#include "ue9error.h" const char *ue9_error_text[] = { [0] = "(no error)", [SCRATCH_WRT_FAIL] = "SCRATCH_WRT_FAIL", [SCRATCH_ERASE_FAIL] = "SCRATCH_ERASE_FAIL", [DATA_BUFFER_OVERFLOW] = "DATA_BUFFER_OVERFLOW", [ADC0_BUFFER_OVERFLOW] = "ADC0_BUFFER_OVERFLOW", [FUNCTION_INVALID] = "FUNCTION_INVALID", [SWDT_TIME_INVALID] = "SWDT_TIME_INVALID", [FLASH_WRITE_FAIL] = "FLASH_WRITE_FAIL", [FLASH_ERASE_FAIL] = "FLASH_ERASE_FAIL", [FLASH_JMP_FAIL] = "FLASH_JMP_FAIL", [FLASH_PSP_TIMEOUT] = "FLASH_PSP_TIMEOUT", [FLASH_ABORT_RECEIVED] = "FLASH_ABORT_RECEIVED", [FLASH_PAGE_MISMATCH] = "FLASH_PAGE_MISMATCH", [FLASH_BLOCK_MISMATCH] = "FLASH_BLOCK_MISMATCH", [FLASH_PAGE_NOT_IN_CODE_AREA] = "FLASH_PAGE_NOT_IN_CODE_AREA", [MEM_ILLEGAL_ADDRESS] = "MEM_ILLEGAL_ADDRESS", [FLASH_LOCKED] = "FLASH_LOCKED", [INVALID_BLOCK] = "INVALID_BLOCK", [FLASH_ILLEGAL_PAGE] = "FLASH_ILLEGAL_PAGE", [STREAM_IS_ACTIVE] = "STREAM_IS_ACTIVE", [STREAM_TABLE_INVALID] = "STREAM_TABLE_INVALID", [STREAM_CONFIG_INVALID] = "STREAM_CONFIG_INVALID", [STREAM_BAD_TRIGGER_SOURCE] = "STREAM_BAD_TRIGGER_SOURCE", [STREAM_NOT_RUNNING] = "STREAM_NOT_RUNNING", [STREAM_INVALID_TRIGGER] = "STREAM_INVALID_TRIGGER", [STREAM_CONTROL_BUFFER_OVERFLOW] = "STREAM_CONTROL_BUFFER_OVERFLOW", [STREAM_SCAN_OVERLAP] = "STREAM_SCAN_OVERLAP", [STREAM_SAMPLE_NUM_INVALID] = "STREAM_SAMPLE_NUM_INVALID", [STREAM_BIPOLAR_GAIN_INVALID] = "STREAM_BIPOLAR_GAIN_INVALID", [STREAM_SCAN_RATE_INVALID] = "STREAM_SCAN_RATE_INVALID", [TIMER_INVALID_MODE] = "TIMER_INVALID_MODE", [TIMER_QUADRATURE_AB_ERROR] = "TIMER_QUADRATURE_AB_ERROR", [TIMER_QUAD_PULSE_SEQUENCE] = "TIMER_QUAD_PULSE_SEQUENCE", [TIMER_BAD_CLOCK_SOURCE] = "TIMER_BAD_CLOCK_SOURCE", [TIMER_STREAM_ACTIVE] = "TIMER_STREAM_ACTIVE", [TIMER_PWMSTOP_MODULE_ERROR] = "TIMER_PWMSTOP_MODULE_ERROR", [EXT_OSC_NOT_STABLE] = "EXT_OSC_NOT_STABLE", [INVALID_POWER_SETTING] = "INVALID_POWER_SETTING", [PLL_NOT_LOCKED] = "PLL_NOT_LOCKED" }; const char * ue9_error (int errorcode) { if (errorcode > ARRAY_SIZE (ue9_error_text)) return "(invalid errorcode)"; else return ue9_error_text[errorcode]; }