Remove pause after first keypress with raw input - input

I'm using RAWINPUT to handle the input in a C++ application. However, after the a key on the keyboard is pressed and the corresponding WM_ message has been sent, keyboard messages seems to pause for a half second before resuming without any pause between subsequent messages.
How can I change the repeat delay?
Here is the code is am using:
I forward the input from my message proc:
case WM_INPUT:
if (!m_inputHandler.HandleInput(msg, wParam, lParam))
return 0;
char buffer[sizeof(RAWINPUT)] = {};
UINT size = sizeof(RAWINPUT);
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, buffer, &size, sizeof(RAWINPUTHEADER));
RAWINPUT *raw = (RAWINPUT*)buffer;
if (raw->header.dwType == RIM_TYPEMOUSE)
{
//
}
else if (raw->header.dwType == RIM_TYPEKEYBOARD)
{
RAWKEYBOARD const &rawKB = raw->data.keyboard;
UINT virtualKey = rawKB.VKey;
UINT scanCode = rawKB.MakeCode;
UINT flags = rawKB.Flags;
// handle keyboard input and dispatch to listeners
}
The issue is not with the handling of the keyboard data but lies in the fact that the WM_INPUT message gets sent once, then pauses, and then gets sent regularly after the pause.

Related

Transmit complete call back not getting called in UART DMA

What I'm trying to do is fairly simple. Transmit through DMA and wait till it gets transmitted. And then receive and wait till it is received.
When I comment out the receive part(including the call back), it is going into the transmit complete call back function. But when I un-comment the receive portion, it is not going into the tx cplt call back and it is directly going into the receive cplt callback. And when I check the receive buffer I'm not getting what I expected(obviously). What could have gone wrong?
I'm using Atollic True Studio V 9.0 , CubeMx v5.1.0, STM32F407VG-DISC1 board and enabled DMA for UART2.
I've tried sending char buffer through UART DMA and receive it. It seems it is not transmitting at all as it is not going into txCplt call back. And it is directly going into Rxcplt call back.
uint8_t tx_arr[10], rx_arr[10];
__IO ITStatus UartReady = RESET;
int main(void)
{
int i = 0;
for(i = 0; i<10; i++)
rx_arr[i] = 0;
for(i = 0; i<10; i++)
tx_arr[i] = i*2;
HAL_Init();
SystemClock_Config();
MX_GPIO_Init();
MX_DMA_Init();
MX_USART6_UART_Init();
MX_USART2_UART_Init();
while (1)
{
if( HAL_UART_Transmit_DMA(&huart2, (uint8_t*)tx_arr, 10)!= HAL_OK )
{
Error_Handler();
}
while(UartReady != SET)
{
}
UartReady = RESET;
if( HAL_UART_Receive_DMA(&huart2, (uint8_t*)rx_arr, 10)!= HAL_OK )
{
Error_Handler();
}
while(UartReady != SET)
{
}
UartReady = RESET;
}
}
void HAL_UART_TxCpltCallback(UART_HandleTypeDef *huart)
{
UartReady = SET;
}
void HAL_UART_RxCpltCallback(UART_HandleTypeDef *huart)
{
UartReady = SET;
}
I expect the rx_arr will get filled by 0,2,4,6,...18 but it is getting filled with junk
As this looks to me, the reason is that you are using the same flag variable from both ISRs, both times doing busy waiting in your main loop.
If you uncomment both handler actions, you will sooner or later end up with a race condition where both handlers put their "SET" value quickly one by one - before the main loop waits for it. Then, the main loop "consumes" this flag by setting the variable back to "RESET". A few lines later, the other waiting loop comes and isn't served (because both ISRs ran earlier and only left a single "SET" value, one overwriting the other). Then, your main loop is stuck.
In order to verify my assumption, you can activate a one-sided watchdog before entering into the main loop, and trigger it every main loop cycle. If the main loop gets stuck as I assume, you will detect that the reset cause points to the watchdog afterwards.

(Mac) creating keyboard events causes memory leaks

My app's memory usage goes up permanently, each time I create a keyboard event using Quartz Event Services.
The following is the problematic code inside of an infinite loop:
int keyCode = 0;
BOOL keyDownBool = FALSE;
while (TRUE) {
/* creating a keyboard event */
CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStatePrivate);
CGEventRef keyboardEvent =
CGEventCreateKeyboardEvent(source, (CGKeyCode)keyCode, keyDownBool);
CFRelease(source);
CFRelease(keyboardEvent);
}
Instruments.app says that there are no memory leaks...
What is the problem here?
Thank you for your help!
Okay so the solution is pretty simple. You only need to create your CGEventSourceRef once, and then you can reuse it each time you want to post an event. Creating your CGEventSourceRefover and over again causes the "leaks" to happen.
The proper code looks like this:
int keyCode = 0;
BOOL keyDownBool = FALSE;
CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStatePrivate);
while (TRUE) {
/* creating a keyboard event */
CGEventRef keyEvent =
CGEventCreateKeyboardEvent(source, (CGKeyCode)keyCode, keyDownBool);
CFRelease(keyEvent);
}
Thanks to #Willeke for the suggestion.

