User`s guide
Appendix D - Asynchronous Communications
OMG-ISO-COMM Page 17
Appendix D - Asynchronous Communications
Serial data communications implies that individual bits of a character are
transmitted consecutively to a receiver that assembles the bits back into a
character. Data rate, error checking, handshaking, and character framing
(start/stop bits) are pre-defined and must correspond at both the transmitting
and receiving ends.
Asynchronous communications is the standard means of serial data
communication for PC compatibles and PS/2 computers. The original PC was
equipped with a communication or COM: port that was designed around an 8250
Universal Asynchronous Receiver Transmitter (UART). This device allows
asynchronous serial data to be transferred through a simple and straightforward
programming interface. Character boundaries for asynchronous communications
are defined by a starting bit followed by a pre-defined number of data bits (5, 6, 7,
or 8). The end of the character is defined by the transmission of a pre-defined
number of stop bits (usually 1, 1.5 or 2). An extra bit used for error detection is
often appended before the stop bits.
1
1.5
2
Parity
Bit
5 to 8 Data Bits
Odd
Even
or
Unused
Remain Idle
or
Next Start Bit
1
0
Idle State
of
Line
Figure 10 - Asynchronous Communications Bit Diagram
This special bit is called the parity bit. Parity is a simple method of determining if
a data bit has been lost or corrupted during transmission. There are several
methods for implementing a parity check to guard against data corruption.
Common methods are called (E)ven Parity or (O)dd Parity. Sometimes parity is
not used to detect errors on the data stream. This is referred to as (N)o parity.