Swift embedded and pico SDK

In this post we’ll learn how to:

  • Install Swift embedded
  • Install the pico-sdk
  • Run a simple blink

To install Swift embedded we need to download a nightly toolchain from here:

https://www.swift.org/download/#snapshots

We can’t use offciale release because the embedded feature is not ready for production.

After that we can clone the https://github.com/apple/swift-embedded-examples.git that contains the pico-blink-sdk

This example use the c library from the swift code to blink the led.

@main
struct Main {
  static func main() {
    let led = UInt32(PICO_DEFAULT_LED_PIN)
    gpio_init(led)
    gpio_set_dir(led, /*out*/true)
    while true {
      gpio_put(led, true)
      sleep_ms(250)
      gpio_put(led, false)
      sleep_ms(250)
    }
  }
}

Introduced in Swift 5.3, the @main attribute designates a particular type as the entry point for program execution.

To compile (how is written the the github page):

$ cd pico-blink-sdk
$ export TOOLCHAINS='<toolchain-name>'
$ export PICO_BOARD=pico
$ export PICO_SDK_PATH='<path-to-your-pico-sdk>'
$ export PICO_TOOLCHAIN_PATH='<path-to-the-arm-toolchain>'
$ cmake -B build -G Ninja .
$ cmake --build build

for the PICO_TOOLCHAIN_PATH i use:

export TOOLCHAINS=$(plutil -extract CFBundleIdentifier raw /Library/Developer/Toolchains/swift-DEVELOPMENT-SNAPSHOT-2024-06-13-a.xctoolchain/Info.plist)

For the PICO_SDK_PATH you can see the previous post. About the PICO_TOOLCHAIN_PATH you could skip.

After the build, you should have your first swift embedded program: swift.blinky.uf2.

Pico SDK on OSX

Before starting to use Swift to build embedded software, it is essential to install the native SDK for the Raspberry Pico so that we have a basic toolchain installed. In the next post, we’ll see how to use Swift.

In this post we’ll learn how to:

  • Install the Pico SDK
  • Run a native example

Install the Pico SDK

First step:

cd ~
mkdir pico
cd pico

Second step:

git clone -b master https://github.com/raspberrypi/pico-sdk.git

# Set the PICO_SDK_PATH environment variable to where you just cloned the repo.
export PICO_SDK_PATH=/path/to/pico-sdk

cd pico-sdk
git submodule update --init
cd ..
git clone -b master https://github.com/raspberrypi/pico-examples.git

Third step:

# Install cmake
brew install cmake

# Install the arm eabi toolchain
brew install --cask gcc-arm-embedded

xcode-select --install

Fourth step:

git clone https://github.com/pimoroni/pimoroni-pico.git
cd pimoroni-pico
git submodule update --init
mkdir build

Fifth step:

cd build
cmake ..
make

Run a tative example

Create a directory for the project, in this directory create this main.c

#include <stdio.h>
#include "pico/stdlib.h"

int main() {

    const uint led_pin = 25;

    // Initialize LED pin
    gpio_init(led_pin);
    gpio_set_dir(led_pin, GPIO_OUT);

    // Initialize chosen serial port
    stdio_init_all();

    // Loop forever
    while (true) {

        // Blink LED
        printf("Blinking!\r\n");
        gpio_put(led_pin, true);
        sleep_ms(1000);
        gpio_put(led_pin, false);
        sleep_ms(1000);
    }
}

Now the CMakeLists.txt

# Set minimum required version of CMake
cmake_minimum_required(VERSION 3.12)

# Include build functions from Pico SDK
include($ENV{PICO_SDK_PATH}/external/pico_sdk_import.cmake)

# Set name of project (as PROJECT_NAME) and C/C   standards
project(blink C CXX ASM)
set(CMAKE_C_STANDARD 11)
set(CMAKE_CXX_STANDARD 17)

# Creates a pico-sdk subdirectory in our project for the libraries
pico_sdk_init()

# Tell CMake where to find the executable source file
add_executable(${PROJECT_NAME}
    main.c
)

# Create map/bin/hex/uf2 files
pico_add_extra_outputs(${PROJECT_NAME})

# Link to pico_stdlib (gpio, time, etc. functions)
target_link_libraries(${PROJECT_NAME}
    pico_stdlib
)

# Enable usb output, disable uart output
pico_enable_stdio_usb(${PROJECT_NAME} 1)
pico_enable_stdio_uart(${PROJECT_NAME} 0)

To compile:

mkdir build
cd build
cmake ..
make

After that, we should have the file blink.uf2 in the build directory. Connect your Pico to the computer, open it like a pendrive, and copy the file. Reboot the Pico; it should now blink.

