How can I add I-CUBE-LRWAN libraries to a new project? - stm32

I am working with STM32 B-L072Z-LRWAN1 discovery kit. How can I add I-CUBE-LRWAN libraries externally, after i have created a project on CubeMX for B-L072Z-LRWAN1 discovery kit. Because project which i have created have not radio libraries. I am coding with System Workbench.
Before this project, i used Ping-Pong example. It was divergent for create a fresh project. So i am trying to make a new project for Lora.
Thanks for answers.

I'm going to answer it from te point of view of a Keil project because that is the program wherein I've done it but these steps should be interchangeable with the IDE. It mostly involves copying the code and adding the right linker and source paths.
The I-CUBE-LRWAN project has been setup such as that the parts of the project have been separated. The root directory of the project consists of three folders: Middlewares, Projects and Drivers. These folders contain both .h and .c files inside their tree structure.
Drivers
The Drivers folder contains all the files related to the specific board you are using, the HAL (Hardware Abstraction Layer), CMSIS and the BSP (Board Support Package). The HAL and CMSIS provide a generalized interface towards the device and when using these creates code that can be ported to other STM32 platforms by changing out the CMSIS board specific definitions. I would recommend that when you create a project you tick the box to include all library files in your project. This will make compilation take longer and your project bigger but will also prevent you from fussing about with missing libraries. The BSP contains Board Specific interfaces for interfaces present on your platform. This includes LEDs and buttons on the L072Z-LRWAN1 and in case of the STM32l4 nucleo the joystick/LCD.
I would recommend that you copy your board specific BSP (.h and .c) into your project and use them as a standardized interface to board specific features. You should create a new BSP .h/.c pair when you are using a custom board.
Projects
The Projects contains your project specific code and contains the business end of your application. A bit of a bump in the road comes up here as ST has chosen to implement all their LoRaWAN code inside the main.c file. I would recommend that you take out all the LoRaWAN related initialization and transmission code (generally anything related to LoRaMainCallback_t) and put it inside a separate file with a defined interface. This is a bit of work but will pay dividend in the fact that your normal code has been separated from your LoRaWAN handling. I've stored my LoRaWAN code inside the file lorawan.<h|c>. With regard to the rest of the files: move the contents to a separate folders in your project called LoRaWAN/App/inc/ and LoRaWAN/App/src/. This pertains to the files: debug.c, hw_gpio.c, hw_rtc.c, hw_rtc.c, vcom.c, debug.h, hw.h, hw_conf.h, hw_gpio.h, hw_msp.h, hw_rtc.h, hw_spi.h, utilities_conf.h and vcom.h. Add the inc folder to your include path (the -I option) and the source files to your project.
Middlewares
The Middlewares folder needs to be copied from the source project to your target project and every inc folder or folder with .h files needs to be added to your include path and every source file needs to be added to your project. I would recommend that the folder structure is kept inside your IDE as to make your navigation between project and folder structure easier.
Another postive effect of keeping the folder structures similar is that upgrading your code with a newer stack should be easier as the files can be found in a somewhat same place in both projects.
Preprocessor defines
And a most important step. You need to take the DEFINE parameters defined inside the project and copy the into your own project. This can be found inside the Keil project (and the other projects also but in other places) under: options for target x->C/C++->define. It contains something akin to these values: STM32L072xx,USE_B_<board name>,USE_HAL_DRIVER,REGION_EU868,DEBUG,TRACE. As you can see I'm using: a Murata radio with integrated STM32, the EU 868 region and debugging and tracing options.
It should be possible to include "hw.h" and compile your program when you've done everything right.

Related

STOP using HAL in cubeIDE [duplicate]

