Problem in USBCAN 8473 Multiple Frame Reading by using LabVIEW Frame API
Hello,
I have a problem in reading the multiple frame data from my device.
I'm using the sample code "transmit receive same port.vi"
I can only receive the first frame of the data.
Is this due to the configuration issue or anything that I miss out?
Thank everyone for help!
Atif,
Did you get a solution to the problem you were having? We have a similar problem.
Thanks,
Dave
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after investigating the Java Mapping API a little deeper I found some very interesting Interfaces "InputAttachments" and "Attachments" which could do exactly what is required:
Reading attachments and convert them into base64 code.
As I am not an experienced Java Programmer howeve, I am note sure how to use those interfaces.
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Hi, All,
I am trying to read current out from labview 7.1. The program I wrote is attached (program.gif). But when I run this program, the error message poped out when it reach the function of GPIB write (error.gif). Can anybody help to point out what's wrong with this program?
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Attachments:
PROGRAM.gif 40 KB
ERROR.gif 45 KBHi, Dennis,
Thanks for replying. You reminded me of putting 24, which is the GPIB address of Keithley 2400, in the front panel. Now this error doesn't occur, but it failed when it's trying to scan the result.
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Attachments:
Keithleyreadcurrent.vi 63 KB -
When I run the following query out of a CF script, no records
are returned:
<cfquery name="getTeams" datasource="#dsn#">
SELECT ID FROM teams
WHERE weight = #weight# AND division = '#division#'
</cfquery>
However, running the same query out of a MS ACCESS direct
query, the query returns the expected results. It appears to be
something with accessing more than one field at a time. Running the
following query works fine:
<cfquery name="getAllTeams" datasource="#dsn#">
SELECT ID
FROM teams
WHERE weight = #weight#
</cfquery>
Any help anyone can provide would be very much
appreciated!then your problem isn't with multiple items in your WHERE
clause, your problem is that specific check.
Put the following code right before the <cfquery> to
verify what's in that division coldfusion variable:
<cfoutput>Division = -#division#-</cfoutput>
Note the dashes. Now copy and paste the contents in between
the dashes (including any leading/trailing spaces that may be
there) into your query in MS Access. Does that work? No? Why? are
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Labview misses a read when using Ni USB 8473 can interface
I was wondering if anybody here has had experience with this problem... I already talked to a Labview tech but i have not received an answer yet...
This is my problem..
I have a program that when a button is pressed, it initializes a can interface to CAN0 for example, then it writes... then it waits about 100mills and then it reads... My computer is connected to a simulator through the USB 8473 interface (I have the problem when I connect it to the hardware I am going to use), and everytime I write, this simulator sends a response... The problem is that sometimes I don't see a response... I have made sure that the simulator responds so I know it is responding... I have changed the waiting time before the read from 1 mills to 100 mills to 1 second, and still with the same result...
The way I have fixed this problem is by reading multiple times (3 times)... so every time I send a request, i wait 100 mills... then I read once, wait 25 mills, then read again, wait, then read again....
So, I wanted to know if anybody here has had to do this in order to get around this problem...???
The reason why I was asking this is because I also have another application that has to monitor my hardware by sending requests every 100 milliseconds... so I have two loops, once that writes requests every 100 mills... and another that reads the responses every 20 mills... but sometimes it looks like eventhough i read this many times, I still miss some frames, which are caught later but still not good enough...
I have posted a different thread about the above problem...
If you have questions just ask please...
ThanksYes, by Labview tech i meant NI Support... sorry about that...
I am still waiting for them on this subject...
I'll attach a simplified version of my code (the only difference between this code and the original is that i parse all the data that i get...)
I am attaching these if a couple replys...
Run the receive and respond (simulator) then run the CAN_PROBLEM vi... click on the OK button to write then read... you can tell it missed the message when the Frames to Read field is 0...
how are you sure that you device is sending a response?
Very sure... 100%... the original simulator lets me know when it sends the response...
Can you run bus monitor on another port, ie another USB-CAN device?
I did that, and the other USB-CAN gets it... the program I am running on the other computer is called CANyliser... I think that program waits until there is something in the queue (which I am not doing with mine)... I am just reading after I have wrote teh message (reading after about 100 mills I wrote)... So I am assuming that's plenty of time... i have increased this waiting time to 1 sec and still get the same behaviour...
Attachments:
CAN_PROBLEM.vi 16 KB
ReceiveAndRespond.vi 17 KB
CAN INIT.vi 23 KB -
Same JVM for multiple Frames in a web application
Hi guys,
I have a web application that loads an applet during login. Once the login is completed, the web application will display the available functions accessible with a menu on the left frame and the main display page on the right frame. Whenever any form action is perfomed on the right frame, the jvm with the login session seems to exit (java console closes) and the applet will be loaded to prompt the user to login again. The JRE installed on the Windows client is 1.6.0_14 from SUN.
