Tasmota/lib/libesp32/berry_animation/docs/TROUBLESHOOTING.md

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# Troubleshooting Guide
Common issues and solutions for the Tasmota Berry Animation Framework.
**Note**: This guide focuses on DSL usage, which is the recommended way to create animations. For programmatic API issues, see the [Animation Development Guide](ANIMATION_DEVELOPMENT.md).
## Installation Issues
### Framework Not Found
**Problem:** `import animation` or `import animation_dsl` fails with "module not found"
**Solutions:**
1. **Check Module Import:**
```berry
import animation # Core framework
import animation_dsl # DSL compiler
```
2. **Set Module Path:**
```bash
berry -m lib/libesp32/berry_animation
```
3. **Verify File Structure:**
```
lib/libesp32/berry_animation/
├── animation.be # Main module file
├── dsl/ # DSL components
├── core/ # Core classes
├── animations/ # Animation effects
└── ...
```
### Missing Dependencies
**Problem:** Errors about missing `tasmota` or `Leds` classes
**Solutions:**
1. **For Tasmota Environment:**
- Ensure you're running on actual Tasmota firmware
- Check that Berry support is enabled
2. **For Development Environment:**
```berry
# Mock Tasmota for testing
if !global.contains("tasmota")
global.tasmota = {
"millis": def() return 1000 end,
"scale_uint": def(val, from_min, from_max, to_min, to_max)
return int((val - from_min) * (to_max - to_min) / (from_max - from_min) + to_min)
end
}
end
```
## Animation Issues
### Animations Not Starting
**Problem:** DSL animations compile but LEDs don't change
**Diagnostic Steps:**
```berry
import animation
import animation_dsl
# Test basic DSL execution
var dsl_code = "color red = 0xFF0000\n" +
"animation red_anim = solid(color=red)\n" +
"run red_anim"
try
animation_dsl.execute(dsl_code)
print("DSL executed successfully")
except .. as e, msg
print("DSL Error:", msg)
end
```
**Timing Behavior Note:**
The framework has updated timing behavior where:
- The `start()` method only resets the time origin if the animation/value provider was already started previously
- The first actual rendering tick occurs in `update()`, `render()`, or `produce_value()` methods
- This ensures proper timing initialization and prevents premature time reference setting
**Common Solutions:**
1. **Missing Strip Declaration:**
```berry
# Add explicit strip length if needed
strip length 30
color red = 0xFF0000
animation red_anim = solid(color=red)
run red_anim
```
2. **Animation Not Executed:**
```berry
# Make sure you have a 'run' statement
color red = 0xFF0000
animation red_anim = solid(color=red)
run red_anim # Don't forget this!
```
3. **Strip Auto-Detection Issues:**
```berry
# Force strip length if auto-detection fails
strip length 30 # Must be first statement
color red = 0xFF0000
animation red_anim = solid(color=red)
run red_anim
```
### Colors Look Wrong
**Problem:** Colors appear different than expected
**Common Issues:**
1. **Missing Alpha Channel:**
```berry
# Note: 0xFF0000 is valid RGB format (alpha defaults to 0xFF)
color red = 0xFF0000 # RGB format (alpha=255 assumed)
# Explicit alpha channel (ARGB format)
color red = 0xFFFF0000 # ARGB format (alpha=255, red=255)
color semi_red = 0x80FF0000 # ARGB format (alpha=128, red=255)
```
2. **Color Format Confusion:**
```berry
# ARGB format: 0xAARRGGBB
color red = 0xFFFF0000 # Alpha=FF, Red=FF, Green=00, Blue=00
color green = 0xFF00FF00 # Alpha=FF, Red=00, Green=FF, Blue=00
color blue = 0xFF0000FF # Alpha=FF, Red=00, Green=00, Blue=FF
```
3. **Brightness Issues:**
```berry
# Use opacity parameter or property assignment
animation red_anim = solid(color=red, opacity=255) # Full brightness
