

I honestly don't know what it is that you're trying to do with this code.
#Unity simple delay function serial
The real question is about what the code is doing with this serial data and what's being put on the LCD. And there's no such thing as a "standard" one.īut that's not the really big question. Hardware determines how you write the software. If you want help, then you'll have to be forthcoming about those details. I have no idea what that code is either because I know practically zero about your project or which components you have or the code you are using. So maybe i need to use the lcd.clear but then it might just fill with the serial buffer again and it wont achieve any clearing, so i think clearing the serial buffer aswell as lcd.clear will work a lot better but have no idea what the code to do that is. You have control over what you send from your code. Are you talking about a serial lcd? Are you talking about the send buffer or receive buffer?īut the lcd is 16, 1 and fills up and stops any more input and even puts in strange chars if i try to add more in Nothing gets sent to the lcd unless you send it there in your code. Normally the two have nothing to do with one another. The serial buffer normally gets outputted to the lcd screen, Not me, I'm pretty damned good at this if I must say so.Īfter you called me a cunt earlier? I see you took it down, but I saw it. If it was a useful or logical function why would they remove that functionality? I certainly am open to what others may have to say on this subject. Recall that the older arduino flushing function did clear the serial input buffer, but they changed it around IDE => 1.0 to flush only the output transmit buffer and left no function to clear the input buffer. So build the structure into the protocol rather then assuming what may or may not arrive or assuming what data you don't need even though you haven't determine what those flushed characters might represent. I think this kind of requirement is better met by 'building' it into the serial protocol so that one can simply throw away all characters until a valid start of packet character is read and then save characters until you get a valid end of packet character.
#Unity simple delay function windows
This means that the time delay will approximately equal the resolution of the system clock if the delay argument is less than the resolution of the system clock, which is approximately 15 milliseconds on Windows systems.I'm still of the opinion that any attempt to 'flush' the serial input buffer is flawed thinking as one has no control over what and when new serial data my arrive, possibly even between the ending of the flushing function but before returning to further processing that assumes the input buffer is empty when it's possible it is not, esp at the higher baud rates. Otherwise, the task is completed in the RanToCompletion state once the specified time delay has elapsed.įor usage scenarios and additional examples, see the documentation for the Delay(Int32) overload. If the cancellation token is signaled before the specified time delay, a TaskCanceledException exception results, and the task is completed in the Canceled state. In that case, the example produces the following output: Task t Status: RanToCompletion, Result: 42 Although the 1.5 second delay from the call to the Delay(TimeSpan, CancellationToken) method makes that assumption likely, it is nevertheless possible that the call to the Delay(TimeSpan, CancellationToken) method could return before the token is cancelled. Note that this example includes a potential race condition: it depends on the task asynchronously executing the delay when the token is cancelled. ' TaskCanceledException: A task was canceled. ' The example displays output like the following:

If t.Status = TaskStatus.RanToCompletion Then using System Ĭonsole.WriteLine("Task t Status: ", t.Status) The following example shows a simple use of the Delay method. The millisecondsDelay argument is less than -1.
