1
00:00:00,580 --> 00:00:01,660
Hello.

2
00:00:01,720 --> 00:00:08,100
So um we're going to implement printer functionality and then we continue.

3
00:00:08,170 --> 00:00:09,730
I'll start off by saying include

4
00:00:14,550 --> 00:00:20,230
or know that h we might require this and then also say include

5
00:00:25,060 --> 00:00:27,480
says slush.

6
00:00:27,960 --> 00:00:35,560
You NIST D dot H and then O include a string dot h as well over here

7
00:00:38,990 --> 00:00:44,230
then a study I would on h

8
00:00:48,130 --> 00:00:54,070
I'm going to write a simple function here to allow us to be able to send strings come.

9
00:00:54,400 --> 00:00:55,710
Oh put it somewhere here.

10
00:00:55,720 --> 00:00:57,130
This is fine.

11
00:00:57,130 --> 00:01:01,240
The function is a very simple function

12
00:01:06,090 --> 00:01:08,190
this is end on the score.

13
00:01:08,190 --> 00:01:17,360
Call us right and then we'll see in FDR over here and then close down the void.

14
00:01:17,360 --> 00:01:21,510
The pointer to a buffer and simply int

15
00:01:25,110 --> 00:01:28,300
in C is fine open and close over here.

16
00:01:28,390 --> 00:01:30,020
It's closed already.

17
00:01:30,030 --> 00:01:33,540
I'm gonna create a new variable here.

18
00:01:33,710 --> 00:01:46,020
We'll see how studies typedef call this s.t. for starters and I'll simply say SD because I'll use the

19
00:01:46,020 --> 00:01:47,880
whole u out function.

20
00:01:47,890 --> 00:02:07,520
How you got on the score cross MIT and then we pass the U R ton dollar which is h u r t 1 and then the

21
00:02:07,530 --> 00:02:11,700
data is in the buffer plus or we type.

22
00:02:11,820 --> 00:02:21,190
We um we typecast this this first you end 8 on the score t star and then pass buff over here then I'm

23
00:02:21,200 --> 00:02:30,870
gonna pass C overhand and I'm gonna pass the maximum delay by saying ha ha on the score Max delay

24
00:02:34,960 --> 00:02:36,960
and then we're going to return

25
00:02:42,010 --> 00:02:50,060
esta e course return I'll see a return SD equals E course.

26
00:02:50,180 --> 00:02:51,790
Okay.

27
00:02:52,130 --> 00:02:52,690
Okay.

28
00:02:52,770 --> 00:02:57,390
Then C Ls 0 like this.

29
00:03:00,240 --> 00:03:02,940
Okay so let's build this and see what we have.

30
00:03:03,910 --> 00:03:09,420
And um I'm gonna come over here and write enough

31
00:03:13,200 --> 00:03:21,090
Hello World Center jar a percentage and right click over here to build

32
00:03:27,230 --> 00:03:30,860
it appeared successfully click over here debug

33
00:03:37,130 --> 00:03:40,630
say remember my decision so that I wouldn't have to click this all the time.

34
00:03:45,820 --> 00:03:46,450
It's loaded

35
00:03:52,200 --> 00:03:55,190
I'm going to open my 0 program Tera term

36
00:04:08,820 --> 00:04:09,470
okay.

37
00:04:09,560 --> 00:04:13,640
See this is terror term I'm gonna come over here.

38
00:04:13,640 --> 00:04:21,750
I select as the microelectronics stealing federal comm then I'm going to set it bot rate which we saw

39
00:04:21,850 --> 00:04:25,880
in our Cuba makes us 1 1 5 2 0 as you said is true.

40
00:04:25,980 --> 00:04:26,290
OK

41
00:04:29,270 --> 00:04:32,390
I'll step through the code and see what we have.

42
00:04:32,480 --> 00:04:33,380
Step over

43
00:04:35,740 --> 00:04:41,030
now we get into the print if I see.

44
00:04:41,930 --> 00:04:42,270
Okay.

45
00:04:42,270 --> 00:04:44,540
As you can see over here we have.

46
00:04:44,540 --> 00:04:46,100
Hello world.

47
00:04:46,330 --> 00:04:47,500
Right.