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[Identical applets in the same JVM, next generation plugin issue|http://forums.sun.com/thread.jspa?threadID=5396118]
I have submitted a Request for enhancement to SUN to allow forced grouping of applets in the same JVM.
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It seems there is currently no way to do this.
[New Plugin command line args|https://jdk6.dev.java.net/plugin2/jnlp/#COMMAND_LINE_ARGS]
When per-applet JVM command-line arguments are specified, it is likely that the new Java Plug-In will need to launch another JVM instance in order to satisfy them. In other words, it is unlikely that a preexisting JVM instance will have been started with the correct set of command-line arguments to satisfy the current applet's request. The rules for exactly when a new JVM instance is launched to start a given applet are deliberately left unspecified, as this functionality is brand new in the 6u10 release and may need to change in subsequent releases. Here is a rough set of guidelines for the sharing and creation of new JVM instances:
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There is no way to "name" a JVM instance used to launch a particular applet and "force" subsequent applets into that JVM instance.
See the section on the separate_jvm parameter to isolate a particular applet in its own JVM instance, separate from all other applets. -
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Want You want to do is going backward: say: your mask is ten frames long, now navigate to the tenth frame insert a keyframe (you should now have 1 keyframe on the first and one on the tenth, both empty); now draw the last stage of your mask on the tenth frame. Then hold down the Alt key and drag the 10th to the 9th frame. Erase the parts you don`t want hold down Alt-Key and drag the 9th to the eight frame and so on. -
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Hello fellow AE users:
I've read other threads which deal with this issue, however they don't seem to be exactly what I'm experiencing so I'm starting a new thread. I did do several hours of due diligence by research others' handling of this issue, so I'm not just blindly reposting this question without having done some legwork.
I'm getting this message when rendering one of my compositions:
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I've set up Multiprocessing preferences for 6GB reserved for system, 8 CPUs reserved for other applications which leaves "Actual CPUs that will be used: 8", with each CPU having a 6GB RAM allocation. That's 8x6=46G, leaving 18GB free for the operating system, which should be more than enough.
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I've simply loaded the old project on the new install and attempted to render. I have not changed any settings. I DID do the thing where you hold CTRL-SHIFT-ALT (or something like that) to reset all of the preferences when loading AE just in case that was the issue.
So, why would this be able to render using multiple processes on my old box with only 3GB/thread, while it will NOT render on this new system with double that, 6GB/thread allocated?
Please let me know if there is any other information I can provide that would be helpful to debug this.
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Ram Preview won't start when Render multiple frames simultaneously enabled
Hello everyone,
I have an issue with rendering AE CC , with my new PC computer in Windows 8.1 pro 64 bit
As the title says , my issue is Ram Preview won't start when Render multiple frames simultaneously enabled. Actually it starts after 8 -30 seconds depending of project complexity and the rendering is slower and skipping frames !
12 cores with 2 GB ram each.
When I disable the option of multiple frames simultaneously render starts ok.
but it's really very sad that I can't use this beast of CPU in full potential. its an new intel i7 5930K , 32 Ram DDR4 2.4 Ghz
Any advice and options would be much appreciated.
Thanks,
Vonzar.
Setup:
Windows 8.1 Pro 64 bit
CPU : Intel Core i7 5930K 3.5 GHz Six Core Socket 2011-3 140W Box
GPU : nVidia GeForce GTX 970 4GB DDR5 PCI-E
RAM : 32GB DDR4 Non ECC CL16 2400MHz Crucial Ballistix Sport
Mother board : Asrock x99 extreme 6If you have any render or preview problems just turn off MP because, first, it only works with certain specific effects and codecs, and 2, it causes more problems that it solves most of the time. I only turn on MP rendering when I know for sure that it will speed up my workflow.
You should have a multiple of 4 GB assigned to AE and Other apps and an even number of cores. If you are using MP rendering make sure that the number of actual cores used makes sense and that there are an even number of cores assigned to other applications. Most important of all, don't spend hours trying to tweak MP rendering to save a few seconds in a render. Follow these general guidelines and then run a short test to see if it works. If you project involves any temporal effects at all turn it off.
Here is an example of the MP settings for a 4 year old Mac Mini that actually work for some projects, but most of the time it is turned off.
I should say that I can allocate 3 GB of ram per background CPU and still see 2 as the actual CPU's that will be used but this little Mac Mini works better with 2 selected. Setting the RAM allocation to 4 GB drops Actual CPU's to 0
BTW, I use the mac mini to record most of my tutorials because I figure that if I do a tutorial that will run OK on a Mac Mini, then anyone with an adequate system should be able to follow along without any problems. -
AE 2014 Render Multiple Frames Simultaneously issues
This problem is two fold and I've experienced it for years. Now I'm using a much faster system that is handicapped by not being able to use multiple cores. I had hoped that by now this would just work.
