adding new ceedling test project

This commit is contained in:
hathach
2019-06-10 16:18:27 +07:00
parent 579f468d38
commit 97c5c7a937
199 changed files with 23201 additions and 0 deletions

292
test/vendor/ceedling/docs/CException.md vendored Normal file
View File

@@ -0,0 +1,292 @@
CException
==========
CException is a basic exception framework for C, suitable for use in
embedded applications. It provides an exception framework similar in
use to C++, but with much less overhead.
CException uses C standard library functions `setjmp` and `longjmp` to
operate. As long as the target system has these two functions defined,
this library should be useable with very little configuration. It
even supports environments where multiple program flows are in use,
such as real-time operating systems.
There are about a gabillion exception frameworks using a similar
setjmp/longjmp method out there... and there will probably be more
in the future. Unfortunately, when we started our last embedded
project, all those that existed either (a) did not support multiple
tasks (therefore multiple stacks) or (b) were way more complex than
we really wanted. CException was born.
*Why use CException?*
0. It's ANSI C, and it beats passing error codes around.
1. You want something simple... CException throws a single id. You can
define those ID's to be whatever you like. You might even choose which
type that number is for your project. But that's as far as it goes.
We weren't interested in passing objects or structs or strings...
just simple error codes.
2. Performance... CException can be configured for single tasking or
multitasking. In single tasking, there is very little overhead past
the setjmp/longjmp calls (which are already fast). In multitasking,
your only additional overhead is the time it takes you to determine
a unique task id 0 - num_tasks.
For the latest version, go to [ThrowTheSwitch.org](http://throwtheswitch.org)
CONTENTS OF THIS DOCUMENT
=========================
* Usage
* Limitations
*API
* Configuration
* Testing
* License
Usage
-----
Code that is to be protected are wrapped in `Try { } Catch { }` blocks.
The code directly following the Try call is "protected", meaning that
if any Throws occur, program control is directly transferred to the
start of the Catch block.
A numerical exception ID is included with Throw, and is made accessible
from the Catch block.
Throws can occur from within function calls (nested as deeply as you
like) or directly from within the function itself.
Limitations
-----------
This library was made to be as fast as possible, and provide basic
exception handling. It is not a full-blown exception library. Because
of this, there are a few limitations that should be observed in order
to successfully utilize this library:
1. Do not directly "return" from within a `Try` block, nor `goto`
into or out of a `Try` block.
*Why?*
The `Try` macro allocates some local memory and alters a global
pointer. These are cleaned up at the top of the `Catch` macro.
Gotos and returns would bypass some of these steps, resulting in
memory leaks or unpredictable behavior.
2. If (a) you change local (stack) variables within your `Try` block,
AND (b) wish to make use of the updated values after an exception
is thrown, those variables should be made `volatile`. Note that this
is ONLY for locals and ONLY when you need access to them after a
`Throw`.
*Why?*
Compilers optimize. There is no way to guarantee that the actual
memory location was updated and not just a register unless the
variable is marked volatile.
3. Memory which is `malloc`'d or `new`'d is not automatically released
when an error is thrown. This will sometimes be desirable, and
othertimes may not. It will be the responsibility of the `Catch`
block to perform this kind of cleanup.
*Why?*
There's just no easy way to track `malloc`'d memory, etc., without
replacing or wrapping malloc calls or something like that. This
is a light framework, so these options were not desirable.
API
---
###Try
`Try` is a macro which starts a protected block. It MUST be followed by
a pair of braces or a single protected line (similar to an 'if'),
enclosing the data that is to be protected. It **must** be followed by a
`Catch` block (don't worry, you'll get compiler errors to let you know if
you mess any of that up).
###Catch(e)
`Catch` is a macro which ends the `Try` block and starts the error handling
block. The `Catch` block is called if and only if an exception was thrown
while within the `Try` block. This error was thrown by a `Throw` call
somewhere within `Try` (or within a function called within `Try`, or a function
called by a function called within `Try`, etc).
The single parameter `e` is filled with the error code which was thrown.
This can be used for reporting, conditional cleanup, etc. (or you can just
ignore it if you really want... people ignore return codes all the time,
right?). `e` should be of type `EXCEPTION_T`
###Throw(e)
This is the method of throwing an error. A `Throw` should only occur from within a
protected (`Try` ... `Catch`) block, though it may easily be nested many function
calls deep without an impact on performance or functionality. `Throw` takes
a single argument, which is an exception id which will be passed to `Catch`
as the reason for the error.
If you wish to rethrow an error, this can be done by calling `Throw(e)` with
the error code you just caught. It **is** valid to throw from a catch block.
###ExitTry()
On rare occasion, you might want to immediately exit your current `Try` block
but **not** treat this as an error. Don't run the `Catch`. Just start executing
from after the `Catch` as if nothing had happened... That's what `ExitTry` is
for.
CONFIGURATION
-------------
CException is a mostly portable library. It has one universal
dependency, and some macros which are required if working in a
multi-tasking environment.
1. The standard C library setjmp must be available. Since this is part
of the standard library, chances are good that you'll be fine.
2. If working in a multitasking environment, methods for obtaining an
index into an array of frames and to get the overall number of
id's are required. If the OS supports a method to retrieve Task
ID's, and those Tasks are number 0, 1, 2... you are in an ideal
situation. Otherwise, a more creative mapping function may be
required. Note that this function is likely to be called twice
for each protected block and once during a throw. This is the
only overhead in the system.
Exception.h
-----------
By convention, most projects include `Exception.h` which defines any
further requirements, then calls `CException.h` to do the gruntwork. All
of these are optional. You could directly include `CException.h` if
you wanted and just use the defaults provided.
* `EXCEPTION_T`
* Set this to the type you want your exception id's to be. Defaults to 'unsigned int'.
* `EXCEPTION_NONE`
* Set this to a number which will never be an exception id in your system. Defaults to `0x5a5a5a5a`.
* `EXCEPTION_GET_ID`
* If in a multi-tasking environment, this should be
set to be a call to the function described in #2 above.
Defaults to just return `0` all the time (good for
single tasking environments)
* `EXCEPTION_NUM_ID`
* If in a multi-tasking environment, this should be set
to the number of ID's required (usually the number of
tasks in the system). Defaults to `1` (for single
tasking environments).
* `CEXCEPTION_NO_CATCH_HANDLER(id)`
* This macro can be optionally specified.
It allows you to specify code to be called when a Throw
is made outside of `Try` ... `Catch` protection. Consider
this the emergency fallback plan for when something has
gone terribly wrong.
You may also want to include any header files which will commonly be
needed by the rest of your application where it uses exception handling
here. For example, OS header files or exception codes would be useful.
Finally, there are some hook macros which you can implement to inject
your own target-specific code in particular places. It is a rare instance
where you will need these, but they are here if you need them:
* `CEXCEPTION_HOOK_START_TRY`
* called immediately before the Try block
* `CEXCEPTION_HOOK_HAPPY_TRY`
* called immediately after the Try block if no exception was thrown
* `CEXCEPTION_HOOK_AFTER_TRY`
* called immediately after the Try block OR before an exception is caught
* `CEXCEPTION_HOOK_START_CATCH`
* called immediately before the catch
TESTING
-------
If you want to validate that CException works with your tools or that
it works with your custom configuration, you may want to run the test
suite.
The test suite included makes use of the `Unity` Test Framework. It will
require a native C compiler. The example makefile uses MinGW's gcc.
Modify the makefile to include the proper paths to tools, then run `make`
to compile and run the test application.
* `C_COMPILER`
* The C compiler to use to perform the tests
* `C_LIBS`
* The path to the C libraries (including setjmp)
* `UNITY_DIR`
* The path to the Unity framework (required to run tests)
(get it at [ThrowTheSwitch.org](http://throwtheswitch.org))
LICENSE
-------
This software is licensed under the MIT License
Copyright (c) 2007-2017 Mark VanderVoord
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

View File

@@ -0,0 +1,603 @@
CMock: A Summary
================
*[ThrowTheSwitch.org](http://throwtheswitch.org)*
*This documentation is released under a Creative Commons 3.0 Attribution Share-Alike License*
What Exactly Are We Talking About Here?
---------------------------------------
CMock is a nice little tool which takes your header files and creates
a Mock interface for it so that you can more easily unit test modules
that touch other modules. For each function prototype in your
header, like this one:
int DoesSomething(int a, int b);
...you get an automatically generated DoesSomething function
that you can link to instead of your real DoesSomething function.
By using this Mocked version, you can then verify that it receives
the data you want, and make it return whatever data you desire,
make it throw errors when you want, and more... Create these for
everything your latest real module touches, and you're suddenly
in a position of power: You can control and verify every detail
of your latest creation.
To make that easier, CMock also gives you a bunch of functions
like the ones below, so you can tell that generated DoesSomething
function how to behave for each test:
void DoesSomething_ExpectAndReturn(int a, int b, int toReturn);
void DoesSomething_ExpectAndThrow(int a, int b, EXCEPTION_T error);
void DoesSomething_StubWithCallback(CMOCK_DoesSomething_CALLBACK YourCallback);
void DoesSomething_IgnoreAndReturn(int toReturn);
You can pile a bunch of these back to back, and it remembers what
you wanted to pass when, like so:
test_CallsDoesSomething_ShouldDoJustThat(void)
{
DoesSomething_ExpectAndReturn(1,2,3);
DoesSomething_ExpectAndReturn(4,5,6);
DoesSomething_ExpectAndThrow(7,8, STATUS_ERROR_OOPS);
CallsDoesSomething( );
}
This test will call CallsDoesSomething, which is the function
we are testing. We are expecting that function to call DoesSomething
three times. The first time, we check to make sure it's called
as DoesSomething(1, 2) and we'll magically return a 3. The second
time we check for DoesSomething(4, 5) and we'll return a 6. The
third time we verify DoesSomething(7, 8) and we'll throw an error
instead of returning anything. If CallsDoesSomething gets
any of this wrong, it fails the test. It will fail if you didn't
call DoesSomething enough, or too much, or with the wrong arguments,
or in the wrong order.
CMock is based on Unity, which it uses for all internal testing.
It uses Ruby to do all the main work (versions 2.0.0 and above).
