--- title: Cooperative Multitasking author: Pat Beirne email: date: 2025/01/15 license: MIT --- # Part 1: Cooperative Multitasking Small microcontrollers are often required to handle several tasks, sometimes with overlapping phases. This paper will lead you through the creation of a small ***operating system*** which can be implemented on a tiny microcontroller, without the fancy time-slicing that is offered by sophisticated operating systems like [Linux](https://linux.org) and [FreeRTos](https://freertos.org). The core of *this* technique is covered in [Part 1](#part-1-cooperative-multitasking) of this paper. If you just want to see how it all comes together, jump to [Final Implementaion](#final-implementation). [Part 2](#part-2) contains enhancements and variations, probably useful reading if you decide to adopt this programming technique in your projects. ## Intro ### Abstract This paper will take you through the creation of a tiny *operating system* that can be implemented on a small microcontroller. ### Audience These techniques can be applied by anyone with experience in ***C***, ***Python***, ***Rust*** or any modern computer language. It helps to have a passing knowledge of how to connect a transducer (button, LED, buzzer, etc) to a microcontroller. > The ***Reality Check*** dropdowns in this article provide extra, often > practical supplementary reading.
Reality Check The technique described here is also called ***event driven programming***. This technique was used in the original Window (1995), including some of the system calls: `sendMessage(), postMessage() and setTimer()`. This event-driven technique is applicable to a whole host of small microcontrollers, including - MSP430 - Cortex M0, M0+ (SAM, STM32, PY32, Cypress, Kinetis, HT32, XMC, LPC81x) - AtMega, AtTiny - 8051 (SiliconLabs, Nuvoton, HT85) - RL78 (Renesas) - Pic 12/14/16 - Risc (ch32v) - STM8 *Some of the really tiny ones don't have enough stack space to implement these techniques (Puolop PB150, Padauk PxS15x, Bojuxing BJ8P, Yspring MDT1x, EastSoft HR7P, Holtek Ht68.)* ![Here](blb.jpg) is a typical board hosting 12 buttons, 12 RGB LEDs, all hosted by an STM32. Every light and button can be controlled separately and simultaneously, using the technique described in this paper. The source of this paper can be found at [my git repository](https://wiki.pbeirne.com/patb/cmt)
## The Problem Let's suppose we want to flash an LED at 1 flash/2 sec, and independently, respond to a push button by operating a different LED for 1.5 seconds. Both operations must operate separately. How do we structure the code for the microcontroller to make this happen? ## First Page Let's look an a pseudocode overview of what we want to do: ```C void initialize(void) { setup_hardware(); setup_interrupts(); } INTERRUPT void irq(void) { create_event(); acknowledge_interrupt(); } void main(void) { initialize(); while (1) { if (event) { flashLedTask(event); respondToButtonTask(event); } } } ``` That's about it. Of course, we will need to write the code for `setup_hardware()` and `setup_interrupts()`. And `flashLedTask()` and `respondToButtonTask()`. And create the *magic* that allows `event` information to flow. Don't worry, it will all be laid out in the following pages. If you're concerned with complexity, feel free to jump ahead to the [final implementation](#final-implementation) page to see real, tested, code. Between here and there, I'll walk you step-by-step through building the structure and implementation. This paper continues after that though, to show you how to expand upon a build as the project-definition changes. There are also several examples of state machines, and some discussion of practical matters, refactoring and project structure. ## Interrupts In order to have a responsive system, it would make sense to use the *interrupt* capabilities of these small micrcontrollers. In the task described, we need to respond to a button press. So let's connect the button to an input pin and enable it to repsond to a button press with interrupt code. We also need to keep track of time.....so let's hook up a system timer to another interrupt. Each interrupt causes the execution of *interrupt handler* code. For this project, it might look somthing like this: ```C enum {EVT_NONE, EVT_TICK, EVT_BUTTON}; INTERRUPT timer_isr(void) { newEvent(EVT_TICK); } INTERRUPT button_isr(void) { newEvent(EVT_BUTTON); // see notes about button bounce and acknowledgement } ``` The interrupt handlers are both very simple. They just create a unique *event* and let the system know about it. Next, let's talk about *events*.
Reality check In some microcontrollers, interrupts must be *acknowledged*. Sometimes that means setting a hardware flag to indicate to the device that you're ready for another interrupt of the same type. And in some cases, there's no need to ack. Specifically, the SYS_TICK interrupt in the ARM Cortex processors does *not* need an ack, so the above code example for `timer_isr()` is complete. When a pushbutton or switch is connected to a microcontroller, the first bit of activity will cause the interrupt and execute the `button_isr()` code. However, real buttons produce about 5msec of *bounce* and this will cause subsequent interrupts unless they are somehow filtered out. There are lots of ways to handle *bounce*, and I'll let you read about that [elsewhere]](#debouncing). Most techniques boil down to either ignoring subsequent interrupts (from the same button) for about 5 msec, or disabling that specific interrupt until the 5msec has passed. As a general rule, *input* pins should be observed either by interrupt service routine (ISR), or scanned periodically by the timer ISR. *Outputs* should be controlled in the task code, which we'll see below.
