
 }
 if(digitalRead(KEY_OK_PIN) == LOW)
 {
  sKeys |= KEY_OK;
 }
 if(digitalRead(KEY_CANCEL_PIN) == LOW)
 {
  sKeys |= KEY_CANCEL;
 }

 return sKeys;
}

//////////////////////////////////////////////////////////////////////////////////
//
// waitForKeyRelease
//
// we can enter a function while the activating key is still pressed, in the new
// context the key can have a different purpose, so lets wait until it is released
// before reading it as pressed in the new context
//
//////////////////////////////////////////////////////////////////////////////////
void waitForKeyRelease()
{
  do
  {
    // do nothing
  }
  while(getKeys() != KEY_NONE);

  // debounce
  delay(20);
}

//////////////////////////////////////////////////////////////////////////////////
//
// waitForKeyPress
//
// convenience function, loop doing nothing until one of the sKeyMask keys is
// pressed
//
//////////////////////////////////////////////////////////////////////////////////
uint8_t waitForKeyPress(uint8_t sKeyMask)
{
  uint8_t sKey = KEY_NONE;
 
  do
  {
    sKey = getKeys() & sKeyMask;   
  }
  while(sKey == KEY_NONE);
 
  digitalWrite(BUZZER_PIN,HIGH);
  delay(20);
  digitalWrite(BUZZER_PIN,LOW);
 
  return sKey;
}

// A helper that copies a string from program memory into a buffer in sram
// we need this because our code can only use strings held in sram
// this fetches strings that are stored in program memory as and when
// we need them.
char * getRamString(PGM_P pString)
{
  // NEED TO ADD A CHECK HERE TO ENSURE pString < DISPLAY_ROW_LENGTH
 
  static char pBuffer[DISPLAY_ROW_BUFFER_LENGTH];
 
  return strcpy_P(pBuffer,pString);
}

//////////////////////////////////////////////////////////////////////////////////
//
// captureLap
//
// In part 1 we will fake a lap if we detect INT0 being pulled low
// In part 2 we will add a simple IR Detector which you can test with
// a TV Remote
// In part three we will add a more complex IR Detector which will allow
// us to detect a transponder and ignore any other IR Signal
//////////////////////////////////////////////////////////////////////////////////
void captureLap()
{
  uint8_t bLapCaptureState = digitalRead(2);
  digitalWrite(LAP_CAPTURE_LED,bLapCaptureState);
  if(bLapCaptureState == LOW)
  {
     bIRPulseFlags = (IR_PULSE_END_SET|IR_PULSE_START_SET);
     ulNewLapStartTime = millis();
  }
  else
  {
    bIRPulseFlags = 0;
  }
}


 // LapTimes.cpp

#include "arduino.h"
#include "laptimes.h"
#include <../../../../libraries/EEPROM/EEPROM.h>

// Does what it says, gets a lap time from EEPROM - does not do any validation
lap_time_t CEEPROMLapStore::getLapTime(lap_handle_t lapHandle)
{
  lap_time_t lapTime = (EEPROM.read((lapHandle*sizeof(uint16_t))+1)<<8);
  lapTime += EEPROM.read(lapHandle*sizeof(uint16_t));
 
  return lapTime;
}

// Does what it says, sets a lap time in EEPROM - does not do any validation
void CEEPROMLapStore::setLapTime(lap_handle_t lapHandle,lap_time_t lapTime)
{
  EEPROM.write(lapHandle*sizeof(uint16_t),lowByte(lapTime));
  EEPROM.write((lapHandle*sizeof(uint16_t))+1,highByte(lapTime));
}

// Initialise the lap store to EMPTY_LAP_TIME through out
// this is an important function, we find empty space by looking
// for one EMPTY_LAP_TIME that defines the end of a session followed
// immediatley by another EMPTY_LAP_TIME, this show that there
// are not sessions following the previous session in which case
// we are free to create a new session.
// We cannot be sure what SD, Memory or EEPROM will contain on the first run
// and so it is important we have this option to initialise the storage to
// a known value.
void CEEPROMLapStore::clearAll()
{
  for(uint16_t unIndex = 0;unIndex < (getMaxLaps()*sizeof(lap_time_t));unIndex++)
  {
    EEPROM.write(unIndex,EMPTY_LAP_TIME);
  }
}