Installing
==========
The first thing you need to do to install CMock is to get yourself
a copy of Ruby. If you're on linux or osx, you probably already
have it. You can prove it by typing the following:
ruby --version
If it replied in a way that implies ignorance, then you're going to
need to install it. You can go to [ruby-lang](https://ruby-lang.org)
to get the latest version. You're also going to need to do that if it
replied with a version that is older than 2.0.0. Go ahead. We'll wait.
Once you have Ruby, you have three options:
* Clone the latest [CMock repo on github](https://github.com/ThrowTheSwitch/CMock/)
* Download the latest [CMock zip from github](https://github.com/ThrowTheSwitch/CMock/)
* Install Ceedling (which has it built in!) through your commandline using `gem install ceedling`.
Generated Mock Module Summary
=============================
In addition to the mocks themselves, CMock will generate the
following functions for use in your tests. The expect functions
are always generated. The other functions are only generated
if those plugins are enabled:
Expect:
-------
Your basic staple Expects which will be used for most of your day
to day CMock work. By calling this, you are telling CMock that you
expect that function to be called during your test. It also specifies
which arguments you expect it to be called with, and what return
value you want returned when that happens. You can call this function
multiple times back to back in order to queue up multiple calls.
* `void func(void)` => `void func_Expect(void)`
* `void func(params)` => `void func_Expect(expected_params)`
* `retval func(void)` => `void func_ExpectAndReturn(retval_to_return)`
* `retval func(params)` => `void func_ExpectAndReturn(expected_params, retval_to_return)`
ExpectAnyArgs:
--------------
This behaves just like the Expects calls, except that it doesn't really
care what the arguments are that the mock gets called with. It still counts
the number of times the mock is called and it still handles return values
if there are some.
* `void func(void)` => `void func_ExpectAnyArgs(void)`
* `void func(params)` => `void func_ExpectAnyArgs(void)`
* `retval func(void)` => `void func_ExpectAnyArgsAndReturn(retval_to_return)`
* `retval func(params)` => `void func_ExpectAnyArgsAndReturn(retval_to_return)`
Array:
------
An ExpectWithArray is another variant of Expect. Like expect, it cares about
the number of times a mock is called, the arguments it is called with, and the
values it is to return. This variant has another feature, though. For anything
that resembles a pointer or array, it breaks the argument into TWO arguments.
The first is the original pointer. The second specify the number of elements
it is to verify of that array. If you specify 1, it'll check one object. If 2,
it'll assume your pointer is pointing at the first of two elements in an array.
If you specify zero elements, it will check just the pointer if
`:smart` mode is configured or fail if `:compare_data` is set.
* `void func(void)` => (nothing. In fact, an additional function is only generated if the params list contains pointers)
* `void func(ptr * param, other)` => `void func_ExpectWithArray(ptr* param, int param_depth, other)`
* `retval func(void)` => (nothing. In fact, an additional function is only generated if the params list contains pointers)
* `retval func(other, ptr* param)` => `void func_ExpectWithArrayAndReturn(other, ptr* param, int param_depth, retval_to_return)`
Ignore:
-------
Maybe you don't care about the number of times a particular function is called or
the actual arguments it is called with. In that case, you want to use Ignore. Ignore
only needs to be called once per test. It will then ignore any further calls to that
particular mock. The IgnoreAndReturn works similarly, except that it has the added
benefit of knowing what to return when that call happens. If the mock is called more
times than IgnoreAndReturn was called, it will keep returning the last value without
complaint. If it's called less times, it will also ignore that. You SAID you didn't
care how many times it was called, right?
* `void func(void)` => `void func_Ignore(void)`
* `void func(params)` => `void func_Ignore(void)`
* `retval func(void)` => `void func_IgnoreAndReturn(retval_to_return)`
* `retval func(params)` => `void func_IgnoreAndReturn(retval_to_return)`
Ignore Arg:
------------
Maybe you overall want to use Expect and its similar variations, but you don't care
what is passed to a particular argument. This is particularly useful when that argument
is a pointer to a value that is supposed to be filled in by the function. You don't want
to use ExpectAnyArgs, because you still care about the other arguments. Instead, before
any of your Expect calls are made, you can call this function. It tells CMock to ignore
a particular argument for the rest of this test, for this mock function.
* `void func(params)` => `void func_IgnoreArg_paramName(void)`
ReturnThruPtr:
--------------
Another option which operates on a particular argument of a function is the ReturnThruPtr
plugin. For every argument that resembles a pointer or reference, CMock generates an
instance of this function. Just as the AndReturn functions support injecting one or more
return values into a queue, this function lets you specify one or more return values which
are queued up and copied into the space being pointed at each time the mock is called.
* `void func(param1)` => `void func_ReturnThruPtr_paramName(val_to_return)`
* => `void func_ReturnArrayThruPtr_paramName(cal_to_return, len)`
* => `void func_ReturnMemThruPtr_paramName(val_to_return, size)`
Callback:
---------
If all those other options don't work, and you really need to do something custom, you
still have a choice. As soon as you stub a callback in a test, it will call the callback
whenever the mock is encountered and return the retval returned from the callback (if any)
instead of performing the usual expect checks. It can be configured to check the arguments
first (like expects) or just jump directly to the callback.
* `void func(void)` => `void func_StubWithCallback(CMOCK_func_CALLBACK callback)`
where `CMOCK_func_CALLBACK` looks like: `void func(int NumCalls)`
* `void func(params)` => `void func_StubWithCallback(CMOCK_func_CALLBACK callback)`
where `CMOCK_func_CALLBACK` looks like: `void func(params, int NumCalls)`
* `retval func(void)` => `void func_StubWithCallback(CMOCK_func_CALLBACK callback)`
where `CMOCK_func_CALLBACK` looks like: `retval func(int NumCalls)`
* `retval func(params)` => `void func_StubWithCallback(CMOCK_func_CALLBACK callback)`
where `CMOCK_func_CALLBACK` looks like: `retval func(params, int NumCalls)`
Cexception:
-----------
Finally, if you are using Cexception for error handling, you can use this to throw errors
from inside mocks. Like Expects, it remembers which call was supposed to throw the error,
and it still checks parameters first.
* `void func(void)` => `void func_ExpectAndThrow(value_to_throw)`
* `void func(params)` => `void func_ExpectAndThrow(expected_params, value_to_throw)`
* `retval func(void)` => `void func_ExpectAndThrow(value_to_throw)`
* `retval func(params)` => `void func_ExpectAndThrow(expected_params, value_to_throw)`
Running CMock
=============
CMock is a Ruby script and class. You can therefore use it directly
from the command line, or include it in your own scripts or rakefiles.
Mocking from the Command Line
-----------------------------
After unpacking CMock, you will find cmock.rb in the 'lib' directory.
This is the file that you want to run. It takes a list of header files
to be mocked, as well as an optional yaml file for a more detailed
configuration (see config options below).
For example, this will create three mocks using the configuration
specified in MyConfig.yml:
ruby cmock.rb -oMyConfig.yml super.h duper.h awesome.h
And this will create two mocks using the default configuration:
ruby cmock.rb ../mocking/stuff/is/fun.h ../try/it/yourself.h
Mocking From Scripts or Rake
----------------------------
CMock can be used directly from your own scripts or from a rakefile.
Start by including cmock.rb, then create an instance of CMock.
When you create your instance, you may initialize it in one of
three ways.
You may specify nothing, allowing it to run with default settings:
require 'cmock.rb'
cmock = CMock.new
You may specify a YAML file containing the configuration options
you desire:
cmock = CMock.new('../MyConfig.yml')
You may specify the options explicitly:
cmock = Cmock.new(:plugins => [:cexception, :ignore], :mock_path => 'my/mocks/')
Config Options:
---------------
The following configuration options can be specified in the
yaml file or directly when instantiating.
Passed as Ruby, they look like this:
{ :attributes => [“__funky”, “__intrinsic”], :when_ptr => :compare }
Defined in the yaml file, they look more like this:
:cmock:
:attributes:
- __funky
- __intrinsic
:when_ptr: :compare
In all cases, you can just include the things that you want to override
from the defaults. We've tried to specify what the defaults are below.
* `:attributes`:
These are attributes that CMock should ignore for you for testing
purposes. Custom compiler extensions and externs are handy things to
put here. If your compiler is choking on some extended syntax, this
is often a good place to look.
* defaults: ['__ramfunc', '__irq', '__fiq', 'register', 'extern']
* **note:** this option will reinsert these attributes onto the mock's calls.
If that isn't what you are looking for, check out :strippables.
* `:c_calling_conventions`:
Similarly, CMock may need to understand which C calling conventions
might show up in your codebase. If it encounters something it doesn't
recognize, it's not going to mock it. We have the most common covered,
but there are many compilers out there, and therefore many other options.
* defaults: ['__stdcall', '__cdecl', '__fastcall']
* **note:** this option will reinsert these attributes onto the mock's calls.
If that isn't what you are looking for, check out :strippables.
* `:callback_after_arg_check`:
Tell `:callback` plugin to do the normal argument checking **before** it
calls the callback function by setting this to true. When false, the
callback function is called **instead** of the argument verification.
* default: false
* `:callback_include_count`:
Tell `:callback` plugin to include an extra parameter to specify the
number of times the callback has been called. If set to false, the
callback has the same interface as the mocked function. This can be
handy when you're wanting to use callback as a stub.
* default: true
* `:cexception_include`:
Tell `:cexception` plugin where to find CException.h... You only need to
define this if it's not in your build path already... which it usually
will be for the purpose of your builds.
* default: *nil*
* `:enforce_strict_ordering`:
CMock always enforces the order that you call a particular function,
so if you expect GrabNabber(int size) to be called three times, it
will verify that the sizes are in the order you specified. You might
*also* want to make sure that all different functions are called in a
particular order. If so, set this to true.
* default: false
* `:framework`:
Currently the only option is `:unity.` Eventually if we support other
unity test frameworks (or if you write one for us), they'll get added
here.
: default: :unity
* `:includes`:
An array of additional include files which should be added to the
mocks. Useful for global types and definitions used in your project.
There are more specific versions if you care WHERE in the mock files
the includes get placed. You can define any or all of these options.
