commit 74b50a7e65e4fd5985b49f6583d1f8ab3cba6e6e Author: TheUltimateOptimist Date: Fri Jan 26 19:07:42 2024 +0100 first commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..d163863 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +build/ \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..bb3bc28 --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +group project cstools101 \ No newline at end of file diff --git a/build-project.sh b/build-project.sh new file mode 100755 index 0000000..efab4cf --- /dev/null +++ b/build-project.sh @@ -0,0 +1,3 @@ +#!/usr/bin/env bash + +ceedling test:all \ No newline at end of file diff --git a/docs/CMock_Summary.md b/docs/CMock_Summary.md new file mode 100644 index 0000000..9a89634 --- /dev/null +++ b/docs/CMock_Summary.md @@ -0,0 +1,831 @@ +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. Note that an ExpectAnyArgs call is not generated for +functions that have no arguments, because it would act exactly like the existing +Expect and ExpectAndReturn calls. + +* `void func(params)` => `void func_ExpectAnyArgs(void)` +* `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 fewer 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)` + +StopIgnore: +------- + +Maybe you want to ignore a particular function for part of a test but dont want to +ignore it later on. In that case, you want to use StopIgnore which will cancel the +previously called Ignore or IgnoreAndReturn requiring you to Expect or otherwise +handle the call to a function. + +* `void func(void)` => `void func_StopIgnore(void)` +* `void func(params)` => `void func_StopIgnore(void)` +* `retval func(void)` => `void func_StopIgnore(void)` +* `retval func(params)` => `void func_StopIgnore(void)` + +IgnoreStateless: +---------------- + +This plugin is similar to the Ignore plugin, but the IgnoreAndReturn functions are +stateless. So the Ignored function will always return the last specified return value +and does not queue the return values as the IgnoreAndReturn of the default plugin will. + +To stop ignoring a function you can call StopIgnore or simply overwrite the Ignore +(resp. IgnoreAndReturn) with an Expect (resp. ExpectAndReturn). Note that calling +Ignore (resp IgnoreAndReturn) will clear your previous called Expect +(resp. ExpectAndReturn), so they are not restored after StopIgnore is called. + +You can use this plugin by using `:ignore_stateless` instead of `:ignore` in your +CMock configuration file. + +The generated functions are the same as **Ignore** and **StopIgnore** above. + +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, after +an Expect call is made, you can call this function. It tells CMock to ignore +a particular argument for the rest of this test, for this mock function. You may call +multiple instances of this to ignore multiple arguments after each expectation if +desired. + +* `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). + +* `void func(void)` => `void func_[AddCallback,Stub](CMOCK_func_CALLBACK callback)` +where `CMOCK_func_CALLBACK` looks like: `void func(int NumCalls)` +* `void func(params)` => `void func_[AddCallback,Stub](CMOCK_func_CALLBACK callback)` +where `CMOCK_func_CALLBACK` looks like: `void func(params, int NumCalls)` +* `retval func(void)` => `void func_[AddCallback,Stub](CMOCK_func_CALLBACK callback)` +where `CMOCK_func_CALLBACK` looks like: `retval func(int NumCalls)` +* `retval func(params)` => `void func_[AddCallback,Stub](CMOCK_func_CALLBACK callback)` +where `CMOCK_func_CALLBACK` looks like: `retval func(params, int NumCalls)` + +You can choose from two options: + +* `func_AddCallback` tells the mock to check its arguments and calling +order (based on any Expects you've set up) before calling the callback. +* `func_Stub` tells the mock to skip all the normal checks and jump directly +to the callback instead. In this case, you are replacing the normal mock calls +with your own custom stub function. + +There is also an older name, `func_StubWithCallback`, which is just an alias +for either `func_AddCallback` or `func_Stub` depending on setting of the +`:callback_after_arg_check` toggle. This is deprecated and we recommend using +the two options above. + + +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/') + +Creating Skeletons: +------------------- + +Not only is CMock able to generate mock files from a header file, but it is also able +to generate (and update) skeleton C files from headers. It does this by creating a +(mostly) empty implementation for every function that is declared in the header. If you later +add to that header list, just run this feature again and it will add prototypes for the missing +functions! + +Like the normal usecase for CMock, this feature can be used from the command line +or from within its ruby API. For example, from the command line, add `--skeleton` to +generate a skeleton instead: + +``` +ruby cmock.rb --skeleton ../create/c/for/this.h +``` + +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_stateless` + * `: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*\(+.*?\)+)']` + +* `:exclude_setjmp_h`: + Some embedded systems don't have available. Setting this to true + removes references to this header file and the ability to use cexception. + + * default: false + + +* `: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_array`: + A specialized sort of `:treat_as` to be used when you've created a + typedef of an array type, such as `typedef int TenIntegers[10];`. This + is a hash of typedef name to element type. For example: + + { "TenIntegers" => "int", + "ArrayOfFloat" => "float" } + + Telling CMock about these typedefs allows it to be more intelligent + about parameters of such types, so that you can use features like + ExpectWithArray and ReturnArrayThruPtr with them. + +* `: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). + +* `:treat_inlines`: + This specifies how you want CMock to handle functions that have been + marked as inline in the header file. Should it mock them? + + * `:include` will mock inlined functions + * `:exclude` will ignore inlined functions (default). + + CMock will look for the following default patterns (simplified from the actual regex): + - "static inline" + - "inline static" + - "inline" + - "static" + You can override these patterns, check out :inline_function_patterns. + + Enabling this feature does require a change in the build system that + is using CMock. To understand why, we need to give some more info + on how we are handling inline functions internally. + Let's say we want to mock a header called example.h. example.h + contains inline functions, we cannot include this header in the + mocks or test code if we want to mock the inline functions simply + because the inline functions contain an implementation that we want + to override in our mocks! + So, to circumvent this, we generate a new header, also named + example.h, in the same directory as mock_example.h/c . This newly + generated header should/is exactly the same as the original header, + only difference is the inline functions are transformed to 'normal' + functions declarations. Placing the new header in the same + directory as mock_example.h/c ensures that they will include the new + header and not the old one. + However, CMock has no control in how the build system is configured + and which include paths the test code is compiled with. In order + for the test code to also see the newly generated header ,and not + the old header with inline functions, the build system has to add + the mock folder to the include paths. + Furthermore, we need to keep the order of include paths in mind. We + have to set the mock folder before the other includes to avoid the + test code including the original header instead of the newly + generated header (without inline functions). + +* `: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 + +* `:array_size_type`: +* `:array_size_name`: + When the `:array` plugin is disabled, these options do nothing. + + When the `:array` plugin is enabled, these