Classic Nano - how to add a delay of 100ms to this code?

Hi,

I'm a newbie on here and have a basic understanding of programming an Arduino Uno and Nano. I'm currently using an Arduino Nano to create a 40kHz signal to a set up of transducers via an H bridge driver board.

I did not write all the original code (open source) below and have had some trouble understanding timer interrupts, etc. After watching a couple of tutorials and much research online I have attempted to add a loop at the end of the code which achieved nothing (no surprises there! :upside_down_face:)

I want to stop the signal for 100ms, switch it back on and repeat.

Would appreciate any advice.

t#include <avr/sleep.h>
#include <avr/power.h>

#define N_PORTS 1
#define N_DIVS 24

#define WAIT_LOT(a) __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");__asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");__asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");__asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop")
#define WAIT_MID(a) __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");__asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");__asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop")
#define WAIT_LIT(a) __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop"); __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop");  __asm__ __volatile__ ("nop")


#define OUTPUT_WAVE(pointer, d)  PORTC = pointer[d*N_PORTS + 0]

#define N_BUTTONS 6
//half a second
#define STEP_SIZE 1
#define BUTTON_SENS 2500 
#define N_FRAMES 24

static byte frame = 0;
static byte animation[N_FRAMES][N_DIVS] = 
{{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0xa,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0xa,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0xa,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0xa,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0xa,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0xa,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x5,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0xa},
{0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0x6,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x9,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0x6,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x9,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0x6,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x9,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0x6,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x9,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0x6,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x9,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0x6,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x9,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0x6,0x6},
{0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x5,0x9,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0xa,0x6}};


void setup()
{

/*
 for (int i = 0; i < (N_PORTS*N_DIVS); ++i){
    animation[frame][i] =  0;
  }

  for (int i = 0; i < (N_PORTS*N_DIVS/2); ++i){
     animation[frame][i] = 0b11111111;
  }
  
  for(int i = 0; i < N_DIVS; ++i){
    if (i % 2 == 0){
      animation[frame][i * N_PORTS] |= 0b00000001;
    }else{
      animation[frame][i * N_PORTS] &= 0b11111110;
    }
  }
*/
   DDRC = 0b00001111; //A0 to A3 are the signal outputs
   PORTC = 0b00000000; 
   
   pinMode(10, OUTPUT); //pin 10 (B2) will generate a 40kHz signal to sync 
   pinMode(11, INPUT_PULLUP); //pin 11 (B3) is the sync in
   //please connect pin 10 to pin 11

   for (int i = 2; i < 8; ++i){ //pin 2 to 7 (D2 to D7) are inputs for the buttons
    pinMode(i, INPUT_PULLUP); 
   }

  // generate a sync signal of 40khz in pin 10
  noInterrupts();           // disable all interrupts
  TCCR1A = bit (WGM10) | bit (WGM11) | bit (COM1B1); // fast PWM, clear OC1B on compare
  TCCR1B = bit (WGM12) | bit (WGM13) | bit (CS10);   // fast PWM, no prescaler
  OCR1A =  (F_CPU / 40000L) - 1;
  OCR1B = (F_CPU / 40000L) / 2;
  interrupts();             // enable all interrupts

  // disable everything that we do not need 
  ADCSRA = 0;  // ADC
  power_adc_disable ();
  power_spi_disable();
  power_twi_disable();
  power_timer0_disable();
  //power_usart0_disable();
  Serial.begin(115200);

 byte* emittingPointer = &animation[frame][0];
 byte buttonsPort = 0;

 bool anyButtonPressed;
 bool buttonPressed[N_BUTTONS];
 short buttonCounter = 0;

  LOOP:
    while(PINB & 0b00001000); //wait for pin 11 (B3) to go low 
    
    OUTPUT_WAVE(emittingPointer, 0); buttonsPort = PIND; WAIT_LIT();
    OUTPUT_WAVE(emittingPointer, 1); anyButtonPressed = (buttonsPort & 0b11111100) != 0b11111100; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 2); buttonPressed[0] = buttonsPort & 0b00000100; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 3); buttonPressed[1] = buttonsPort & 0b00001000; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 4); buttonPressed[2] = buttonsPort & 0b00010000; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 5); buttonPressed[3] = buttonsPort & 0b00100000; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 6); buttonPressed[4] = buttonsPort & 0b01000000; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 7); buttonPressed[5] = buttonsPort & 0b10000000; WAIT_MID();
    OUTPUT_WAVE(emittingPointer, 8); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 9); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 10); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 11); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 12); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 13); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 14); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 15); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 16); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 17); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 18); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 19); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 20); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 21); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 22); WAIT_LOT();
    OUTPUT_WAVE(emittingPointer, 23); 


    if( anyButtonPressed ){
       ++buttonCounter;
       if (buttonCounter > BUTTON_SENS){
        buttonCounter = 0;
        
        if (! buttonPressed[0] ) {
          if( frame < STEP_SIZE ) { 
            frame = N_FRAMES-1;
         }else{
            frame-=STEP_SIZE; 
         }
        }
        else if (! buttonPressed[1] ) { 
          if ( frame >= N_FRAMES-STEP_SIZE ) { 
            frame = 0;
          }else {
            frame+=STEP_SIZE; 
          }  
       }else if (! buttonPressed[2] ) { 
          frame = 0;
       }
        emittingPointer = & animation[frame][0];
       }
    }else {
      buttonCounter = 0;
    }
    
  goto LOOP;
  
}

void loop(){
   digitalWrite(11, HIGH);  /* set transducers on */
   delay(6000);           /* wait for 6000ms (6s) */
   digitalWrite(11, LOW);    /* set transducers off */
   delay(100);               /* wait for 100 ms */
  
  
}

The programmer of the original code surely wasn't an experience Arduino programmer as he implemented the main loop inside setup() never reaching loop().

Unfortunately you failed to post a wiring diagram of your setup, so we have no clue what hardware is connected. The original code seems to wait for some input on pin 11 (it's configured as input) so we have no clue why you think that writing anything there should switch the transducer on or off.

looking at the code it is obvious the code does not care about performance.

You want a delay before LOOP

delay(100)
goto LOOP;`

I'd do it differently but code efficiency does not seem to be a part of the game. So a simple delay would work.

And the code in loop() does not ever get to run.

Any idea what this is about? Setting Pin 11 as an INPUT_PULLUP and then using it as an OUTPUT in loop() doesn't make much sense.

If the idea is to turn the 40 kHz signal (Pin 10) on and off, use the COM1B1 bit in TCCR1A.

     TCCR1A |= _BV(COM1B1);  // 40 kHz On
     TCCR1A &= ~_BV(COM1B1); // 40 kHz Off
void setup()
{
   pinMode(10, OUTPUT); //pin 10 (B2) will generate a 40kHz signal to sync
  pinMode(11, INPUT_PULLUP); //pin 11 (B3) is the sync in
  //please connect pin 10 to pin 11
}

void loop()
{
  digitalWrite(11, HIGH);  /* set transducers on */
  delay(6000);           /* wait for 6000ms (6s) */
  digitalWrite(11, LOW);    /* set transducers off */
  delay(100);               /* wait for 100 ms */
}

Thanks everyone for the contributions so far.

johnwasser, yes the idea is to turn the 40kHz signal on and off at pin 10.

     TCCR1A |= _BV(COM1B1);  // 40 kHz On
     TCCR1A &= ~_BV(COM1B1); // 40 kHz Off

Thanks, I'm going to give this a try and let you know how it goes.

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