# Or assign after creation
animation pulse_red = pulsating_animation(color=red, period=2s)
pulse_red.opacity = 200 # Adjust brightness
# Use value providers for dynamic brightness
set brightness = smooth(min_value=50, max_value=255, period=3s)
animation breathing = solid(color=red)
breathing.opacity = brightness
```
### Animations Too Fast/Slow
**Problem:** Animation timing doesn't match expectations
**Solutions:**
1. **Check Time Units:**
```berry
# DSL uses time units (converted to milliseconds)
animation pulse_anim = pulsating_animation(color=red, period=2s) # 2 seconds
animation fast_pulse = pulsating_animation(color=blue, period=500ms) # 0.5 seconds
```
2. **Adjust Periods:**
```berry
# Too fast - increase period
animation slow_pulse = pulsating_animation(color=red, period=5s) # 5 seconds
# Too slow - decrease period
animation fast_pulse = pulsating_animation(color=red, period=500ms) # 0.5 seconds
```
3. **Performance Limitations:**
```berry
# Use sequences instead of multiple simultaneous animations
sequence optimized_show {
play animation1 for 3s
play animation2 for 3s
play animation3 for 3s
}
run optimized_show
# Instead of:
# run animation1
# run animation2
# run animation3
```
## DSL Issues
### DSL Compilation Errors
**Problem:** DSL code fails to compile
**Diagnostic Approach:**
```berry
try
var berry_code = animation_dsl.compile(dsl_source)
print("Compilation successful")
except "dsl_compilation_error" as e, msg
print("DSL Error:", msg)
end
```
**Common DSL Errors:**
1. **Undefined Colors:**
```berry
# Wrong - color not defined
animation red_anim = solid(color=red)
# Correct - define color first
color red = 0xFF0000
animation red_anim = solid(color=red)
```
2. **Invalid Color Format:**
```berry
# Wrong - # prefix not supported (conflicts with comments)
color red = #FF0000
# Correct - use 0x prefix
color red = 0xFF0000
```
3. **Missing Time Units:**
```berry
# Wrong - no time unit
animation pulse_anim = pulsating_animation(color=red, period=2000)
# Correct - with time unit
animation pulse_anim = pulsating_animation(color=red, period=2s)
```
4. **Reserved Name Conflicts:**
```berry
# Wrong - 'red' is a predefined color
color red = 0x800000
# Correct - use different name
color dark_red = 0x800000
```
5. **Invalid Parameter Names:**
```berry
# Wrong - invalid parameter name
animation pulse_anim = pulsating_animation(color=red, invalid_param=123)
# Error: "Parameter 'invalid_param' is not valid for pulsating_animation"
# Correct - use valid parameters (see DSL_REFERENCE.md for complete list)
animation pulse_anim = pulsating_animation(color=red, period=2s)
```
6. **Variable Duration Support:**
```berry
# Now supported - variables in play/wait durations
set eye_duration = 5s
sequence cylon_eye {
play red_eye for eye_duration # ✓ Variables now work
wait eye_duration # ✓ Variables work in wait too
}
# Also supported - value providers for dynamic duration
set dynamic_time = triangle(min_value=1000, max_value=3000, period=10s)
sequence demo {
play animation for dynamic_time # ✓ Dynamic duration
}
```
7. **Template Definition Errors:**
```berry
# Wrong - missing braces
template pulse_effect
param color type color
param speed
# Error: Expected '{' after template name
# Wrong - invalid parameter syntax
template pulse_effect {
param color as color # Error: Use 'type' instead of 'as'
param speed
}
# Wrong - missing template body
template pulse_effect {
param color type color
}
# Error: Template body cannot be empty
# Correct - proper template syntax
template pulse_effect {
param color type color
param speed
animation pulse = pulsating_animation(
color=color
period=speed
)
run pulse
}
```
8. **Template Call Errors:**
```berry
# Wrong - template not defined
pulse_effect(red, 2s)