This question already has answers here:
CMSIS & STM32, How to begin? [closed]
(2 answers)
Closed 1 year ago.
As I want to write an efficient program to use minimal RAM & Flash, I want to remove HAL library completely from my project & program only in registers.
I want to use cubeIDE for compiling & Debugging but I do not know how to remove HAL library from my project(It seems that HAL library created and attached to project by default when generating project).
Is there any practical way?
Best!
There is an option in STM32CubeIDE project generation which allows you to create empty projects.
The empty project comes with the following:
main.c : Mostly empty
syscalls.c : I don't know what it is for but probably useless.
sysmem.c : Implements _sbrk() function, which is used by malloc() & new()
startup_stm32[xxxxxxxx].s : Startup file in assembly. You can leave it as it is
[xxxxxx]_FLASH.ld : Linker script file. Most of the time, this can be left unchanged.
But you need some additional libraries & files.
CMSIS Library : This includes some core functions common to all Cortex M devices. The core library is header only, and it's the only one you need to get started. There are some additional CMSIS libraries, like the DSP library which you may need depending on your project requirements. I suggest downloading it from its official repository.
Official STM32 headers from ST : This is actually called STM32Cube[xx] (STM32CubeF4 for example) and includes the Cube & HAL framework you want to get rid off. But we're interested in CMSIS compliant device headers. You can delete the rest. It also includes a version of CMSIS which lags behind the official one. Since you can download the latest CMSIS from its official repository, you don't need the one included in Cube package. You can download the relevant package from ST. For example, this one is for F4 series.
Once you have the needed packages, you need to configure STM32CubeIDE such that your project uses the newly obtained libraries. Basically, you need to add some additional include directories and symbol definitions. And there is an additional system_stm32[xxxxx].c file, which can be found in STM32Cube package and needs to be included in your project.
Here you can find a somewhat related answer.
Here is an example STM32CubeIDE blinky project I've created for the Blue Pill board (STM32F103C8). It may be somewhat outdated but it's probably still useful.
The method I've described probably isn't very practical. Some people suggest creating a normal Cube & HAL project and than pruning the unused parts.

Custom Eclipse (CDT) project layout, different from folder structure

A good hello to you fellow Stackoverflow people.
I am stuck with a small dilemma here.
At my work we used to work with UltraEdit projects but we want to migrate to using Eclipse CDT. (Not using its compiler/build options, we need an external SDK for this).
On the harddisk we have a specific folder structure to keep things seperate between two teams. Namely the 'productcode' + 'applicationcode'-group and the 'drivercode'-group.
Both groups have their own folder where they place sourcecode in.
application
drivercode
productcode
The filenames are given a specific prefix, denoting to which 'layer' they belong.
os (operating system)
application
system
unit
component
IO
hardware
All of these files (except for application which is only allowed in the application folder) can be in the product or drivercode folder.
In UltraEdit all of these files are grouped under their respective layer. So our project has the following folders:
0 Operating System
1 Application Layer
2 System Safety Layer
3 Unit Layer
4 Component Layer
5 IO Layer
6 Hardware Layer
Generic
XML
The virtual folder '0 Operating System' holds all os_xxx files from the real folders 'drivercode/productcode' And the same goes for 2, 3, 4, 5 and 6.
TL;DR:
Is it possible to get the same (virtual) folder structure within Eclipse CDT?
To make things more complex, this whole folder structure is devided in 3 projects. E.G. proj-1, proj-2, proj-3 and there is also a shared folder that holds code that is shared among projects.
I had a similar situation. Rather than a bunch of hunt/peck for linked resources, which tend break the ability to reuse the .*project files elsewhere, I made a 'workspace setup" script that just symlinked the sources into the directories where their projects were. That way the default eclipse mechanisms (build all source within a tree) just work out of the box.
I have found one way, but it is quite cumbersome.
I can create the structure I want using Linked Resource Folder and files.
However this means I need to go through all dialog's per folder/file in order to add them to the list. I hope there is an other way though. So I'll not accept my own answer as of yet.
Eclipse CDT plays well with existing projects.
I guess you probably also have manually generated Makefile? Then you only need to use File -> Import -> C/C++ -> Existing code as Makefile Project.
This will leave all your source where it was and team members that prefer to no use Eclipse can still use whatever they want, and build from command line.

Same code base for iPhone/Desktop app

I have an iPhone/iPad app that I want to port to MacOSX. Most of my objective C classes should work just fine as long as they do not contain UIKit stuff. Obviously the interface will be different.
What is the best way to do this in Xcode? Start a completely new project? Add a new target? How can I keep the different platforms in sync? Should I just use git with multiple branches?
I've had difficulty setting up a unified project with different targets for the two OS types, so I generally split this into two projects that share source files.
For an application that will be targeted Mac and iOS, I tend to create one directory for the application. I place the two projects within this, and set up one directory for shared source files, one for iOS-specific stuff, and a third for Mac-specific stuff. This way, you might have different projects, but shared files will update between them as they are changed. The only time you manually have to sync the two is when a new shared file is added to the application and must be added to both projects independently.
You should be able to restructure your existing project to support this without much trouble.
You can also simply add the files from one project as references to the other one. Simply drag them from the source project (where the actual files reside) into the other project. The dialog will ask you whether you want to copy the files. Choose no. This will make the second project point to the files in the first project. Edits go into both projects.
Be careful with this, though, as there are a few differences between APIs in iOS and MacOS, even if they are called the same.

