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



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)



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








2












$begingroup$


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?










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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
    1 hour ago

















2












$begingroup$


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?










share|improve this question









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.







$endgroup$











  • $begingroup$
    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
    1 hour ago













2












2








2





$begingroup$


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?










share|improve this question









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






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share|improve this question









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edited 1 hour ago







BobIsNotMyName













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asked 1 hour ago









BobIsNotMyNameBobIsNotMyName

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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.






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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
    1 hour 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
    1 hour 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
1 hour 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
1 hour ago










3 Answers
3






active

oldest

votes


















4












$begingroup$

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.






share|improve this answer









$endgroup$




















    0












    $begingroup$

    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.






    share|improve this answer









    $endgroup$




















      0












      $begingroup$

      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 use hard-wired timers and counters. The MAX6816, in particular, waits for the state to be stable for a certain amount of time before passing it through.



      On an FPGA it is also hard-wired in the sense timers, counters, and sampling register are used. 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, it relies on something more akin to mechanical hysteresis. It immediately change state if and only if positive contact electrical is made. It does not react if contact is merely lost. Therefore, if contact is lost inside the switch (like due to a bounce) but no new positive contact is made, they do not change state. The switch should never be able to bounce so hard that flies far enough in the opposite direction to hit the other contact. This is similar to conservation of energy where a dropped ball should never bounce back up to the height from which it was dropped.






      share|improve this answer











      $endgroup$













        Your Answer






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        3 Answers
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        3 Answers
        3






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes









        4












        $begingroup$

        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.






        share|improve this answer









        $endgroup$

















          4












          $begingroup$

          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.






          share|improve this answer









          $endgroup$















            4












            4








            4





            $begingroup$

            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.






            share|improve this answer









            $endgroup$



            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.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Dave TweedDave Tweed

            125k10155269




            125k10155269























                0












                $begingroup$

                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.






                share|improve this answer









                $endgroup$

















                  0












                  $begingroup$

                  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.






                  share|improve this answer









                  $endgroup$















                    0












                    0








                    0





                    $begingroup$

                    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.






                    share|improve this answer









                    $endgroup$



                    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.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 39 mins ago









                    JustmeJustme

                    2,5011413




                    2,5011413





















                        0












                        $begingroup$

                        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 use hard-wired timers and counters. The MAX6816, in particular, waits for the state to be stable for a certain amount of time before passing it through.



                        On an FPGA it is also hard-wired in the sense timers, counters, and sampling register are used. 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, it relies on something more akin to mechanical hysteresis. It immediately change state if and only if positive contact electrical is made. It does not react if contact is merely lost. Therefore, if contact is lost inside the switch (like due to a bounce) but no new positive contact is made, they do not change state. The switch should never be able to bounce so hard that flies far enough in the opposite direction to hit the other contact. This is similar to conservation of energy where a dropped ball should never bounce back up to the height from which it was dropped.






                        share|improve this answer











                        $endgroup$

















                          0












                          $begingroup$

                          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 use hard-wired timers and counters. The MAX6816, in particular, waits for the state to be stable for a certain amount of time before passing it through.



                          On an FPGA it is also hard-wired in the sense timers, counters, and sampling register are used. 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, it relies on something more akin to mechanical hysteresis. It immediately change state if and only if positive contact electrical is made. It does not react if contact is merely lost. Therefore, if contact is lost inside the switch (like due to a bounce) but no new positive contact is made, they do not change state. The switch should never be able to bounce so hard that flies far enough in the opposite direction to hit the other contact. This is similar to conservation of energy where a dropped ball should never bounce back up to the height from which it was dropped.






                          share|improve this answer











                          $endgroup$















                            0












                            0








                            0





                            $begingroup$

                            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 use hard-wired timers and counters. The MAX6816, in particular, waits for the state to be stable for a certain amount of time before passing it through.



                            On an FPGA it is also hard-wired in the sense timers, counters, and sampling register are used. 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, it relies on something more akin to mechanical hysteresis. It immediately change state if and only if positive contact electrical is made. It does not react if contact is merely lost. Therefore, if contact is lost inside the switch (like due to a bounce) but no new positive contact is made, they do not change state. The switch should never be able to bounce so hard that flies far enough in the opposite direction to hit the other contact. This is similar to conservation of energy where a dropped ball should never bounce back up to the height from which it was dropped.






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                            $endgroup$



                            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 use hard-wired timers and counters. The MAX6816, in particular, waits for the state to be stable for a certain amount of time before passing it through.



                            On an FPGA it is also hard-wired in the sense timers, counters, and sampling register are used. 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, it relies on something more akin to mechanical hysteresis. It immediately change state if and only if positive contact electrical is made. It does not react if contact is merely lost. Therefore, if contact is lost inside the switch (like due to a bounce) but no new positive contact is made, they do not change state. The switch should never be able to bounce so hard that flies far enough in the opposite direction to hit the other contact. This is similar to conservation of energy where a dropped ball should never bounce back up to the height from which it was dropped.







                            share|improve this answer














                            share|improve this answer



                            share|improve this answer








                            edited 5 mins ago

























                            answered 22 mins ago









                            ToorToor

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