ANALOG DEVICES W4.0 User’s Guide

W4.0
User’s Guide
Analog Devices, Inc. One Technology Way Norwood, Mass. 02062-9106
Revision 1.0, January 2005
Part Number
82-000420-02
Copyright Information
© 2005 Analog Devices, Inc., ALL RIGHTS RESERVED. This document may not be reproduced in any form without prior, express written consent from Analog Devices, Inc.
Printed in the USA.
Disclaimer
Analog Devices, Inc. reserves the right to change this product without prior notice. Information furnished by Analog Devices is believed to be accurate and reliable. However, no responsibility is assumed by Analog Devices for its use; nor for any infringement of patents or other rights of third parties which may result from its use. No license is granted by implication or otherwise under the patent rights of Analog Devices, Inc.
Trademark and Service Mark Notice
The Analog Devices logo, the CROSSCORE logo, Blackfin, SHARC, TigerSHARC, EZ-KIT Lite, and VisualDSP++ are registered trademarks of Analog Devices, Inc.
Apex-ICE and Summit-ICE are trademarks of Analog Devices, Inc.
All other brand and product names are trademarks or service marks of their respective owners.

CONTENTS

PREFACE

Purpose of This Manual .............................................................. xxiii
Intended Audience ...................................................................... xxiii
Manual Contents ......................................................................... xxiv
What’s New in This Manual .......................................................... xxv
Technical or Customer Support .................................................... xxvi
Supported Processors ................................................................... xxvii
Product Information .................................................................. xxviii
MyAnalog.com ..................................................................... xxviii
Processor Product Information ................................................ xxix
Related Documents ................................................................ xxix
Online Technical Documentation ............................................ xxx
Accessing Documentation From VisualDSP++ .................... xxxi
Accessing Documentation From Windows .......................... xxxi
Accessing Documentation From the Web ........................... xxxii
Printed Manuals .................................................................... xxxii
VisualDSP++ Documentation Set ...................................... xxxii
Hardware Tools Manuals .................................................. xxxiii
Processor Manuals ............................................................ xxxiii
VisualDSP++ 4.0 User’s Guide iii
CONTENTS
Data Sheets ..................................................................... xxxiii
Notation Conventions ............................................................... xxxiii

INTRODUCTION TO VISUALDSP++

VisualDSP++ Features .................................................................. 1-2
Integrated Development and Debugging .................................. 1-2
Code Development Tools ........................................................ 1-2
Source File Editing Features .................................................... 1-3
Project Management Features .................................................. 1-4
Debugging Features ................................................................. 1-5
VDK Features ......................................................................... 1-6
VisualDSP++ 4.0 Features ....................................................... 1-7
License Management .................................................................... 1-9
Licensing Options ................................................................. 1-10
License Status ....................................................................... 1-11
Temporary Licenses .......................................................... 1-11
Valid Versus Expired Licenses ............................................ 1-11
Client Licenses ................................................................. 1-11
License Installation ............................................................... 1-12
Installing a License Shipped With an EZ-KIT Lite Evaluation System
1-12
VisualDSP++ Product Upgrades ............................................ 1-13
Product Serial Numbers ........................................................ 1-13
Project Development .................................................................. 1-14
Overview of Programming With VisualDSP++ ....................... 1-14
iv VisualDSP++ 4.0 User’s Guide
CONTENTS
Project Development Stages ................................................... 1-17
Simulation ........................................................................ 1-17
Evaluation ........................................................................ 1-18
Emulation ......................................................................... 1-18
Targets .................................................................................. 1-18
Simulation Targets ............................................................ 1-18
EZ-KIT Lite Targets ......................................................... 1-19
Emulation Targets ............................................................. 1-19
Platforms .............................................................................. 1-19
Hardware Simulation ............................................................. 1-20
Debugging Overview ............................................................. 1-20
VisualDSP++ Kernel .............................................................. 1-22
Program Development Steps .................................................. 1-22
Step 1: Create a Project ..................................................... 1-23
Step 2: Configure Project Options ..................................... 1-23
Step 3: Add and Edit Project Source Files .......................... 1-23
Adding Files to Your Project .......................................... 1-23
Creating Files to Add to Your Project ............................. 1-24
Editing Files .................................................................. 1-24
Managing Project Dependencies .................................... 1-24
Step 4: Specifying Project Build Options ........................... 1-24
Configuration ............................................................... 1-25
Project-Wide File and Tool Options .............................. 1-25
Individual File and Tool Options ................................... 1-25
VisualDSP++ 4.0 User’s Guide v
CONTENTS
Step 5: Build a Debug Version of the Project ..................... 1-26
Step 6: Create a Debug Session and Load the Executable ... 1-26
Step 7: Run and Debug the Program ................................. 1-26
Step 8: Build a Release Version of the Project .................... 1-26
Code Development Tools ............................................................ 1-27
Compiler .............................................................................. 1-28
C++ Run-Time Libraries ....................................................... 1-29
Assembler ............................................................................. 1-30
Linker ................................................................................... 1-31
Expert Linker ........................................................................ 1-34
Expert Linker Window ..................................................... 1-35
Memory Map Pane Right-Click Menu .............................. 1-36
Stack and Heap Usage ....................................................... 1-39
Archiver ................................................................................ 1-41
Splitter ................................................................................. 1-41
Loader .................................................................................. 1-42
Processor Projects ....................................................................... 1-44
Project Options ..................................................................... 1-45
Project Groups ...................................................................... 1-46
Project Group Files ........................................................... 1-47
Source Code Control (SCC) .................................................. 1-48
Makefiles .............................................................................. 1-49
Rules ................................................................................ 1-50
Output Window ............................................................... 1-51
vi VisualDSP++ 4.0 User’s Guide
CONTENTS
Example Makefile ............................................................. 1-51
Project Configurations ........................................................... 1-53
Customized Project Configurations ........................................ 1-54
Project Build ......................................................................... 1-54
Build Options ....................................................................... 1-55
File Building ......................................................................... 1-56
Batch Builds .......................................................................... 1-56
Pre-Build and Post-Build Options .......................................... 1-56
Command Syntax .................................................................. 1-57
Project Dependencies ............................................................ 1-57
Project Window Rules ........................................................... 1-57
VisualDSP++ Help System .......................................................... 1-59

ENVIRONMENT

Parts of the User Interface ............................................................. 2-2
Title Bar .................................................................................. 2-3
Additional Information in Title Bars .................................... 2-4
Title Bar Right-Click Menus ............................................... 2-4
Control Menu ......................................................................... 2-5
Program Icons ..................................................................... 2-5
Editor Windows .................................................................. 2-6
Debugging Windows ........................................................... 2-6
Menu Bar ................................................................................ 2-6
Toolbars and User Tools ........................................................... 2-7
Built-In Toolbars ................................................................ 2-7
VisualDSP++ 4.0 User’s Guide vii
CONTENTS
Toolbar Customization ....................................................... 2-8
Toolbars: Docked vs. Floating ............................................. 2-8
Toolbar Button Appearance ................................................ 2-9
Toolbar Shape .................................................................. 2-11
Toolbar Rules ................................................................... 2-11
User Tools ........................................................................ 2-12
Status Bar ............................................................................. 2-12
VisualDSP++ Windows ............................................................... 2-14
Project Window .................................................................... 2-14
Project View ..................................................................... 2-15
Project Dependencies ........................................................ 2-16
Project Nodes ................................................................... 2-17
Project Page Right-Click Menus ........................................ 2-18
Project Group Icon Right-Click Menu .......................... 2-18
Project Icon Right-Click Menu ..................................... 2-19
Folder Icon Right-Click Menu ...................................... 2-20
File Icon Right-Click Menu .......................................... 2-20
Project Folders .................................................................. 2-21
Project Files ...................................................................... 2-22
Project Window Icons for Source Code Control (SCC) ...... 2-23
File Associations ............................................................... 2-24
Automatic File Placement ................................................. 2-24
File Placement Rules ..................................................... 2-25
Example ....................................................................... 2-25
viii VisualDSP++ 4.0 User’s Guide
CONTENTS
Kernel Page ....................................................................... 2-26
Editor Windows .................................................................... 2-28
Editor Window Symbols ................................................... 2-30
Bookmarks ........................................................................ 2-30
Syntax Coloring ................................................................ 2-30
Viewing Modes: Source Mode vs. Mixed Mode .................. 2-31
Source Mode ................................................................. 2-31
Mixed Mode ................................................................. 2-32
Editor Tab Mode .............................................................. 2-33
Context-Sensitive Expression Evaluation ............................ 2-34
Viewing an Expression .................................................. 2-34
Highlighting an Expression ........................................... 2-34
Right-Click Menu ............................................................. 2-35
Output Window .................................................................... 2-36
Viewing Error Message Details .......................................... 2-36
Output Window Tabs ....................................................... 2-38
Build Page ..................................................................... 2-38
Console Page ................................................................. 2-38
Output Window Error Messages ........................................ 2-39
Error Message Severity Hierarchy .................................. 2-40
Syntax of Help for Error Messages ................................. 2-40
Promoting, Demoting, and Suppressing Error Messages . 2-42
Log File ............................................................................ 2-45
Output Window Customization ........................................ 2-46
VisualDSP++ 4.0 User’s Guide ix
CONTENTS
Right-Click Menu ............................................................ 2-47
Script Command Output .................................................. 2-48
Debugging Windows .................................................................. 2-50
Disassembly Windows ........................................................... 2-52
Other Disassembly Window Features ................................ 2-54
Right-Click Menu ............................................................ 2-55
Disassembly Window Symbols .......................................... 2-56
Expressions Window ............................................................. 2-57
Right-Click Menu ............................................................ 2-58
Expressions Permitted in an Expression Window ............... 2-59
Trace Windows ..................................................................... 2-60
Locals Window ..................................................................... 2-62
Statistical/Linear Profiling Results Window ........................... 2-63
Window Components ....................................................... 2-63
Left Pane ...................................................................... 2-63
Right Pane .................................................................... 2-65
Status Bar ..................................................................... 2-65
Right-Click Menu ........................................................ 2-65
Window Operations ......................................................... 2-66
Changing the Window View ......................................... 2-66
Displaying a Source File ................................................ 2-67
Displaying Functions in Libraries .................................. 2-67
Working With Ranges ................................................... 2-68
Switching Display Modes .............................................. 2-69
x VisualDSP++ 4.0 User’s Guide
CONTENTS
Filtering PC Samples With No Debug Information ........ 2-71
Call Stack Window ................................................................ 2-72
Memory Windows ................................................................. 2-72
Number Formats in Memory Windows .............................. 2-73
Right-Click Menu ............................................................. 2-75
Expression Tracking in a Memory Window ........................ 2-76
Memory Window Display Customization .......................... 2-78
Background Telemetry Channels (BTCs) ................................ 2-78
BTC Definitions in Your Program ..................................... 2-79
Enabling BTC on ADSP-2126x and ADSP-BF36x Processors 2-80
BTC Priority ..................................................................... 2-81
BTC Memory Window ..................................................... 2-81
Right-Click Menu ............................................................. 2-84
Memory Map Windows ......................................................... 2-85
Register Windows .................................................................. 2-86
Stack Windows ...................................................................... 2-89
Custom Registers Windows ................................................... 2-89
Multiprocessor Window ........................................................ 2-90
Multiprocessor Window Pages ........................................... 2-91
Status Page .................................................................... 2-91
Groups Page .................................................................. 2-92
Operating on Multiprocessor Groups ................................. 2-92
Focus ................................................................................ 2-93
Right-Click Menu ............................................................. 2-93
VisualDSP++ 4.0 User’s Guide xi
CONTENTS
Pipeline Viewer Window ....................................................... 2-94
Right-Click Menu ............................................................ 2-95
Pipeline Viewer Properties Dialog Box .............................. 2-96
Pipeline Viewer Window Event Icons ................................ 2-97
Pipeline Instruction Event Details ..................................... 2-98
Cache Viewer Window .......................................................... 2-99
Configuration Page ......................................................... 2-102
Detailed View Page ......................................................... 2-103
History Page ................................................................... 2-104
Performance Page ........................................................... 2-106
Histogram Page .............................................................. 2-107
Address View Page .......................................................... 2-108
VDK Status Window .......................................................... 2-109
VDK State History Window ................................................ 2-111
Thread Status and Event Colors ...................................... 2-112
Window Operations ....................................................... 2-113
Right-Click Menu .......................................................... 2-113
Target Load Window .......................................................... 2-114
Plot Windows ..................................................................... 2-115
Plot Window Features ..................................................... 2-116
Status Bar ................................................................... 2-116
Tool Bar ..................................................................... 2-117
Right-Click Menu ...................................................... 2-118
Plot Window Statistics .................................................... 2-120
xii VisualDSP++ 4.0 User’s Guide
CONTENTS
Plot Configuration .......................................................... 2-121
Plot Window Presentation ............................................... 2-122
Plot Presentation Options ............................................... 2-124
Image Viewer ...................................................................... 2-124
Automation Interface ...................................................... 2-126
Toolbar ........................................................................... 2-126
Status Bar ....................................................................... 2-127
Right-Click Menu ........................................................... 2-127