## Events An *event* in this context is a small bit of information that appears asynchronously in the system. Implemented, it can be a *byte*, or an *int* or an even larger structure. But in these small microcontrollers, let's use a *byte*. ```C volatile uint8 event; ``` These *events* will be created in interrupt level of the code, and processed at the main level. We use the `event` object to send information between these levels, so we have to mark it [`volatile`](https://en.wikipedia.org/wiki/Volatile_(computer_programming)). In this paper, the word *message* and *event* are equivalent. *Message* has the sense of "a bit of communication from another part of the program" and *event* has the sense of "something external just happened". At this point in the design, they both mean the same thing. By convention, let's use *zero* to indicate the absence of an event/message, and *non-zero* to represent an event/message. ```C volatile uint8 event; enum {EVT_NONE, EVT_TICK, EVT_BUTTON}; // 0,1,2 ```
Reality check
For this project, let's suppose the timer ticks happen every 10ms (100 per second).
So now we start to get an idea of what kind of information the *interrupt handler* code generates. Now let's look at how that information gets sent to the rest of the code: `newEvent()`. ## newEvent() Here's a block diagram of the message flow ![message flow](dispatch1.jpg) How do we send the information (events/messages) from the interrupt service routine to the `main()` code? We used shared memory. One way would be to have a global `volatile uint8` location into which we drop the *event* information. But having only one socket for that would be a bit naive; what happens if a timer tick and a button press happen very close in time? What happens if the timer tick events start to stack up? It makes more sense to have an array: `volatile uint8 events[NUM_EVENTS]` where NUM_EVENTS is on the order of 5..10. That would give us 50-100msec to catch up in case there's a pileup of events/messages. At the beginning, before anything happens, we need to make sure the `events[]` is full of zeros (EVT_NONE), indicating that it's empty. The `newEvent(evt)` routine simply adds the `evt` to the array `events[]`. Something like this might work: ```C void newEvent(uint8 evt) { static uint8 nextEvent; events[nextEvent++] = evt; if (nextEvent == NUM_EVENTS) nextEvent = 0; } ```
Reality check There is a problem with the above code. What happens if a `key_isr()` is running, and is halfway through its call to `newEvent()` when a `timer_isr()` happens, and reenters the `newEvent()` routine. This will get really messed up. So we need to wrap *this particular* code in a critical section. Here's a more realistic version: ```C void newEvent(char evt) { static uint8 nextEvent; // keep track of where we are in queue disable_irq(); // critical section events[nextEvent++] = evt; // insert event into queue if (nextEvent == NUM_EVENTS) // loop back to the start of queue nextEvent = 0; enable_irq(); // end critical section, probably <100us of blockage } ```
In the next section, we'll show how the `main()` code pulls the events out of the array, and leaves an EVT_NONE in its place. ## Dispatch The `main()` code can simply watch the `events[]` to see when an entry goes non-zero (!=EVT_NONE). When that happens, `main()` will pull out the *event/message* from the array, and call the task subroutines. In this case, `flashLedTask()` and `respondToButtonTask()`. To see the real code for the dispatcher, [jump ahead](#dispatcher-details).
Terminology The `main()` code illustrated here calls the tasks as subroutines, sending each one a copy of the event number. As I mentioned earlier, *events* can also be refered to as *messages*. We can also refer to this process "sending a message to the task" So, for this paper, these are equivalent - calling a task subroutine with the event information - sending a message to a task
![Call task routines with event](dispatch2.jpg)
Reality check It may seem wasteful to send *all* events to *all* tasks. Probably some tasks don't care about certain classes of events. But classifying, sorting and filtering the events takes real time, and code space, and probably isn't worth it for these small microcontrollers. More sophisticated event systems do, in fact, filter and sort events. For example, Windows only sends `MOUSE_MOVE` events to the code belonging to the window over which the mouse is travelling. All the other windows don't get the event, speeding up the whole system.
## Tasks In this environment, the code that impliments a *task* is simply a subroutine that accepts an *event/message*. ```C void taskCode(uint8 event) { ... process the event information ... } ``` The subroutine should be designed to flow-through as quickly as possible, without any pauses/waits/delays. If the problem that you're trying to solve involves the passage of time, or any delay, then you must break down the actions into individual items, and build a [state machine](#state-machine). ## State Machine A *state machine* in this environment is a subroutine which can be called many times, and it remembers in which *state* it was left from the previous call. Some invocations of this subroutine may cause it to change state, which can be represented in a net diagram. Here's a state diagram for the task which reacts to a button press by flashing an LED. ![simple state diagram](rtb_state.png) How does the *state code* remember what state it's in between invocations? We can use a `static` variable. A `static` is stored in main memory (*not on the stack*), persists between calls and is initialized to zero. The above diagram can be implemented in this code: ```C enum {RTB_IDLE, RTB_ON}; // RTB_IDLE=0, RTB_ON=1 static uint8 rtbState = RTB_IDLE; static uint16 rtbTimerCount = 0; const uint16 TIMER_LIMIT = 150; void respondToButtonTask(uint8 evt) { switch(rtbState) { case RTB_IDLE: if (evt == EVT_BUTTON) { rtbState = RTB_ON; rtbTimerCount = TIMER_LIMIT; gpio_set(LED, ON); } break; case RTB_ON: if (evt == EVT_TICK) { if (--rtbTimerCount == 0) { gpio_set(LED, OFF); rtbState = RTB_IDLE; } } break; } } ``` Each time this routine is called, it checks the *event* that it was given, and sometimes processes it. And sometimes it changes state. Here's a few things to notice: - The code *flows through*. It does not stop or wait for anything. - Each arrow in the net diagram corresponds to a phrase in the code. The *tail* of the arrow corresponds to an `if` statement - The code ignores *events* that are not relevant.