48
00:04:47,560 --> 00:04:50,860
I could assume this in a bit but this a quick test.

49
00:04:50,900 --> 00:04:55,260
So when we use this often no zoom it in.

50
00:04:56,540 --> 00:04:58,620
Now we can use print off basically.

51
00:04:58,910 --> 00:05:01,690
So that's all there is for this lesson if you have any questions at all.

52
00:05:01,700 --> 00:05:03,560
Just let me know.

53
00:05:03,650 --> 00:05:10,130
So let's begin to you I by define into some constants that we are going to be using we are going to

54
00:05:10,400 --> 00:05:13,550
sort of dedicate a large portion of the screen.

55
00:05:13,550 --> 00:05:14,960
Actually we're going to.

56
00:05:14,990 --> 00:05:21,070
Let me say dedicate about 90 percent of the screen for the touch screen.

57
00:05:21,080 --> 00:05:21,800
What do I mean.

58
00:05:22,440 --> 00:05:22,820
Okay.

59
00:05:22,820 --> 00:05:28,440
We're going to dedicate 90 percent of the screen for the portion where you draw your number.

60
00:05:28,850 --> 00:05:30,210
And then the other 10 percent.

61
00:05:30,230 --> 00:05:37,350
We're going to put a button there to allow us to clean and reset the game so let's just create constants

62
00:05:37,350 --> 00:05:37,800
for these.

63
00:05:37,800 --> 00:05:42,500
And also we've got a great Constanta for the frame buffer.

64
00:05:42,500 --> 00:05:48,120
The LCD frame buffer and other things gonna come up here and put a number of defined statements.

65
00:05:48,120 --> 00:05:48,990
I'll start off by

66
00:05:55,790 --> 00:05:57,200
remember the end.

67
00:05:57,470 --> 00:06:04,010
The amnesty data set takes a twenty eight by twenty eight pixel image as inputs.

68
00:06:04,010 --> 00:06:05,690
So I'm going to come over here and see it.

69
00:06:05,690 --> 00:06:12,590
Define an end for neural network input and then image with

70
00:06:18,310 --> 00:06:25,250
a score with a past twenty eight over here and then the height is twenty eight as well.

71
00:06:26,470 --> 00:06:34,610
So this is going to be the input image to our neural network right next the LCD input image.

72
00:06:34,640 --> 00:06:38,630
We're going to have an image that will grow on the LCD.

73
00:06:38,800 --> 00:06:43,730
I'm going to make those I'm gonna make that image 240 by 240.

74
00:06:43,750 --> 00:06:50,560
This big image that we draw on the entire LCD screen is going to be scaled down to 28 by 28.

75
00:06:51,190 --> 00:06:53,920
So I'm gonna have to 40 by 240 Yeah.

76
00:06:54,430 --> 00:07:03,100
And then next I'm going to include the the LCD frame buffer.

77
00:07:03,130 --> 00:07:05,060
The LCD frame buffer.

78
00:07:05,210 --> 00:07:07,540
We're going to have to we're going to have two layers.

79
00:07:07,540 --> 00:07:12,230
We're going to initialize our LCD to use two layers layer zero and the are one.

80
00:07:12,230 --> 00:07:20,470
So um I'm gonna define those and I wouldn't get too much into the LCD to drive by here in the future.

81
00:07:21,600 --> 00:07:22,010
Yeah.

82
00:07:22,170 --> 00:07:22,410
Yeah.

83
00:07:22,420 --> 00:07:28,440
In the future I would make a course on embedded systems graphic user interface.

84
00:07:28,440 --> 00:07:36,760
And in the we would go in-depth about LCD drivers and how to create you know more than you I element

85
00:07:36,790 --> 00:07:39,170
on it and on embedded devices.

86
00:07:39,250 --> 00:07:42,580
So I say LCD frame buffer on this call layer 0

87
00:07:47,320 --> 00:07:49,150
0 simply um.

88
00:07:50,100 --> 00:07:50,910
Yeah.

89
00:07:51,070 --> 00:07:55,560
This information can be um got from the from the data sheet

90
00:07:59,920 --> 00:08:08,500
we'll have LCD iframe portfolio zero and then we'll have LCD frame buffer layer 1 and then we would

91
00:08:08,500 --> 00:08:10,230
have LCD frame buffer

92
00:08:13,790 --> 00:08:15,840
outside the frame buffer right here.