* `:includes`
* `:includes_h_pre_orig_header`
* `:includes_h_post_orig_header`
* `:includes_c_pre_header`
* `:includes_c_post_header`
* default: nil #for all 5 options
* `:memcmp_if_unknown`:
C developers create a lot of types, either through typedef or preprocessor
macros. CMock isn't going to automatically know what you were thinking all
the time (though it tries its best). If it comes across a type it doesn't
recognize, you have a choice on how you want it to handle it. It can either
perform a raw memory comparison and report any differences, or it can fail
with a meaningful message. Either way, this feature will only happen after
all other mechanisms have failed (The thing encountered isn't a standard
type. It isn't in the :treat_as list. It isn't in a custom unity_helper).
* default: true
* `:mock_path`:
The directory where you would like the mock files generated to be
placed.
* default: mocks
* `:mock_prefix`:
The prefix to prepend to your mock files. For example, if it's “Mock”, a file
“USART.h” will get a mock called “MockUSART.c”. This CAN be used with a suffix
at the same time.
* default: Mock
* `:mock_suffix`:
The suffix to append to your mock files. For example, it it's "_Mock", a file
"USART.h" will get a mock called "USART_Mock.h". This CAN be used with a prefix
at the same time.
* default: ""
* `:plugins`:
An array of which plugins to enable. ':expect' is always active. Also
available currently:
* `:ignore`
* `:ignore_arg`
* `:expect_any_args`
* `:array`
* `:cexception`
* `:callback`
* `:return_thru_ptr`
* `:strippables`:
An array containing a list of items to remove from the header
before deciding what should be mocked. This can be something simple
like a compiler extension CMock wouldn't recognize, or could be a
regex to reject certain function name patterns. This is a great way to
get rid of compiler extensions when your test compiler doesn't support
them. For example, use `:strippables: ['(?:functionName\s*\(+.*?\)+)']`
to prevent a function `functionName` from being mocked. By default, it
is ignoring all gcc attribute extensions.
* default: ['(?:__attribute__\s*\(+.*?\)+)']
* `:subdir`:
This is a relative subdirectory for your mocks. Set this to e.g. "sys" in
order to create a mock for `sys/types.h` in `(:mock_path)/sys/`.
* default: ""
* `:treat_as`:
The `:treat_as` list is a shortcut for when you have created typedefs
of standard types. Why create a custom unity helper for UINT16 when
the unity function TEST_ASSERT_EQUAL_HEX16 will work just perfectly?
Just add 'UINT16' => 'HEX16' to your list (actually, don't. We already
did that one for you). Maybe you have a type that is a pointer to an
array of unsigned characters? No problem, just add 'UINT8_T*' =>
'HEX8*'
* NOTE: unlike the other options, your specifications MERGE with the
default list. Therefore, if you want to override something, you must
reassign it to something else (or to *nil* if you don't want it)
* default:
* 'int': 'INT'
* 'char': 'INT8'
* 'short': 'INT16'
* 'long': 'INT'
* 'int8': 'INT8'
* 'int16': 'INT16'
* 'int32': 'INT'
* 'int8_t': 'INT8'
* 'int16_t': 'INT16'
* 'int32_t': 'INT'
* 'INT8_T': 'INT8'
* 'INT16_T': 'INT16'
* 'INT32_T': 'INT'
* 'bool': 'INT'
* 'bool_t': 'INT'
* 'BOOL': 'INT'
* 'BOOL_T': 'INT'
* 'unsigned int': 'HEX32'
* 'unsigned long': 'HEX32'
* 'uint32': 'HEX32'
* 'uint32_t': 'HEX32'
* 'UINT32': 'HEX32'
* 'UINT32_T': 'HEX32'
* 'void*': 'HEX8_ARRAY'
* 'unsigned short': 'HEX16'
* 'uint16': 'HEX16'
* 'uint16_t': 'HEX16'
* 'UINT16': 'HEX16'
* 'UINT16_T': 'HEX16'
* 'unsigned char': 'HEX8'
* 'uint8': 'HEX8'
* 'uint8_t': 'HEX8'
* 'UINT8': 'HEX8'
* 'UINT8_T': 'HEX8'
* 'char*': 'STRING'
* 'pCHAR': 'STRING'
* 'cstring': 'STRING'
* 'CSTRING': 'STRING'
* 'float': 'FLOAT'
* 'double': 'FLOAT'
* `:treat_as_void`:
We've seen "fun" legacy systems typedef 'void' with a custom type,
like MY_VOID. Add any instances of those to this list to help CMock
understand how to deal with your code.
* default: []
* `:treat_externs`:
This specifies how you want CMock to handle functions that have been
marked as extern in the header file. Should it mock them?
* `:include` will mock externed functions
* `:exclude` will ignore externed functions (default).
* `:unity_helper_path`:
If you have created a header with your own extensions to unity to
handle your own types, you can set this argument to that path. CMock
will then automagically pull in your helpers and use them. The only
trick is that you make sure you follow the naming convention:
`UNITY_TEST_ASSERT_EQUAL_YourType`. If it finds macros of the right
shape that match that pattern, it'll use them.
* default: []
* `:verbosity`:
How loud should CMock be?
* 0 for errors only
* 1 for errors and warnings
* 2 for normal (default)
* 3 for verbose
* `:weak`:
When set this to some value, the generated mocks are defined as weak
symbols using the configured format. This allows them to be overridden
in particular tests.
* Set to '__attribute ((weak))' for weak mocks when using GCC.
* Set to any non-empty string for weak mocks when using IAR.
* default: ""
* `:when_no_prototypes`:
When you give CMock a header file and ask it to create a mock out of
it, it usually contains function prototypes (otherwise what was the
point?). You can control what happens when this isn't true. You can
set this to `:warn,` `:ignore,` or `:error`
* default: :warn
* `:when_ptr`:
You can customize how CMock deals with pointers (c strings result in
string comparisons... we're talking about **other** pointers here). Your
options are `:compare_ptr` to just verify the pointers are the same,
`:compare_data` or `:smart` to verify that the data is the same.
`:compare_data` and `:smart` behaviors will change slightly based on
if you have the array plugin enabled. By default, they compare a
single element of what is being pointed to. So if you have a pointer
to a struct called ORGAN_T, it will compare one ORGAN_T (whatever that
is).
* default: :smart
* `:fail_on_unexpected_calls`:
By default, CMock will fail a test if a mock is called without _Expect and _Ignore
called first. While this forces test writers to be more explicit in their expectations,
it can clutter tests with _Expect or _Ignore calls for functions which are not the focus
of the test. While this is a good indicator that this module should be refactored, some
users are not fans of the additional noise.
Therefore, :fail_on_unexpected_calls can be set to false to force all mocks to start with
the assumption that they are operating as _Ignore unless otherwise specified.
* default: true
* **note:**
If this option is disabled, the mocked functions will return
a default value (0) when called (and only if they have to return something of course).
Compiled Options:
-----------------
A number of #defines also exist for customizing the cmock experience.
Feel free to pass these into your compiler or whatever is most
convenient. CMock will otherwise do its best to guess what you want
based on other settings, particularly Unity's settings.
* `CMOCK_MEM_STATIC` or `CMOCK_MEM_DYNAMIC`
Define one of these to determine if you want to dynamically add
memory during tests as required from the heap. If static, you
can control the total footprint of Cmock. If dynamic, you will
need to make sure you make some heap space available for Cmock.
* `CMOCK_MEM_SIZE`
In static mode this is the total amount of memory you are allocating
to Cmock. In Dynamic mode this is the size of each chunk allocated
at once (larger numbers grab more memory but require less mallocs).
* `CMOCK_MEM_ALIGN`
The way to align your data to. Not everything is as flexible as
a PC, as most embedded designers know. This defaults to 2, meaning
align to the closest 2^2 -> 4 bytes (32 bits). You can turn off alignment
by setting 0, force alignment to the closest uint16 with 1 or even
to the closest uint64 with 3.
* `CMOCK_MEM_PTR_AS_INT`
This is used internally to hold pointers... it needs to be big
enough. On most processors a pointer is the same as an unsigned
long... but maybe that's not true for yours?
* `CMOCK_MEM_INDEX_TYPE`
This needs to be something big enough to point anywhere in Cmock's
memory space... usually it's an unsigned int.
Examples
========
You can look in the [examples directory](/examples/) for a couple of examples on how
you might tool CMock into your build process. You may also want to consider
using [Ceedling](https://throwtheswitch.org/ceedling). Please note that
these examples are meant to show how the build process works. They have
failing tests ON PURPOSE to show what that would look like. Don't be alarmed. ;)

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,206 @@
# ThrowTheSwitch.org Coding Standard
Hi. Welcome to the coding standard for ThrowTheSwitch.org. For the most part,
we try to follow these standards to unify our contributors' code into a cohesive
unit (puns intended). You might find places where these standards aren't
followed. We're not perfect. Please be polite where you notice these discrepancies
and we'll try to be polite when we notice yours.
;)
## Why Have A Coding Standard?
Being consistent makes code easier to understand. We've tried to keep
our standard simple because we also believe that we can only expect someone to
follow something that is understandable. Please do your best.
## Our Philosophy
Before we get into details on syntax, let's take a moment to talk about our
vision for these tools. We're C developers and embedded software developers.
These tools are great to test any C code, but catering to embedded software has
made us more tolerant of compiler quirks. There are a LOT of quirky compilers
out there. By quirky I mean "doesn't follow standards because they feel like
they have a license to do as they wish."
Our philosophy is "support every compiler we can". Most often, this means that
we aim for writing C code that is standards compliant (often C89... that seems
to be a sweet spot that is almost always compatible). But it also means these
tools are tolerant of things that aren't common. Some that aren't even
compliant. There are configuration options to override the size of standard
types. There are configuration options to force Unity to not use certain
standard library functions. A lot of Unity is configurable and we have worked
hard to make it not TOO ugly in the process.
Similarly, our tools that parse C do their best. They aren't full C parsers
(yet) and, even if they were, they would still have to accept non-standard
additions like gcc extensions or specifying `@0x1000` to force a variable to
compile to a particular location. It's just what we do, because we like
everything to Just Work™.
Speaking of having things Just Work™, that's our second philosophy. By that, we
mean that we do our best to have EVERY configuration option have a logical
default. We believe that if you're working with a simple compiler and target,
you shouldn't need to configure very much... we try to make the tools guess as
much as they can, but give the user the power to override it when it's wrong.
## Naming Things
Let's talk about naming things. Programming is all about naming things. We name
files, functions, variables, and so much more. While we're not always going to
find the best name for something, we actually put a bit of effort into
finding *What Something WANTS to be Called*™.
