examples: Remove heap allocation from C++ examples

Cleanup of UPM C++ examples.  Switched from heap allocation to
stack allocation when possible.  This simplifies the samples since it
removes the need for explicit memory management.  A script was used to
identify and replace pointer use.  To simplify the replace script, I
re-formatted the C++ examples using the UPM .clang-format file.
Unfortuantely this changes the look of the UPM C++ examples to a large
degree.  However, examples will now have a standard look/feel and
uniform formatting.

    * Ran clang-format w/provided UPM .clang-format file
    * Removed new's/delete's whenever possible (left those in interface
      examples)
    * Added IIO sensor library implementation of callback void* arg
    * Converted all sleeps to upm defined delays (added header when
      necessary)
    * Scrubbed CXX example includes

Signed-off-by: Noel Eck <noel.eck@intel.com>
This commit is contained in:
Noel Eck
2017-08-30 15:00:29 -07:00
committed by Mihai Tudor Panu
parent bd6e4ec786
commit 5cefe7f5f3
290 changed files with 7976 additions and 8520 deletions

View File

@ -22,48 +22,45 @@
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <iostream>
#include <unistd.h>
#include <signal.h>
#include "collision.hpp"
using namespace std;
int shouldRun = true;
void sig_handler(int signo)
void
sig_handler(int signo)
{
if (signo == SIGINT)
shouldRun = false;
if (signo == SIGINT)
shouldRun = false;
}
int main(int argc, char **argv)
int
main(int argc, char** argv)
{
signal(SIGINT, sig_handler);
signal(SIGINT, sig_handler);
//! [Interesting]
// The was tested with the Collision Sensor
// Instantiate a Collision on digital pin D2
upm::Collision* collision = new upm::Collision(2);
//! [Interesting]
// The was tested with the Collision Sensor
// Instantiate a Collision on digital pin D2
upm::Collision collision(2);
bool collisionState = false;
cout << "No collision" << endl;
while (shouldRun)
{
if (collision->isColliding() && !collisionState)
{
cout << "Collision!" << endl;
collisionState = true;
}
else if (collisionState)
{
cout << "No collision" << endl;
collisionState = false;
}
}
bool collisionState = false;
cout << "No collision" << endl;
while (shouldRun) {
if (collision.isColliding() && !collisionState) {
cout << "Collision!" << endl;
collisionState = true;
} else if (collisionState) {
cout << "No collision" << endl;
collisionState = false;
}
}
//! [Interesting]
cout << "Exiting" << endl;
//! [Interesting]
cout << "Exiting" << endl;
delete collision;
return 0;
return 0;
}