Where can I find information about programming the TI TMS320C64xx DMA controller - embedded

I need to do some simple memory transfer using this DSP, but I am unable to find any documentation about the DMA functions. I am using C with code composer 3.3

OK in a flash of inspiration I Googled for the one DMA specific function I found in the code, and found this and TMS320C645x DSP Enhanced DMA (EDMA3) Controller user Guide

It seems to me that Texas Instruments gives quite some documentation on these processors. For instance, the TMS320C6418 data sheet. A list of all TMS320C64xx controllers is listed here (click on the part number to go to the reference material).
I'm not well acquainted with the subject matter, just tried to locate the information for you. If this isn't providing the information you're after, please let me know.
EDIT: added links below for ease of reference for later visitors (they have been mentioned in the comments):
List of published documents for these and other related Texas Instruments IC's: Digital Signal Processors & ARM Microprocessors
General reference guide for TMS320C64xx processors: TMS320C64x+ DSP Megamodule Reference Guide
Somewhat related, as an example of programming: video processing with the TMS320C64xx processors.
See also the answer provided by the OP himself, which shows two additional helpful documents.

Related

Is there an implementation specification for the Kermit file transfer protocol (serial)?

I need a serial protocol for an embedded system that has some quirks. Right now it does YModem, but there are hiccups, so I thought I would try Zmodem or Kermit. Zmodem has both code and a clear enough implementation spec.
I can find nothing from which I can implement the file transfer protocol of Kermit from "scratch" (nor usable code).
There's source that isn't well organized and includes full terminal emulators and TCP clients, with all kinds of sections and options for every computer including antiques. E.g. C-Kermit 9.0. I'd spend more time refactoring it to extract just what I need than implementing it outright.
There is an abstruse mathematical paper that I find confusing since it doesn't talk about bits and bytes only something between a formal proof and pseudocode. (Proof.pdf - and it has theorems, proofs, and lemmas!). It claims to be some kind of specification. Maybe buried in there somewhere, but the same problem, I'd have to spend a while extracting the actual coding information.
I need some of the advanced features (full sliding windows), but the Embedded Kermit says it doesn't have those (though has some partial bits or hooks) but does have some other stuff I neither want nor need.
I don't think I would have any trouble writing Kermit from a real specification targeted to programmers as to what goes over the wire (content and timing), or better yet, a clean but full implementation.
I can't find either. Does anyone here know of one?
The kermit protocol was documented in the book Kermit, a File Transfer Protocol by Frank Da Cruz (Digital Press, 1987). There's an online document called Kermit Protocol Manual (1986), which I assume is an earlier version of the book.
Some of the optional features in the manual have never been implemented, and there are also some optional features that have been implemented but never found their way into the manual. If you're interested in these exotic extensions, you will need to browse through this archive of Kermit protocol discussions.

Programmatically capture audio in OS X [duplicate]

I'm due to work on a small application that captures audio from the Mac's Audio Queue and needs to save it to disk in some reasonable audio format.
Does anyone have a some decent sample code (Cocoa / Objective-C) that they can share?
I specifically need to capture the audio that is being passed to the Built-in Output device in order to record it. Any insights? The answers so far have been helpful, but have not helped me understand how the data going to the output can be captured, agnostic of the input source.
Working with audio in Mac OS X involves interfacing with Core Audio. For a quick overview, take a look at the Core Audio Overview.
You will need to interface with the AUHAL to perform input and output; a technical note exists detailing the steps required to do so. This code seems to usually be written in C++, as that is the procedure taken in the SimplePlayThru demo.
This doesn't cover the actual steps required to capture that audio input. However, these links should provide you with enough sample code to begin interfacing with your input device. I'll post more links in this answer if I happen across them.
Take a look at /Developer/Example/CoreAudio/Services/AudioFileTools. Specifically, look at afrecord.cpp. Admittedly, this is not Cocoa per se; Cocoa itself doesn't seem to have any specific capabilities for recording. If you'll want to interface with the C++ file there, you'll likely need to write some Objective C++ like in SimplePlayThru.
There is a good example code at Ulli Kusterers Github Repository
Cocoadev also has an article about that topic. The source code at the bottom of the page uses QuickTimes Sequence Grabber API. I would go with Core Audio.

2D distortion of a face from an image on iOS? (similar to Fat Booth etc.)