When naming things, we follow this hierarchy, the first being the
most important to us (but we do all four when possible):
1. Readable
2. Descriptive
3. Consistent
4. Memorable
#### Readable
We want to read our code. This means we like names and flow that are more
naturally read. We try to avoid double negatives. We try to avoid cryptic
abbreviations (sticking to ones we feel are common).
#### Descriptive
We like descriptive names for things, especially functions and variables.
Finding the right name for something is an important endeavor. You might notice
from poking around our code that this often results in names that are a little
longer than the average. Guilty. We're okay with a bit more typing if it
means our code is easier to understand.
There are two exceptions to this rule that we also stick to as religiously as
possible:
First, while we realize hungarian notation (and similar systems for encoding
type information into variable names) is providing a more descriptive name, we
feel that (for the average developer) it takes away from readability and is to be avoided.
Second, loop counters and other local throw-away variables often have a purpose
which is obvious. There's no need, therefore, to get carried away with complex
naming. We find i, j, and k are better loop counters than loopCounterVar or
whatnot. We only break this rule when we see that more description could improve
understanding of an algorithm.
#### Consistent
We like consistency, but we're not really obsessed with it. We try to name our
configuration macros in a consistent fashion... you'll notice a repeated use of
UNITY_EXCLUDE_BLAH or UNITY_USES_BLAH macros. This helps users avoid having to
remember each macro's details.
#### Memorable
Where ever it doesn't violate the above principles, we try to apply memorable
names. Sometimes this means using something that is simply descriptive, but
often we strive for descriptive AND unique... we like quirky names that stand
out in our memory and are easier to search for. Take a look through the file
names in Ceedling and you'll get a good idea of what we are talking about here.
Why use preprocess when you can use preprocessinator? Or what better describes a
module in charge of invoking tasks during releases than release_invoker? Don't
get carried away. The names are still descriptive and fulfill the above
requirements, but they don't feel stale.
## C and C++ Details
We don't really want to add to the style battles out there. Tabs or spaces?
How many spaces? Where do the braces go? These are age-old questions that will
never be answered... or at least not answered in a way that will make everyone
happy.
We've decided on our own style preferences. If you'd like to contribute to these
projects (and we hope that you do), then we ask if you do your best to follow
the same. It will only hurt a little. We promise.
#### Whitespace
Our C-style is to use spaces and to use 4 of them per indent level. It's a nice
power-of-2 number that looks decent on a wide-screen. We have no more reason
than that. We break that rule when we have lines that wrap (macros or function
arguments or whatnot). When that happens, we like to indent further to line
things up in nice tidy columns.
```C
if (stuff_happened)
{
do_something();
}
```
#### Case
- Files - all lower case with underscores.
- Variables - all lower case with underscores
- Macros - all caps with underscores.
- Typedefs - all caps with underscores. (also ends with _T).
- Functions - camel cased. Usually named ModuleName_FuncName
- Constants and Globals - camel cased.
#### Braces
The left brace is on the next line after the declaration. The right brace is
directly below that. Everything in between in indented one level. If you're
catching an error and you have a one-line, go ahead and to it on the same line.
```C
while (blah)
{
//Like so. Even if only one line, we use braces.
}
```
#### Comments
Do you know what we hate? Old-school C block comments. BUT, we're using them
anyway. As we mentioned, our goal is to support every compiler we can,
especially embedded compilers. There are STILL C compilers out there that only
support old-school block comments. So that is what we're using. We apologize. We
think they are ugly too.
## Ruby Details
Is there really such thing as a Ruby coding standard? Ruby is such a free form
language, it seems almost sacrilegious to suggest that people should comply to
one method! We'll keep it really brief!
#### Whitespace
Our Ruby style is to use spaces and to use 2 of them per indent level. It's a
nice power-of-2 number that really grooves with Ruby's compact style. We have no
more reason than that. We break that rule when we have lines that wrap. When
that happens, we like to indent further to line things up in nice tidy columns.
#### Case
- Files - all lower case with underscores.
- Variables - all lower case with underscores
- Classes, Modules, etc - Camel cased.
- Functions - all lower case with underscores
- Constants - all upper case with underscores
## Documentation
Egad. Really? We use mark down and we like pdf files because they can be made to
look nice while still being portable. Good enough?
*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*

View File

@@ -0,0 +1,779 @@
# Unity Assertions Reference
## Background and Overview
### Super Condensed Version
- An assertion establishes truth (i.e. boolean True) for a single condition.
Upon boolean False, an assertion stops execution and reports the failure.
- Unity is mainly a rich collection of assertions and the support to gather up
and easily execute those assertions.
- The structure of Unity allows you to easily separate test assertions from
source code in, well, test code.
- Unity's assertions:
- Come in many, many flavors to handle different C types and assertion cases.
- Use context to provide detailed and helpful failure messages.
- Document types, expected values, and basic behavior in your source code for
free.
### Unity Is Several Things But Mainly It's Assertions
One way to think of Unity is simply as a rich collection of assertions you can
use to establish whether your source code behaves the way you think it does.
Unity provides a framework to easily organize and execute those assertions in
test code separate from your source code.
### What's an Assertion?
At their core, assertions are an establishment of truth - boolean truth. Was this
thing equal to that thing? Does that code doohickey have such-and-such property
or not? You get the idea. Assertions are executable code (to appreciate the big
picture on this read up on the difference between
[link:Dynamic Verification and Static Analysis]). A failing assertion stops
execution and reports an error through some appropriate I/O channel (e.g.
stdout, GUI, file, blinky light).
Fundamentally, for dynamic verification all you need is a single assertion
mechanism. In fact, that's what the [assert() macro in C's standard library](http://en.wikipedia.org/en/wiki/Assert.h)
is for. So why not just use it? Well, we can do far better in the reporting
department. C's `assert()` is pretty dumb as-is and is particularly poor for
handling common data types like arrays, structs, etc. And, without some other
support, it's far too tempting to litter source code with C's `assert()`'s. It's
generally much cleaner, manageable, and more useful to separate test and source
code in the way Unity facilitates.
### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation
Asserting a simple truth condition is valuable, but using the context of the
assertion is even more valuable. For instance, if you know you're comparing bit
flags and not just integers, then why not use that context to give explicit,
readable, bit-level feedback when an assertion fails?
That's what Unity's collection of assertions do - capture context to give you
helpful, meaningful assertion failure messages. In fact, the assertions
themselves also serve as executable documentation about types and values in your
source code. So long as your tests remain current with your source and all those
tests pass, you have a detailed, up-to-date view of the intent and mechanisms in
your source code. And due to a wondrous mystery, well-tested code usually tends
to be well designed code.
## Assertion Conventions and Configurations
### Naming and Parameter Conventions
The convention of assertion parameters generally follows this order:
TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
The very simplest assertion possible uses only a single "actual" parameter (e.g.
a simple null check).
"Actual" is the value being tested and unlike the other parameters in an
assertion construction is the only parameter present in all assertion variants.
"Modifiers" are masks, ranges, bit flag specifiers, floating point deltas.
"Expected" is your expected value (duh) to compare to an "actual" value; it's
marked as an optional parameter because some assertions only need a single
"actual" parameter (e.g. null check).
"Size/count" refers to string lengths, number of array elements, etc.
Many of Unity's assertions are clear duplications in that the same data type
is handled by several assertions. The differences among these are in how failure
messages are presented. For instance, a `_HEX` variant of an assertion prints
the expected and actual values of that assertion formatted as hexadecimal.
#### TEST_ASSERT_X_MESSAGE Variants
_All_ assertions are complemented with a variant that includes a simple string
message as a final parameter. The string you specify is appended to an assertion
failure message in Unity output.
For brevity, the assertion variants with a message parameter are not listed
below. Just tack on `_MESSAGE` as the final component to any assertion name in
the reference list below and add a string as the final parameter.
_Example:_
TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
becomes messageified like thus...
TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message )
Notes:
- The `_MESSAGE` variants intentionally do not support `printf` style formatting
since many embedded projects don't support or avoid `printf` for various reasons.
It is possible to use `sprintf` before the assertion to assemble a complex fail
message, if necessary.
- If you want to output a counter value within an assertion fail message (e.g. from
a loop) , building up an array of results and then using one of the `_ARRAY`
assertions (see below) might be a handy alternative to `sprintf`.
#### TEST_ASSERT_X_ARRAY Variants
Unity provides a collection of assertions for arrays containing a variety of
types. These are documented in the Array section below. These are almost on par
with the `_MESSAGE`variants of Unity's Asserts in that for pretty much any Unity
type assertion you can tack on `_ARRAY` and run assertions on an entire block of
memory.
TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} )
"Expected" is an array itself.
"Size/count" is one or two parameters necessary to establish the number of array
elements and perhaps the length of elements within the array.
Notes:
- The `_MESSAGE` variant convention still applies here to array assertions. The
`_MESSAGE` variants of the `_ARRAY` assertions have names ending with
`_ARRAY_MESSAGE`.
- Assertions for handling arrays of floating point values are grouped with float
and double assertions (see immediately following section).
### TEST_ASSERT_EACH_EQUAL_X Variants
Unity provides a collection of assertions for arrays containing a variety of
types which can be compared to a single value as well. These are documented in
the Each Equal section below. these are almost on par with the `_MESSAGE`
variants of Unity's Asserts in that for pretty much any Unity type assertion you
can inject _EACH_EQUAL and run assertions on an entire block of memory.
TEST_ASSERT_EACH_EQUAL_TYPEX( expected, actual, {size/count} )
"Expected" is a single value to compare to.
"Actual" is an array where each element will be compared to the expected value.
"Size/count" is one of two parameters necessary to establish the number of array
elements and perhaps the length of elements within the array.
Notes:
- The `_MESSAGE` variant convention still applies here to Each Equal assertions.
- Assertions for handling Each Equal of floating point values are grouped with
float and double assertions (see immediately following section).
### Configuration
#### Floating Point Support Is Optional
Support for floating point types is configurable. That is, by defining the
appropriate preprocessor symbols, floats and doubles can be individually enabled
or disabled in Unity code. This is useful for embedded targets with no floating
point math support (i.e. Unity compiles free of errors for fixed point only
platforms). See Unity documentation for specifics.
#### Maximum Data Type Width Is Configurable
Not all targets support 64 bit wide types or even 32 bit wide types. Define the
appropriate preprocessor symbols and Unity will omit all operations from
compilation that exceed the maximum width of your target. See Unity
documentation for specifics.
