Filo I/O operations from SD card in Xilinx Zynq ZCU102 - file-io

I'm using a Xilinx Zynq UltraScale+ MPSoC ZCU102 Evaluation Kit. I want to run a C++ program in the Xilink SDK tool(running on a Windows machine) that can do Filo I/O operations on a binary file stored in the SD card in the Zync board. I have the command line tool(xsct) setup. My questions are as follows:
What are the commands that I have to execute in XSCT tool to mount the SD card?
Once the SD card is mounted, how can I query for the SD card drive(whether C:\ or D:\ drive)?
Edit: The following Xilinx thread suggests that no mounting procedure
is required. In this case, I'd like to know how the SD card drive can
be identified and the information about the files contained therein
can be displayed in the XCST terminal.
https://forums.xilinx.com/t5/Embedded-Development-Tools/Filo-I-O-operations-from-SD-card-in-Xilinx-Zynq-ZCU102/m-p/851582/highlight/false#M45325

Don't confuse two different systems.
In simple terms, SD card when inserted in MPSoC-board is accessible to the processor running on the MPSoC-board. The code running on that board will initialize it and access its contents.
XSCT is just a command line tool. It allows to perform the tasks using commands that are also possible using SDK GUI. Go through this link to understand what XSCK really is.
You can accomplish what you are saying by running PetaLinux on MPSoC and accessing the card using simple open,read,write,close functions by writing a C or C++ program that will run on PetaLinux.
A more difficult approach would be to make a bare-metal (standalone) program with SD-card driver and file-system code in it to access the SD-card

Related

Why might an Adafruit CircuitPython board's filesystem fail to mount?

Why would the file system (CIRCUITPY) of an Adafruit board running CircuitPython not show up when connecting it to a suitable host via a micro usb cable?
This happens to me often, usually when I am copying files via Windows, most often with my trinket which uses the integrated chip flash memory rather than the separate SPI flash chip. Why? I don't know. A bug somewhere obviously. :)
So the solution.
Always save your work files locally or use a source code solution like git
Switch to the boot mode (double click reset)
Drag the erase.uf2 file to clear the flash memory
Drag the circuit python uf2 file to reflash python
Restore your files saved on your PC
Basically, I've made it a habit to assume the flash memory is temporary and volatile and not store any critical code only there.
You can read more about the erase uf2 and reflashing, general troubleshooting here:
https://learn.adafruit.com/welcome-to-circuitpython/troubleshooting
Besides your first answer about the cable, because of the relatively inexpensive nature of the boards and direct access to their power/ground sometimes the EPROMs that the file system are hosted on just go bad and give unexpected results. Best idea is to:
Test your environment with another board.
Reflash micro python on your board so you can start from scratch (didn't mention if you'd tried that).
JerryN mentioned the most common cause of this is using a USB cable with no data wires. Some USB cables are designed for power-only and have 2 rather than 4 conductors. These will power the device but will prevent mounting of the drive and use of the serial connection over USB.
Unfortunately these cables are often not marked as power-only so can be difficult to spot.
Another case is where CPLAYBOOT (this varies per board, e.g. GEMMABOOT, FEATHERBOOT, TRINKETBOOT) disappears on Windows. This can be caused by installation of the Arduino software which has an old, conflicting driver from 2007. More information on Adafruit: Circuit Playground Express: Troubleshooting.
A very rare case is a mis-seated USB connector. In my case the power was ok but the data wasn't for a good quality cable which had previously worked fine. Unplugging the USB cable at the host end and re-inserting it solved the problem.

how the usb spi flashing device write program to atmega?

