Question about debouncing - delay of state change Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern)Debouncing buttonsdigitalRead sampling rate for Arduino UnoHow to eliminate the forbidden state in an SR latch?Debouncing by ignoring data?Hardware buttons debouncing crosstalkA question about a debouncing circuitButtons and encoder debouncingDelay on 12v sort of debouncing circuit?Latching Soft ON/OFF ButtonLED Circuit design (4 switches, 1 potentiometer)
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Question about debouncing - delay of state change
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Question about debouncing - delay of state change
Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern)Debouncing buttonsdigitalRead sampling rate for Arduino UnoHow to eliminate the forbidden state in an SR latch?Debouncing by ignoring data?Hardware buttons debouncing crosstalkA question about a debouncing circuitButtons and encoder debouncingDelay on 12v sort of debouncing circuit?Latching Soft ON/OFF ButtonLED Circuit design (4 switches, 1 potentiometer)
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$begingroup$
I have a very simple project where I needed to debounce a button (in software). Logically, my thought process is:
If the state's been stable for a while, and it changes, then immediately signal an event.
Ensure that the next state is stable before allowing another state change.
So if a button isn't pressed and has been that way for a while, but all of the sudden I read a changed input, I don't think I should need to wait to confirm that the changed input has been stable (I know that there has been an actual physical change to the button state). I can simply signal an event, but disallow new events for some set period of time to prevent false button bounces from signaling events.
Here's arduino code for a function getAction() done this way:
static int buttonBounceState = BUTTON_STATE_UP; // "Bouncing" state
static int buttonState = BUTTON_STATE_UP; // Debounced state
static unsigned long lastChangeMillis = 0; // Time of last state transition
unsigned long currentMillis;
buttonBounceState = digitalRead(BUTTON_PIN);
if (buttonBounceState != buttonState)
// Only allow state change if it's been 20 millis since last
currentMillis = millis()
if (currentMillis >= lastChangeMillis + 20)
buttonState = buttonBounceState; // Change state
lastChangeMillis = currentMillis; // Only update timings at state transition
// Button state has changed, so return an action
if (buttonState == BUTTON_STATE_DOWN) return ACT_PRESS;
else return ACT_RELEASE;
// No button state change. Return no action.
return ACT_NONE;
However, it seems that everywhere I look, the way debouncing is done is that the initial state transition needs to become stable before actually performing a software state change/event signaling. For example, the bottom picture here: https://www.baldengineer.com/arduino-de-bounce-a-button-with-micros.html
My question: is it better to do debouncing this way? Is there something about my method that might fail that I'm not thinking about - i.e., some sort of noise while button is stable-open or stable-closed? If not, it seems that my method would give more accurate timings; and I don't miss very quick button taps (but delay until stable would). Also, how do these two software methods relate to hardware debouncing. How would a hardware debouncer be implemented that can time things similar to my method?
arduino button debounce
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BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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$endgroup$
add a comment |
$begingroup$
I have a very simple project where I needed to debounce a button (in software). Logically, my thought process is:
If the state's been stable for a while, and it changes, then immediately signal an event.
Ensure that the next state is stable before allowing another state change.
So if a button isn't pressed and has been that way for a while, but all of the sudden I read a changed input, I don't think I should need to wait to confirm that the changed input has been stable (I know that there has been an actual physical change to the button state). I can simply signal an event, but disallow new events for some set period of time to prevent false button bounces from signaling events.
Here's arduino code for a function getAction() done this way:
static int buttonBounceState = BUTTON_STATE_UP; // "Bouncing" state
static int buttonState = BUTTON_STATE_UP; // Debounced state
static unsigned long lastChangeMillis = 0; // Time of last state transition
unsigned long currentMillis;
buttonBounceState = digitalRead(BUTTON_PIN);
if (buttonBounceState != buttonState)
// Only allow state change if it's been 20 millis since last
currentMillis = millis()
if (currentMillis >= lastChangeMillis + 20)
buttonState = buttonBounceState; // Change state
lastChangeMillis = currentMillis; // Only update timings at state transition
// Button state has changed, so return an action
if (buttonState == BUTTON_STATE_DOWN) return ACT_PRESS;
else return ACT_RELEASE;
// No button state change. Return no action.