Reality check The *state* variable must be `static` or in the global memory space. *NEVER put a state variable on the stack!* i.e. as a local variable. The tick counter could equally well count up from zero to threshold. See the discussion about [shared timers](#timers-as-a-resource)
## Another State Machine The other task of this project simply flashes the LED on and off. ![LED state machine, basic](led_state_simple.png) The code for this might be: ```C enum {LED_ON, LED_OFF}; static uint8 ledState = LED_OFF; static uint16 ledTimerCount = 0; const uint16 LED_ON_TIME = 100; const uint16 LED_OFF_TIME = 100; void ledTask(uint8 evt) { switch(ledState) { case LED_OFF: if (evt == EVT_TICK) { if (--ledTimerCount == 0) { gpio_set(LED, ON); ledTimerCount = LED_ON_TIME; ledState = LED_ON; } } break; case LED_ON: if (evt == EVT_TICK) { if (--ledTimerCount == 0) { gpio_set(LED, OFF); ledTimerCount = LED_OFF_TIME; ledState = LED_OFF; } } break; } } ```
Discussion Perhaps a more accurate state diagram might be: ![LED state machine, alternate](led_state.png) As you build the code from the diagram, I *strongly* suggest that you use a `switch(currentState) ....case STATE_1` approach to the task routine. If you try and code it with multiple `if(currentState==STATE_1)`, you will find yourself in a tangle of spaghetti; and if you forget a critical `else`, nothing will work as you expect. ```C if (state==1) { if (event = EVT_1) { P3OUT = 27; // turn on some hardware state = 2; // and change state } } if (state==2) { // <<<----- BAD BAD P3OUT = 14; state = 3; // <<<--- dont' change state twice in the same event } ... ``` rather ```C switch(state) { case 1: if (event = EVT_1) { P3OUT = 27; // turn on some hardware state = 2; } break; case 2: P3OUT = 14; state = 3; } ... } ``` As a general rule, try to avoid changing states more than once per event; this kind of discipline will help with debugging a complex project.
## Dispatcher Details The last piece of the puzzle is the `main()` code which observes the `events[]` array and calls the tasks. The `events[]` array is designed so that a 0 means 'no event', and the non-zero events are dropped into the array in order...so pulling them out is pretty straight forward. ```C void main() { initialize(); while(1) { int i; for (i=0; i Reality check The `main()` code above needs to run with interrupts enabled. There's lots of ways to structure the 'wait for event' loop. For example, when you detect that the `events[]` array is empty, you could power-down the microcontroller. In most microprocessors, an interrupt will wake the CPU again, and deliver a non-zero event into the array, so you might as well power-down while you're waiting. ## Final Implementation Let's put all of the above together, for an SMT32F Cortex M0, in *C* code. ```C /***** declarations ****/ #define NUM_EVENTS 10 volatile uint8 events[NUM_EVENTS]; void newEvent(uint8 e); void ledTask(uint8 evt); void respondToButtonTask(uint8 evt); /********** interrupts **************/ void timer_isr(void) { newEvent(EVT_TICK); // this interrupt is auto-ack'd } void button_isr(void) { newEvent(EVT_BUTTON); EXTI->PR |= KEY_IRQ_ACK_MASK; // the hardware requires that we acknowledge } /** newEvent * add the event to the event queue * wrapped in critical section * * @param the event */ void newEvent(uint8 e) { static uint8 nextEvent; dint(); // critical section events[nextEvent++] = e; if (nextEvent==NUM_EVENTS) nextEvent = 0; eint(); } /****** main() and dispatcher *********/ void main(void) { eint(); // dispatcher loop while(1) { int j; for (j=0; j LED_ON_TIME) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } } break; } } const uint16 LED_ON_TIME = 150; const uint16 LED_OFF_TIME = 50; static uint8 ledState = LED_OFF; static uint16 ledTimerCount = 0; void ledTask(uint8 evt) { switch(ledState) { case LED_OFF: if (evt == EVT_TICK) { if (++ledTimerCount > LED_OFF_TIME) { gpio_set(LED2, LED_ON); ledTimerCount = 0; ledState = LED_ON; } } break; case LED_ON: if (evt == EVT_TICK) { if (++ledTimerCount > LED_ON_TIME) { gpio_set(LED2, LED_OFF); ledTimerCount = 0; ledState = LED_OFF; } } break; } } ``` This is the end of the main presentation. With the above techniques, you can make a tiny microprocessor appear to multitask. For further tips, read the next section. The interesting topics are: - [more state code examples](#state-machine-examples) - with implementation - [how to initialize a state machine](#state-machine-initialization) - [inter-task communication](#messages) - [unified timers](#timers)
Reality Check What's missing from this code sample is the initialization of the hardware........some kind of `setup()` routine. I left it out because it's going to vary so much between processors, and only distracts from the point of this paper. If you want a detailed, tested copy of this code, see [here](build/demo.c) The above example only shows 2 tasks, so all the formal structure may seem a bit silly. But once you have the infrastructure in place, you can easily handle *dozens* of tasks, even on sub-$1 processors.