// Return the maximum number of laps for this storage media (or device ATMega8,328,1240 etc)
uint16_t CEEPROMLapStore::getMaxLaps()
{
  return EEPROM_LAP_STORE_MAX_LAPS;
}


//*******************************************************************************************
// CLapTimes
//
// A lot of the work in this class is simply finding the start and end of sessions, and
// finding space to start a new session.
//
// With more memory I would have used headers to do a lot of the work inside CLapTimes
// A file system could also have done a lot of the work.
//
// It isn't pretty and could be refactored but it works.
//
//*******************************************************************************************

// Initialise CLapTimes which whichever class we want to provide the actual lap storage
// all lap storage is through the ILapStore interface and so we can use any class
// that implements this interface. Only CEEPROMLapStore is provided in this release,
// others may follow
CLapTimes::CLapTimes(ILapStore *pLapStore)
{
  m_pLapStore = pLapStore;
}
 
// The end of a session is marked by an empty lap (0)
// to create a new session, we first look at the very first lap, if its invalid, there are no sessions
// and we can start a new one from position 0.
// if there is a valid lap at position 0 we need to scan for two consecutive invalid laps. A single invalid lap indicates
// the end of an existing session, if this is followed by anything other than an invalid lap, it is the beginning
// of a new session, if its followed by an invalid lap then we have found the end of the existing sessions and
// can use the second invalid lap handle as the start of our new session.
lap_handle_t CLapTimes::createNewSession()
{
  lap_handle_t newSessionLapHandle = 0;
  lap_handle_t currentLapHandle = 0;
 
  // if the first lap is a valid lap - we need to scan through the recorded laps
  // and sessions to find two consecutive invalid laps - the first we leave in place to
  // mark the end of the existing sessions, the second is a free space for us to create
  // a new session.
  if(m_pLapStore->getLapTime(newSessionLapHandle) != EMPTY_LAP_TIME)
  {
    // assume the worst - there is no space left
    newSessionLapHandle = INVALID_LAP_HANDLE;
   
    // loop until we have a valid lap handle or we reach the end of the lap store
    while(newSessionLapHandle == INVALID_LAP_HANDLE && currentLapHandle < m_pLapStore->getMaxLaps())
    {
     // loop until we reach the end of the lap store or we find an empty lap time
     while(currentLapHandle < m_pLapStore->getMaxLaps() && (m_pLapStore->getLapTime(currentLapHandle) != EMPTY_LAP_TIME))
     {
       currentLapHandle++;
     };
    
     // we found an invalid lap, so check the the next lap handle is less than the end of the lap store
     // and that the content of the next lap is an empty lap meaning it is free for us to use
     if(((currentLapHandle+1)<m_pLapStore->getMaxLaps()) && (m_pLapStore->getLapTime(++currentLapHandle) == EMPTY_LAP_TIME))
     {
       // Yay ! we got two consecutive empty laps so lets set the firstLapHandle so we can start our new session.
       newSessionLapHandle = currentLapHandle;
     }
  }
}

return newSessionLapHandle;
}

void CLapTimes::setLapTime(lap_handle_t lapHandle,lap_time_t lapTime)
{
  m_pLapStore->setLapTime(lapHandle,lapTime);
}

lap_time_t CLapTimes::getLapTime(lap_handle_t lapHandle)
{
  return  m_pLapStore->getLapTime(lapHandle);
}

// scan through all of the recorded laps, total the number of sessions, total the number of laps
// recorded and return and indicative number of remaining laps - its indicative becuase
// each session requires on end of session marker so 10 sessions of 5 laps takes 60 laps
// (10 * 5 laps + 10 end of session markers) one session of 5 sessions of 10 laps takes 55 laps
// (5 * 10 + 5 end of session markers)
void CLapTimes::getTotals(uint16_t &nSessions,uint16_t &nLapsRecorded,uint16_t &nLapsRemaining)
{
  lap_handle_t lapHandle = 0;
  nSessions = 0;
  nLapsRecorded = 0;
  nLapsRemaining = 0;
  
  while(lapHandle < m_pLapStore->getMaxLaps() && (m_pLapStore->getLapTime(lapHandle) != EMPTY_LAP_TIME))
  {
    // we have a session so count it
    nSessions++;
    // and count the laps within the session
    while(lapHandle < m_pLapStore->getMaxLaps() && (m_pLapStore->getLapTime(lapHandle++) != EMPTY_LAP_TIME))
    {
      nLapsRecorded++;
    }
  }
 
