Book Image

ARM® Cortex® M4 Cookbook

By : Mark Fisher, Dr. Mark Fisher
Book Image

ARM® Cortex® M4 Cookbook

By: Mark Fisher, Dr. Mark Fisher

Overview of this book

Embedded microcontrollers are at the core of many everyday electronic devices. Electronic automotive systems rely on these devices for engine management, anti-lock brakes, in car entertainment, automatic transmission, active suspension, satellite navigation, etc. The so-called internet of things drives the market for such technology, so much so that embedded cores now represent 90% of all processor’s sold. The ARM Cortex-M4 is one of the most powerful microcontrollers on the market and includes a floating point unit (FPU) which enables it to address applications. The ARM Cortex-M4 Microcontroller Cookbook provides a practical introduction to programming an embedded microcontroller architecture. This book attempts to address this through a series of recipes that develop embedded applications targeting the ARM-Cortex M4 device family. The recipes in this book have all been tested using the Keil MCBSTM32F400 board. This board includes a small graphic LCD touchscreen (320x240 pixels) that can be used to create a variety of 2D gaming applications. These motivate a younger audience and are used throughout the book to illustrate particular hardware peripherals and software concepts. C language is used predominantly throughout but one chapter is devoted to recipes involving assembly language. Programs are mostly written using ARM’s free microcontroller development kit (MDK) but for those looking for open source development environments the book also shows how to configure the ARM-GNU toolchain. Some of the recipes described in the book are the basis for laboratories and assignments undertaken by undergraduates.
Table of Contents (16 chapters)
ARM Cortex M4 Cookbook
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Creating a game application – Stage 2


This prototype extends the one described in the previous section to make a single player game that includes a 'paddle' drawn on left-hand edge of the screen. The position of the paddle is determined by a potentiometer (ADC1) fitted to the evaluation board that provides a voltage input to the Analog-Digital (A-D) Converter.

  1. Begin by creating a new folder named helloPong_c2v0, and within this, a new project. Configure the RTE to include board support software components for the Graphic LCD (API) and A/D Converter (API). Alternatively, clone the folder helloBounce_c2v0, from the previous recipe and modify the RTE. Use Resolve to automatically load any missing libraries.

  2. Copy helloBounce.c and helloBounce.h from the previous recipe, rename them helloPong.c and helloPong.h, and include these in your project. Change the #include in helloPong.c, and replace helloBounce.h with helloPong.h. Build the program and test it as before.

  3. Add #include "Board_ADC.h" and...