93
00:08:17,800 --> 00:08:24,980
Like it actually LCD frame buffer is declared in our OCD driver.

94
00:08:25,050 --> 00:08:27,260
So we need not declare this.

95
00:08:27,370 --> 00:08:35,740
So I'm simply going to copy LCD frame buffer and set layer 1 2 the same as the default LCD if frame

96
00:08:35,740 --> 00:08:40,760
buffer and then layer 0 is going to be an offset from this.

97
00:08:40,840 --> 00:08:45,790
I'm gonna see LCD frame buffer plus 0 x

98
00:08:49,750 --> 00:08:55,060
0 x 1 3 and then 4 zeros after that

99
00:09:00,070 --> 00:09:08,950
open and then close and then I'm gonna have LCD converted frame buffer here.

100
00:09:18,120 --> 00:09:21,570
And this is also going to be an offset from LCD frame buffer.

101
00:09:26,170 --> 00:09:28,570
This is going to be 0 x

102
00:09:32,290 --> 00:09:35,080
2 6 0 0

103
00:09:39,350 --> 00:09:39,820
right.

104
00:09:42,950 --> 00:09:48,780
So we're going to define another constant known as Umm.

105
00:09:49,340 --> 00:09:56,810
We're going to define positions for um for x and y image as well as buttons.

106
00:09:56,890 --> 00:10:01,620
Or come over here and see the draw.

107
00:10:01,670 --> 00:10:03,390
I m g x.

108
00:10:03,420 --> 00:10:04,300
Call this one.

109
00:10:04,660 --> 00:10:05,440
Mm hmm.

110
00:10:05,810 --> 00:10:09,040
This is going to be like the starting position D.

111
00:10:09,070 --> 00:10:14,380
That s position of the of the screen where we want to grow a Y number.

112
00:10:14,920 --> 00:10:16,900
You to see when this goes into practice.

113
00:10:16,910 --> 00:10:17,260
Oh see.

114
00:10:17,280 --> 00:10:17,960
Define

115
00:10:23,730 --> 00:10:25,060
uh grow.

116
00:10:25,460 --> 00:10:26,550
I m g.

117
00:10:26,580 --> 00:10:28,810
On the score x 1.

118
00:10:28,910 --> 00:10:34,160
We're gonna start at 10 and then define

119
00:10:41,480 --> 00:10:42,690
draw on the score.

120
00:10:42,740 --> 00:10:49,920
I m g on the score X to there's gonna be two hundred

121
00:10:52,480 --> 00:10:55,620
or two thirty let's do it two thirty.

122
00:11:00,180 --> 00:11:03,760
Then I'm gonna do this for y as well

123
00:11:15,850 --> 00:11:17,320
this over here.

124
00:11:17,330 --> 00:11:21,700
Shouldn't have but this should be LCD input image.

125
00:11:21,700 --> 00:11:25,090
This is different from the image that goes into the neural network.

126
00:11:26,110 --> 00:11:28,930
Okay so this is two forty two forty.

127
00:11:28,990 --> 00:11:30,430
This is ten ten.

128
00:11:30,550 --> 00:11:31,430
Okay.

129
00:11:32,080 --> 00:11:32,960
Um yeah.

130
00:11:33,190 --> 00:11:40,750
So once that is done we are going to um we're gonna have a button that we call your raise button to

131
00:11:40,780 --> 00:11:44,740
erase or cleared a screen if you may also define

132
00:11:51,870 --> 00:11:56,780
your res underscore button on a scale X1

133
00:12:00,040 --> 00:12:06,460
0 start this at x1 position 5 and then define

134
00:12:10,970 --> 00:12:17,240
UV rays proton y 1

135
00:12:21,320 --> 00:12:24,380
the position of 4 this is going to be two eighty five

136
00:12:28,170 --> 00:12:28,680
and then

137
00:12:31,390 --> 00:12:32,430
said defined

138
00:12:35,550 --> 00:12:36,660
erase button

139
00:12:39,890 --> 00:12:53,230
underscore x 2 and this is simply you raise the next one plus the um the width of the button we want

140
00:12:53,230 --> 00:12:55,000
to use.

