Generate NGC for custom VHDL module in IPCore Xilinx - hardware

I am trying to implement a custom IPCore for the Zedboard. In my User_Logic I am including a component (My_Module) from the VHDL module (My_Module.vhd) which I wrote as part of the ISE project. But when I come to generate the bitstream for my design in PlanAhead it asks for the My_Module.ngc as if it is treating it as a blackbox. I though the NGC was only required when using CoreGen IPCores, but it seems it also wants it for any VHDL module included as I guess this is a 'black box'.
The issue is how do I create a NGC file from the VHDL for this module, which is part of an ISE project. As I can't find any function in ISE that allows you to just generate the netlist for one VHDL module. Or can I export this module out into a separate ISE project and then synthesise it to get the .ngc?
Many thanks
Sam

Are you sure you've typed the module name in exactly the same way both in your module .vhd file, and in the file using the module as a component?
Under normal circumstances, if your project includes the module as a .vhd file, it'll just be synthesized along with the rest of your sources - I did a quick test and renamed a component in one of my own projects, and got a complaint about a possibly missing .ngc file (this was in ISE, and not in PlanAhead though).

So the answer is to generate the NGC files by making the modules you want "the top module" you can then run the synthesis to generate the individual NGC. Then proceed as normal when adding IP to a PCore. So adding these NGC files to the netlist folder and modifying the BBD file and all that!
As a note for completion to get the module working you need to set the synthesis setting "Xilinx Specefic" -> and disable "add io buffers"

Are you including My_Module.vhd as a source file in your ISE Project? If you are, check to see that the ISE project doesn't have a yellow question mark next to the My_Module component. If it does, then it needs more information about that component. You should see a little icon with the letters VHD in it in your ISE Implementation Hierarchy View.

Related

<Gameplay Class>.h vs <Gameplay Class>.generated.h

In unreal engine, what is the difference between the two?
I could not find it in the API, just this: https://docs.unrealengine.com/5.0/en-US/gameplay-classes-in-unreal-engine/
I suspect that it adds .generated if you create the class from the Unreal editor, but I do not understand if it is any different with or without it.
Ah, so the .generated header is required inside the actual header file of the class (specifically as the last header).
https://forums.unrealengine.com/t/creating-classes-in-visual-studio/282386/4
Unreal has a code generation tool called "Unreal Header Tool" or UHT for short. During the build process of the project, it runs right before the actual compiler to generate code for the reflection, based on the UPROPERTY(), UFUNCTION(), etc. calls that you have in your code.
All that information is stored in two files: <Class>.generated.h and <Class>.generated.cpp
The header needs to be included last in the header to ensure that all references in a file are potentially valid in the generated code. Everything within the generated header file can be accessed via the UClass reflection system.
You can find the generated files in the "Intermediate/Build" directory of your project.
You can find the implementation of the UHT in the project on GitHub and a little more info about it in the docs.

Is there a way to export the predefined macros from a Keil build configuration?

Context:
I'm trying to automate some of the more mundane tasks in embedded development with Keil. The end result I'm aiming for is that clicking build in a Keil project will run a pre-build step that runs all the code through Uncrustify (a source code beautifier) to ensure it conforms to the company style-guide, and a post-build step which then runs the code through pc-lint (a static code analyser) to highlight any potentially unsafe code that it might find. I've written a PC utility that searches through the .uvproj file for the #define macros, the include paths and the file-paths all of which are needed for both tools and then modifies the pre and post-build user commands to call up my batch files which will manage both steps. The uncrustify part is working fine and the lint part is producing some sensible messages, but the signal-to-noise ratio isn't that great.
My problem:
Lint keeps on producing messages that seem to relate to macros that the Keil compiler is aware of, but that Lint isn't. I'm trying to find a way to plug that gap. I found a table of predefined macros documented on the Keil website, which seems like a good start, but rather than manually copying them into a static .lnt file, I'd like to find a way of grabbing the up-to-date values at the time the project gets built. This way, the "__ARMCC_VERSION" macro, for instance, would be updated whenever the developer updates his/her Keil compiler, rather than being stuck at a point in time whenever I manually copied it.
I'd love it if someone can answer my question directly, but I'd be equally pleased if someone has a viable suggestion for a more straightforward alternative approach I could try instead. Many thanks!
I am assuming you're using the Keil ARM Compiler.
From the Compiler User Guide:
To list macros that are defined on the command line, predefined by the compiler, and found in header and source files, use --list_macros with a non-empty source file.
To list only macros predefined by the compiler and specified on the command line, use --list_macros with an empty source file.
EDIT:
It looks like your SDK also adds a few macros.
From the µVision User's Guide:
The following control strings are added, depending on the use of MDK:
__UVISION_VERSION:
Major and minor version of µVision. For example: -D__UVISION_VERSION="520".
RTE:
Set when RTE is in use. For example: -D_RTE_.
__RTX:
Set when RTX Kernel has been selected in Options for Target - Target - Operation System. Not set when using RTE. For example: -D__RTX.
__MICORLIB:
Set when Use MicroLIB has been enabled in Options for Target - Target. For example: -D__MICROLIB.
__EVAL:
µVision runs in evaluation mode. License MDK-Lite. For example: -D__EVAL.
device header name:
Device header name.