return ACT_NONE;
However, it seems that everywhere I look, the way debouncing is done is that the initial state transition needs to become stable before actually performing a software state change/event signaling. For example, the bottom picture here: https://www.baldengineer.com/arduino-de-bounce-a-button-with-micros.html
My question: is it better to do debouncing this way? Is there something about my method that might fail that I'm not thinking about - i.e., some sort of noise while button is stable-open or stable-closed? If not, it seems that my method would give more accurate timings; and I don't miss very quick button taps (but delay until stable would). Also, how do these two software methods relate to hardware debouncing. How would a hardware debouncer be implemented that can time things similar to my method?
arduino button debounce
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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$endgroup$
$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago
add a comment |
$begingroup$
I have a very simple project where I needed to debounce a button (in software). Logically, my thought process is:
If the state's been stable for a while, and it changes, then immediately signal an event.
Ensure that the next state is stable before allowing another state change.
So if a button isn't pressed and has been that way for a while, but all of the sudden I read a changed input, I don't think I should need to wait to confirm that the changed input has been stable (I know that there has been an actual physical change to the button state). I can simply signal an event, but disallow new events for some set period of time to prevent false button bounces from signaling events.
Here's arduino code for a function getAction() done this way:
static int buttonBounceState = BUTTON_STATE_UP; // "Bouncing" state
static int buttonState = BUTTON_STATE_UP; // Debounced state
static unsigned long lastChangeMillis = 0; // Time of last state transition
unsigned long currentMillis;
buttonBounceState = digitalRead(BUTTON_PIN);
if (buttonBounceState != buttonState)
// Only allow state change if it's been 20 millis since last
currentMillis = millis()
if (currentMillis >= lastChangeMillis + 20)
buttonState = buttonBounceState; // Change state
lastChangeMillis = currentMillis; // Only update timings at state transition
// Button state has changed, so return an action
if (buttonState == BUTTON_STATE_DOWN) return ACT_PRESS;
else return ACT_RELEASE;
// No button state change. Return no action.
return ACT_NONE;
However, it seems that everywhere I look, the way debouncing is done is that the initial state transition needs to become stable before actually performing a software state change/event signaling. For example, the bottom picture here: https://www.baldengineer.com/arduino-de-bounce-a-button-with-micros.html
My question: is it better to do debouncing this way? Is there something about my method that might fail that I'm not thinking about - i.e., some sort of noise while button is stable-open or stable-closed? If not, it seems that my method would give more accurate timings; and I don't miss very quick button taps (but delay until stable would). Also, how do these two software methods relate to hardware debouncing. How would a hardware debouncer be implemented that can time things similar to my method?
arduino button debounce
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$endgroup$
I have a very simple project where I needed to debounce a button (in software). Logically, my thought process is:
If the state's been stable for a while, and it changes, then immediately signal an event.
Ensure that the next state is stable before allowing another state change.
So if a button isn't pressed and has been that way for a while, but all of the sudden I read a changed input, I don't think I should need to wait to confirm that the changed input has been stable (I know that there has been an actual physical change to the button state). I can simply signal an event, but disallow new events for some set period of time to prevent false button bounces from signaling events.
Here's arduino code for a function getAction() done this way:
static int buttonBounceState = BUTTON_STATE_UP; // "Bouncing" state
static int buttonState = BUTTON_STATE_UP; // Debounced state
static unsigned long lastChangeMillis = 0; // Time of last state transition
unsigned long currentMillis;
buttonBounceState = digitalRead(BUTTON_PIN);
if (buttonBounceState != buttonState)
// Only allow state change if it's been 20 millis since last
currentMillis = millis()
if (currentMillis >= lastChangeMillis + 20)
buttonState = buttonBounceState; // Change state
lastChangeMillis = currentMillis; // Only update timings at state transition
// Button state has changed, so return an action
if (buttonState == BUTTON_STATE_DOWN) return ACT_PRESS;
else return ACT_RELEASE;
// No button state change. Return no action.
return ACT_NONE;
However, it seems that everywhere I look, the way debouncing is done is that the initial state transition needs to become stable before actually performing a software state change/event signaling. For example, the bottom picture here: https://www.baldengineer.com/arduino-de-bounce-a-button-with-micros.html
My question: is it better to do debouncing this way? Is there something about my method that might fail that I'm not thinking about - i.e., some sort of noise while button is stable-open or stable-closed? If not, it seems that my method would give more accurate timings; and I don't miss very quick button taps (but delay until stable would). Also, how do these two software methods relate to hardware debouncing. How would a hardware debouncer be implemented that can time things similar to my method?