141
00:12:55,780 --> 00:12:59,740
We can give it with up to 30.

142
00:13:00,120 --> 00:13:04,810
This would be plus 230 here and then we can do the same for Y to

143
00:13:10,130 --> 00:13:17,520
change this over here to y one at this time plus 30.

144
00:13:18,470 --> 00:13:19,930
Right.

145
00:13:20,000 --> 00:13:23,750
And then we're going to have a miniature size version of the image.

146
00:13:23,750 --> 00:13:30,830
So what's going to happen is when we draw a number on the LCD screen we're going to scan it down to

147
00:13:30,830 --> 00:13:34,210
what it would appear like to the neural network.

148
00:13:34,430 --> 00:13:41,660
And in order to bring that to life Oh create to some other defined statement here today to hold some

149
00:13:41,660 --> 00:13:42,880
of the constants required.

150
00:13:42,890 --> 00:13:43,880
I'll say define

151
00:13:49,110 --> 00:13:51,650
empty.

152
00:13:53,320 --> 00:13:55,150
Code X shift

153
00:13:58,120 --> 00:14:02,650
and this shift is gonna be two hundred and then we see a define

154
00:14:06,800 --> 00:14:13,380
I m g s killed y shift.

155
00:14:13,850 --> 00:14:20,920
This shift is gonna be two fifty right now.

156
00:14:21,000 --> 00:14:23,020
Yeah but look almost complete.

157
00:14:23,040 --> 00:14:28,800
We're going to s defined a number of labels we have as well or number of classes.

158
00:14:28,800 --> 00:14:30,910
Remember the M S data set.

159
00:14:30,930 --> 00:14:34,380
Labels are 0 1 2 3 4 5 6 7 8 9.

160
00:14:34,410 --> 00:14:39,210
So we've got 10 labels or 10 classes whatever you want to call it.

161
00:14:39,710 --> 00:14:44,180
I'll say define num on the school classes

162
00:14:46,960 --> 00:14:52,840
plus the number 10 here and then I'm going to have another statement another defining statement here.

163
00:14:52,870 --> 00:14:56,770
Define this I'll call Picasso said

164
00:15:00,480 --> 00:15:11,050
and then I'm simply gonna say zero point nine nine over here like this right.

165
00:15:11,430 --> 00:15:14,750
Okay so we've got these defined statements.

166
00:15:15,990 --> 00:15:16,440
Okay.

167
00:15:16,470 --> 00:15:27,330
So I'm gonna come down here and create a function called user interface and it start off by saying void

168
00:15:32,550 --> 00:15:33,930
user interface

169
00:15:36,710 --> 00:15:37,690
underscore a net

170
00:15:41,110 --> 00:15:44,670
plus void over here open and then close.

171
00:15:44,830 --> 00:15:49,620
So we start off by initializing the LCD using the function in our board support package.

172
00:15:49,630 --> 00:15:56,870
So see PSP on the score LCD on the score in it.

173
00:15:57,430 --> 00:16:00,720
Once that is done we are going to end it earlier.

174
00:16:02,230 --> 00:16:13,830
I'm going to start off by going to continue by saying BSP I say BSP and go LCD underscore layer before

175
00:16:13,840 --> 00:16:16,110
it's in it.

176
00:16:16,360 --> 00:16:21,750
All these functions exist in the broad support package that we included plus one here.

177
00:16:21,820 --> 00:16:27,880
That's the face I comment and then I'm going to use frame buffer layer 1 see LCD

178
00:16:31,150 --> 00:16:34,210
on the score frame buffer.

179
00:16:34,920 --> 00:16:35,640
And the score

180
00:16:39,000 --> 00:16:39,810
layer 1.

181
00:16:39,810 --> 00:16:41,190
Here like this.

182
00:16:45,100 --> 00:16:55,240
And then once I start I'm going to select layer 0 2 BSP on a score LCD.

183
00:16:55,240 --> 00:16:58,830
Like I said I'm going to go pretty fast on the LCD.

184
00:16:59,230 --> 00:17:05,080
Oh silly functions because the course is not about developing LCD drivers.

185
00:17:05,290 --> 00:17:08,830
If you have any questions you can certainly send me a message.