Adding a two new phases to an Xcode framework project

I am building a project on Github written in Objective-C. It resolves MAC addresses down to manufacturer details. The lookup table is currently stored as text file manuf.txt (from the Wireshark project), which is parsed at run-time, which is costly. I would prefer to compile this down to archived objects at build-time, and load that instead.
I would like to amend the build phases such that I:
Build a simple compiler
Run the compiler, parsing manuf.txt and outputting archived objects
Build the framework
Copy the archived objects into the framwork
I am looking for wisdom on how to achieve steps 1 and 2 using Xcode v7.3 as Xcode provides only a Copy Files phase or a Run Script phase. An example of other projects achieving similar goals would be inspiring.
I suspect that what you are asking is possible, but tricky. The reason is that you will need to write a bunch of class files and then dynamically add them to the project.
Firstly you will need to employ a run script phase to run various tools from the command line to parse your file and generate a number of class files from it. I would suggest looking into various templating engines. For example appledoc uses moustache templates to generate API documentation files. You could use the same technique to generate header and implementation files.
Next, rather than generating archived objects an trying to import into a framework. I think you may be better off generating raw source code, adding it to a project and compiling into a framework. Probably simpler in the long run.
To automatically include the generated code I would look into (which means I haven't actually tried this :-) adding a folder reference to the project rather than an Xcode group. Folder references are an option in the 'Add files to ...' dialog.
Folder references refer to a directory and automatically add the entire contents of that directory to a project. So you can use one to point to the directory where you have generated the source code. This is a much better option than trying to manipulate the project or injecting things into an established framework.
I would prefer to parse the file at runtime. After launch you can look for an already existing output, otherwise parse it one time.
However, I have to do something similar at Objective-Cloud. I simply added a run script build phase and put the compiler call into it.

Compiling .hx code directly (or indirectly) to a dynamic library (ndll)

I am working on a project and I have a plan to separate certain sections out into separate dlls/ndlls in the final program. The main reason I want to do this is to support plugins and add ons, so more functionality can be added if needed, but the core app can still be used if that's the only requirement.
I have done something similar in C# (abet through an IDE so I never had to write any linker/compiling commands) so I know the general process but I can't seem to find a way to write HX code and then have it compile into a ndll.
I found this http://old.haxe.org/doc/cpp/ffi?lang=en which shows how to compile cpp code into a ndll using hxcpp and g++. I would think there should be a way I can use LIME or HXCPP to create a build file that will allow me to do it in one step instead of having to make a "fake" main function to compile the HX to CPP or CS.
If anyone knows of a project that does this and has a build.hxml or build.xml file that describes this or a tutorial or guide that takes about this, I would love it see it.
Try this:
lime create extension TestExt
lime rebuild TestExt windows
Replace "windows" with "mac" or "linux" as appropriate. Assuming it works, the ndll will show up in a subfolder of TestExt/ndll/.
As for tutorials, I wrote this one. It's targeted at OpenFL programmers, but the "Writing code for iOS" section covers what you'll need to know. (You can also just model your code on the template.)
In case it helps, I've made a tool to generate some of the boilerplate code that Lime requires.

How to run the sha2.c of polarssl

I was trying to use the sha2.c file from polarssl at this link,
https://polarssl.org/sha-256-source-code
I am actually quite a newbie to this, but I was able to get this on Eclipse and when I tried to build it, it gives the error
c:/mingw/x86_64-w64-mingw32/lib/../lib/libmingw32.a(lib64_libmingw32_a-crt0_c.o):crt0_c.c:(.text+0x3d): undefined reference to `WinMain'
do I have to pass some kind of data in the arguments? how can I find out how to use it?
The problem is not in the source file you downloaded, but the fact that you need to make 'an application'. Eclipse cannot compile 'just some functionality' unless you instruct it to build a library. You will have to provide a WinMain / main function so that Windows knows what to do when you start the application.
That is what the compiler is complaining about, there is no main() functions it can compile into the application!
Easiest way to start is to start a Generic C Application in Eclipse and then add this sha2 source file and header to that project. The Generic C application project already has a main function you can work from..