C# - UV Light Bricklet

This is the description of the C# API bindings for the UV Light Bricklet. General information and technical specifications for the UV Light Bricklet are summarized in its hardware description.

An installation guide for the C# API bindings is part of their general description.

Examples

The example code below is Public Domain (CC0 1.0).

Simple

Download (ExampleSimple.cs)

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using System;
using Tinkerforge;

class Example
{
    private static string HOST = "localhost";
    private static int PORT = 4223;
    private static string UID = "XYZ"; // Change XYZ to the UID of your UV Light Bricklet

    static void Main()
    {
        IPConnection ipcon = new IPConnection(); // Create IP connection
        BrickletUVLight uvl = new BrickletUVLight(UID, ipcon); // Create device object

        ipcon.Connect(HOST, PORT); // Connect to brickd
        // Don't use device before ipcon is connected

        // Get current UV light
        long uvLight = uvl.GetUVLight();
        Console.WriteLine("UV Light: " + uvLight/10.0 + " mW/m²");

        Console.WriteLine("Press enter to exit");
        Console.ReadLine();
        ipcon.Disconnect();
    }
}

Callback

Download (ExampleCallback.cs)

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using System;
using Tinkerforge;

class Example
{
    private static string HOST = "localhost";
    private static int PORT = 4223;
    private static string UID = "XYZ"; // Change XYZ to the UID of your UV Light Bricklet

    // Callback function for UV light callback
    static void UVLightCB(BrickletUVLight sender, long uvLight)
    {
        Console.WriteLine("UV Light: " + uvLight/10.0 + " mW/m²");
    }

    static void Main()
    {
        IPConnection ipcon = new IPConnection(); // Create IP connection
        BrickletUVLight uvl = new BrickletUVLight(UID, ipcon); // Create device object

        ipcon.Connect(HOST, PORT); // Connect to brickd
        // Don't use device before ipcon is connected

        // Register UV light callback to function UVLightCB
        uvl.UVLightCallback += UVLightCB;

        // Set period for UV light callback to 1s (1000ms)
        // Note: The UV light callback is only called every second
        //       if the UV light has changed since the last call!
        uvl.SetUVLightCallbackPeriod(1000);

        Console.WriteLine("Press enter to exit");
        Console.ReadLine();
        ipcon.Disconnect();
    }
}

Threshold

Download (ExampleThreshold.cs)

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using System;
using Tinkerforge;

class Example
{
    private static string HOST = "localhost";
    private static int PORT = 4223;
    private static string UID = "XYZ"; // Change XYZ to the UID of your UV Light Bricklet

    // Callback function for UV light reached callback
    static void UVLightReachedCB(BrickletUVLight sender, long uvLight)
    {
        Console.WriteLine("UV Light: " + uvLight/10.0 + " mW/m²");
        Console.WriteLine("UV Index > 3. Use sunscreen!");
    }

    static void Main()
    {
        IPConnection ipcon = new IPConnection(); // Create IP connection
        BrickletUVLight uvl = new BrickletUVLight(UID, ipcon); // Create device object

        ipcon.Connect(HOST, PORT); // Connect to brickd
        // Don't use device before ipcon is connected

        // Get threshold callbacks with a debounce time of 10 seconds (10000ms)
        uvl.SetDebouncePeriod(10000);

        // Register UV light reached callback to function UVLightReachedCB
        uvl.UVLightReachedCallback += UVLightReachedCB;

        // Configure threshold for UV light "greater than 75 mW/m²"
        uvl.SetUVLightCallbackThreshold('>', 75*10, 0);

        Console.WriteLine("Press enter to exit");
        Console.ReadLine();
        ipcon.Disconnect();
    }
}

API

Generally, every method of the C# bindings that returns a value can throw a Tinkerforge.TimeoutException. This exception gets thrown if the device did not respond. If a cable based connection is used, it is unlikely that this exception gets thrown (assuming nobody plugs the device out). However, if a wireless connection is used, timeouts will occur if the distance to the device gets too big.

Since C# does not support multiple return values directly, we use the out keyword to return multiple values from a method.

The namespace for all Brick/Bricklet bindings and the IPConnection is Tinkerforge.*.

All methods listed below are thread-safe.

Basic Functions

class BrickletUVLight(string uid, IPConnection ipcon)
Parameters:
  • uid – Type: string
  • ipcon – Type: IPConnection
Returns:
  • uvLight – Type: BrickletUVLight

Creates an object with the unique device ID uid:

BrickletUVLight uvLight = new BrickletUVLight("YOUR_DEVICE_UID", ipcon);

This object can then be used after the IP Connection is connected.

long BrickletUVLight.GetUVLight()
Returns:
  • uvLight – Type: long, Unit: 1/10 mW/m², Range: [0 to 3280]

Returns the UV light intensity of the sensor. The sensor has already weighted the intensity with the erythemal action spectrum to get the skin-affecting irradiation.