  nLapsRemaining = m_pLapStore->getMaxLaps() - nLapsRecorded;
}

void CLapTimes::clearAll()
{
  m_pLapStore->clearAll();
}

// This is similar to get totals but works within a session only, returns the average of all laps in the session,
// the best lap and the total number of laps  
lap_handle_t CLapTimes::getSessionSummary(lap_handle_t lapHandle,uint16_t &nSessionAverage,uint16_t &nSessionBest,uint16_t &nSessionLapCount)
{
  nSessionAverage = 0;
  nSessionBest = 0xFFFF;
  nSessionLapCount = 0;
 
  lap_time_t nLapTime = 0;
  uint32_t nTotalTime = 0;

  while((INVALID_LAP_HANDLE != (nLapTime = m_pLapStore->getLapTime(lapHandle))) && (nLapTime != EMPTY_LAP_TIME))
  {
    nTotalTime += nLapTime;
   
    if(nLapTime < nSessionBest)
    {
      nSessionBest = nLapTime;
    }
   
    nSessionLapCount++;
   
    lapHandle++;
  }

  nSessionAverage = nTotalTime/nSessionLapCount;
 
  return nLapTime;
}

lap_handle_t CLapTimes::addLapTime(lap_handle_t lapHandle,lap_time_t lapTime)
{
  if(lapHandle < m_pLapStore->getMaxLaps())
  {
    m_pLapStore->setLapTime(lapHandle,lapTime);
  }
  else
  {
    lapHandle = INVALID_LAP_HANDLE;
  }

return lapHandle;
}
  
lap_handle_t CLapTimes::moveNext(lap_handle_t lapHandle)
{
  if(lapHandle < m_pLapStore->getMaxLaps())
  {
    lapHandle++;
  }
  else
  {
    lapHandle = INVALID_LAP_HANDLE;
  }
  
  return lapHandle;
}
  
lap_handle_t CLapTimes::movePrevious(lap_handle_t lapHandle)
{
  if(lapHandle >= 1)
  {
    lapHandle--;
  }
  else
  {
    lapHandle = INVALID_LAP_HANDLE;
  }

  return lapHandle;
}

// given a session number, find it the start of the session and return a handle to it  
lap_handle_t CLapTimes::getSessionHandle(uint8_t nSession)
{
  lap_handle_t currentLapHandle = 0;
  uint8_t nCurrentSession = 0;
  uint16_t nLapTime = 0;
  
  while(nCurrentSession != nSession && currentLapHandle < m_pLapStore->getMaxLaps())
  {
    // loop until we read the max laps or we find and empty lap
    do
    {
      currentLapHandle++; 
    }
    while((currentLapHandle) < m_pLapStore->getMaxLaps() && m_pLapStore->getLapTime(currentLapHandle) != EMPTY_LAP_TIME);
    
    nCurrentSession++;
    
    if(currentLapHandle < m_pLapStore->getMaxLaps())
    {
      // move next to step over the 0 terminator for the previous session   
      currentLapHandle++;
      
      // if the first lap of the session is empty there is no session
      // so return invalid lap to indicate no session found.
      if(getLapTime(currentLapHandle) == EMPTY_LAP_TIME)
      {
        currentLapHandle = INVALID_LAP_HANDLE;
      }
    }
    else
    {
      currentLapHandle = INVALID_LAP_HANDLE;
    }
  }
  
  return currentLapHandle;
}

// 10 minutes is 600 seconds or 600,000 milli seconds, this is too big to fit into a uint32_t
// so we divide by 10 to convert the value into a lap_time_t which contains the lap time in 100's
// of seconds.
lap_time_t CLapTimes::convertMillisToLapTime(uint32_t ulTime)
{
  return ulTime/10;
}

