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		<title>How to run mod file that is loaded into HEAP</title>
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		<description><![CDATA[05-15-2008, 11:20 PM Brewin Registered User Join Date: Mar 2006 Posts: 152 Rep Power: 4 How to run mod file that is loaded in the HEAP&#8230; &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;... ]]></description>
			<content:encoded><![CDATA[<p>05-15-2008, 11:20 PM<br />
 Brewin<br />
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<p> How to run <a href="http://www.donevii.com/post/tag/mod" class="st_tag internal_tag" rel="tag" title="Posts tagged with mod">mod</a> file that is loaded in the <a href="http://www.donevii.com/post/tag/heap" class="st_tag internal_tag" rel="tag" title="Posts tagged with heap">HEAP</a>&#8230;</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Hi everyone,<br />
How can I run a MOD file that is loaded into the HEAP???? Any idea&#8217;s&#8230;</p>
<p>__________________<br />
Thanks everyone for the info they share here..<br />
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Last edited by Brewin : 05-15-2008 at 11:27 PM. </p>
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<p>  #2   06-04-2008, 07:36 PM<br />
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<p>Steps for loading a mod into the heap</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>1) malloc memory on the heap that is the size of the mode file + 4 in bytes.<br />
2) Set the initial 4 btyes to point to the AEE struct thing that has all the AEEStdlib funcitons.<br />
3) Set the processors program counter (PC register) to address 0<br />
Please note, I could be kinda off, look at the code for AEE_ModLoad, it is always at address zero. It will tell you the arguments that you need to pass to it before setting the pc register to it. Remember, the first four arguments of any function are passed in registers r0 -r4.</p>
<p>I hope this helps</p>
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<p>  #3   07-28-2008, 10:45 PM<br />
 Brewin<br />
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<p> Loading and running a compressed mod file&#8230;</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Hi All,<br />
To run a compressed mod file in <a href="http://www.donevii.com/post/tag/brew" class="st_tag internal_tag" rel="tag" title="Posts tagged with brew">BREW</a> you need to create a mod loader(Approxmately 700+ bytes, atleast mine).</p>
<p>For 2.x brew devices, your mod loader file name should be same as of your app name.<br />
Ex: myapp.mif, myapp.mod(your mod loader), filename.gz(your compressed myapp.mod file, you can name this file as filename.bar so that you don&#8217;t have any problems when user disables your app).</p>
<p>For 3.x brew devices on which we can read a mod file by setting the required permissions in MIF can add this mod loader file content at the start of your compressed mod file or you can use the same as that used for 2.x which don&#8217;t required any permissions or settings in MIF.<br />
Ex: myapp.mif, myapp.mod(your mod loader + filename.gz).</p>
<p>To create a mod loader, you have every information you need in 2 threads.</p>
<p>First read only the first post by user &#8220;ajiva&#8221; in the following thread. Then return to this thread for additional info you need.</p>
<p>Quote:</p>
<p>http://brewforums.qualcomm.com/showthread.php?t=11637</p>
<p>A call to AEEMod_Load that you have seen in the first thread will set the params in the registers.</p>
<p>Quote:<br />
Note 1: Don&#8217;t release the buffer that contains the uncompressed content of your actual mod file in your mod loader. Once the actual app is closed, it will released by BREW system.<br />
Note2: Release all other allocated buffers and interfaces you created in mod loader before making a call to AEEMod_Load.</p>
<p>Thanks for ajiva and Ardy Falls for the valuable info they provided. </p>
<p>__________________<br />
Thanks everyone for the info they share here..<br />
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 VALUE HAS A VALUE ONLY IF ITS VALUE IS VALUED</p>
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Last edited by Brewin : 08-06-2008 at 12:59 AM. </p>
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<p>  #4   07-29-2008, 12:36 AM<br />
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<p> Really usefull</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Hi Ramki,<br />
Really very useful information.</p>
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<p>  #5   08-06-2008, 12:57 AM<br />
 Brewin<br />
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<p> Loading and running a compressed extension mod file&#8230;</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Hi all,<br />