options allow CMock to recognize + functions with parameters that might refer to an array, like the following, + and treat them more intelligently: + + * `void GoBananas(Banana * bananas, int num_bananas)` + * `int write_data(int fd, const uint8_t * data, uint32_t size)` + + To recognize functions like these, CMock looks for a parameter list + containing a pointer (which could be an array) followed by something that + could be an array size. "Something", by default, means an `int` or `size_t` + parameter with a name containing "size" or "len". + + `:array_size_type` is a list of additional types (besides `int` and `size_t`) + that could be used for an array size parameter. For example, to get CMock to + recognize that `uint32_t size` is an array size, you'd need to say: + + cfg[:array_size_type] = ['uint32_t'] + + `:array_size_name` is a regular expression used to match an array size + parameter by name. By default, it's 'size|len'. To get CMock to recognize a + name like `num_bananas`, you could tell it to also accept names containing + 'num_' like this: + + cfg[:array_size_name] = 'size|len|num_' + + Parameters must match *both* `:array_size_type` and `:array_size_name` (and + must come right after a pointer parameter) to be treated as an array size. + + Once you've told it how to recognize your arrays, CMock will give you `_Expect` + calls that work more like `_ExpectWithArray`, and compare an array of objects + rather than just a single object. + + For example, if you write the following, CMock will check that GoBananas is + called and passed an array containing a green banana followed by a yellow + banana: + + Banana b[2] = {GreenBanana, YellowBanana}; + GoBananas_Expect(b, 2); + + In other words, `GoBananas_Expect(b, 2)` now works just the same as: + + GoBananas_ExpectWithArray(b, 2, 2); + +* `: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). + +* `:inline_function_patterns`: + An array containing a list of strings to detect inline functions. + This option is only taken into account if you enable :treat_inlines. + These strings are interpreted as regex patterns so be sure to escape + certain characters. For example, use `:inline_function_patterns: ['static inline __attribute__ \(\(always_inline\)\)']` + to recognize `static inline __attribute__ ((always_inline)) int my_func(void)` + as an inline function. + The default patterns are are: + + * default: ['(static\s+inline|inline\s+static)\s*', '(\bstatic\b|\binline\b)\s*'] + * **note:** + The order of patterns is important here! + We go from specific patterns ('static inline') to general patterns ('inline'), + otherwise we would miss functions that use 'static inline' iso 'inline'. + + +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 fewer 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 a size_t. + +Other Tips +========== + +resetTest +--------- + +While this isn't strictly a CMock feature, often users of CMock are using +either the test runner generator scripts in Unity or using Ceedling. In +either case, there is a handy function called `resetTest` which gets +generated with your runner. You can then use this handy function in your tests +themselves. Call it during a test to have CMock validate everything to this point +and start over clean. This is really useful when wanting to test a function in +an iterative manner with different arguments. + +C++ Support +--------- +C++ unit test/mocking frameworks often use a completely different approach (vs. +CMock) that relies on overloading virtual class members and does not support +directly mocking static class member methods or free functions (i.e., functions +in plain C). One workaround is to wrap the non-virtual functions in an object +that exposes them as virtual methods and modify your code to inject mocks at +run-time... but there is another way! + +Simply use CMock to mock the static member methods and a C++ mocking framework +to handle the virtual methods. (Yes, you can mix mocks from CMock and a C++ +mocking framework together in the same test!) + +Keep in mind that since C++ mocking frameworks often link the real object to the +unit test too, we need to resolve multiple definition errors with something like +the following in the source of the real implementation for any functions that +CMock mocks: + + #if defined(TEST) + __attribute__((weak)) + #endif + +To address potential issues with re-using the same function name in different +namespaces/classes, the generated function names include the namespace(s) and +class. For example: + + namespace MyNamespace { + class MyClass { + static int DoesSomething(int a, int b); + }; + } + +Will generate functions like + + void MyNamespace_MyClass_DoesSomething_ExpectAndReturn(int a, int b, int toReturn); + +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. ;) diff --git a/docs/CeedlingPacket.md b/docs/CeedlingPacket.md new file mode 100644 index 0000000..7aa1789 --- /dev/null +++ b/docs/CeedlingPacket.md @@ -0,0 +1,2266 @@ +[All code is copyright © 2010-2021 Ceedling Project +by Mike Karlesky, Mark VanderVoord, and Greg Williams. + +This Documentation Is Released Under a +Creative Commons 3.0 Attribution Share-Alike License] + +What the What? + +Assembling build environments for C projects - especially with +automated unit tests - is a pain. Whether it's Make or Rake or Premake +or what-have-you, set up with an all-purpose build environment +tool is tedious and requires considerable glue code to pull together +the necessary tools and libraries. Ceedling allows you to generate +an entire test and build environment for a C project from a single +YAML configuration file. Ceedling is written in Ruby and works +with the Rake build tool plus other goodness like Unity and CMock — +the unit testing and mocking frameworks for C. Ceedling and +its complementary tools can support the tiniest of embedded +processors, the beefiest 64 bit power houses available, and +everything in between. + +For a build project including unit tests and using the default +toolchain gcc, the configuration file could be as simple as this: + +```yaml +:project: + :build_root: project/build/ + :release_build: TRUE + +:paths: + :test: + - tests/** + :source: + - source/** +``` + +From the command line, to build the release version of your project, +you would simply run `ceedling release`. To run all your unit tests, +you would run `ceedling test:all`. That's it! + +Of course, many more advanced options allow you to configure +your project with a variety of features to meet a variety of needs. +Ceedling can work with practically any command line toolchain +and directory structure – all by way of the configuration file. +Further, because Ceedling piggy backs on Rake, you can add your +own Rake tasks to accomplish project tasks outside of testing +and release builds. A facility for plugins also allows you to +extend Ceedling's capabilities for needs such as custom code +metrics reporting and coverage testing. + +What's with this Name? + +Glad you asked. Ceedling is tailored for unit tested C projects +and is built upon / around Rake (Rake is a Make replacement implemented +in the Ruby scripting language). So, we've got C, our Rake, and +the fertile soil of a build environment in which to grow and tend +your project and its unit tests. Ta da - _Ceedling_. + +What Do You Mean "tailored for unit tested C projects"? + +Well, we like to write unit tests for our C code to make it lean and +mean (that whole [Test-Driven Development][tdd] +thing). Along the way, this style of writing C code spawned two +tools to make the job easier: a unit test framework for C called +_Unity_ and a mocking library called _CMock_. And, though it's +not directly related to testing, a C framework for exception +handling called _CException_ also came along. + +[tdd]: http://en.wikipedia.org/wiki/Test-driven_development + +These tools and frameworks are great, but they require quite +a bit of environment support to pull them all together in a convenient, +usable fashion. We started off with