Saturday 19 April 2014

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Design Patterns in C++ for Embedded Systems

Length: 4 days

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This course is delivered in co-operation with Doulos' training partner Feabhas, who specialise in training courses for real-time embedded developers.

Course Description

Everyone seems to be talking about design patterns these days. This course is designed to both show you what they are and how they can be applied to real-time C++ embedded systems.

It answers the following questions:
• What are design patterns and why should I be bothered by them, especially in embedded systems?
• Who are the “Gang of Four” and how is their work relevant?
• Which patterns are easy to work with and are most commonly found in embedded systems?
• Are there any specific patterns to embedded systems?
• What are anti-patterns?
• What is the difference between a pattern and an idiom?

Overview

This 4-day course will give practical, hands-on experience with the core design patterns, uniquely addressing their suitability to a non-PC programming environment.

Course Objectives

• To understand what Design Patterns are and how the language of patterns can aid designers and developers to be more productive.
• To provide practical experience of working with Design Patterns.
• To understand the significant “Gang of Four” set of classical patterns and patterns associated specifically with multi-tasking embedded systems.
• To see how the patterns language can be used to document bad designs as, so called, “anti-patterns”.
• To give you the confidence to apply these new concepts to your next real-time project.
• To develop your understanding of Object Orientated principles through the lessons of others that are captured by design patterns.

Pre-requistes

• A good working knowledge of C++.
• An understanding of Object-Oriented principles.
• UML class modelling is useful, but not essential.

Who Should Attend

The course is aimed at software developers, designers, and architects wishing to make use of design patterns or software engineers in general who require a good briefing before deciding on their suitability to their projects.

Design Patterns aid considerably in collaborative working and the sharing of knowledge, at least initially by drawing on many external sources.

Course Materials

Delegate Handbook

Related Courses

• Real-Time Software Design with UML 2.0
• Advanced C++ for Embedded Systems

Course Workshop

The course exercises are designed to foster an understanding of design patterns, object orientation, and C++. Ample opportunity is provided for delegates to consider the implications of patterns to the size and space concerns of embedded systems whilst reflecting on the broader quality issues that they directly address.

Course Outline

Introduction
- History
- What is a design pattern?
- GoF design patterns
- Typical problems in embedded systems
- Design patterns in embedded systems
- Intention of this course

Creational Patterns
- Singleton
- Abstract Factory
- Builder
- Prototype
- Factory

Structural Patterns
- Bridge
- Smart Pointers
- Reference counting
- Adapter
- Decorator
- Façade
- Composite
- Proxy
- Flyweight

Behavioural Patterns
- Chain of Responsibility
- Strategy
- Template method
- Interpreter
- Iterator
- Mediator

Object Orientated Callbacks
- Observer
- C++ callbacks
- Command pattern
- Publish and Subscribe

Anti- Patterns
- God class
- Lava flow
- Poltergeists
- Stove Pipe

Real Time Patterns
- Threading
- Mutex
- Semaphores
- Thread Pools
- Barriers
- Futures
- Latches
- Exchangers
- Notifications
- Executors
- Transactions

Real Time Anti-patterns
- Thread Affinity
- Race conditions
- Deadlock
- Livelock
- Priority inversion

This course is available now for team-based training at or near to your location. To find out more:

Complete an on-line form and a Doulos representative will get back to you »
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