The above procedure is not working in case if the compressed mod file is an extension. Applet compressed mod file is running fine. The decompressed file of the extension mod is Identical with the original extension mod file, but device is getting crashed when AEEMod_Load of the extension mod is executed.</p>
<p>if both an applet and extensions loads the same way then<br />
why is this difference..</p>
<p>If I use normal extension mod everything goes well.</p>
<p>Do anyone has any idea about this. </p>
<p>Quote:<br />
The extension I used is xmlparser, I will write my own extension and check does it make any difference using debug info. </p>
<p>__________________<br />
Thanks everyone for the info they share here..<br />
Ramki@TTSL<br />
 VALUE HAS A VALUE ONLY IF ITS VALUE IS VALUED</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Last edited by Brewin : 08-06-2008 at 01:02 AM. </p>
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<p>  #6   08-06-2008, 06:15 AM<br />
 Brewin<br />
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<p> Loading a compressed module(Application/Extension)</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>I hope I got the resolution,<br />
Quote:<br />
Originally Posted by Brewin<br />
Hi all,<br />
The above procedure is not working in case if the compressed mod file is an extension. Applet compressed mod file is running fine. The decompressed file of the extension mod is Identical with the original extension mod file, but device is getting crashed when AEEMod_Load of the extension mod is executed.</p>
<p>if both an applet and extensions loads the same way then<br />
why is this difference..</p>
<p>If I use normal extension mod everything goes well.</p>
<p>Do anyone has any idea about this. </p>
<p>If the module irrespective of Application or Extension, is complied with standard AEEModGen.C then the MOD compression will work else the behavior is unknown.</p>
<p>Hope this helps, Please correct me if I am wrong.<br />
But since all module will have the same entry point why this happens&#8230; </p>
<p>__________________<br />
Thanks everyone for the info they share here..<br />
Ramki@TTSL<br />
 VALUE HAS A VALUE ONLY IF ITS VALUE IS VALUED</p>
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Last edited by Brewin : 08-06-2008 at 06:17 AM. </p>
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<p>  #7   08-07-2008, 12:32 PM<br />
TG1e<br />
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<p>Reference code please [if possible]</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Addressed to all who are working (or have worked) on this topic of loading a mod from heap mem&#8230;<br />
Will it be possible for you to post some reference code?</p>
<p>Also, for clarity&#8230;</p>
<p>Do we only have to call AEEMod_Load?<br />
Or do we have to call the other functions as well&#8230;.How does the AEE come to know that we have loaded the compressed (and now decompressed) mod? How will the AEE send events to this newly loaded mod?</p>
<p>Awaiting your response(s)&#8230;</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Last edited by TG1e : 08-07-2008 at 12:34 PM. </p>
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<p>  #8   08-23-2008, 06:51 AM<br />
 Brewin<br />
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<p> Loading compressed mod file..Step by Step</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Quote:<br />
Originally Posted by TG1e<br />
Addressed to all who are working (or have worked) on this topic of loading a mod from heap mem&#8230;<br />
Will it be possible for you to post some reference code?</p>
<p>What code you need, first compress you MOD file with gzip(if 7zip is used then you need to supply you own decompressor code in the mod loader or bootloader)<br />
Example: You have an application with myapp.mod, myapp.bar, myapp.mif<br />
After compressing MOD, your files are myapp.zip, myapp.bar,myapp.mif.<br />
Now write a bootloader which will load myapp.zip into memory and uncompress..</p>
<p>1. Create a project with name ex: <a href="http://www.donevii.com/post/tag/modloader" class="st_tag internal_tag" rel="tag" title="Posts tagged with modloader">modloader</a>.</p>
<p>2. copy AEEModGen.C and AEEModGen.H into your project and add the following header files<br />
AEE.h, AEEShell.h, AEEUnzipStream.h, AEEFile.h, AEEHeap.h, AEEStdLib.h.</p>
<p>3. Delete everything not related to AEEMod_Load and AEEStaticMod_New in both files and add the below line</p>
<p>Quote:<br />
For AEEMod_Load typecast&#8230;..<br />
typedef int (*RunLoadMod)(IShell *ps, void * ph, IModule ** pMod);</p>
<p>2. Delete every thing inside the AEEStaticMod_New function.</p>
<p>3. Now inside the AEEStaticMod_New function declare pointers to IUnzipAStream, IFileMgr and IFile interfaces.</p>
<p>4. Create an Instance of IFileMgr and IUnzipStream(if compressed with gzip). else<br />
provide your own decompress function here.</p>
