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And you can see that the BLE started at the same time as AWS. In the screen shot below you can see that I moved the paddle to position 0. But you can see that when the game is over, you can still move the paddle using AWS console. I don’t really have a good program (like the GoBle) to test moving the paddle live. Wiced_rtos_push_to_queue(&paddleQueue,&msg,0) If(strncmp(WICED_TOPIC,(const char *)data->message.topic,strlen(WICED_TOPIC)) = 0 & data->message.data_length message.data,"%d",(int *)&val) WPRINT_APP_INFO( (" Payload Received:\n", (int)data->message.topic_length, data->message.topic ) ) Notice that I protect the game thread by making sure it send a value less than 100. You do this exactly the same way as you did in the BLE project. When you get a message to the PADDLE topic, you should parse it, then send a message to the game thread to move the paddle. Start by fixing the includes (just like we did in the BLE Example in Lesson 6) #include "SystemGlobal.h" In order for subscriber.c to be useful you need to fix the includes, send the messages from the PADDLE topic to the game thread, and turn application_start into a thread. Wiced_rtos_create_thread(&awsThreadHandle,7,"AWS Thread",awsThread,4096,0) Wiced_rtos_create_thread(&gameThreadHandle,7,"game Thread",gameThread,4096,0) Wiced_rtos_create_thread(&capsenseThreadHandle,7,"CapSense Thread",capSenseThread,1024,0) Wiced_rtos_create_thread(&blinkThreadHandle,7,"Blink Thread",pdlBlinkThread,500,0) Wiced_rtos_init_queue(&paddleQueue,"paddleQueue",sizeof(game_msg_t),10) wiced_thread_t awsThreadHandle įinally you should launch the AWS thread by creating it with wiced_rtos_create_thread. To integrate the awsThread thread into your main project you need to add the “subscriber.h” to the includes: #include "GameThread.h"Īdd a new variable to hold the awsThreadHandle.

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#pragma onceĮxtern void awsThread( wiced_thread_arg_t arg ) Then you should define the awsThread function to match the wiced_thread_t function prototype (just a function that takes a wiced_thread_arg and returns void). In order for the main.c to know about the awsThread (which is the former application_start of subscriber.c) you should create a file called subscriber.h. WICED_CONFIG_DISABLE_ADVANCED_SECURITY_CURVES Create subscriber.h WICED_CONFIG_DISABLE_ENTERPRISE_SECURITY \ GLOBAL_DEFINES += WICED_CONFIG_DISABLE_SSL_SERVER \ # To support Low memory platforms, disabling components which are not required $(NAME)_RESOURCES := apps/aws/iot/rootca.cer \

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Update the Makefile NAME := App_WStudio_L8GameBleAws Once done your folder should look like this: Use copy/paste to make a copy of the subscriber application and paste it into the GameBleAws project.

  • Copy over subscriber.c and wifi_config_dct.hĬopy and paste the L6GameBle project into a new project called L8GameBleAws using Copy/PasteĬreate a new Make target for the GameBleAws project.
  • Create a New Project starting from L6GameBle.
  • To implement this lesson I will follow these steps: In order to do this, you need to turn the subscriber into a thread, and fix it so that messages that are sent to the PADDLE topic get turned into messages that can be sent to the paddleQueue. In this lesson we will move the subscriber app functionality into the main GameBle project (now called GameBleAws).









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