Rakefiles to assemble everything. +These ended up being quite complicated and had to be hand-edited +or created anew for each new project. Ceedling replaces all that +tedium and rework with a configuration file that ties everything +together. + +Though Ceedling is tailored for unit testing, it can also go right ahead +and build your final binary release artifact for you as well. Or, +Ceedling and your tests can live alongside your existing release build +setup. That said, Ceedling is more powerful as a unit test build +environment than it is a general purpose release build environment; +complicated projects including separate bootloaders or multiple library +builds, etc. are not its strong suit. + +Hold on. Back up. Ruby? Rake? YAML? Unity? CMock? CException? + +Seem overwhelming? It's not bad at all, and for the benefits tests +bring us, it's all worth it. + +[Ruby][] is a handy scripting +language like Perl or Python. It's a modern, full featured language +that happens to be quite handy for accomplishing tasks like code +generation or automating one's workflow while developing in +a compiled language such as C. + +[Ruby]: http://www.ruby-lang.org/en/ + +[Rake][] is a utility written in Ruby +for accomplishing dependency tracking and task automation +common to building software. It's a modern, more flexible replacement +for [Make][]). +Rakefiles are Ruby files, but they contain build targets similar +in nature to that of Makefiles (but you can also run Ruby code in +your Rakefile). + +[Rake]: http://rubyrake.org/ +[Make]: http://en.wikipedia.org/wiki/Make_(software) + +[YAML][] is a "human friendly data serialization standard for all +programming languages." It's kinda like a markup language, but don't +call it that. With a YAML library, you can [serialize][] data structures +to and from the file system in a textual, human readable form. Ceedling +uses a serialized data structure as its configuration input. + +[YAML]: http://en.wikipedia.org/wiki/Yaml +[serialize]: http://en.wikipedia.org/wiki/Serialization + +[Unity] is a [unit test framework][test] for C. It provides facilities +for test assertions, executing tests, and collecting / reporting test +results. Unity derives its name from its implementation in a single C +source file (plus two C header files) and from the nature of its +implementation - Unity will build in any C toolchain and is configurable +for even the very minimalist of processors. + +[Unity]: http://github.com/ThrowTheSwitch/Unity +[test]: http://en.wikipedia.org/wiki/Unit_testing + +[CMock] is a tool written in Ruby able to generate entire +[mock functions][mock] in C code from a given C header file. Mock +functions are invaluable in [interaction-based unit testing][ut]. +CMock's generated C code uses Unity. + +[CMock]: http://github.com/ThrowTheSwitch/CMock +[mock]: http://en.wikipedia.org/wiki/Mock_object +[ut]: http://martinfowler.com/articles/mocksArentStubs.html + +[CException] is a C source and header file that provide a simple +[exception mechanism][exn] for C by way of wrapping up the +[setjmp / longjmp][setjmp] standard library calls. Exceptions are a much +cleaner and preferable alternative to managing and passing error codes +up your return call trace. + +[CException]: http://github.com/ThrowTheSwitch/CException +[exn]: http://en.wikipedia.org/wiki/Exception_handling +[setjmp]: http://en.wikipedia.org/wiki/Setjmp.h + +Notes +----- + +* YAML support is included with Ruby - requires no special installation + or configuration. + +* Unity, CMock, and CException are bundled with Ceedling, and + Ceedling is designed to glue them all together for your project + as seamlessly as possible. + + +Installation & Setup: What Exactly Do I Need to Get Started? +------------------------------------------------------------ + +As a [Ruby gem](http://docs.rubygems.org/read/chapter/1): + +1. [Download and install Ruby](http://www.ruby-lang.org/en/downloads/) + +2. Use Ruby's command line gem package manager to install Ceedling: + `gem install ceedling` + (Unity, CMock, and CException come along with Ceedling for free) + +3. Execute Ceedling at command line to create example project + or an empty Ceedling project in your filesystem (executing + `ceedling help` first is, well, helpful). + +Gem install notes: + +1. Steps 1-2 are a one time affair for your local environment. + When steps 1-2 are completed once, only step 3 is needed for + each new project. + +Getting Started after Ceedling is installed: + +1. Once Ceedling is installed, you'll want to start to integrate it with new + and old projects alike. If you wanted to start to work on a new project + named `foo`, Ceedling can create the skeleton of the project using `ceedling + new foo`. Likewise if you already have a project named `bar` and you want to + integrate Ceedling into it, you would run `ceedling new bar` and Ceedling + will create any files and directories it needs to run. + +2. Now that you have Ceedling integrated with a project, you can start using it. + A good starting point to get use to Ceedling either in a new project or an + existing project is creating a new module to get use to Ceedling by issuing + the command `ceedling module:create[unicorn]`. + +General notes: + +1. Certain advanced features of Ceedling rely on gcc and cpp + as preprocessing tools. In most linux systems, these tools + are already available. For Windows environments, we recommend + the [mingw project](http://www.mingw.org/) (Minimalist + GNU for Windows). This represents an optional, additional + setup / installation step to complement the list above. Upon + installing mingw ensure your system path is updated or set + [:environment][:path] in your `project.yml` file (see + environment section later in this document). + +2. To use a project file name other than the default `project.yml` + or place the project file in a directory other than the one + in which you'll run Rake, create an environment variable + `CEEDLING_MAIN_PROJECT_FILE` with your desired project + file path. + +3. To better understand Rake conventions, Rake execution, + and Rakefiles, consult the [Rake tutorial, examples, and + user guide](http://rubyrake.org/). + +4. When using Ceedling in Windows environments, a test file name may + not include the sequences “patch” or “setup”. The Windows Installer + Detection Technology (part of UAC), requires administrator + privileges to execute file names with these strings. + +Now What? How Do I Make It GO? +------------------------------ + +We're getting a little ahead of ourselves here, but it's good +context on how to drive this bus. Everything is done via the command +line. We'll cover conventions and how to actually configure +your project in later sections. + +To run tests, build your release artifact, etc., you will be interacting +with Rake on the command line. Ceedling works with Rake to present +you with named tasks that coordinate the file generation and +build steps needed to accomplish something useful. You can also +add your own independent Rake tasks or create plugins to extend +Ceedling (more on this later). + +* `ceedling [no arguments]`: + + Run the default Rake task (conveniently recognized by the name default + by Rake). Neither Rake nor Ceedling provide a default task. Rake will + abort if run without arguments when no default task is defined. You can + conveniently define a default task in the Rakefile discussed in the + preceding setup & installation section of this document. + +* `ceedling -T`: + + List all available Rake tasks with descriptions (Rake tasks without + descriptions are not listed). -T is a command line switch for Rake and + not the same as tasks that follow. + +* `ceedling --trace`: + + For advanced users troubleshooting a confusing build error, debug + Ceedling or a plugin, --trace provides a stack trace of dependencies + walked during task execution and any Ruby failures along the way. Note + that --trace is a command line switch for Rake and is not the same as + tasks that follow. + +* `ceedling environment`: + + List all configured environment variable names and string values. This + task is helpful in verifying the evaluation of any Ruby expressions in + the [:environment] section of your config file. *: Note: Ceedling may + set some convenience environment variables by default.