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208 lines
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<title>20. DBC Signal Editor — SavvyCAN 189 documentation</title>
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<div class="section" id="dbc-signal-editor">
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<h1><span class="section-number">20. </span>DBC Signal Editor<a class="headerlink" href="#dbc-signal-editor" title="Permalink to this headline">¶</a></h1>
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<p>.</p>
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<img alt="_images/SignalEditor.png" src="_images/SignalEditor.png" />
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<div class="section" id="defining-and-editing-signals">
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<h1><span class="section-number">21. </span>Defining and Editing Signals<a class="headerlink" href="#defining-and-editing-signals" title="Permalink to this headline">¶</a></h1>
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<p>If you’re starting from scratch or otherwise adding a signal then you will need to right click in the list box in the upper left of the window. From there select “Add a New Signal.” This will create a randomly named signal that you can then edit.</p>
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<p>Otherwise, select a signal to edit. The details of it will fill out the rest of the window.</p>
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<p>On the right side you can rename the signal and you’ll see that it is renamed in the list as well.</p>
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<p>“Bit Length” - This sets how many bits the signal uses. Once you do this you’ll see that that many bits are now highlighted in the 8x8 data grid above. The black bit is the “start” bit, green bits are the other bits in the signal. Gray bits are already used by another signal. You can still use them for the current signal too but doing so would be quite unusual.</p>
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<p>“Byte Order” - The way that the green bits are filled out is changed by this checkbox. Checking it selects little endian mode whereas deselecting chooses big endian mode. This will have an effect on any signal that crosses byte boundaries.</p>
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<p>“Type” can be:
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1. UNSIGNED INTEGER - No sign bit, only positive numbers
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2. SIGNED INTEGER - The top bit is used as a sign bit
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3. SINGLE PRECISION - Floating point number (should be a 16 bit signal)
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4. DOUBLE PRECISION - Floating point number (should be a 32 bit signal)
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5. STRING - Directly turn the CAN bytes into a string</p>
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<p>“Scale” is used to multiply the signal by the value to scale it appropriately</p>
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<p>“Bias” is added to each value generated by the signal to set it at a different bias point</p>
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<p>“Min Value” is purely informational. It is just a reference to anyone else viewing the DBC information as to what you expect the lowest value to be.</p>
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<p>“Max Value” is likely informational.</p>
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<p>“Units Name” is displayed after the value when you interpret a signal on the main frames list. For instance, you could set the units name to V so that a voltage value reads something like “12.34V” when it is displayed.</p>
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<p>“Receiving Node” This is informational at the moment. You can set which node (out of all your defined nodes) is the one that receives this signal.</p>
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<p>“Multiplexing” This is a somewhat involved topic. DBC signals can be multiplexed which means that a given frame might have a range of data that is not always found in every frame. There is a key of sorts that specifies which piece of data this particular frame is sending. This leads to the concept of multiplexed signals and multiplexors. Multiplexors are the key. They provide a value that specifies which multiplexed data item is being sent. A multiplexed signal is then connected to a specific value of the multiplexor. Thus, a multiplexed signal requires that a multiplexor also exists. You would normally set all of this to “Not multiplexed” and skip all this complication. But, multiplexed signals do exist. In that case the message would have one multiplexor and one or more multiplexed signals. So, you’d set up a multiplexor for the message and then create additional multiplexed signals that are marked as “Multiplexed” and have filled out the “Multiplex Value” with something unique.</p>
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<p>“Comment” is purely informational.</p>
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<p>Signals that use either “UNSIGNED INTEGER” or “SIGNED INTEGER” as their type can define a Value Table. This table allows text strings to be substituted in place of integer values. For instance, if you know that a value of 0x10 means PARK then you can go to the next empty entry in the list, type 0x10 for the value and PARK for the Text. This will make the interpreted value read PARK any time the signal has a value of 0x10. This is used to make a more human friendly presentation. It should be noted that if the signal has a value not in the list then it will still be shown as it’s integer value. But, known good values can be entered in the Value Table to make them easier to work with.</p>
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</div>
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</div>
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</div>