First, when using multiframe rendering AE often hangs attempting to initialize background processes. As often as one RAM previews this can be quite a problem since it grinds all progress to a halt. The solution is often restarting AE. Checking Activity Monitor during this time shows that Adobe QT32 server is non-responsive and a whole line of the AE background rendering processes doing nothing. I have not found a common element in projects that experience this issue, it can happen just with text on a solid.
Secondly, when using multiframe rendering an entire sequence can ram preview, but then disappear as soon as it finishes. Often after this issue the first issue will pop-up.
A little about my setup:
Late 2013 Mac Pro 8-Core
64 GB Ram
2x AMD FirePro D700
OS X 10.9.4
AE CC 2014 Updated to the latest patch
Settings:
52 GB RAM available for AE
Render Multiple Frames Simultaneously - ON
Only for Render Que - OFF
RAM per CPU - 4 GB (problem persists when set to 6 GB)
Until this feature actually works reliably I'll have to go back single frame rendering, which is a bit like owning a Ferrari and having a transmission stuck in first gear.warning “RAM Preview needs 2 or more frames” after scrubbing audio in After Effects CC 2014 (13.0)
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Render Multiple Frames Headache
I hope I could get some guidance on optimum usage of Render Mutiple Frames as I have been hitting a wall with little-to-no success so far. I have read all the Adobe suggestions (thanks Todd Kopriva) and I still get failed renders when trying to render multiple frames. I am the guinea pig for the hardware setup for the department. Currently, the hardware is a Lenovo ThinkStation C20X, dual Xeon 6-core 2.4 GHz processors (24 available to AE with hyper-threading), 96 Gb RAM (yes, ninety-six gigs), Win 7 Pro 64-bit, nVidia QUADRO 2000D, AE CS5.5. Our department currently works in an unusual AE project file that is used for display advertising on an unusually-shaped gigantic digital screen in Times Square. Currently, the working comp is 2517 x 4478 which is then nested into two comps for output of TGA sequences that are: TOP = 440 x 3694 and, BOTTOM = 2517 x 554. Most of the working comp space is deadspace as the layout of the signs is comparable to a large upside-down capital letter 'T'. We are currently in transition as the signs are hitting their life cycle and we are refreshing them with a finer pitch-count - in essence, we are doubling the resolution. The new working comp is 5034 x 8956 that is nested into our output comps which are: TOP = 852 x 7386 and BOTTOM = 5034 x 1098. For the most part we do not use "crazy" effects, etc. I have tried rendering multiple frames and have yet to get TOP & BOTTOM to both render without either one or both of them failing using various trial-and-error settings in the preferences; I have limited the # of cores (have yet to try to exceed 8 simultaneous CPUs). I edited the preferences file to allow me to select more RAM per CPU (currently, my pull-down has 4, 5, 6 & 8 Gb RAM per CPU available for me to choose from). Maybe I am going under the false assumption that filling the machine with 96 RAM would allow me to effectively use more CPUs in rendering TGA sequences. I thought that was the whole point. I usually get errors like the following:
Output To: C:\Sonic RenderTest\Top\TOP_[####].tga
There is an error in background rendering so switching to foreground rendering after 41 frames completed out of total 900 frames. (26 :: 142)
After Effects warning: A frame failed to render while using Render Multiple Frames Simultaneously. Allocating more memory to the background processes in Memory & Multiprocessing Preferences may fix this problem. (26 :: 142)
Didn't think this was possible with 96Gb RAM and 8GB RAM per CPU allocated. Any guidance here is greatly appreciated as I am on the hook with the rest of the department and with my boss as I convinced him that 96 GB RAM would make our lives easier.Thanks for the reply Dave. From the projects cited above, one had a QuickTime with Animation codec and the other had H.264. I think we are getting close to honing-in on the issues we are having as it seems that anything with a .MOV as a source file seems to throw AE MP rending for a loop. Currently using AE 5.5. Conversely, MP plays very nicely with projects that do not include a QuickTime file as a source; I have been doing extensive testing using the following settings; 16GB/CPU - 4 CPUs used, 12GB/CPU - 6 CPUs used, 10GB/CPU - 8 CPUs used, 8GB/CPU - 10 CPUs used and 6GB/CPU - 12 CPUs used.
I guess I still have a few questions remaining in trying to troubleshoot the issue at hand:
- By any chance are there any MP improvements in CS 6 that may alleviate the issue we are experiencing?