# Error: "Undefined reference: 'pulse_effect'"
# Wrong - incorrect parameter count
template pulse_effect {
param color type color
param speed
# ... template body ...
}
pulse_effect(red) # Error: Expected 2 parameters, got 1
# Correct - define template first, call with correct parameters
template pulse_effect {
param color type color
param speed
animation pulse = pulsating_animation(color=color, period=speed)
run pulse
}
pulse_effect(red, 2s) # ✓ Correct usage
```
6. **Parameter Constraint Violations:**
```berry
# Wrong - negative period not allowed
animation bad_pulse = pulsating_animation(color=red, period=-2s)
# Error: "Parameter 'period' value -2000 violates constraint: min=1"
# Wrong - invalid enum value
animation bad_comet = comet_animation(color=red, direction=5)
# Error: "Parameter 'direction' value 5 not in allowed values: [-1, 1]"
# Correct - valid parameters within constraints
animation good_pulse = pulsating_animation(color=red, period=2s)
animation good_comet = comet_animation(color=red, direction=1)
```
7. **Repeat Syntax Errors:**
```berry
# Wrong - old colon syntax no longer supported
sequence bad_demo {
repeat 3 times: # Error: Expected '{' after 'times'
play anim for 1s
}
# Wrong - missing braces
sequence bad_demo2 {
repeat 3 times
play anim for 1s # Error: Expected '{' after 'times'
}
# Correct - use braces for repeat blocks
sequence good_demo {
repeat 3 times {
play anim for 1s
}
}
# Also correct - alternative syntax
sequence good_demo_alt repeat 3 times {
play anim for 1s
}
# Correct - forever syntax
sequence infinite_demo {
repeat forever {
play anim for 1s
wait 500ms
}
}
```
### Template Issues
### Template Definition Problems
**Problem:** Template definitions fail to compile
**Common Template Errors:**
1. **Missing Template Body:**
```berry
# Wrong - empty template
template empty_template {
param color type color
}
# Error: "Template body cannot be empty"
# Correct - template must have content
template pulse_effect {
param color type color
param speed
animation pulse = pulsating_animation(color=color, period=speed)
run pulse
}
```
2. **Invalid Parameter Syntax:**
```berry
# Wrong - old 'as' syntax
template pulse_effect {
param color as color
}
# Error: Expected 'type' keyword, got 'as'
# Correct - use 'type' keyword
template pulse_effect {
param color type color
param speed # Type annotation is optional
}
```
3. **Template Name Conflicts:**
```berry
# Wrong - template name conflicts with built-in function
template solid { # 'solid' is a built-in animation function
param color type color
# ...
}
# Error: "Template name 'solid' conflicts with built-in function"
# Correct - use unique template names
template solid_effect {
param color type color
# ...
}
```
### Template Usage Problems
**Problem:** Template calls fail or behave unexpectedly
**Common Issues:**
1. **Undefined Template:**
```berry
# Wrong - calling undefined template
my_effect(red, 2s)
# Error: "Undefined reference: 'my_effect'"
# Correct - define template first
template my_effect {
param color type color
param speed
# ... template body ...
}
my_effect(red, 2s) # Now works
```
2. **Parameter Count Mismatch:**
```berry
template pulse_effect {
param color type color
param speed
param brightness
}
# Wrong - missing parameters
pulse_effect(red, 2s) # Error: Expected 3 parameters, got 2
# Correct - provide all parameters
pulse_effect(red, 2s, 200)
```
3. **Parameter Type Issues:**
```berry
template pulse_effect {
param color type color
param speed
}
# Wrong - invalid color parameter
pulse_effect("not_a_color", 2s)
# Runtime error: Invalid color value
# Correct - use valid color
pulse_effect(red, 2s) # Named color
pulse_effect(0xFF0000, 2s) # Hex color
```
### Template vs User Function Confusion
**Problem:** Mixing template and user function concepts
**Key Differences:**
```berry