arduino button debounce
arduino button debounce
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
edited 1 hour ago
BobIsNotMyName
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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asked 1 hour ago
BobIsNotMyNameBobIsNotMyName
112
112
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
BobIsNotMyName is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago
add a comment |
$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago
$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago
$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago
add a comment |
3 Answers
3
active
oldest
votes
$begingroup$
There's absolutely nothing wrong with doing "leading edge" debouncing as you describe it — in fact, it's the method that I prefer in my own projects.
As you say, as soon as you see the first edge, you know that the user has initiated an action, so there's no reason to delay acting on it. The system will "feel" more responsive to the user.
The only reason to use "trailing edge" debouncing (the kind you've been finding) would be if there's some reason (EMI, ESD, etc.) that an input might glitch that isn't actually caused by user action.
$endgroup$
add a comment |
$begingroup$
There is no better way as each case can have different switches, different environment or different requirements. Your solution will work fine, if there is no false pulses for some reason. One example would be a normally closed connection, but under mechanical vibrations it might open and cause occasional false triggers, and reacting to every edge would just amplify the problem. It is a delicate balance between debouncing enough to keep unwanted noise away and not spending too much time, like polling in a tight loop for 10 milliseconds that the IO pin really stays active during that time before believing it is pushed.
$endgroup$
add a comment |
$begingroup$
If you debounce by reacting immediately and blanking the button (ignoring all subesquent stage changes) for the next t time, the benefit low latency. The drawback is vulnerability to induced noise which can make or break some systems.
People don't react fast enough to notice a 10ms latency so I think it's usually best to debounce by checking that a change-of-state is stable for a few ms before reacting. That way you can prevent unexpected noise issues.
The main reason I sometimes debounce with "react immediately then blank" is when I am writing something quick and dirty test code which will ultimately be removed. I find it's usually simpler and less invasive to code the debounce this way so its faster to write and easier to remove from the final code.
Some hardware debouncers like the MAX6816 or those in FPGAs use timers and counters. The MAX6816, in particular, waits for the state to be stable before passing it through. On an FPGA you can configure to do it either way.
On an FPGA you can do all the same stuff in software such as using timers, counters, and taking multiple samples. You can have it react immediately then blank, or wait until the switch as stabilzied before passing the signal through.
JK-flip flop debouncers change state immediately then "blank". I put blank in quotes because they do not use a time interval to ignore subsequent changes. Rather they use switch position to ignore changes. They immediately change state if and only if positive contact electrical is made. If contact is lost (like due to a bounce), they do not change state unless the bounce is so hard it makes the contact bounce and hit the opposite contact which should never happen.
$endgroup$
add a comment |
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3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
There's absolutely nothing wrong with doing "leading edge" debouncing as you describe it — in fact, it's the method that I prefer in my own projects.
As you say, as soon as you see the first edge, you know that the user has initiated an action, so there's no reason to delay acting on it. The system will "feel" more responsive to the user.
The only reason to use "trailing edge" debouncing (the kind you've been finding) would be if there's some reason (EMI, ESD, etc.) that an input might glitch that isn't actually caused by user action.
$endgroup$
add a comment |
$begingroup$
There's absolutely nothing wrong with doing "leading edge" debouncing as you describe it — in fact, it's the method that I prefer in my own projects.
As you say, as soon as you see the first edge, you know that the user has initiated an action, so there's no reason to delay acting on it. The system will "feel" more responsive to the user.
The only reason to use "trailing edge" debouncing (the kind you've been finding) would be if there's some reason (EMI, ESD, etc.) that an input might glitch that isn't actually caused by user action.
$endgroup$
add a comment |
$begingroup$
There's absolutely nothing wrong with doing "leading edge" debouncing as you describe it — in fact, it's the method that I prefer in my own projects.
As you say, as soon as you see the first edge, you know that the user has initiated an action, so there's no reason to delay acting on it. The system will "feel" more responsive to the user.