External source that i used for this post:

https://www.digikey.com/en/maker/projects/raspberry-pi-pico-and-rp2040-cc-part-1-blink-and-vs-code/7102fb8bca95452e9df6150f39ae8422

https://forums.raspberrypi.com/viewtopic.php?t=357243

https://github.com/pimoroni/pimoroni-pico/blob/main/setting-up-the-pico-sdk.md

Architecture Foundamentals

I want to suggest this book: “Fundamentals of Software Architecture: An Engineering Approach” (https://tinyurl.com/35ewyab4) for both newbies and expert engineers. What do I like about this book?

  • Very clear about the architecture properties.
  • For every architecture, at the end of the chapter, we find a card with the strengths and weaknesses.
  • Advice for tools (drawing and other).
  • Considers the soft skills for an architect, such as how to communicate with each other (for example, how to write an email to communicate an architectural decision). It puts humans at the center, not just the technology.
  • How to build an architecture career.
  • How to stay updated in this field.

Need anything else?

Share SwiftData with a Widget

In this post, we’ll see how to share data from the application to the widget.

First, create the project and call it SharedWidget, selecting SwiftData as storage. After that, create the widget by selecting Target in the File -> New menu and then WidgetExtension.

After the creation process, you can also deselect the Live and Intent options because we won’t be using them.

To share data between the application and the widget, we need to create an App Group in the capabilities. After that, add a group and call it whatever you want. In my case, I named it:

Then, select the widget extension in the target:

Thus, also for it, add the app group in the capabilities, but this time don’t add a new one; select the existing one.

One last thing before we look at the code. We have to share the model between the app and the widget, so select the Item.swift file and select both project components:

If you run the application at this moment, you can add an item (the default Apple example for SwiftData) and if you add the widget, you’ll see a time and an emoji. We want to simply display the number of items added below the emoji, so the first thing to do is:

struct SimpleEntry: TimelineEntry {
    let date: Date
    let emoji: String
    let number: Int
}

Where the TimeLineEntry is: “A type that specifies the date to display a widget, and, optionally, indicates the current relevance of the widget’s content.”

Now, in the provider, we add the structure to retrieve the item numbers:

@MainActor
    private func getNumberOfItems() -> Int {
        guard let modelContainer = try? ModelContainer(for: Item.self) else {
            return 0
        }
        let descriptor = FetchDescriptor<Item>()
        let number = try? modelContainer.mainContext.fetch(descriptor).count
        return number ?? 0
    }

Note the @MainActor, now we change the Provider in this way:

struct Provider: TimelineProvider {
    
    @MainActor
    func placeholder(in context: Context) -> SimpleEntry {
        SimpleEntry(date: Date(), emoji: "😀", number: getNumberOfItems())
    }

    @MainActor
    func getSnapshot(in context: Context, completion: @escaping (SimpleEntry) -> ()) {
        let entry = SimpleEntry(date: Date(), emoji: "😀", number: getNumberOfItems())
        completion(entry)
    }

    @MainActor
    func getTimeline(in context: Context, completion: @escaping (Timeline<Entry>) -> ()) {
        print(Date())
        let timeline = Timeline(entries: [SimpleEntry(date: Date(), emoji: "😀", number: getNumberOfItems())], policy: .after(.now.advanced(by: 60)))
        completion(timeline)
    }
    
    @MainActor
    private func getNumberOfItems() -> Int {
        guard let modelContainer = try? ModelContainer(for: Item.self) else {
            return 0
        }
        let descriptor = FetchDescriptor<Item>()
        let number = try? modelContainer.mainContext.fetch(descriptor).count
        return number ?? 0
    }
}

So, every function that uses the getNumberOfItems must use the @MainActor annotation (Its role is to ensure that all code is executed on the main thread).

For more information about timelines, I advise reading the official documentation: Apple Developer – Timeline.

Now do a little changes in the view:

struct ForShareWidgetEntryView : View {
    var entry: Provider.Entry
    
    var body: some View {
        VStack {
            Text("Time:")
            Text(entry.date, style: .time)

            Text("Emoji:")
            Text(entry.emoji)
            Text("\(entry.number)")
        }
    }
}

Now everything should work. Keep in mind that in a production environment, the operating system decides when to update the widget.

Swift Embedded

Until now, we have been able to use Swift to create applications for:

  • iPhone, iPad, Apple computers, Apple TV, Apple Watch
  • Servers with Vapor
  • Android using skip.tools

As of today, it is also possible to use Swift to create applications on embedded hardware (like Raspberry Pi Pico, Arduino, and so on).

Currently, the Swift Embedded version is in a preview status (you can find more information here), but it has the potential to become a real alternative to C/C++. Sure, at the moment, languages like Rust have an advantage in this area (not to forget MicroPython), but it’s a game worth playing.