I have been trying to create a new "Custom machine" for QEMU and trying to understand the code structure of QEMU. There is a lot of help for QEMU's internal code structure like TCG etc.
But I want to understand the functions or inherited functions and syntax used to write a custom machine. For example SYS_BUS_DEVICE, what is the definition of this? What are the usages, how to use etc.
I am not sure if my question is even right or SYS_BUS_DEVICE is a user definition. Can someone clarify this? Or point me to any documentation which describes the custom machine development.
Every time I try to look for such code structure I end up with QEMU internal code. Are they both same? Is definitions like SYS_BUS_DEVICE is internal to QEMU?
SYS_BUS_DEVICE is a QOM object used to define devices on a bus. It's part of the object model. What documentation we have for developers can be found at: https://qemu.readthedocs.io/en/latest/devel/index.html (specifically https://qemu.readthedocs.io/en/latest/devel/qom.html).
Related
i want to create new library for my e-paper using atmega32 and eclipse enviroment. What do i have to know about it moreover how it works. I dont want to use arduino libraries, want to write it on my own. How to best start making it? I know how to use SPI, what commands do i have to send to display, but do i have to have any drivers which are necessarily? Is any possibilty to program it using only this module:
https://www.waveshare.com/1.54inch-e-paper-module-b.htm
and SPI? Or it is necessary to have some drivers to do it?
Your question a little bit strange, because "driver" is usually piece of code, written by a third person. So, answer is yes - it is always possible to do it from scratch, without using third-side software.
First what you need to know is what type of controller being used in that display, to get technical documentation (datasheet). Unfortunately, there is no such information, but there is a link to the specification document: https://www.waveshare.com/w/upload/9/9e/1.54inch-e-paper-b-specification.pdf
Read it carefully. For example at page 8 you can find the list of commands, which are used to control the display, and below the detailed description of the commands.
At pages 24, 25 you can find initialization sequence, and reference flowchart.
If any doubts, you can download and investigate how third-party libraries are done. For example here: https://github.com/waveshare/e-Paper
I want to build an interface in a c program which is running on an embedded system. This should accept some bytecode that represents a c function. This code will then be loaded into the memory and executed. This will then be something like remotely inject code into a running app. The only difference here is that i can implement, or change the running code and provide an interface.
The whole thing should be used to inject test code on a target system.
My current problem is that I do not know how to build such a byte code out of an existing c function. Mapping and executing this is no problem if I would knew the start address of the function.
Currently I am working with Ubuntu for testing purposes, this allows me to try some techniques which are not possible in the embedded system (according to missing operating system libs).
I build an shared object and used dlopen() and dlsym() to run this function. This works fine, the problem is just that i do not have such functions in the embedded system. I read something about loading a shared object into memory and run it, but i could not find examples for that. (see http://www.nologin.org/Downloads/Papers/remote-library-injection.pdf)
I also took a simple byte code that just print hello world in stdout. I stored this code in memory using mmap() and execute it. This also worked fine. Here the problem is that I don't know how to create such a byte code, I just used an hello world example form the internet. (see https://www.daniweb.com/programming/software-development/threads/353077/store-binary-code-in-memory-then-execute-it)
I also found something here: https://stackoverflow.com/a/12139145/2479996 which worked very well. But here i need a additional linker script, already for such a simple program.
Further I looked at this post: https://stackoverflow.com/a/9016439/2479996
According to that answer my problem would be solved with the "X11 project".
But I did not really find much about that, maybe some of you can provide me a link.
Is there another solution to do that? Did I miss something? Or can someone provide me another solution to this?
I hope I did not miss something.
Thanks in advance
I see no easy solution. The closest that I am aware of is GCC's JIT backend (libgccjit). Here is a blog post about it.
As an alternative, you could using a scripting language for that code that needs to be injected. For instance, ChaiScript or Lua. In this question, there is a summary of options. As you are on an embedded device, the overhead might be significant, though.
If using an LLVM based backend instead of GCC is possible, you can have a look at Cling. It is a C++ interpreter based on LLVM and Clang. In my personal experience, it was not always stable, but it is used in production in CERN. I would except that the dynamic compilation features are more advanced in LLVM than in GCC.
I stumbled across some interesting documentation regarding PICK programming:
http://www.d3ref.com/?token=flash.basic
It says FlashBASIC is a compiled, instead of interpreted, version of PICK programs that are interoperable with PICK. This is great. I am curious about how it describes Object code:
converts Pick/BASIC source code into a list of binary instructions
called object code.
Is this object code interoperable with other languages? Or is it limited to the PICK & Universe operating environment? In other words could a C program call a FlashBASIC program?