The only reason to use "trailing edge" debouncing (the kind you've been finding) would be if there's some reason (EMI, ESD, etc.) that an input might glitch that isn't actually caused by user action.
$endgroup$
There's absolutely nothing wrong with doing "leading edge" debouncing as you describe it — in fact, it's the method that I prefer in my own projects.
As you say, as soon as you see the first edge, you know that the user has initiated an action, so there's no reason to delay acting on it. The system will "feel" more responsive to the user.
The only reason to use "trailing edge" debouncing (the kind you've been finding) would be if there's some reason (EMI, ESD, etc.) that an input might glitch that isn't actually caused by user action.
answered 55 mins ago
Dave Tweed♦Dave Tweed
125k10155269
125k10155269
add a comment |
add a comment |
$begingroup$
There is no better way as each case can have different switches, different environment or different requirements. Your solution will work fine, if there is no false pulses for some reason. One example would be a normally closed connection, but under mechanical vibrations it might open and cause occasional false triggers, and reacting to every edge would just amplify the problem. It is a delicate balance between debouncing enough to keep unwanted noise away and not spending too much time, like polling in a tight loop for 10 milliseconds that the IO pin really stays active during that time before believing it is pushed.
$endgroup$
add a comment |
$begingroup$
There is no better way as each case can have different switches, different environment or different requirements. Your solution will work fine, if there is no false pulses for some reason. One example would be a normally closed connection, but under mechanical vibrations it might open and cause occasional false triggers, and reacting to every edge would just amplify the problem. It is a delicate balance between debouncing enough to keep unwanted noise away and not spending too much time, like polling in a tight loop for 10 milliseconds that the IO pin really stays active during that time before believing it is pushed.
$endgroup$
add a comment |
$begingroup$
There is no better way as each case can have different switches, different environment or different requirements. Your solution will work fine, if there is no false pulses for some reason. One example would be a normally closed connection, but under mechanical vibrations it might open and cause occasional false triggers, and reacting to every edge would just amplify the problem. It is a delicate balance between debouncing enough to keep unwanted noise away and not spending too much time, like polling in a tight loop for 10 milliseconds that the IO pin really stays active during that time before believing it is pushed.
$endgroup$
There is no better way as each case can have different switches, different environment or different requirements. Your solution will work fine, if there is no false pulses for some reason. One example would be a normally closed connection, but under mechanical vibrations it might open and cause occasional false triggers, and reacting to every edge would just amplify the problem. It is a delicate balance between debouncing enough to keep unwanted noise away and not spending too much time, like polling in a tight loop for 10 milliseconds that the IO pin really stays active during that time before believing it is pushed.
answered 31 mins ago
JustmeJustme
2,5011413
2,5011413
add a comment |
add a comment |
$begingroup$
If you debounce by reacting immediately and blanking the button (ignoring all subesquent stage changes) for the next t time, the benefit low latency. The drawback is vulnerability to induced noise which can make or break some systems.
People don't react fast enough to notice a 10ms latency so I think it's usually best to debounce by checking that a change-of-state is stable for a few ms before reacting. That way you can prevent unexpected noise issues.
The main reason I sometimes debounce with "react immediately then blank" is when I am writing something quick and dirty test code which will ultimately be removed. I find it's usually simpler and less invasive to code the debounce this way so its faster to write and easier to remove from the final code.
Some hardware debouncers like the MAX6816 or those in FPGAs use timers and counters. The MAX6816, in particular, waits for the state to be stable before passing it through. On an FPGA you can configure to do it either way.
On an FPGA you can do all the same stuff in software such as using timers, counters, and taking multiple samples. You can have it react immediately then blank, or wait until the switch as stabilzied before passing the signal through.
JK-flip flop debouncers change state immediately then "blank". I put blank in quotes because they do not use a time interval to ignore subsequent changes. Rather they use switch position to ignore changes. They immediately change state if and only if positive contact electrical is made. If contact is lost (like due to a bounce), they do not change state unless the bounce is so hard it makes the contact bounce and hit the opposite contact which should never happen.
$endgroup$
add a comment |
$begingroup$
If you debounce by reacting immediately and blanking the button (ignoring all subesquent stage changes) for the next t time, the benefit low latency. The drawback is vulnerability to induced noise which can make or break some systems.
