I am using STM32F103. I observed one of my boards keeps on rebooting. I flashed the same code into another board and everything works fine on another board.
I erased and flashed the faulty board as well but doesn't help. Is it possible by chance to recover this board.
I am sure that this issue is specific to that board. All the components look good (visually inspected).
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I'm trying to build an Atmel START project using GCC such that it will load with the Adafruit UF2 bootloader on a SAMD21 chip.
From prior research I've learned that I need to have the text section start at offset 0x2000, and I need to specify the same offset to bossac when flashing.
I've done both, and confirmed that they are working as intended by reading back the memory but I'm still not able to flash a minimal blinky built using Atmel code.
What am I missing?
I solved my own issue, turns out it was a bug in my code, since I never put a delay after the GPIO write, the LED wasn't turning on. Adding a delay solved the issue.
I'm developing for a custom embedded board having an Infineon TLE9879 which is a motor controller containing an ARM Cortex-M3 programmable core. My code runs fine from flash with the debugger attached, but when I disconnect it to run the product stand-alone I get nothing. We have an evaluation board up and running with the same code, so my first thought was something different in the hardware. The eval board has an extra chip for the JTAG interface, so it's not really possible to run it the same way. The eval board does run stand-alone if I unplug the USB cable but there is still extra hardware connected on the board that is not present in our product. The connections on our JTAG appear to match the recommendations, and I am able to make it work with connected to the IDE.
Is there anything internal to the chip that may need to be configured when programming that might be set incorrectly? Any other ideas? This feels like a missing pull-up or misconfigured bit preventing it from getting out of reset.
update: It actually work stand-alone sometimes, but usually does not. It does seem to be running, as we have a PWM output to indicate status and that is running even if nothing else works. I will try to hack the code to get a more meaningful status out the PWM. I'm still confused as to why it would always run fine with the debugger attached and hardly ever without it.
I'm porting u-boot-2013.10 to MPC8306 based board. Previously, I can erase the first several sectors of Nor Flash using BDI2000. But after sometime, when the porting task is nearly done, (I mean that I can use gdb to trace the code execution and find the u-boot code runs into command line mainloop, though there are no serial output at the time, due to error configure of Serial Port)the first 256KB of Nor Flash can't be erased even if after power off reset. Other sectors can be erased normally.
The Nor Flash is Micron M29W256GL, with block size 128KB. I'm sure the WP# Pin has been pulled high, so there is no hardware protection upon the first block.
When config the jumper on board to change the PowerPC Config Word in order not to let MPC8306 fetch boot code at power up, the problem remains.
I used to run u-boot-1.1.6 on this board, I have erased this version of u-boot so many times without the problem mentioned above. I guess u-boot-2013.10 made some new approach to flash manipulation or others, for example, non-volatile protection on first 256KB of flash.
Is there someone can help me to solve the problem? I would very much appreciate your help.
I used until yesterday afternoon a Kinect for XBOX 360 on my computer, a MacBook Pro 15" Late 2011, whose specifications are available here. I use Windows 7 (natively installed, without using virtual machines). The version of the SDK I had installed was 1.0.
All of a sudden, from today the Kinect no longer worked. Initially I thought it was some error in my code, but I noticed that the program remained stuck at the beginning, when I called the method KinectSensor.Start().
I started looking for information on the internet. I read about a solution obtained by reinstalling the drivers. It did not work, and then I tried to install version 1.6 of the SDK. Unfortunately, even that did not work.
I've seen at this stage, there might be compatibility issues with certain USB host controllers, such as the Intel 5 Series/3400 Series Chipset USB host controller. In my case, however, there should be no problems (because there were not ever been up to yesterday):
To check if the problem was really due to the sensor, and not to my application, I run one of the test applications provided with the SDK, called Kinect Explorer. However, I encountered the same problem with this test application. After waiting about one minute, when the Kinect Explorer starts I cannot see neither the color stream, nor the depth stream, nor information about skeleton. The only thing I can do is move the Kinect up and down, changing the angle of the neck. Even the microphone array seems to work properly.
I read two interesting posts about this kind of problem: this and this, which have not been answered.
In the first of these two links, the user who reports the problem says that the hardware has been compromised. I thought the same thing myself until I started again Kinect Explore, initially with the sensor unplugged. Once started this program, I plug-in the cable, and I noticed that Kinect Explorer has marked the Kinect sensor as Connected. After a short initialization phase, I again see the color stream, while the depth stream showed an image of uniform color (green-gray):
This situation lasted a few seconds, after which the image is locked and the question came up. Also, sometimes the FPS value drops from 30 to 29.
I am able to reproduce this latter situation only after keeping the Kinect unplugged for a while (10 minutes are sufficient).
How can I solve this strange and terrible problem? Is it possible to restore the Kinect sensor, and make it works again? Or do I have to conclude that the sensor is irretrievably broken?
My friend is currently making a game in gamemaker, but whenever I test it out for him my computer seems to just completely lock up. My PC that I am testing on is no way underpowered, it has a 2500k, Radeon 6950 and 8GB RAM. My RAM, GPU and CPU usage is barely touched during the freeze. If I am playing music at the time of the freeze the speakers just buzz. Whenever is occurs a full system reboot is always required, nothing at all responds. The image of the game stays on the screen, mouse, keyboard and restart button don't respond. This question may be better suited for the Gamemaker forums, but it could be an issue with my computer. I am unsure. I can play MW2 and Crysis for hours without it crashing, so it is either a software problem or something weird. All of my temps are normal. Others have suggested checking while loops, but wouldn't an infinite loop cause the CPU usage to rise?
In any of your loops that have a potential of running infinitely, put io_handle(); (I think thats the command) This command somehow keeps windows from thinking a program has frozen. If that isn't the case... then try to play the music through an extension like fMod or another one. Furthermore, try it on another computer is it just your computer? Your computer doesn't sound underpowered at all... but what about your operating system? If you're using xp it may not support the Directx that GM requires. I believe that its very easy to make gm games very directx intensive, so check that out. Good luck! I love Game Maker!
It's most likely an infinite loop in your code. Try stripping away your code, compile, and test if your computer freezes again. Then build back up to where you started from.
This kind of issue is probably due to something internally in game maker, OR it could be an issue with a listener or script you may have bound to a sprite or object. Begin removing things, one by one, until you find the culprit.
Try to strip out pieces of code part by part and isolate the function / code that is causing the freeze. Then come back here and tell us the status.
I've kind of seen this before on another Gamemaker game. Do you have any infinite loops or shaders in your game? The last game that had this problem was caused by a bad shader.