## The Assertions in All Their Blessed Glory
### Basic Fail and Ignore
##### `TEST_FAIL()`
This fella is most often used in special conditions where your test code is
performing logic beyond a simple assertion. That is, in practice, `TEST_FAIL()`
will always be found inside a conditional code block.
_Examples:_
- Executing a state machine multiple times that increments a counter your test
code then verifies as a final step.
- Triggering an exception and verifying it (as in Try / Catch / Throw - see the
[CException](https://github.com/ThrowTheSwitch/CException) project).
##### `TEST_IGNORE()`
Marks a test case (i.e. function meant to contain test assertions) as ignored.
Usually this is employed as a breadcrumb to come back and implement a test case.
An ignored test case has effects if other assertions are in the enclosing test
case (see Unity documentation for more).
### Boolean
##### `TEST_ASSERT (condition)`
##### `TEST_ASSERT_TRUE (condition)`
##### `TEST_ASSERT_FALSE (condition)`
##### `TEST_ASSERT_UNLESS (condition)`
A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of
`TEST_ASSERT_UNLESS` aid readability in certain test constructions or
conditional statements.
##### `TEST_ASSERT_NULL (pointer)`
##### `TEST_ASSERT_NOT_NULL (pointer)`
### Signed and Unsigned Integers (of all sizes)
Large integer sizes can be disabled for build targets that do not support them.
For example, if your target only supports up to 16 bit types, by defining the
appropriate symbols Unity can be configured to omit 32 and 64 bit operations
that would break compilation (see Unity documentation for more). Refer to
Advanced Asserting later in this document for advice on dealing with other word
sizes.
##### `TEST_ASSERT_EQUAL_INT (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)`
##### `TEST_ASSERT_EQUAL (expected, actual)`
##### `TEST_ASSERT_NOT_EQUAL (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)`
### Unsigned Integers (of all sizes) in Hexadecimal
All `_HEX` assertions are identical in function to unsigned integer assertions
but produce failure messages with the `expected` and `actual` values formatted
in hexadecimal. Unity output is big endian.
##### `TEST_ASSERT_EQUAL_HEX (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)`
### Masked and Bit-level Assertions
Masked and bit-level assertions produce output formatted in hexadecimal. Unity
output is big endian.
##### `TEST_ASSERT_BITS (mask, expected, actual)`
Only compares the masked (i.e. high) bits of `expected` and `actual` parameters.
##### `TEST_ASSERT_BITS_HIGH (mask, actual)`
Asserts the masked bits of the `actual` parameter are high.
##### `TEST_ASSERT_BITS_LOW (mask, actual)`
Asserts the masked bits of the `actual` parameter are low.
##### `TEST_ASSERT_BIT_HIGH (bit, actual)`
Asserts the specified bit of the `actual` parameter is high.
##### `TEST_ASSERT_BIT_LOW (bit, actual)`
Asserts the specified bit of the `actual` parameter is low.
### Integer Less Than / Greater Than
These assertions verify that the `actual` parameter is less than or greater
than `threshold` (exclusive). For example, if the threshold value is 0 for the
greater than assertion will fail if it is 0 or less.
##### `TEST_ASSERT_GREATER_THAN (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_INT (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_INT8 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_INT16 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_INT32 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_UINT (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_UINT8 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_UINT16 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_UINT32 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_HEX8 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_HEX16 (threshold, actual)`
##### `TEST_ASSERT_GREATER_THAN_HEX32 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_INT (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_INT8 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_INT16 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_INT32 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_UINT (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_UINT8 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_UINT16 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_UINT32 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_HEX8 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_HEX16 (threshold, actual)`
##### `TEST_ASSERT_LESS_THAN_HEX32 (threshold, actual)`
### Integer Ranges (of all sizes)
These assertions verify that the `expected` parameter is within +/- `delta`
(inclusive) of the `actual` parameter. For example, if the expected value is 10
and the delta is 3 then the assertion will fail for any value outside the range
of 7 - 13.
##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)`
### Structs and Strings
##### `TEST_ASSERT_EQUAL_PTR (expected, actual)`
Asserts that the pointers point to the same memory location.
##### `TEST_ASSERT_EQUAL_STRING (expected, actual)`
Asserts that the null terminated (`'\0'`)strings are identical. If strings are
of different lengths or any portion of the strings before their terminators
differ, the assertion fails. Two NULL strings (i.e. zero length) are considered
equivalent.
##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)`
Asserts that the contents of the memory specified by the `expected` and `actual`
pointers is identical. The size of the memory blocks in bytes is specified by
the `len` parameter.
### Arrays
`expected` and `actual` parameters are both arrays. `num_elements` specifies the
number of elements in the arrays to compare.
`_HEX` assertions produce failure messages with expected and actual array
contents formatted in hexadecimal.
For array of strings comparison behavior, see comments for
`TEST_ASSERT_EQUAL_STRING` in the preceding section.
Assertions fail upon the first element in the compared arrays found not to
match. Failure messages specify the array index of the failed comparison.
##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)`
`len` is the memory in bytes to be compared at each array element.
### Each Equal (Arrays to Single Value)
`expected` are single values and `actual` are arrays. `num_elements` specifies
the number of elements in the arrays to compare.
`_HEX` assertions produce failure messages with expected and actual array
contents formatted in hexadecimal.
Assertions fail upon the first element in the compared arrays found not to
match. Failure messages specify the array index of the failed comparison.
#### `TEST_ASSERT_EACH_EQUAL_INT (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_INT8 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_INT16 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_INT32 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_INT64 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_UINT (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_UINT8 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_UINT16 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_UINT32 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_UINT64 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_HEX (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_HEX8 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_HEX16 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_HEX32 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_HEX64 (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_PTR (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_STRING (expected, actual, num_elements)`
#### `TEST_ASSERT_EACH_EQUAL_MEMORY (expected, actual, len, num_elements)`
`len` is the memory in bytes to be compared at each array element.
### Floating Point (If enabled)
##### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)`
Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
equality are not guaranteed.
##### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)`
Asserts that the ?actual?value is "close enough to be considered equal" to the
`expected` value. If you are curious about the details, refer to the Advanced
Asserting section for more details on this. Omitting a user-specified delta in a
floating point assertion is both a shorthand convenience and a requirement of
code generation conventions for CMock.
##### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)`
See Array assertion section for details. Note that individual array element
float comparisons are executed using T?EST_ASSERT_EQUAL_FLOAT?.That is, user
specified delta comparison values requires a custom-implemented floating point
array assertion.
##### `TEST_ASSERT_FLOAT_IS_INF (actual)`
Asserts that `actual` parameter is equivalent to positive infinity floating
point representation.
##### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)`
Asserts that `actual` parameter is equivalent to negative infinity floating
point representation.
##### `TEST_ASSERT_FLOAT_IS_NAN (actual)`
Asserts that `actual` parameter is a Not A Number floating point representation.
##### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)`
Asserts that ?actual?parameter is a floating point representation usable for
mathematical operations. That is, the `actual` parameter is neither positive
infinity nor negative infinity nor Not A Number floating point representations.
##### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)`
Asserts that `actual` parameter is a value other than positive infinity floating
point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)`
Asserts that `actual` parameter is a value other than negative infinity floating
point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)`
Asserts that `actual` parameter is a value other than Not A Number floating
point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)`
Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
Not A Number floating point representations.
### Double (If enabled)
##### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)`
Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
equality are not guaranteed.
##### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)`
Asserts that the `actual` value is "close enough to be considered equal" to the
`expected` value. If you are curious about the details, refer to the Advanced
Asserting section for more details. Omitting a user-specified delta in a
floating point assertion is both a shorthand convenience and a requirement of
code generation conventions for CMock.
##### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)`
See Array assertion section for details. Note that individual array element
double comparisons are executed using `TEST_ASSERT_EQUAL_DOUBLE`.That is, user
specified delta comparison values requires a custom implemented double array
assertion.
##### `TEST_ASSERT_DOUBLE_IS_INF (actual)`
Asserts that `actual` parameter is equivalent to positive infinity floating
point representation.
##### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)`
Asserts that `actual` parameter is equivalent to negative infinity floating point
representation.
##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)`
Asserts that `actual` parameter is a Not A Number floating point representation.
##### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)`
Asserts that `actual` parameter is a floating point representation usable for
mathematical operations. That is, the ?actual?parameter is neither positive
infinity nor negative infinity nor Not A Number floating point representations.
##### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)`
Asserts that `actual` parameter is a value other than positive infinity floating
point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)`
Asserts that `actual` parameter is a value other than negative infinity floating
point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)`
Asserts that `actual` parameter is a value other than Not A Number floating
point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)`
Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
Not A Number floating point representations.
## Advanced Asserting: Details On Tricky Assertions
This section helps you understand how to deal with some of the trickier
assertion situations you may run into. It will give you a glimpse into some of
the under-the-hood details of Unity's assertion mechanisms. If you're one of
those people who likes to know what is going on in the background, read on. If
not, feel free to ignore the rest of this document until you need it.
### How do the EQUAL assertions work for FLOAT and DOUBLE?
As you may know, directly checking for equality between a pair of floats or a
pair of doubles is sloppy at best and an outright no-no at worst. Floating point
values can often be represented in multiple ways, particularly after a series of
operations on a value. Initializing a variable to the value of 2.0 is likely to
result in a floating point representation of 2 x 20,but a series of
mathematical operations might result in a representation of 8 x 2-2
that also evaluates to a value of 2. At some point repeated operations cause
equality checks to fail.
So Unity doesn't do direct floating point comparisons for equality. Instead, it
checks if two floating point values are "really close." If you leave Unity
running with defaults, "really close" means "within a significant bit or two."
Under the hood, `TEST_ASSERT_EQUAL_FLOAT` is really `TEST_ASSERT_FLOAT_WITHIN`
with the `delta` parameter calculated on the fly. For single precision, delta is
the expected value multiplied by 0.00001, producing a very small proportional
range around the expected value.
If you are expecting a value of 20,000.0 the delta is calculated to be 0.2. So
any value between 19,999.8 and 20,000.2 will satisfy the equality check. This
works out to be roughly a single bit of range for a single-precision number, and
that's just about as tight a tolerance as you can reasonably get from a floating
point value.