the atmega microcontrollers have the internal programmable memory.So the usb flash device write data to internal memory of atmega through spi or it store the program and works as slave?i also want to know can the atmega get program,file in the MicroSD and run without internal memory or it need to run a program in internal disk then including the program in MicroSD?i don't know how the process work in atmega microcontroller.
There are several ways to program the AVR:
Using an external programmer. The Chip is in reset state during this. Then the programmer uses special a special protocol to directly write to the flash inside the controller. This is how your USB programming device probably writes code to the AVR. There are several protocols for this, but the most common one uses the same pins that are used by SPI. You should not confuse them just because of that ;-).
The controller writes the program itself. The chip is actively executing a program. That program on the chip fetches the instructions from e.g. a sd card and using the SPM instruction to copy it to local flash.
The AVR can only fetch instructions from it's own flash memory - you cannot execute directly from RAM or from any other external source.
The best answer for this question you can find at the end or middle of datasheet for AVR device (eg ATMEGA 328P-PU). If you are using some flashing device connected with computer, there is some initialization sequence after start and then there are send some 4 Bytes commands that tels microcontrolers, where to store values to flash and/or eeprom, fuse bits, or cares about erasing etc. There is also posible to read ID of chip.
Atmega microcontroler can be also programmed in paralel mode, where are some bits used for sending commands that tels, what to do with data on data bit.
If you ask about downloading program from SD card or any other device, there is possible to write to the flash through SPM, as there was told above. Some devices do not have part of flash for downloader - if I remember ATMEGA 48, and devices, that have configurable part of memory usable also for downloader, that can handle this, eg. ATMEGA 88, 168, 328. So if you want to download program from SPI, USART, TWI, etc, you need to configure fuse bits and create downloader that will do it for you. I am not sure, how ATMEGA 48 do this, but there si probably possible to write whole flash by SPM instruction.
However the best answer you can find in the datasheet. On pages folowing 255 you can find further information. http://www.atmel.com/images/Atmel-8271-8-bit-AVR-Microcontroller-ATmega48A-48PA-88A-88PA-168A-168PA-328-328P_datasheet_Complete.pdf

Writing image to SD card programmatically

I am trying to write a cross-platform (Linux, Mac OS and windows) tool/script which can write .img images to SD cards via an SD card reader connected to the computer. I tried searching a lot for tutorials/references on how this could be done using various languages but I was unable to find anything fruitful.
I want to gain a deeper understanding of the underlying process which happens when images are written to SD cards, and what factors make this process platform dependent. Some kind of guide/blog post of how such a program can be implemented in some language would be wonderful.
(dd command can be used on linux and mac os, but I'm exploring the possibility of writing a single uniform program which could do the job on all platforms)
I would like some guidance/references regarding this
From the perspective of an application program, an SD card is just a file. You can write data on the SD card with the same library functions and system calls you would normally use. On Unix-like operating systems, the files corresponding to devices are commonly placed in the folder /dev. For instance, to write the image sd.img on the first SD card on Linux, you could invoke the command dd like this:
dd if=sd.img of=/dev/mmcblk0
This copies the content of sd.img into the SD card. The process is similar but not exactly equal on other platforms.

what is the exact role of an interpreter?

having trouble understanding the exact role of an interpreter. to quote wikipedia - "Programs in interpreted languages[1] are not translated into machine code however, although their interpreter (which may be seen as an executor or processor) typically consists of directly executable machine code (generated from assembly and/or high level language source code)."
my doubt is about this statement - "interpreter (which may be seen as an executor or processor) typically consists of directly executable machine code" ? what does that mean? interpreter is supposed to be a program .How can it 'execute' code by itself ? they have re-stated this fact by saying " interpreter is different from language translators like compilers". Can anyone clarify please ? Also what is the difference (if any) between interpreted language and machine code ?