I was just wondering if someone knows about some good library or tutorial on how to achieve a 2D distortion of a face taken from an image taken by the user.
I would like to achieve a similar effect to the one in Fatify, Oldify, all those Fat Booths, etc., because I am creating an app where you will throw something at the face and I would the face to jiggle and move when the object hits it.
How should I do this?
I have found an almost identical question here with an accepted answer.
Also, speaking about distorsion algorithms there is an algorithm used by GIMP called "liquid rescale". You can find it here and is written in C/C++ so you could integrate it in your iOS App (license permitting, I haven't checked that).
Here is another similar question as well.
Hope that this helps to get you started on this.
EDIT: Some examples (will post some code soon)
EDIT 2: I was looking for some code and I found some blog posts that explain the filtering algorithms used to implement the liquid rescale algorithm. Is not easy and I don't think in short time and with no prior knowledge on the subject I could do more than sharing this link. The author of the GIMP implementation appears to be called "Shai Avidan" (see this post). I suggest you might try to contact him or anyone else in the field (see wikipedia references on the subject). Sorry if I can't help more.
EDIT 3: I found a book with some JAVA code on "Principles of Digital Image Processing: Fundamental Techniques".
Also, this is a link to a Digital Image Processing course by Prof. Bernd Girod at Standford University. There are slides and tutorials.
Then I found some more results by googling the term "Principles of Digital Image Processing spring".
Anyway.. this was just to add some extra to the answer as I was thinking about it before.

Code sample for capturing audio from a Mac in Cocoa and saving to file?

I'm due to work on a small application that captures audio from the Mac's Audio Queue and needs to save it to disk in some reasonable audio format.
Does anyone have a some decent sample code (Cocoa / Objective-C) that they can share?
I specifically need to capture the audio that is being passed to the Built-in Output device in order to record it. Any insights? The answers so far have been helpful, but have not helped me understand how the data going to the output can be captured, agnostic of the input source.
Working with audio in Mac OS X involves interfacing with Core Audio. For a quick overview, take a look at the Core Audio Overview.
You will need to interface with the AUHAL to perform input and output; a technical note exists detailing the steps required to do so. This code seems to usually be written in C++, as that is the procedure taken in the SimplePlayThru demo.
This doesn't cover the actual steps required to capture that audio input. However, these links should provide you with enough sample code to begin interfacing with your input device. I'll post more links in this answer if I happen across them.
Take a look at /Developer/Example/CoreAudio/Services/AudioFileTools. Specifically, look at afrecord.cpp. Admittedly, this is not Cocoa per se; Cocoa itself doesn't seem to have any specific capabilities for recording. If you'll want to interface with the C++ file there, you'll likely need to write some Objective C++ like in SimplePlayThru.
There is a good example code at Ulli Kusterers Github Repository
Cocoadev also has an article about that topic. The source code at the bottom of the page uses QuickTimes Sequence Grabber API. I would go with Core Audio.

Arm Board Bring Up

Can anybody tell me where I can find information related to How to Bringup any arm board? I am looking for an overview as I am novice in ARM related stuffs. Any link/document will do ...It will be gr8 help if i can look for a case-study
any arm based board can be considered..I am looking for just a case study...simple in few steps??
Every single ARM "board" will be different. Read the datasheet for the ARM chip you have, that should have a section near the start about booting. Also, read the datasheet about your board, as it made have flash/boot loaders on there. If there are no loaders on the board, you'll have to either set the jumpers for the ARM (if that type supoprts it) to read from external rom, or JTAG the initial boot code into it.
Basically: Read the datasheets. Programming a device like an ARM isn't your usual compile/run stratergy like most software, especially not in the first stage.
edit:
If you don't even have a board yet, try going for this one:
http://beagleboard.org/
It has and ARM on it (as well as a decent GPU).
Check the DLP-2232PB-G evaluation kit from FTDI. Looks great for newbies trying to get into microcontrollers, and it comes with everything you need. It's a PIC controller - not an ARM controller, but the easiest starting point that I've seen... and same basic methods of development.
I would start with any documentation the IC manufacturer may have on "getting started".
http://free-electrons.com/doc/porting-kernel.odp
This link gives a good overview of the bringup of the board with a CPU for which the linux support package is available.
Linux sources in arch/arm have mach-* which are cpus supported by Linux Kernel.
With in the mach-* dir, there are some board specific files that are board specific BSPs.
You can take the process elucidated in this article and try using in your case.
Check out the ok6410-h at http://www.arm9board.net/sel/prddetail.aspx?id=348&pid=200
Quit a nice kicking-start kit coming with everyting you would ever need: documentations, source code, example programs.
recommendable for both newbies and experienced.