User:Callahanp: Difference between revisions
Line 71: | Line 71: | ||
====The Path to "Holding Short"==== | ====The Path to "Holding Short"==== | ||
When you start flight gear, several activities take place | |||
* logging is set up | |||
* command line arguments are checked, read and saved | |||
* a global object is created to hold state and references to managing functions of several types | |||
* a tree of properties is built on the global object | |||
* various static objects are created and initialized | |||
* scenery data is downloaded using terrasync | |||
* airport and aircraft data is scanned and made available | |||
* scenery data is read and made available | |||
* an interpreter is started | |||
* connections to multiplayer servers are made | |||
* a scene is established as a "view" with scenery, Airport data and the Aircraft | |||
* an event loop is started to adjust the view based on changes in controls, weather, aircraft position and attitude | |||
{| class="wikitable" | {| class="wikitable" |
Revision as of 00:21, 15 February 2018
I am a flight simulation hobbyist currently working on building instruments, gauges, radios and controls for a C172.
What I'm doing:
I'll be working on the interface between Flightgear and low level hardware in a panel or cockpit. It is my understanding that others, including core Flightgear developers are also working on this and my efforts will follow, derive from, depend on and I hope contribute in some small way to their work.
Recently I began the effort to fully understand the skills needed to contribute to the Flightgear project's codebase. I know c++ from a course in the early 90's. I'm looking at Kdevelop and QTquick as development tools.
Flightgear Codebase
My area of interest is in Flightgear's code includes:
- telnet
- phi
- reset & re-initialize
- any method to set or get a property
- the property tree itself
- configuration files
- command line parameters
I'm beginning to look through various parts of the Flightgear code-base to understand how the parts fit together and how supporting libraries are used in the project. I'd like to learn how aircraft data and graphics are integrated into the working program, and how, why and where Nasal scripting is used. To this end, I have
* Built a full debug version of the next branch * Installed ** gdbgui ** atom for basic code exploration.
Later I'll try QtCreator
Here's my directory structure for building
- $HOME
- A separate disk to make it easy to reinstall linux. $HOME is the same as /home/$USER
- $HOME/fg
- Scripts I need to build and flightgear such as download_and_compile.sh, and /run/debug script
- This is actually a symlink to a folder on a separate disk from /home.
- I do this so I can build the software I want without continually expanding my home disk's size.
- The fg directory contains a folder for each different build of Flightgear.
- next for running next
- nextrti for running next with OpenRTI
- nextd for debugging next
- stable
- stabled
- Each of these directories contains clones for flightgear, simgear and other projects like OSG and OpenRTI as needed.
Rather than use excessive bandwidth, when I need a fresh copy, I just run download_and_compile.sh in a folder that already has a copy of the sources. Then I copy the folder over to the one I want to refresh and remove the build folder within the new one. Then run the script again to produce the executable version I want. As currently structured, download_and_compile.sh requires a separate set of sources for each different version built.
Here's the atom/run/debug script I use for debugging cd $HOME/fg/
#!/bin/bash # ~/fg/debug
$cmd = "$HOME/fg/nextd/install/flightgear/bin/fgfs \ --fg-root=$HOME/fg/nextd/install/flightgear/bin/../fgdata/ \ --log-level=2 \ --fg-scenery=$HOME/fg/nextd/install/flightgear/bin/../fgdata/Scenery \ --fg-aircraft=$HOME/fg/nextd/install/flightgear/bin/../fgdata/Aircraft \ --fg-aircraft=$HOME/.fgfs/Aircraft/org.flightgear.fgaddon/Aircraft \ --httpd=5401 --telnet=5400 --airport=KSFO"
$gdbgui "$cmd"
When the source window appears, press the "r" key to start debugging.
I start by stepping through bootstrap and other modules until flightgear is up and running. I'm making some notes. There are three sections:
- Path will trace the path through modules that provide significant functionality to the Simulator until the aircraft is shown holding short or parked somewhere. only the module's source path and a brief explanation or list of why it's on the "path".