186
00:17:08,830 --> 00:17:17,980
But things like this require courses on their own so I just explain as I type where I think explanation

187
00:17:17,980 --> 00:17:19,260
will be useful.

188
00:17:19,270 --> 00:17:20,060
Just bear with me.

189
00:17:20,070 --> 00:17:20,890
Uh yeah.

190
00:17:20,950 --> 00:17:26,910
Don't take shots at me in the review section like some of you like to do nowadays.

191
00:17:26,970 --> 00:17:27,330
Um.

192
00:17:27,340 --> 00:17:33,100
So we've got the PSP LCD select layer and then once that is done we can set the layer color.

193
00:17:35,940 --> 00:17:36,420
We can.

194
00:17:36,450 --> 00:17:37,680
Yeah.

195
00:17:38,010 --> 00:17:39,120
What color should we use.

196
00:17:39,120 --> 00:17:43,000
Well I've got a number of colors I see say BSP.

197
00:17:43,140 --> 00:17:44,610
Let's see what Red would look like.

198
00:17:44,620 --> 00:17:56,150
PSP SB underscore LSC declare war cry it out and see if it doesn't look really good.

199
00:17:56,160 --> 00:18:07,380
We can always change it PSP LV LCD Claire I'm gonna see LCD color I'll pass right over here and then

200
00:18:08,620 --> 00:18:13,710
we green to set the color key in the same PSP

201
00:18:19,200 --> 00:18:19,830
LCD

202
00:18:22,950 --> 00:18:23,380
set.

203
00:18:23,380 --> 00:18:24,260
Color keen

204
00:18:28,500 --> 00:18:29,510
one.

205
00:18:29,540 --> 00:18:36,100
And then we said a color to.

206
00:18:36,950 --> 00:18:37,290
Yeah.

207
00:18:37,310 --> 00:18:39,180
Decided on colors to use.

208
00:18:41,130 --> 00:18:46,510
Well oh just see LCD uh school color.

209
00:18:46,530 --> 00:18:48,730
We can use that sign.

210
00:18:48,940 --> 00:18:50,370
It s exists.

211
00:18:50,450 --> 00:18:51,150
Dark Side.

212
00:18:52,290 --> 00:18:52,860
Oh this

213
00:19:01,410 --> 00:19:02,550
um.

214
00:19:02,570 --> 00:19:06,590
This layer is not going to be much visible so fucked it wouldn't matter much.

215
00:19:07,070 --> 00:19:07,430
Okay.

216
00:19:07,430 --> 00:19:10,870
Once we've done this we going to disable the layer visibility.

217
00:19:13,660 --> 00:19:15,800
I say BSP on the score

218
00:19:18,790 --> 00:19:20,140
LCD underscore

219
00:19:23,160 --> 00:19:24,720
sets layer visible.

220
00:19:27,410 --> 00:19:28,660
Because we're gonna have another layer.

221
00:19:28,730 --> 00:19:29,150
Which.

222
00:19:30,260 --> 00:19:30,620
Yeah.

223
00:19:31,180 --> 00:19:37,260
So that s layer visible pass one over here and then you say well what I do not like you bro.

224
00:19:37,280 --> 00:19:46,040
This cube makes 80 years you do not get help when you are typing I don't know what a particular plugin

225
00:19:46,040 --> 00:19:47,110
is required for that.

226
00:19:47,150 --> 00:19:53,610
But wait to call your vision as you type you just get help and you hit space and it completes for you.

227
00:19:54,360 --> 00:19:55,320
Um yeah.

228
00:19:55,890 --> 00:19:56,580
So.

229
00:19:57,340 --> 00:20:00,510
So let's go to another layer layer 0.

230
00:20:01,240 --> 00:20:02,100
So BSP.

231
00:20:05,550 --> 00:20:07,510
On a score LCD underscore

232
00:20:11,670 --> 00:20:12,090
layer.

233
00:20:12,100 --> 00:20:13,260
Default in it.

234
00:20:15,280 --> 00:20:16,530
And then 0 over here.

235
00:20:16,570 --> 00:20:25,480
And then we're gonna pass LCD on a score frame buffer on a score.

236
00:20:25,640 --> 00:20:28,400
You like this.

