[英]Why would cortex-m3 reset to address 0 in gdb?
I am building a cross-compile toolchain for the Stellaris LM3S8962 cortex-m3 chip. 我正在为Stellaris LM3S8962 cortex-m3芯片构建交叉编译工具链。 The test c++ application I have written will execute for some time then fault.
我编写的测试c ++应用程序将执行一段时间,然后出错。 The fault will occur when I try to access a memory-mapped hardware device.
当我尝试访问内存映射的硬件设备时,将发生错误。 At the moment my working hypothesis is that I am missing some essential chip initialization in my startup sequence.
目前,我的工作假设是我在启动序列中缺少一些必要的芯片初始化。
What I would like to understand is why would the execution in gdb get halted and the program counter be set to 0? 我想了解的是,为什么gdb中的执行将被暂停并且程序计数器设置为0? I have the vector table at 0x0, but the first value is the stack pointer.
我的向量表位于0x0,但第一个值是堆栈指针。 Shouldn't I end up in one of the fault handlers I specify in the vector table?
我不应该最终进入向量表中指定的故障处理程序之一吗?
(gdb)
187 UARTSend((unsigned char *)secret, 2);
(gdb) cont
Continuing.
lm3s.cpu -- clearing lockup after double fault
Program received signal SIGINT, Interrupt.
0x00000000 in g_pfnVectors ()
(gdb) info registers
r0 0x1 1
r1 0x32 50
r2 0xffffffff 4294967295
r3 0x0 0
r4 0x74518808 1951500296
r5 0xc24c0551 3259762001
r6 0x42052dac 1107635628
r7 0x20007230 536900144
r8 0xf85444a9 4166272169
r9 0xc450591b 3293600027
r10 0xd8812546 3632342342
r11 0xb8420815 3091335189
r12 0x3 3
sp 0x200071f0 0x200071f0
lr 0xfffffff1 4294967281
pc 0x1 0x1 <g_pfnVectors+1>
fps 0x0 0
cpsr 0x60000023 1610612771
The toolchain is based on gcc, gdb, openocd. 该工具链基于gcc,gdb,openocd。
GDB happily gave you some clue: GDB很高兴为您提供了一些线索:
clearing lockup after double fault
双重故障后清除锁定
Your CPU was in locked state. 您的CPU处于锁定状态。 That means it could not run its "Hard Fault" Interrupt Handler (maybe there is a 0 in its Vector).
这意味着它无法运行其“硬故障”中断处理程序(其向量中可能为0)。
I usually get these when I forgot to "power" the periperial, the resulting Bus Error escalates first to "Hard Fault" and then to locked state. 当我忘记为外围设备“供电”时,通常会得到这些信息,导致的总线错误首先升级为“硬故障”,然后升级为锁定状态。 Should be mentioned in the manual of your MCU, btw.
应当在您的MCU手册中提及,顺便说一句。
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