stm32f4discovery A/D set up - stm32f4discovery

I want to setup the AD converter at 8KHz rate (for voice sampling).
I know how to do it with timer interrupt.
However I want to set it up directly using DMA..
Operation clock is at 144Mhz (and should be there)--> ADC clock is APB2/2=36Mhz
Now using ADC_SMPR1 I can add 12+480 cycles which is not enough.
Is there any clever way to set the ADC clock down to 8Khz?

In order to use DMA and ADC, you don't reduce the speed of Core or DMA. Mentioned clocks don't affect to sample rate. Sample rate must be set up by timer! But you shouldn't use timer interrupt!
Use the following scheme:
Setup timer on 8KHZ, I suppose you have it but don't enable interrypt!
Set the event to start ADC conversion, for example: hadc.Init.ExternalTrigConv = ADC_EXTERNALTRIGCONV_T3_TRGO;
Confiture timer to master mode by HAL_TIMEx_MasterConfigSynchronization function, example:
TIM_MasterConfigTypeDef master_config = {
.MasterOutputTrigger = TIM_TRGO_UPDATE,
.MasterSlaveMode = TIM_MASTERSLAVEMODE_DISABLE
};
HAL_TIMEx_MasterConfigSynchronization(&hAudioInTim3, &master_config);
Run ADC: HAL_ADC_Start_DMA(&hadc, buffer, size);
Wait for HAL_ADC_ConvCpltCallback event and then process your data.

Related

Is it possible to design Arinc653 scheduler with Azure-RTOS?

I want to design a scheduler that works in Arinc653 manner just for experimental issues.
Is this possible to manipulate the scheduler in this way?
There is time-slicing in threadX I know but all examples I've encountered are using TX_NO_TIME_SLICE (And my shots with that did not work either.).
Besides I'm not sure if time-slice make the thread wait until its deadline met or put it into sleep so that other threads get running.
For short; Arinc653 scheduler defines a constant major frame that each
'thread' has its definite amount of running times and repeats major
frame endlessly. If a thread assigned with i.e 3ms within a major frame and it finishes its job in 1 ms; kernel still waits 2ms to switch next 'thread'.
You can use time slicing to limit the amount of time each thread runs: https://learn.microsoft.com/en-us/azure/rtos/threadx/chapter4#tx_thread_create
I understand that the characteristic of of the Arinc653 scheduler that you want to emulate is time partitioning. The ThreadX schedule policy is based on priority, preemption threshold and time-slicing.
You can emulate time partitioning with ThreadX. To achieve that you can use a timer, where you can suspend/resume threads for each frame. Timers execute in a different context than threads, they are light weight and not affected by priorities. By default ThreadX uses a timer thread, set to the highest priority, to execute threads; but to get better performance you can compile ThreadX to run the timers inside an IRQ (define the option TX_TIMER_PROCESS_IN_ISR).
An example:
Threads thd1,thd2,thd3 belong to frame A
Threads thd4,thd5,thd6 belong to frame B
Timer tm1 is triggered once every frame change
Pseudo code for tm1:
tm1()
{
static int i = 0;
if (i = ~i)
{
tx_thread_suspend(thd1);
tx_thread_suspend(thd2);
tx_thread_suspend(thd3);
tx_thread_resume(thd4);
tx_thread_resume(thd5);
tx_thread_resume(thd6);
}
else
{
tx_thread_suspend(thd4);
tx_thread_suspend(thd5);
tx_thread_suspend(thd6);
tx_thread_resume(thd1);
tx_thread_resume(thd2);
tx_thread_resume(thd3);
}
}

How to slow down the All actions of cocos2dx Game

I'm implementing a game on cocos2d-x.
Now I implemented a "Replay of My Game" feature (Game shows from start)
But I want to replay my game at the speed of 1x , 2x , 3x , 4x. When changing speed to 2x all actions (move and rotate etc.) should work with respect to new changed variable.
How can I do that by changing the general speed of CCAction?
I want a general solution. I know the solution with variables or scheduler,
but I want a general solution.
You can use following code to slow or fast all scheduler and action:-
float val = 2.0; // to fast
val = 0.5; // to slow
Director->getInstance()->setTimeScale(val);
Default value is 1.0;
Write a class like CCEaseIn by yourself.
Rewrite update(float time).
m_pInner->update(powf(time, m_fRate)); // this is what update() like in CCEaseIn
The code may be changed like this:
m_pInner->update(func(time));
func(float time) is the function to change the time. like time/2 which means to 0.5x, time*2 means 2x. You may save some param to make the function more adaptable.

Increase Timer interval

I have a timer that calls the function 'bottleCreate' from 500 to 500 miliseconds. But I want that time to increase during the game (getting faster the creation of the bottles, and the game gets more difficult). But I don't know how to increase that variable inside new Timer. Thanks
interval=500;
var my_timer=new Timer(interval);
my_timer.addEventListener(TimerEvent.TIMER, bottleCreate);
my_timer.start();
You want the game to get faster, so the variable needs to decrease, because less time between function calls will make it faster.
According to the Documentation of the Timer Class you can use the delay variable to change the interval speed.
So, to make it faster, you could simply write
my_timer.delay -= 50;
Each time you do this, the function call will be called 50 ms faster.
Be aware though, going beneath 20ms will cause problems, according to the Documentation.
Furthermore, each time you manipulate the delay variable, the timer will restart completely, with the same repeat count you use at initialization.