237
00:20:28,570 --> 00:20:35,650
Now we're gonna see PSP on a score LCD on a score

238
00:20:41,230 --> 00:20:54,430
select layer no pass here over here and then turn on the display PSP and a score LCD on a score

239
00:20:59,110 --> 00:21:00,220
display on.

240
00:21:02,260 --> 00:21:04,610
And then we can wait for a while.

241
00:21:05,250 --> 00:21:07,320
Oh delay.

242
00:21:07,390 --> 00:21:16,410
Gonna give one fifty four here and then we can play PSP on the score.

243
00:21:17,530 --> 00:21:26,590
Oh city on the score there and then LCD on the score color on this score.

244
00:21:26,650 --> 00:21:28,870
Pass light Sy in here.

245
00:21:31,680 --> 00:21:34,930
And then we can delay a bit as well.

246
00:21:35,710 --> 00:21:39,450
So on this court delay

247
00:21:42,510 --> 00:21:45,190
can delay for 100 here.

248
00:21:45,280 --> 00:21:48,590
So this is going to be in its function for you.

249
00:21:48,720 --> 00:21:52,230
I write I'm going to copy this.

250
00:21:52,310 --> 00:21:59,140
It's a prototype at the top over here.

251
00:21:59,520 --> 00:22:01,940
We're going to have a control panel as well.

252
00:22:01,950 --> 00:22:03,470
Oh just bring the code.

253
00:22:03,530 --> 00:22:06,740
I'll copy and paste the function for that um.

254
00:22:06,780 --> 00:22:08,730
Write it down type it one by one.

255
00:22:08,730 --> 00:22:11,280
So that's why the control panel is going to look like.

256
00:22:11,290 --> 00:22:13,540
Well you don't see it.

257
00:22:13,600 --> 00:22:14,020
No.

258
00:22:14,050 --> 00:22:18,220
But yeah this is the code to generate our control panel.

259
00:22:18,840 --> 00:22:25,110
We're going to have a text a text that will simply read a I guess and this is going to be the label

260
00:22:25,110 --> 00:22:29,990
for the position where we place the result of the prediction of our neural network.

261
00:22:30,010 --> 00:22:32,650
We're going to have a button here known as you raise.

262
00:22:32,970 --> 00:22:36,780
We create this button by having a blue rectangle.

263
00:22:36,780 --> 00:22:39,770
We have a rectangle and then a text.

264
00:22:40,470 --> 00:22:41,540
And then um.

265
00:22:41,640 --> 00:22:42,950
Yeah.

266
00:22:43,260 --> 00:22:47,670
Currently it's not a button this jet is just a rectangle.

267
00:22:47,670 --> 00:22:50,700
You can see we have rectangle fill over here.

268
00:22:50,790 --> 00:22:56,400
We decide a position of the rectangle the x position the Y position the width and the height of the

269
00:22:56,400 --> 00:22:57,600
rectangle.

270
00:22:57,810 --> 00:23:03,690
And then that determines that the um the button that gives us the blue button which we shall see when

271
00:23:03,690 --> 00:23:05,930
we um we test it out.

272
00:23:06,030 --> 00:23:06,630
Okay.

273
00:23:06,630 --> 00:23:14,940
And then we have this over here this text which is going to be um which is um going to be.

274
00:23:15,360 --> 00:23:22,290
Which is going to be placed adjacent to another text that is going to the another takes which is going

275
00:23:22,290 --> 00:23:28,260
to be the prediction of our e I we shall see this in action we are going to have it a small rectangle

276
00:23:28,680 --> 00:23:35,400
which is going to hold the the scaled version of a one of our image.

277
00:23:35,430 --> 00:23:42,170
So if we draw on image on the LCD screen this current version is going to be stored in this small rectangle

278
00:23:42,180 --> 00:23:45,290
and this is going to show how this appears.

279
00:23:45,370 --> 00:23:53,400
Or this will show us how a white large image looks when compressed to twenty eight by twenty eight which

280
00:23:53,400 --> 00:23:58,890
is the um the dimensions that the M next neural network expects.

281
00:23:59,670 --> 00:24:03,690
So I'm going to call these new functions in a while.