// turn a lap_time_t into a time string formatted as - m:ss:dd
// bPrecision turns 100's on or off
char* CLapTimes::formatTime(lap_time_t time,unsigned char bPrecision)
{
  char *pResult = NULL;

  lap_time_t nSeconds = time/100;
  lap_time_t nMinutes = nSeconds/60;
  lap_time_t nHundredths = 0;

  if(nMinutes <= 9)
  {
    if(bPrecision)
    {    
      nHundredths = time - (nSeconds*100);
    }

    nSeconds -= (nMinutes * 60);  

    m_pTimeStringBuffer[7] = 0;
    m_pTimeStringBuffer[6] = (nHundredths%10)+'0';
    m_pTimeStringBuffer[5] = (nHundredths/10)+'0';
    m_pTimeStringBuffer[4] = '.';
    m_pTimeStringBuffer[3] = (nSeconds%10)+'0';
    m_pTimeStringBuffer[2] = (nSeconds/10)+'0';
    m_pTimeStringBuffer[1] = ':';
    m_pTimeStringBuffer[0] = nMinutes + '0';   
   
    pResult = m_pTimeStringBuffer;
  }
 
  return pResult;
}
 
char CLapTimes::m_pTimeStringBuffer[9];/*m:ss:dd - dd represents hundredths of a second */









// LapTimes.h

// If we assume that lap data will always be set to 0
// Session ends will always be 0
// we only ever return invalid handle

//*******************************************************************************************
// Lap storage and retreival definitions
//*******************************************************************************************
#define EMPTY_LAP_TIME 0
#define INVALID_LAP_HANDLE 0XFFFF

typedef uint16_t lap_handle_t;
typedef uint16_t lap_time_t;

//*******************************************************************************************
// ILapStore
//
// Defines a pure virtual class (C++ Terminology) or interface (Java Terminology)
// It simply defines the functions that can be used to get, set and clear laps
// in a lap store.
//
// The following lap store is provided
// 1) CEEPromLapStore - this one stores laps in the EEPROM
// If you wanted to add SD Card Storage you could define a new class CSDCardLapStore
//
//*******************************************************************************************
class ILapStore
{
public:
  virtual lap_time_t getLapTime(lap_handle_t lapHandle) = 0;
  virtual void setLapTime(lap_handle_t lapHandle,lap_time_t lapTime) = 0;
  virtual void clearAll() = 0;
  virtual uint16_t getMaxLaps() = 0;
};

//*******************************************************************************************
// CEEPROMLapStore
//
// Store laps in memory -
//
// For - simple, easy, its just using an array in memory
// Against - lose all laps if power is lost or Arduino is reset
//
//*******************************************************************************************
#define EEPROM_LAP_STORE_MAX_LAPS 500

class CEEPROMLapStore : public ILapStore
{
public:
 virtual lap_time_t getLapTime(lap_handle_t lapHandle);
 virtual void setLapTime(lap_handle_t lapHandle,lap_time_t lapTime);
 virtual void clearAll();
 virtual uint16_t getMaxLaps();
protected:
 lap_time_t m_LapTimes[EEPROM_LAP_STORE_MAX_LAPS];
};

//*******************************************************************************************
// CLapTimes
//
// A lot of the work in this class is simply finding the start and end of sessions, and
// finding space to start a new session.
//
// With more memory I would have used headers to do a lot of the work inside CLapTimes
// A file system could also have done a lot of the work.
//
// It isn't pretty and could be refactored but it works.
//
//*******************************************************************************************
class CLapTimes
{
public:
  CLapTimes(ILapStore *pLapStore);
  lap_handle_t createNewSession();
  void setLapTime(lap_handle_t lapHandle,lap_time_t lapTime);
  lap_time_t getLapTime(lap_handle_t lapHandle);
  void getTotals(uint16_t &nSessions,uint16_t &nLapsRecorded,uint16_t &nLapsRemaining);
  void clearAll();
  lap_handle_t getSessionSummary(lap_handle_t lapHandle,uint16_t &nSessionAverage,uint16_t &nSessionBest,uint16_t &nSessionLapCount);
  lap_handle_t addLapTime(lap_handle_t lapHandle,lap_time_t lapTime);
  lap_handle_t moveNext(lap_handle_t lapHandle);
  lap_handle_t movePrevious(lap_handle_t lapHandle);
  lap_handle_t getSessionHandle(uint8_t nSession);
  static lap_time_t convertMillisToLapTime(uint32_t ulTime);
  static char* formatTime(lap_time_t time,unsigned char bPrecision);
protected:
  ILapStore *m_pLapStore;
public:
  static char m_pTimeStringBuffer[9];/*m:ss:dd - dd represents hundredths of a second */
};
 



Friday, February 17, 2012

RC Lap Timer - Go Kart Lap Timer Part 2 - Arduino LCD Interface

Suggested Audience : Arduino users who are new to programming and want to move their projects beyond the basics.

