ESP32: BLE transmission speed is very slow - bluetooth

I am trying to build an Android app that interfaces with the ESP32 using BLE. I am using the RxBluetoothKotlin library from Vincent Masselis for the Android side. For the ESP32 side, I am using the default Kolban libraries that are included in the Arduino IDE. My phone is a OnePlus 5T and my ESP32 is a MH ET Live ESP32DevKIT. My Android app can be found here, and my ESP32 program here.
The whole system works pretty much perfectly for me in terms of pure functionality. That is to say, every button does what it's supposed to do, and I get the exact behaviour I had expected to get. However, the communication itself is very slow. Around 200 bytes/second. My test button in the Android app requests a bunch of text data from the ESP32, and displays this in a dialog. It also lists a number which represents the time between request and reception in milliseconds. Using this, I get around 2 seconds for 440 bytes of data. When I send less data, the time decreases approximately linearly with data size. 40 bytes of data will take around 200ms, and 20 bytes or under typically takes less than 100ms.
This seems rather slow to me. From what I understand, I should be able to at least get a few kilobytes per second. I have tried to check the speed using nRF Connect, but I get the same 2 seconds timespan for my data transfer. This suggests that the problem is not in my app, since I also have it with a completely different app. I also put the code in my main loop inside of callbacks instead (which I probably should have done in the first place), but this didn't change things at all. I have tried taking the microcontroller and my phone to a few different locations, hoping to eliminate interference. I have tried to mess with BLEDevice::setPower and BLEDevice::setMTU, as well as setting RxBluetoothGatt.requestMtu(500) on the Android side. Everything so far seems to have had little to no effect. The only thing that did anything, was adding the line "pServer->updatePeerMTU(0,500);" in my loop during the connection phase. This caused the first 23 bytes of data to be repeated whenever I pressed the test button in my app, and made the data transfer take about 3 seconds. If I'm lucky, I can get maybe a bit under 1.8 seconds for 440 bytes, but this is a very small change when I'm expecting an order of magnitude of difference, and might even be down to pure chance rather than anything I did.
Does anyone have an idea of how to increase my transfer speed?

The data transmission speed is mainly influenced by the Bluetooth LE connection interval (between 7.5 ms and 4 seconds) and is negotiated between the master (central unit) and the peripheral device. The master establishes a connection with a parameter set and the peripheral can propose to change this parameter set. In the end, however, the central unit decides which parameter set is to be used.
But the Bluetooth connection interval cannot be changed by an Android applications directly, which normally act as the central role. Instead it can request a connection priority which is known to have an influence on the connection interval.

Related

Custom player using NDK/C++/MediaCodec - starvation/buffering in decoder

I have a very interesting problem.
I am running custom movie player based on NDK/C++/CMake toolchain that opens streaming URL (mp4, H.264 & stereo audio). In order to restart from given position, player opens stream, buffers frames to some length and then seeks to new position and start decoding and playing. This works fine all the times except if we power-cycle the device and follow the same steps.
This was reproduced on few version of the software (plugin build against android-22..26) and hardware (LG G6, G5 and LeEco). This issue does not happen if you keep app open for 10 mins.
I am looking for possible areas of concern. I have played with decode logic (it is based on the approach described as synchronous processing using buffers).
Edit - More Information (4/23)
I modified player to pick a stream and then played only video instead of video+audio. This resulted in constant starvation resulting in buffering. This appears to have changed across android version (no fix data here). I do believe that I am running into decoder starvation. Previously, I had set timeouts of 0 for both AMediaCodec_dequeueInputBuffer and AMediaCodec_dequeueOutputBuffer, which I changed on input side to 1000 and 10000 but does not make much difference.
My player is based on NDK/C++ interface to MediaCodec, CMake build passes -DANDROID_ABI="armeabi-v7a with NEON" and -DANDROID_NATIVE_API_LEVEL="android-22" \ and C++_static.
Anyone can share what timeouts they have used and found success with it or anything that would help avoid starvation or resulting buffering?
This is solved for now. Starvation was not caused from decoding perspective but images were consumed in faster pace as clock value returned were not in sync. I was using clock_gettime method with CLOCK_MONOTONIC clock id, which is recommended way but it was always faster for first 5-10 mins of restarting device. This device only had Wi-Fi connection. Changing clock id to CLOCK_REALTIME ensures correct presentation of images and no starvation.

