# Running the CGI Player Demo Application on Traveo2

#### <a class="anchor" id="bkmrk-"></a>Download the Application

To download and debug the application you need a Green Hills probe (or IAR Systems I-jet probe) that is configured accordingly for your Infineon Traveo II board.

#### <a class="anchor" id="bkmrk--0"></a>Executable Application

#### <a class="anchor" id="bkmrk--1"></a>Green Hills

<div class="contents" id="bkmrk-in-multi-launcher-se"><div class="contents"><div class="textblock">- In MULTI launcher select "Components" -&gt; "Open debugger" and choose the application from your build folder with extension .ghsmc.
- Then press "D" (for "Detect"), once the script detects the board and sets all needed variables in the debugger window three new symbols will be available "F" "V" and "E".
- Press "F" (for "Flashing") the application on the board.
- Press "F5" on keyboard or "Go on Selected Items" ("Play") button to run the application.

</div></div></div><div class="contents" id="bkmrk-%22surface_blit_displa"><div class="contents"><div class="textblock"><dl class="note"><dd><p class="callout info">"surface\_blit\_display\_basic" graphics driver sample’s project has to be set as WorkingDir (Workspace) in MULTI launcher.</p>

</dd></dl></div></div></div>#### <a class="anchor" id="bkmrk--2"></a>IAR Embedded Workbench

Binary directory contains two IAR EW projects under "iar\_projects" (for flash only and/or flash and debug).

<div class="contents" id="bkmrk-open-the-ew-workspac"><div class="contents"><div class="textblock">- Open the EW workspace \*.eww from the project in which you will select e.g. .eww.
- Rebuild ("Project" -&gt;"Rebuild All") cm0plus project.
- Press ("Project" -&gt;"Download and Debug") to flash the executable.
- Press "F5" on keyboard or "Debug -&gt; Go" to run the application.

</div></div></div>#### <a class="anchor" id="bkmrk--3"></a>Loading the asset

The CGI Player demo application uses an asset file which could be added by the linker or loaded from external flash. CGIDEVICE\_ASSET\_LOCATION holds that information (options: Monolith or Flash).   
  
In case of Monolith option for CGIDEVICE\_ASSET\_LOCATION, the asset file will be loaded to internal flash together with the application. You have to select the asset file in CMake via the variable ASSET\_TARGET\_LOCATION before you build the application.   
  
In case of Flash option for CGIDEVICE\_ASSET\_LOCATION, the asset file will be loaded during startup of the application. A prerequisite is that it must be flashed to the external flash (Hyperflash) on the board before executing the app.

<div class="contents" id="bkmrk-this-is-the-only-ava"><div class="textblock"><dl class="note"><dt></dt><dd><p class="callout info">This is the only available option for IAR Embedded Workbench toolchain.</p>

</dd></dl></div></div>