DEBUGGING

Debug Sessions ............................................................................. 3-2
Debug Session Management .................................................... 3-3
Simulation vs. Emulation ......................................................... 3-3
Breakpoints ......................................................................... 3-3
Watchpoints ....................................................................... 3-4
Multiprocessor (MP) System Debugging .................................. 3-4
Setting Up a Multiprocessor Debug Session ......................... 3-4
Debugging a Multiprocessor System .................................... 3-5
Focus and Pinning .......................................................... 3-6
Window Title Bar Information ........................................ 3-6
Additional Focus Indication ............................................ 3-7
Code Analysis Tools ...................................................................... 3-7
Statistical Profiles and Linear Profiles ....................................... 3-8
Simulation: Linear Profiling ................................................ 3-8
Emulation: Statistical Profiling ............................................ 3-8
VisualDSP++ 4.0 User’s Guide xiii
CONTENTS
Traces ..................................................................................... 3-9
Program Execution Operations ................................................... 3-10
Selecting a New Debug Session at Startup .............................. 3-10
Loading the Executable Program ........................................... 3-11
Program Execution Commands ............................................. 3-11
Restarting the Program .......................................................... 3-12
Performing a Restart During Simulation ........................... 3-12
Performing a Restart During Emulation ............................ 3-13
Breakpoints ........................................................................... 3-13
Unconditional and Conditional Breakpoints .......................... 3-14
Watchpoints ......................................................................... 3-14
Hardware Breakpoints ........................................................... 3-14
Latency ............................................................................ 3-15
Restrictions ...................................................................... 3-15
Simulation Tools ........................................................................ 3-16
Interrupts ............................................................................. 3-16
Input/Output Simulation (Data Streams) .............................. 3-16
Plots ........................................................................................... 3-18
Plot Types ............................................................................. 3-19
Line Plots ............................................................................. 3-20
X-Y Plots .............................................................................. 3-21
Constellation Plots ................................................................ 3-22
Eye Diagrams ........................................................................ 3-23
Waterfall Plots ...................................................................... 3-24
xiv VisualDSP++ 4.0 User’s Guide
CONTENTS
Spectrogram Plots .................................................................. 3-26
Flash Programmer ....................................................................... 3-27
Flash Devices ........................................................................ 3-27
Flash Programmer Functions .................................................. 3-27
Flash Driver .......................................................................... 3-28
Flash Programmer Window .................................................... 3-29

REFERENCE INFORMATION

Glossary ....................................................................................... A-2
File Types .................................................................................. A-24
Toolbar Buttons ......................................................................... A-27
Keyboard Shortcuts .................................................................... A-32
Working With Files .............................................................. A-32
Moving Within a File ........................................................... A-33
Cutting, Copying, Pasting, Moving Text ............................... A-34
Selecting Text Within a File .................................................. A-34
Working With Bookmarks in an Editor Window ................... A-35
Building Projects .................................................................. A-36
Using Keyboard Shortcuts for Program Execution ................. A-36
Working With Breakpoints ................................................... A-37
Obtaining Online Help ........................................................ A-37
Miscellaneous ....................................................................... A-37
IDDE Command-Line Parameters .............................................. A-38
Extensive Scripting ..................................................................... A-39
Text Operations ......................................................................... A-43
VisualDSP++ 4.0 User’s Guide xv
CONTENTS
Regular Expressions vs. Normal Searches ............................... A-43
Specific Special Characters ................................................ A-44
Special Rules for Sequences ............................................... A-45
Repetition and Combination Characters ........................... A-45
Match Rules ..................................................................... A-46
Tagged Expressions in Replace Operations ............................. A-46
Comment Start and Stop Strings ........................................... A-47
Online Documentation ............................................................... A-48
Printing Online Documentation ............................................ A-48
Viewing Online Help ............................................................ A-50
Online Help ............................................................................... A-51
Help Window ....................................................................... A-51
Context-Sensitive Help ......................................................... A-52
Viewing Menu, Toolbar, or Window Help ......................... A-54
Viewing Dialog Box Help ................................................. A-54
Viewing Window Help ..................................................... A-55
Copying Example Code From Help ....................................... A-55
Printing Help ........................................................................ A-56
Bookmarking Frequently Used Help Topics ........................... A-56
Navigating in Online Help .................................................... A-57
Searching Help ..................................................................... A-59
Full-Text Searches ............................................................. A-59
Rules for Full-Text Searches .......................................... A-60
Advanced Search Techniques ............................................. A-61
xvi VisualDSP++ 4.0 User’s Guide
CONTENTS
Wildcard Expressions ................................................... A-61
Boolean Operators ....................................................... A-63
Nested Expressions ....................................................... A-64
Rules for Advanced Searches ......................................... A-64
About VisualDSP++ Dialog Box ................................................. A-65
Window Operations ................................................................... A-70
Window Manipulation ......................................................... A-70
Right-Click Menu Options ................................................... A-70
Scroll Bars and Resize Pull-Tab ............................................. A-71
Windows: Docked vs. Floating .............................................. A-71
Docked Windows ............................................................ A-72
Floating Windows ............................................................ A-73
Window Position Rules ......................................................... A-74
Standard Windows Buttons .................................................. A-75

SIMULATION OF SHARC PROCESSORS

Anomaly Options ......................................................................... B-2
ADSP-21x6x Processor Anomalies ........................................... B-2
Shadow Write FIFO Anomaly (ADSP-2116x Only) ................. B-2
SIMD Read from Internal Memory With Shadow Write FIFO Hit
Anomaly (ADSP-2116x Only) ............................................. B-3
Event Options .............................................................................. B-4
FP Denorm ............................................................................ B-4
Short Word Anomaly .............................................................. B-4
VisualDSP++ 4.0 User’s Guide xvii
CONTENTS
Access to ADSP-21065L Short-Word Internal Memory 9th Column at
Even Addresses ..................................................................... B-7
Recording a Simulator Anomaly or Event ...................................... B-7
Select Processor ID Options ........................................................ B-10
Simulator Options ...................................................................... B-10
No Boot Mode ...................................................................... B-10
Load Sim Loader Options ........................................................... B-11
SPI Simulation in Slave Mode ..................................................... B-13

SIMULATION OF TIGERSHARC PROCESSORS

ADSP-TS101 Processors ............................................................... C-1
Simulator Timing Analysis Overview ....................................... C-2
Pipeline Stages ........................................................................ C-2
Stalls ....................................................................................... C-3
Stalls Due to IALU Dependency ......................................... C-4
Stalls Due to Compute Block Dependency .......................... C-5
Aborts .................................................................................... C-6
Aborts Due to an Unpredicted Change of Flow ................... C-6
Abort Due to Mispredicted Change of Flow ........................ C-7
Branch Target Buffer Hits ................................................... C-8
Pipeline Viewer and Disassembly Window Operations ............. C-8
Current Program Counter Value ......................................... C-9
Stepping ........................................................................... C-11
Simulator Options ................................................................ C-12
ADSP-TS20x Processors ............................................................. C-13
xviii VisualDSP++ 4.0 User’s Guide
CONTENTS
Simulator Timing Analysis Overview .................................... C-13
Pipeline Stages ...................................................................... C-14
Stalls .................................................................................... C-15
Stalls Due to IALU Dependency ....................................... C-15
Stalls Due to Compute Block Dependency ........................ C-16
Stalls Due to a Cache Miss ............................................... C-17
Aborts .................................................................................. C-17
Aborts Due to an Unpredicted Change of Flow ................. C-18
Abort Due to Mispredicted Change of Flow ...................... C-19
Branch Target Buffer Hits ................................................ C-20
Pipeline Viewer and Disassembly Window Operations ........... C-20
Current Program Counter Value ....................................... C-21
Stepping .......................................................................... C-23
Simulator Options ........................................................... C-23