Measuring Multiple Voltages in LabView w/USB 6001

I'm trying to set up my LabView VI + my USB 6001 I/O box to be able to read multiple independent voltages at once, while also outputting a single constant voltage.
I've successfully gotten my USB box to output the voltage I want while reading back a single voltage, but so far I've been unable to read back more than one voltage (and if I do, the two voltages seem to be co-dependent on one another in some way).
Here's a screenshot of my VI:
Everything to the right of the screenshot window should be unimportant to the question.
If anyone is curious, this is to drive multiple LVDT's and read back their respective voltages.
Thank you all for your help!
Look at your DAQ's manual, especially the pages I noted below.
http://www.ni.com/pdf/manuals/374259a.pdf
Page 11
All the AI channels get multiplexed, and the low-side reference can be switched (RSE vs. differential). So the two channels you're sampling require both of those to switch. It might be a settling issue where the ADC is taking a sample before the input value is stable.
To verify this, try using using the same low side (differential or RSE) on both channels. Also try slowing down your sample rate (but your 1 kHz should already be slow enough...).
Page 14
Check this to make sure you have everything connected and grounded correctly.
Page 18
Check this for more details about switching between 2 sources quickly.
Perhaps you could try it using the Daqmx express VIs:
http://www.ni.com/tutorial/2744/en/

Packing 20 bytes chunk via BLE

I've never worked with bluetooth before. I have to sends data via BLE and I've found the limit of 20 bytes per chunk.
The sender is an Arduino and the receiver could be both an Android or a Node.js app on a pc.
I have to send 9 values, stored in float values, so 4 bytes * 9 = 36 bytes. I need 2 chunks for all my data via BLE. The receiving part needs both chunks to process them. If some data are lost, I don't care.
I'm not expert in network protocols and I think I have to give each message an incremental timestamp so that the receiver can glue the two chunks with the same timestamp or discard the last one if the new timestamp is higher. But I'm not sure how to do a checksum, if I really need it or not, if I really have to care about it, or if - for a simple beta version of my system - I can ignore all those problems..
Does anyone can give me some advice? Like examples of similar situations handled with BLE communication?
You can get around the size limitation using the "Read Blob Request" of ATT. It allows you to read an attribute and also give an offset. So, you can use it to read the attribute with an offset of 0, if there's more than ATT_MTU bytes than you can request again with the offset at ATT_MTU*1, if there's still more ATT_MTU*2, etc... (You can read it in 3.4.4.5 of the Bluetooth v4.1 specifications; it's in the 4.0 spec too but I don't have that in front of me right now)
If the value changes between request, I'm not sure how you could go about detecting such a change. You could have the attribute send notifications when there's a change to interrupt the process in case the value changes in the middle of reading it.