XCode: Linking projects inquiry

I have 2 projects and I want to use in the first project, a class (i.e. view controller) of the second. Instead of importing all the files of the second project in the first one, is there a way to link it like a framework or library?
I tried the following unsuccessfully:
Dragged-dropped SecondProject.xcodeproj and checked SecondProject.app as a target
Added it as a dependency project in the first project dependencies
Pointed to the header files by adding in the "Header Search Paths" a path pointing to the second project which I copied in a subfolder of the first project.
When I include "SecondProjectViewController.h" I get no errors but when I try to instantiate it I get the "OBJ C referenced from" error.
Any help is deeply needed and appreciated! =)
F.
As an experienced developer I would suggest not sharing code this way across projects. The simple reason is that changes in one project will then directly effect other projects, often rendering them un-compilable. For example, if you share a controller class and decide to implement a change with a new import, then any project that uses that class will be broken until you open then in xcode and ensure that the imported class is available.
A better method is to compile your first project as a static library or framework. I'd also recommend ensuring that it is version some way. For example, in my projects I create static frameworks and store them in a directory called "v0.0.1", "v0.0.2" etc.
The framework can then be dragged and dropped into a second project to use it. The second project then refers to it via the directory path. The advantage of doing this is that if I then change the first project, the second one if not effected by the changes until I choose to update the frameworks path.
Sharing files between projects will work for small cases, that being 2 or 4 projects, but once you have more than that it rapidly becomes un-manageable.
You have only a few steps to go:
4) in First project, click the disclosure triangle in the Groups and Files section for the Second Project reference. this will display the targets of Second Project.
5) Drag the target reference (e.g., static library) from Second Project to the target in First Project's link phase.
That should clear up all the linker errors for the symbols which exist in Second Project's library. Of course, you'll have to remove those sources (based in second Second) which are compiled and linked from First.
Managing static libraries for huge codebases is dead easy this way (although I prefer the build up to the minute (as well as several build variants), and don't reference archived binaries as Derek does). Learning to minimize changes which break builds takes time to learn. dynamic libraries are a bit different - depending on their distribution, you may want to version (as Derek outlined). It's good to share, but you should put the shared exported symbols in a library, which is a dependency of both apps. Just be careful not to add too much unnecessary objc symbols to the library - objc symbols and their references cannot be stripped from the final executable and they will cause runtime collisions if they appear in two images (dylib, app, static lib) within the same process.
You can add the view controller's files to your 1st project regardless of where they are on disk -- the project will make a reference to their location.

Building Two iPhone Apps from Common Code

I have an iPhone app, and I'm taking a few features of the app and creating a new app.
What's the appropriate way to build two apps from a common code base?
One more option nobody seems to have mentioned yet - you can create a new target in the original project file. I do this for "free" and "paid" versions of the same app, but it'd be useful for any two apps that share most of the same code.
I got this from an Xcode expert:
Xcode has two affordances to do the right thing here:
1) For files outside your project tree that your project requires, set up a source tree. Xcode > Preferences > Source Trees, define a symbolic path (e.g. EXTRA_SOURCES) with the actual path on your disk to where they're checked out. Then when you add those files to your project, add them Relative to Source Tree to that source tree.
(N.B. Quit and restart Xcode after defining the source tree in Prefs.)
2) In Xcode 3.2, define the Project Roots to include the Source Tree. Project > Edit Project Settings > General tab, "Configure Roots & SCM" button. Add the source tree to the Project Roots and set up its repository, which can be a separate repository from your main project files.
That's it. You have one file tree, from one repository, but many projects can share it, and if you perform an SCM operation on the source in one project it's reflected in others.
Ideally you would be able to make a dynamically linked shared library (or "framework" in Apple parlance) from the common code, but the iPhone platform does not support this. In addition to the approaches already suggested here, you can link against your own static libraries.
Building static libraries with the iPhone SDK
Easy, Modular Code Sharing Across iPhone Apps: Static Libraries and Cross-Project References
Keep the common code in a common repository. Then you can easily use it in as many projects as you want.