Intermediate Topic 22 of 50 Mobile, Embedded & IoT
Interrupts in Embedded Systems
Event-driven handling in firmware.
How it works
Interrupts let hardware events, such as a timer expiring, a pin changing or a byte arriving, pause the main program and run an interrupt service routine immediately, then resume. The interrupt controller handles priorities and masking, and a vector table maps sources to handlers. Interrupts give fast, low-latency response without constantly polling and allow the CPU to sleep until something happens, saving power.
Where it is used
Reading button presses, receiving serial data, generating precise timing, handling sensor data-ready signals and waking from low-power sleep modes use interrupts.
Common pitfall
Service routines must be short and avoid blocking, printing or slow calls; set a flag or push data into a buffer and process in the main loop. Variables shared between interrupts and main code must be declared volatile and protected from partial updates, with critical sections that disable interrupts briefly. Too many or too frequent interrupts starve the main program. Clear the interrupt flag, mind priorities and nested interrupts and watch for race conditions.
Where it fits in the course
Interrupts in Embedded Systems is topic 22 of 50 in Mobile, Embedded & IoT, rated Intermediate. It follows Serial Communication. The next topic is Timers and Counters.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Mobile, Embedded & IoT quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Mobile, Embedded & IoT quiz, and revisit the topic if you miss a question.
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Related topics
- Serial Communication (Mobile, Embedded & IoT)
- Timers and Counters (Mobile, Embedded & IoT)
- PWM (Mobile, Embedded & IoT)
- Embedded C (Mobile, Embedded & IoT)
- Number Systems (Math for Computing)
- Peer-to-Peer Systems (Distributed Systems & Cloud)
- Coordinate Systems (Graphics, Vision & Media)