And it will correctly flash required parts like the bootloader and SoftDevice. It will now put your device in DFU mode only after successful compilation, and it will flash device OS only if an upgrade is necessary. Particle: Flash application (local) is the command you will want to use most of the time with local compilation and a USB connection. Particle: Flash application for debug (local)Īs of September 2023, these commands behave slightly differently:.Particle: Flash application & Device OS (local).To compile and flash locally, use the Command Palette and select one of the local flash options: Local build does all of the compiling locally on your computer, and, once installed, can be used even without an Internet connection. It's also possible to compile in the cloud and flash over USB, as described in the section Cloud build and flash locally, below. To compile your program in the cloud and flash it to the selected device over-the-air, select Particle: Cloud Flash. To compile your program and download the binary, open the Command Palette and select Particle: Cloud Compile. You can leave this blank if you're going to flash by USB, or just want to test building. Then the type of device to you'd like to build for:Īnd finally the name or device ID of the device you want to flash to. Then the device OS version you'd like to build for: Cloud build and flashīefore you can build in the cloud (the way Particle Web IDE and Particle CLI normally build), you need to select the device you wish to build for.įrom the Command Palette select Particle: Configure Workspace for Device. See particle.include and particle.ignore. You can also have particle.include and particle.ignore files for controlling which files are uploaded when cloud compiling. If you already have an existing Particle project (with a project.properties file), you can import it to create the necessary VS Code files by using the command Particle: Import Project from the command palette. README.md is where you could put documentation for your project.The project.properties file specifies all of the libraries that this project uses.The *.bin file (your filename will be different) at the top level is the result of a cloud compile for this project.bin file ( Test1.bin) is the same binary you get from downloading from the Web IDE or CLI. The target directory contains local build output organized into subfolders based on the Device OS version and Particle platform your project uses.If you are cloud compiling, and if you have the library listed in your project.properties file, the cloud version of the library is used instead of the downloaded one in lib. This contains the source to libraries that you have included. Not pictured here is the lib directory, at the same level as src.You can create multiple source files and header files in this directory. ino file for your main project file, after building you may see a. The src directory contains your source file.It's also where your build firmware version, target platform, and target device are saved. The settings.json file allows you to override any setting on a per-project basis. vscode directory contains your project-specific settings. Note that these are designed to only work when editing Particle projects as to not muddy up the rest of your editing experience.Ī project contains a number of files. Doing so will open a new a Visual Studio Code folder preconfigured with everything needed to begin developing your Particle project, like Tasks, C++ IntelliSense, Commands, files and folders. You can initialize a new project with the command, Particle: Create New Project. You can uninstall unneeded versions just as easily. You can install and uninstall different versions of Device OS (and dependencies) with Particle: Install Local Compiler. It downloads the Device OS, build system, compiler, and anything else needed to develop and debug Device OS apps, and places them in a local, private location in user space as to not mess with your current configuration. Dependency managerĭownloading and maintaining a local toolchain can be a full-time job so Workbench introduces a new dependency manager. There is also a command palette reference below. Start typing Particle to see all the currently available commands. Workbench adds custom Particle commands to the palette. It can be invoked via cmd+shift+p on Mac OS or ctrl+shift+p on Linux and Windows. As the name implies, the Command Palette provides access to many commands such as open files, search for symbols, and see a quick outline of a file, all using the same interactive window. If you’re new to Visual Studio Code, the Command Palette will become a familiar part of the user interface.
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