People don't react fast enough to notice a 10ms latency so I think it's usually best to debounce by checking that a change-of-state is stable for a few ms before reacting. That way you can prevent unexpected noise issues.
The main reason I sometimes debounce with "react immediately then blank" is when I am writing something quick and dirty test code which will ultimately be removed. I find it's usually simpler and less invasive to code the debounce this way so its faster to write and easier to remove from the final code.
Some hardware debouncers like the MAX6816 or those in FPGAs use timers and counters. The MAX6816, in particular, waits for the state to be stable before passing it through. On an FPGA you can configure to do it either way.
On an FPGA you can do all the same stuff in software such as using timers, counters, and taking multiple samples. You can have it react immediately then blank, or wait until the switch as stabilzied before passing the signal through.
JK-flip flop debouncers change state immediately then "blank". I put blank in quotes because they do not use a time interval to ignore subsequent changes. Rather they use switch position to ignore changes. They immediately change state if and only if positive contact electrical is made. If contact is lost (like due to a bounce), they do not change state unless the bounce is so hard it makes the contact bounce and hit the opposite contact which should never happen.
$endgroup$
add a comment |
$begingroup$
If you debounce by reacting immediately and blanking the button (ignoring all subesquent stage changes) for the next t time, the benefit low latency. The drawback is vulnerability to induced noise which can make or break some systems.
People don't react fast enough to notice a 10ms latency so I think it's usually best to debounce by checking that a change-of-state is stable for a few ms before reacting. That way you can prevent unexpected noise issues.
The main reason I sometimes debounce with "react immediately then blank" is when I am writing something quick and dirty test code which will ultimately be removed. I find it's usually simpler and less invasive to code the debounce this way so its faster to write and easier to remove from the final code.
Some hardware debouncers like the MAX6816 or those in FPGAs use timers and counters. The MAX6816, in particular, waits for the state to be stable before passing it through. On an FPGA you can configure to do it either way.
On an FPGA you can do all the same stuff in software such as using timers, counters, and taking multiple samples. You can have it react immediately then blank, or wait until the switch as stabilzied before passing the signal through.
JK-flip flop debouncers change state immediately then "blank". I put blank in quotes because they do not use a time interval to ignore subsequent changes. Rather they use switch position to ignore changes. They immediately change state if and only if positive contact electrical is made. If contact is lost (like due to a bounce), they do not change state unless the bounce is so hard it makes the contact bounce and hit the opposite contact which should never happen.
$endgroup$
If you debounce by reacting immediately and blanking the button (ignoring all subesquent stage changes) for the next t time, the benefit low latency. The drawback is vulnerability to induced noise which can make or break some systems.
People don't react fast enough to notice a 10ms latency so I think it's usually best to debounce by checking that a change-of-state is stable for a few ms before reacting. That way you can prevent unexpected noise issues.
The main reason I sometimes debounce with "react immediately then blank" is when I am writing something quick and dirty test code which will ultimately be removed. I find it's usually simpler and less invasive to code the debounce this way so its faster to write and easier to remove from the final code.
Some hardware debouncers like the MAX6816 or those in FPGAs use timers and counters. The MAX6816, in particular, waits for the state to be stable before passing it through. On an FPGA you can configure to do it either way.
On an FPGA you can do all the same stuff in software such as using timers, counters, and taking multiple samples. You can have it react immediately then blank, or wait until the switch as stabilzied before passing the signal through.
JK-flip flop debouncers change state immediately then "blank". I put blank in quotes because they do not use a time interval to ignore subsequent changes. Rather they use switch position to ignore changes. They immediately change state if and only if positive contact electrical is made. If contact is lost (like due to a bounce), they do not change state unless the bounce is so hard it makes the contact bounce and hit the opposite contact which should never happen.
edited 2 mins ago
answered 14 mins ago
ToorToor
1,691213
1,691213
add a comment |
add a comment |
BobIsNotMyName is a new contributor. Be nice, and check out our Code of Conduct.
BobIsNotMyName is a new contributor. Be nice, and check out our Code of Conduct.
BobIsNotMyName is a new contributor. Be nice, and check out our Code of Conduct.
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$begingroup$
What happens if you get noise that changes the input for just a cycle or two as you read the input? Now it returns the press and then after 20ms blanking, the release.
$endgroup$
– Phil G
56 mins ago