SIMULATION OF BLACKFIN PROCESSORS

Peripheral Support in Simulators .................................................. D-2
Special Considerations for Peripherals ........................................... D-7
Universal Asynchronous Receiver/Transmitter Peripheral ......... D-7
Timer (TMR) Peripheral ......................................................... D-7
Simulator Instruction Timing Analysis for ADSP-BF535 Processors D-9
Stall Reasons .......................................................................... D-9
Kill Reasons ......................................................................... D-10
Pipeline Viewer Window Examples ....................................... D-11
Pipeline Viewer Window Messages ........................................ D-12
VisualDSP++ 4.0 User’s Guide xix
CONTENTS
Pipeline Viewer Detail View Stall Event Messages ............. D-12
Kills Detected Messages ................................................... D-16
Multicycle Instructions .................................................... D-17
Abbreviations in Pipeline Viewer Messages ............................ D-17
Simulator Instruction Timing Analysis for ADSP-BF531, ADSP-BF532,
ADSP-BF533, and ADSP-BF561 Processors ............................ D-19
Stall Reasons ........................................................................ D-19
Kill Reasons ......................................................................... D-20
Pipeline Viewer Window Examples ....................................... D-20
Multicycle Instructions and Latencies ......................................... D-22
Multicycle Instructions ......................................................... D-22
Push Multiple or Pop Multiple ......................................... D-22
32-Bit Multiply (modulo 232) ......................................... D-23
Call and Jump ................................................................. D-23
Conditional Branch ......................................................... D-23
Return ............................................................................. D-24
Core and System Synchronization .................................... D-24
Linkage ........................................................................... D-25
Interrupts and Emulation ................................................ D-25
TESTSET ....................................................................... D-25
Instruction Latencies ............................................................ D-26
Accumulator to Data Register Latencies ........................... D-27
Register Move Latencies ................................................... D-28
Move Conditional and Move CC Latencies ...................... D-30
Loop Setup Latencies ....................................................... D-31
xx VisualDSP++ 4.0 User’s Guide
CONTENTS
Instructions Within Hardware Loop Latencies .................. D-32
Instruction Alignment Unit Empty Latencies .................... D-33
L1 Data Memory Stalls ......................................................... D-34
Minibank Access Collision ............................................... D-35
SRAM Access (1-Cycle Stall) ........................................ D-35
Cache Access (1-Cycle Stall) ......................................... D-36
MMR Access .................................................................... D-39
System Minibank Access Collision .................................... D-39
Store Buffer Overflow ...................................................... D-39
Store Buffer Load Collision .............................................. D-40
Load/Store Size Mismatch ............................................ D-40
Store Data Not Ready .................................................. D-41
Instruction Groups ............................................................... D-41
Register Groups .................................................................... D-42
Compiled Simulation ................................................................. D-43
Specifying a Session for Compiled Simulation ....................... D-43
INDEX
VisualDSP++ 4.0 User’s Guide xxi
CONTENTS
xxii VisualDSP++ 4.0 User’s Guide
PREFACE
Thank you for purchasing Analog Devices, Inc. development software for digital signal processing (DSP) applications.
Purpose of This Manual
The VisualDSP++ 4.0 User’s Guide describes the features, components, and functions of VisualDSP++. Use this guide as a reference for develop-
ing programs for SHARC®, TigerSHARC®, and Blackfin® processors.
This manual does not include detailed procedures for building and debug­ging projects. For how-to information, refer to VisualDSP++ online Help and the VisualDSP++ 4.0 Getting Started Guide.
Intended Audience
The primary audience for this manual is a programmer who is familiar with Analog Devices processors. This manual assumes that the audience has a working knowledge of the appropriate processor architecture and instruction set. Programmers who are unfamiliar with Analog Devices processors can use this manual, but should supplement it with other texts (such as the appropriate hardware reference and programming reference manuals) that describe your target architecture.
VisualDSP++ 4.0 User’s Guide xxiii
Manual Contents
Manual Contents
The manual consists of:
Chapter 1, “Introduction to VisualDSP++” Describes VisualDSP++ features, license management, project development, code development tools, VCSE, and DSP projects
Chapter 2, “Environment” Focuses on window features, operations, and customization for the main window and debugging windows.
Chapter 3, “Debugging” Describes debug sessions, code analysis tools, program execution operations, simulation tools, Image Viewer, plots, and Flash Programmer.
Appendix A, “Reference Information” Describes file types, keyboard shortcuts, command-line parameters, scripting, toolbar buttons, and text operations; also provides a glossary and describes online Help features and operations.
Appendix B, “Simulation of SHARC Processors” Describes the simulator options available on the Anomalies, Events, Simulator, Load Sim Loader, and Select Processor ID submenus under Settings; also explains how to record simulator anomalies and events, and describes SPI simulation in slave mode.
xxiv VisualDSP++ 4.0 User’s Guide
Appendix C, “Simulation of TigerSHARC Processors” Describes simulator instruction timing analysis, pipeline stages, the Pipeline Viewer, stalls, aborts, the current program counter value, stepping, and the Select Loader Program command on the Simu- lator submenu under Settings.
Appendix D, “Simulation of Blackfin Processors” Provides an overview of peripheral support for Blackfin simulators and describes limitations of the simulation software models, simu­lator instruction timing analysis, and compiled simulation.
What’s New in This Manual
The VisualDSP++ 4.0 User’s Guide supports all Analog Devices, Inc. processor families listed in “Supported Processors”.
Preface
Refer to the VisualDSP++ 4.0 Product Release Bulletin for information on all new and updated VisualDSP++® 4.0 features and other release information.
VisualDSP++ 4.0 User’s Guide xxv
Technical or Customer Support
Technical or Customer Support
You can reach Analog Devices, Inc. Customer Support in the following ways:
Visit the Embedded Processing and DSP products Web site at
http://www.analog.com/processors/technicalSupport
E-mail tools questions to
dsptools.support@analog.com
E-mail processor questions to
embedded.support@analog.com
Phone questions to 1-800-ANALOGD
Contact your Analog Devices, Inc. local sales office or authorized distributor
Send questions by mail to:
Analog Devices, Inc. One Technology Way P.O. Box 9106 Norwood, MA 02062-9106 USA
xxvi VisualDSP++ 4.0 User’s Guide
Preface
Supported Processors
The following is the list of Analog Devices, Inc. processors supported in VisualDSP++ 4.0.
TigerSHARC (ADSP-TSxxx) Processors
The name “TigerSHARC” refers to a family of floating-point and fixed-point [8-bit, 16-bit, and 32-bit] processors. VisualDSP++ currently supports the following TigerSHARC processors:
ADSP-TS101 ADSP-TS201 ADSP-TS202 ADSP-TS203
SHARC (ADSP-21xxx) Processors
The name “SHARC” refers to a family of high-performance, 32-bit, floating-point processors that can be used in speech, sound, graphics, and imaging applications. VisualDSP++ currently supports the following SHARC processors:
ADSP-21020 ADSP-21060 ADSP-21061 ADSP-21062
ADSP-21065L ADSP-21160 ADSP-21161 ADSP-21261
ADSP-21262 ADSP-21266 ADSP-21267 ADSP-21363
ADSP-21364 ADSP-21365 ADSP-21366 ADSP-21367
ADSP-21368 ADSP-21369
Blackfin (ADSP-BFxxx) Processors
The name “Blackfin” refers to a family of 16-bit, embedded processors. VisualDSP++ currently supports the following Blackfin processors:
ADSP-BF531 ADSP-BF532 (formerly ADSP-21532)
ADSP-BF533 ADSP-BF535 (formerly ADSP-21535)
ADSP-BF561 AD6532
VisualDSP++ 4.0 User’s Guide xxvii
Product Information
ADSP-BF534 ADSP-BF536
ADSP-BF537 ADSP-BF566
ADSP-BF538 ADSP-BF539
Product Information
You can obtain product information from the Analog Devices Web site, from the product CD-ROM, or from the printed publications (manuals).
Analog Devices is online at www.analog.com. Our Web site provides infor­mation about a broad range of products—analog integrated circuits, amplifiers, converters, and digital signal processors.
MyAnalog.com
MyAnalog.com is a free feature of the Analog Devices Web site that allows
customization of a Web page to display only the latest information on products you are interested in. You can also choose to receive weekly e-mail notifications containing updates to the Web pages that meet your interests. MyAnalog.com provides access to books, application notes, data sheets, code examples, and more.
Registration
Visit www.myanalog.com to sign up. Click Register to use MyAnalog.com. Registration takes about five minutes and serves as a means to select the information you want to receive.
If you are already a registered user, just log on. Your user name is your e-mail address.
xxviii VisualDSP++ 4.0 User’s Guide
Preface
Processor Product Information
For information on embedded processors and DSPs, visit our Web site at
www.analog.com/processors, which provides access to technical publica-
tions, data sheets, application notes, product overviews, and product announcements.
You may also obtain additional information about Analog Devices and its products in any of the following ways.
E-mail questions or requests for information to
embedded.support@analog.com
Fax questions or requests for information to
1-781-461-3010 (North America) 089/76 903-557 (Europe)
Access the FTP Web site at
ftp ftp.analog.com or ftp 137.71.23.21 ftp://ftp.analog.com
Related Documents
For information on product related development software, see these publications:
VisualDSP++ 4.0 Getting Started Guide
VisualDSP++ 4.0 Assembler and Preprocessor Manual
VisualDSP++ 4.0 C/C++ Compiler and Library Manual for SHARC
Processors
VisualDSP++ 4.0 C/C++ Compiler and Library Manual for
TigerSHARC Processors
VisualDSP++ 4.0 C/C++ Compiler and Library Manual for Blackfin
Processors
VisualDSP++ 4.0 User’s Guide xxix
Product Information
VisualDSP++ 4.0 Linker and Utilities Manual
VisualDSP++ 4.0 Loader Manual
VisualDSP++ 4.0 Product Release Bulletin
VisualDSP++ Kernel (VDK) User’s Guide
Quick Installation Reference Card
For hardware information, refer to your processors’s hardware reference, instruction set reference (or programming reference), and data sheet. All documentation is available online. Most documentation is available in printed form.
Visit the Technical Library Web site to access all processor and tools man­uals and data sheets:
http://www.analog.com/processors/resources/technicalLibrary
Online Technical Documentation
Online documentation comprises the VisualDSP++ Help system, software tools manuals, hardware tools manuals, processor manuals, the Dinkum Abridged C++ library, and Flexible License Manager (FlexLM) network license manager software documentation. You can easily search across the entire VisualDSP++ documentation set for any topic of interest. For easy printing, supplementary .PDF files of most manuals are also provided.
Each documentation file type is described as follows.
File Description
.CHM Help system files and manuals in Help format
xxx VisualDSP++ 4.0 User’s Guide
File Description
Preface
.HTM or .HTML
.PDF VisualDSP++ and processor manuals in Portable Documentation Format (PDF).
Dinkum Abridged C++ library and FlexLM network license manager software doc­umentation. Viewing and printing the Internet Explorer 4.0 (or higher).
Viewing and printing the .PDF files requires a PDF reader, such as Adobe Acrobat Reader (4.0 or higher).
.HTML files requires a browser, such as
If documentation is not installed on your system as part of the software installation, you can add it from the VisualDSP++ CD-ROM at any time by running the Tools installation. Access the online documentation from the VisualDSP++ environment, Windows
®
Explorer, or the Analog
Devices Web site.
Accessing Documentation From VisualDSP++
From the VisualDSP++ environment:
Access VisualDSP++ online Help from the Help menu’s Contents, Search, and Index commands.
Open online Help from context-sensitive user interface items (tool­bar buttons, menu commands, and windows).
Accessing Documentation From Windows
In addition to any shortcuts you may have constructed, there are many ways to open VisualDSP++ online Help or the supplementary documenta­tion from Windows.
Help system files (.CHM) are located in the VisualDSP++ software installa­tion’s
Help folder, and .PDF files are located in the Docs folder of your
VisualDSP++ installation CD-ROM. The Docs folder also contains the Dinkum Abridged C++ library and the FlexLM network license manager software documentation.
VisualDSP++ 4.0 User’s Guide xxxi
Product Information
Using Windows Explorer
Double-click the
vdsp-help.chm file, which is the master Help sys-
tem, to access all the other .CHM files.
Double-click any file that is part of the VisualDSP++ documenta­tion set.
Using the Windows Start Button
Access VisualDSP++ online Help by clicking the Start button and choosing Programs, Analog Devices, VisualDSP++, and VisualDSP++ Documentation.
Accessing Documentation From the Web
Download manuals at the following Web site:
http://www.analog.com/processors/resources/technicalLibrary/manuals
Select a processor family and book title. Download archive (.ZIP) files, one for each manual. Use any archive management software, such as WinZip, to decompress downloaded files.
Printed Manuals
For general questions regarding literature ordering, call the Literature Center at 1-800-ANALOGD (1-800-262-5643) and follow the prompts.
VisualDSP++ Documentation Set
To purchase VisualDSP++ manuals, call 1-603-883-2430. The manuals may be purchased only as a kit.
If you do not have an account with Analog Devices, you are referred to Analog Devices distributors. For information on our distributors, log onto
http://www.analog.com/salesdir/continent.asp.
xxxii VisualDSP++ 4.0 User’s Guide
Preface
Hardware Tools Manuals
To purchase EZ-KIT Lite™ and In-Circuit Emulator (ICE) manuals, call 1-603-883-2430. The manuals may be ordered by title or by product number located on the back cover of each manual.
Processor Manuals
Hardware reference and instruction set reference manuals may be ordered through the Literature Center at 1-800-ANALOGD (1-800-262-5643), or downloaded from the Analog Devices Web site. Manuals may be ordered by title or by product number located on the back cover of each manual.
Data Sheets