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<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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<div class="sphinxsidebarwrapper">
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<h1 class="logo"><a href="index.html">SavvyCAN</a></h1>
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<h3>Navigation</h3>
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<ul class="current">
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html">1. Main / Start Up Screen</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#the-main-frame-list">2. The Main Frame List</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#the-bottom-statusbar">3. The Bottom Statusbar</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#the-rest-of-the-main-window">4. The Rest of the Main Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#loading-and-saving-frames">5. Loading And Saving Frames</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#filters">6. Filters</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#what-is-dbc-and-why-would-i-care">7. What is DBC and why would I care?!</a></li>
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<li class="toctree-l1"><a class="reference internal" href="mainscreen.html#how-dbc-interacts-with-the-main-screen">8. How DBC interacts with the main screen?</a></li>
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<li class="toctree-l1"><a class="reference internal" href="connectionwindow.html">9. Connection Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="connectionwindow.html#connecting-to-a-dongle">10. Connecting To A Dongle</a></li>
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<li class="toctree-l1"><a class="reference internal" href="connectionwindow.html#debugging-connection-problems">11. Debugging Connection Problems</a></li>
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<li class="toctree-l1"><a class="reference internal" href="preferences.html">12. Preference Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="preferences.html#setting-preferences">13. Setting Preferences</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_manager.html">14. DBC File Manager</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_manager.html#working-with-dbc-files">15. Working with DBC Files</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_manager.html#dbc-file-ordering">16. DBC File Ordering</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_editor.html">17. DBC Message Editor</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_editor.html#working-with-nodes">18. Working with Nodes</a></li>
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<li class="toctree-l1"><a class="reference internal" href="dbc_editor.html#working-with-messages">19. Working with Messages</a></li>
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<li class="toctree-l1 current"><a class="current reference internal" href="#">20. DBC Signal Editor</a></li>
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<li class="toctree-l1"><a class="reference internal" href="#defining-and-editing-signals">21. Defining and Editing Signals</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html">22. Graphing Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#creating-a-new-graph">23. Creating a new Graph</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#selecting-a-graph">24. Selecting a Graph</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#editing-a-graph">25. Editing a Graph</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#deleting-graphs">26. Deleting Graphs</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#moving-around">27. Moving Around</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#loading-and-saving-graphs">28. Loading and Saving Graphs</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#real-time-graphing">29. Real Time Graphing</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphwindow.html#hidden-tricks">30. Hidden Tricks</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphsetup.html">31. Graph Setup</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphsetup.html#setting-up-a-graph">32. Setting up a Graph</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphsetup.html#graphing-a-dbc-signal">33. Graphing a DBC Signal</a></li>
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<li class="toctree-l1"><a class="reference internal" href="graphsetup.html#manual-signal-graphing-or-editing">34. Manual Signal Graphing (Or Editing)</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html">35. Flow View Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#the-purpose-of-flow-view">36. The Purpose of Flow View</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#selecting-an-id-to-flow">37. Selecting an ID to Flow</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#viewing-the-flow">38. Viewing the Flow</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#controlling-the-flow">39. Controlling the Flow</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#additional-control-options">40. Additional control options</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#reference-values">41. Reference Values</a></li>
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<li class="toctree-l1"><a class="reference internal" href="flowview.html#seeking-to-specific-values">42. Seeking to Specific Values</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bisector.html">43. Bisector Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="bisector.html#using-the-bisector-window">44. Using the Bisector Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html">45. Sniffer Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#using-the-sniffer-window">46. Using the Sniffer Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#notching-and-unnotching">47. Notching and Unnotching</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#advanced-options">48. Advanced Options</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#never-expire-ids">49. Never Expire IDs</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#mute-notched-bits">50. Mute notched bits</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#fade-inactive-bytes">51. Fade inactive bytes</a></li>
