Getting Started
Note
This page is only available in English.
Welcome to the Home I/O SDK guide. This guide describes what the SDK is, how it works and where to look for additional information.
Home I/O SDK is made of a .NET 2.0 assembly (EngineIO.dll), corresponding documentation, tools and some samples to help you getting started. This assembly enables custom code to access the simulation I/O points.
How It Works¶
The inter-process communication (IPC) is done through a memory mapped file (EngineIO.dll). The memory is divided into three groups: Inputs, Outputs, and Memories. These groups are a convention defined by us, standing from the point of view of a controller. Every I/O point, despite being an input, output or memory, has a unique Memory Address, Name, and Value.
Some considerations to take into account when using the assembly EngineIO.dll:
- The MemoryMap class is a Singleton, meaning that only one instance can exist at any given time. This instance represents a Cached Copy of the memory mapped file;
- The MemoryMap.Instance.Update() method is responsible for synchronizing your cached copy with the memory mapped file. This method must be called every time you want to access the latest I/O points or receive event notifications.
Simple example showing how to switch the living room lights on/off using C#.
using System;
using System.Threading;
using EngineIO;
namespace EngineIO.Samples
{
class Program
{
//In this sample we are switching the living room light on and off 10 times.
static void Main(string[] args)
{
//We are using a MemoryBit which we get from the MemoryMap.
//You can find all the memory addresses at the Memory Addresses page.
MemoryBit livingRoomLight = MemoryMap.Instance.GetBit(0, MemoryType.Output);
for (int i = 0; i < 10; i++)
{
livingRoomLight.Value = !livingRoomLight.Value;
//When using a memory value before calling the Update method we are using a cached value.
Console.WriteLine("Light is on? " + livingRoomLight.Value);
//Calling the Update method will write the livingRoomLight.Value to the memory map.
MemoryMap.Instance.Update();
Thread.Sleep(1000);
}
//When we no longer need the MemoryMap we should call the Dispose method to release all the allocated resources.
MemoryMap.Instance.Dispose();
Console.WriteLine("Press any key to exit...");
Console.ReadKey();
}
}
}
Each group (Inputs, Outputs and Memories) support the following Data Types:
Data Types | Range | Notes |
---|---|---|
Bit | True or False | |
Byte | 0 to 255 | |
Short | -3,768 to 32,767 | |
Int | -2,147,483,648 to 2,147,483,647 | |
Long | 9,223,372,036,854,775,808 to 9,223,372,036,854,775,807 | |
Float | -3.403 × 1038 to 3.403 × 1038 | |
Double | -1.798 × 10 308 to 1.798 × 10308 | |
String | 64 UNICODE Characters | |
DateTime | 00:00:00, January 1, 0001 through 23:59:59, December 31, 9999 | Represents an instant in time, typically expressed as a date and time of day. |
TimeSpan | -10675199.02:48:05.4775808 to 10675199.02:48:05.4775807 | Represents a time interval that is measured as a positive or negative number of days, hours, minutes, seconds, and fractions of a second. |
Engine I/O Explorer Tool¶
You will find the Engine I/O Explorer inside the SDK zip file. This tool allows you to easily browse the I/O points memory address, name, type, and value. It is a valuable tool when used during the development phase.
Additional Information¶
Please take a look at the included samples, they show good practices on how to use the EngineIO.dll assembly.