So what happens when it's zero? Zero - even more than other floating point
values - can be represented many different ways. It doesn't matter if you have
0 x 20 or 0 x 263.It's still zero, right? Luckily, if you
subtract these values from each other, they will always produce a difference of
zero, which will still fall between 0 plus or minus a delta of 0. So it still
works!
Double precision floating point numbers use a much smaller multiplier, again
approximating a single bit of error.
If you don't like these ranges and you want to make your floating point equality
assertions less strict, you can change these multipliers to whatever you like by
defining UNITY_FLOAT_PRECISION and UNITY_DOUBLE_PRECISION. See Unity
documentation for more.
### How do we deal with targets with non-standard int sizes?
It's "fun" that C is a standard where something as fundamental as an integer
varies by target. According to the C standard, an `int` is to be the target's
natural register size, and it should be at least 16-bits and a multiple of a
byte. It also guarantees an order of sizes:
```C
char <= short <= int <= long <= long long
```
Most often, `int` is 32-bits. In many cases in the embedded world, `int` is
16-bits. There are rare microcontrollers out there that have 24-bit integers,
and this remains perfectly standard C.
To make things even more interesting, there are compilers and targets out there
that have a hard choice to make. What if their natural register size is 10-bits
or 12-bits? Clearly they can't fulfill _both_ the requirement to be at least
16-bits AND the requirement to match the natural register size. In these
situations, they often choose the natural register size, leaving us with
something like this:
```C
char (8 bit) <= short (12 bit) <= int (12 bit) <= long (16 bit)
```
Um... yikes. It's obviously breaking a rule or two... but they had to break SOME
rules, so they made a choice.
When the C99 standard rolled around, it introduced alternate standard-size types.
It also introduced macros for pulling in MIN/MAX values for your integer types.
It's glorious! Unfortunately, many embedded compilers can't be relied upon to
use the C99 types (Sometimes because they have weird register sizes as described
above. Sometimes because they don't feel like it?).
A goal of Unity from the beginning was to support every combination of
microcontroller or microprocessor and C compiler. Over time, we've gotten really
close to this. There are a few tricks that you should be aware of, though, if
you're going to do this effectively on some of these more idiosyncratic targets.
First, when setting up Unity for a new target, you're going to want to pay
special attention to the macros for automatically detecting types
(where available) or manually configuring them yourself. You can get information
on both of these in Unity's documentation.
What about the times where you suddenly need to deal with something odd, like a
24-bit `int`? The simplest solution is to use the next size up. If you have a
24-bit `int`, configure Unity to use 32-bit integers. If you have a 12-bit
`int`, configure Unity to use 16 bits. There are two ways this is going to
affect you:
1. When Unity displays errors for you, it's going to pad the upper unused bits
with zeros.
2. You're going to have to be careful of assertions that perform signed
operations, particularly `TEST_ASSERT_INT_WITHIN`.Such assertions might wrap
your `int` in the wrong place, and you could experience false failures. You can
always back down to a simple `TEST_ASSERT` and do the operations yourself.
*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*

View File

@@ -0,0 +1,433 @@
# Unity Configuration Guide
## C Standards, Compilers and Microcontrollers
The embedded software world contains its challenges. Compilers support different
revisions of the C Standard. They ignore requirements in places, sometimes to
make the language more usable in some special regard. Sometimes it's to simplify
their support. Sometimes it's due to specific quirks of the microcontroller they
are targeting. Simulators add another dimension to this menagerie.
Unity is designed to run on almost anything that is targeted by a C compiler. It
would be awesome if this could be done with zero configuration. While there are
some targets that come close to this dream, it is sadly not universal. It is
likely that you are going to need at least a couple of the configuration options
described in this document.
All of Unity's configuration options are `#defines`. Most of these are simple
definitions. A couple are macros with arguments. They live inside the
unity_internals.h header file. We don't necessarily recommend opening that file
unless you really need to. That file is proof that a cross-platform library is
challenging to build. From a more positive perspective, it is also proof that a
great deal of complexity can be centralized primarily to one place to
provide a more consistent and simple experience elsewhere.
### Using These Options
It doesn't matter if you're using a target-specific compiler and a simulator or
a native compiler. In either case, you've got a couple choices for configuring
these options:
1. Because these options are specified via C defines, you can pass most of these
options to your compiler through command line compiler flags. Even if you're
using an embedded target that forces you to use their overbearing IDE for all
configuration, there will be a place somewhere in your project to configure
defines for your compiler.
2. You can create a custom `unity_config.h` configuration file (present in your
toolchain's search paths). In this file, you will list definitions and macros
specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and
Unity will rely on `unity_config.h` for any further definitions it may need.
## The Options
### Integer Types
If you've been a C developer for long, you probably already know that C's
concept of an integer varies from target to target. The C Standard has rules
about the `int` matching the register size of the target microprocessor. It has
rules about the `int` and how its size relates to other integer types. An `int`
on one target might be 16 bits while on another target it might be 64. There are
more specific types in compilers compliant with C99 or later, but that's
certainly not every compiler you are likely to encounter. Therefore, Unity has a
number of features for helping to adjust itself to match your required integer
sizes. It starts off by trying to do it automatically.
##### `UNITY_EXCLUDE_STDINT_H`
The first thing that Unity does to guess your types is check `stdint.h`.
This file includes defines like `UINT_MAX` that Unity can use to
learn a lot about your system. It's possible you don't want it to do this
(um. why not?) or (more likely) it's possible that your system doesn't
support `stdint.h`. If that's the case, you're going to want to define this.
That way, Unity will know to skip the inclusion of this file and you won't
be left with a compiler error.
_Example:_
#define UNITY_EXCLUDE_STDINT_H
##### `UNITY_EXCLUDE_LIMITS_H`
The second attempt to guess your types is to check `limits.h`. Some compilers
that don't support `stdint.h` could include `limits.h` instead. If you don't
want Unity to check this file either, define this to make it skip the inclusion.
_Example:_
#define UNITY_EXCLUDE_LIMITS_H
If you've disabled both of the automatic options above, you're going to have to
do the configuration yourself. Don't worry. Even this isn't too bad... there are
just a handful of defines that you are going to specify if you don't like the
defaults.
##### `UNITY_INT_WIDTH`
Define this to be the number of bits an `int` takes up on your system. The
default, if not autodetected, is 32 bits.
_Example:_
#define UNITY_INT_WIDTH 16
##### `UNITY_LONG_WIDTH`
Define this to be the number of bits a `long` takes up on your system. The
default, if not autodetected, is 32 bits. This is used to figure out what kind
of 64-bit support your system can handle. Does it need to specify a `long` or a
`long long` to get a 64-bit value. On 16-bit systems, this option is going to be
ignored.
_Example:_
#define UNITY_LONG_WIDTH 16
##### `UNITY_POINTER_WIDTH`
Define this to be the number of bits a pointer takes up on your system. The
default, if not autodetected, is 32-bits. If you're getting ugly compiler
warnings about casting from pointers, this is the one to look at.
_Example:_
#define UNITY_POINTER_WIDTH 64
##### `UNITY_SUPPORT_64`
Unity will automatically include 64-bit support if it auto-detects it, or if
your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
enable 64-bit support if none of the other options already did it for you. There
can be a significant size and speed impact to enabling 64-bit support on small
targets, so don't define it if you don't need it.
_Example:_
#define UNITY_SUPPORT_64
### Floating Point Types
In the embedded world, it's not uncommon for targets to have no support for
floating point operations at all or to have support that is limited to only
single precision. We are able to guess integer sizes on the fly because integers
are always available in at least one size. Floating point, on the other hand, is
sometimes not available at all. Trying to include `float.h` on these platforms
would result in an error. This leaves manual configuration as the only option.
##### `UNITY_INCLUDE_FLOAT`
##### `UNITY_EXCLUDE_FLOAT`
##### `UNITY_INCLUDE_DOUBLE`
##### `UNITY_EXCLUDE_DOUBLE`
By default, Unity guesses that you will want single precision floating point
support, but not double precision. It's easy to change either of these using the
include and exclude options here. You may include neither, either, or both, as
suits your needs. For features that are enabled, the following floating point
options also become available.
_Example:_
//what manner of strange processor is this?
#define UNITY_EXCLUDE_FLOAT
#define UNITY_INCLUDE_DOUBLE
##### `UNITY_EXCLUDE_FLOAT_PRINT`
Unity aims for as small of a footprint as possible and avoids most standard
library calls (some embedded platforms dont have a standard library!). Because
of this, its routines for printing integer values are minimalist and hand-coded.
Therefore, the display of floating point values during a failure are optional.
By default, Unity will print the actual results of floating point assertion
failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
can use this define to instead respond to a failed assertion with a message like
”Values Not Within Delta”. If you would like verbose failure messages for floating
point assertions, use these options to give more explicit failure messages.
_Example:_
#define UNITY_EXCLUDE_FLOAT_PRINT
##### `UNITY_FLOAT_TYPE`
If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
floats. If your compiler supports a specialty floating point type, you can
always override this behavior by using this definition.
_Example:_
#define UNITY_FLOAT_TYPE float16_t
##### `UNITY_DOUBLE_TYPE`
If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
doubles. If you would like to change this, you can specify something else by
using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
could enable gargantuan floating point types on your 64-bit processor instead of
the standard `double`.
_Example:_
#define UNITY_DOUBLE_TYPE long double
##### `UNITY_FLOAT_PRECISION`
##### `UNITY_DOUBLE_PRECISION`
If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
documented in the big daddy Unity Assertion Guide, you will learn that they are
not really asserting that two values are equal but rather that two values are
"close enough" to equal. "Close enough" is controlled by these precision
configuration options. If you are working with 32-bit floats and/or 64-bit
doubles (the normal on most processors), you should have no need to change these
options. They are both set to give you approximately 1 significant bit in either
direction. The float precision is 0.00001 while the double is 10-12.
For further details on how this works, see the appendix of the Unity Assertion
Guide.
_Example:_
#define UNITY_FLOAT_PRECISION 0.001f
### Toolset Customization
In addition to the options listed above, there are a number of other options
which will come in handy to customize Unity's behavior for your specific
toolchain. It is possible that you may not need to touch any of these... but
certain platforms, particularly those running in simulators, may need to jump
through extra hoops to run properly. These macros will help in those
situations.