- I am wondering if I am hitting a bottleneck getting the info (.MOVs) into RAM - to be more specific regarding my setup, in addition to my previous post - My machine currently has two 250GB SAS drives @ 10K RPM that are RAID 0. Disk cache is set to the default settings. We are considering additional drives - thinking one for OS & Applications, 1 for source files and one for output of the image sequences. Any insight to drives, where to set the cache, types of drives (SSD drives fall out of budget for the machine I have - already priced and axed. I think we are considering two more 10K SAS drives as an option)?
- This one is a longshot, but I thought I saw a crazy post somewhere in my research of this issue saying to get rid of QuickTime. I was always under the assumption that QuickTime was a vital prerequisite for AE. Any truth/validity in getting rid of QuickTIme? -
Render Multiple Frames Simultaneously
I'm realy problem with Render Multiple Frames Simultaneously in AE.
my system :RAM:18Gb - Cpu: Core i7 920 - Gpu:quadro 4000;
when active Render Multiple Frames Simultaneously in AE ,system hang .
what best setting for this option ??Like Dave said, there's no perfect setting. It depends on the plug-ins in your normal workflow, the other apps you have open in your normal workflow, the codecs used for your normal footage. Adobe has no control over how 3rd party plug-ins, codecs, and other apps suck up memory so it takes a bit of experimentation. The guidelines are a good place to start. I didn't catch your OS. Anti virus software on Windows Boxes has been notorious for fouling up rendering. I haven't heard much lately, but if you're using MS I'd start there first.
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More Accurate antialiasing preventing rendering of multiple frames simultaneously after a while
Hi all.
I am experiencing inconsistent memory management behavior when rendering my project in AE that prevents me from rendering multiple frames at the same time when some footage items use Accurate antialiasing.
I have an 8-core i7 MacBook Pro with 8GB of RAM and I'm using AE CS5.5. I am rendering a project with many imported Illustrator layers to keep things nice and crisp. These are in a 3D composition with a camera, DOF, and they are being continuously rasterized. On some of the vector assets I have to set the antialiasing setting to "More Accurate" in the Interpret Footage dialog to remedy some image quality issues. Here is what I noticed when rendering:
1. When the antialiasing setting on all Illustrator assets is set to "Faster" the composition renders without issues.
2. I change the antialiasing setting on some Illustrator assets to "More Accurate" to improve image quality. Render Multiple Frames Simultaneously is off. Composition renders for a while, but eventually I get an error: "after effects error : cannot allocate enough memory to antialias file (50:5)”.
3. To get around the error I instruct AE to empty the cache every 5 frames or less via the Secret menu in the Prefs. This prevents the error from occuring and I can see the RAM being deallocated every once in a while as expected. This lets me render with the quality I need, but is slower.
4. To speed things up I turn on Render Multiple Frames Simultaneously. I use conservative settings: AE is to use only two cores with 3GB of RAM per core (max allowed). The rendering is sped up. However, I can see that the system's "in use" RAM is steadily increasing with each rendered frame until the computer runs out, at which point AE automatically turns off Render Multiple Frames Simultaneously and starts to render one frame at a time. This doesn't happen whe all vector assets are set to use Faster antialiasing an I can render indefinitely with Render Multiple Frames Simultaneously, but this way I don't get the desired quality. Please note that there is enough RAM for the cores to render several frames, but it seems as if having rendered a frame the system doesn't release or reuse the memory when assets use Accurate antialiasing and goes to use another chunk until there is no more.
Also, I am outputing to an image sequence.
Please help me find a workaround for this issue. Thanks!Thanks Mylenium. It looks like the underlying problem (cannot allocate enough memory to antialias file (50:5)) has been around for quite some time. I've tried all manner of different combinations of settings and in the end settled on having it render one frame at a time with dumping cache every 2 frames (hey, at least it renders without running out of ram and erroring out). It's just disheartening to know that due to this issue (bug or architecture) AE is only using a bit more than 1/8 of my machine's CPU power. Perhaps AE should have a feature that has it dump all the memory and attempt multi-frame output again every once in a while during make movie.
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After Effects says I need to have at least two frames to render a ram preview. I multiple frames. How do I make it ram preview?
First, install the most recent updates:
http://blogs.adobe.com/aftereffects/2012/10/after-effects-cs6-11-0-2-update-bug-fixes-and- added-gpus-for-ray-traced-3d-renderer.html
If that doesn't solve the problem for you, we need to know a lot more if we're going to help you. Please provide answers to the questions listed here: "FAQ: What information should I provide when asking a question on this forum?" -
I'm trying to print multiple frames from a website onto separate pages.
Firefox has this option on OSX (each frame on separate page), but safari seems to lack such an option.
I need to print multiple frames (invoices from zencart) each on separate pages. When I try to print with Safari it will either try and print the selected frame, or it will print all the frames as it's laid out on the page (all printed on one page). Am I missing this option somewhere? Is there an extension I can try (already tried print plus to no avail)?
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