I am trying to use ReadExisting method under the serial port. the method return for me a string. however I want to convert this data into bytes.
the sender sends me bytes witout encoding.
however when I am trying to use the ReadExisting method and convert it to bytes I am not getting the exact bytes. (closer but no all of them are translate it correctly.
I tried to use get bytes in Encoding (tried UTF8,ASCII and others) however didn't find the correct one. how can I know which encoding it does?
private void _serialPort_DataReceived(object sender,
SerialDataReceivedEventArgs e)
{
int BytesToRead = _serialPort.BytesToRead;
if (BytesToRead > 1)
{
string tmpExist = _serialPort.ReadExisting();
SerialInfo _SerialInfo = new SerialInfo();
byte[] tmpData = Encoding.ASCII.GetBytes(tmpExist); //
System.Text.Encoding.ASCII.GetBytes(tmpExist);
}
Thanks
I believe the serial port .Encoding property will get you what you are after. It has been a few years, but I think that was it.
Related
I have one device which gives data in non printable characters through serial port. I am converting the data to Hex by using Encoding(to get byte array of data) and then BitConverter.ToString()(to get the Hex String). But I am getting different hex value for the same data in Real Term(TCP Terminal). I need the value which is coming in Real Term. How do I do?
Ex: Data - "\t\0î\0\0\u0098$VeW",
My hex- 0900EE00003F24566557,
In Real Term - 0900EE00009824566557.
I have tried all types of Encoding.
Code:-
public void port_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
Thread.Sleep(10);
string recievedData = port.ReadExisting();
}
The problem is that you're trying to read binary data as if it's text. Don't use the ReadExisting() call - use Read(byte[], int, int):
public void HandleDataReceived(object sender, SerialDataReceivedEventArgs e)
{
byte[] data = new byte[port.BytesToRead];
int bytesRead = port.Read(data, 0, data.Length);
if (bytesRead != data.Length)
{
throw new IOException("Unable to read advertised number of bytes");
}
}
I have an application that requires I send a string of 4-10 ASCII character to an RS422 Uart serial receiver. The problem is that the Uart buffer can only receive 2bytes max ever 10ms or so. How do I parse out the data and send it in chunks without timing out on the other side.
Normal serial.write() method overflows the buffer and I get an error response from the device every time I send anything. The device specified a baudrate of 19200 but also say the data i write needs to be spaced out 2 bytes at a time. There is no parity, handshake or flow control support for the device.
Essentially I want to do something like this:
private void sendData(string text)
{
string textnew = text +(char)13;
byte[] r_bytes = Encoding.ASCII.GetBytes(textnew);
if (SeriialComms.IsOpen)
{
for (int i = 0; i > (textnew.Length/2); i = i + 2)
{
byte[] bytesToSend = { r_bytes[i], r_bytes[i+1] };
SerialComms.Write(bytesToSend, 0, 2);
System.Threading.Thread.Sleep(10);
}
}
}
is this possible and is there an easier way to do this?
I am relativity new to C#. In my TCP client have the following function which sends data to the server and returns the response:
private static TcpClient tcpint = new TcpClient(); //Already initiated and set up
private static NetworkStream stm; //Already initiated and set up
private static String send(String data)
{
//Send data to the server
ASCIIEncoding asen = new ASCIIEncoding();
byte[] ba = asen.GetBytes(data);
stm.Write(ba, 0, ba.Length);
//Read data from the server
byte[] bb = new byte[100];
int k = stm.Read(bb, 0, 100);
//Construct the response from byte array to string
StringBuilder sb = new StringBuilder();
for (int i = 0; i < k; i++)
{
sb.Append(bb[i].ToString());
}
//Return server response
return sb.ToString();
}
As you can see here, when I am reading the response from the server, I am reading it into a fix byte[] array of length 100 bytes.
byte[] bb = new byte[100];
int k = stm.Read(bb, 0, 100);
What do i do if the response from the server is more than 100 bytes? How can I read the data without me knowing what the max length of data form the server will be?