* + +* `ceedling paths:*`: + + List all paths collected from [:paths] entries in your YAML config + file where * is the name of any section contained in [:paths]. This + task is helpful in verifying the expansion of path wildcards / globs + specified in the [:paths] section of your config file. + +* `ceedling files:assembly` +* `ceedling files:include` +* `ceedling files:source` +* `ceedling files:support` +* `ceedling files:test` + + List all files and file counts collected from the relevant search + paths specified by the [:paths] entries of your YAML config file. The + files:assembly task will only be available if assembly support is + enabled in the [:release_build] section of your configuration file. + +* `ceedling options:*`: + + Load and merge configuration settings into the main project + configuration. Each task is named after a `*.yml` file found in the + configured options directory. See documentation for the configuration + setting [:project][:options_paths] and for options files in advanced + topics. + +* `ceedling test:all`: + + Run all unit tests (rebuilding anything that's changed along the way). + +* `ceedling test:build_only`: + + Build all unit tests, object files and executable but not run them. + +* `ceedling test:delta`: + + Run only those unit tests for which the source or test files have + changed (i.e. incremental build). Note: with the + [:project][:use_test_preprocessor] configuration file option set, + runner files are always regenerated limiting the total efficiency this + text execution option can afford. + +* `ceedling test:*`: + + Execute the named test file or the named source file that has an + accompanying test. No path. Examples: ceedling test:foo.c or ceedling + test:test_foo.c + +* `ceedling test:pattern[*]`: + + Execute any tests whose name and/or path match the regular expression + pattern (case sensitive). Example: ceedling "test:pattern[(I|i)nit]" will + execute all tests named for initialization testing. Note: quotes may + be necessary around the ceedling parameter to distinguish regex characters + from command line operators. + +* `ceedling test:path[*]`: + + Execute any tests whose path contains the given string (case + sensitive). Example: ceedling test:path[foo/bar] will execute all tests + whose path contains foo/bar. Note: both directory separator characters + / and \ are valid. + +* `ceedling release`: + + Build all source into a release artifact (if the release build option + is configured). + +* `ceedling release:compile:*`: + + Sometimes you just need to compile a single file dagnabit. Example: + ceedling release:compile:foo.c + +* `ceedling release:assemble:*`: + + Sometimes you just need to assemble a single file doggonit. Example: + ceedling release:assemble:foo.s + +* `ceedling module:create[Filename]`: +* `ceedling module:create[Filename]`: + + It's often helpful to create a file automatically. What's better than + that? Creating a source file, a header file, and a corresponding test + file all in one step! + + There are also patterns which can be specified to automatically generate + a bunch of files. Try `ceedling module:create[Poodles,mch]` for example! + + The module generator has several options you can configure. + F.e. Generating the source/header/test file in a subdirectory (by adding when calling module:create). + For more info, refer to the [Module Generator](https://github.com/ThrowTheSwitch/Ceedling/blob/master/docs/CeedlingPacket.md#module-generator) section. + +* `ceedling module:stub[Filename]`: +* `ceedling module:stub[Filename]`: + + So what happens if you've created your API in your header (maybe even using + TDD to do so?) and now you need to start to implement the corresponding C + module? Why not get a head start by using `ceedilng module:stub[headername]` + to automatically create a function skeleton for every function declared in + that header? Better yet, you can call this again whenever you add new functions + to that header to add just the new functions, leaving the old ones alone! + +* `ceedling logging `: + + Enable logging to /logs. Must come before test and release + tasks to log their steps and output. Log names are a concatenation of + project, user, and option files loaded. User and option files are + documented in the advanced topics section of this document. + +* `ceedling verbosity[x] `: + + Change the default verbosity level. [x] ranges from 0 (quiet) to 4 + (obnoxious). Level [3] is the default. The verbosity task must precede + all tasks in the command line list for which output is desired to be + seen. Verbosity settings are generally most meaningful in conjunction + with test and release tasks. + +* `ceedling summary`: + + If plugins are enabled, this task will execute the summary method of + any plugins supporting it. This task is intended to provide a quick + roundup of build artifact metrics without re-running any part of the + build. + +* `ceedling clean`: + + Deletes all toolchain binary artifacts (object files, executables), + test results, and any temporary files. Clean produces no output at the + command line unless verbosity has been set to an appreciable level. + +* `ceedling clobber`: + + Extends clean task's behavior to also remove generated files: test + runners, mocks, preprocessor output. Clobber produces no output at the + command line unless verbosity has been set to an appreciable level. + +* `ceedling options:export`: + + This allows you to export a snapshot of your current tool configuration + as a yaml file. You can specify the name of the file in brackets `[blah.yml]` + or let it default to `tools.yml`. In either case, the produced file can be + used as the tool configuration for you project if desired, and modified as you + wish. + +To better understand Rake conventions, Rake execution, and +Rakefiles, consult the [Rake tutorial, examples, and user guide][guide]. + +[guide]: http://rubyrake.org/ + +At present, none of Ceedling's commands provide persistence. +That is, they must each be specified at the command line each time +they are needed. For instance, Ceedling's verbosity command +only affects output at the time it's run. + +Individual test and release file tasks +are not listed in `-T` output. Because so many files may be present +it's unwieldy to list them all. + +Multiple rake tasks can be executed at the command line (order +is executed as provided). For example, `ceed +clobber test:all release` will removed all generated files; +build and run all tests; and then build all source - in that order. +If any Rake task fails along the way, execution halts before the +next task. + +The `clobber` task removes certain build directories in the +course of deleting generated files. In general, it's best not +to add to source control any Ceedling generated directories +below the root of your top-level build directory. That is, leave +anything Ceedling & its accompanying tools generate out of source +control (but go ahead and add the top-level build directory that +holds all that stuff). Also, since Ceedling is pretty smart about +what it rebuilds and regenerates, you needn't clobber often. + +Important Conventions +===================== + +Directory Structure, Filenames & Extensions +------------------------------------------- + +Much of Ceedling's functionality is driven by collecting files +matching certain patterns inside the paths it's configured +to search. See the documentation for the [:extension] section +of your configuration file (found later in this document) to +configure the file extensions Ceedling uses to match and collect +files. Test file naming is covered later in this section. + +Test files and source files must be segregated by directories. +Any directory structure will do. Tests can