All data sheets (preliminary and production) may be downloaded from the Analog Devices Web site. Only production (final) data sheets (Rev. 0, A, B, C, and so on) can be obtained from the Literature Center at 1-800-ANALOGD (1-800-262-5643); they also can be downloaded from the Web site.
To have a data sheet faxed to you, call the Analog Devices Faxback System at 1-800-446-6212. Follow the prompts and a list of data sheet code numbers will be faxed to you. If the data sheet you want is not listed, check for it on the Web site.
Notation Conventions
Text conventions in this manual are identified and described as follows.
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VisualDSP++ 4.0 User’s Guide xxxiii
Additional conventions, which apply only to specific chapters, may appear throughout this document.
Notation Conventions
Example Description
Close command (File menu)
{this | that} Alternative required items in syntax descriptions appear within curly
[this | that] Optional items in syntax descriptions appear within brackets and sepa-
[this,…] Optional item lists in syntax descriptions appear within brackets
.SECTION Commands, directives, keywords, and feature names are in text with
filename Non-keyword placeholders appear in text with italic style format.
L
a
Titles in reference sections indicate the location of an item within the VisualDSP++ environment’s menu system (for example, the Close command appears on the File menu).
brackets and separated by vertical bars; read the example as this or
that. One or the other is required.
rated by vertical bars; read the example as an optional this or that.
delimited by commas and terminated with an ellipse; read the example as an optional comma-separated list of
letter gothic font.
Note: For correct operation, ... A Note provides supplementary information on a related topic. In the online version of this book, the word Note appears instead of this symbol.
Caution: Incorrect device operation may result if ... Caution: Device damage may result if ...
A Caution identifies conditions or inappropriate usage of the product that could lead to undesirable results or product damage. In the online version of this book, the word Caution appears instead of this symbol.
this.
Warn in g: Injury to device users may result if ... A Warning identifies conditions or inappropriate usage of the product
[
that could lead to conditions that are potentially hazardous for devices users. In the online version of this book, the word Wa rnin g appears instead of this symbol.
xxxiv VisualDSP++ 4.0 User’s Guide
1 INTRODUCTION TO
VISUALDSP++
This manual describes VisualDSP++, a flexible management system that provides a suite of tools for developing processor applications and projects.
VisualDSP++ includes:
Integrated Development and Debugging Environment (IDDE) with VisualDSP++ Kernel (VDK) integration
C/C++ optimizing compiler with run-time library
Assembler and linker
Simulator software
Example programs
This chapter contains the following topics:
“VisualDSP++ Features” on page 1-2
“License Management” on page 1-9
“Project Development” on page 1-14
“Code Development Tools” on page 1-27
“Processor Projects” on page 1-44
“VisualDSP++ Help System” on page 1-59
VisualDSP++ 4.0 User’s Guide 1-1
VisualDSP++ Features
VisualDSP++ Features
VisualDSP++ includes all the tools needed to build and manage processor projects.
Integrated Development and Debugging
The VisualDSP++ IDDE provides complete graphical control of the edit, build, and debug process. In this integrated environment, you can move easily between editing, building, and debugging activities.
Code Development Tools
Depending on the code development tools purchased, VisualDSP++ includes one or more of the following components.
C/C++ compiler with run-time library
Assembler, linker, preprocessor, and archiver
Loader and splitter
Simulator
EZ-KIT Lite evaluation system (must be purchased separately)
Emulator (must be purchased separately)
VisualDSP++ supports ELF/DWARF-2 (Executable Linkable Format) executable files. VisualDSP++ supports all executable file formats pro­duced by the linker.
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1-2 VisualDSP++ 4.0 User’s Guide
If your system is configured with third-party development tools, you can select the compiler, assembler, linker, or loader to use for a particular target build.
Introduction to VisualDSP++
Source File Editing Features
VisualDSP++ simplifies tasks involving source files. All the activities necessary to create, view, print, move within, and locate information are easy to perform.
Edit text files. Create and modify source files and view listing or map files generated by the code development tools.
Source files are the C/C++ language or assembly language files that make up your project.
Processor projects can include additional files such as data files and a Linker Description File (.LDF), which contains command input for the linker. For more information about .LDF files, see “Linker”
on page 1-31.
Editor windows. Open multiple editor windows to view and edit related files, or open multiple editor windows for a single file. The VisualDSP++ editor is an integrated code-writing tool that enables you to focus on code development.
Specify syntax coloring. Configure options that specify the color of text objects viewed in an editor window.
This feature enhances the view and helps locate portions of the text, because keywords, quotes, and comments appear in distinct colors.
Context-sensitive expression evaluation. Move the mouse pointer over a variable that is in the scope to view the variable’s value.
Status icons. View icons that indicate breakpoints, bookmarks, and the current PC position.
VisualDSP++ 4.0 User’s Guide 1-3
VisualDSP++ Features
View error details and offending code. From the Output window’s Build view, display error details by highlighting the error code
(such as
cc0251) and pressing the F1 key. Double-click an error
line to jump to the offending code in an editor window.
Project Management Features
VisualDSP++ provides flexible project management for the development of processor applications, including access to all the activities necessary to create, define, and build processor projects.
Define and manage projects. Identify files that the code develop- ment tools process to build your project. Create this project definition once, or modify it to meet changing development needs.
Access and manage code development tools. Configure options to specify how the code development tools process inputs and gener­ate outputs. Tool settings correspond to command-line switches for code development tools. Define these options once, or modify them to meet your needs.
View and respond to project build results. View project status while a build progresses and, if necessary, halt the build.
Double-click on an error message in the Output window to view the source code causing the error, or iterate through error messages.
Manage source files. Manage source files and track file dependen- cies in your project from the Project window to provide a display of software file relationships. VisualDSP++ uses code development tools to process your project and to produce a processor program. It also provides a source code control (SCC) interface, which enables you to access SCC applications without leaving the IDDE.
1-4 VisualDSP++ 4.0 User’s Guide
Debugging Features
While debugging your project, you can:
View and debug mixed C/C++ and assembly code. View C/C++ source code interspersed with assembly code. Line number and symbol information help you to source-level debug assembly files.
Run command-line scripts. Use scripts to customize key debug- ging features.
Use memory expressions. Use expressions that refer to memory.
Use breakpoints to view registers and memory. Quickly add and remove, and enable and disable breakpoints.
Set simulated watchpoints. Set watchpoints on stacks, registers, memory, or symbols to halt program execution.
Introduction to VisualDSP++
Statistically profile the target processor’s PC (JTAG emulator debug targets only). Take random samples and display them graph­ically to see where the program uses most of its time.
Linearly profile the target processor’s PC (Simulation only). Sam­ple every executed PC and provide an accurate and complete graphical display of what was executed in your program.
Generate interrupts using streaming I/O. Set up serial port (SPORT) or memory-mapped I/O.
Create customized register windows. Configure a custom register window to display a specified set of registers.
Plot values from processor memory. Choose from multiple plot styles, data processing options, and presentation options.
VisualDSP++ 4.0 User’s Guide 1-5
VisualDSP++ Features
Trace program execution history. Trace how your program arrives at a certain point and show reads, writes, and symbolic names.
View pipeline depth of assembly instructions. Display the pipeline stage by querying the target processor(s) through the pipeline interface.
For details, refer to the VisualDSP++ 4.0 Getting Started Guide and VisualDSP++ online Help.
VDK Features
The VisualDSP++ Kernel (VDK) is a scalable software executive specially developed for effective operations on Analog Devices processors. The VDK is tightly integrated with VisualDSP++.
The kernel enables you to abstract the details of the hardware implemen­tation from the software design. As a result, you can concentrate on the processing algorithms.
The kernel provides all the basic building blocks required for application development. Properties of the kernel can be characterized as follows.
Automatic. VisualDSP++ automatically generates source code framework for each user-requested object in the user-specified language.
Deterministic. VisualDSP++ specifies whether the execution time of a VDK API is deterministic.
Multitasking. Kernel tasks (threads) are independent of one another. Each thread has its own stack.
Modular. The kernel comprises various components. Future releases may offer additional functionality.
1-6 VisualDSP++ 4.0 User’s Guide
Portable. Most of the kernel components can be written in ANSI Standard C or C++ and are portable to other Analog Devices processors.
Pre-emptive. The kernel’s priority-based scheduler enables the highest-priority thread not waiting for a signal to be run at any time.
Prototypical. The kernel and VisualDSP++ create an initial file set based on a series of template files. The entire application is proto­typed and ready to be tested.
Reliable. The kernel provides run-time error checking.
Scalable. If a project does not include a kernel feature, the support code is not included in the target system.
VisualDSP++ 4.0 Features
Introduction to VisualDSP++
VisualDSP++ 4.0 includes the following new features and enhancements.
New processor support. Refer to the processors listed in this book’s Preface.
Compiled Simulation. (Blackfin processors only) You no longer need to build an
.EXE file from a .DXE file.
Project Wizard. A new “wizard” has been added. The Project Wizard (File -> New -> Project) simplifies the process of creating a new project. For Blackfin processors, the Project Wizard also includes a Startup Code Wizard, offering configurable options such as cache, run-time initialization, and profiling.
Image Viewer. The Image Viewer window includes more tools. Automatic refresh capability is now available.
VisualDSP++ 4.0 User’s Guide 1-7
VisualDSP++ Features
Build Enhancements. Now you can build multiple/selected files. You can build a batch of targets at once. You can build multiple targets called batch builds. When enabled, the Output window’s Build view displays only the “names” of the files being built. You can save project group information to a and share it conveniently. You can automatically execute a set of pre-build commands before building a project.
Help System Enhancements. The VisualDSP++ 4.0 Help system now includes links to examples and demo programs. Grouped by processor families, the programs are further subdivided into the following categories: core and peripherals, audio effects, signal pro­cessing, video and graphics, VDK, and automation and scripting.
VisualDSP++ Configurator Enhancements. Now you access the VisualDSP++ Configurator via the New Session dialog box (Session -> New Session). From the VisualDSP++ Configurator, test an emulator using the ICE Test utility.
.DPG file so you can restore that project group
Project Options Dialog Box Enhancements. The Project Options dialog box no longer has tabbed pages. Instead, “pages” of options are accessible via a tree control on the left side of the dialog box. New pages are also available, such as Pre-build. Some of the tabbed pages available in VisualDSP++ 3.5 were rearranged (or split into multiple pages) to improve how options are grouped. Depending on the processor, additional pages (such as “Workarounds”) may appear.
Consult VisualDSP++ online Help for procedures relating to these new features.
1-8 VisualDSP++ 4.0 User’s Guide
Introduction to VisualDSP++
License Management
VisualDSP++ is a licensed software product. This section describes licens­ing options, license status, license installation, software registration, validation codes, product updates, and product serial numbers.
VisualDSP++ and EZ-KIT Lite evaluation systems are licensed products. They do not run unless a software license is installed. Three types of licenses are available: TST (evaluation), KIT (evaluation), and ADI (permanent).
A “TST” (test drive) license provides unlimited (unrestricted) access to VisualDSP++ for emulation and simulation. You must register the software to receive a “TST” serial number, which expires 90 days after installation. After the 90 days, the software is inoperable.
A “KIT” license grants 10 (ten) days to register and validate the installation. Once validated, the KIT licence extends to 90 (ninety) days of a full evaluation in total. At the end of the evaluation period, unless you have upgraded the KIT license to permanent, simulator and emulator connections become prohibited and the size of the user program is limited.
An “ADI” license grants 30 (thirty) days to register and validate the installation for a permanent use. If you fail to register and validate your installation during the 30-day evaluation period, your copy of VisualDSP++ 4.0 becomes inoperable.
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VisualDSP++ 4.0 User’s Guide 1-9
“KIT” serial numbers impose restrictions on VisualDSP++. These limitations do not prevent processor evaluation on the EZ-KIT Lite evaluation board, but encourage the purchase of a full (unre­stricted) VisualDSP++ license.
License Management
Licensing Options
Two licensing options are available: single-user and client. A server license is required before you can install a client license (see Table 1-1).
Table 1-1. VisualDSP++ Licenses
License Description
Single-User Also called node-locked or per-user licenses, single-user licenses are locked to
the machine ID of the host computer. Once installed, tools run only on that one machine. You may install and register the software up to three times (for example, at work, at home, and on a laptop computer). Use, however, is restricted to one installed software at a time.
Client Client licenses are a client/server-based application. The server manages a
pool of licenses installed on the server. One license is installed on the server for each purchased copy of VisualDSP++. In this model, you can have as many client installations as desired. When a client starts the software, it checks out a license from the server. When the software exits, the license is returned to the server. As long as licenses are available on the server, clients can access VisualDSP++.