# Template (DSL-native) - Recommended for most cases
template pulse_effect {
param color type color
param speed
animation pulse = pulsating_animation(color=color, period=speed)
run pulse
}
# User Function (Berry-native) - For complex logic
def create_pulse_effect(engine, color, speed)
var pulse = animation.pulsating_animation(engine)
pulse.color = color
pulse.period = speed
return pulse
end
animation.register_user_function("pulse_effect", create_pulse_effect)
```
**When to Use Each:**
- **Templates**: Simple to moderate effects, DSL syntax, type safety
- **User Functions**: Complex logic, Berry features, return values
## DSL Runtime Errors
**Problem:** DSL compiles but fails at runtime
**Common Issues:**
1. **Strip Not Initialized:**
```berry
# Add strip declaration if needed
strip length 30
color red = 0xFF0000
animation red_anim = solid(color=red)
run red_anim
```
2. **Repeat Performance Issues:**
```berry
# Efficient - runtime repeats don't expand at compile time
sequence efficient {
repeat 1000 times { # No memory overhead for large counts
play anim for 100ms
wait 50ms
}
}
# Nested repeats work efficiently
sequence nested {
repeat 100 times {
repeat 50 times { # Total: 5000 iterations, but efficient
play quick_flash for 10ms
}
wait 100ms
}
}
```
3. **Sequence Issues:**
```berry
# Make sure animations are defined before sequences
color red = 0xFF0000
animation red_anim = solid(color=red) # Define first
sequence demo {
play red_anim for 3s # Use after definition
wait 1s # Optional pause between animations
}
run demo
```
4. **Undefined References:**
```berry
# Wrong - using undefined animation in sequence
sequence bad_demo {
play undefined_animation for 3s
}
# Error: "Undefined reference: 'undefined_animation'"
# Correct - define all references first
color blue = 0x0000FF
animation blue_anim = solid(color=blue)
sequence good_demo {
play blue_anim for 3s
}
run good_demo
```
## Performance Issues
### CPU Metrics and Profiling
**Feature:** Built-in CPU metrics tracking to monitor animation performance
The AnimationEngine automatically tracks CPU usage and provides detailed statistics every 5 seconds. This helps identify performance bottlenecks and optimize animations for ESP32 embedded systems.
**Automatic Metrics:**
When the engine is running, it automatically logs performance statistics:
```
AnimEngine: ticks=1000/1000 missed=0 total=0.50ms(0-2) anim=0.30ms(0-1) hw=0.20ms(0-1) cpu=10.0%
Phase1(checks): mean=0.05ms(0-0)
Phase2(events): mean=0.05ms(0-0)
Phase3(anim): mean=0.20ms(0-1)
```
**Metrics Explained:**
- **ticks**: Actual ticks executed vs expected (at 5ms intervals)
- **missed**: Hint of missed ticks (negative means extra ticks, positive means missed)
- **total**: Mean total tick time with (min-max) range in milliseconds
- **anim**: Mean animation calculation time with (min-max) range - everything before hardware output
- **hw**: Mean hardware output time with (min-max) range - just the LED strip update
- **cpu**: Overall CPU usage percentage over the 5-second period
**Phase Metrics (Optional):**
When intermediate measurement points are available, the engine also reports phase-based timing:
- **Phase1(checks)**: Initial checks (strip length, throttling, can_show)
- **Phase2(events)**: Event processing time
- **Phase3(anim)**: Animation update and render time (before hardware output)
**Timestamp-Based Profiling:**
The engine uses a timestamp-based profiling system that stores only timestamps (not durations) in instance variables:
- `ts_start` - Tick start timestamp
- `ts_1` - After initial checks (optional)
- `ts_2` - After event processing (optional)
- `ts_3` - After animation update/render (optional)
- `ts_hw` - After hardware output
- `ts_end` - Tick end timestamp
Durations are computed from these timestamps in `_record_tick_metrics()` with nil checks to ensure values are valid.
