Title: Serial library for C++ Author: Ramon de Klein Email: R.de.Klein@iaf.nl Environment: VC++ 6.0, Windows NT v4.0, Windows 98/ME, Windows 2000 Keywords: Serial, RS232, COM-port Level: Intermediate Description: A high-performance, complete and compact serial library for C++ Section System SubSection General
Serial communications is needed in several types of applications, but the Win32 API isn't a very easy to use API to implement it. Things get even more complicated when you want to use serial communication in an MFC based program. The classes provided in the library try to make life a little easier. Its documentation is extensive, because I want to give you a good background. Serial communication is hard and good knowledge of its implementation saves you a lot of work, both now and in the future...
First I'll briefly discuss why serial communications is hard. After reading that chapter you'll probably be convinced as well that you need a class which deals with serial communication. The classes provided in the library are not the only classes, which handle the serial communication. Many other programmers wrote their own classes, but I found many of them too inefficient or they weren't robust, scalable or suitable for non-MFC programs. I tried to make these classes as efficient, reliable and robust as possible, without sacrificing ease of use too much.
The library has been developed as a public domain library some time ago, but it has been used in several commercial applications. I think most bugs have been solved, but unfortunately I cannot guarantee that there are no bugs left. If you find one (or correct a bug), please inform me so I can update the library.
Serial communication in Win32 uses the standard ReadFile/WriteFile functions to receive and transmit data, so why should serial communication be any harder then just plain file I/O? There are several reasons, which I'll try to explain. Some problems are solved in this library, but some others cannot be solved by a library.
Serial communication uses different formats to transmit data on the wire. If both endpoints doesn't use the same setting you get garbled data. Unfortunately, no class can help you with these problems. The only way to cope with this is that you understand what these settings are all about. Baudrate, parity, databits and stopbits are often quite easy to find out, because when they match with the other endpoint, you won't have any problems (if your computer is fast enough to handle the amount of data at higher baudrates).
Handshaking is much more difficult, because it's more difficult to detect problems in this area. Handshaking is being used to control the amount of data that can be transmitted. If the sending machine can send data more quickly then the receiving machine can process we get more and more data in the receiver's buffer, which will overflow at a certain time. It would be nice when the receiving machine could tell the sending machine to stop sending data for a while, so it won't overflow the receiver's buffers. This process of controlling the transmission of data is called handshaking and there are basically three forms of handshaking:
Problems with handshaking are pretty hard to find, because it will often only fail in cases where buffers overflow. These situations are hard to reproduce so make sure that you did setup handshaking correctly and that the used cable is working correct (if you're using hardware handshaking) before you continue.
The Win32 API provides more handshaking options, which aren't directly supported by this library. These types of handshaking are rarely used, so it would probably only complicate the classes. If you do need these handshaking options, then you can use the Win32 API to do that and still use the classes provided by the library.
File I/O is relatively fast so if the call blocks for a while, this will probably only be a few milliseconds which is acceptable for most programs. Serial I/O is much slower, which causes unacceptable delays in your program. Another problem is that you don't know when the data arrives and often you don't even know how much data will arrive.
Win32 provides asynchronous function calls (also known as overlapped operations) to circumvent these problems. Asynchronous programming is often an excellent way to increase performance, but it certainly increases complexity as well. This complexity is the reason that a lot of programs have bugs in their serial communication routines. This library solves some asynchronous I/O problems by allowing the programmer to use overlapped and non-overlapped operations mixed throughout the code, which is often quite convenient.
Things get even more complex in GUI applications, which uses the event
driven model that they're used to. This programming model is a
heritage of the old 16-bit days and it isn't even that bad. The basic
rule is simple... All events are send using a windows message, so you
need at least one window to receive the events. Most GUI applications
are single-threaded (which is often the best solution to avoid a lot
of complexity) and they use the following piece of code in the
WinMain
function to process all messages:
// Start the message-pump until a WM_QUIT is received MSG msg; while (::GetMessage(&msg,0,0,0)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); }
Because the GetMessage
function blocks until there is a
message in the message queue, there's no way to wake up when a serial
event occurs. Of course you can set a timer and check the ports
there, but this kind of polling is bad design and certainly doesn't
scale well. Unfortunately the Win32 serial communication API doesn't
fit in this event driven model. It would be easier for GUI
applications that the Win32 API posted a message to a window when a
communication event occurred (this is exactly what the 16-bit
implementation looked like).