Before we look at a simple strategy for managing the Arduino user interface lets look at the 'RC Car/Go Kart Lap Timer' as an example of a typical Arduino project with a user interface.

The RC Car/Go Kart Lap Timer Project


The Physical Interface -

We have an LCD which is used to display several different sets of information.
We have four buttons - Up, Down, Ok and Cancel which are used to navigate through the information and operate upon it.

The system operates in the following modes -

Idle - this is the start up mode and shows summary information about the number of sessions, the number of laps and the number of laps that can be recorded with the remaining space.


Record - In this mode the system creates a new session and begins recording laps to the session

Session Summary - In this mode the user can use the up/down buttons to review session information and the Ok button to enter Session Review mode or the Cancel button to return to idle


Session Review - In this mode the up/down buttons are used to cycle through the individual laps within a session.




Additional modes are provided for clearing all laps and sessions and for deleting individual sessions.


The challenge we face is that in each mode (or context if you prefer) the purpose of the buttons can change, for example to access the 'delete all sessions' option the user can press the cancel button on the start up screen. This will take the user to a new context where in order to confirm the delete operation the user must then press OK, in this new context the cancel button means, cancel this current operation and take me back to where I was.

From an end user perspective this is a reasonable interface, cancel always means 'Clear this' or 'Get me out of here', whereas OK always means 'Go to this' or 'Yes, I really do want to do this'.

Hold this thought for a moment - within our code we need to manage multiple situations where the same buttons must execute different code.

For a very limited user interface such as an on/off toggle it is enough to simply track a state, for example in the 'radio controlled car - child mode' project elsewhere on this blog, there is a mode variable which is either set to child mode or dad mode. In this simple case there are no other controls and so this approach is entirely sufficient.

Further project details here -

http://rcarduino.blogspot.com/2012/01/traction-control-part-13-we-have.html

       switch(nMode)
       {
         case DAD_MODE:
          // Do or show this
          break;
         case CHILD_MODE:
          // Do or show that
          break;
       }  

As a rule this approach is sufficient when there is no need to repurpose the controls to reflect the new mode and also when each mode is stateless. Take note of the term 'stateless' we will come back to it.

The child mode project, has two modes and one input to toggle between them = 2*1 = 2 possible interactions. If this is as far as your projects go, you can stop reading here, but if you ever want to add a data review mode, the option to clear part or all existing data or any other form of user interaction, read on.



It is tempting to try and extend this example to cope with the situation where there are multiple inputs and modes and your certainly welcome to try this -

       switch(nMode)
       {
         case IDLE:
          switch(nKeyPressed)
          {
            case OK:
             nMode = RECORD;
            break;
            case CANCEL:
             nMode = CONFIRM_DELETE_SESSIONS;
            break;
          }
          break;
         case RECORD:
          switch(nKeyPressed)
          {
            case OK:
             // do nothing, keep recording
            break;
            case CANCEL:
             // exit record mode back to idle
             nMode = IDLE;
            break;
          }

          break;
       } 

This is the approach I initially took when building the lap timer interface however it quickly gets out of hand.

The Lap Timer project, 5 Modes, 4 buttons = 5*4 = 20 Possible Interactions.



The typical approach is to nest switch statements inside switch statements. The outer statement manages the mode and then the inner statement manages the action for each key or button within the mode. The example code above covers only a small fraction of the modes and keys required for the lap timer and its already hard to read, it also does not actually do anything, at some point we still need to call the functions that will actually do the work. And thats where I got to thinking.


Functions

Functions are naturally hierarchical. In our Arduino code, loop is the head of the hierarchy, we can call other functions from loop but when they exit, they return to loop which is still exactly as it was when they left it.

Isn't that a bit like way most of us need our user interfaces to work ?

As an example in the lap timer I begin in an idle mode and can then enter 'session summary' and from there 'lap review'. If I exit lap review I want to fall back to 'session summary', it would also be neat if this mode was able to show me the session I was last looking at wouldnt it ?


Why introduce and have to manage a 'mode' variable when the hierarchical nature of functions naturally gives us the the flow we want ? I can't think of a single good reason to use a mode variable in place of this approach and it gets better.