iBeacon / Bluetooth Low Energy (BLE devices) - maximum number of beacons

I would like to track a large number of beacons (~500) at once within a 50-100 m radius via an app on an iPhone (5s). I've had a look at the spec and online and I can't see if there is any limit on the number of beacons you can track at once using BLE. Does anyone know if there is limitation on the number of beacons you can track exists or if an iPhone 5s would be up to the task of tracking that many beacons?
You used the word track, but iOS has two different methods: monitoring and ranging.
You can set a maximum of 20 regions to monitor. (Found in documentation for the startMonitoringForRegion: method.) Region limits mostly come into play if your app is in the background. The OS will alert your app when you enter or leave a region that you're monitoring (give or take a few minutes). The OS will even launch your app just to let it know what happened (although only for a short time).
The other method is ranging, which is to find all the beacons within the Bluetooth range of the device (typically around 100 feet give or take). If your beacons are spread out over 100 miles, then you probably won't run into any practical limit here. I have not found any documentation for this, and I have only four beacons that I'm testing with, and four at a time works.
Here's one way to handle your situation. Make all your 500 beacons use the same UUID, and make a beacon region using initWithProximityUUID:identifier: method. (Identifier is just for you -- it doesn't affect anything). Starting monitoring for that beacon region. That way, your app will be notified whenever one of your 500 beacons are found (give or take a few minutes). Once notified, you can use startRangingBeaconsInRegion: to find all the beacons around that area, then use the major and minor values to figure out which beacons the user is near.
I'll add to Tim Tisdall's answer, which sets out the right framework. I can't speak to the specific capabilities of the iPhone 5s, or iOS in general, but I don't see any reason why it wouldn't return every ADV_IND packet (i.e. beacon transmission) that it receives.
The question is, will the 500 beacons be able to transmit their ADV_IND packets without collisions?
It takes about 0.128ms to transmit an ADV_IND packet. The time between advertising transmissions is configurable between 20ms and 10240ms (at intervals of 0.625ms), so the probability of collisions depends on the configuration of the beacons.
Based on the Poisson distribution, the probability of a collision for any given ADV_IND packet is 1-exp(-2*N*(0.128/AI)), where N is the number of beacons within range, AI is the time in milliseconds of the advertising interval (assuming all the beacons are configured the same), and the 0.128 is the time in milliseconds it takes to send the ADV_IND packet. (See http://www3.cs.stonybrook.edu/~jgao/CSE590-fall09/aloha-analysis.pdf if you want an explanation.)
For 500 beacons with the maximum advertising interval of about 10 seconds, there will be a collision about once every 81 packets (or about 6 out of 500). If you're willing to wait for a couple intervals (i.e. 30 seconds), there's a good chance you'll be able to receive all 500 ADV_IND packets.
On the other hand, if the advertising interval is smaller, say 500ms, you'll have a collision about 23% of the time (or 113 out of 500). You'd have to wait for several more intervals to improve the probability that you'd see the broadcasts from all the beacons.
The other way to look at it is that the more beacons you have, the longer you have to wait to make sure you receive all their packets. (The math to calculate the delay to receive the packets with a certain probability from the number of beacons and the advertising interval is too much for me today.)
One caveat: if you want to connect to these beacons, as opposed to just receiving the ADV_IND packet, that requires an exchange of two more packets on the advertising channels, and the probability of a collision in the advertising channels goes up a bit.
If I am reading your question right, you want to put all 500 iBeacons within 100 meters of each other, meaning their transmissions will overlap. You will probably run into radio congestion problems long before you run into any limitations of iOS7 or your phone.
I have successfully tested 20 iBeacons in close proximity without problems, but 500 iBeacons is an extreme density. this discussion on the hardware issue suggests you may run into trouble.
At a minimum, the collisions of the transmissions of 500 iBEacons will make it take longer for your iOS device to see each iBeacon. Normally, iOS7 provides a ranging update once per second for each iOS device, but you may find that you get updates much less often. It all depends on your application whether or not less frequent updates are acceptable.
Even if delays are acceptable, I would absolutely test this before counting on it working at all. Unfortunately, that means getting your hands on lots of iBeacons.
I don't agree. It is true that ble beacons only transmit advertising data, but the transmission of such data last about 3ms (considering three advertising channels).
Having 500 beacons, WITHOUT considering any collision, the scanner will takes 1.5s to see them all.
But, if all beacons are configured in same way (same advertising interval) it is inevitable to have collisions which lead to have undiscovered beacons. Even if the advertising interval is different between beacons collisions occur. To avoid collision probability one should use longer advertising interval, but this lead to longer discovery latency.
This reasoning is very raw, it doesn't take care of many effects, but is just an order of magnitude calculation.
By the way, the question is not easy, there are many parameters which play role, some are known some are unknown. But I'm working with ble since one year about and, to me, 500 is a huge number and there is the possibility that you don't see the majority of nodes because of collisions.
I was doing some research into iBeacon's because of this question (I had no idea what it was about).
It seems that on the "beacon" side of things all that happens is general advertising packets are sent out. It's similar to how a device advertises that you can connect to it. However, you don't actually connect to iBeacon's, it just reads those advertising packets. There's no built-in limitation on how many advertising packets a device can receive.
So, it wouldn't surprise me if 500 iBeacon's would run with no issues. The advertising packets are small and are spaced out (time wise, they are repeated every X ms). There's no communication going from the phone to the iBeacon, the phone is simply receiving the packets it hears. If there's interference on one packet it'll likely manage to get the next one.

Bluetooth Ping Latency

I am currently working on a project involving a Lego Mindstorms kit. The brick is the NXT and I was curious about the bluetooth ping rates.
I ran a test of 100 pings on it and got some interesting results. The latencies seemed to fall into bands. I increased to 10,000 pings and it highlighted this trend even more clearly. Does anyone know what could cause this to happen?
In case it is relevant, the distance between the sender and receiver was about 3 metres.
Few reasons :
Buffering and internal timers to flush buffers can cause it.
Also depends on the ping intervals (i.e. time between subsequent pings), as the link might go to power save mode during inactivity and it will take a fine time to come back up.
Size of the ping packets
What bluetooth profile is used here ?

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