- Modules lists all the classes and methods or functions executed on the "path" as well as those that are not executed in the path.
- Utility Calls will contain notes on various library calls, noting what the call looks like, where the library comes from, what the call does and where else it might be used. These will be functions with a purpose that is not limited to flight simulation.
The Path to "Holding Short"
When you start flight gear, several activities take place
* logging is set up * command line arguments are checked, read and saved * a global object is created to hold state and references to managing functions of several types * a tree of properties is built on the global object * various static objects are created and initialized * scenery data is downloaded using terrasync * airport and aircraft data is scanned and made available * scenery data is read and made available * an interpreter is started * connections to multiplayer servers are made * a scene is established as a "view" with scenery, Airport data and the Aircraft * an event loop is started to adjust the view based on changes in controls, weather, aircraft position and attitude
Module | Description & Steps | ||
---|---|---|---|
src/Main/bootstrap Main | Bootstrap provides the top level of the stack for executing either fgviewerMain or fgMainInit.
|
|
|
src/Main/Main | fgMainInit( int argc, char **argv )
|
|
|
viewer/fg_os_osgviewer.cxx | fgOSMainLoop()
|
here's the loop:
| |
Main/main.cxx | fgIdleFunc
|
|
Note fgResetIdleState() sets the state to 2000 and re-registers fgIdleFunction as the idle handler. |
Main/main.cxx | We seem to have arrived. We're at the hold short point. |
Minor functions on the Path to Holding Short
sglog().setLogLevels( SG_ALL, SG_INFO )sglog().setStartupLoggingEnabled(true); || /simgear/debug/logstream.cxx || Pretty obvious what this does. || What does sglog() actually return?
Module | Description | Steps |
---|---|---|
src/Main/globals | Provides a global object to contain references to objects and data needed in initializing, running and terminating flightgear |
|
<boost/foreach.h> | Example | |
<algorithm> | Example | Example |
std::string version(FLIGHTGEAR_VERSION) | ||
sg_srandom_time(); | ||
src/Main/Main.cxxfgInitConfig | ||
src/Main/Main.cxx Launcher | ||
src/Add-ons/AddonManager.cxx | addons::AddonManager::createInstance() | |
initFlightGearEmbeddedResources | see file build/flightgear/src/EmbeddedResources/FlightGear-resources.cxx,automatically generated by fgrcc | |
viewer/fg_os_osgviewer.cxx fgosinit(int* argc, char** argv) | ||
Main/fg_os_common.cxx | fgRegisterIdleHandler( & fgIdleFunction | |
detectSIMD() | bootstrap.cxx | returns true if the cpu supports sse2. |
gethostname(_hostname, 256) | unistd.h glibc | returns the hostname of your computer |
signal(SIGPIPE, SIG_IGN) | signal.h | directs SIGPIPE to the SIG_IGN signal handler - Portability: use sigaction() instead |
signal(SIGSEGV, segfault_handler) | signal.h | Flightgear formats the message with a backtrace and exits with std:abort() |
segfault_handler (int signo) | bootstrap.cxx | |
initFPE(flightgear::Options::checkForArg(argc, argv, "enable-fpe")) | main/options.cxx bootstrap.cxx |
checks the command line arguments for the enable-fpe option. Calls InitFPE with the result. see bootstrap.cxx for more details |
signal(SIGFPE, handleFPE) | signal.h bootstrap.cxx |
We handle Floating Point Exceptions |
setlocale(LC_ALL, "") setlocale(LC_NUMERIC, "C") setlocale(LC_COLLATE, "C") |
||
return fgUninstall() | fg_init.cxx | Command line options are checked to determine if uninstall should be called. |
sglog() | /simgear/debug/logstream.cxx | This initializes the log. see logstream.cxx for details |
std::set_terminate(fg_terminate); | <exception> bootstrap.cxx |
sets the standard template library terminate routine |
atexit(fgExitCleanup) | stdlib.h bootstrap.cxx |
registers the given function to be called at normal process termination, either via exit(3) or via return from the program's main(). Functions so registered are called in the reverse order of their registration; no arguments are passed |
fgviewerMain(argc, argv) | flightgear/Viewer/fgviewer.cxx | see viewer topics for details. This is called in bootstrap.cxx if the command line arguments include --viewer |
fgMainInit(argc, argv) | Main/main.cxx | Starts to initialize flightgear. This is called in bootstrap.cxx if command line arguments do not contain --viewer |
catch block | various | termination for most or all errors. Read the end of bootstrap.cxx for more information |
flightgear::shutdownQtApp() | bootstrap Qt |
Done separately from atexit. see bootstrap.cxx for more information |
crInstall(&info) crUninstall() |
CrashRpt.h | #if defined(HAVE_CRASHRPT). This only happens on windows. |
Progress on Cockpit Building
As of Feb 1, 2018:
- I've done only a few prototype circuits
- have been working to develop skills I'll need to produce a realistic cockpit.