Typically, where there is not some specific intrinsic size of something, tcp protocols explicitly send the length of objects they are sending. One possible method for illustration:
size_t data_len = strlen(some_data_blob);
char lenstr[32];
sprintf(lenstr, "%zd\n", data_len);
send(socket, lenstr, strlen(lenstr));
send(socket, some_data_blob, data_len);
then when the receiver reads the length string, it knows exactly how mush data should follow (good programming practice is to trust but verify though -- if there is more or less data really sent -- say by an 'evil actor' -- you need to be prepared to handle that).
Not with respect to C# but a general answer on writing TCP application:
TCP is steam based protocol. It does not maintain message boundaries. So, the applications using TCP should take care of choosing the right method of data exchange between server and client. Its becomes more paramount if multiple messages gets sent and received on one connection.
One widely used method is to prepend the data message with the length bytes.
Ex:
[2 byte -length field][Actual Data].
The receiver of such data (be it server or client needs to decode length field, wait for until such event where as many bytes are received or raise an alarm on timeout and give up.
Another protocol that can be used is to have applications maintain message boundaries.
Ex:
`[START-of-MSG][Actual Data][END-of-MSG]
The reciever has to parse the data for Start-byte and End-byte (predefined by application protocol) and treat anything in between as data of interest.
hello i solved it with a list, i don't know the size of the complete package but i can read it in parts
List<byte> bigbuffer = new List<byte>();
byte[] tempbuffer = new byte[254];
//can be in another size like 1024 etc..
//depend of the data as you sending from de client
//i recommend small size for the correct read of the package
NetworkStream stream = client.GetStream();
while (stream.Read(tempbuffer, 0, tempbuffer.Length) > 0) {
bigbuffer.AddRange(tempbuffer);
}
// now you can convert to a native byte array
byte[] completedbuffer = new byte[bigbuffer.Count];
bigbuffer.CopyTo(completedbuffer);
//Do something with the data
string decodedmsg = Encoding.ASCII.GetString(completedbuffer);
I do this whith images and looks good, i thik than you dont know the size of the data if the porpouse is read a complete source with a unknow size
I was looking around for an answer to this, and noticed the Available property was added to TcpClient. It returns the amount of bytes available to read.
I'm assuming it was added after most of the replies, so I wanted to share it for others that may stumble onto this question.
https://learn.microsoft.com/en-us/dotnet/api/system.net.sockets.tcpclient.available?view=netframework-4.8
I'm talking serially to a Smart Motor and I'm trying to look for the specific string "# Positon" coming back from the motor. When I see that I want to set the Play button to be enabled (btnPlay.Enabled=true;).
I've tried every way but can't seem to fit it to the following code. What can I place in my code below where I can test the incoming data and then trigger the enable?
The following code works - I just don't know where and how to read for specific information.
private void port_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
// If the com port has been closed, do nothing
if (!comport.IsOpen) return;
// Determain which mode (string or binary) the user is in
if (CurrentDataMode == DataMode.Text)
{
// Read all the data waiting in the buffer
string data = comport.ReadExisting();
// Display the text to the user in the terminal
Log(LogMsgType.Incoming, data);
}
else
{
// Obtain the number of bytes waiting in the port's buffer
int bytes = comport.BytesToRead;
// Create a byte array buffer to hold the incoming data
byte[] buffer = new byte[bytes];
// Read the data from the port and store it in our buffer
comport.Read(buffer, 0, bytes);
// Show the user the incoming data in hex format
Log(LogMsgType.Incoming, ByteArrayToHexString(buffer));
}
}
im trying to send an image via network stream, i have a sendData and Getdata functions
and i always get an invalid parameter when using the Image.FromStream function
this is my code :
I am Getting the pic from the screen, then converting it to a byte[]
Inserting it to a Memory stream that i send via a networkStream.
