How do I pool allocate objects for embedded systems?

Pooling objects in C++ for embedded systems can greatly improve performance and manage memory more efficiently. Object pooling allows you to reuse objects from a preallocated pool rather than creating and destroying them frequently, which can lead to fragmentation in constrained environments.

Example of an Object Pool in C++

#include #include #include class Object { public: int data; Object() : data(0) {} }; class ObjectPool { private: std::vector pool; size_t poolSize; bool* allocationMap; public: ObjectPool(size_t size) : poolSize(size) { allocationMap = new bool[size](); for (size_t i = 0; i < size; ++i) { pool.push_back(new Object()); } } ~ObjectPool() { for (size_t i = 0; i < poolSize; ++i) { delete pool[i]; } delete[] allocationMap; } Object* acquireObject() { for (size_t i = 0; i < poolSize; ++i) { if (!allocationMap[i]) { allocationMap[i] = true; return pool[i]; } } throw std::runtime_error("No available objects in pool"); } void releaseObject(Object* obj) { for (size_t i = 0; i < poolSize; ++i) { if (pool[i] == obj) { allocationMap[i] = false; return; } } throw std::invalid_argument("Object not from this pool"); } }; int main() { ObjectPool pool(10); Object* obj = pool.acquireObject(); obj->data = 42; std::cout << "Object data: " << obj->data << std::endl; pool.releaseObject(obj); return 0; }

C++ object pooling memory management embedded systems performance optimization