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Automatic RESET during operation

i am facing a wierd problem.. My MCU P89V51RD2BN resets during Execution...
i am a college student and a beginner Here so i dont know the Advanced Programming methods
i would also inform that..

i have a recursive function , a warning is issued by the compiler for the same. but....

earlier this was not a problem but since i have modified some of the Sub-Routines for 16Bit Data this Problem has come up, i need those functions to be 16 bit because of the limitation of the ALU i was earlier using 8bit and leaving most of the Task to Assumption which i cannot do so now..

i would also state that the Problem occurs in a fumction at a point when i call 2 functions in the same code, these themselves call around 5 sub-routines each but that wasnt a problem earlier (before i used the 16bit return type sub-routines).

now i found something in the manual stating reentrant Functions, but i really dont know how to use it

i used it like this

void Home_Screen_Instance() reentrant
{ ------------
} Do i need to use the keyword "reentrant" in the Function Decleration too?
but that didnt help either
but the compilers shows an error Home_Screen_Instance : redefinition.
Target Not Created

this was the first of a kind problem that i encountered, my MCU is resetting itself for sure(i checked that with a dummy subroutine of blinking LED) and it is not because of the watchdog timer, i am sure about that too..

so whats the Problem here?

is the Stack overflowing???
or there is any other reason behind this?
should i revert back to the 8bit versions of my subroutine (without any other choice)?
is it because of the recursive nature of the function H0me_screen_instance?

Related Data:

The Program is Display intensive, i mean there are a lot of Strings to be displayed and they are stored beforehand in XDATA,
message shown during sucessfull compilation, (still resets)
Program Size: data 9.4 xdata 252 code 9514
creating hex-----blah blah blah----
0 Error(s) 65 Warning(s)

Parents
  • "my recursive function has no local DATA, it just Prints Text on an LCD, and calls another sub-routine depending upon the input from a keypad,"

    I'm not sure we are using the same definition of "recursive function".

    A recursive function is a function that calls itself, or calls other functions in a call chain where one of the directly or indirectly called functions will call the original function again.

    So recursion means that the call chain forms a loop.
    With a non-recursive design, you can still call several levels deep, but the call sequences just forms trees.

    The compiler/linker explicitly analyses the call sequences by the code, to figure out the branches of the call tree - functions that are never part of same path from root (main) to leaf of the call tree can use the same memory locations for storing local data or parameters. So the variables/parameters gets overlayed in global data space because the 8051 don't have a real stack powerful enough.

    With more general processor architectures, the compiler don't need to perform this optimization. It's enough to just push parameters and local (auto) variables on the stack, and pop when the function returns.

Reply
  • "my recursive function has no local DATA, it just Prints Text on an LCD, and calls another sub-routine depending upon the input from a keypad,"

    I'm not sure we are using the same definition of "recursive function".

    A recursive function is a function that calls itself, or calls other functions in a call chain where one of the directly or indirectly called functions will call the original function again.

    So recursion means that the call chain forms a loop.
    With a non-recursive design, you can still call several levels deep, but the call sequences just forms trees.

    The compiler/linker explicitly analyses the call sequences by the code, to figure out the branches of the call tree - functions that are never part of same path from root (main) to leaf of the call tree can use the same memory locations for storing local data or parameters. So the variables/parameters gets overlayed in global data space because the 8051 don't have a real stack powerful enough.

    With more general processor architectures, the compiler don't need to perform this optimization. It's enough to just push parameters and local (auto) variables on the stack, and pop when the function returns.

Children
  • we are using the same definition of recursive function

    i have got a "chain" in which one function calls another and so on till one another function in the chain calls the initial function... so let me put the code here

    home_Screen()
    { ---------
    Lock_Screen();
    -------
    --------
    }

    Lock Screen() //Checks the Password
    { if(yes)
    Main_Menu();
    else return;
    }

    main_menu()
    { ---------
    ---------
    switch()
    { ----
    ---
    - -
    - --
    case 4:Home_Screen(); //when user presses the "Home" Button

    // Here is the recursion. this is just one of the recursion,s there are other functions too
    } }

    i am working on getting this code into a non-recursive format...
    and once more
    im just a beginner in embedded C, i am not as learned as you guys !!

  • Your issue is that you mix the code for displaying a menu with the code that processes it.

    So you handle one menu, then jump to screen-lock then have the screen-lock once more call the function to handle the same menu, after unlock. That is wrong.

    With the draw function separated, you don't need a recursive call to redraw the main menu after unlock.

    current_display = x;
    wanted_display = y;
    locked = false;
    pwd_input_state = 0;
    
    void handle_display() {
        if (idle_time > AUTO_LOCK) {
            locked = true;
            pwd_input_state = 0;
        }
        if (locked) wanted_display = DISP_LOCKED;
        if (current_display != wanted_display) {
            switch (wanted_display) {
                ...
                case DISP_LOCKED:
                    saved_display = current_display;
                    draw_screen_lock();
                    break;
                case DISP_MAIN:
                    draw_screen_main();
                    break;
                case DISP_SUBMENU_1:
                     draw_submenu_1();
                     break;
                default:
                    ; // should not happen - do some repair
            }
            current_display = wanted_display;
        }
        input = check_input();
        if (input) {
            clear_idle_time();
            switch (current_display) {
                ...
                case DISP_LOCKED:
                    if (is_unlock(input)) {
                        wanted_display = saved_display;
                    }
                    break;
                case DISP_MAIN:
                    switch (input) {
                        case BUTTON_1: do_main_1(); break;
                        case BUTTON_2: do_main_2(); break;
                        ...
                     }
                     break;
                 case DISP_SUBMENU_1:
                     switch (input) {
                         ...
                     }
                     break;
                 default:
                     ; // should not happen - do some repair
            }
        }
    }
    
    void main() {
        for (;;) {
            ...
            handle_display();
        }
    }
    

  • So you handle one menu, then jump to screen-lock then have the screen-lock once more call the function to handle the same menu, after unlock. That is wrong.
    wrong whether embedded or not, it is just bad design

    Erik

  • "wrong whether embedded or not, it is just bad design"

    It's more interesting than that. What if the second stacked main menu also gets a timeout and locks the screen. Or the 100th nested call to the main menu? Then we have the situation:
    menu -> lock -> menu -> lock -> menu -> lock -> ....

    Any processor with a finite state storage area would run out of state space (wither a hw stack or a software-implemented stack) for such a design.

  • Any processor with a finite state storage area would run out of state space (wither a hw stack or a software-implemented stack) for such a design.
    I have actually seen that one, a frustrated used pressing the button umpteen times and SPLASH!

    Erik