282
00:24:04,440 --> 00:24:10,820
You know what main function and let's see what it produces on a microcontroller board.

283
00:24:11,010 --> 00:24:15,840
Start off by in it or copy the init

284
00:24:19,070 --> 00:24:25,690
I'm going gonna clean the print f with test that I already gonna initialize here and then I'm going

285
00:24:25,690 --> 00:24:27,700
to have control panel was set

286
00:24:33,790 --> 00:24:35,690
this over here as well right.

287
00:24:38,230 --> 00:24:40,760
So I'm going to click over here to build.

288
00:24:40,800 --> 00:24:42,250
Let's see if we have any errors.

289
00:24:43,070 --> 00:24:43,980
Mm hmm.

290
00:24:44,050 --> 00:24:45,170
We have a number of errors

291
00:24:48,370 --> 00:24:49,160
right.

292
00:24:49,210 --> 00:24:58,730
So we have these errors because we cannot locate I think a while board support package is no located.

293
00:24:59,320 --> 00:25:00,150
No problem.

294
00:25:00,170 --> 00:25:02,040
This simple situation

295
00:25:05,420 --> 00:25:14,770
I'm simply going to go to our main dot H function main dot h file and include 0 0 head of files for

296
00:25:14,770 --> 00:25:15,860
a PSP.

297
00:25:16,000 --> 00:25:23,350
So you see this is Mendota h I'm going to right click open declaration then I'm going to come down here

298
00:25:24,030 --> 00:25:25,660
right here I'll see it include

299
00:25:30,970 --> 00:25:47,990
S T M thirty two F for two nine I and a score discovery dot H right and then include gonna include this

300
00:25:47,990 --> 00:25:48,840
same thing.

301
00:25:48,900 --> 00:26:01,720
Actually which LCD on the score LCD over here and then glue the same thing on a score T S for touch

302
00:26:01,720 --> 00:26:10,610
screen to SDM 32 F for 2 9 I on the score Discovery got h LCD and then touch screen split again and

303
00:26:10,610 --> 00:26:11,330
see what we have

304
00:26:14,720 --> 00:26:18,690
we still have the same errors Okay

305
00:26:23,890 --> 00:26:24,150
okay.

306
00:26:24,170 --> 00:26:25,110
I report again.

307
00:26:25,120 --> 00:26:27,130
Now we have nine arrows.

308
00:26:27,940 --> 00:26:32,690
And the reason we have this is we've got to include funds right.

309
00:26:32,710 --> 00:26:38,040
We've got to include phones cause some war for war.

310
00:26:38,940 --> 00:26:42,680
Cause some of the folks we've included require phones that H.

311
00:26:42,690 --> 00:26:47,060
So there's a photo that comes with the SDM 32 discovery board.

312
00:26:47,100 --> 00:26:47,710
This one here.

313
00:26:47,800 --> 00:26:51,900
Quote utilities and this one has this forward I would have phones and other things.

314
00:26:51,900 --> 00:26:54,570
So I'm gonna copy that for a day and include it to a project right now.

315
00:26:56,280 --> 00:26:57,870
So this is our project forward.

316
00:26:58,050 --> 00:27:00,290
I'm gonna paste utilities in here

317
00:27:04,850 --> 00:27:12,570
and utilities has phones right and we are certainly using phones in our project.

318
00:27:12,750 --> 00:27:21,720
We so the font size if you check over here we have font size selected.

319
00:27:21,800 --> 00:27:24,550
Click here to build.

320
00:27:25,130 --> 00:27:26,360
It's looking good so far.

321
00:27:29,440 --> 00:27:30,550
26 errors.

322
00:27:30,830 --> 00:27:35,210
Okay let's see

323
00:27:44,820 --> 00:27:52,220
so the cause of this error all these 26 arrows is from the folder arrangement of the generator could.

324
00:27:52,220 --> 00:27:55,410
Over here I can see this is our project forward.

325
00:27:55,500 --> 00:28:02,220
Amnesty is call and drive us forward here yet to get up to get to our project we've got it open this

326
00:28:02,310 --> 00:28:06,450
other photo within our project for what are known as the SDM 32 cube idc.

