C Programming in Avr Studio
C Programming in Avr Studio
2010-06-08
Introduction
This tutorial will teach you how to write, compile, and trace C programs in AVR Studio. For more information, you can see AVR Studios Help and see the WinAVR site.
2. Execute the downloaded setup file. The installation of the software is straight forward, and it can be done by pressing the Next and Install buttons a few times. Now, the AVR Studio IDE is ready to be used.
7. Do the followings: In the left list, choose AVR GCC. Choose a name for your project (e.g. firstProgram) by typing the name in the text field below the Project name. You can change the location where the files of the project will be saved by clicking on the button, if you want. Press the Next button.
8. Choose AVR Simulator from the left list and ATmega32 from the right list and press Finish.
Saving
10. Save the program by pressing Ctrl + S or choosing Save from the File menu
Compiling
11. Press F7 or select Build from the Build menu or click on the build icon in the toolbar.
12. See the Build window. The window shows if your program has syntax error or not. By looking at the window, you can see the amount of memory which is used by your program, as well.
Debugging
13. Select Start Debugging from the Debug menu. A yellow arrow appears next to the first instruction of the program and shows the next instruction which will be executed.
Tracing
14. To execute the next instruction press F10 or select the Step Over from the Debug menu. There are also another tracing tools in the Debug menu, as well: Step Into: It is executes the next instruction, like Step Over. The only difference between them is that, if the next instruction is a function call, the Step into, goes to the function; but Step Over executes the function completely and goes to the next instruction. Step Out: If you are in a function, Step Out executes the program up to the end of the function. For more information about the Tracing tools you can see the AVR Studios help.
Watching
See Figure 12. In this part you learn to use the different tools to watch the program.
10
In Figure 12, you saw some icons in the toolbar which are numbered as 3, 4, and 5 (Figure 16). The use of them is discussed in this page. Watch: Click on the tool which is numbered as 3 in Figure 16. The watch window appears (Figure 17); in this window you can see the value of different variables at the correct time. Double click under the Name title and type i and then press Enter; the value of the i will be displayed, and if you continue tracing by pressing the F10 button (Step Over) the changes of i will be displayed.
Register: Click on the tool which is numbered as 4 in Figure 12, the Register window will be displayed. This window shows the contents of all of the general purpose registers, at the current time. You can close the window by clicking on the X which is displayed on the top right corner of the window.
Memory: Click on the tool which is numbered as 5 in Figure 16. The Memory window appears (Figure 19); in this window you can see the contents of different locations of memory, at the correct time. In the window: 1) The gray column shows the address of the first location in each row. For example, in the picture, location $60 contains 1, $61 contains 2 and so on.
11
2) We can choose which of the memories to be displayed using the comboBox on the top left corner of the window: Data: SRAM memory EEPROM: EEPROM I/O: I/O registers Program: Flash Memory Register: general purpose registers
Figure 20: Memory
Disassembler: This window shows the contents of the flash memory. In the window: 1) The black texts display our program. 2) Below each of the instructions of our program, its assembly equivalent is mentioned. 3) The gray numbers at the middle of the lines mention the machine code of each instruction. For example, according to Figure 21, the machine equivalent of OUT 0x17,R24 is BB87. 4) The last column describes what the assembly instruction does. For example as you see in Figure 21, OUT is Out to I/O location, or JMP is Jump. 5) The gray numbers at the beginning of each line, mention at which location of flash memory each of the instructions are located. For example, in Figure 21, OUT 0x14,R24 is located in address 004C. 6) The yellow arrow points to the next instruction which will be executed.
12