Add FreeRTOS Kernel to an existing project in AtmelStudio - module

I want add FreeRTOS Kernel to an existing project, the references I consult shows that this can be done using ASF Wizard.
However in the ASF 3.30.1 (the version i have in my PC) I cannot find FreeRTOS module
I am not sure I undrestand why the freeRTOS module doesn't exist. Also I do not want to import freeRTOS source files from another project(this will be the last choice).
I am using Atmel Studio version 7.0.1006
Thank you in advance

If you do need to add the code in manually then there are instructions here: http://www.freertos.org/Creating-a-new-FreeRTOS-project.html . The Atmel Studio demo projects in the FreeRTOS download have the code added manually so you can use those as a reference - you will find a list here http://www.freertos.org/a00090.html#ATMEL

Related

Can MBED CLI 2 build a multiple directory project or do I need CMAKE?

I am trying to make the transtition from MBED Studio to VSCode.
I have succesfully compiled and debugged the Blinky example.
I now want to create a large project with many subdirectories.
When I create a new library, and include it’s header in the main.cpp, and try building using MBED CLI2 I get:
myLibrary.hpp: No such file or directory.
Compilation terminated.
Perhaps I have misunderstood the functionality of MBED CLI2, but I thought that it could behave like MBED Studio and could build a project, afterwhich convert it to a CMAKE-build.
So the question is, do I need cmake?
Thanks in advance,
Will

Trouble loading nanoFramework app onto STM32F429I-DISC1 board

I am trying to run a simple .NET nanoFrameork HelloWorld application on STM32F429I-DISC1 board (https://docs.nanoframework.net/content/reference-targets/stm32f429i-discovery.html).
I followed the steps from here: https://docs.nanoframework.net/content/getting-started-guides/getting-started-managed.html, but I cannot see my board in the Device Explorer window.
I installed nanoFramework using the ST-Link utility following the steps here: https://docs.nanoframework.net/content/stm32/flash-stlink.html
What can I do to troubleshoot this issue?
Thank you in advance.
You have to use the target name that's used in the build. For this board that's ST_STM32F429I_DISCOVERY.
The target names are in the targets list in the home repo in github. From your question I can see that should be also mentioned on the target description page. Another improvement to add to the todo list...

How to add library in keil for stm32?

I am Working on STM32 controller, need to add some other downloaded library from the ST's website.
I need to add the downloaded library of the X cube Crypto Graph in keil IDE.
So if any one know about it please let me know that how do I do it.

How can I install MPFI library in Windows?

there!
I'd like to execute example program, Surface_reconstruction_points_3.
I think the program needs additionally 3rd library, MPFI.
So I downloaded the library from http://mpfi.gforge.inria.fr/.
And I unzipped it at proper folder and linked it to the system path.
After configurating the example program using cmake-gui,
I found some error message, 'Could NOT find MPFI (missing: MPFI_LIBRARIES)'.
How can I install MPFI library in Window using visual studio 2008?
Since MPFI is a GNU library, it is completely supported on Windows.
CGAL provides this third-party libraries inside its installation, but Windows has its own replacement.
I installed this correctly with Visual Studio, but you need to uncheck those third-party libraries so CGAL won't mess with the own windows replacements.
Maybe doing this kind of installation isn't working well for all the sample codes inside the installation, but it works fine for development. I used CGAL without those third-libraries for Voronoi and 2D and 3D triangulation and it works fine.
For a clean installation, delete all you installed previously, make sure the new installation isn't messing with the bad previous installation.
EDIT:
About not using those optional libraries for Windows, I just received a similar mail through the CGAL mailing list and these could be the steps for newer versions of CGAL (>4.2):
You have to comment 3 lines in the CMake machinery:
In CGAL-4.1/CMakeList.txt you have to comment:
#list (INSERT CGAL_ESSENTIAL_3RD_PARTY_LIBRARIES 0 GMP MPFR)
#hide_variable(CGAL_ESSENTIAL_3RD_PARTY_LIBRARIES)
In CGAL-4.1/cmake/modules/UseCGAL.cmake you have to comment:
#use_essential_libs()
On the other hand, you can search on internet for precompiled versions of MPFI. For instance, you can find precompiled GMP, MPFR and MPFI for Windows on http://vegas.loria.fr/rs/ .