be held in subdirectories +within source directories, or tests and source directories +can be wholly separated at the top of your project's directory +tree. + +Search Path Order +----------------- + +When Ceedling searches for files (e.g. looking for header files +to mock) or when it provides search paths to any of the default +gcc toolchain executables, it organizes / prioritizes its search +paths. The order is always: test paths, support paths, source +paths, and then include paths. This can be useful, for instance, +in certain testing scenarios where we desire Ceedling or a compiler +to find a stand-in header file in our support directory before +the actual source header file of the same name. + +This convention only holds when Ceedling is using its default +tool configurations and / or when tests are involved. If you define +your own tools in the configuration file (see the [:tools] section +documented later in this here document), you have complete control +over what directories are searched and in what order. Further, +test and support directories are only searched when appropriate. +That is, when running a release build, test and support directories +are not used at all. + +Source Files & Binary Release Artifacts +--------------------------------------- + +Your binary release artifact results from the compilation and +linking of all source files Ceedling finds in the specified source +directories. At present only source files with a single (configurable) +extension are recognized. That is, `*.c` and `*.cc` files will not +both be recognized - only one or the other. See the configuration +options and defaults in the documentation for the [:extension] +sections of your configuration file (found later in this document). + +Test Files & Executable Test Fixtures +------------------------------------- + +Ceedling builds each individual test file with its accompanying +source file(s) into a single, monolithic test fixture executable. +Test files are recognized by a naming convention: a (configurable) +prefix such as "`test_`" in the file name with the same file extension +as used by your C source files. See the configuration options +and defaults in the documentation for the [:project] and [:extension] +sections of your configuration file (found later in this document). +Depending on your configuration options, Ceedling can recognize +a variety of test file naming patterns in your test search paths. +For example: `test_some_super_functionality.c`, `TestYourSourceFile.cc`, +or `testing_MyAwesomeCode.C` could each be valid test file +names. Note, however, that Ceedling can recognize only one test +file naming convention per project. + +Ceedling knows what files to compile and link into each individual +test executable by way of the #include list contained in each +test file. Any C source files in the configured search directories +that correspond to the header files included in a test file will +be compiled and linked into the resulting test fixture executable. +From this same #include list, Ceedling knows which files to mock +and compile and link into the test executable (if you use mocks +in your tests). That was a lot of clauses and information in a very +few sentences; the example that follows in a bit will make it clearer. + +By naming your test functions according to convention, Ceedling +will extract and collect into a runner C file calls to all your +test case functions. This runner file handles all the execution +minutiae so that your test file can be quite simple and so that +you never forget to wire up a test function to be executed. In this +generated runner lives the `main()` entry point for the resulting +test executable. There are no configuration options for the +naming convention of your test case functions. A test case function +signature must have these three elements: void return, void +parameter list, and the function name prepended with lowercase +"`test`". In other words, a test function signature should look +like this: `void test``[any name you like]``(void)`. + +A commented sample test file follows on the next page. Also, see +the sample project contained in the Ceedling documentation +bundle. + +```c +// test_foo.c ----------------------------------------------- +#include "unity.h" // compile/link in Unity test framework +#include "types.h" // header file with no *.c file -- no compilation/linking +#include "foo.h" // source file foo.c under test +#include "mock_bar.h" // bar.h will be found and mocked as mock_bar.c + compiled/linked in; + // foo.c includes bar.h and uses functions declared in it +#include "mock_baz.h" // baz.h will be found and mocked as mock_baz.c + compiled/linked in + // foo.c includes baz.h and uses functions declared in it + + +void setUp(void) {} // every test file requires this function; + // setUp() is called by the generated runner before each test case function + +void tearDown(void) {} // every test file requires this function; + // tearDown() is called by the generated runner after each test case function + +// a test case function +void test_Foo_Function1_should_Call_Bar_AndGrill(void) +{ + Bar_AndGrill_Expect(); // setup function from mock_bar.c that instructs our + // framework to expect Bar_AndGrill() to be called once + TEST_ASSERT_EQUAL(0xFF, Foo_Function1()); // assertion provided by Unity + // Foo_Function1() calls Bar_AndGrill() & returns a byte +} + +// another test case function +void test_Foo_Function2_should_Call_Baz_Tec(void) +{ + Baz_Tec_ExpectAnd_Return(1); // setup function provided by mock_baz.c that instructs our + // framework to expect Baz_Tec() to be called once and return 1 + TEST_ASSERT_TRUE(Foo_Function2()); // assertion provided by Unity +} + +// end of test_foo.c ---------------------------------------- +``` + +From the test file specified above Ceedling will generate `test_foo_runner.c`; +this runner file will contain `main()` and call both of the example +test case functions. + +The final test executable will be `test_foo.exe` (for Windows +machines or `test_foo.out` for linux systems - depending on default +or configured file extensions). Based on the #include list above, +the test executable will be the output of the linker having processed +`unity.o`, `foo.o`, `mock_bar.o`, `mock_baz.o`, `test_foo.o`, +and `test_foo_runner.o`. Ceedling finds the files, generates +mocks, generates a runner, compiles all the files, and links +everything into the test executable. Ceedling will then run +the test executable and collect test results from it to be reported +to the developer at the command line. + +For more on the assertions and mocks shown, consult the documentation +for Unity and CMock. + +The Magic of Dependency Tracking +-------------------------------- + +Ceedling is pretty smart in using Rake to build up your project's +dependencies. This means that Ceedling automagically rebuilds +all the appropriate files in your project when necessary: when +your configuration changes, Ceedling or any of the other tools +are updated, or your source or test files change. For instance, +if you modify a header file that is mocked, Ceedling will ensure +that the mock is regenerated and all tests that use that mock are +rebuilt and re-run when you initiate a relevant testing task. +When you see things rebuilding, it's for a good reason. Ceedling +attempts to regenerate and rebuild only what's needed for a given +execution of a task. In the case of large projects, assembling +dependencies and acting upon them can cause some delay in executing +tasks. + +With one exception, the trigger to rebuild or regenerate a file +is always a disparity in timestamps between a target file and +its source - if an input file is newer than its target dependency, +the target is rebuilt or regenerated. For example, if the C source +file from which an object file is compiled is newer than that object +file on disk, recompilation will occur (of course, if no object +file exists on disk, compilation will always occur). The one +exception to this dependency