- Developing skills in Fusion 360 to support 3d Printing and 3d machine tools.
- Working on tests for a cluster based on Raspberry Pi Zeros
- Beginning to use a 3d Router
- Milling into thin prisms and hand polishing disks of plexiglass for illuminating dials in Sim Instruments
As part of my Cockpit Building efforts, I'm also working on
- User:Callahanp/Two Way Communication between a Raspberry Pi and Arduinos
- Connecting to a Raspberry Pi Zero via USB Ethernet Including the use of SSH and connection of the zero to the internet
- Creating a cluster with Raspberry Pi Zeros
- Snippets of text that may or may not be used somewhere
Contact
Maybe our projects overlap and maybe I can be of help you in some small way. I love bouncing ideas back and forth in personal or public e-mails. Feel free to contact me about your non-commercial simulation projects.
Email Callahanp through the wiki
I show up occasionally on #flightgear on irc.flightgear.org and am a member of several public forums related to cockpit building.
Callahanp (talk) 09:45, 11 November 2017 (EST)
My Skills
- Programming in whatever language is available
- Databases
- Making the following list of chips do what they do:
- MCP23XXX Multiplexer
- MAX7219 Serially Interfaced, 8-Digit LED Display Driver
- Designing a few types of circuits that work on a breadboard (see electronics below)
My Developing Skills -- Beginner
- Grokking Flightgear's code base.
- Very basic machining on a lathe or mill - no significant experience
- Electronics - Basics - DC, High & Low speed digital circuits, motor control, emi suppression and mitigation
- Soldering - Learn to deal with small components
- Designing circuits that make it from breadboard to cockpit.
- Getting a cokpit project off the ground
- C++ - Updating coding skills from an early version of C++
- Avoiding Writing Howtos
My Developing Skills -- Making Good Progress
- Fusion 360 3dCad
- 3d Router
The Howtos -- Oh yeah... those...
I'm working on these along side building my cockpit. Some of the early attempts were not that useful. My current approach is to build and document actual hardware. I hope this will be more helpful.
Current Projects:
See below for the my personal rules about these howtos going forward. I had to write these because it was becoming a morass and time waster.
The following is yet another work in progress
Writing Advice to Callahanp from Callahanp or How to write a Howto.
Rule 1. Brevity.
Rule 2. Real Hardware. If I haven't done it yet I'll talk about it on my personal wiki page. That's where stuff like that belongs.
Rule 3. Project Planning, Building Teams, and anything else about developing a hobby project belong elsewhere. If you want to write about these things, go ahead, but don't do it in a Howto on building something specific like a cockpit. If you haven't done the project yet you'll get it wrong. Plus, you'll sound like a...
Rule 4. Grand visions, Vaporware, Abstract thinking, Advice and other nonsense don't belong anywhere.
Rule 5. Get rid of your darlings. Those witty turns of phrase, that elegant prose, the puns, jokes and asides. Fun to write maybe but not so fun to read. They're distractions. These are things a skillful writer can weave into an uninterrupted smooth train of thought but you're not that good a writer. Don't even try,
'nuff said.