Compiler:
Transforms your code into binary machine code which can be directly executed by the CPU. Example: C, Fortran
Interpreter:
Is a program that executes the code written by the programmer without an additional step of transformation. Example: Bash scripts, Formulas in Excel
Actually it is not that easy any more. There are many concepts between these two pols. Java is compiled into an intermediate language that is then interpreted, just-in-time compilers compile small parts of interpreted code to speed them up.
"How can it 'execute' code by itself?" Take the Excel example. If you type a calculation into a cell, Excel somehow executes the code, right? But Excel does not compile the code and run it, but it parses it and executes in a general way. Excel has a sum function that in the end is executed on the processor as an add machine command, but there is a lot to do for Excel in between.
I will briefly describe an emulator to explain the main concept mentioned in the question.
Suppose I am using Mame, a video game emulator, and select the old classic arcade "Miss PacMan". Looking at the schematic or looking directly at a PCB inside an arcade video game, it is easy to find the processor : the zilog Z80, the only large chip with 40 pins. Now, if we get the technical data for that processor, we can find the binary encoding for each instruction it can execute. Basically, it get a 8-bit data (value ranging from 0 to 255) which tells the processor what to do. In the case of the emulator, it read the byte (the exact same bytes as would do the Z80 processor inside the original miss pac-man electronic board), determine what a Z80 would do and simulate the instruction.
Some classic video game may have use a x86 processor, similar to the one currently used in most PC. Even when selecting such a game in Mame, the emulator would still read the bytes as found in that game and interpret each one the way the x86 processor would do. In other words, the emulator would not take advantage of the fact that the PC and the emulated game are using a similar processor. It would perform the same steps to emulate any game no matter if the PC on which Mame is running share any similitude with the original game.
You are asking how an interpreter could execute code? The interpreter is a program (the interpreter is just a software, not a physical processor). The wording is effectively confusing. For this sentence to make sense, we would need all the following conditions:
1 - the program to interpret is already in binary, in a machine language that can be executed directly by the processor used in your PC
2 - the program location, the exact address used, is the same as the location that you can reserve in your PC
3 - any library and any I/O occupy the exact same address
When all these condition can be meet, the interpreter could just tell the processor on your PC to stop executing the code from the interpreter but instead, "jump" in the code of the program to be interpreted. Anyone could then say : it is not an interpreter, it is just a launcher.
Maybe such an interpreter which actually does not interpret but let your processor do the real job is still useful in the following way: it could let your processor perform some of the work, but request the generation of an exception when the code to be interpreted is executing some type of instruction. For example, let the code running, but generate a "general protection error" or "trap" or "exception" when trying to execute any of the variant of "IN" or "OUT". The interpreter would take note of the I/O port being written or it would choose a value to give instead of allowing to read a real I/O port. The interpreter would then manage to get the processor "jump" in the program to interpret at the location just after the instruction "IN" or "OUT".
Normally, an interpreter read an ASCII text file, the original source code (which could be Unicode instead of ASCII), determine line by line, word by word, what a compiler would do, then simulate the task on the fly. When the original compiler would need to read many lines to fully understand the current task, the interpreter would also need to read all these lines before being able to simulate the same task.
A big advantage of an interpreter is that it can not crash. Because every instruction is simulated, it is not sensitive to any bug or malicious code. That was a big advantage at the time when computers needed to reboot after encountering any bug, at a time where reboot was taking 10 minutes or more.
Today, with fast SSD to reboot in 5 second and with reliable operating systems which can trap any error in one process and close that process without affecting the stability of the machine, there is less incentive to prefer a slow interpreter over a much faster JIT or much much faster binary executable