If you implement your own message-pump, you can use the
MsgWaitForMultipleObjects
to wait for a windows message
or a windows object to become signaled. The following piece of code
demonstrates how to do this (it assumes that the event handle that is
being used for asynchronous events is stored in the variable
hevtCommEvent
):
bool fQuit = false; while (!fQuit) { // Wait for a communication event or windows message switch (::MsgWaitForMultipleObjects(1,&hevtCommEvent,FALSE,INFINITE,QS_ALLEVENTS)) { case WAIT_OBJECT_0: { // There is a serial communication event, handle it... HandleSerialEvent(); } break; case WAIT_OBJECT_0+1: { // There is a windows message, handle it... MSG msg; if (::PeekMessage(&msg,0,0,0,PM_REMOVE)) { // Abort on a WM_QUIT message if (msg.message == WM_QUIT) { fQuit = true; break; } // Translate and dispatch the message ::TranslateMessage(&msg); ::DispatchMessage(&msg); } } break; default: { // Error handling... } break; } }
This code is much more complex then the simple message pump displayed above. This isn't that bad, but there is another problem with this code which is much more serious. The message pump is normally in one of the main modules of your program. You don't want to pollute that piece of code with serial communication from a completely different module. The handle is probably not even valid at all times, which can cause problems of its own. This solution is therefore not recommended. MFC and WTL programmers cannot implement this at all, because these frameworks already their own message pumps. You might be able to override that message pump, but it probably requires a lot of tricky code and undocumented tricks.
Using serial communications in a single-threaded event-driven program
is difficult as I've just explained, but you probably found that out
yourself. How can we solve this problem for these types of
applications? The answer is in the CSerialWnd
class,
which posts a message to a window (both the message and window can be
specified by the programmer) whenever a serial event occurs. This
makes using a serial port in GUI based applications much easier.
There is also a very thin MFC wrapper class, which is called
CSerialMFC
but it's that thin, that it's hardly worth
mentioning.
This library cannot perform magic, so how can it send messages without blocking the message pump? The answer is pretty simple. It uses a separate thread, which waits on communication events. If such an event occurs, it will notify the appropriate window. This is a very common approach, which is used by a lot of other (serial) libraries. It's not the best solution (in terms of performance), but it is suitable for 99% of the GUI based communication applications. The communication thread is entirely hidden for the programmer and doesn't need to affect your architecture in any way.
The current implementation contains three different classes, which all have their own purpose. The following three classes are available.
CSerial
is the base serial class, which provides a
wrapper around the Win32 API. It is a lot easier to use, because it
combines all relevant calls in one single class. It allows the
programmer to mix overlapped and non-overlapped calls, provides
reasonable default settings, better readability, etc, etc.
CSerialWnd
fits in the Windows event driven model.
Whenever a communication event occurs a message is posted to the
owner window, which can process the event.
CSerialMFC
is an MFC wrapper around
CSerialWnd
, which make the serial classes fit better in
MFC based programs.
If you're not using a message pump in the thread that performs the
serial communication, then you should use the CSerial
class. You can use blocking calls (the easiest solution) or one of
the synchronization functions (i.e.
WaitForMultipleObjects
) to wait for communication events.
This approach is also used in most Unix programs, which has a similar
function as WaitForMultipleObjects
called 'select'. This
approach is often the best solution in non-GUI applications, such as
NT services.
GUI applications, which want to use the event-driven programming model
for serial communications should use CSerialWnd
. It is a
little less efficient, but the performance degradation is minimal
if you read the port efficiently. Because it fits perfectly in the
event-driven paradigm the slight performance degradation is a minimal
sacrifice. Note that you can use CSerial
in GUI based
applications (even MFC/WTL based), but then you might block the
message pump. This is, of course, bad practice in in a commercial
application (blocking the message pump hangs the application from the
user's point of view for a certain time). As long as you know what the
impact is of blocking the message pump, you can decide for yourself if
it is acceptable in your case (could be fine for testing).