Example: Assume a license server has been set up with 10 licenses, and 20 cli­ent machines are installed in three labs. Ten simultaneous developers (any combination) can use the software. When the 11th client tries to use Visu­alDSP++, a message appears, stating that no more licenses are available. This allows sharing of the software resources in an environment that needs more locations than developers.
Server Allows multiple users to access VisualDSP++ on computers sharing client
licenses across a network. A server license must be installed prior to installing client licenses.
Server-based floating licenses consist of two parts: server and client. The server manages the license pool that is stored on the server. The clients “check out” licenses when the software is started and return licenses to the server when developers exit VisualDSP++.
1-10 VisualDSP++ 4.0 User’s Guide
Introduction to VisualDSP++
License Status
The Licenses page of the About VisualDSP++ dialog box displays the sta­tus of all recognized licenses.
For complete details about licenses, refer to VisualDSP++ online Help.
Temporary Licenses
A temporary license indicates the number of days remaining before the product can no longer be used. Test drive versions of VisualDSP++ (serial number beginning with “TST”) carry temporary licenses.
An unrestricted version of VisualDSP++ includes its permanent license. If you do not install the validation code after purchasing a full (unrestricted) license, the status of the license is marked “Not Validated (Expiring in
X days)
”. Install the validation code to change the status to “Permanent.”
Valid Versus Expired Licenses
An expired license is indicated by “Expired”. A valid license is indicated by “Permanent” unless it is for an EZ-KIT Lite evaluation system. A valid license for an EZ-KIT Lite is indicated by “Permanent, Restricted”.
Client Licenses
When a client license is installed, the “server_name” appears under Serial Number, “client” appears under Family, and “use_server” appears
under Status.
VisualDSP++ 4.0 User’s Guide 1-11
License Management
License Installation
After installing VisualDSP++, you must license the software. Licensing involves these three tasks:
1. Installing a single-user or client serial number
Note that a server license must be installed before client licenses can be installed.
2. Registering product(s)
3. Entering validation code(s)
Perform license management activities (except server licensing) within VisualDSP++ by using the About VisualDSP++ dialog box. See the online Help for detailed installation, registration, and validation procedures.
Test drives require online registration to receive a “TST” serial number, which expires 90 days after installation. Test drives do not require a vali­dation code.
Installing a License Shipped With an EZ-KIT Lite Evaluation System
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1-12 VisualDSP++ 4.0 User’s Guide
Versions of VisualDSP++ used on EZ-KIT Lite evaluation systems require online registration and a validation code. The EZ-KIT Lite evaluation system’s “KIT” serial number is located on the label attached to the back of the CD wallet.
KIT” serial numbers impose these restrictions on VisualDSP++:
The size of a user program is limited.
No connections to simulator or emulator sessions are allowed.
Introduction to VisualDSP++
Only one EZ-KIT Lite board can be connected to the host PC and debugged at a time.
The EZ-KIT Lite hardware must be connected and powered up to use VisualDSP++ with a “
These limitations do not prevent processor evaluation on the EZ-KIT Lite evaluation board, but they encourage the purchase of a full (unrestricted) VisualDSP++ license.
KIT” license.
VisualDSP++ Product Upgrades
From time to time, Analog Devices releases new software versions.
The upgrade procedure does not change the previous version’s folder structure or license file. The new installation process uses the previous version’s path and license.
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Check the Analog Devices Web site to ensure that you have the latest software version.
Product Serial Numbers
Product serial numbers are located on product CD sleeves. A product’s serial number can also be viewed from within VisualDSP++.
If you cannot locate a serial number, contact your local sales representative or Analog Devices sales by:
Sending e-mail to:
Phoning 1-800-ANALOGD (1-800-262-5643)
Provide details about the exact products, versions, and operating system being used.
Within VisualDSP++, view product serial numbers from the Licenses page of the About VisualDSP++ dialog box, accessible from the Help menu.
VisualDSP++ 4.0 User’s Guide 1-13
dsptools.support@analog.com
Project Development
Project Development
During project development, VisualDSP++ helps you interactively observe and alter the data in the processor and in memory.
Overview of Programming With VisualDSP++
Programming effectively with VisualDSP++ depends on how well you master a four-step process. You must learn how to:
1. Work with VisualDSP++
2. Implement structured software design with VisualDSP++
3. Optimize performance with VisualDSP++
4. Test and debug your programs with VisualDSP++
Working With VisualDSP++: You should have a working knowledge of VisualDSP++, the front end for all available targets and platforms. You should know how and when to use its various features and have a firm foundation in these project basics:
Working with “property pages”. These pages of the Project Options dialog box provide options analogous to command-line switches.
Setting up debug sessions. Know the distinctions between the three development stages: simulation, evaluation (via an EZ-KIT Lite evaluation system), and emulation.
Understanding how program sections and memory segments relate to physical processor memory. Become familiar with Expert Linker.
Accessing peripherals. This task includes setting up and handling interrupts in both C and assembly.
1-14 VisualDSP++ 4.0 User’s Guide
Introduction to VisualDSP++
Designing Structured Software With VisualDSP++: Consider elements of software design, code reuse, and interoperability. If you are new to embedded systems, try to acquire a clear understanding of:
The role of and motivation behind component software
The role of an RTOS
How to use VDK to manage multiple threads of execution and the communication between those threads
Optimizing Performance With VisualDSP++: At this stage, you should understand how to access the features of the pro­cessor and how to use a structured approach to develop software. Next, optimize your software to take full advantage of the processor’s computa­tional power. This entails:
Understanding the compiler optimizer
Writing mixed C and assembly programs
Accessing C/C++ data structures in assembly
Harnessing the power of C++
Setting up and using overlays
Configuring emulation L1 memory for cache versus SRAM with cache visualization
Using statistical profiling
VisualDSP++ 4.0 User’s Guide 1-15
Project Development
Testing and Debugging With VisualDSP++: At this stage, you should have a good understanding of the various facili­ties available for producing optimal software. The last step, applying software testing and debugging techniques, includes:
Collecting and viewing data using the advanced plot windows
Using compiled simulation
Using ActiveX and COM Automation to create regression test environments and taking advantage of interoperability with other applications
1-16 VisualDSP++ 4.0 User’s Guide
Introduction to VisualDSP++
Project Development Stages
The typical project includes three phases: simulation, evaluation, and emulation. These phases are shown in Figure 1-1.
Figure 1-1. Project Development Stages
VisualDSP++ provides tools for use during each of these phases.
Simulation
Project development typically begins in a simulation environment while hardware engineers are developing the new hardware (cell phone, com­puter, and so on). Simulation mimics system memory and I/O, which enables portions of the target system hardware to be viewed. A simulator is software that mimics the behavior of a processor. Running VisualDSP++ with a simulation target (without a physical processor) enables you to build, edit, and debug your program, even before a processor is manufactured.
VisualDSP++ 4.0 User’s Guide 1-17
Project Development
Evaluation
Use an EZ-KIT Lite evaluation system in your project’s early planning stage to determine the processor that best fits your needs. Your PC con­nects to the EZ-KIT Lite board via a cable, enabling you to monitor processor behavior.
Emulation
Once the hardware is ready, move directly to a JTAG emulator, which connects your PC to the actual processor target board. Emulators provide fast communications between the board and your PC. An emulator enables application software to be downloaded and debugged from within VisualDSP++. Emulator software performs the communications that enable you to see how your code affects processor performance.
Targets
A target (or debug target) refers to the communication channel between VisualDSP++ and a processor (or group of processors). A target can be a simulator, EZ-KIT Lite evaluation board, or an emulator. Your system can include multiple targets.
For example, the JTAG emulator communicates with one or more physi­cal devices over the host PC’s PCI bus, and the Apex-ICE™ emulator communicates with a device via the PC’s USB port.
Simulation Targets
A simulation target, such as the ADSP-2106x Family Simulator, is a pure software module and does not require the presence of a processor for debugging.
1-18 VisualDSP++ 4.0 User’s Guide
Introduction to VisualDSP++
During simulation, VisualDSP++ reads an executable (
.DXE) file and exe-
cutes it in software, similar to the way a processor executes a processor image in hardware. VisualDSP++ simulates the memory and I/O devices specified in an .LDF file.
EZ-KIT Lite Targets
An EZ-KIT Lite target is a development board used to evaluate a particular processor. Analog Devices provides several EZ-KIT Lite evaluation systems, which include demonstration programs.
Emulation Targets
An emulation target is a module that controls a physical processor con­nected to a JTAG emulator system. For example, the Summit-ICE™ emulator communicates with one or more physical devices through the host PC’s PCI bus, and the Apex-ICE emulator communicates with a device through the PC’s USB port.
Platforms
A platform refers to the configuration of processors with which a target communicates. Several platforms may exist for a given debug target. For example, if three emulators are installed on your system, you might select emulator 2 as the platform that you want to use. The platform that you use depends on your project development stage. (See Table 1-2.)
Table 1-2. Development Stages and Supported Platforms
Stage Platform
Simulation Typically one or more processors of the same type. By default, the plat-
form name is the identical simulator.
Evaluation An EZ-KIT Lite evaluation system
Emulation Any combination of devices. You must configure the platform for a partic-
ular target with the VisualDSP++ Configurator. When the debug target is a JTAG emulator, platform refers to a JTAG chain.
VisualDSP++ 4.0 User’s Guide 1-19
Project Development
Hardware Simulation
When connected to a simulation target in VisualDSP++, you can simulate the following hardware conditions.
Random interrupts that can occur during program execution
Data transfer through the processor’s I/O pins
Processor booting from a PROM or host processor
Setting up VisualDSP++ to generate random interrupts during program execution enables you to exercise interrupt service routines (ISR) in your code.
Debugging Overview
Once you have successfully built a processor project and generated an exe­cutable file, you can debug the project. Projects developed in VisualDSP++ are run as hardware and software debug sessions.
In Table 1-3, check marks (D) indicate which debugging tools are avail­able during the process of building and debugging a program.
Table 1-3. Tools Available During Simulation, Evaluation, and Emulation
Tool Simulation Evaluation Emulation
Linear profiles
on page 3-8
Interrupts
on page 3-16
Streams
on page 3-16
Traces (SHARC processors only)
on page 3-9
D
D
D
D
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Table 1-3. Tools Available During Simulation, Evaluation, and Emulation
Tool Simulation Evaluation Emulation
Pipeline Viewer (not SHARC processors)
on page C-2
Breakpoints
on page 3-13
Watch poi nts
on page 3-14
Hardware breakpoints
on page 3-14
Plotting
on page 3-19
Statistical profiles
on page 3-8
D
DDD
D
D
DDD
D
You can attach to and control the operation of any Analog Devices proces­sors or simulator. Download your application code to the processor and use VisualDSP++’s debugging facilities to ensure that your application functions as desired.
VisualDSP++ is a window into the inner workings of the target processor or simulator. From this user interface, you can:
Run, step, and halt the program and set breakpoints and watchpoints
View the state of the processor’s memory, registers, and stacks
Perform a cycle-accurate statistical profile or linear profile
Perform integrated multiprocessor debugging (emulator sessions only)
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Project Development
VisualDSP++ Kernel
A project can optionally include the VisualDSP++ Kernel (VDK), which is a software executive between algorithms, peripherals, and control logic.
The Project window’s Kernel tab accesses a tree control for structuring and scaling application development. From this tree control, you can add, modify, and delete Kernel elements such as thread types, boot threads, round-robin priorities, semaphores, events, event bits, interrupts, and device drivers.
Two VDK-specific windows, VDK State History and Target Load, pro­vide views of VDK information. Another VDK window, VDK Status, provides thread status data when a VDK-enabled program is halted. Refer to the VisualDSP++ 4.0 Kernel (VDK) User’s Guide for complete details.
Program Development Steps
In the VisualDSP++ environment, program development consists of the following steps.
1. Create a project.
2. Configure project options.
3. Add and edit project source files.
4. Specify project build options.
5. Build a debug version (executable file) of the project.
6. Create a debug session and load the executable.
7. Run and debug the program.
8. Build a release version of the project.
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By following these steps, you can build projects consistently and accu­rately with minimal project management. This process reduces development time and lets you concentrate on code development.
These steps, described below, are covered in detail in the online Help and in the “Basic Tutorial” chapter of the VisualDSP++ 4.0 Getting Started Guide.
Step 1: Create a Project
All development in VisualDSP++ occurs within a project. The project (
.DPJ) file stores your program’s build information: source files list and
development tools option settings.
VisualDSP++ includes a Project wizard that simplifies the creation of a new project. Refer to the VisualDSP++ Getting Started Guide for a tutorial or to VisualDSP++ online Help.
Step 2: Configure Project Options
Define the target processor and set up your project options (or accept default settings) before adding files to the project. The Project Options dialog box provides access to project options (also called property pages), which enable the corresponding build tools to process the project’s files correctly.
Step 3: Add and Edit Project Source Files
A project normally contains one or more C, C++, or assembly language source files. After creating a project and defining its target processor, add new or existing files to the project by importing or writing them. Use the VisualDSP++ editor to create new files or edit any existing text files.