##### `UNITY_OUTPUT_CHAR(a)`
##### `UNITY_OUTPUT_FLUSH()`
##### `UNITY_OUTPUT_START()`
##### `UNITY_OUTPUT_COMPLETE()`
By default, Unity prints its results to `stdout` as it runs. This works
perfectly fine in most situations where you are using a native compiler for
testing. It works on some simulators as well so long as they have `stdout`
routed back to the command line. There are times, however, where the simulator
will lack support for dumping results or you will want to route results
elsewhere for other reasons. In these cases, you should define the
`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
an `int`, since this is the parameter type of the standard C `putchar` function
most commonly used). You may replace this with whatever function call you like.
_Example:_
Say you are forced to run your test suite on an embedded processor with no
`stdout` option. You decide to route your test result output to a custom serial
`RS232_putc()` function you wrote like thus:
#include "RS232_header.h"
...
#define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
#define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
#define UNITY_OUTPUT_FLUSH() RS232_flush()
#define UNITY_OUTPUT_COMPLETE() RS232_close()
_Note:_
`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required.
##### `UNITY_WEAK_ATTRIBUTE`
##### `UNITY_WEAK_PRAGMA`
##### `UNITY_NO_WEAK`
For some targets, Unity can make the otherwise required setUp() and tearDown()
functions optional. This is a nice convenience for test writers since setUp and
tearDown dont often actually do anything. If youre using gcc or clang, this
option is automatically defined for you. Other compilers can also support this
behavior, if they support a C feature called weak functions. A weak function is
a function that is compiled into your executable unless a non-weak version of
the same function is defined elsewhere. If a non-weak version is found, the weak
version is ignored as if it never existed. If your compiler supports this feature,
you can let Unity know by defining UNITY_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA as
the function attributes that would need to be applied to identify a function as
weak. If your compiler lacks support for weak functions, you will always need to
define setUp and tearDown functions (though they can be and often will be just
empty). You can also force Unity to NOT use weak functions by defining
UNITY_NO_WEAK. The most common options for this feature are:
_Example:_
#define UNITY_WEAK_ATTRIBUTE weak
#define UNITY_WEAK_ATTRIBUTE __attribute__((weak))
#define UNITY_WEAK_PRAGMA
#define UNITY_NO_WEAK
##### `UNITY_PTR_ATTRIBUTE`
Some compilers require a custom attribute to be assigned to pointers, like
`near` or `far`. In these cases, you can give Unity a safe default for these by
defining this option with the attribute you would like.
_Example:_
#define UNITY_PTR_ATTRIBUTE __attribute__((far))
#define UNITY_PTR_ATTRIBUTE near
##### `UNITY_PRINT_EOL`
By default, Unity outputs \n at the end of each line of output. This is easy
to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
system. Feel free to override this and to make it whatever you wish.
_Example:_
#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
##### `UNITY_EXCLUDE_DETAILS`
This is an option for if you absolutely must squeeze every byte of memory out of
your system. Unity stores a set of internal scratchpads which are used to pass
extra detail information around. It's used by systems like CMock in order to
report which function or argument flagged an error. If you're not using CMock and
you're not using these details for other things, then you can exclude them.
_Example:_
#define UNITY_EXCLUDE_DETAILS
##### `UNITY_EXCLUDE_SETJMP`
If your embedded system doesn't support the standard library setjmp, you can
exclude Unity's reliance on this by using this define. This dropped dependence
comes at a price, though. You will be unable to use custom helper functions for
your tests, and you will be unable to use tools like CMock. Very likely, if your
compiler doesn't support setjmp, you wouldn't have had the memory space for those
things anyway, though... so this option exists for those situations.
_Example:_
#define UNITY_EXCLUDE_SETJMP
##### `UNITY_OUTPUT_COLOR`
If you want to add color using ANSI escape codes you can use this define.
t
_Example:_
#define UNITY_OUTPUT_COLOR
## Getting Into The Guts
There will be cases where the options above aren't quite going to get everything
perfect. They are likely sufficient for any situation where you are compiling
and executing your tests with a native toolchain (e.g. clang on Mac). These
options may even get you through the majority of cases encountered in working
with a target simulator run from your local command line. But especially if you
must run your test suite on your target hardware, your Unity configuration will
require special help. This special help will usually reside in one of two
places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
work.
##### `main()`
Each test module is compiled and run on its own, separate from the other test
files in your project. Each test file, therefore, has a `main` function. This
`main` function will need to contain whatever code is necessary to initialize
your system to a workable state. This is particularly true for situations where
you must set up a memory map or initialize a communication channel for the
output of your test results.
A simple main function looks something like this:
int main(void) {
UNITY_BEGIN();
RUN_TEST(test_TheFirst);
RUN_TEST(test_TheSecond);
RUN_TEST(test_TheThird);
return UNITY_END();
}
You can see that our main function doesn't bother taking any arguments. For our
most barebones case, we'll never have arguments because we just run all the
tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
value (which is the total number of failures).
It should be easy to see that you can add code before any test cases are run or
after all the test cases have completed. This allows you to do any needed
system-wide setup or teardown that might be required for your special
circumstances.
##### `RUN_TEST`
The `RUN_TEST` macro is called with each test case function. Its job is to
perform whatever setup and teardown is necessary for executing a single test
case function. This includes catching failures, calling the test module's
`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
using CMock or test coverage, there will be additional stubs in use here. A
simple minimalist RUN_TEST macro looks something like this:
#define RUN_TEST(testfunc) \
UNITY_NEW_TEST(#testfunc) \
if (TEST_PROTECT()) { \
setUp(); \
testfunc(); \
} \
if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
tearDown(); \
UnityConcludeTest();
So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
has to deal with for every single test case. For each test case, we declare that
it is a new test. Then we run `setUp` and our test function. These are run
within a `TEST_PROTECT` block, the function of which is to handle failures that
occur during the test. Then, assuming our test is still running and hasn't been
ignored, we run `tearDown`. No matter what, our last step is to conclude this
test before moving on to the next.
Let's say you need to add a call to `fsync` to force all of your output data to
flush to a file after each test. You could easily insert this after your
`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
each result set. Again, you could do this by adding lines to this macro. Updates
to this macro are for the occasions when you need an action before or after
every single test case throughout your entire suite of tests.
## Happy Porting
The defines and macros in this guide should help you port Unity to just about
any C target we can imagine. If you run into a snag or two, don't be afraid of
asking for help on the forums. We love a good challenge!
*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*

View File

@@ -0,0 +1,192 @@
# Unity - Getting Started
## Welcome
Congratulations. You're now the proud owner of your very own pile of bits! What
are you going to do with all these ones and zeros? This document should be able
to help you decide just that.
Unity is a unit test framework. The goal has been to keep it small and
functional. The core Unity test framework is three files: a single C file and a
couple header files. These team up to provide functions and macros to make
testing easier.
Unity was designed to be cross-platform. It works hard to stick with C standards
while still providing support for the many embedded C compilers that bend the
rules. Unity has been used with many compilers, including GCC, IAR, Clang,
Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to
work with a new target.
### Overview of the Documents
#### Unity Assertions reference
This document will guide you through all the assertion options provided by
Unity. This is going to be your unit testing bread and butter. You'll spend more
time with assertions than any other part of Unity.
#### Unity Assertions Cheat Sheet
This document contains an abridged summary of the assertions described in the
previous document. It's perfect for printing and referencing while you
familiarize yourself with Unity's options.
#### Unity Configuration Guide
This document is the one to reference when you are going to use Unity with a new
target or compiler. It'll guide you through the configuration options and will
help you customize your testing experience to meet your needs.
#### Unity Helper Scripts
This document describes the helper scripts that are available for simplifying
your testing workflow. It describes the collection of optional Ruby scripts
included in the auto directory of your Unity installation. Neither Ruby nor
these scripts are necessary for using Unity. They are provided as a convenience
for those who wish to use them.
#### Unity License
What's an open source project without a license file? This brief document
describes the terms you're agreeing to when you use this software. Basically, we
want it to be useful to you in whatever context you want to use it, but please
don't blame us if you run into problems.
### Overview of the Folders
If you have obtained Unity through Github or something similar, you might be
surprised by just how much stuff you suddenly have staring you in the face.
Don't worry, Unity itself is very small. The rest of it is just there to make
your life easier. You can ignore it or use it at your convenience. Here's an
overview of everything in the project.
- `src` - This is the code you care about! This folder contains a C file and two
header files. These three files _are_ Unity.
- `docs` - You're reading this document, so it's possible you have found your way
into this folder already. This is where all the handy documentation can be
found.
- `examples` - This contains a few examples of using Unity.
- `extras` - These are optional add ons to Unity that are not part of the core
project. If you've reached us through James Grenning's book, you're going to
want to look here.
- `test` - This is how Unity and its scripts are all tested. If you're just using
Unity, you'll likely never need to go in here. If you are the lucky team member
who gets to port Unity to a new toolchain, this is a good place to verify
everything is configured properly.
- `auto` - Here you will find helpful Ruby scripts for simplifying your test
workflow. They are purely optional and are not required to make use of Unity.
## How to Create A Test File
Test files are C files. Most often you will create a single test file for each C
module that you want to test. The test file should include unity.h and the
header for your C module to be tested.
Next, a test file will include a `setUp()` and `tearDown()` function. The setUp
function can contain anything you would like to run before each test. The
tearDown function can contain anything you would like to run after each test.
Both functions accept no arguments and return nothing. You may leave either or
both of these blank if you have no need for them. If you're using a compiler
that is configured to make these functions optional, you may leave them off
completely. Not sure? Give it a try. If you compiler complains that it can't
find setUp or tearDown when it links, you'll know you need to at least include
an empty function for these.
The majority of the file will be a series of test functions. Test functions
follow the convention of starting with the word "test_" or "spec_". You don't HAVE
to name them this way, but it makes it clear what functions are tests for other
developers. Also, the automated scripts that come with Unity or Ceedling will default
to looking for test functions to be prefixed this way. Test functions take no arguments
and return nothing. All test accounting is handled internally in Unity.
Finally, at the bottom of your test file, you will write a `main()` function.
This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and
finally `UNITY_END()`.This is what will actually trigger each of those test
functions to run, so it is important that each function gets its own `RUN_TEST`
call.
