FTDI 232H Communication - usb

I was wondering if anyone might be experiencing/have experienced the same communication issue that I am having with my FTDI FT232H module.
I am sending a character to the USB module and then using my microcontroller's debugger to see if the correct character is being transmitted. For the most part, all characters work except for a few, specifcally "g,o,s, and w". These sometimes work... but sometimes they don't. It's very inconsistent and I'm having a hard time isolating what the problem may be, please let me know if there is anything I can do, or if more details are needed.
P.S The module is being run in 245 async FIFO mode.
Regards!

Related

Cannot write to STM32 (Cortex M4) ISERx, STIR Register

I am trying to manually set the ISER0 and STIR registrs to invoke interrupt number 3 which is RTC Wakeup Interrup for educational purposes. Here is my code:
I step through the register contents, but somehow the code was not able to write to the ISER0 and STIR registers, as is shown below where i am trying to clear the ISER0 register.
Can someone please explain me what am i doing wrong here?
ISER has one bit for every exception, STIR takes exception number - 16.
In the second image you write 0 to the ISER register. That has no effect as described from both ARM architecture reference manual and STM32 M4 Programming Manual.
I would put a volatile on both register pointers declaration, but in this case I don't think it's an issue.
The issue is solved. Somehow, the stlink debug with openOCD was causing an issue with semihosting enabled to which i have no explanation for now. When I changed the debugging to STLink with SWV viewer, it worked ok...

How to change the sunlight level (with commands / datapacks) in Minecraft

I'm working on a server whereas a fun thing for late December I want to make the whole world darker. The Minecraft sun usually has a light level of 15. Is there any way to lower the sun's light level to something like 8 so mobs can spawn on any block not under sunlight?
Any solution like datapacks, commands, or server plugins would work, but I wouldn't be able to use any mods (it could be super simple if I could use mods, but others would have to download it).
Thanks.
So I found this plugin online, which basically allows you to change light levels for things at will, and might solve your problem. If it doesn't, I also found this forum post, which may also help(but it is a bit more complex). It suggests decompiling Bukkit.jar(or whatever server software you use, Spigot, Paper, etc.), then editing the code for which mobs can spawn in.
I'd suggest looking into ProtocolLib plugin to send packets to players. I don't know which packet lighting would be in but if you use a tool called "pakkit" (https://github.com/Heath123/pakkit) you can watch Minecraft packets and that might help you see what causes light changes (example: place a torch in front of you and see what packet is sent). Then if you know what packets are sent you can modify packets as they are sent to include custom lighting data.

Interpreting Cortex M4 hard fault error debug info

Sorry - this is long! I'm sure I'll get some TL;DRs. :/
I'm not at all new to the world of Cortex M3/4; I have encountered plenty of hard fault errors in the past and, without exception, they have been due to stack overflow on FreeRTOS. However, in this case, I'm really struggling to track down a hard fault on a system that has someone else's old code that I have slightly modified.
I have a system with an LCD and touch screen. We have new hardware, which is almost identical to the old hardware other than it changing from an LPC1788 to a drop-in equivalent LPC4088 and the touch screen being I2C rather than SPI.
I'm using Keil uvision (which is new to me) with an NXP4088 which is an M4 core and Keil RL-ARM RTOS (also new to me) which is using C/C++ hybrid, the C++ also not something I have much experience with. On top of this, there is Segger emWin (which I've never used) closed source code where it always seems to be crashing. It will render a few screens, read the touch screen buttons etc and then fall over. Sometimes it falls over immediately though.
I have followed this:
http://www.keil.com/appnotes/files/apnt209.pdf
I have attached a picture of the debugger/IDE when it crashes below (click to enlarge).
When it crashes, the highlighted green task in the OS is, without exception, ApplicationTask (which I have not modified).
If I am reading the info correctly the Keil uvision debugger tells me that the stack being used was the MSP stack which is at address 0x20003238. There's a memory dump below:
If I understand correctly, this means that R0, 2, 3 and 12 are 0, the program counter is at 0 as are LR and PSR. However, this goes against what's in the Call Stack + Locals window in the first picture. If I right click on the 0x00005A50 underneath ApplicationTask:4 and choose caller code, it itells me it is
BL.W GUI_ALLOC_UnlockH
Which is in the emWin binary blob I think.
However, if I look at 0x20001B60 (which is the PSP stack value) as below:
That seems to tally up much better with what the Call Stack + Local Window tells me. It also seems to tell me that it's crashing in emWin and extensive Googling shows that Segger always completely wash their hands of any possibility their closed source code could be at fault. To be fair, it's unlikely as it's been working OK until I modified the code to use an I2C touch screen interface rather than SPI. However, where it's crashing (or seems to be) is nothing to do with the code I have modified.
Also, this window below:
Gives the BFAR address as 0xF00B4DDA and the memory manager fault address as 0xF00B4DDA. I don't know whether I should be interpreting this as to being the issue.
I have found a few other posts around the web, including one staggeringly similar one to this here on Stack Overflow (but all have no solution associated with them) where people have the same issue.
So, my questions are:
Am I reading this data correctly and understanding the Keil document I linked to? I really feel I must be missing something with this MSP/PSP issue.
Am I using the caller code function with uvision correctly? The bit where I right click on Call Stack + Locals' address below ApplicationTask:4 and it always seems to take me to some Segger code I can't examine and surely isn't what's at fault.
Should I really be reading the issue as a bus fault address with it trying to read from or write to 0xF00B4DDA which is reserved space?
I tried implementing a piece of code such as this:
https://blog.frankvh.com/2011/12/07/cortex-m3-m4-hard-fault-handler/
But that just stops the whole system running properly and ends up in at BKPT instruction in some init code. On top of this, I am not convinced this kind of thing would tell me any more than uvision does, other than it showing me slightly faster and with zero effort. Am I right in this latter assumption?

