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Embedded C design patterns can be used to create efficient and reliable code, suitable for resource-constrained environments: Singleton pattern: ensures that there is only one instance of a specific class used to manage resources. Observer Pattern: Allows objects to subscribe to other objects and receive notifications of state changes. Factory Method Pattern: Creates an object based on a type without specifying the exact class. Practical case: The task scheduling system uses these modes to achieve efficient task scheduling and ensure the reliable execution of key tasks.
C Design Patterns for Embedded Systems
Introduction
Embedding Traditional systems often operate in resource-constrained environments and need to be efficient and reliable. C design patterns help engineers create concise, maintainable, and scalable embedded code.
C Design Patterns for Embedded Systems
Singleton Pattern: Ensures that only one instance of a given class is available in the application for managing resources.
class Singleton { private: Singleton() {} // 私有构造函数,防止直接创建 static Singleton* instance_; public: static Singleton* getInstance() { if (!instance_) { instance_ = new Singleton; } return instance_; } };
Observer pattern: Allows objects to subscribe to other objects and receive notifications of changes in their state.
class Observable { private: std::vector<Observer*> observers_; public: void attach(Observer* observer) { observers_.push_back(observer); } void detach(Observer* observer) { observers_.erase(std::remove(observers_.begin(), observers_.end(), observer)); } void notify() { for (auto& observer : observers_) { observer->update(); } } }; class Observer { public: virtual void update() = 0; }; class ConcreteObserver1 : public Observer { public: void update() { std::cout << "ConcreteObserver1: Received update." << std::endl; } };
Factory Method Pattern: Creates a concrete implementation of an object without specifying its exact class.
class Shape { public: virtual double getArea() = 0; virtual double getPerimeter() = 0; }; class Circle : public Shape { public: double getArea() override { return 3.14 * radius_; } double getPerimeter() override { return 2 * 3.14 * radius_; } private: double radius_; }; class Square : public Shape { public: double getArea() override { return side_ * side_; } double getPerimeter() override { return 4 * side_; } private: double side_; }; class ShapeFactory { public: static Shape* createShape(std::string type, double dimension) { if (type == "Circle") { return new Circle(dimension); } else if (type == "Square") { return new Square(dimension); } else { return nullptr; } } }; int main() { Shape* circle = ShapeFactory::createShape("Circle", 5); std::cout << "Circle area: " << circle->getArea() << std::endl; Shape* square = ShapeFactory::createShape("Square", 3); std::cout << "Square area: " << square->getArea() << std::endl; return 0; }
Practical case: Task scheduling system
When implementing a task scheduler in a resource-constrained embedded system, design patterns can be used. This system contains tasks, task queues and schedulers:
By adopting these design patterns, you can create an efficient, robust, and scalable task scheduling system that provides reliable execution of critical tasks in embedded systems.
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