**Accessing Profiling Data:**
```berry
import animation
var strip = Leds(30)
var engine = animation.create_engine(strip)
# Add an animation
var anim = animation.solid(engine)
anim.color = 0xFFFF0000
engine.add(anim)
engine.run()
# Run for a while to collect metrics
# After 5 seconds, metrics are automatically logged
# Access current metrics programmatically
print("Tick count:", engine.tick_count)
print("Total time sum:", engine.tick_time_sum)
print("Animation time sum:", engine.anim_time_sum)
print("Hardware time sum:", engine.hw_time_sum)
# Access phase metrics if available
if engine.phase1_time_sum > 0
print("Phase 1 time sum:", engine.phase1_time_sum)
end
```
**Profiling Benefits:**
1. **Memory Efficient:**
- Only stores timestamps (6 instance variables)
- No duration storage or arrays
- Streaming statistics with no memory overhead
2. **Automatic Tracking:**
- No manual instrumentation needed
- Runs continuously in background
- Reports every 5 seconds
3. **Detailed Breakdown:**
- Separates animation calculation from hardware output
- Optional phase-based timing for deeper analysis
- Min/max/mean statistics for all metrics
**Interpreting Performance Metrics:**
1. **High Animation Time:**
- Too many simultaneous animations
- Complex value provider calculations
- Inefficient custom effects
**Solution:** Simplify animations or use sequences
2. **High Hardware Time:**
- Large LED strip (many pixels)
- Slow SPI/I2C communication
- Hardware limitations
**Solution:** Reduce update frequency or strip length
3. **Missed Ticks:**
- CPU overload (total time > 5ms per tick)
- Other Tasmota tasks interfering
**Solution:** Optimize animations or reduce complexity
4. **High CPU Percentage:**
- Animations consuming too much CPU
- May affect other Tasmota functions
**Solution:** Increase animation periods or reduce effects
**Example Performance Optimization:**
```berry
import animation
var strip = Leds(60)
var engine = animation.create_engine(strip)
# Before optimization - complex animation
var complex_anim = animation.rainbow_animation(engine)
complex_anim.period = 100 # Very fast, high CPU
engine.add(complex_anim)
engine.run()
# Check metrics after 5 seconds:
# AnimEngine: ticks=950/1000 missed=50 total=5.2ms(4-8) cpu=104.0%
# ^ Too slow! Missing ticks and over 100% CPU
# After optimization - slower period
complex_anim.period = 2000 # 2 seconds instead of 100ms
# Check metrics after 5 seconds:
# AnimEngine: ticks=1000/1000 missed=0 total=0.8ms(0-2) cpu=16.0%
# ^ Much better! All ticks processed, reasonable CPU usage
```
### Choppy Animations
**Problem:** Animations appear jerky or stuttering
**Solutions:**
1. **Use Sequences Instead of Multiple Animations:**
```berry
# Good - sequential playback
sequence smooth_show {
play animation1 for 3s
play animation2 for 3s
play animation3 for 3s
}
run smooth_show
# Avoid - too many simultaneous animations
# run animation1
# run animation2
# run animation3
```
2. **Increase Animation Periods:**
```berry
# Smooth - longer periods
animation smooth_pulse = pulsating_animation(color=red, period=3s)
# Choppy - very short periods
animation choppy_pulse = pulsating_animation(color=red, period=50ms)
```
3. **Optimize Value Providers:**
```berry
# Efficient - reuse providers
set breathing = smooth(min_value=50, max_value=255, period=2s)
color red = 0xFF0000
color blue = 0x0000FF
animation anim1 = pulsating_animation(color=red, period=2s)
anim1.opacity = breathing
animation anim2 = pulsating_animation(color=blue, period=2s)
anim2.opacity = breathing # Reuse same provider
```
4. **Monitor CPU Metrics:**
```berry
# Check if CPU is overloaded
# Look for missed ticks or high CPU percentage in metrics
# AnimEngine: ticks=950/1000 missed=50 ... cpu=95.0%
# ^ This indicates performance issues
# Use profiling to find bottlenecks
engine.profile_start("suspect_code")