# Part 2 ## Variations Now that the infrastructure is in place, it's easy to expand or modify the code for changes in the project definition. For example, suppose we want the `respondToButtonTask()` to restart the LED timer on each key press:
![RTB (respond to button) state machine, with restart](rtb_state_2.png)\ ```C void rtbTask(uint8 event) { switch(rtbState) { case RTB_IDLE: if (event == EVT_BUTTON) { gpio_set(LED, LED_ON); rtbState = RTB_ON; rtbTimer = RTB_TIMEOUT; } break; case RTB_ON: if (event == EVT_BUTTON) { rtbTimer = RTB_TIMEOUT; } if (event == EVT_TICK) { if (--rtbTimer == 0) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } } break; } } ```

Or have a 2nd press of the button cause the LED to extinguish early:
![RTB state machine, with early-off](rtb_state_3.png)\ ```C void rtbTask(uint8 event) { switch(rtbState) { case RTB_IDLE: if (event == EVT_BUTTON) { gpio_set(LED, LED_ON); rtbState = RTB_ON; rtbTimer = RTB_TIMEOUT; } break; case RTB_ON: if (event == EVT_BUTTON) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } if (event == EVT_TICK) { if (--rtbTimer == 0) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } } break; } } ```

How about have the button start a flash sequence, and a 2nd press stops it: (see also [substates](#substates))
![RTB state machine, push to stop](rtb_state_4.png)\ ```C void rtbTask(uint8 event) { switch(rtbState) { case RTB_IDLE: if (event == EVT_BUTTON) { gpio_set(LED, LED_ON); rtbState = RTB_ON; rtbTimer = RTB_TIMEOUT; } break; case RTB_ON: if (event == EVT_BUTTON) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } if (event == EVT_TICK) { if (--rtbTimer == 0) { gpio_set(LED, LED_OFF); rtbTimer = RTB_FLASH_TIME; rtbState = RTB_OFF; } } break; case RTB_OFF: if (event == EVT_BUTTON) { gpio_set(LED, LED_OFF); rtbState = RTB_IDLE; } if (event == EVT_TICK) { if (--rtbTimer == 0) { gpio_set(LED, LED_ON); rtbTimer = RTB_FLASH_TIME; rtbState = RTB_ON; } } break; } } ```

Each of these diagrams corresponds to trivial changes in the state code. ## Working with Arduino If you're from the Arduino world, you have no doubt seen the similarity between this OS plan and the Arduino infrastructure. ```C setup() {} // initialize and start up the devices and services loop() {} // code for continuous operation ``` You can certainly merge this paper's operating system into the Arduino architecture: ```C char events[]; interrupt_service_routines() { newEvent(evt); // insert events/messages into events[] } static int nextEvent; void newEvent(char evt) {} // same as above; put evt into the events[] setup() {} loop() { static int nextTaskEvent; if (events[nextTaskEvent]!=EVT_NONE) { // check for non-zero events[], task1(events[nextTaskEvent]); // and call the task routines task2(events[nextTaskEvent]); events[nextTaskEvent) = EVT_NONE; // free the slot, fill with 0 if (++nextTaskEvent > NUM_EVENTS) nextTaskEvent = 0; // and loop through the array } } void task1(char evt) {} void task2(char evt) {} ``` ## Tasks The fundamental guideline for tasks is that *they do not stop*. Control flows through and out the bottom, returning to the dispatcher quickly.
Reality Check In practical terms, if you have a timer tick that runs at every 10ms, and about 5 tasks, then if you can keep each task under 2ms, you won't lose any events. If a task occasionally runs into the 10's of msec, the event queue will handle buffering the events until they can be processed. Under no circumstances should a task take more than 100msec. Use a new state, and return from the tast. Process the new state later.
## State Machine Examples ### Car Window Suppose we want to control the power window on a car? For this problem, we have an up/down button, a motor to drive the window up or down, and a motor-overload sensor to detect when the motor is straining. So the buttons & overload sensor are inputs, and the motor drive is outputs. When the user presses the "up" button, we should start the motor moving upward. When the overload sensor detects a strain, then either the window is all the way up....or it has encountered a finger or hand; in either case, we need to turn the motor drive off. Here's a possible state diagram. ![window motor control](window_state.png) And here's the matching code. Note the correspondence between the diagram and the code: arrows leaving a state correspond to an `if()` phrase. ```C enum {WINDOW_IDLE, WINDOW_UP, WINDOW_DOWN}; static uint8 windowState = WINDOW_IDLE; void windowTask(uint8 evt) { switch(windowState) { case WINDOW_IDLE: if (evt == EVT_BUTTON_UP) { gpio_set(MOTOR, UP); windowState = WINDOW_UP; } if (evt == EVT_BUTTON_DOWN) { gpio_set(MOTOR, DOWN); windowState = WINDOW_DOWN; } break; case WINDOW_UP: if (evt == EVT_MOTOR_SENSE || evt == EVT_BUTTON_RELEASE) { gpio_set(MOTOR, OFF); windowState = WINDOW_IDLE; } break; case WINDOW_DOWN: if (evt == EVT_MOTOR_SENSE || evt == EVT_BUTTON_RELEASE) { gpio_set(MOTOR, OFF); windowState = WINDOW_IDLE; } } } ``` Now, suppose the problem definition is changed: if the user presses the "up" button, the motor should only operate while the button is pressed; stop on release. But if the user presses the "up" button a second time within 1 second of the first release, the motor should drive the window all the way up (auto-close). Here is a possible state diagram. Notice the significant re-use of code from the previous version. ![window control with auto open/close, (_ma) motor activated (_ms) motor stopped](window_complex.png)
Reality Check This is such a simple task, with only a few I/O pins involved. In theory, a cheap microcontroller could control a dozen windows, each appearing to operate independantly. In the code, one wouldn't need to create a dozen tasks......just create an index into the same code and invoke it in a way