How can I submit an application to the store that can target multiple platforms?

I'm prepping an application for submission to the Windows Store that utilises the Bing Maps API - as such, the app has to be compiled to target specific architectures. Whilst there is a guide to submission, it's not clear how to submit both Arm and x86 configurations of the same app. Is it even possible, or will there have to be in the store twice?
When you select the option to create your app package from the Visual Studio Store menu, you get a choice to select the package architecture. There are 4 options: Neutral, x86, x64, ARM.
If you select Neutral, then it builds a single package for "Any CPU" that you can upload to the Store. If you select x86, x64 and ARM, it will build a package for each of these configurations, and you will have to upload the corresponding packages for the architectures you wish to support.
Additionally, if you're building to submit to the Store, make sure to always select Release for each of the selected architectures.
There are cases where some references don't support building using a Neutral architecture. The Microsoft Visual C++ Runtime Package is an example.
Taken from here:
The process of engineering for ARM was different for each language (JavaScript, C++, and C#/VB), based on existing implementation details
of the various runtimes and compilers.
JavaScript uses a JIT compiler, so platform targeting is taken care of at runtime. Therefore Metro style apps using JavaScript are
platform neutral, and you can write once to run on x86/x64/ARM.
C# and Visual Basic are also abstracted from hardware differences. They compile to MSIL, which is platform neutral. Therefore, Metro
style apps using C# or Visual Basic can be compiled once to run on
x86/x64/ARM.
C++ is close to the metal, and compiled to the machine language for
the platform that you’re targeting. This offers developers full
control, but also requires that they specify the hardware where the
app will be supported.
The essence of it is that pure .net or pure html/js will run on any architecture without problems. If you want C++ then you will need to compile your app once for each supported architecture. My understanding is that you can create an app package which contains installers for multiple architectures in this case.
The post here has some good details on packaging your app for multiple architectures. Here are a few highlights:
7.In the Select the packages to create and the solution configuration mappings section, select the check box for each build configuration
for which you want to create a package.
The build configurations grid lists the possible platform
architectures of the package (that is, Neutral, ARM, x64, and x86). In
each row, a combo box displays the combination of the current Solution
Configuration and Architecture choices that are relevant for that
row’s architecture. The check box for the default platform is set to
the current, active project platform. The combo box for the Neutral
row show the Solution Configuration combinations that contain AnyCPU
as the project’s platform. If no Solution Configuration combination is
relevant, the entire row for that platform is unavailable for
selection. One package is produced for each configuration that you
specify.
8.For each build configuration that you specified, choose the Solution Configuration that you want to build.
When you package an app for the Store, you can specify Release or any
custom solution configuration that you’ve created.
A package will be created for each build configuration that you
specified.
From here we get this:
7.Click Packages to upload your app's packages.
And finally from the previous link:
Signing and publishing
After your app passes the certification testing, its packages are
digitally signed to protect them against tampering after they have
been released. When this phase begins, you cannot cancel your
submission.
Note It might take some time for your app's listing to appear in
search results. This is normal. Also, you can't change a release date
after you submit the app to the Windows Store, but you can cancel the
release, update the release date, and re-submit.
Overview: During the build process you specify all architectures you want your app to work for and it creates a package for each. During the submission process you select all the packages you built for that app. When submitting you app this way only one version will show up in the store.
If you build just a HTML5/javascript Windows Store app, it work on all version (ARM, x86 and x84)
If you create something web with bing api. No worry about what platform doesn't work.
Answer is here: http://developer.android.com/google/play/publishing/multiple-apks.html
TLDR:
Go to your Google Play app developer console
Choose your app
Select APK on the left
Turn on Advanced Mode
Upload your ARM apk
Upload your x86 apk
Google will figure out the rest