This is helpful in defining the C version, but cannot find any clear definition of the FlashBasic version:
What's an object file in C?
You're asking a few different questions which I'll try to answer.
Here is an article I wrote that might help your understanding of FlashBASIC. In short, where traditional MV BASIC is compiled and then run by assembler, the Flash compiler is C and generates an object module that sits below the standard BASIC object in frame space. At runtime that code is then interpreted by a C runtime. For our purposes here, there is no C interface, this is just an internal mechanism for getting code to run faster.
Note from the above that this is Not related to the "What's an object file in C?" topic because object modules in D3 are stored in D3 frames, completely unrelated to common OS-level object modules.
Now about C calling Pick - in your case D3: You can use the CP library - the docs are in the same area as the link you cited. Rather than binding with the database itself, you can also use your code in a client/server mode with the MVSP library if you're using Managed C (.NET). Or you can use any common web service client mechanism in C and setup D3 as a web service server with a number of technologies including MVST, mv.NET, Java, or C/C++.
I know that response is rather vague but you're asking a question which has been discussed at-length in forums over a period of years. If you ask a more specific question you'll get a specific answer. Feel free to refine your query in a comment and we can focus the answer.
Also note that you tagged this question as "u2". If you are really using the U2 variant of MV/Pick (Universe or Unidata) then the reference to the D3 docs was misleading and none of the above applies, as they do this differently in U2 and there is no FlashBASIC there. I know, you're confused. Let's work it out...
Yep, Flash BASIC just translates to C, is compiled, and resulting object files are dynamically loaded and linked, then run from the Pick OS. The feature of C programs running and interacting with BASIC was certainly possible, but we did not implement that feature.
Assume you have a function read_key and normally it does some stuff. You someone should be able to replace it with his function read_key_myfunction and it does other stuff.
The general approach would of course be to build an array and register function pointers or using simple switch statements (or both).
But my target is a bit broader: People should be able to write their C-stuff and NOT interfere with my code and it should still register. Of course, I tell them which interface to implement.
What they now basically do is program a library for my software which I dynamically load based on a configuration option. Think of it like OpenSSLs engines: Anyone can write their own engine, compile it as a dll/so and distribute it. They don't need to modify (or know) OpenSSLs code, as long as they stick to the defined interface.
I just want the same (it will in the end be a wrapper for OpenSSL engine functions) for my program.
A colleague suggested I should use the same function in every file and load the libraries dynamically. This sounds like a good solution to me, but I am not quite satisfied since I don't see OpenSSL using any non-engine-specific function in their engine-code.
If some things are unclear here is my specific example:
I am extending a program called sscep which implements a protocol for automatic certificate renewal. A lot of cryptography should take place in HSMs in the future (and right now it should take place within the Windows Key Management (which is accessed by the capi-engine from OpenSSL)).
While OpenSSL already serves a generic interface, there is some stuff I need to do beforehand and it depends on the engine used. I also want to open the possibility for everyone else to extend it quickly without having to dig into my code (like I had from the person before me).
If anyone has any idea, it would be greatly appreciated to see some kind of guideline. Thanks in advance.
What you are describing is commonly called a plugin architecture/plugin framework. You need to combine cross-platform dlopen/LoadLibrary functionality with some logic for registering and performing lookup of exported functions. You should be able to find examples on how to do this on the internet.
for a software i'm writing i need to know when the linux framebuffer gets updated.
I need something like Windows Mirror Drivers (for more infos look Mirror_driver on wikipedia).
Looking around i haven't finded anything, so i'm looking a way to accomplish this.
From what i've seen, i need to write a module that gets loaded after framebuffer specific module and that hooks fb ops structure to inject own stuff and catch updates.
Can someone give me an hint? I don't have much experience with kernel module writing.
Thank you!
For general kernel module writing tips, you can read the books:Linux Kernel Development, Linux Kernel in a Nutshell and Linux Device Drivers.
After you understand the basics on how to build & install your own kernel modules, you can read the source code of the kernel to figure out where the framebuffer stuff is (start at Documentation/fb/framebuffer.txt). I'm not sure whether you can just hook up on the framebuffer driver like that, if not, you might need to add the hook support yourself or 'hijack' the main driver's events to simulate hooking. For example, suppose that there's a function that is called whenever there's an update. You find where the pointer to this function is declared, save the value, then modify it with a pointer to your function. Inside your function you call the original function, then your own code to manipulate what you want and return properly.
I don't know much about the framebuffer stuff, so I'm just guessing what your options are. It's possible that there might be a discussion list somewhere specific to the subject of linux-fb. This might me a good start.