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SOFTWARE FLOW MANUAL

TABLE OF CONTENTS 1. 2. 3. 4. PARTS OF THE WINDOW. PROJECT MANAGEMENT. SIMULATION. DEVICE PROGRAMMING. 2-3 4-8 9-10 10

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1.PARTS OF THE WINDOW Menu Bar Tool Bar

Project Workspace

Output Window

Edit Window

fig 1.1 The fig 1.1 shows the screen snap shot, which is displayed when a double click is made on the keil application icon. It consists of project workspace, output window, menu bar, status bar and tool bar. Project Work Space: This window is at the left as shown in the fig 1.1, which displays the files and their sub files that are related to the active project Output Window: This window is at the bottom as shown in the fig 1.1 that displays the error messages, warnings and status of the program after building target for the code.

Menu Bar This can be seen at the top of the fig 2.1 with several options like File, Edit, View, and Project etc, which are used during the project. Tool Bar: This can be seen just below to the menu bar of the window in the fig 2.1, which contains number of options for programmer, which helps for managing the project.

2.PROJECT MANAGEMENT This section deals with all the details about how to create the project and manage it. Creating a New Project: Follow the steps given below for creating a New Project 1. . 2. . 3. 4. Select the New Project as shown in the fig 2.1 command from the Project menu to open the New Project dialog box. Enter the name of the project in the Project Name box as shown in fig2.2 Click browse to select the folder for the project. Click OK.

fig 2.1 4

fig 2.2 Enter the file name in the dialog box and save it in the location wherever desired. Then select the type of target device from the window that appears immediately after creating the new project as shown in the fig 2.3. From the list of Microcontroller families, choose P89C51RD2XX from the PHILIPS Microcontroller Family for this kit.

Select device for target

fig 2.3 . 5

After that the edit window should be opened where the code is to be written in assembly language or Embedded C language by clicking on the text icon shown in the fig 2.4.

Click to open text to write code Edit window

fig 2.4 After all the code written should be saved in same folder used for the project. The extension of the file should be given as .c if it is in Embedded C code or .asm if it is in Assembly code. This dialog box for saving is shown in fig 2.5.

fig 2.5

Next step is to add files to the project. Adding Files to the Project: Follow the steps given below to add source files from the Project window 1. 2. 3. In the Project workspace window, right-click on the Source Group1. Select Add Files to Group from the drop-down menu that appears as shown in the fig 2.6. Select the concerned file (Embedded C file with extension .c or Assembly File with extension .asm) for the project and then click Add as shown in the fig 2.7.

fig2.6

fig 2.7

3.SIMULATION Next, written code should be compiled by building the target and correct the errors if any in the code and if it is error free then the HEX file should be created to target the device. To compile a code and to create the hex file, follow the steps given below 1.Choose the options for target as shown in the fig 3.1. 2. Select the output and enable the creating HEX file check box and select the name of executable file in sub window shown in the fig 3.1. 3. The programmer can store the HEX file in the desired location by using Select Folder for Objects option as seen the fig 3.1.

Options for Target Enable

fig3.1 The next step is to build the target by clicking on the icon that is shown in the fig 3.2, by which program starts compiling. After all, if the program is error free then the output window shows the details such as program size and code size associated with Hex file etc as seen in the fig 3.2.

Click for build target

Output window showing Details of program after Building target

fig 3.2

4. DEVICE PROGRAMMING Device is targeted with HEX file using Flash Magic Programming Tool. For further details of Flash Magic Programming Tool, refer the Programming using Flash Magic document.

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