Adding Files to Your Project
You can add any type of file to the project. The development tools selec­tively process only recognized file types when you build the project.
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Project Development
Creating Files to Add to Your Project
You can create new text files. The editor can read or write text files with arbitrary names. Adding files to your project updates the project’s file tree in the Project window.
Editing Files
You can edit the file(s) that you add to the project. To open a file for edit­ing, double-click on the file icon in the Project window.
The editor has a standard Windows-style user interface and supports normal editing operations and multiple open windows. You can customize language- and processor-specific syntax coloring, and create and search for bookmarks.
Managing Project Dependencies
Project dependencies control how source files use information in other files, and consequently determine the build order. VisualDSP++ maintains a makefile, which stores dependency information for each file in the project. VisualDSP++ updates dependency information when you change the project’s build options, add a file to the project, or choose Update Dependencies from the Project menu.
Step 4: Specifying Project Build Options
After creating a project, setting the target processor, and adding or editing the project’s source files, configure your project’s build options. Specify options or accept the default options in VisualDSP++ before using the development tools that create your executable file. You can specify options for a whole project or for individual files, or you can specify a custom build.
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VisualDSP++ retains your changes to the build options. Settings reflect your last changes, not necessarily the original defaults.
Introduction to VisualDSP++
Configuration
A project’s configuration setting controls its build. By default, the choices are Debug or Release.
Selecting Debug and leaving all other options at their default set­tings builds a project that can be debugged. The compiler generates debug information.
Selecting Release and leaving all other options at their default set­tings builds a project with limited or no debug capabilities. Release builds are usually optimized for performance. Your test suite should verify that the Release build operates correctly without introducing significant bugs.
You can modify VisualDSP++’s default operation for either configuration by changing the appropriate entries on the Compile, Assemble, and Link pages. You can create custom configurations that include the build options and source files that you want.
Project-Wide File and Tool Options
Next, you must decide whether to use project-wide option settings or individual file settings.
For projects built entirely within VisualDSP++ with no pre-existing object or archive (library) files, you typically use project-wide options. New files added to the project inherit these settings.
Individual File and Tool Options
Occasionally, you may want to specify tool settings for individual files. Each file is associated with two property pages: a General page, which lets you choose output directories for intermediate and output files, and a tool-specific property page (Compile, Assemble, Link, and so on), which lets you choose options. For information about each tool’s options, see the online Help or the manual for each tool.
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Project Development
Step 5: Build a Debug Version of the Project
Next, build a debug version of the project.
Status messages from each code development tool appear in the Output window as the build progresses.
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Step 6: Create a Debug Session and Load the Executable
After successfully building an executable file, set up a debug session. You run projects that you develop as hardware or software sessions. After spec­ifying target and processor information, load your project’s executable file. On the General page in the Preferences dialog box, you can configure VisualDSP++ to load the file automatically and advance to the main func­tion of your code.
Step 7: Run and Debug the Program
After successfully creating a debug session and building and loading your executable program, run and debug the program.
If the project is not current (has outdated source files or dependency information), VisualDSP++ prompts you to build the project before load­ing and debugging the executable file.
Step 8: Build a Release Version of the Project
The output file type must be an executable (.DXE) file to produce debugger-compatible output.
After you finish debugging your application, build a Release version of your project to run on the product’s processor.
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Code Development Tools
This section describes the following development tools.
C/C++ compiler with run-time libraries
•Assembler
•Linker
Expert Linker
Preprocessor
Archiver
Splitter
•Loader
Available code development tools differ, depending on the processor. The options available on the pages of the Project Options dialog box enable you to specify tool preference.
VisualDSP++ supports ELF/DWARF-2 (Executable Linkable Format, Debugging Information Format) executable files. VisualDSP++ supports all executable file formats produced by the linker.
If your system is configured with third-party development tools, you can select the compiler, assembler, or linker to be used for a particular target build.
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Code Development Tools
Compiler
The compiler processes C/C++ programs into assembly code. The term compiler refers to the compiler utility shipped with the VisualDSP++ software.
The compiler generates a linkable object file by compiling one or more C/C++ source files. The compiler’s primary output is a linkable object file with a .DOJ extension.
To specify compiler options for your build, choose Project -> Project Options. From the ensuing Project Options dialog box, expand Compile and click a subpage.
Compiler options are grouped into the categories described in Table 1-4.
Table 1-4. Groups of Compiler Options
Category Provides
General Optimization, compilation, and termination options
Preprocessor Macro and directory search options
Processor Processor-specific options
Warning Warning and error reporting options
Workarounds Workarounds for specific hardware errata
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For complete information about compile options, refer to your processor’s VisualDSP++ 4.0 C/C++ Compiler and Library manual and VisualDSP++ online Help.
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The available compile pages and options depend on your target processor and your code development tools.
C++ Run-Time Libraries
Introduction to VisualDSP++
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The C and C++ run-time libraries are collections of functions, macros, and class templates that can be called from source programs. Many func­tions are implemented in the processor assembly language.
C and C++ programs depend on library functions to perform operations that are basic to the C and C++ programming languages. These operations include memory allocations, character and string conversions, and math calculations. The libraries also include multiple signal processing func­tions that ease processor code development. The run-time library simplifies software development by providing code for a variety of com­mon needs.
The compiler provides a broad collection of C functions including those required by the ANSI standard and additional Analog Devices-supplied functions of value for processor programming. This release of the compiler software includes both the Standard C Library and the Abridged Library, a conforming subset of the Standard C++ Library.
For more information about the algorithms on which many of the C library’s math functions are based, refer to the Cody and Waite text Software Manual for the Elementary Functions from Prentice Hall (1980).
You must be running VisualDSP++ to use the C++ run-time libraries.
For more information about the C++ library portion of the ANSI/ ISO Standard for C++, refer to the Plauger text Draft Standard C++ Library from Prentice Hall (1994) (ISBN: 0131170031).
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Code Development Tools
Assembler
The assembler generates an object file by assembling source, header, and data files. The assembler’s primary output is an object file with a .DOJ extension.
To specify assembler options, choose Project -> Project Options, and click Assemble (in the Project Options dialog box).
Assembler terms are defined as follows.
Instruction set
Set of assembly instructions that pertain to a specific processor. For information about the instruction set, refer to your processor’s hardware documentation.
Preprocessor commands
Commands that direct the preprocessor to include files, perform macro substitutions, and control conditional assembly
Assembler directives
Directives that tell the assembler how to process source code and set up processor features. Use directives to structure your program into logical segments or sections that support the use of a Linker Description File (.LDF) to construct an image suited to the target system.
For detailed information, refer to the VisualDSP++ 4.0 Assembler and Preprocessor Manual or VisualDSP++ online Help
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Linker
The linker links separately assembled files (object files and library files) to produce executable (.DXE) files, shared memory (.SM) files, and overlay (.OVL) files, which can be loaded onto the target.
The linker’s output files (
.DXE, .SM, .OVL) are binary, executable, and linkable
files (ELF). To make an executable file, the linker processes data from a Linker Description File (
.LDF) and one or more object (.DOJ) files. The
executable files contain program code and debugging information. The linker fully resolves addresses in executable files.
To specify linker options, choose Project -> Project Options, and click Link tab (on the Project Options dialog box). From the Link page, select a Category of options. Linker options are grouped into the following categories.
General
LDF Preprocessing
Elimination
•Processor
Linker terms are defined as follows.
Link against
Functionality that enables the linker to resolve symbols to which multiple executables refer. For instance, shared memory (.SM) executable files contain sections of code that other processor executable (
.DXE) files link against. Through this process, a shared
item is available to multiple executable files without being duplicated.
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Code Development Tools
Link objects
Object files ( executable (.DXE, .SM, .OVL) files, that are linked against
.LDF file
File that contains the commands, macros, and expressions that control how the linker arranges your program in memory
Memory
Definitions that provide a description of your target processor sys-
tem to the linker
Overlays
Files that your overlay manager swaps in and out of run-time memory, depending on code operations. The linker produces overlay (.OVL) files.
Sections
Declarations that identify the content for each executable file that the linker produces
.DOJ) that become linked and other items, such as
For detailed information, refer to the VisualDSP++ 4.0 Linker and Utili­ties Manual or VisualDSP++ online Help
A Linker Description File (
.LDF) describes the target system and maps
your program code with the system memory and processors.
The
.LDF file creates an executable file by using:
The target system memory map
Defined segments in your source files
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The parts of an
.LDF file, from the beginning to the end of the file, are
described as follows.
Memory map – describes the processor’s physical memory (located at the beginning of the .LDF file)
SEARCH_DIR, $LIBRARIES, and $OBJECTS commands – define the path names that the linker uses to search and resolve references in the input files
MEMORY command – defines the system’s physical memory and assigns labels to logical segments within it. These logical segments define program, memory, and stack memory types.
SECTIONS command – defines the placement of code in physical memory by mapping the sections specified in program files to the sections declared in the MEMORY command. The INPUT_SECTIONS statement specifies the object file that the linker uses to resolve the mapping.
For details, refer to the VisualDSP++ 4.0 Linker and Utilities Manual.
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Code Development Tools
Expert Linker
Expert Linker is a graphical tool that enables you to:
Define a target processor’s memory map
Place a project’s object sections into that memory map
View how much stack or heap has been used after you run a processor program
This interactive tool speeds up the configuration of system memory. It uses your application’s target memory description, object files, and libraries to cre­ate a memory map that you can manipulate to optimize your system’s use of memory.
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Expert Linker graphically displays the available project information in an .LDF file as input. This information includes object files, LDF macros, libraries, and target memory descriptions. Use the drag-and-drop function to arrange the object files in a graphical memory-mapping representation. When you are satisfied with the memory layout, generate the executable file (.DXE) via VisualDSP++ project options.
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When opened in a project that already includes an parses the map and the object mappings. The memory map appears in the Expert Linker window (Figure 1-2 on page 1-36). Use this display to modify the memory map or the object mappings. When the project is ready to be built, Expert Linker saves the changes to the .LDF file.
Expert Linker works with the linker. For more information about linking, refer to the VisualDSP++ 4.0 Linker and Utilities Manual.
You can use default .LDF files that come with VisualDSP++ or the Expert Linker wizard to create and customize a new
.LDF file, Expert Linker
.LDF file and graphically displays the target processor’s memory
.LDF file.
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Expert Linker can graphically display space allocated to program heap and stack. After you load and run your program, Expert Linker indicates the used portion of the heap and stack. You can then reduce the size of the heap or stack to minimize the memory allocated for the heap and stack. Freeing up memory in this way enables it to be used for storing other things like proces­sor code or data.
You can launch the Expert Linker (see Figure 1-2) from VisualDSP++ in three ways:
Double-click the
.LDF file in the Project window.
Right-click the .LDF file in the Project window to display a menu and then choose Open in Expert Linker.
From the VisualDSP++ main menu, choose Tools, Expert Linker, and Create LDF.
Expert Linker Window
The Expert Linker window (Figure 1-2) enables you to modify the mem­ory map or the object mappings. You can specify a color for each type of object (internal memory, external memory, unused memory, reserved memory, output sections, object sections, overlays in live space, and over­lays in run space). The objects are displayed in color when you view the Memory Map pane in graphical memory map mode. When the project is ready to be built, Expert Linker saves the changes to the .LDF file.
