I have an AT90USB162 Minimus AVR which I want to integrate into a project. I downloaded the demo code from Minimus USB. This is a driver for using the AVR as a COM port. The project is written for AVR Studio 4, and cannot be loaded as-is in AVR Studio 5.
How can I convert the project for use with AVR Studio 5?
Well, I just got to build the package. The problem is that the original sources were configured to be built in AVR Studio v.4, and mine is v.5, so I had to convert them to my version. So, you can follow the instructions:
Unzip the content of the AVR-USB-162-CDC.zip to a folder. Inside it you will see the folder Atmel. Move this folder to c:\Atmel (so you will have c:\Atmel\at90usb162-cdc-1_0_1);
In AVR Studio v.5, go to menu File/Import/AVR Studio 4 Project and where you see APS File Location, Browse to c:\Atmel\at90usb162-cdc-1_0_1\at90usb162\demo\cdc\gcc\cdc.aps
Click Convert and so Finish and Close.
You can build the project with Build/Build Solution. The .hex will be saved in C:\Atmel\at90usb162-cdc-1_0_1\at90usb162\demo\cdc\gcc\cdc.hex.
I'm yet studying the code due to know the COMPORT parameters. But at least I'm already able to burn the hex into the microchip. If someone know details of this COMPORT please comment.
That's it. I hope it helps other newbies like me.
Related
I have followed the instructions here (https://chromium.googlesource.com/chromium/src/+/main/docs/windows_build_instructions.md) to download the Chromium source code. It took about an hour! I understand how, "Chromium uses Ninja as its main build tool along with a tool called GN to generate .ninja files." Basic newbie question: How do I open up the Chromium source code as a project within Visual Studio Community? Also, is there anyway to do the build from within Visual Studio? Thx in advance!
I'm going to create my first managed plugin for Unity (2018.2) using Visual Studio Community for Mac (7.6.11 build 9).
I've read the documentation but I think that the step-by-step instructions are not meant to be followed on Visual Studio Community for Mac.
As you can see in the screenshot below, I've created several projects using each and every library template available.
All of them compiled successfully to a DLL targeting versions of .NET framework that are incompatible with Unity.
The only project I could change the .NET framework version to match Unity's 3.5 is the one based on the Other > .NET > Library.
Everything works fine but I'd like to know if the assumptions, the process and the final result are correct. Can you tell me, please?
I don't know the difference between the "Class" and the "Class Library" option but you're supposed to use the "Class Library" option. This is not the main point of this answer.
Two future issues you haven't solved yet:
1. Referencing Unity's API.
If you ever have to use any Unity library or API in youir plugin such as Vector3, you need to add Unity's UnityEngine.dll to your library settings. If you don't, you will run-time exceptions.
Go to Project --> Add Reference ---> Browse ---> Browse Button
then select <UnityInstallationDirecory>\Editor\Data\Managed\UnityEngine.dll. You can now build your managed plugin. Since you're using Mac, this path is different on your OS. On Mac, this could be /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll. You just have to find where UnityEngine.dll is located.
2. Invisible stack trace
With your current setup, if you run into error with your managed plugin, the stack trace won't be there. You won't have the file names and line numbers and this makes is very hard to debug your plugin code.
When you build the project, Visual Studio generates a PDB file instead of an MDB file. Unity can't use this directly. You have to convert the PDB files into MDB files.
From command line, run this:
<UnityInstallationDirecory>\Data\MonoBleedingEdge\lib\mono\4.5\pdb2mdb.exe UnmanagedPlugin.dll
Again, the path might be different on Mac, you just need to find "pdb2mdb.exe" that converts the PDB files into MDB files.
After that, copy the MDB and dll file into the "Assets" folder in your Unity project.
I have a VxWorks project that compiles under Toronado on my Win7 machine. I am trying to convert the same project to compile in my Visual Studio 2010. I don't need it to complete to where it creates a .o/out file but at least get through all the defines/includes and etc. so I can use Visual Studio's IDE for definition jumping and etc..
I'm at a point where I'm getting a 'undeclared identifier' for "_interrupt" which is included in several include files from the ..\tornado\target\config\ folder.
I'd appreciate any suggestions
Thanks
I would like to comment on this but don't have enough points.
I do the same thing using eclipse instead of visual studio, I don't do anything special to make it work.
It sounds like you are trying to do the link even though you don't want to. Make sure when you create your project you set it up to create a library not an executable, it should do the compile then but no linking.
I am new to OpenCL, I have been trying to test run OpenCL code on Nvidia. I have installed the CUDA 6.0 tool kit and I have added the .cu and .cl extensions in visual studio 2010. I have included OpenCL.lib in the Linker tab of project properties. I have included the needed libraries in visual studio 2010. But, when I compile my code I get an error "nvcc : fatal error : Don't know what to do with matvec.cl". Can somebody shed some light on this issue. I have been at it for the past two days. There were previous questions related to this, but there is no reply for one question, here is the link:
Cannot run OpenCL on an NVIDIA Card ( 'CL/cl_platform.h': No such file or directory)
and another the link in the reply does not work for some reason, here is the link:
How to configure OpenCL in visual studio2010 for nvidia's gpu on windows?
If someone can also provide a link for this issue, it would be greatly appreciated. Advance thanks.
It looks like you have configured Visual Studio to compile .cl files with nvcc. This is what you should do for CUDA files (.cu), but OpenCL kernel source code is compiled at runtime, and should not be compiled by anything at application build time. Just remove this configuration option, and you should be good to go.
One thing you might want to do with .cl files is have them automatically copied to the application binary directory, so that the application can find them easily when it wants to load them. This is just a matter of preference.
Recently I decided to make a switch from OpenCV 2.1 to Opencv 2.4. I am having problems in configuring it with opencv. The details are as follows:-
Installed and extracted opencv in folder( opencv2.4).
Created a new folder "BIN" inside (opencv2.4). Used CMAKE to extract all data in BIN.
While using CMAKE I did not select QT, TBB, IPP options.
I added path to System environment i.e. C:\opencv2.4\build\x64\vc10\bin;
I used the solution in "BIN" folder and compiled first with Debug and then with Release options.
Now I started a new VS2010 project.
In project properties; C++ -> General
In project properties;Linker-> General I did
In project properties;Linker-> Input I did
I finally copied all .dll files in my debug folder.
When I run program, I am getting following error.
I dont know what wrong I am doing. Somehow I think I am not linking the library properly. Plz guide me in this regard . . .
There are extensive tutorials coming with the official OpenCV installation. They explain in great detail, with a lot of screenshots, how you configure Visual Studio with OpenCV. You can read the documentation online. I'll link the two tutorials relevant to this question:
Installation in Windows
http://docs.opencv.org/doc/tutorials/introduction/windows_install/windows_install.html
How to build applications with OpenCV inside the Microsoft Visual Studio
http://docs.opencv.org/doc/tutorials/introduction/windows_visual_studio_Opencv/windows_visual_studio_Opencv.html
You miss the opencv_legacy242.. lib. Add it and try again. Some functionality has moved to legacy in latest release
You may also try follow videos on this subject. They help a lot. Those from a reliable source of course. I know there's one on opencv.org website.