MFC application should use the CSerialMFC
wrapper if
they want to pass CWnd pointers instead of handles. Because this
wrapper is very thin you can also choose to use CSerialWnd directly.
Using the serial classes can be divided into several parts. First you need to open the serial port, then you set the appropriate baudrate, databits, handshaking, etc... This is pretty straightforward. The tricky part is actually transmitting and receiving the data, which will probably cause the most time to implement. At last you need to close the serial port and as a bonus if you don't then the library will do it for you.
Let's start with a classic example from K&R and be polite and say hello. The implementation is very straightforward and looks like this (there is no error checking here for simplicity, it is there in the actual project):
#define STRICT #include <tchar.h> #include <windows.h> #include "Serial.h" int WINAPI _tWinMain ( HINSTANCE /*hInst*/, HINSTANCE /*hInstPrev*/, LPTSTR /*lptszCmdLine*/, int /*nCmdShow*/ ) { CSerial serial; // Attempt to open the serial port (COM1) serial.Open(_T("COM1")); // Setup the serial port (9600,N81) using hardware handshaking serial.Setup(CSerial::EBaud9600,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); serial.SetupHandshaking(CSerial::EHandshakeHardware); // The serial port is now ready and we can send/receive data. If // the following call blocks, then the other side doesn't support // hardware handshaking. serial.Write("Hello world"); // Close the port again serial.Close(); return 0; }
Of course you need to include the serial class' header-file. Make sure that the header-files of this library are in your compiler's include path. All classes depend on the Win32 API, so make sure that you have included them as well. I try to make all of my programs ANSI and Unicode compatible, so that's why the tchar stuff is in there. So far about the header-files.
The interesting part is inside the main routine. At the top we declare
the serial
variable, which represents exactly one COM
port. Before you can use it, you need to open the port. Of course
there should be some error handling in the code, but that's left as an exercise
for the reader. Besides specifying the COM port, you can
also specify the input and output buffer sizes. The default is 2Kb for
both buffers which will be sufficient for most applications. If you
need larger buffers, then specify them yourself.
Setting up the serial port is also pretty straightforward. The default
settings (9600,8N1) are applied when the device has been opened. Call
Setup
if these settings do not apply for your
application. If you prefer to use integers instead of the enumerated
types then just cast the integer to the required type. So the
following two initializations are equivalent:
Setup(CSerial::EBaud9600,CSerial::EData8,CSerial::EParNone,CSerial::EStop1); Setup(CSerial::EBaudrate(9600), CSerial::EDataBits(8), CSerial::EParity(NOPARITY), CSerial::EStopBits(ONESTOPBIT));
In the latter case, the types are not validated. So make sure that you
specify the appropriate values. Once you know which type of
handshaking you need, then just call SetupHandshaking
with one of the appropriate handshaking.
Writing data is also very easy. Just call the Write
method and supply a string. The Write
routine will detect
how long the string is and send these bytes across the cable. If you
have written Unicode applications (like this one) then you might have
noticed that I didn't send a Unicode string. I think that it's pretty
useless to send Unicode strings, so you need to send them as binary or
convert them back to ANSI yourself. Because we are using hardware
handshaking and the operation is non-overlapped, the
Write
method won't return until all bytes have been sent
to the receiver. If there is no other side, then you might block
forever at this point.
Finally, the port is closed and the program exits. This program is nice to display how easy it is to open and setup the serial communication, but it's not really useful. The more interesting programs will be discussed later.
Like in real life it's easier to tell something what to do then listening to another and take appropriate actions. The same holds for serial communication. As we saw in the Hello world example writing to the port is just as straightforward as writing to a file. Receiving data is a little more difficult. Reading the data is not that hard, but knowing that there is data and how much makes it more difficult. You'll have to wait until data arrives and when you're waiting you cannot do something else. That is exactly what causes problems in single-threaded applications. There are three common approaches to solve this.
The first solution is easy. Just block until some data arrives on the
serial port. Just call WaitEvent
without specifying the
overlapped structure. This function blocks until a communication event
occurs (or an optional time-out expires). Easy, but the thread is
blocked and only wakes up for communication events or a time-out.
