Hi guys, I've uploaded the code to sourceforge -thanks to Fred, who encouraged me to do it-.
https://sourceforge.net/projects/ecumanager/
At now anyone can use it to play around with serial communications. Just open the serial port and read the file, then you can do whatever you want with that data.
This release is able to:
*configure every data needed for my pic device (and more, PWM and nitrous ctrl aren't implemented in firmware yet). It can set and send VE and ignition advance tables, injection advance, temperature correction tables, and parameters like displacement, rpm limit, etc.
*Show data: gauges, bars, plots, tables, surfaces (only for VE table), etc.
*Data Playback. Replay a saved datalog.
*Export binary datalogs to .csv
If there is more, i forgot it.
This release has the first attempt to multithreading. I want to separate the comm part from the GUI part. This way the GUI just receives data and shows it, save it, or send it, and the communications part manages data decoding, and send data to the ECU in other thread.
Once multithreading is implemented, adding your serial spec should be easier.
This code only works on Linux. To make it work with windows you have to add 2 files and define a variable which tells qextserialport that it is running on windows. I never tried.
QExtserialPort isn't macOS compatible.
If there is any question, just ask.
Regards
Marcos
First release
- nitrousnrg
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First release
Marcos
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Re: First release
Looks good -
Since i dont have the actual hardware i am thinking about having a "simulator" function - just a bunch of sliders (for map, rpm etc) and connect it to the program instead of the serial port input.
Do you mind if i add something like that to the code? I may take a look at your source later if i get some time -
P.S. i am also thinking about modeling an engine - all the user has to do is supply some basic engine parameters and adjust throttle and the rpm, map etc are automagically calculated and fed to the program .....
Since i dont have the actual hardware i am thinking about having a "simulator" function - just a bunch of sliders (for map, rpm etc) and connect it to the program instead of the serial port input.
Do you mind if i add something like that to the code? I may take a look at your source later if i get some time -
P.S. i am also thinking about modeling an engine - all the user has to do is supply some basic engine parameters and adjust throttle and the rpm, map etc are automagically calculated and fed to the program .....
Re: First release
Congratulations :-)
I look forward to playing with it when I get a chance.
Fred.
I look forward to playing with it when I get a chance.
Fred.
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- nitrousnrg
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Re: First release
I don't mind. Feel free to modify anything. The engine could be in separate thread, or embedded in commThread class, i guess. Let me know about any progress, so we can add it to the next release.shameem wrote:Since i dont have the actual hardware i am thinking about having a "simulator" function - just a bunch of sliders (for map, rpm etc) and connect it to the program instead of the serial port input.
Do you mind if i add something like that to the code? I may take a look at your source later if i get some time -
P.S. i am also thinking about modeling an engine - all the user has to do is supply some basic engine parameters and adjust throttle and the rpm, map etc are automagically calculated and fed to the program .....
If you feel lost in the code, just ask. I'm realizing i should put more comments.
Marcos
Marcos
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Re: First release
Can you include a default make file?
I tried it with different makefiles and am getting nowhere. I am using Monkey studio 1.8.2 and QT4 with mingw32 ....
EDIT: Nevermind - i just discovered qmake
P.S. I am able to compile & run it in ubuntu with kdevelop....
I tried it with different makefiles and am getting nowhere. I am using Monkey studio 1.8.2 and QT4 with mingw32 ....
EDIT: Nevermind - i just discovered qmake
P.S. I am able to compile & run it in ubuntu with kdevelop....
Re: First release
I just did it at the command line :-) It worked for me.
Marcos, one idea, include a change log with each release. I realise that was your first, but I'm sitting here wondering if you fixed the resize crash or not? Definitely need to do that in future though.
Fred.
Marcos, one idea, include a change log with each release. I realise that was your first, but I'm sitting here wondering if you fixed the resize crash or not? Definitely need to do that in future though.
Fred.
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Re: First release
Success in ubuntu -both kdevelop and monkey studio can compile/run/debug....
So close in windows - getting a bunch of opengl errors - it doesnt like the standard windows gl.h/glu.h files.......
So close in windows - getting a bunch of opengl errors - it doesnt like the standard windows gl.h/glu.h files.......
- nitrousnrg
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Re: First release
Not fixed, but i think i know how can be fixed.Fred wrote:Marcos, one idea, include a change log with each release. I realise that was your first, but I'm sitting here wondering if you fixed the resize crash or not? Definitely need to do that in future though.
shameem wrote:Success in ubuntu -both kdevelop and monkey studio can compile/run/debug....
So close in windows - getting a bunch of opengl errors - it doesnt like the standard windows gl.h/glu.h files.......
'Til now, it worked in every linux box, but i never tried in windows. First of all, to make qextserialport work, you need a couple of .cpp and .h which are the windows part of the class. You have only 3 .cpp & .h, those are the posix part. I'll upload the files this night, if i can.
And openGL errors... that is new for me. Could you post those opengl errors? Maybe i can help with that.
Marcos
Marcos
Re: First release
I know a little about this, have to go, will post soon.
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Re: First release
As you can see by the date it's been a while since I wrote any C++ LOL, but I remember this being correct for both win/vis studio and linux. I know there is a windows way of doing the headers, but i have no idea what it is... I know win didn't work on lin and lin did work on windows, but things change in 6 years lol.
I texture mapped the lecturers face onto the snake :-) Hilarious!
Fred.
Code: Select all
// 18 / 4 / 2002
// Fred Cooke
// XXXXXXX
// xxxx000
//=============================================================
//= Assignment 2 =
//= An animated scene with grass, trees, 2 balls and a snake =
//=============================================================
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include "Trackball.h"
#include "Algebra.h"
#include "Utilities.h"
#include "Geometry.h"
#include "Mirror.h"
#include "GroundWithGrass.h"
#include "Ball.h"
#include "Tree.h"
#include "Snake.h"
#include "Lighting.h"
Fred.
DIYEFI.org - where Open Source means Open Source, and Free means Freedom
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