behavior is specific to your input +configuration. Only if your logical configuration changes +will a system-wide rebuild occur. Reorganizing your input configuration +or otherwise updating its file timestamp without modifying +the values within the file will not trigger a rebuild. This behavior +handles the various ways in which your input configuration can +change (discussed later in this document) without having changed +your actual project YAML file. + +Ceedling needs a bit of help to accomplish its magic with deep +dependencies. Shallow dependencies are straightforward: +a mock is dependent on the header file from which it's generated, +a test file is dependent upon the source files it includes (see +the preceding conventions section), etc. Ceedling handles +these "out of the box." Deep dependencies are specifically a +C-related phenomenon and occur as a consequence of include statements +within C source files. Say a source file includes a header file +and that header file in turn includes another header file which +includes still another header file. A change to the deepest header +file should trigger a recompilation of the source file, a relinking +of all the object files comprising a test fixture, and a new execution +of that test fixture. + +Ceedling can handle deep dependencies but only with the help +of a C preprocessor. Ceedling is quite capable, but a full C preprocessor +it ain't. Your project can be configured to use a C preprocessor +or not. Simple projects or large projects constructed so as to +be quite flat in their include structure generally don't need +deep dependency preprocessing - and can enjoy the benefits of +faster execution. Legacy code, on the other hand, will almost +always want to be tested with deep preprocessing enabled. Set +up of the C preprocessor is covered in the documentation for the +[:project] and [:tools] section of the configuration file (later +in this document). Ceedling contains all the configuration +necessary to use the gcc preprocessor by default. That is, as +long as gcc is in your system search path, deep preprocessing +of deep dependencies is available to you by simply enabling it +in your project configuration file. + +Ceedling's Build Output +----------------------- + +Ceedling requires a top-level build directory for all the stuff +that it, the accompanying test tools, and your toolchain generate. +That build directory's location is configured in the [:project] +section of your configuration file (discussed later). There +can be a ton of generated files. By and large, you can live a full +and meaningful life knowing absolutely nothing at all about +the files and directories generated below the root build directory. + +As noted already, it's good practice to add your top-level build +directory to source control but nothing generated beneath it. +You'll spare yourself headache if you let Ceedling delete and +regenerate files and directories in a non-versioned corner +of your project's filesystem beneath the top-level build directory. + +The `artifacts` directory is the one and only directory you may +want to know about beneath the top-level build directory. The +subdirectories beneath `artifacts` will hold your binary release +target output (if your project is configured for release builds) +and will serve as the conventional location for plugin output. +This directory structure was chosen specifically because it +tends to work nicely with Continuous Integration setups that +recognize and list build artifacts for retrieval / download. + +The Almighty Project Configuration File (in Glorious YAML) +---------------------------------------------------------- + +Please consult YAML documentation for the finer points of format +and to understand details of our YAML-based configuration file. +We recommend [Wikipedia's entry on YAML](http://en.wikipedia.org/wiki/Yaml) +for this. A few highlights from that reference page: + +* YAML streams are encoded using the set of printable Unicode + characters, either in UTF-8 or UTF-16 + +* Whitespace indentation is used to denote structure; however + tab characters are never allowed as indentation + +* Comments begin with the number sign ( # ), can start anywhere + on a line, and continue until the end of the line unless enclosed + by quotes + +* List members are denoted by a leading hyphen ( - ) with one member + per line, or enclosed in square brackets ( [ ] ) and separated + by comma space ( , ) + +* Hashes are represented using the colon space ( : ) in the form + key: value, either one per line or enclosed in curly braces + ( { } ) and separated by comma space ( , ) + +* Strings (scalars) are ordinarily unquoted, but may be enclosed + in double-quotes ( " ), or single-quotes ( ' ) + +* YAML requires that colons and commas used as list separators + be followed by a space so that scalar values containing embedded + punctuation can generally be represented without needing + to be enclosed in quotes + +* Repeated nodes are initially denoted by an ampersand ( & ) and + thereafter referenced with an asterisk ( * ) + +Notes on what follows: + +* Each of the following sections represent top-level entries + in the YAML configuration file. + +* Unless explicitly specified in the configuration file, default + values are used by Ceedling. + +* These three settings, at minimum, must be specified: + * [:project][:build_root] + * [:paths][:source] + * [:paths][:test] + +* As much as is possible, Ceedling validates your settings in + properly formed YAML. + +* Improperly formed YAML will cause a Ruby error when the YAML + is parsed. This is usually accompanied by a complaint with + line and column number pointing into the project file. + +* Certain advanced features rely on gcc and cpp as preprocessing + tools. In most linux systems, these tools are already available. + For Windows environments, we recommend the [mingw project](http://www.mingw.org/) + (Minimalist GNU for Windows). + +* Ceedling is primarily meant as a build tool to support automated + unit testing. All the heavy lifting is involved there. Creating + a simple binary release build artifact is quite trivial in + comparison. Consequently, most default options and the construction + of Ceedling itself is skewed towards supporting testing though + Ceedling can, of course, build your binary release artifact + as well. Note that complex binary release artifacts (e.g. + application + bootloader or multiple libraries) are beyond + Ceedling's release build ability. + +Conventions / features of Ceedling-specific YAML: + +* Any second tier setting keys anywhere in YAML whose names end + in `_path` or `_paths` are automagically processed like all + Ceedling-specific paths in the YAML to have consistent directory + separators (i.e. "/") and to take advantage of inline Ruby + string expansion (see [:environment] setting below for further + explanation of string expansion). + +**Let's Be Careful Out There:** Ceedling performs validation +on the values you set in your configuration file (this assumes +your YAML is correct and will not fail format parsing, of course). +That said, validation is limited to only those settings Ceedling +uses and those that can be reasonably validated. Ceedling does +not limit what can exist within your configuration file. In this +way, you can take full advantage of YAML as well as add sections +and values for use in your own custom plugins (documented later). +The consequence of this is simple but important. A misspelled +configuration section name or value name is unlikely to cause +Ceedling any trouble. Ceedling will happily process that section +or value and simply use the properly spelled default maintained +internally - thus leading to unexpected behavior without warning. + +project: global project settings + +* `build_root`: + + Top level directory into which generated path structure and files are + placed. Note: this is one of the handful of configuration values that + must be set. The specified path can be absolute or relative to your + working