I have a DragonBoard APQ8074 with SnapDragon 800. I am able to successfully build Android and run some OpenCL related apps on this.
I am currently trying to build a linux kernel and load either Ubuntu or Fedora on this board.
It wouldbe really helpful if anyone could point me to suitable posts or guides.
I did look into Freedreno, it is really a good starting point, but i am still unable to understand the part of initrd/ramdisk img file.
Also the bootloader (similar to u-boot i assume), i am not clear which parts of it i need to update, if at all necessary.
Thanks in advance.
regard,
Anup.
This might help http://whiteboard.ping.se/Android/Android. There's a few sections there that might be handy. I also found this other article that helped me understand intrd and intramfs a bit better if that helps. http://www.linux.com/learn/linux-career-center/114923-the-kernel-newbie-corner-qinitrdq-and-qinitramfsq-some-unfinished-business
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Still chasing that white whale of running Minecraft on an BBB, I eventually came to the conclusion that the major issue was twofold. First, Minecraft has a dependency on the Lightweight Java Games Library, or LWJGL, and it does not have an ARM version to reference when it's downloading the run environment. Second, Minecraft's launcher doesn't allow you to reference specific jars in the boot up process, meaning that any version of LWJGL and it's accessories that could be ported to ARM would also have to pass the sha checks. Granted, those could be fudged, but I'm at a bit of a loss on how to proceed since I seem to be in uncharted territory. Anyone have any pieces of advice or suggestions on where to go from here?
I have found some information here for LWJGL for ARM:
http://www.raspberrypi.org/forums/viewtopic.php?f=34&t=19532
This brought me to 2 places:
More info on running ARM LWJGL: http://www.trimslice.com/forum/viewtopic.php?f=48&t=393
And, what appears to be precompiled LWJGL for ARM: http://openjdk.gudinna.com/lwjgl-es/
I have yet to test anything, but it's a step in the direction. I am new to a lot of this myself, so we'll see where it goes.
I am also in the same boat, trying to do the same thing.
All I know for sure so far:
JWJGL is built for x86, so it can't run on ARM processor - we would need to recompile for ARM.
There is a checksum when you do replace the LWJGL library, which triggers minecraft to replace the file with the x86 version.
I had an idea that, in order to get around the checksum issue, if someone with the know how could make a mod that also included the LWJGL for ARM. In this manner, as I understand it, getting MC to run on BBB would be as simple as copying over a mod.
Sorry I couldn't help further. I'll keep an eye on this post and I'll let you know what I find out.
I am looking at developing a simple (to start with) UEFI Boot loader to load a ELF image, and was wondering if anyone had a good entry point into maybe any existing projects, or examples that I can use to get started out with.
In addition I was wondering if any one had any experience in getting virtual box to run an EFI application. I have set up a VM with EFI mother board but can seam to create an EFI System Partition for it to load out of (without using an OS), all I can achieve is the UEFI command line.
You might try taking a look at the GRUB or elilo source code. These are also good because they support loading ELF images. You might also look to the EDK2, there is a lot of good code there, and it's easy to build EFI executable images with it.
When referencing the UEFI, I also like to use Phoenix's wiki. I find the boot services entry to be especially useful.
Hope this helps at least a little!
I recently became interested in bootloaders too. I'm still a newbie in this field, but I found this interesting step-by-step tutorial to code a "Hello World" bootloader. Hope it gives you or anyone else with the same question a starting point for developing your bootloader.
GRUB installation on UEFI is possible by means of grub-mkimage. ELF binaries are known to be similarly masqueraded as complying UEFI's PE32+ requirement. If some C developers will refactor the code as done by https://www.kernel.org/doc/Documentation/efi-stub.txt and then generalize mkimage's that code as a separate tool for the sake of multibooters without PE32+ kernel loaders for every OS...
Just imagine
ld -b input-format -o <output>.efi --oformat=output-format objfile ...
There used to be a gui toolkit for experimenting with OpenCV image processing pipelines including code generation. I think it started with an "h". What is it called, and what happened to it?
I think I saw in the past a nice tool to test opencv functions, not so sure about the code generation.
Now i found this one, it looks decent:
http://code.google.com/p/piaf/
This one looks nice but experimental:
http://siggiorn.com/videopipe/
And these, but look poor and ancient:
http://code.google.com/p/cvpreprocessor/
http://code.google.com/p/open-rtvision/
EDIT:
This one is dedicated to feature detecting module:
http://introlab.github.io/find-object/
I think you refer to Harpia. It's available in Ubuntu applications if you enter OpenCV in SW repository (Ubuntu Software Center) search box
This is called HighGUI. You can find many docs in the web. Here's one of them: Load and Display an Image.
I'm porting/customizing linux kernel for our board. I will base on atmel evolution board configuration, and I need to overwrite some startup routines and add our drivers.
Is there any document, link, forum where I can get information how to make it in Linux way ?
Which files can I overwrite, and which shall I create from scratch ?
Is this a Board Support Package question ?
Thank you
I doubt that there is short and simple answer to your question. To accomplish this task you should more or less good understand Linux as distribution (kernel + boot scripts + user space software) work together and how make them be a friends.
I could recommend you book, which I found extremely useful as embedded Linux engineer: Embedded Linux Primer: A Practical Real-World Approach (2nd Edition) I am quite confident it will answer most of your questions.
I think that's it. Short, nice, fresh:
http://free-electrons.com/blog/elce-2012-slides-porting-linux-to-new-arm-soc/
I am trying to learn a little about driver development and my question is, which OS has an easier API to develop drivers with? Windows or Linux?
Remember that I am new to this.
Thanks
If you are doing this for learning (I guess its your case), then go for Linux, you will have a more general ideal on how an OS works, you will interact with low level implementation straight to the core.
If you are just writing a driver for a device, I recommend using Visual Studio under Windows, it has a lot of features that will really help on your devel.
I am pretty sure you'll get lots of Windows vs Linux war here, unfortunately.
On Windows, you'll get pretty good development tools, with some awkward stuff, but that you can get along with easily. API is documented provided you have access to a Windows Developer account. Remote debugging is supported and it helps a lot for these kernel stuff that are triggering BSOD so quickly.
On Linux, you'll need to get your hands more dirty. Rubini's "Linux Device Drivers" is a very good starting point. Openness will bring you more flexibility, and more understanding of what is happening.
This tutorial might be helpful.
It is about writing a simple device driver for linux.
My personal idea is Linux. You can see the entire code other than an API.
I think Windows is good.
Because it has a rich set of API's which is easier to use