that makes it appear as an independent task: ``` void main(void) { eint(); while(1) { for (i=0; i ### Fridge Door A simple state machine can control the interior light of a fridge. Here's the use-case: The problem has one input (door open) and two outputs (light and audible alarm). If the door is open, turn on the light and start a timer for 90 seconds. If the door is still open at the end of the 90 seconds, start an audible alarm. If the door closes, stop the timer and turn off the light and alarm. And if the door closes during the 90 seconds, turn off the light. Here is the state diagram. ![fridge state machine](fridge_state.png) And here is the corresponding code. ```C enum {FRIDGE_CLOSED, FRIDGE_OPEN, FRIDGE_BEEPING}; uint8 fridgeState; uint16 fridgeTimer; const uint16 FRIDGE_OPEN_LIMIT = 9000; // 90 seconds at 10msec tick void fridgeTask(char event) { switch(fridgeState) { case FRIDGE_CLOSED: if (event == EVT_OPEN) { set_io(LIGHT, ON); fridgeTimer = FRIDGE_OPEN_LIMIT; fridgeState = FRIDGE_OPEN; } break; case FRIDGE_OPEN: if (event == EVT_CLOSE) { set_io(LIGHT, OFF); fridgeState = FRIDGE_CLOSED; } if (evt == EVT_TICK) { if (--fridgeTimer == 0) { set_io(ALARM, ON); fridgeState = FRIDGE_BEEPING; } } break; case FRIDGE_BEEPING: if (event == EVT_CLOSE) { set_io(ALARM, OFF); set_io(LIGHT, OFF); fridgeState = FRIDGE_CLOSED; } break; } } ``` #### Refactor for `changeState()` Notice on the state diagram, the arrows heads and tails cluster, and similar actions happen for multiple arrows. Perhaps we should write a function that just deals with all the actions required when leaving or entering a state. Then the task code would only have to manage the *arrows* of the state diagram. Like this: ```C // this outer code deals with the arrows on the state diagram void fridgeTask(char event) { switch (fridgeState) { case FRIDGE_CLOSED: if (event == EVT_OPEN) changeFridgeState(FRIDGE_OPEN); break; case FRIDGE_OPEN: if (event == EVT_CLOSE) changeFridgeState(FRIDGE_CLOSED); if (event == EVT_FRIDGE_TIMEOUT) changeFridgeState(FRIDGE_BEEPING); break; case FRIDGE_BEEPING: if (event == EVT_CLOSE) changeFridgeState(FRIDGE_CLOSED); break; } } ``` while the inner code deals with the actions required for *entry* and *exit* from each state ```C void changeFridgeState(char newState) { static char oldState = FRIDGE_CLOSED; // do all the state-leaving actions switch(oldState) { case FRIDGE_CLOSED: set_io(LIGHT, ON); setTimer(FRIDGE_TIMER, FRIDGE_OPEN_LIMIT); break; case FRIDGE_OPEN: break; case FRIDGE_BEEPING: set_io(ALARM, OFF); break; } // change state fridgeState = oldState = newState; // and do the state-entry code switch(newState) { case FRIDGE_CLOSED: set_io(LIGHT, OFF); setTimer(FRIDGE_TIMER, 0); break; case FRIDGE_OPEN: break; case FRIDGE_BEEPING: set_io(ALARM, ON); break; } } ``` ### Door Opener Suppose we have a power lock on a door, using a solenoid, and an RFID tag detector on the "outside" and a push button on the "inside". There is also a WiFi connection to a server, by which we report door openings. When the RFID tag sends us a message, it will contain a serial number. If the number matches a known record, then operate the door-opener solenoid for 4 seconds. If the "inside" button is pushed, operate the door-opener for 4 seconds; if the "inside" button is pressed during the 4 seconds, restart the 4 second timer. After the door is locked, send a report to the master control via the WiFi. Here's the state diagram: ![RFID operated door lock](door.png) I use `EVT_` type events to indicate that they originate in hardware, probably at the interrupt level; and `MSG_` type events to indicate they come from a software source, perhaps a sibling task. Suppose now that the serial number needs to be verified by a central service. So when an RFID tag is detected, send a request to the master control and wait for an ACK or NAK response. In the case of an ACK, open the door solenoid for 4 seconds. The rest of the problem is as stated above. Here's the modified state diagram: ![RFID operated door, with remove key verify](door2.png) ### Beer Vat Suppose we have to move a servo motor to lift the lid from a brewing vat, to release excess pressure. Inputs: pressure valve, manual operation button Outputs: servo, LED, beeper If high pressure is detected, flash the LED for 10 seconds, then operate the beeper for 5 seconds, then operate servo; hold it open for 5 seconds and return the servo, LED and beeper to idle. If the manual operation button is pressed, go directly to "operate servo" as above. ![state machine for beer vat pressure release valve](beer_vat.png) If the manual button is pressed while the lid is open, close immediately. ### Vending Machine When idle, wait for payment tap. If selection button is pressed before payment, display cost to inform the user for 3 seconds. After payment tap, request the user select item. Operate dispense motor. Wait for object to be removed from output bin. ![states for vending machine](vending.png) ## Events In all the above, events were implemented as a simple `unsigned char`, allowing 255 different event types. There's no reason we couldn't use an `unsigned short` or even an `int`. Further, a 16 bit event number could be designed to be 8 bits of event type, and 8 bits of supplementary event information: ```C typedef struct Event { unsigned char type; unsigned char info; } Event; Event e = {MSG_KEYPRESS, KEY_A}; ``` In the old Windows system, *events/messages* were realized as a 16 bit number, with an extra 32 bit number glued to it for extra information. ```C typedef struct MSG { UINT message; LPARAM lParam; }; // some extra detail removed ``` For example, `WM_CHAR=0x0102` indicates that a key was pressed, with the extra 32bit `lParam` carrying the information about *which* key.