directory. + + **Default**: (none) + +* `use_exceptions`: + + Configures the build environment to make use of CException. Note that + if you do not use exceptions, there's no harm in leaving this as its + default value. + + **Default**: TRUE + +* `use_mocks`: + + Configures the build environment to make use of CMock. Note that if + you do not use mocks, there's no harm in leaving this setting as its + default value. + + **Default**: TRUE + +* `use_test_preprocessor`: + + This option allows Ceedling to work with test files that contain + conditional compilation statements (e.g. #ifdef) and header files you + wish to mock that contain conditional preprocessor statements and/or + macros. + + Ceedling and CMock are advanced tools with sophisticated parsers. + However, they do not include entire C language preprocessors. + Consequently, with this option enabled, Ceedling will use gcc's + preprocessing mode and the cpp preprocessor tool to strip down / + expand test files and headers to their applicable content which can + then be processed by Ceedling and CMock. + + With this option enabled, the gcc & cpp tools must exist in an + accessible system search path and test runner files are always + regenerated. + + **Default**: FALSE + +* `use_preprocessor_directives`: + + After standard preprocessing when `use_test_preprocessor` is used + macros are fully expanded to C code. Some features, for example + TEST_CASE() or TEST_RANGE() from Unity require not-fully preprocessed + file to be detected by Ceedling. To do this gcc directives-only + option is used to expand only conditional compilation statements, + handle directives, but do not expand macros preprocessor and leave + the other content of file untouched. + + With this option enabled, `use_test_preprocessor` must be also enabled + and gcc must exist in an accessible system search path. For other + compilers behavior can be changed by `test_file_preprocessor_directives` + compiler tool. + + **Default**: FALSE + +* `use_deep_dependencies`: + + The base rules and tasks that Ceedling creates using Rake capture most + of the dependencies within a standard project (e.g. when the source + file accompanying a test file changes, the corresponding test fixture + executable will be rebuilt when tests are re-run). However, deep + dependencies cannot be captured this way. If a typedef or macro + changes in a header file three levels of #include statements deep, + this option allows the appropriate incremental build actions to occur + for both test execution and release builds. + + This is accomplished by using the dependencies discovery mode of gcc. + With this option enabled, gcc must exist in an accessible system + search path. + + **Default**: FALSE + +* `generate_deep_dependencies`: + + When `use_deep_dependencies` is set to TRUE, Ceedling will run a separate + build step to generate the deep dependencies. If you are using gcc as your + primary compiler, or another compiler that can generate makefile rules as + a side effect of compilation, then you can set this to FALSE to avoid the + extra build step but still use the deep dependencies data when deciding + which source files to rebuild. + + **Default**: TRUE + +* `test_file_prefix`: + + Ceedling collects test files by convention from within the test file + search paths. The convention includes a unique name prefix and a file + extension matching that of source files. + + Why not simply recognize all files in test directories as test files? + By using the given convention, we have greater flexibility in what we + do with C files in the test directories. + + **Default**: "test_" + +* `options_paths`: + + Just as you may have various build configurations for your source + codebase, you may need variations of your project configuration. + + By specifying options paths, Ceedling will search for other project + YAML files, make command line tasks available (ceedling options:variation + for a variation.yml file), and merge the project configuration of + these option files in with the main project file at runtime. See + advanced topics. + + Note these Rake tasks at the command line - like verbosity or logging + control - must come before the test or release task they are meant to + modify. + + **Default**: `[]` (empty) + +* `release_build`: + + When enabled, a release Rake task is exposed. This configuration + option requires a corresponding release compiler and linker to be + defined (gcc is used as the default). + + More release configuration options are available in the release_build + section. + + **Default**: FALSE + + +Example `[:project]` YAML blurb + +```yaml +:project: + :build_root: project_awesome/build + :use_exceptions: FALSE + :use_test_preprocessor: TRUE + :use_deep_dependencies: TRUE + :options_paths: + - project/options + - external/shared/options + :release_build: TRUE +``` + +Ceedling is primarily concerned with facilitating the somewhat +complicated mechanics of automating unit tests. The same mechanisms +are easily capable of building a final release binary artifact +(i.e. non test code; the thing that is your final working software +that you execute on target hardware). + + +* `output`: + + The name of your release build binary artifact to be found in /artifacts/release. Ceedling sets the default artifact file + extension to that as is explicitly specified in the [:extension] + section or as is system specific otherwise. + + **Default**: `project.exe` or `project.out` + +* `use_assembly`: + + If assembly code is present in the source tree, this option causes + Ceedling to create appropriate build directories and use an assembler + tool (default is the GNU tool as - override available in the [:tools] + section. + + **Default**: FALSE + +* `artifacts`: + + By default, Ceedling copies to the /artifacts/release + directory the output of the release linker and (optionally) a map + file. Many toolchains produce other important output files as well. + Adding a file path to this list will cause Ceedling to copy that file + to the artifacts directory. The artifacts directory is helpful for + organizing important build output files and provides a central place + for tools such as Continuous Integration servers to point to build + output. Selectively copying files prevents incidental build cruft from + needlessly appearing in the artifacts directory. Note that inline Ruby + string replacement is available in the artifacts paths (see discussion + in the [:environment] section). + + **Default**: `[]` (empty) + +Example `[:release_build]` YAML blurb + +```yaml +:release_build: + :output: top_secret.bin + :use_assembly: TRUE + :artifacts: + - build/release/out/c/top_secret.s19 +``` + +**paths**: options controlling search paths for source and header +(and assembly) files + +* `test`: + + All C files containing unit test code. Note: this is one of the + handful of configuration values that must be set. + + **Default**: `[]` (empty) + +* `source`: + + All C files containing release code (code to be tested). Note: this is + one of the handful of configuration values that must be set. + + **Default**: `[]` (empty) + +* `support`: + + Any C files you might need to aid your unit testing. For example, on + occasion, you may need to create a header file containing a subset of + function signatures matching those elsewhere in your code (e.g. a + subset of your OS functions, a portion of a library API, etc.). Why? + To provide finer grained control over mock function substitution or + limiting the size of the generated mocks. + + **Default**: `[]` (empty) + +* `include`: + + Any header files not already in the source search path. Note there's + no practical distinction between this search path and the source + search path; it's merely to provide options or to support any + peculiar source tree organization. + + **Default**: `[]` (empty) + +* `test_toolchain_include`: + + System header files needed by the test toolchain - should your + compiler be unable to find them, finds the wrong system include search + path, or you