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<li class="toctree-l1"><a class="reference internal" href="sniffer.html#view-bits">52. View Bits</a></li>
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<li class="toctree-l1"><a class="reference internal" href="framedetails.html">53. Frame Details Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="framedetails.html#the-purpose-of-frame-details-window">54. The Purpose of Frame Details Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="filecomparison.html">55. File Comparison Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="filecomparison.html#the-purpose-of-the-file-comparator">56. The Purpose of the File Comparator</a></li>
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<li class="toctree-l1"><a class="reference internal" href="filecomparison.html#the-layout-of-the-differences-list">57. The layout of the differences list</a></li>
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<li class="toctree-l1"><a class="reference internal" href="fuzzingwindow.html">58. Fuzzing Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="fuzzingwindow.html#the-purpose-of-fuzzing">59. The Purpose of Fuzzing</a></li>
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<li class="toctree-l1"><a class="reference internal" href="fuzzingwindow.html#fuzzing-is-dangerous">60. Fuzzing is Dangerous</a></li>
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<li class="toctree-l1"><a class="reference internal" href="fuzzingwindow.html#controlling-the-fuzzy-beast">61. Controlling the Fuzzy Beast</a></li>
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<li class="toctree-l1"><a class="reference internal" href="fuzzingwindow.html#pulling-the-trigger">62. Pulling the Trigger</a></li>
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<li class="toctree-l1"><a class="reference internal" href="isotp_decoder.html">63. ISO-TP Decoder</a></li>
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<li class="toctree-l1"><a class="reference internal" href="isotp_decoder.html#using-the-iso-tp-decoder">64. Using the ISO-TP Decoder</a></li>
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<li class="toctree-l1"><a class="reference internal" href="rangestate.html">65. Range State Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="rangestate.html#using-the-range-state-window">66. Using the Range State Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="uds_scanner.html">67. UDS Scan Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="uds_scanner.html#purpose-of-the-uds-scan-window">68. Purpose of the UDS Scan Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="uds_scanner.html#using-the-uds-scan-window">69. Using the UDS Scan Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="playbackwindow.html">70. Playback Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="playbackwindow.html#preparing-frames-for-playback">71. Preparing Frames for Playback</a></li>
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<li class="toctree-l1"><a class="reference internal" href="playbackwindow.html#playing-back-frames">72. Playing Back Frames</a></li>
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<li class="toctree-l1"><a class="reference internal" href="playbackwindow.html#playback-status">73. Playback Status</a></li>
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<li class="toctree-l1"><a class="reference internal" href="customsender.html">74. Custom Sender Window</a></li>
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<li class="toctree-l1"><a class="reference internal" href="customsender.html#general-overview">75. General Overview</a></li>
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<li class="toctree-l1"><a class="reference internal" href="customsender.html#layout-of-the-view">76. Layout of the View</a></li>
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<li class="toctree-l1"><a class="reference internal" href="customsender.html#writing-trigger-rules">77. Writing Trigger Rules</a></li>
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<li class="toctree-l1"><a class="reference internal" href="customsender.html#writing-modifications">78. Writing Modifications</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html">79. Scripting Interface</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#purpose-of-the-scripting-interface">80. Purpose of the Scripting Interface</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#managing-scripts">81. Managing Scripts</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#getting-script-status">82. Getting Script Status</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#writing-scripts">83. Writing Scripts</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#callback-functions">84. Callback Functions</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#the-host-object">85. The host Object</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#the-can-object">86. The can Object</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#the-isotp-object">87. The isotp Object</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#the-uds-object">88. The uds Object</a></li>
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<li class="toctree-l1"><a class="reference internal" href="scriptingwindow.html#a-full-example-script">89. A full example script</a></li>
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</ul>
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<li><a href="index.html">Documentation overview</a><ul>
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<li>Previous: <a href="dbc_editor.html" title="previous chapter"><span class="section-number">17. </span>DBC Message Editor</a></li>
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<li>Next: <a href="graphwindow.html" title="next chapter"><span class="section-number">22. </span>Graphing Window</a></li>
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