## Timers The simplest state timer is made with a static variable associated with the state code. To start the timer, simply initialize the static variable. On timer ticks, decrement (or increment if you prefer) this variable until it hits a limit, and then make a state change. For instance, to create a timer that waits 100 timer ticks, you could use: ```C static int state; static int stateTimer; void stateCode(char event) { switch(state) { case STATE_IDLE: if (event = EVENT_TRIGGER) { stateTimer = 100; state = STATE_DELAY; } break; case STATE_DELAY: if (event = EVENT_TICK) { if (--stateTimer == 0) { // the timer is finished state = STATE_NEXT; } } break; // .... } } ``` In the above example, you could equally well have set the timer to start at zero and increment until it hits the desired limit (100 in this case). In a moderate sized project, timers like this will proliferate throughout the code, making it awkward to read. One solution to this is to centralize the timers. In all the above examples, the `timer_irq()` code is trivial, just `newEvent(EVT_TICK)`. Suppose we add code to the `timer_irq()` so that it can process timer counting on behalf of the tasks...... ### Timers as a Resource Let's create a centralized service called `setTimer(timer_index, timer_count)`. A task can call this service with a unique `timer_index` and a requested count. The `timer_irq()` uses a pool of timer registers, and will count out the ticks on behalf of the task, and when the tick count is finished, the `timer_irq()` code can generate a unique event, perhaps `EVT_TIMER_n`. So the state code can then look something like this: ```C static int state; void stateCode(char event) { switch(state) { case STATE_IDLE: if (event = EVENT_TRIGGER) { setTimer(TIMER_1,100); state = STATE_DELAY; } break; case STATE_DELAY: if (event = EVENT_TIMER_1) { // the timer is finished state = STATE_NEXT; } } break; // .... } } ``` This makes the state code simpler to read, hiding all the increments/decrements and limit testing. The overhead for this ends up in the `timer_irq()` code, and might look something like this: ```C static uint16 timers[NUM_TIMERS]; #define EVT_TIMER_OFFSET 100 enum {EVENT_TIMER_1=EVT_TIMER_OFFSET, EVENT_TIMER_2, EVENT_TIMER_3}; // 100, 101... enum {TIMER_1, TIMER_2, TIMER_3}; // 0,1,2,.... void timer_irq() { newEvent(EVT_TICK); // the main tick, fires every time for (i=0; i0) { if (--timers[i]==0) newEvent(i + EVT_TIMER_OFFSET); } } } /* common service, available to all tasks */ void setTimer(int timerIndex, unsigned int timerCount) { timers[timerIndex] = timerCount; } ```
Reality Check On a typical microcontroller running at 24MHz, with 5 timers, this adds about 2 microseconds of extra time to the `timer_irq()` code, which typically runs every 10 or 100msec. It simplifies the task code, makes it more legible and probably reduces bugs that may appear by duplication of code. Another possible design for timers is to have the main `timer_isr()` increment a global atomic `voloatile int timer` variable, and the tasks can observe this timer and set a target based on that. ```C volatile int timer; // on most microcontrollers, access to an int // will be atomic INTERRUPT timer_isr(void) { timer++; newEvent(EVT_TICK); } // .... state code ... static int targetTime; void stateCode(uint8 event) { switch(state) { case STATE1: //..... set a target targetTimer = time + DELAY_TIME; state = state2; //..... case STATE2: if (event == EVT_TICK) { if (time == targetTimer) { //.... we've waited long enough } } //... } } ```
## Real Code Here is an example of a complete and tested project on a small STM32F030 board. Open all the little arrows to see the complete code.