Remember that term from earlier - 'stateless' ? well there is nothing better at describing the state of a function than the function itself. Why do we care ? well if we look at the preceding diagram, we want to give users the option to cancel out of the lap review screen and return to the session review screen, we also want to ensure that when they do they are presented with the session they last selected, thats the state.

Now go back and look at the example code that started to implement the Lap Timer interface using nested switch statements, where is the state ? There isn't any state, you need to code it alongside the 20 possible user interactions, I can't help but get the feeling that this is building mess on top of mess on top of mess.

So whats the alternative ? well very simply we can create each mode as a function and let the hierarchical and self describing nature of functions do the work for us.

In the case of the Lap Timer we have functions doIdle, doSessionReview, doLapReview, doRecord and doConfirmDelete. In each function we need a very simple version of the switch statement we tried to create earlier, but the beauty of this approach is the phrase 'a very simple version of the switch statement we tried to create' it really is so much easier to write, understand and maintain the entire user interface this way.

The advantages -

  • Each state or mode is defined as a standalone function
  • Each function describes its own state without additional variables or code to manage them
  • The hierarchical nature of functions supports the hierarchical nature of many user interfaces without additional code or effort.
  • Its clearer to read, understand, fix and maintain
  • There is no overhead to maintain a redundant 'mode' variable.

What does it look like ?

A main loop might look something like this -

void loop()
{
 // lets keep control of the loop
 while(true)
 {
  // wait for a key command to tell us what to do
  while((sKey = getKeys()) == KEY_NONE)
  {
    // do nothing
  }

  // I only need to consider what the keys do in this mode,
  // I am by definition not in any other mode and so I have
  // no concern what the keys might do if I were
  switch(sKey)
  {
   // start recording
   case KEY_OK:
          // don't try and manage a mode and its state, just call a function that implements the mode
          // when the function exits, we are not in the mode anymore so no need to keep track of the 
          // mode or its state. Keeping it simple, neat and efficient
    doRecord();
    break;
   // delete all sessions
   case KEY_CANCEL:
    doConfirmDeleteSessions();
    showTotals();
    break;
   // scroll through recorded session summaries
   case KEY_UP:
   case KEY_DOWN:
    doShowSessionSummaries();
    break;
  }
 
  // We will normally be here because cancel or ok was pressed to exit
  // one of the other function so wait for the key to be released
  waitForKeyRelease();
 }
}

This can be described with the following blue print -

1) Look for any events that might require us to change mode
2) Depending on the event, call a function that 'is the mode'
3) When the function we called exits, we are no longer in the mode, so we don't need to track it or its state here.
4) Lets get right back to the start and look for an event again

Each of the mode functions is implemented in exactly the same way -

//////////////////////////////////////////////////////////////////////////////////
//
// doShowSessionSummaries
//
//////////////////////////////////////////////////////////////////////////////////
void doShowSessionSummaries()
{
 Serial.println("Entering doShowSessionSummaries");
  
 short sCurrentSession = 0;

 showCurrentSessionSummary(sCurrentSession);

 short sKey = KEY_NONE;
  
 boolean bFinished = false;

 do
 {
  waitForKeyRelease();

  switch(sKey)
  {
   case KEY_UP:
    sCurrentSession = showCurrentSessionSummary(++sCurrentSession);
    break;
   case KEY_DOWN:
    sCurrentSession = showCurrentSessionSummary(--sCurrentSession);
    break;
   case KEY_NONE:
    break;
   case KEY_CANCEL:
    bFinished = true;
    break;
   case KEY_OK:
    doLapScroll();
    break;
  }
 
 }while(!bFinished);

 Serial.println("Leaving doShowSessionSummaries");
}

The blue print is the same again here -

1) Check for an event that could cause us to change modes
2) Call a function that 'Is The Mode'
3) If the function exits, we are not in the mode anymore so don't need to track anything here
4) back to 1

The final case is quite interesting. If the user presses the button representing OK (case KEY_OK: in the example), we call doLapScroll to enter the lap review mode for the current session. The user can scroll back and forth through all the laps recorded for this session, however if they press cancel to exit they fall right back into the current mode exactly where they left it, even looking at the same session.

With a little bit of effort this approach - 'Functions for Modes' just works, it gives you mode management and state management without you having to explicitly code any of it.

Let me know what you think, could the explanation be clearer ? do you disagree with the approach or have a better alternative ?

Duane B