The second solution is to use the synchronization objects of Win32.
Whenever something happens, the appropriate event handles are signaled and you can take appropriate action to handle the event.
This method is available in most modern operating systems, but the
details vary. Unix systems use the select
call, where
Win32 applications mostly use WaitForMultipleObjects
or
one of the related functions. The trick is to call the
WaitEvent
function asynchronously by supplying an
overlapped structure, which contains a handle which will be signaled when an event occurred. Using WaitForMultipleObjects
you
can wait until one of the handles become signaled. I think this is
the most suitable for most non-GUI applications. It's definitely the
most efficient option available. When you choose to use this option,
you'll notice that the serial classes are only a thin layer around
the Win32 API.
The last solution is one which will be appreciated by most Windows GUI
programmers. Whenever something happens a message is posted to the
application's message queue indicating what happened. Using the
standard message dispatching this message will be processed
eventually. This solution fits perfect in the event-driven programming
environment and is therefore useful for most GUI (both non-MFC and
MFC) applications. Unfortunately, the Win32 API offers no support to
accomplish this, which is the primary reasons why the serial classes
were created. The old Win16 API uses the SetCommEventMask
and EnableCommNotification
to do exactly this, but these
were dropped from the Win32 API.
Blocking is the easiest way to wait for data and will therefore be
discussed first. The CSerial
class exposes a method
called WaitEvent
, which will block until an event has
been received. You can (optionally) specify a time-out for this call,
so it won't block forever if no data arrives anymore. The
WaitEvent
method can wait for several events, which must
be registered during setup. The following events can occur on a COM
port:
EEventBreak
is sent whenever a break was detected on
input.
EEventCTS
means that the CTS (clear to sent) signal has
changed.
EEventDSR
means that the DSR (data set ready) signal has
changed.
EEventError
indicates that a line-status error has
occured.
EEventRing
indicates that the ring indicator was set
high. Only transitions from low to high will generate this event.
EEventRLSD
means that the RLSD
(receive line signal detect) signal has changed. Note that this
signal is often called CD (carrier detect).
EEventRecv
is probably one of the most important events,
because it signals that data has been received on the COM-port.
EEventRcvEv
indicates that a certain character (the
event character) has been received. This character can be set using
the SetEventChar
method.
EEventSend
indicates that the entire output buffer has
been sent to the other side.
When a serial port is opened, then the EEventBreak
,
EEventError
and EEventRecv
are being
registered. If you would like to receive the other events then you
have to register them using the SetMask
method.
Now you can use the WaitEvent
method to wait for an
event. You can then call GetEventType
to obtain the
actual event. This function will reset the event, so make sure you
call it only once after each WaitEvent
call. Multiple
events can be received simultaneously (i.e. when the event character
is being received, then (EEventRecv|EEventRcvEv)
is
returned. Never use the ==
operator to check for events,
but use the &
operator instead.
Reading can be done using the Read
method, but reading is
more tricky then you might think at first. You get only an event that
there is some data, but not how much. It could be a single byte, but
it can also be several kilobytes. There is only one way to deal with
this. Just read as much as you can handle (efficiently) and process
it.
First make sure that the port is in
EReadTimeoutNonblocking
mode by issuing the following
call:
// Use 'non-blocking' reads, because we don't know how many bytes // will be received. This is normally the most convenient mode // (and also the default mode for reading data). serial.SetupReadTimeouts(CSerial::EReadTimeoutNonblocking);
The Read
method will now read as much as possible, but
will never block. If you would like Read
to block, then
specify EReadTimeoutBlocking
. Read
always
returns the number of bytes read, so you can determine whether you have
read the entire buffer. Make sure you always read the entire buffer
after receiving the EEventRecv
event to avoid you lose
data. A typical EEventRecv
will look something like this:
// Read data, until there is nothing left DWORD dwBytesRead = 0; BYTE abBuffer[100]; do { // Read data from the COM-port serial.Read(abBuffer,sizeof(abBuffer),&dwBytesRead); if (dwBytesRead > 0) { // TODO: Process the data } } while (dwBytesRead == sizeof(abBuffer));
The Listener sample (included in the ZIP-file) demonstrates the technique as described above. The entire sample code isn't listed in this document, because it would take too much space.