Detect USB - Insert/Remove - VB.NET on Windows CE 6.0

I'm becoming mad trying to figure out how to resolve this task. My goal is pretty easy, copy a file on the USB stick every time that it is inserted and then release the USB stick turning off the LED. What is the best way to solve it?
1) I found this article
http://geekswithblogs.net/BruceEitman/archive/2008/06/13/windows-ce-monitoring-for-disk-insertion-to-add-support-for.aspx
or
http://geekswithblogs.net/BruceEitman/archive/2008/06/13/windows-ce-monitoring-for-disk-insertion-to-add-support-for.aspx
but I can't translate it on VB.NET project.
2) Then I read that is enough to use RequestDeviceNotifications for block devices. But How can I do that in VB.NET?
I would like to avoid OpenNetCF if possible.
Thank you
Since you don't want to "use OpenNETCF" I assume that you don't want to use any libraries or capabilities not built in to the CF. We'll skip the argument of that silliness and the "value of your time" discussion and take that as a requirement.
What you need to do is:
Use P/Invoke to call CreateMsgQueue. That's going to give you back a Handle. You'll probably want to do CloseMsgQueue as well for completeness
P/Invoke RequestDeviceNotifications and pass it the handle returned from #1 above along with the DEVCLASS GUID value for the device notifications you want - probably STORE_MOUNT_GUID. Again, adding StopDeviceNotifications for completeness is a good idea.
At that point you'll get a message on the queue whenever a insert or remove happens. You then call ReadMsgQueue to get the DEVDETAIL data in the message.
Parse the DEVDETAIL and look at the fAttached member.
It'd take me a while to write that for you, so you'll need to do this on your own.
Start writing the project, find P/Invoke routines for the calls you need (like FindFirstFile and CreateProcess). On SO, have a look at Storage Card Problem In windows mobile and How to register form for WM_DEVICECHANGE message in windows mobile.
You are only going to be dead in the water if you can not find a particular call that you can't make.
As you work through your project, post (or search for) the actual problems you run into.
Otherwise, it sounds like you are asking someone to write the project and hand it to you.

VGA programming without using interrupt (only registers)

I want to develop a VGA graphics driver (for Linux(Ubuntu)) with support for the basic primitives such as putpixel, drawline, fillrect and bitblt. I want to do it in protected mode.
I´ve been googling for a week and the following four links are the best I have found:
http://www.brackeen....vga/basics.html
http://www.osdever.n...VGA/vga/vga.htm
http://bos.asmhacker...sing%20bios.htm
Unfortunately, the first one uses a BIOS call so I cannot use it. The second link has lots of information on the VGA registers but no examples showing how to make them work together. The third example is a example to switch in 13h mode but i've tried it and nothing happened. Can you guys give me a hint? Thanks in advance!
--Vincenzo
my code at http://bos.asmhackers.net/docs/vga_without_bios/snippet_5/vga.php
works fine if you are in 32bit mode with full hardware access. Unfortunately I doubt that any Linux variant will let you directly access the VGA ports. I'm not sure how you develop this driver, but if you made sure that you have full access to the VGA ports it should work. In my example code I only switch between mode 0x03 and 0x13, but in the folders above you'll be able to find port values for most other common VGA modes, as well as C code to do the switch if you prefer that.
Christoffer code include files are found BOS operating system source code like text.inc and font8x16.inc
http://bos.asmhackers.net/downloads.php
This is coming many many years later but I think it's still very relevant and if somebody is struggling I hope they can find it useful.
First of all, it is completely possible to configure VGA only using registers without interrupts, as hard as it may be. A useful resource about registers and how to configure them can be found here, but unless you have a ton of time to spare to learn how to properly do all of it, move to the following section.
If you wish to really learn how to do it, I suggest going through with the documentation provided earlier. However, some of it is already done!
Chris Giese did a great job demonstrating exactly how to do this for MS-DOS system, and while you may think that doesn't help you, it really does.
Chris's code can be found here. If you want another useful codes check here as well.
Now, while it only works for MS-DOS it's actually easy to convert to other systems. The code already contains all data needed to configure the registers in many different modes. And that's the part that saves you a ton of time going through documentation.
The code uses functions outportb, inportb, which are MS-DOS functions, to write/read single byte to/from a port. Therefore, you have to redefine these functions to read/write for your own system. Redefinition complexity depends on the system you operate on.
In addition, you will also need to provide means to write to physical memory region between 0xA0000-0xBFFFF which corresponds to standard VGA memory area. Once you have that allocated, you need to also redefine the functions pokeb pokew peekb which will help you output things (text or pixel data) on the screen.
One last note: the code is already defined to work with many different modes including both text and display modes.