Storing Overlay Id - Analog Devices VisualDSP++ 3.5 Manual

Linker and utilities manual for 16-bit processors
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Memory Management Using Overlays
_ov_word_size_run_1
_ov_word_size_run_2
_ov_word_size_live_1
_ov_word_size_live_2
_ov_runtimestartaddress_1
_ov_runtimestartaddress_2
The overlay manager places the constants in arrays as shown below. The
arrays are referenced by using the overlay ID as the index to the array. The
index or ID is stored in a modify (
of the array is stored in the index (
.VAR liveAddresses[2] = _ov_startaddress_1,
.VAR runAddresses[2]
.VAR runWordSize[2]
.VAR liveWordSize[2]

Storing Overlay ID

The overlay manager also stores the ID of an overlay that is currently in
internal memory. When an overlay is transferred to internal memory, the
overlay manager stores the overlay ID in internal memory in the buffer
labeled
ov_id_loaded
manager compares the required overlay ID with that stored in the
ov_id_loaded
internal memory and a transfer is not required. The PC is sent to the
proper location to execute the referenced function. If they are not equal,
the value in
ov_id_loaded
internal run space via DMA.
5-16
= 0x00000010
= 0x00000010
= 0x00000010
= 0x00000010
= 0xF0001000
= 0xF0001000
_ov_startaddress_2;
= _ov_runtimestartaddress_1,
_ov_runtimestartaddress_2;
= _ov_word_size_run_1,
_ov_word_size_run_2;
= _ov_word_size_live_1,
_ov_word_size_live_2;
. Before another overlay is transferred, the overlay
buffer. If they are equal, the required overlay is already in
is updated and the overlay is transferred into its
VisualDSP++ 3.5 Linker and Utilities Manual
) register, and the beginning address
M#
) register.
I#
for 16-Bit Processors

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