To get UV index you just have to divide the value by 250. For example, a UV light intensity of 500 is equivalent to an UV index of 2.

If you want to get the intensity periodically, it is recommended to use the UVLightCallback callback and set the period with SetUVLightCallbackPeriod().

Advanced Functions

void BrickletUVLight.GetIdentity(out string uid, out string connectedUid, out char position, out byte[] hardwareVersion, out byte[] firmwareVersion, out int deviceIdentifier)
Output Parameters:
  • uid – Type: string, Length: up to 8
  • connectedUid – Type: string, Length: up to 8
  • position – Type: char, Range: ['a' to 'h', 'z']
  • hardwareVersion – Type: byte[], Length: 3
    • 0: major – Type: byte, Range: [0 to 255]
    • 1: minor – Type: byte, Range: [0 to 255]
    • 2: revision – Type: byte, Range: [0 to 255]
  • firmwareVersion – Type: byte[], Length: 3
    • 0: major – Type: byte, Range: [0 to 255]
    • 1: minor – Type: byte, Range: [0 to 255]
    • 2: revision – Type: byte, Range: [0 to 255]
  • deviceIdentifier – Type: int, Range: [0 to 216 - 1]

Returns the UID, the UID where the Bricklet is connected to, the position, the hardware and firmware version as well as the device identifier.

The position can be 'a', 'b', 'c', 'd', 'e', 'f', 'g' or 'h' (Bricklet Port). A Bricklet connected to an Isolator Bricklet is always at position 'z'.

The device identifier numbers can be found here. There is also a constant for the device identifier of this Bricklet.

Callback Configuration Functions

void BrickletUVLight.SetUVLightCallbackPeriod(long period)
Parameters:
  • period – Type: long, Unit: 1 ms, Range: [0 to 232 - 1], Default: 0

Sets the period with which the UVLightCallback callback is triggered periodically. A value of 0 turns the callback off.

The UVLightCallback callback is only triggered if the intensity has changed since the last triggering.

long BrickletUVLight.GetUVLightCallbackPeriod()
Returns:
  • period – Type: long, Unit: 1 ms, Range: [0 to 232 - 1], Default: 0

Returns the period as set by SetUVLightCallbackPeriod().

void BrickletUVLight.SetUVLightCallbackThreshold(char option, long min, long max)
Parameters:
  • option – Type: char, Range: See constants, Default: 'x'
  • min – Type: long, Unit: 1/10 mW/m², Range: [0 to 232 - 1], Default: 0
  • max – Type: long, Unit: 1/10 mW/m², Range: [0 to 232 - 1], Default: 0

Sets the thresholds for the UVLightReachedCallback callback.

The following options are possible:

Option Description
'x' Callback is turned off
'o' Callback is triggered when the intensity is outside the min and max values
'i' Callback is triggered when the intensity is inside the min and max values
'<' Callback is triggered when the intensity is smaller than the min value (max is ignored)
'>' Callback is triggered when the intensity is greater than the min value (max is ignored)

The following constants are available for this function:

For option:

  • BrickletUVLight.THRESHOLD_OPTION_OFF = 'x'
  • BrickletUVLight.THRESHOLD_OPTION_OUTSIDE = 'o'
  • BrickletUVLight.THRESHOLD_OPTION_INSIDE = 'i'
  • BrickletUVLight.THRESHOLD_OPTION_SMALLER = '<'
  • BrickletUVLight.THRESHOLD_OPTION_GREATER = '>'
void BrickletUVLight.GetUVLightCallbackThreshold(out char option, out long min, out long max)
Output Parameters:
  • option – Type: char, Range: See constants, Default: 'x'
  • min – Type: long, Unit: 1/10 mW/m², Range: [0 to 232 - 1], Default: 0
  • max – Type: long, Unit: 1/10 mW/m², Range: [0 to 232 - 1], Default: 0

Returns the threshold as set by SetUVLightCallbackThreshold().

The following constants are available for this function:

For option:

  • BrickletUVLight.THRESHOLD_OPTION_OFF = 'x'
  • BrickletUVLight.THRESHOLD_OPTION_OUTSIDE = 'o'
  • BrickletUVLight.THRESHOLD_OPTION_INSIDE = 'i'
  • BrickletUVLight.THRESHOLD_OPTION_SMALLER = '<'
  • BrickletUVLight.THRESHOLD_OPTION_GREATER = '>'
void BrickletUVLight.SetDebouncePeriod(long debounce)
Parameters:
  • debounce – Type: long, Unit: 1 ms, Range: [0 to 232 - 1], Default: 100

Sets the period with which the threshold callbacks

are triggered, if the thresholds

keep being reached.

long BrickletUVLight.GetDebouncePeriod()
Returns:
  • debounce – Type: long, Unit: 1 ms, Range: [0 to 232 - 1], Default: 100

Returns the debounce period as set by SetDebouncePeriod().