The Expert Linker window contains two main panes:
The Input Sections pane displays a tree structure of the input sections.
The Memory Map pane displays each memory map in a tree or graphical representation.
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Code Development Tools
Figure 1-2. Expert Linker Window
You can dock or float the Expert Linker window in the VisualDSP++ main window.
Memory Map Pane Right-Click Menu
Table 1-5 describes the commands on the Memory Map right-click menu.
Table 1-5. Memory Map Pane Right-Click Menu
Command Purpose
View ModevMemory Map Tree Displays the memory map in tree mode
View ModevGraphical Memory Map
ViewvMapping Strategy (Pre-Link)
ViewvLink Results (Post-Link) Displays the memory map, which shows where the object sections
NewvMemory Segment Opens the Memory Segment Properties dialog box, from which
Displays the memory map in graphical blocks
Displays the memory map, which shows where you intended to place object sections
are actually placed
you specify the name, address range, type, width, and so on of the memory segment that you want to add
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Table 1-5. Memory Map Pane Right-Click Menu (Cont’d)
Command Purpose
NewvOutput Section Adds an output section to the selected memory segment
Note: Right-click on a memory segment to access this command.
NewvShared Memory Opens the Shared Memory Properties dialog box, from which
you specify the name of the shared memory output file and proces­sors that share the memory
This command is not available on single-processor systems.
NewvOverlay Opens the Overlay Properties dialog box, from which you add a
new overlay to the selected output section or memory segment
Note: The new overlay’s run space is in the selected output section.
Delete Deletes the selected object
Pin-to-Output Section Pins an object section to an output section to prevent it from over-
flowing to another output section
This command is available only after you right-click on an object section that is part of an output section set to overflow to another section.
View Section Contents Opens the Section Contents dialog box, which displays the con-
tents of the input or output section
This command is available only after you link or build the project and then right-click on an input or object section.
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Code Development Tools
Table 1-5. Memory Map Pane Right-Click Menu (Cont’d)
Command Purpose
Add Hardware Page Overlay Support
View Symbols Opens the View Symbols dialog box and displays the symbols for
Expand All Expands all items in the memory map tree to make their contents
View Legend Opens the Legend dialog box, which shows all possible icons in the
Sets up hardware overlay live and run spaces for all available hard­ware pages by: a) Checking if memory segments are currently defined in all hard­ware pages. If memory segments are located, you are queried about whether to delete those segments. b) Creating a memory segment containing an overlay (live space) in each hardware page c) Creating a memory segment containing all overlay run spaces in hardware page 0 d) Creating a default mapping for each overlay. The default map­ping maps objects containing the section, “ ware overlay on PM page 0, “pmpage1” to PM page 1, “dmpage0” to DM page 0, and so on.
the project, overlay, or input section
This command is available after you link the project and then right-click on the Memory Map pane for a processor, memory seg­ment, output section, or input section.
visible
tree window, with a brief description of each icon.
The Colors page displays a list of colors used in the graphical memory map. You can specify each object’s color.
pmpage0” to the hard-
View Global Properties Opens the Global Properties dialog box for the selected object.
The dialog box’s title and content depend on the selected object.
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Stack and Heap Usage
Expert Linker enables you to adjust the size of the stack and heap, and make better use of memory.
Expert Linker can:
Locate stacks and heaps and fill them with a marker value
This operation occurs after you load the program into a processor tar­get. The stacks and heaps are located by their memory segment names, which may vary across processor families.
Search the heap and stack for the highest memory locations written to by the processor program
This operation occurs when the target halts after you run the program. Assume that these values are the start of the unused portion of the stack or heap. Expert Linker updates the memory map to show how much of the stack and heap are unused.
Be aware of the following stack and heap restrictions.
The heap, stack, and system stack must be defined in output sections named
HEAP, STACK, and SYSSTACK, respectively.
The heap, stack, and system stack must be the only items in those out­put sections. You cannot place other objects in those output sections.
For other processor families, the restrictions on memory segment names differ according to what is used in the default
.LDF files. If you do not heed these
restrictions, you cannot view stack and heap usage after running your program.
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Code Development Tools
Figure 1-3 shows an example memory map after you run a SHARC program.
Figure 1-3. Memory Map Example After Running a SHARC Program
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Archiver
The VisualDSP++ archiver (elfar.exe) combines object (.DOJ) files into library (.DLB) files, which serve as reusable resources for project develop­ment. The linker searches library files for routines (library members) referred to by other objects and links them in your executable program.
Run the archiver from within VisualDSP++ or from the command line. From VisualDSP++, create a library file as your project’s output.
To modify or list the contents of a library file (or perform other operations on it), you must run the archiver from a command line. For details, refer to the VisualDSP++ 4.0 Linker and Utilities Manual.
Splitter
The splitter (elfspl21k.exe) processes executable files to prepare non-bootable programmable read-only memory (PROM) image files. These files are executed from the processor’s external memory.
The splitter’s primary output is a PROM file with these extensions:
.S_# (SHARC processors)
.H_# (SHARC processors)
.STK (SHARC processors)
.LDR (Blackfin and TigerSHARC processors)
For TigerSHARC processors, output from the splitter is 32 bit. For SHARC
processors, output from the splitter is 32 bit, 40 bit, 48 bit, or 64 bit.
To specify splitter options, choose Project, Project Options, and click the
Split page.
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Code Development Tools
Splitter terms are defined as follows.
Non-bootable PROM-image files
The splitter’s output, which consists of PROM files that cannot be used to boot-load a system
Splitter
The splitter application, such as software release
For more information about the splitter and options used to generate loader files, refer to the VisualDSP++ 4.0 Loader Manual or VisualDSP++ online Help
elfspl21k.exe, contained in the
Loader
The loader (elfloader.exe) generates boot-loadable files by processing executable files in addition to a loader kernel. The loader output (.LDR) file enables the processor to boot from an external device (host or ROM).
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To specify loader options, choose Project, Project Options, and open the Load pages.
Loader terms are defined as follows:
Boot kernel
The loader creates programs that execute from internal memory. The splitter generates programs that execute from external memory.
The executable file that performs memory initialization on the target
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Boot-loadable file
Introduction to VisualDSP++
The loader’s output (
.LDR), which contains the boot loader and the
formatted system configurations. This is a bootable image file.
Boot loading
The process of loading the boot loader, initializing system memory, and starting the application on the target
Loader
The loader application, such as elfloader.exe, contained in the software release
For more information about the loader, refer to the VisualDSP++ 4.0 Loader Manual or VisualDSP++ online Help.
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Processor Projects
Processor Projects
Your goal is to create a program that runs on a single-processor (or multiprocessor) system. A project is the structure where programs are built. All development in VisualDSP++ occurs within a project.
A project refers to the collection of source files and tool configurations used to create a processor program. The project file (.DPJ) stores program build information.
VisualDSP++ provides flexibility for setting up projects. You configure settings for code development tools and configurations, and you specify build settings for the project and for individual files. You can set up fold­ers that contain your source files. A project can include VDK support.
Use the Project window to manage projects from start to finish. Within the context of a project, you can:
Specify code development tools
Specify project-wide and individual-file options for Debug or Release configurations of project builds
Create source files
VisualDSP++ facilitates movement among editing, building, and debug­ging activities.
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Project Options
Project options apply to the entire project. Specify project options in the Project Options dialog box. Figure 1-4 shows an example of this dialog box.
Figure 1-4. Project Options Dialog Box Showing Project Page
For each code development tool (compiler, assembler, linker, splitter, and loader), a one or more pages provide options that control how each tool processes inputs and generates outputs. The available pages depend on your target. Each option corresponds to an individual tool’s command-line switch. You can define these options once or modify them to meet chang­ing development needs.
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Tools can also be accessed from the operating system’s command line.
Processor Projects
Project options also specify the following information.
Project target
Tool chain
Output file directories
Pre- and post-build options
Project Groups
A project group enables you to work with a number of projects at once. A project group can be empty or contain any number of projects. Opening a project adds it to the project group. Closing a project removes it from the project group. Similar functionality is found in Microsoft Visual Studio.
The Project window (Figure 1-5) displays the project group icon and the projects opened in that workspace.
Figure 1-5. Project Window
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Each workspace has one project group. When you switch among work­spaces, the project group is loaded and the same set of projects are opened just as when you last closed the workspace.
One project is active at a time. The active project responds to commands and messages from menus and toolbars. The Project window displays the active project with bold typeface. A Project box, located by default with the toolbar buttons, displays the name of the active project (see Figure 1-6).
Figure 1-6. Project Box Showing the Active Project
Though commands are sent to the active project, they may also be carried out by a project on which the active project depends. For example, assume that project A is active and depends on project B. Executing a Rebuild All command on project A builds project B first. The same logic applies to the Clean command, which deletes intermediate and target files.
Exporting a makefile exports one makefile for each open project. In the makefile of a project depending on another project, one sub-target is cre­ated for each project on which it depends. Thus, building a project builds all dependent projects first.
Project Group Files
You can save project group information to a file so you can restore that project group and share it conveniently.
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Processor Projects
The project group file (
.DPG), which is in XML format, contains a list of
project entries. Each project entry corresponds to a project in the group and contains project information, including the path to the project file (.DPJ) and its dependent projects. Batch build specifications are saved in the .DPG file for later use (so you can load and execute them without re-specifying the same build targets). In the Project window, the root node shows the project group's file name without an extension.
Source Code Control (SCC)
VisualDSP++ includes Source Code Control (SCC), which enables you to use the Microsoft Common Source Code Control (MCSCC) interface to connect the VisualDSP++ IDDE to SCC applications installed on your machine.
Various SCC products (such as Microsoft Visual SourceSafe or PVCS Version Manager) support the MCSCC interface. From VisualDSP++ interface, you can access the commonly used features of these applications without leaving the IDDE. You can launch the SCC application from the plug-in menu to use non-supported features.
When you create a project, you are prompted to add the project to SCC. When you open a project in the IDDE, the SCC plug-in connects to the selected SCC application and locates a controlled copy of the project and its source files. If a controlled copy is not located, the SCC application must locate it. Typically, you are queried to browse for it. If the controlled copy is successfully found or added, the plug-in keeps its application-spe­cific path in the project file and reconnects with this path in the future. You can subsequently reconnect to the controlled copy without having to browse for it.
Operations executed on large numbers of files tend to take longer to fin­ish. A message box provides status information by displaying the operation currently executing. A button on the message box cancels the operation.
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The Output window’s Console view displays finished operations. Mes­sages indicate what has been done. Warnings and error messages may also appear in the Output window.
SCC applications provide dialog boxes and GUI displays for some file operations such as show history, show difference, and show properties. These operations can be run from VisualDSP++.
For complete details, refer to VisualDSP++ Help.
Makefiles
Use a makefile (.MAK or .MK) to automate builds within VisualDSP++. The output make rule is compatible with the gnumake utility (GNU Make V3.77 or higher) or other make utilities. VisualDSP++ generates a project makefile that controls the orderly sequence of code generation in the target. You can also export a makefile for use outside of VisualDSP++. For more information about makefiles, go to:
http://www.gnu.org/manual/make/
A project can have multiple makefiles, but only one makefile can be enabled (active).
The project in Figure 1-7 includes an active makefile (indicated by ).
The active makefile, with its explicit
gmake command line, builds the
project. When no makefile is enabled for a project, VisualDSP++ uses specifications configured in the Project Options dialog box.
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Figure 1-7. Makefile in Project Window
You can view a makefile’s command line. To change the makefile’s target, use the Configuration box, shown in Figure 1-8.
Figure 1-8. Makefile in Configuration Box