327
00:28:07,050 --> 00:28:13,710
When we open here we have another photo here called driver's so to solve this problem we've got a copy

328
00:28:13,710 --> 00:28:22,250
our PSP for that and put it in here into this other drivers folder which is in the SDM 32 cube idea.

329
00:28:22,440 --> 00:28:24,320
So I'll come back to our route forward.

330
00:28:24,330 --> 00:28:27,090
Which is our project forward to go to drivers.

331
00:28:27,090 --> 00:28:35,610
This where we have a what PSP currently I'm going to copy this and then go to SDM 32 cube I.D. E and

332
00:28:35,610 --> 00:28:39,600
then go to drivers and then paste this over here.

333
00:28:40,550 --> 00:28:41,080
Okay.

334
00:28:41,100 --> 00:28:42,270
Now minimize this.

335
00:28:43,230 --> 00:28:50,310
And also um I think I have a typo here but let's leave the tie point see if this first action solves

336
00:28:50,310 --> 00:28:55,180
our problem click over here to run okay.

337
00:28:55,190 --> 00:28:55,870
It looks good.

338
00:28:56,360 --> 00:28:56,560
Okay.

339
00:28:56,570 --> 00:28:57,580
We have two arrows.

340
00:28:57,650 --> 00:28:59,350
So I have this typo here.

341
00:28:59,360 --> 00:29:00,740
So this a different era.

342
00:29:00,740 --> 00:29:02,480
I'll just solve this.

343
00:29:02,480 --> 00:29:07,530
I'll fix this and then click here to build it s pull it in.

344
00:29:08,690 --> 00:29:09,050
Okay.

345
00:29:09,050 --> 00:29:11,060
You know we have no errors.

346
00:29:11,360 --> 00:29:11,940
Okay.

347
00:29:12,050 --> 00:29:12,890
Oh.

348
00:29:13,040 --> 00:29:16,400
Download this onto the board or come over here run debug.

349
00:29:24,930 --> 00:29:28,510
Okay to download an S S download in progress.

350
00:29:34,710 --> 00:29:35,430
Okay.

351
00:29:35,460 --> 00:29:36,330
Still working

352
00:29:39,180 --> 00:29:39,420
okay.

353
00:29:39,420 --> 00:29:41,020
Download complete now.

354
00:29:41,040 --> 00:29:46,590
Or simply exit this and reset my microcontroller.

355
00:29:46,590 --> 00:29:50,230
And as you can see this is a war you are currently.

356
00:29:50,310 --> 00:29:55,200
So that's what I was talking about the background color is this color here.

357
00:29:55,290 --> 00:29:57,600
And then we have our blue button.

358
00:29:57,810 --> 00:30:01,050
This is the blue rectangle is currently just the rectangle.

359
00:30:01,170 --> 00:30:07,140
When you touch nothing happens and within the rectangle we have this would erase written there and we're

360
00:30:07,140 --> 00:30:14,380
going to use this blue rectangle area to clean the screen whenever we've sort of written something on

361
00:30:14,380 --> 00:30:18,660
this screen and we have our a guest label to the right of.

362
00:30:18,660 --> 00:30:26,280
This is going to be the predicted value of the neural network and this smaller square box we have on

363
00:30:26,280 --> 00:30:32,720
the side of the screen is going to give a scaled down version of whatever we draw on this screen.

364
00:30:32,730 --> 00:30:37,490
This is this is gonna be scaled down to twenty eight by twenty eight pixels.

365
00:30:38,250 --> 00:30:38,730
So that's it.

366
00:30:38,760 --> 00:30:44,670
And like I said everything that you see on the screen is defined by these lines that we've written over

367
00:30:44,670 --> 00:30:47,700
here in our control panel set function.

368
00:30:47,700 --> 00:30:51,350
So if there's something you don't understand here you can certainly let me know.

369
00:30:51,460 --> 00:31:02,030
But all of it the font size that you raise a word to a I guess the color etc. LCD color blue all of

370
00:31:02,030 --> 00:31:04,140
those text color all of them.

371
00:31:05,250 --> 00:31:05,630
Okay.

372
00:31:05,690 --> 00:31:08,240
So um yeah let's move on.

373
00:31:09,170 --> 00:31:12,100
Let's continue um this in the too.

374
00:31:13,220 --> 00:31:13,850
I'll see you.