Callbacks

Callbacks can be registered to receive time critical or recurring data from the device. The registration is done by appending your callback handler to the corresponding event:

void MyCallback(BrickletUVLight sender, int value)
{
    System.Console.WriteLine("Value: " + value);
}

uvLight.ExampleCallback += MyCallback;

The available events are described below.

Note

Using callbacks for recurring events is always preferred compared to using getters. It will use less USB bandwidth and the latency will be a lot better, since there is no round trip time.

event BrickletUVLight.UVLightCallback(BrickletUVLight sender, long uvLight)
Callback Parameters:
  • sender – Type: BrickletUVLight
  • uvLight – Type: long, Unit: 1/10 mW/m², Range: [0 to 32800000]

This callback is triggered periodically with the period that is set by SetUVLightCallbackPeriod(). The parameter is the UV Light intensity of the sensor.

The UVLightCallback callback is only triggered if the intensity has changed since the last triggering.

event BrickletUVLight.UVLightReachedCallback(BrickletUVLight sender, long uvLight)
Callback Parameters:
  • sender – Type: BrickletUVLight
  • uvLight – Type: long, Unit: 1/10 mW/m², Range: [0 to 32800000]

This callback is triggered when the threshold as set by SetUVLightCallbackThreshold() is reached. The parameter is the UV Light intensity of the sensor.

If the threshold keeps being reached, the callback is triggered periodically with the period as set by SetDebouncePeriod().

Virtual Functions

Virtual functions don't communicate with the device itself, but operate only on the API bindings device object. They can be called without the corresponding IP Connection object being connected.

byte[] BrickletUVLight.GetAPIVersion()
Output Parameters:
  • apiVersion – Type: byte[], Length: 3
    • 0: major – Type: byte, Range: [0 to 255]
    • 1: minor – Type: byte, Range: [0 to 255]
    • 2: revision – Type: byte, Range: [0 to 255]

Returns the version of the API definition implemented by this API bindings. This is neither the release version of this API bindings nor does it tell you anything about the represented Brick or Bricklet.

bool BrickletUVLight.GetResponseExpected(byte functionId)
Parameters:
  • functionId – Type: byte, Range: See constants
Returns:
  • responseExpected – Type: bool

Returns the response expected flag for the function specified by the function ID parameter. It is true if the function is expected to send a response, false otherwise.

For getter functions this is enabled by default and cannot be disabled, because those functions will always send a response. For callback configuration functions it is enabled by default too, but can be disabled by SetResponseExpected(). For setter functions it is disabled by default and can be enabled.

Enabling the response expected flag for a setter function allows to detect timeouts and other error conditions calls of this setter as well. The device will then send a response for this purpose. If this flag is disabled for a setter function then no response is sent and errors are silently ignored, because they cannot be detected.

The following constants are available for this function:

For functionId:

  • BrickletUVLight.FUNCTION_SET_UV_LIGHT_CALLBACK_PERIOD = 2
  • BrickletUVLight.FUNCTION_SET_UV_LIGHT_CALLBACK_THRESHOLD = 4
  • BrickletUVLight.FUNCTION_SET_DEBOUNCE_PERIOD = 6
void BrickletUVLight.SetResponseExpected(byte functionId, bool responseExpected)
Parameters:
  • functionId – Type: byte, Range: See constants
  • responseExpected – Type: bool

Changes the response expected flag of the function specified by the function ID parameter. This flag can only be changed for setter (default value: false) and callback configuration functions (default value: true). For getter functions it is always enabled.

Enabling the response expected flag for a setter function allows to detect timeouts and other error conditions calls of this setter as well. The device will then send a response for this purpose. If this flag is disabled for a setter function then no response is sent and errors are silently ignored, because they cannot be detected.

The following constants are available for this function:

For functionId:

  • BrickletUVLight.FUNCTION_SET_UV_LIGHT_CALLBACK_PERIOD = 2
  • BrickletUVLight.FUNCTION_SET_UV_LIGHT_CALLBACK_THRESHOLD = 4
  • BrickletUVLight.FUNCTION_SET_DEBOUNCE_PERIOD = 6
void BrickletUVLight.SetResponseExpectedAll(bool responseExpected)
Parameters:
  • responseExpected – Type: bool

Changes the response expected flag for all setter and callback configuration functions of this device at once.

Constants

int BrickletUVLight.DEVICE_IDENTIFIER

This constant is used to identify a UV Light Bricklet.

The GetIdentity() function and the IPConnection.EnumerateCallback callback of the IP Connection have a deviceIdentifier parameter to specify the Brick's or Bricklet's type.

string BrickletUVLight.DEVICE_DISPLAY_NAME

This constant represents the human readable name of a UV Light Bricklet.