board specific defines ```C #include "stm32f030.h" /****** project hardware ******/ // on this demo board, there is a push button on PB13 and // an LED on PA4 and PF5 #define LED 0x10 // port A bit 4 these LED are LOW=lit-up #define LED2 0x50020 // port F bit 5 GPIO_TypeDef * GROUP[] = {GPIOA, GPIOB, GPIOC, GPIOD, 0, GPIOF}; // 0,0x10000,0x20000, etc void gpio_set(uint32 bitPosition, bool value) { vu32* group = &((GROUP[bitPosition >> 16])->ODR); bitPosition &= 0xFFFF; if (value) *group |= bitPosition; else *group &= ~bitPosition; } ```
```C /***** events ****/ #define NUM_EVENTS 10 volatile uint8 events[NUM_EVENTS]; enum { EVT_NONE, EVT_TICK, EVT_BUTTON}; void newEvent(uint8 e); /********** tasks ***********/ void ledTask(uint8 evt); void respondToButtonTask(uint8 evt); /********** interrupts **************/ volatile uint32 tick; // increasing at 100 ticks/sec // takes a year to roll-over void timer_isr(void) { tick++; newEvent(EVT_TICK); // this interrupt is auto-ack'd } void button_isr(void) { newEvent(EVT_BUTTON); EXTI->PR |= 0x3001; // ack it } /** newEvent * add the event to the event queue * wrapped in critical section * * @param the event */ void newEvent(char e) { static uint nextEvent; dint(); // critical section events[nextEvent++] = e; if (nextEvent==NUM_EVENTS) nextEvent = 0; eint(); } ```
hardware initialization ```C /***** init ******/ /* called by newlib startup */ void _init(void) { // startup code // use default clocks // turn on all the GPIO's RCC->AHBENR = 0x005e0014; // enable SysCfg RCC->APB2ENR = 0x00004801; // enable the two LEDs as outputs GPIOA->MODER = (GPIOA->MODER & 0xFFFFFCFF) | 0x00000100; // port A bit 4 GPIOF->MODER = (GPIOF->MODER & 0xFFFFF3FF) | 0x00000400; // port F bit 5 // and the push button as input + pulldown GPIOB->PUPDR = (GPIOB->PUPDR & 0xF3FFFFFF) | 0x08000000; // pulldown on 13 // keep the clocking system simple: just use the 8MHz HSI everywhere SysTick->LOAD = 10000; // 10 msec SysTick->VAL = 0; SysTick->CTRL = 3; // count at 1usec, use interrupts /* to configure an interrupt on the stm32f0xx, - enable the EXTI->IMR for the pin - set EXTI->RTSR for select rising edge - set the SYSCFG->EXTICRx pin to route it - enable the gating bit in the NVIC register - don't forget to ack each interrupt at EXTI->PR */ EXTI->IMR = 0x2000; // enable interrupt from line 13 EXTI->RTSR = 0x2000; // interrupt on rising edge SYSCFG->EXTICR[3] = 0x0010; // select prot B for exti-13 NVIC->ISER[0] = 0x00E1; // enable in NVIC: gpio & watchdog } ```
```C void main(void) { eint(); // dispatcher loop while(1) { int j; for (j=0; j LED_OFF_TIME) { gpio_set(LED2, LED_ON); ledTimerCount = LED_ON_TIME; ledState = LED_ON; } } break; case LED_ON: if (evt == EVT_TICK) { if (--ledTimerCount == 0) { gpio_set(LED2, LED_OFF); ledTimerCount = 0; ledState = LED_OFF; } } break; } } ```
vector table ```C /* vector table */ #define STACK_TOP 0x20002000 void default_isr(void) {} extern void _start(void); void (*myvectors[])(void) __attribute__ ((section(".vectors")))= { (void(*)(void)) STACK_TOP, // stack pointer _start, // code entry point default_isr, // handle non-maskable interrupts default_isr, // handle hard faults 0,0,0,0, /* 10...1f */ 0,0,0,0, /* 20...2f */ 0,0,0,timer_isr, /* 30...3f */ 0,0,0,0, 0,button_isr,button_isr,button_isr, /* 50...5f */ 0,0,0,0, /* 60...6f */ 0,0,0,0, /* 70...7f */ 0,0,0,0, /* 80...8f */ 0,0,0,0, /* 90...9f */ 0,0,0,0, /* a0...af */ 0,0,0,0, /* b0...bf */ 0,0,0,0, /* c0...cf */ 0,0,0,0, /* d0...df */ 0,0,0,0, /* e0...ef */ 0,0,0,0, /* f0...ff */ 0,0,0,0, /* 100.10f */ 0,0,0,0 /* 110.11f */ }; ```
## Substates For things like flashing LED's, you could create two states, and toggle between them, like this: ![RTB state machine, with substates](rtb_state_4.png)
Or, you could simply have an internal (static, not-on-the-stack) variable which can keep track of the LED toggle. The state diagram then simplifies: ```C uint8 rtbState = RTB_IDLE; // major state, RTB_IDLE/RTB_FLASHING uint8 rtbSubState = RTB_FLASH_OFF; // minor state, toggles LED on/off ``` Alternatively, you could use the *timer counter* variable, and make changes at the half-way point through the count. This simplifies the substate design to this:
![RTB state machine, with substates](rtb_state_5.png)\ ```C const uint16 FLASH_CYCLE_TIME 150; const uint16 FLASH_ON_TIME 40; uint8 rtbState = STATE_IDLE; void rtbTaskCode(char event) { static uint16 flashCount=0; switch(taskState) { case RTB_IDLE: if (event == EVT_BUTTON) { rtbState = STATE_FLASHING; flashCount = FLASH_CYCLE_TIME; } break; case STATE_FLASHING: // count down flashCount, toggle LED halfway through // effectively creating a substate if (event == EVT_TICK) { if (--flashCount == 0) { setLED(OFF); flashCount = FLASH_CYCLE_TIME; } else if (flashCount == FLASH_ON_TIME) { setLED(ON); } // ... make sure to turn LED off when leaving this state if (event == EVT_BUTTON) { setLED(OFF); rtbState = RTB_IDLE; } break; } } } ```
## State Machine Initialization Notice that there's no initialization of states in this code. It *would* be very handy if we knew when to initialize all the lights and buzzers and match up the various states. Perhaps the `main()` code could add a single event into the event queue at power-up, perhaps `EVT_INIT`. It might be added like this: ```C void main(void) { newEvent(EVT_INIT); // early, before interrupts, so we know it's first in line eint(); while(1) { ... dispatcher code ... } } ``` Then, in the state code, you can catch that event and set up whatever might be required ```C uint8 myState; void stateCode(uint8 event) { if (event==EVT_INIT) { // ... do setup code myState = FIRST_STATE; return; } // ... regular state machine code } ``` ## Messages Now that we have an event/dispatcher system, we can also also use it to send information asychronously between tasks. For example, if a keyboard processing task needs to inform its siblings, it can create *messages* which can be injected into the event queue. Notice the change of terminology, where *message* indicates that the entry was created by code procesing, rather than an interrupt. ### PostMessage We need a service routine to add messages to the event queue: `postMessage()`. This call is very smimilar `newEvent()` which should only be called from interrupts. ![cd-eject task uses postMessage() to broadcast a message](postMessage.png) ```C void postMessage(uint8 message); ``` Notice that `postMessage` can't return any information, because it's not processed immediately; the *message* is added to the *event queue* to be processed at a later time.