<p>5.Now allocate some memory and copy the &#8220;ph&#8221; variable which is the pointer to AEEHelper Functions into the first four bytes of allocated memory.</p>
<p>6. Open myapp.zip and Set it for uncompressing using<br />
&#8221; IUNZIPASTREAM_SetStream &#8220;.</p>
<p>7. Now read the uncompressed stream using &#8221; IUNZIPASTREAM_Read &#8221; and copy the contents from 5th byte onwards into the same buffer using MEMCPY, REALLOC as per requirements.<br />
( Now your buffer contains pointer to AEEHelper functions + uncompressed myapp.zip, now buffer size will be a minimum of 4+sizeof(myapp.mod) ).</p>
<p>8. Once your buffer is ready with the above you are done. Release the IFileMgr, Ifile and IUnzipStream interface pointers.</p>
<p>9. Now type cast the 5th byte of the buffer to AEEMod_Load with a return statement like</p>
<p>Quote:<br />
return (RunLoadMod)(buffer+4)(pIShell,ph,ppMod);<br />
to execute the actual mod file&#8230;.  </p>
<p>Note: Don&#8217;t release the buffer, once the app exits this memory will be released by AEE.</p>
<p>You modloader is ready now.<br />
Compile and create the mod file and rename the mod file as myapp.mod.</p>
<p>Now you app contains, myapp.mif, myapp.mod, myapp.zip, myapp.bar.</p>
<p>Quote:<br />
Also, for clarity&#8230;<br />
Do we only have to call AEEMod_Load?<br />
Or do we have to call the other functions as well&#8230;.How does the AEE come to know that we have loaded the compressed (and now decompressed) mod? How will the AEE send events to this newly loaded mod?</p>
<p>When you click on your app, AEE loads the mod file associated with the app name in this case it is myapp.mod(mod loader) and executes the first address i.e AEEMod_load which will feed the actual mod to the AEE, it&#8217;s not the AEE that load your actual MOD file.</p>
<p>There is no applet related to modloader, when AEE encounter the last statement in the AEEStaticMod_New of the modloader AEE just jumps to the address where we have kept the actual MOD file and exectues from there in the process whatever is created and registered(IModuleVtbl, Applet, Applet_HandleEvent) are all belongs to the actual application mod file and AEE will send events to the registered handleEvent of the top visible applet which is nothing but your application handle Event. </p>
<p>__________________<br />
Thanks everyone for the info they share here..<br />
Ramki@TTSL<br />
 VALUE HAS A VALUE ONLY IF ITS VALUE IS VALUED</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Last edited by Brewin : 08-23-2008 at 06:59 AM. </p>
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<p>  #9   01-13-2009, 07:55 AM<br />
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<p>Hi Brewin,<br />
I am interested in the functionality that you have described in this topic and I have tried to create a modloader by myself according the steps you have provided, but unfortunately my device just reboots when I am trying to execute the loaded into memory .mod file. I have tried my code on different devices with different BREW version and on all of them I had device reboot.<br />
Here is my code in AEEStaticMod_New function ( I have simplified it because I don&#8217;t use compression for .MOD file, also I have removed all checks):</p>
<p>ISHELL_CreateInstance(pIShell, AEECLSID_FILEMGR, (void**) &#038;piFileMgr);<br />
piFile = IFILEMGR_OpenFile(piFileMgr, &#8220;realmod.bin&#8221;, _OFM_READ);<br />
IFILE_GetInfo(piFile, &#038;iFileInfo);<br />
filesize = iFileInfo.dwSize;<br />
pBuf = (byte*) MALLOC (filesize + 4);<br />
MEMCPY(pBuf, ph, 4);<br />
pBuf2 = pBuf + 4;<br />
pFunc = (RunLoadMod)pBuf2;<br />
bytesread = IFILE_Read(piFile, pBuf2, filesize);<br />
IFILE_Release(piFile);<br />
IFILEMGR_Release(piFileMgr);<br />
return pFunc(pIShell,ph,ppMod);</p>
<p>Can you help me to understand why I can&#8217;t start .MOD file I have loaded by modloader? I am doing all needed steps that you provided in your post and everything seems correct for me, but maybe you will find that I am doing something wrong.</p>
<p>Thanks in advance.</p>
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<p>  #10   01-13-2009, 08:44 PM<br />
 Brewin<br />
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<p>Helper functions Entry point problem&#8230;..</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>Quote:<br />
Originally Posted by ed_est<br />
MEMCPY(pBuf, ph, 4); *********<br />
pBuf2 = pBuf + 4;<br />
((RunLoadMod)pBuf2)(pIShell,ph,ppMod); </p>
<p>You problem is here. It not properly copying the ph pointer(Helper functions Entry point).<br />
MEMCPY(pBuf, ph, 4);</p>
<p>__________________<br />
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<p>  #11   01-14-2009, 06:17 AM<br />
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<p>Brewin,<br />
Thank you very match for your help.<br />
I have fixed the this part of code and now it works.</p>
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