In most cases, blocking for a single event (as described above) isn't appropriate. When the application blocks, then it is completely out of your control. Suppose you have created a service which listens on multiple COM-ports and also monitors a Win32 event (used to indicate that the service should stop). In such a case, you'll need multithreading, message queues or the Win32 function for synchronization. The synchronization objects are the most efficient method to implement this, so I'll try to explain them. Before you continue reading I assume you're a bit familiar with the use of the synchronization objects and overlapped operations. If you're not, then first read the section about Synchronization in the Win32 API.
The only call that blocks for a fairly long time is the
WaitEvent
method. In the next paragraphs, I will show you
how to implement this call using the Win32 synchronization objects
(all other overlapped calls work identical). A complete implementation
can be found in the Overlapped project, which is quite similar to the
Listener project, but it now uses overlapped I/O.
First the the COM-port needs to be initialized. This works identical
as in the Listener sample. Then two events are created. The first
event will be used in the overlapped structure. Note that it should
be a manual reset event, which is initially not signaled. The second
one is an external event, which is used to stop the program. The first
event will be stored inside the OVERLAPPED
structure.
// Create a handle for the overlapped operations HANDLE hevtOverlapped = ::CreateEvent(0,TRUE,FALSE,0);; // Open the "STOP" handle HANDLE hevtStop = ::CreateEvent(0,TRUE,FALSE,_T("Overlapped_Stop_Event")); // Setup the overlapped structure OVERLAPPED ov = {0}; ov.hEvent = hevtOverlapped;
All events have been setup correctly and the overlapped structure has
been initialized. We can now call the WaitEvent
method
in overlapped mode.
// Wait for an event serial.WaitEvent(&ov);
The overlapped I/O operation is now in progress and whenever an event occurs, that would normally unblock this call, the event handle in the overlapped structure will become signalled. It is not allowed to perform an I/O operation on this port, before it has completed, so we will wait until the event arrives or the stop event has been set.
// Setup array of handles in which we are interested HANDLE ahWait[2]; ahWait[0] = hevtOverlapped; ahWait[1] = hevtStop; // Wait until something happens switch (::WaitForMultipleObjects(2,ahWait,FALSE,INFINITE)) { case WAIT_OBJECT_0: // Serial port event occurred ... case WAIT_OBJECT_0+1: // Stop event raised ... }
That's all you need to do, when you want to use the serial class in overlapped I/O mode.
Most Windows developers are used to receive a Windows message,
whenever a certain event occurs. This fits perfectly in the Windows
event-driven model, but the Win32 API doesn't provide such a
mechanism for serial communication. This library includes a class
called CSerialWnd
, which will send a special message
whenever a serial event occurs. It is pretty simple, when you are
already familiar with the event-driven programming model of Windows.
Instead of using the CSerial
class, you must use the
CSerialWnd
class (which is in fact derived from
CSerial
). CSerialWnd
works just like
CSerial
, but there are some tiny differences in opening
the port and waiting on its events. Note that the
CSerialWnd
doesn't have a window itself and neither
should you derive from it, when you want to use it. Just define a
member variable and use that from within your window.
Because CSerialWnd
posts its messages to a window, it
requires additional information. Therefore the Open
method accepts three additional parameters, which specify the
window handle, message and optional argument. The prototype
looks like:
LONG Open ( LPCTSTR lpszDevice, HWND hwndDest, UINT nComMsg = WM_NULL, LPARAM lParam = 0, DWORD dwInQueue = 2048, DWORD dwOutQueue = 2048 )
The lpszDevice
, dwInQueue
and
dwOutQueue
are used as in CSerial
. The
hwndDest
argument specifies the window, where the message
should be sent to. The library registers a default message during
startup, which can be used in most cases. Simply pass
WM_NULL
to use this message. The value of this message
is stored in the CSerialWnd::mg_nDefaultComMsg
variable,
which is a static member variable of CSerialWnd
. If
you prefer one of your own messages, then you can use that instead.