Reality Check In this tiny system, `postMessage()` is exactly the same as `newEvent()`. The reason that I use different names is that some more sophisticated operating systems require that these two functions are *not* identical.
### SendMessage In some cases we may want the sibling task to process the information immediately. This means: - we can be assured that the sibling task has fully processed the information - does not involve the dispatcher; but does require extra room on the stack - we *could* get a return value from the sibling task; since it's implemented as a subroutine, it's allowed to return a value ![cd-eject task uses sendMessage() to call a sibling task](sendMessage.png) To return a value means that the prototype for task functions would change from ```C void taskCode(uint8 event); to uint8 taskCode(uint8 event); ``` The service routine to send a message like this would look like: ```C uint8 SendMessage(int8 taskPointer(uint8), uint8 message) { return taskPointer(message); } ``` ### Usage Why might one want to *send a message* between tasks? Suppose you have a rotary encoder, which sends quadrant signals, which need to be interpreted as *clockwise* and *counter clockwise*. You could have one task devoted to determining the direction of the knob (and [debouncing](#debouncing)), and have it *send* (or *post*) clean EVT_CW and EVT_CCW *messages* to its sibgling tasks. Another possible use of *messages* is to create alternate souces of input. For example, a device which has a temperature set by "up/down" buttons on a front panel could receive the same controls from an infra-red remote, or even a serial port (perhaps for testing). And why `sendMessage()`? Perhaps you need to have a sibling task change states, or process information *before* you continue in your task. Imagine there is a slave WiFi chip that needs to be powered up *before* you send it a request....you could use `sendMessage()` to activate the power, and then continue, knowing that your peripheral is available. ## Ideas for Tasks I taught this coding technique at the college level, and a typical end-of-term assignment was to code up a simulated automobile entertainment system, which included about 6-10 concurrent tasks: - task blue light to show bluetooth connectivity - volume up/down sense and display - radio channel select buttons - step single the radio frequency, or high-speed scan - power on/off management - remote control of volume/radio-select from the steering wheel (uart link) - backlight for night-time viewing (auto sense from a light sensor) - service-required LED, flashing - a beeper to confirm keypresses (30ms) and alarm (700ms/100ms) - a clock up/down set button - 3 buttons: "set min/hr" and "+" and "-" Each list item above corresponds to one task. My students were able to code this up with about 35k of source, which compiles to about 8k of code and 256B of RAM (on an STM32) ## More State Machines ### Radio Tuner Suppose we have a `+` and `-` button for tuning a radio. A press of either will move the radio frequency by one step. If the button is held for more than 0.5 seconds, the radio should change to a rapid scroll through all available frequencies. Suppose we have events coming at 100msec, and that the radio frequencies are 88.7 up to 107.9, with steps at 0.1. And finally, suppose there are 5 available events: ```C enum {EVT_NONE, EVT_TICK, EVT_UP_PRESS, EVT_UP_RELEASE, EVT_DN_PRESS, EVT_DN_RELEASE}; ``` ![state machine for radio tuner](radio_tuner.png) ```C const float MIN_FREQ=88.7, MAX_FREQ=107.9, INC_FREQ=0.1; float radioFreq = MIN_FREQ; uint16 radioTimer = 0; const uint16 radioTimeout = 5; // 0.5 seconds enum {IDLE, FREQ_UP, FREQ_UP_FAST, FREQ_DN, FREQ_DN_FAST}; uint8 state = IDLE; void radioTask(uint8 event) { switch(state) { case IDLE: if (event == EVT_UP_PRESS) { radioFreq += INC_FREQ; checkRadioFreq(); radioTimer = radioTimeout; state = FREQ_UP; } if (event == EVT_DN_PRESS) { radioFreq -= INC_FREQ; checkRadioFreq(); radioTimer = radioTimeout; state = FREQ_DN; } break; case FREQ_UP: if (event == EVT_UP_RELEASE) state = IDLE; if (event == EVT_TICK) { if (--radioTimer == 0) state = FREQ_UP_FAST; } break; case FREQ_UP_FAST: if (event == EVT_TICK) { radioFreq += INC_FREQ; checkRadioFreq(); } if (event == EVT_UP_RELEASE) state = IDLE; break; // and the same for FREQ_DN and FREQ_DN_FAST } } // manage rollover void checkRadioFreq() { if (radioFreq > MAX_FREQ) radioFreq = MIN_FREQ; if (radioFreq < MIN_FREQ) radioFreq = MAX_FREQ; } ``` This may seem like a lot of code, but it compiles to something quite small. It is non-blocking, and easily maintained and modified. And it works.