When you close a project, the Make commands and the target list associ­ated with each makefile are serialized in the project (
.DPJ) file.
Rules
You can enable only one makefile when building a project. If you enable more than one makefile, VisualDSP++ generates an error message. After you build your project with an external makefile, the executable file is not automatically loaded (even when this option is configured).
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Output Window
Make command error messages and standard output appear in the Output window. Double-clicking on an error-message position opens the makefile in an editor window to the line of code causing the error.
Keywords in the makefile are syntax-colored.
Note: The error message format of
gmake is parsed correctly when you dou-
ble-click on an error message. If you use another make utility, the double-click feature does not function.
Example Makefile
An example of a makefile appears below.
# Generated by the VisualDSP++ IDDE
# Note: Any changes made to this Makefile will be lost the next # time the matching project file is loaded into the IDDE. If you # wish to preserve changes, rename this file and run it # externally to the IDDE.
# The syntax of this Makefile is such that GNU Make v3.77 or # higher is required. # The current working directory should be the directory in which # this Makefile resides. # Supported targets:
# Debug # Debug_clean # Release
# Release_clean # Define ADI_DSP if it is not already defined. Define this # variable if you wish to run this Makefile on a host other than # the host that created it and VisualDSP++ may be installed in a # different directory. ifndef ADI_DSP
ADI_DSP=C:\Program Files\Analog Devices\VisualDSP endif
# $VDSP is a gmake-friendly version of ADI_DIR empty:=
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space:= $(empty) $(empty) VDSP_INTERMEDIATE=$(subst \,/,$(ADI_DSP))
VDSP=$(subst $(space),\$(space),$(VDSP_INTERMEDIATE)) # Define the command to use to delete files (which is different # on Win95/98 and Windows NT/2000) ifeq ($(OS),Windows_NT) RM=cmd /C del /F /Q else RM=command /C del endif # # Begin "Debug" configuration # ifeq ($(MAKECMDGOALS),Debug) Debug : ./debug/mean.dxe ./debug/mean.doj :./mean.c ../../../include/stdio.h $(VDSP)/cc21k -c .\Mean.c -g -proc ADSP-21062 -o .\Debug\Mean.doj ./debug/benchmark.doj :./benchmark.asm ../../../include/asm_sprt.h ../../../include/def21060.h $(VDSP)/easm21k.exe -proc ADSP-21062 -o .\Debug\benchmark.doj -g .\benchmark.asm ./debug/mean.dxe :./debug/mean.doj ./debug/benchmark.doj $(VDSP)/cc21k.exe .\Debug\Mean.doj .\Debug\benchmark.doj -proc ADSP-21062 -L .\Debug -flags-link -od,.\Debug -o .\Debug\Mean.dxe endif ifeq ($(MAKECMDGOALS),Debug_clean) Debug_clean:$(RM) ".\Debug\Mean.doj" $(RM) ".\Debug\benchmark.doj" $(RM) ".\Debug\Mean.dxe" $(RM) ".\Debug\*.ipa" $(RM) ".\Debug\*.opa" $(RM) ".\Debug\*.ti"
endif # Begin "Release" configuration # ifeq ($(MAKECMDGOALS),Release) Release : ./release/mean.dxe ./release/mean.doj :./mean.c
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$(VDSP)/cc21k -c .\Mean.c -O1 -proc ADSP-21062 -o .\Release\Mean.doj ./release/benchmark.doj :./benchmark.asm $(VDSP)/easm21k.exe -proc ADSP-21062 -o .\Release\benchmark.doj .\benchmark.asm ./release/mean.dxe :./release/mean.doj ./release/benchmark.doj $(VDSP)/cc21k.exe .\Release\Mean.doj .\Release\benchmark.doj
-proc ADSP-21062 -L .\Release -flags-link -od,.\Release -o
.\Release\Mean.dxe endif ifeq ($(MAKECMDGOALS),Release_clean) Release_clean: $(RM) ".\Release\Mean.doj" $(RM) ".\Release\benchmark.doj" $(RM) ".\Release\Mean.dxe" $(RM) ".\Release\*.ipa" $(RM) ".\Release\*.opa" $(RM) ".\Release\*.ti"
endif
Project Configurations
By default, a project includes two configurations, Debug and Release, described in Table 1-6. In previous software releases, the term configura- tion was called “build type.”
Table 1-6. Default Project Configurations
Configuration Description
Debug Builds a project that enables the use of VisualDSP++
debugging capabilities
Release Builds a project with optimization enabled
Available configurations appear in the configuration box, which, by default, is located in the Project toolbar, as shown in Figure 1-9.
You cannot delete the Release or Debug configuration.
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Figure 1-9. Configuration Box
Customized Project Configurations
You can add a configuration to your project. A customized project config­uration can include various project options and build options to help you develop your project. Figure 1-10 shows a customized configuration (Version2) listed in the configuration box.
Figure 1-10. Selecting a Project Configuration
Project Build
The term build refers to the process of performing operations (such as preprocessing, assembling, and linking) on projects and files. During a build, VisualDSP++ processes project files that have been modified since the previous build as well as project files that include modified files.
A build differs from a rebuild all. When you execute the Rebuild All command, VisualDSP++ processes all the files in the project, regardless of whether they have been modified.
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Building a project builds all outdated files in the project and enables you to make your program. An outdated file is a file that has been modified since the last time it was built or a file that includes (
#include) a modified
file. For example, if a C file that has not been modified includes a header file that has been modified, the C file is out of date.
VisualDSP++ uses dependency information to determine which files, if any, must be updated during a build.
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Note the following:
A file with an unrecognized file extension is ignored at build time.
If an included header file is modified, VisualDSP++ builds the source files that include (#include) the header file, regardless of whether the source files have been modified since the previous build.
File icons in the Project window indicate file status (such as excluded files or files with specific options that override project settings).
Build Options
You can specify options for the entire project and for individual files.
Table 1-7 describes these build options.
Table 1-7. Build Options
Options Description
Project-wide Specify these options from a tabbed page (for example, Compile or
Link) for each of the code development tools.
Individual-file These settings override project-wide settings.
Custom-build step For maximal flexibility, edit the command line(s) issued to build a
particular file. For example, you might call a third-party utility.
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File Building
Building a file compiles or assembles the file and locates and removes errors. You can build a single file or multiple files that you select.
The build process updates the selected source file’s output (.OBJ) file and the output file’s debug information. Building a single file is very fast. Large projects, however, may require hours to build.
If you change a common header file that requires a full build, you can build only the current file to ensure that your change fixes the error in the current file.
Batch Builds
Performing a batch build builds one or more build targets in the open project group. You must configure the batch build before you can build it.
A build target in a project group is formed by the combination of a project and a project configuration (such as a Release configuration). Refer to VisualDSP++ Help for details on configuring and running a batch build.
Pre-Build and Post-Build Options
Pre-build and post-build options are typically DOS commands that are executed before building a project and after a successful project build. These commands invoke external tools.
For example, you can use a post-build command to copy the final output file to another location on the hard drive or to invoke an application automatically.
Automatically copying files and cleaning up intermediate files after a suc­cessful build can be very useful.
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Command Syntax
Place “c:\windows\command.com /C” at the beginning of each DOS command line. For example, to execute “copy a.txt b.txt”, type:
c:\windows\command.com /C copy a.txt b.txt
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The letter “C” after the slash character must be uppercase.
Project Dependencies
Dependency data determines which files must be updated during a build. The following are examples of dependency information.
..\.\.\include\cplus\cstddef ..\.\.\include\cplus\exception ..\.\.\include\cplus\new ..\.\.\include\cplus\xstddef
..\.\.\include\def21060.h ..\.\.\include\limits.h ..\.\.\include\cplus\stddef
..\.\.\include\stdio.h ..\.\.\include\string.h ..\.\.\include\VDK_Internals.h ..\.\.\include\VDK_Public.h ..\.\.\include\yvals.h
Project Window Rules
The Project window displays a project’s files, as shown in Figure 1-11.
The following rules dictate how files and subfolders behave in the Project window’s file tree.
You can include any file in a project.
Only one
.LDF file is permitted.
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Figure 1-11. Example of Project Files
You cannot add the same file into the same project more than once.
Only one project (project node) is permitted.
A file with an unrecognized file extension is ignored at build time.
When you add a file to a project, the file is placed in the first folder configured with the same extension. If no such folders are present, an added file goes to the project level.
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VisualDSP++ Help System
The VisualDSP++ Help system is designed to help you obtain information quickly. Use the Help system’s table of contents, index, full-text search function, and extensive hyperlinks to jump to topics. Bookmark topics that you plan to revisit.
VisualDSP++ Help is comprised of multiple Help systems (.CHM files). Each file is identified with a book icon in the software installation’s
Help folder.
The majority of the Help system files are VisualDSP++ manuals and hard­ware documentation. These manuals are also available in PDF format (on the installation disk) for printing. Manuals are also available from Analog Devices as printed books.
Each window, toolbar button, and menu-bar command in VisualDSP++ is linked to a topic in Help. Other portions of the VisualDSP++ Help system provide procedures for configuring and using tools.
Some .CHM files support pop-up messages for dialog box controls (buttons, fields, and so on). These messages, which appear in little yellow boxes, comprise part of the context-sensitive Help in VisualDSP++.
For more information about the Help system, refer to “Online Help” on
page A-51.
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2 ENVIRONMENT
VisualDSP++ is an intuitive, easy-to-use user interface for programming Analog Devices processors. This chapter introduces the VisualDSP++ work environment, including the main window and debugging windows. Graphics are used to illustrate concepts and available window options.
Customize VisualDSP++ to meet your needs. Refer to VisualDSP++ online Help for “how to” information. This chapter is organized as follows.
“Parts of the User Interface” on page 2-2
This section introduces the application’s main window (title bar, control menu, menu bar, toolbars, and status bar).
“VisualDSP++ Windows” on page 2-14
This section details the Project window, editor windows, and the Output window.
“Debugging Windows” on page 2-50
VisualDSP++ provides a multitude of debugging windows. This section focuses on each window, presenting its purpose, features, and benefits.
VisualDSP++ 4.0 User’s Guide 2-1
Parts of the User Interface
Parts of the User Interface
When you open VisualDSP++, the application’s main window appears.
Figure 2-1 shows an example of the VisualDSP++ main window.
Figure 2-1. VisualDSP++ Main Window
This work area contains everything necessary to build, manage, and debug a project. You can set up preferences that specify the appearance of appli­cation objects (fonts, visibility, and so on). You can open project files by dragging and dropping them into the main window.
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Environment
The VisualDSP++ main window includes these parts:
Title bar and control menu
Menu bar, toolbars, and status bar
Project window
Output window
VisualDSP++ also provides access to many debugging windows to facili­tate project development. For more information, see “Debugging
Windows” on page 2-50. You have to learn only one interface to debug all
your processor applications.
VisualDSP++ supports ELF/DWARF-2 (Executable Linkable Format, Debugging Information Format) executable files. VisualDSP++ supports all executable file formats produced by the linker.
Title Bar
Figure 2-2 shows the different parts of the title bar.
Figure 2-2. Title Bar (Split into Three Parts to Fit the Page)
The title bar includes these components:
Control menu button
Application name – Analog Devices VisualDSP++
Name of the active target
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Parts of the User Interface
Project name
File name (when an editor window is maximized in the main window)
Standard Windows buttons
Clicking the control menu button opens the control menu, which contains commands for positioning, resizing, minimizing, maximizing, and closing the window. Double-clicking the control button closes VisualDSP++. The title bar right-click menu (Figure 2-3) and control menu (Figure 2-4) are identical.
Additional Information in Title Bars
A register window’s title bar displays its numeric format (such as octal). An editor window’s title bar displays the name of the source file.
Title Bar Right-Click Menus
A menu like the one in Figure 2-3 appears when you right-click within the VisualDSP++ title bar or within the title bar of a child (sub) window.
Figure 2-3. Right-Clicking in the VisualDSP++ Window’s Title Bar
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From the VisualDSP++ title bar’s right-click menu, you can:
Resize or move the application window
Close VisualDSP++
Control Menu
Control menu (system menu) commands move, size, or close a window. Refer to
Figure 2-4. VisualDSP++ Control Menu
Program Icons
Click a program icon to open a control menu.
Program icon for the application and debugging windows
Program icon for editor windows
Placing the mouse pointer over a control menu command displays a brief description of the command appears in the status bar at the bottom of the application window.
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Parts of the User Interface
Editor Windows
A floating editor window’s control menu includes the Next command, which moves the focus to another window.
When an editor window floats in the main application window, its pro­gram icon resides at the left side of its title bar. When an editor window is maximized, the program icon resides at the left end of the menu bar. Editor windows are described on page 2-28.
Debugging Windows
Each debugging window has a control menu. You can open a debugging window’s control menu only when the window is floating in the main window. For more information, see “Debugging Windows” on page 2-50.
Menu Bar
By default, the menu bar (Figure 2-5) appears directly below the applica­tion title bar. It displays menu headings, such as File and Edit.
Figure 2-5. VisualDSP++ Menu Bar
To display menu commands and submenus, click a menu heading. You can also run many menu bar commands by:
Clicking toolbar buttons
Typing keyboard shortcuts
Right-clicking and choosing a command from a context menu
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