STM32F4 nanosecs delay

I've been playing with SysTick for a couple of days and i cannot reach nanoseconds delay. Is it possible with Systick to reach such small values or i have to use timers and interrupts? The LEDs though won't work lower than 350ns delay. Here is an image from my usb oscilloscope:
In general I want to make a project (i am just experimenting with LEDs and SysTick above) which will be like this:
where Δt = 250ns (the other parameters will be determined somehow). The question is, can I make these pulses by using SysTick?
STM32F407VG have 24-bit SysTick timer and its maximum clock speed is 168MHz (Core Clock speed). That means, even if you set your SysTick reload register to:
0x000001 (1 cycle)
You can only have 5.95ns period.
I found this in section 6.2 Clocks of the RM0368 reference manual:
The RCC feeds the external clock of the Cortex System Timer (SysTick) with the AHB clock (HCLK) divided by 8. The SysTick can work either with this clock or with the Cortex clock (HCLK), configurable in the SysTick control and status register.
So maybe the maximum tick rate is limited by the clock divisions. Check Figure 12. Clock tree to see which clock config you should use to get maximum speed.

Time Slow/Speed Up Power Up

I'm creating a collecting game, and I want to create a time slow/speed up powerup.
Any ideas on how to do that in Flash/AS3?
One way I thought of was simply changing the frame rate. I can slow down the frame rate. But when I try to increase the frame rate beyond 60, Flash caps it at 60.
Thank you in advance for your help.
I like to do time-based movement instead of frame-based movement for better consistency. The general concept is to check the amount of time passed between frames and base movement on that instead of frames which can alternate (e.g. you can have 60FPS for a bit and then it slows down to 30FPS). You can do a simple calculation based on time passed for movement, for instance player.x += player.speed * timeDiff but that can result in odd situations if the time passed between frames happens to be really large (for instance, the player can end up missing lots of collisions since you are moving him in one large movement). Instead, I like to use a game loop to move the player X times based on the amount of time that has passed between frames, ensuring that collisions and any other game loop events will be properly checked.
This also has the advantage that it is easy to adjust the speed.
Here is the basic concept:
private var speedMultiplier:int = 100;//100 normal speed, 0 paused
private var currRealTime:int = getTimer();
private var currGameTime:int = currRealTime;
private var globalLastTime:int = currRealTime;
private var totalTimeDiffRemainder:int = 0;
private var loopTime:int = 20;//every 20 ms run our actions
public function getGameTimer():int
{
return currGameTime;
}
private function updateGameTime():void
{
var realTime:int = getTimer();
currGameTime = currGameTime + speedMultiplier/100*(realTime - currRealTime);
currRealTime = realTime;
}
private function runEvents(event:Event):void
{//ENTER_FRAME event
var totalTimeDiff:int = getGameTimer() - globalLastTime + totalTimeDiffRemainder;
globalLastTime = getGameTimer();
while (totalTimeDiff > loopTime)
{//every 20 ms run all our actions
totalTimeDiff -= loopTime;
//run all your game loop events here, such as collision checks
}
totalTimeDiffRemainder = totalTimeDiff;
updateGameTime();
}
So every time an ENTER_FRAME event fires, we will check the time passed since the last ENTER_FRAME event and then run our actions once for each 20ms that has elapsed and pass the remainder over to the next ENTER_FRAME event. For instance, if it's been 47 ms since the last ENTER_FRAME, we will run our actions twice and pass over 7 remaining ms to the next ENTER_FRAME event.
In order to pause, slow down, or speed up the game, all you have to do is modify speedMultiplier. Changing speedMultiplier to 0 will pause the game, 50 is half speed 100 is normal speed, 200 double speed, etc.
I believe the general way to do this would be to use an MVC like setup where your model holds all the data for the game elements (character position/orientation, enemies, dynamic map elements) then the controller is modifying the model. With the controller modifying the model this way you could add a multiplier to the model, and use the multiplier when having the controller update the model for "physics" or other modifying dynamic elements in the game.
Roughly:
Model
public var speedMultiplier:Number=1;
public var playerXSpeed:Number;
public var playerYSpeed:Number;
Controller (I'm assuming you make a controller class and pass the view to the constructor and are listening for events from the view in the controller).
private function enterFrame_handler(event:Event):void
{
var playerSprite:Sprite = mainView.playerSprite;
playerSprite.x += playerXSpeed*speedMultiplier; //only problem I can see here is your player skipping past certain elements, to avoid this you could use a loop to make each motion and do checks but it's more CPU intensive
//var enemySprites:Vector<EnemySprite>;
//other game physics here, reduce speed due to drag, fix any invalid values etc.
}
Edit
Actually in thinking this through some more, although I do generally like using an MVC setup myself since it allows one to have a single sprite that does all the drawing; you could also use the same concept of a speedMultiplier shown here without necessarily changing around any software patterns. If you end up needing to do it with a loop because you need it to do checks for every spot it would hit as an object moves along, you may need to have your default speedMultiplier be something like 10 so you could set it down to 1 to get 1/10th speed with all the same checks as it would get at 10 being normal speed (again only issue here being it has to do whatever calculations 10 times for every update, in this case you may want to use a timer instead of the frame rate to control the overall calculation speed).