# ... code that might be slow ...
engine.profile_end("suspect_code")
```
### Memory Issues
**Problem:** Out of memory errors or system crashes
**Solutions:**
1. **Clear Unused Animations:**
```berry
# Clear before adding new animations
engine.clear()
engine.add(new_animation)
```
2. **Limit Palette Size:**
```berry
# Good - reasonable palette size
palette simple_fire = [
(0, 0x000000),
(128, 0xFF0000),
(255, 0xFFFF00)
]
# Avoid - very large palettes
# palette huge_palette = [
# (0, color1), (1, color2), ... (255, color256)
# ]
```
3. **Use Sequences Instead of Simultaneous Animations:**
```berry
# Memory efficient - sequential playback
sequence show {
play animation1 for 5s
play animation2 for 5s
play animation3 for 5s
}
# Memory intensive - all at once
# run animation1
# run animation2
# run animation3
```
## Event System Issues
### Events Not Triggering
**Problem:** Event handlers don't execute
**Diagnostic Steps:**
```berry
# Check if handler is registered
var handlers = animation.get_event_handlers("button_press")
print("Handler count:", size(handlers))
# Test event triggering
animation.trigger_event("test_event", {"debug": true})
```
**Solutions:**
1. **Verify Handler Registration:**
```berry
def test_handler(event_data)
print("Event triggered:", event_data)
end
var handler = animation.register_event_handler("test", test_handler, 0)
print("Handler registered:", handler != nil)
```
2. **Check Event Names:**
```berry
# Event names are case-sensitive
animation.register_event_handler("button_press", handler) # Correct
animation.trigger_event("button_press", {}) # Must match exactly
```
3. **Verify Conditions:**
```berry
def condition_func(event_data)
return event_data.contains("required_field")
end
animation.register_event_handler("event", handler, 0, condition_func)
# Event data must satisfy condition
animation.trigger_event("event", {"required_field": "value"})
```
## Hardware Issues
### LEDs Not Responding
**Problem:** Framework runs but LEDs don't light up
**Hardware Checks:**
1. **Power Supply:**
- Ensure adequate power for LED count
- Check voltage (5V for WS2812)
- Verify ground connections
2. **Wiring:**
- Data line connected to correct GPIO
- Ground connected between controller and LEDs
- Check for loose connections
3. **LED Strip:**
- Test with known working code
- Check for damaged LEDs
- Verify strip type (WS2812, SK6812, etc.)
**Software Checks:**
```berry
# Test basic LED functionality
var strip = Leds(30) # 30 LEDs
strip.set_pixel_color(0, 0xFFFF0000) # Set first pixel red
strip.show() # Update LEDs
# Test with animation framework
import animation
var engine = animation.create_engine(strip)
var red_anim = animation.solid(engine)
red_anim.color = 0xFFFF0000
engine.add(red_anim)
engine.run()
# If basic strip works but animation doesn't, check framework setup
```
### Wrong Colors on Hardware
**Problem:** Colors look different on actual LEDs vs. expected
**Solutions:**
1. **Color Order:**
```berry
# Some strips use different color orders
# Try different strip types in Tasmota configuration
# WS2812: RGB order
# SK6812: GRBW order
```
2. **Gamma Correction:**
```berry
# Enable gamma correction in Tasmota
# SetOption37 128 # Enable gamma correction
```
3. **Power Supply Issues:**
- Voltage drop causes color shifts
- Use adequate power supply
- Add power injection for long strips
## Debugging Techniques
### DSL vs Berry API Debugging
**For DSL Issues (Recommended):**
```berry
# Enable DSL debug output
import animation_dsl
var dsl_code = "color red = 0xFF0000\nanimation test = solid(color=red)\nrun test"
# Check compilation
try
var berry_code = animation_dsl.compile(dsl_code)
print("DSL compilation successful")
print("Generated Berry code:")
print(berry_code)
except .. as e, msg
print("DSL compilation error:", msg)
end
# Execute with debug
try
animation_dsl.execute(dsl_code, true) # debug=true
except .. as e, msg
print("DSL execution error:", msg)
end
```
**For Framework Issues (Advanced):**
```berry
# Direct Berry API debugging (for framework developers)
import animation
var strip = Leds(30)
var engine = animation.create_engine(strip, true) # debug=true
var anim = animation.solid(engine)
anim.color = 0xFFFF0000
engine.add(anim)
engine.run()
```
### Step-by-Step Testing
```berry
# Test each component individually
print("1. Creating strip...")
var strip = Leds(30)
print("Strip created:", strip != nil)
print("2. Creating engine...")
var engine = animation.create_engine(strip)
print("Engine created:", engine != nil)
print("3. Creating animation...")
var anim = animation.solid(engine)
anim.color = 0xFFFF0000
print("Animation created:", anim != nil)
print("4. Adding animation...")
engine.add(anim)
print("Animation count:", engine.size())
print("5. Starting engine...")