The optional lParam
argument is sent as the second
parameter (lParam
) in each message that is being sent
by CSerial
. The serial library doesn't do anything with
this value, so be free to use it as you like.
Sending data and setting up the serial port is exactly the same as
with CSerial
, so I won't discuss that again anymore. The
biggest difference is the way you receive the events, but that is
exactly why you want to use this class anyway.
If everything is fine, then you have registered all interesting events
with the SetMask
method. Whenever one of these events
occur, the specified message will be sent to the window you have
registered before. The wParam
will contain the event and
error-code. The lParam
contains whatever you passed to
CSerialWnd::Open
, when you have opened the port. A
typical handler for these messages looks like:
LRESULT CALLBACK MyWndProc (HWND hwnd, UINT nMsg, WPARAM wParam, LPARAM lParam) { if (nMsg == CSerialWnd::mg_nDefaultComMsg) { // A serial message occurred const CSerialWnd::EEvent eEvent = CSerialWnd::EEvent(LOWORD(wParam)); const CSerialWnd::EError eError = CSerialWnd::EError(HIWORD(wParam)); switch (eEvent) { case CSerialWnd::EEventRecv: // TODO: Read data from the port break; ... } // Return successful return 0; } // Perform other window processing ... }
The methods WaitEvent
, GetEventType
and
GetError
from CSerial
are hidden in the
CSerialWnd
class, because they cannot be used anymore.
All the information is passed in the window message, so it shouldn't
be necessary to use them anymore.
Personally, I don't like MFC, but I know many people out there use it
so there is also support in this library for MFC. Instead of using
CSerialWnd
, you can use CSerialMFC
. It works
exactly the same, but it can also handle a CWnd
pointer
and it provides a macro, which can be used in the message map for
better readability. The message map of a window, which can receive
events from CSerialMFC
should look like this:
DECLARE_MESSAGE_MAP(CMyClass,CWnd) ... ON_WM_SERIAL(OnSerialMsg) ... END_MESSAGE_MAP()
The handler itself looks something like this:
afx_msg LRESULT CMyClass::OnSerialMsg (WPARAM wParam, LPARAM lParam) { const CSerialMFC::EEvent eEvent = CSerialMFC::EEvent(LOWORD(wParam)); const CSerialMFC::EError eError = CSerialMFC::EError(HIWORD(wParam)); switch (eEvent) { case CSerialMFC::EEventRecv: // TODO: Read data from the port break; ... } // Return successful return 0; }
A complete sample, including property sheets for setting up the COM-port, is shipped with this library. Look for the SerialTestMFC project for an example how to use this library in your MFC programs.
This library is very lightweight, so it can easily be integrated into
your application without using a separate DLL. I used a static library
for the CSerial
(and derived) classes, because I think
that is exactly where a library is meant for. Just insert the Serial
project into your workspace and make a dependency to it. The linker
will then automatically compile and link the serial classes to your
application. Some people don't like libraries. In that case you can
just add the Serial files to your project and recompile.
Of course the first place to look for information about serial communications is in the Platform SDK section "Windows Base Services, Files and I/O, Communications". There's probably enough in there to implement your own serial communications, but for a better explanation read Allen Denver's article called "Serial Communications in Win32", which is in the MSDN's Technical Articles.
If you have any comments or questions about these classes, then you can reach me using email at R.de.Klein@iaf.nl. This library is free for both commercial and non-commercial use (if you insist, you can send me money though). Unfortunately, I cannot guarantee any support for these classes. I cannot test every situation and the use of these classes is at your own risk.
Because this library is distributed with full source-code included, I cannot stop you from changing the code. I don't mind if you change the code, but I don't want to be blamed for your bugs. So please mark your changes and keep my name in the copyrights as well. If you added a cool feature, then please let me know so I can integrate it with a new version of this library.
Please don't mirror this code or documentation on another website or removable media (such as a CD-ROM) with the intent to redistribute it. I don't want to have old versions floating around, which might contain bugs that are solved in later versions. Just mention the URL where users can download the archive and documentation.
I would like to thank my friend and colleague Remon Spekreijse for pointing out some problems, adding some features in this library and encouraging me to put this library on the net.