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

Introduction


Most signals that we encounter in the natural world are continuous; for example, we perceive sound produced by an orchestra as a continuum of intensities ranging from pianissimo (very soft) to fortissimo (very loud). Computers, on the other hand, work with binary quantities that are inherently discrete. The number of discrete values that can be represented depends on the number of bits that are used to represent the quantity (for example, 8 bits can represent 28 discrete values). Computers that are designed to interact with real-world phenomena (for example, sound, light, heat, and so on) need to overcome two problems. Firstly, they need to convert between its physical manifestation and a (continuous) electrical signal, and secondly, they need to convert between the signal's continuous and discrete representation. Returning to our sound example, solving the first problem requires a transducer to convert sound (pressure) waves to electrical signals and vice versa (that is, a...