engine.run()
print("Engine active:", engine.is_active())
```
### Monitor Performance
```berry
# Check timing
var start_time = tasmota.millis()
# ... run animation code ...
var end_time = tasmota.millis()
print("Execution time:", end_time - start_time, "ms")
# Monitor memory (if available)
import gc
print("Memory before:", gc.allocated())
# ... create animations ...
print("Memory after:", gc.allocated())
```
## Getting Help
### Information to Provide
When asking for help, include:
1. **Hardware Setup:**
- LED strip type and count
- GPIO pin used
- Power supply specifications
2. **Software Environment:**
- Tasmota version
- Berry version
- Framework version
3. **Code:**
- Complete minimal example that reproduces the issue
- Error messages (exact text)
- Expected vs. actual behavior
4. **Debugging Output:**
- Debug mode output
- Generated Berry code (for DSL issues)
- Console output
### Example Bug Report
```
**Problem:** DSL animation compiles but LEDs don't change
**Hardware:**
- 30x WS2812 LEDs on GPIO 1
- ESP32 with 5V/2A power supply
**Code:**
```berry
color red = 0xFF0000
animation red_anim = solid(color=red)
run red_anim
```
**Error Output:**
```
DSL compilation successful
Engine created: true
Animation count: 1
Engine active: true
```
**Expected:** LEDs turn red
**Actual:** LEDs remain off
**Additional Info:**
- Basic `strip.set_pixel_color(0, 0xFFFF0000); strip.show()` works
- Tasmota 13.2.0, Berry enabled
```
This format helps identify issues quickly and provide targeted solutions.
## Prevention Tips
### Code Quality
1. **Use Try-Catch Blocks:**
```berry
try
runtime.load_dsl(dsl_code)
except .. as e, msg
print("Error:", msg)
end
```
2. **Validate Inputs:**
```berry
if type(color) == "int" && color >= 0
var anim = animation.solid(color)
else
print("Invalid color:", color)
end
```
3. **Test Incrementally:**
- Start with simple solid colors
- Add one effect at a time
- Test each change before proceeding
### Performance Best Practices
1. **Limit Complexity:**
- 1-3 simultaneous animations
- Reasonable animation periods (>1 second)
- Moderate palette sizes
2. **Resource Management:**
- Clear unused animations
- Reuse value providers
- Use sequences for complex shows
3. **Hardware Considerations:**
- Adequate power supply
- Proper wiring and connections
- Appropriate LED strip for application
## Quick Reference: Common DSL Patterns
### Basic Animation
```berry
color red = 0xFF0000
animation red_solid = solid(color=red)
run red_solid
```
### Templates
```berry
# Define reusable template
template pulse_effect {
param base_color type color # Use descriptive names
param speed type time # Add type annotations for clarity
animation pulse = pulsating_animation(color=base_color, period=speed)
run pulse
}
# Use template multiple times
pulse_effect(red, 2s)
pulse_effect(blue, 1s)
```
**Common Template Parameter Issues:**
```berry
# ❌ AVOID: Parameter name conflicts
template bad_example {
param color type color # Error: conflicts with built-in color name
param animation type number # Error: conflicts with reserved keyword
}
# ✅ CORRECT: Use descriptive, non-conflicting names
template good_example {
param base_color type color # Clear, non-conflicting name
param anim_speed type time # Descriptive parameter name
}
# ⚠️ WARNING: Unused parameters generate warnings
template unused_param_example {
param used_color type color
param unused_value type number # Warning: never used in template body
animation test = solid(color=used_color)
run test
}
```
### Animation with Parameters
```berry
color blue = 0x0000FF
animation blue_pulse = pulsating_animation(color=blue, period=2s, opacity=200)
run blue_pulse
```
### Using Value Providers
```berry
set breathing = smooth(min_value=50, max_value=255, period=3s)
color green = 0x00FF00
animation breathing_green = solid(color=green)
breathing_green.opacity = breathing
run breathing_green
```
### Sequences
```berry
color red = 0xFF0000
color blue = 0x0000FF
animation red_anim = solid(color=red)
animation blue_anim = solid(color=blue)
sequence demo {
play red_anim for 2s
wait 500ms
play blue_anim for 2s
}
run demo
```
### Multiple Strip Lengths
```berry
strip length 60 # Must be first statement
color rainbow = rainbow_color_provider(period=5s)
animation rainbow_anim = solid(color=rainbow)
run rainbow_anim
```
Following these guidelines will help you avoid most common issues and create reliable LED animations.