Communicating dsPIC with PC application through UART. Receiver interrupt handling

I'm communicating my C# applications with dsPIC x16 microcontroller using UART. I want to send/receive fixed size frames and I tried to manage it in a following way:
if(readFrame)
{ IEC0bits.U1RXIE=0; //turn off the U1RX interrupts
readFrame = false;
while(indexer < 8 )
{
while(!U1STAbits.URXDA);
modbusBuffer[indexer]=U1RXREG;
indexer++;
}
if(indexer == 8)
{
modbusRecvTask(modbusBuffer);
indexer=0;
}
IEC0bits.U1RXIE=1; //turn on U1RX interrupts
}
void _ISR_NAP _U1RXInterrupt()
{
if(IFS0bits.U1RXIF)
{
IFS0bits.U1RXIF = 0; //set the interrupt flag to false
if(U1STAbits.OERR==1) //check overload error
{
U1STAbits.OERR=0; //clear error flag
}
else
{
readFrame = true;
}
}
}
The thing is that it works fine only for the first received frame. After that the program goes into the receiver interrupt again and sets the flag readFrame to true even though no bytes were send and is getting stuck in line:
while(!U1STAbits.URXDA);
I've read some advices to clear the read buffer of the UART in order to prevent the program to go into the ISR again but I couldn't find a way to do it.

How do I send strings between my osx app and arduino continuously?

I made a cocoa application that generates a list of instructions for an arduino uno to execute. Because the list is too large to fit at one time within the arduino's memory, I am trying to send the arduino an individual instruction at a time.
Arduino:
void setup(){
Serial.begin(9600);
}
void loop(){
if(Serial.available() > 0){
String in = Serial.readString();
delay(10);
Serial.print(in);
}
Serial.print("A");
}
Cocoa App
(Code after the serial port is open and working)
- (void)incomingTextUpdateThread: (NSThread *) parentThread {
// mark that the thread is running
readThreadRunning = TRUE;
const int BUFFER_SIZE = 1;
char byte_buffer[BUFFER_SIZE]; // buffer for holding incoming data
long numBytes=0; // number of bytes read during read
// assign a high priority to this thread
[NSThread setThreadPriority:1.0];
// this will loop unitl the serial port closes
while(TRUE) {
// read() blocks until some data is available or the port is closed
numBytes = read(serialFileDescriptor, byte_buffer, BUFFER_SIZE); // read up to the size of the buffer
if(numBytes>0) {
if(byte_buffer[0] == 'A'){
Coordinate *c = [coordinates objectAtIndex:coordinateIndex];
[self writeString:[self formateCoordinateString:c]];
coordinateIndex++;
}
}
if(coordinateIndex == coordinates.count){
close(serialFileDescriptor);
break;
}
}
readThreadRunning = FALSE;
}
I run the arduino code first and it prints a bunch of 'A's in the serial console. However once I start the cocoa app, it stops printing 'A's and doesn't do anything.
When I set a breakpoint within the while loop, the arduino starts printing the 'A's again. I continue to step within the while loop, and the "instruction" string is sent correctly to the arduino.
My issue is that this only works when I set this break point. Otherwise both my cocoa app and arduino app go into a stand-still.
Thanks for any and all advice! Please feel free to ask for clarification.

Application randomly stops receiving key presses (CGEventTaps)

So, I've wasted a bunch of time creating this really cool keyboard macro application. It works great, the only problem is that after a couple minutes, it just stops working. It ceases to get called when I press a key.
I haven't been able to lock it down, but it always takes at least 30 seconds to happen. Usually it won't happen for several minutes. I'll have intercepted and sent out many events by then. The application is still running when it happens.
Here's an example of what I'm doing to listen
-(void)listen {
CFMachPortRef downEventTap = CGEventTapCreate(kCGHIDEventTap,kCGHeadInsertEventTap,kCGEventTapOptionDefault,CGEventMaskBit(kCGEventKeyDown),&onKeyDown,self);
downSourceRef = CFMachPortCreateRunLoopSource(NULL, downEventTap, 0);
CFRelease(downEventTap);
CFRunLoopAddSource(CFRunLoopGetCurrent(), downSourceRef, kCFRunLoopDefaultMode);
CFRelease(downSourceRef)
}
And the handler -
CGEventRef onKeyDown(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) {
NSLog(#"DOWN (%i)", CGEventGetIntegerValueField(event, kCGKeyboardEventKeycode));
// When it matches, I return CGEventCreate(NULL) to stop the event
return event;
}
Also note that when I intercept an event (and return that CGEventCreate(NULL)), I usually issue one or more key presses of my own, using the following code. Note that KeyCmd, etc, are just shortcuts to the normal constants.
- (void)sendKey:(KeyCode)code cmd:(BOOL)cmd alt:(BOOL)alt ctl:(BOOL)ctl shift:(BOOL)shift {
CGEventFlags flags = 0;
if (cmd) flags = flags | KeyCmd;
if (alt) flags = flags | KeyAlt;
if (ctl) flags = flags | KeyCtl;
if (shift) flags = flags | KeyShift;
CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateCombinedSessionState);
CGEventRef keyDownPress = CGEventCreateKeyboardEvent(source, (CGKeyCode)code, YES);
CGEventSetFlags(keyDownPress, flags);
CGEventPost(kCGAnnotatedSessionEventTap, keyDownPress);
CFRelease(keyDownPress);
CFRelease(source);
}
Thanks!
There is a bug in Snow Leopard, I think, that stops your listener if something times out.
In your keyDown handler, check for the following type, and just re-enable the listener.
if (type == kCGEventTapDisabledByTimeout) {
NSLog(#"Event Taps Disabled! Re-enabling");
CGEventTapEnable(eventTap, true);
return event;
}