private void SendData()
{
StreamWriter swWriter = new StreamWriter(this._nsClient);
// BinaryFormatter bfFormater = new BinaryFormatter();
// this method
lock (this._secLocker)
{
while (this._bShareScreen)
{
// Check if you need to send the screen
if (this._bShareScreen)
{
MemoryStream msStream = new MemoryStream();
this._imgScreenSend = new Bitmap(this._imgScreenSend.Width, this._imgScreenSend.Height);
// Send an image code
swWriter.WriteLine(General.IMAGE);
swWriter.Flush();
// Copy image from screen
this._grGraphics.CopyFromScreen(0, 0, 0, 0, this._sizScreenSize);
this._imgScreenSend.Save(msStream, System.Drawing.Imaging.ImageFormat.Jpeg);
msStream.Seek(0, SeekOrigin.Begin);
// Create the pakage
byte[] btPackage = msStream.ToArray();
// Send its langth
swWriter.WriteLine(btPackage.Length.ToString());
swWriter.Flush();
// Send the package
_nsClient.Write(btPackage, 0, btPackage.Length);
_nsClient.Flush();
}
}
}
}
private void ReciveData()
{
StreamReader srReader = new StreamReader(this._nsClient);
string strMsgCode = String.Empty;
bool bContinue = true;
//BinaryFormatter bfFormater = new BinaryFormatter();
DataContractSerializer x = new DataContractSerializer(typeof(Image));
// Lock this method
lock (this._objLocker)
{
while (bContinue)
{
// Get the next msg
strMsgCode = srReader.ReadLine();
// Check code
switch (strMsgCode)
{
case (General.IMAGE):
{
// Read bytearray
int nSize = int.Parse(srReader.ReadLine().ToString());
byte[] btImageStream = new byte[nSize];
this._nsClient.Read(btImageStream, 0, nSize);
// Get the Stream
MemoryStream msImageStream = new MemoryStream(btImageStream, 0, btImageStream.Length);
// Set seek, so we read the image from the begining of the stream
msImageStream.Position = 0;
// Build the image from the stream
this._imgScreenImg = Image.FromStream(msImageStream); // Error Here
Part of the problem is that you're using WriteLine() which adds Environment.NewLine at the end of the write. When you just call Read() on the other end, you're not dealing with that newline properly.
What you want to do is just Write() to the stream and then read it back on the other end.
The conversion to a string is strange.
What you're doing, when transferring an image, is sending an array of bytes. All you need to do is send the length of the expected stream and then the image itself, and then read the length and the byte array on the other side.
The most basic and naive way of transferring a byte array over the wire is to first send an integer that represents the length of the array, and read that length on the receiving end.
Once you now know how much data to send/receive, you then send the array as a raw array of bytes on the wire and read the length that you previously determined on the other side.
Now that you have the raw bytes and a size, you can reconstruct the array from your buffer into a valid image object (or whatever other binary format you've just sent).
Also, I'm not sure why that DataContractSerializer is there. It's raw binary data, and you're already manually serializing it to bytes anyway, so that thing isn't useful.
One of the fundamental problems of network programming using sockets and streams is defining your protocol, because the receiving end can't otherwise know what to expect or when the stream will end. That's why every common protocol out there either has a very strictly defined packet size and layout or else does something like sending length/data pairs, so that the receiving end knows what to do.
If you implement a very simple protocol such as sending an integer which represents array length and reading an integer on the receiving end, you've accomplished half the goal. Then, both sender and receiver are in agreement as to what happens next. Then, the sender sends exactly that number of bytes on the wire and the receiver reads exactly that number of bytes on the wire and considers the read to be finished. What you now have is an exact copy of the original byte array on the receiving side and you can then do with it as you please, since you know what that data was in the first place.
If you need a code example, I can provide a simple one or else there are numerous examples available on the net.
Trying to keep it short:
the Stream.Read function (which you use) returns an int that states how many bytes were read, this is return to you so you could verify that all the bytes you need are received.
something like:
int byteCount=0;
while(byteCount < nSize)
{
int read = this._nsClient.Read(btImageStream, byteCount, nSize-byteCount);
byteCount += read;
}
this is not the best code for the job