How does one use dynamic recompilation?

It came to my attention some emulators and virtual machines use dynamic recompilation. How do they do that? In C i know how to call a function in ram using typecasting (although i never tried) but how does one read opcodes and generate code for it? Does the person need to have premade assembly chunks and copy/batch them together? is the assembly written in C? If so how do you find the length of the code? How do you account for system interrupts?
-edit-
system interrupts and how to (re)compile the data is what i am most interested in. Upon more research i heard of one person (no source available) used js, read the machine code, output js source and use eval to 'compile' the js source. Interesting.
It sounds like i MUST have knowledge of the target platform machine code to dynamically recompile
Yes, absolutely. That is why parts of the Java Virtual Machine must be rewritten (namely, the JIT) for every architecture.
When you write a virtual machine, you have a particular host-architecture in mind, and a particular guest-architecture. A portable VM is better called an emulator, since you would be emulating every instruction of the guest-architecture (guest-registers would be represented as host-variables, rather than host-registers).
When the guest- and host-architectures are the same, like VMWare, there are a ton of (pretty neat) optimizations you can do to speed up the virtualization - today we are at the point that this type of virtual machine is BARELY slower than running directly on the processor. Of course, it is extremely architecture-dependent - you would probably be better off rewriting most of VMWare from scratch than trying to port it.
It's quite possible - though obviously not trivial - to disassemble code from a memory pointer, optimize the code in some way, and then write back the optimized code - either to the original location or to a new location with a jump patched into the original location.
Of course, emulators and VMs don't have to RE-write, they can do this at load-time.
This is a wide open question, not sure where you want to go with it. Wikipedia covers the generic topic with a generic answer. The native code being emulated or virtualized is replaced with native code. The more the code is run the more is replaced.
I think you need to do a few things, first decide if you are talking about an emulation or a virtual machine like a vmware or virtualbox. An emulation the processor and hardware is emulated using software, so the next instruction is read by the emulator, the opcode pulled apart by code and you determine what to do with it. I have been doing some 6502 emulation and static binary translation which is dynamic recompilation but pre processed instead of real time. So your emulator may take a LDA #10, load a with immediate, the emulator sees the load A immediate instruction, knows it has to read the next byte which is the immediate the emulator has a variable in the code for the A register and puts the immediate value in that variable. Before completing the instruction the emulator needs to update the flags, in this case the Zero flag is clear the N flag is clear C and V are untouched. But what if the next instruction was a load X immediate? No big deal right? Well, the load x will also modify the z and n flags, so the next time you execute the load a instruction you may figure out that you dont have to compute the flags because they will be destroyed, it is dead code in the emulation. You can continue with this kind of thinking, say you see code that copies the x register to the a register then pushes the a register on the stack then copies the y register to the a register and pushes on the stack, you could replace that chunk with simply pushing the x and y registers on the stack. Or you may see a couple of add with carries chained together to perform a 16 bit add and store the result in adjacent memory locations. Basically looking for operations that the processor being emulated couldnt do but is easy to do in the emulation. Static binary translation which I suggest you look into before dynamic recompilation, performs this analysis and translation in a static manner, as in, before you run the code. Instead of emulating you translate the opcodes to C for example and remove as much dead code as you can (a nice feature is the C compiler can remove more dead code for you).
Once the concept of emulation and translation are understood then you can try to do it dynamically, it is certainly not trivial. I would suggest trying to again doing a static translation of a binary to the machine code of the target processor, which a good exercise. I wouldnt attempt dynamic run time optimizations until I had succeeded in performing them statically against a/the binary.
virtualization is a different story, you are talking about running the same processor on the same processor. So x86 on an x86 for example. the beauty here is that using non-old x86 processors, you can take the program being virtualized and run the actual opcodes on the actual processor, no emulation. You setup traps built into the processor to catch things, so loading values in AX and adding BX, etc these all happen at real time on the processor, when AX wants to read or write memory it depends on your trap mechanism if the addresses are within the virtual machines ram space, no traps, but lets say the program writes to an address which is the virtualized uart, you have the processor trap that then then vmware or whatever decodes that write and emulates it talking to a real serial port. That one instruction though wasnt realtime it took quite a while to execute. What you could do if you chose to is replace that instruction or set of instructions that write a value to the virtualized serial port and maybe have then write to a different address that could be the real serial port or some other location that is not going to cause a fault causing the vm manager to have to emulate the instruction. Or add some code in the virtual memory space that performs a write to the uart without a trap, and have that code instead branch to this uart write routine. The next time you hit that chunk of code it now runs at real time.
Another thing you can do is for example emulate and as you go translate to a virtual intermediate bytcode, like llvm's. From there you can translate from the intermediate machine to the native machine, eventually replacing large sections of program if not the whole thing. You still have to deal with the peripherals and I/O.
Here's an explaination of how they are doing dynamic recompilation for the 'Rubinius' Ruby interpteter:
http://www.engineyard.com/blog/2010/making-ruby-fast-the-rubinius-jit/
This approach is typically used by environments with an intermediate byte code representation (like Java, .net). The byte code contains enough "high level" structures (high level in terms of higher level than machine code) so that the VM can take chunks out of the byte code and replace it by a compiled memory block. The VM typically decide which part is getting compiled by counting how many times the code was already interpreted, since the compilation itself is a complex and time-consuming process. So it is usefull to only compile the parts which get executed many times.
but how does one read opcodes and generate code for it?
The scheme of the opcodes is defined by the specification of the VM, so the VM opens the program file, and interprets it according to the spec.
Does the person need to have premade assembly chunks and copy/batch them together? is the assembly written in C?
This process is an implementation detail of the VM, typically there is a compiler embedded, which is capable to transform the VM opcode stream into machine code.
How do you account for system interrupts?
Very simple: none. The code in the VM can't interact with real hardware. The VM interact with the OS, and transfer OS events to the code by jumping/calling specific parts inside the interpreted code. Every event in the code or from the OS must pass the VM.
Also hardware virtualization products can use some kind of JIT. A typical use cases in the X86 world is the translation of 16bit real mode code to 32 or 64bit protected mode code to not to be forced to emulate a CPU in real mode. Also a software-only VM replaces jump instructions in the executing code by jumps into the VM control software, which at each branch the following code path for jump instructions scans and them replace, before it jumps to the real code destination. But I doubt if the jump replacement qualifies as JIT compilation.
IIS does this by shadow copying: after compilation it copies assemblies to some temporary place and runs them from temp.
Imagine, that user change some files. Then IIS will recompile asseblies in next steps:
Recompile (all requests handled by old code)
Copies new assemblies (all requests handled by old code)
All new requests will be handled by new code, all requests - by old.
I hope this'd be helpful.
A virtual Machine loads "byte code" or "intermediate language" and not machine code therefore, I suppose, that it just recompiles the byte code more efficiently once it has more runtime data.
http://en.wikipedia.org/wiki/Just-in-time_compilation