Remembering to add each test to the main function can get to be tedious. If you
enjoy using helper scripts in your build process, you might consider making use
of our handy generate_test_runner.rb script. This will create the main function
and all the calls for you, assuming that you have followed the suggested naming
conventions. In this case, there is no need for you to include the main function
in your test file at all.
When you're done, your test file will look something like this:
```C
#include "unity.h"
#include "file_to_test.h"
void setUp(void) {
// set stuff up here
}
void tearDown(void) {
// clean stuff up here
}
void test_function_should_doBlahAndBlah(void) {
//test stuff
}
void test_function_should_doAlsoDoBlah(void) {
//more test stuff
}
int main(void) {
UNITY_BEGIN();
RUN_TEST(test_function_should_doBlahAndBlah);
RUN_TEST(test_function_should_doAlsoDoBlah);
return UNITY_END();
}
```
It's possible that you will need more customization than this, eventually.
For that sort of thing, you're going to want to look at the configuration guide.
This should be enough to get you going, though.
## How to Build and Run A Test File
This is the single biggest challenge to picking up a new unit testing framework,
at least in a language like C or C++. These languages are REALLY good at getting
you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate
to say "close to the silicon"?). While this feature is usually a good thing, it
can make testing more challenging.
You have two really good options for toolchains. Depending on where you're
coming from, it might surprise you that neither of these options is running the
unit tests on your hardware.
There are many reasons for this, but here's a short version:
- On hardware, you have too many constraints (processing power, memory, etc),
- On hardware, you don't have complete control over all registers,
- On hardware, unit testing is more challenging,
- Unit testing isn't System testing. Keep them separate.
Instead of running your tests on your actual hardware, most developers choose to
develop them as native applications (using gcc or MSVC for example) or as
applications running on a simulator. Either is a good option. Native apps have
the advantages of being faster and easier to set up. Simulator apps have the
advantage of working with the same compiler as your target application. The
options for configuring these are discussed in the configuration guide.
To get either to work, you might need to make a few changes to the file
containing your register set (discussed later).
In either case, a test is built by linking unity, the test file, and the C
file(s) being tested. These files create an executable which can be run as the
test set for that module. Then, this process is repeated for the next test file.
This flexibility of separating tests into individual executables allows us to
much more thoroughly unit test our system and it keeps all the test code out of
our final release!
*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*

View File

@@ -0,0 +1,260 @@
# Unity Helper Scripts
## With a Little Help From Our Friends
Sometimes what it takes to be a really efficient C programmer is a little non-C.
The Unity project includes a couple of Ruby scripts for making your life just a tad
easier. They are completely optional. If you choose to use them, you'll need a
copy of Ruby, of course. Just install whatever the latest version is, and it is
likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/).
### `generate_test_runner.rb`
Are you tired of creating your own `main` function in your test file? Do you
keep forgetting to add a `RUN_TEST` call when you add a new test case to your
suite? Do you want to use CMock or other fancy add-ons but don't want to figure
out how to create your own `RUN_TEST` macro?
Well then we have the perfect script for you!
The `generate_test_runner` script processes a given test file and automatically
creates a separate test runner file that includes ?main?to execute the test
cases within the scanned test file. All you do then is add the generated runner
to your list of files to be compiled and linked, and presto you're done!
This script searches your test file for void function signatures having a
function name beginning with "test" or "spec". It treats each of these
functions as a test case and builds up a test suite of them. For example, the
following includes three test cases:
```C
void testVerifyThatUnityIsAwesomeAndWillMakeYourLifeEasier(void)
{
ASSERT_TRUE(1);
}
void test_FunctionName_should_WorkProperlyAndReturn8(void) {
ASSERT_EQUAL_INT(8, FunctionName());
}
void spec_Function_should_DoWhatItIsSupposedToDo(void) {
ASSERT_NOT_NULL(Function(5));
}
```
You can run this script a couple of ways. The first is from the command line:
```Shell
ruby generate_test_runner.rb TestFile.c NameOfRunner.c
```
Alternatively, if you include only the test file parameter, the script will copy
the name of the test file and automatically append "_Runner" to the name of the
generated file. The example immediately below will create TestFile_Runner.c.
```Shell
ruby generate_test_runner.rb TestFile.c
```
You can also add a [YAML](http://www.yaml.org/) file to configure extra options.
Conveniently, this YAML file is of the same format as that used by Unity and
CMock. So if you are using YAML files already, you can simply pass the very same
file into the generator script.
```Shell
ruby generate_test_runner.rb TestFile.c my_config.yml
```
The contents of the YAML file `my_config.yml` could look something like the
example below. If you're wondering what some of these options do, you're going
to love the next section of this document.
```YAML
:unity:
:includes:
- stdio.h
- microdefs.h
:cexception: 1
:suit_setup: "blah = malloc(1024);"
:suite_teardown: "free(blah);"
```
If you would like to force your generated test runner to include one or more
header files, you can just include those at the command line too. Just make sure
these are _after_ the YAML file, if you are using one:
```Shell
ruby generate_test_runner.rb TestFile.c my_config.yml extras.h
```
Another option, particularly if you are already using Ruby to orchestrate your
builds - or more likely the Ruby-based build tool Rake - is requiring this
script directly. Anything that you would have specified in a YAML file can be
passed to the script as part of a hash. Let's push the exact same requirement
set as we did above but this time through Ruby code directly:
```Ruby
require "generate_test_runner.rb"
options = {
:includes => ["stdio.h", "microdefs.h"],
:cexception => 1,
:suite_setup => "blah = malloc(1024);",
:suite_teardown => "free(blah);"
}
UnityTestRunnerGenerator.new.run(testfile, runner_name, options)
```
If you have multiple files to generate in a build script (such as a Rakefile),
you might want to instantiate a generator object with your options and call it
to generate each runner afterwards. Like thus:
```Ruby
gen = UnityTestRunnerGenerator.new(options)
test_files.each do |f|
gen.run(f, File.basename(f,'.c')+"Runner.c"
end
```
#### Options accepted by generate_test_runner.rb:
The following options are available when executing `generate_test_runner`. You
may pass these as a Ruby hash directly or specify them in a YAML file, both of
which are described above. In the `examples` directory, Example 3's Rakefile
demonstrates using a Ruby hash.
##### `:includes`
This option specifies an array of file names to be `#include`'d at the top of
your runner C file. You might use it to reference custom types or anything else
universally needed in your generated runners.
##### `:suite_setup`
Define this option with C code to be executed _before any_ test cases are run.
Alternatively, if your C compiler supports weak symbols, you can leave this
option unset and instead provide a `void suiteSetUp(void)` function in your test
suite. The linker will look for this symbol and fall back to a Unity-provided
stub if it is not found.
##### `:suite_teardown`
Define this option with C code to be executed _after all_ test cases have
finished. An integer variable `num_failures` is available for diagnostics.
The code should end with a `return` statement; the value returned will become
the exit code of `main`. You can normally just return `num_failures`.
Alternatively, if your C compiler supports weak symbols, you can leave this
option unset and instead provide a `int suiteTearDown(int num_failures)`
function in your test suite. The linker will look for this symbol and fall
back to a Unity-provided stub if it is not found.
##### `:enforce_strict_ordering`
This option should be defined if you have the strict order feature enabled in
CMock (see CMock documentation). This generates extra variables required for
everything to run smoothly. If you provide the same YAML to the generator as
used in CMock's configuration, you've already configured the generator properly.
##### `:mock_prefix` and `:mock_suffix`
Unity automatically generates calls to Init, Verify and Destroy for every file
included in the main test file that starts with the given mock prefix and ends
with the given mock suffix, file extension not included. By default, Unity
assumes a `Mock` prefix and no suffix.
##### `:plugins`
This option specifies an array of plugins to be used (of course, the array can
contain only a single plugin). This is your opportunity to enable support for
CException support, which will add a check for unhandled exceptions in each
test, reporting a failure if one is detected. To enable this feature using Ruby:
```Ruby
:plugins => [ :cexception ]
```
Or as a yaml file:
```YAML
:plugins:
-:cexception
```
If you are using CMock, it is very likely that you are already passing an array
of plugins to CMock. You can just use the same array here. This script will just
ignore the plugins that don't require additional support.
### `unity_test_summary.rb`
A Unity test file contains one or more test case functions. Each test case can
pass, fail, or be ignored. Each test file is run individually producing results
for its collection of test cases. A given project will almost certainly be
composed of multiple test files. Therefore, the suite of tests is comprised of
one or more test cases spread across one or more test files. This script
aggregates individual test file results to generate a summary of all executed
test cases. The output includes how many tests were run, how many were ignored,
and how many failed. In addition, the output includes a listing of which
specific tests were ignored and failed. A good example of the breadth and
details of these results can be found in the `examples` directory. Intentionally
ignored and failing tests in this project generate corresponding entries in the
summary report.
If you're interested in other (prettier?) output formats, check into the
Ceedling build tool project (ceedling.sourceforge.net) that works with Unity and
CMock and supports xunit-style xml as well as other goodies.
This script assumes the existence of files ending with the extensions
`.testpass` and `.testfail`.The contents of these files includes the test
results summary corresponding to each test file executed with the extension set
according to the presence or absence of failures for that test file. The script
searches a specified path for these files, opens each one it finds, parses the
results, and aggregates and prints a summary. Calling it from the command line
looks like this:
```Shell
ruby unity_test_summary.rb build/test/
```
You can optionally specify a root path as well. This is really helpful when you
are using relative paths in your tools' setup, but you want to pull the summary
into an IDE like Eclipse for clickable shortcuts.
```Shell
ruby unity_test_summary.rb build/test/ ~/projects/myproject/
```
Or, if you're more of a Windows sort of person:
```Shell
ruby unity_test_summary.rb build\teat\ C:\projects\myproject\
```
When configured correctly, you'll see a final summary, like so:
```Shell
--------------------------
UNITY IGNORED TEST SUMMARY
--------------------------
blah.c:22:test_sandwiches_should_HaveBreadOnTwoSides:IGNORE
-------------------------
UNITY FAILED TEST SUMMARY
-------------------------
blah.c:87:test_sandwiches_should_HaveCondiments:FAIL:Expected 1 was 0
meh.c:38:test_soda_should_BeCalledPop:FAIL:Expected "pop" was "coke"
--------------------------
OVERALL UNITY TEST SUMMARY
--------------------------
45 TOTAL TESTS 2 TOTAL FAILURES 1 IGNORED
```
How convenient is that?
*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*