need a creative solution to a tricky technical problem. + Note that if you configure your own toolchain in the [:tools] section, + this search path is largely meaningless to you. However, this is a + convenient way to control the system include path should you rely on + the default gcc tools. + + **Default**: `[]` (empty) + +* `release_toolchain_include`: + + Same as preceding albeit related to the release toolchain. + + **Default**: `[]` (empty) + +* `` + + Any paths you specify for custom list. List is available to tool + configurations and/or plugins. Note a distinction. The preceding names + are recognized internally to Ceedling and the path lists are used to + build collections of files contained in those paths. A custom list is + just that - a custom list of paths. + +Notes on path grammar within the [:paths] section: + +* Order of search paths listed in [:paths] is preserved when used by an + entry in the [:tools] section + +* Wherever multiple path lists are combined for use Ceedling prioritizes + path groups as follows: + test paths, support paths, source paths, include paths. + + This can be useful, for instance, in certain testing scenarios where + we desire Ceedling or the compiler to find a stand-in header file before + the actual source header file of the same name. + +* Paths: + + 1. can be absolute or relative + + 2. can be singly explicit - a single fully specified path + + 3. can include a glob operator (more on this below) + + 4. can use inline Ruby string replacement (see [:environment] + section for more) + + 5. default as an addition to a specific search list (more on this + in the examples) + + 6. can act to subtract from a glob included in the path list (more + on this in the examples) + +[Globs](http://ruby.about.com/od/beginningruby/a/dir2.htm) +as used by Ceedling are wildcards for specifying directories +without the need to list each and every required search path. +Ceedling globs operate just as Ruby globs except that they are +limited to matching directories and not files. Glob operators +include the following * ** ? [-] {,} (note: this list is space separated +and not comma separated as commas are used within the bracket +operators). + +* `*`: + + All subdirectories of depth 1 below the parent path and including the + parent path + +* `**`: + + All subdirectories recursively discovered below the parent path and + including the parent path + +* `?`: + + Single alphanumeric character wildcard + +* `[x-y]`: + + Single alphanumeric character as found in the specified range + +* `{x,y}`: + + Single alphanumeric character from the specified list + +Example [:paths] YAML blurbs + +```yaml +:paths: + :source: #together the following comprise all source search paths + - project/source/* #expansion yields all subdirectories of depth 1 plus parent directory + - project/lib #single path + :test: #all test search paths + - project/**/test? #expansion yields any subdirectory found anywhere in the project that + #begins with "test" and contains 5 characters + +:paths: + :source: #all source search paths + - +:project/source/** #all subdirectories recursively discovered plus parent directory + - -:project/source/os/generated #subtract os/generated directory from expansion of above glob + #note that '+:' notation is merely aesthetic; default is to add + + :test: #all test search paths + - project/test/bootloader #explicit, single search paths (searched in the order specified) + - project/test/application + - project/test/utilities + + :custom: #custom path list + - "#{PROJECT_ROOT}/other" #inline Ruby string expansion +``` + +Globs and inline Ruby string expansion can require trial and +error to arrive at your intended results. Use the `ceedling paths:*` +command line options (documented in preceding section) to verify +your settings. + +Ceedling relies on file collections automagically assembled +from paths, globs, and file extensions. File collections greatly +simplify project set up. However, sometimes you need to remove +from or add individual files to those collections. + + +* `test`: + + Modify the collection of unit test C files. + + **Default**: `[]` (empty) + +* `source`: + + Modify the collection of all source files used in unit test builds and release builds. + + **Default**: `[]` (empty) + +* `assembly`: + + Modify the (optional) collection of assembly files used in release builds. + + **Default**: `[]` (empty) + +* `include`: + + Modify the collection of all source header files used in unit test builds (e.g. for mocking) and release builds. + + **Default**: `[]` (empty) + +* `support`: + + Modify the collection of supporting C files available to unit tests builds. + + **Default**: `[]` (empty) + +* `libraries`: + + Add a collection of library paths to be included when linking. + + **Default**: `[]` (empty) + + +Note: All path grammar documented in [:paths] section applies +to [:files] path entries - albeit at the file path level and not +the directory level. + +Example [:files] YAML blurb + +```yaml +:files: + :source: + - callbacks/comm.c # entry defaults to file addition + - +:callbacks/comm*.c # add all comm files matching glob pattern + - -:source/board/atm134.c # not our board + :test: + - -:test/io/test_output_manager.c # remove unit tests from test build +``` + +**environment:** inserts environment variables into the shell +instance executing configured tools + +Ceedling creates environment variables from any key / value +pairs in the environment section. Keys become an environment +variable name in uppercase. The values are strings assigned +to those environment variables. These value strings are either +simple string values in YAML or the concatenation of a YAML array. + +Ceedling is able to execute inline Ruby string substitution +code to set environment variables. This evaluation occurs when +the project file is first processed for any environment pair's +value string including the Ruby string substitution pattern +`#{…}`. Note that environment value strings that _begin_ with +this pattern should always be enclosed in quotes. YAML defaults +to processing unquoted text as a string; quoting text is optional. +If an environment pair's value string begins with the Ruby string +substitution pattern, YAML will interpret the string as a Ruby +comment (because of the `#`). Enclosing each environment value +string in quotes is a safe practice. + +[:environment] entries are processed in the configured order +(later entries can reference earlier entries). + +Special case: PATH handling + +In the specific case of specifying an environment key named _path_, +an array of string values will be concatenated with the appropriate +platform-specific path separation character (e.g. ':' on linux, +';' on Windows). All other instances of environment keys assigned +YAML arrays use simple concatenation. + +Example [:environment] YAML blurb + +```yaml +:environment: + - :license_server: gizmo.intranet #LICENSE_SERVER set with value "gizmo.intranet" + - :license: "#{`license.exe`}" #LICENSE set to string generated from shelling out to + #execute license.exe; note use of enclosing quotes + + - :path: #concatenated with path separator (see special case above) + - Tools/gizmo/bin #prepend existing PATH with gizmo path + - "#{ENV['PATH']}" #pattern #{…} triggers ruby evaluation string substitution + #note: value string must be quoted because of '#' + + - :logfile: system/logs/thingamabob.log #LOGFILE set with path for a log file +``` + +**extension**: configure file name extensions used to collect lists of files searched in [:paths] + +* `header`: + + C header files + + **Default**: .h + +* `source`: + + C code files (whether source or test files) + + **Default**: .c + +* `assembly`: + + Assembly files (contents wholly assembly instructions) + + **Default**: .s + +* `object`: + + Resulting binary output of C code compiler (and assembler) + + **Default**: .o + +* `executable`: + + Binary executable to be loaded and executed upon target hardware + + **Default**: .exe or .out (Win or linux) + +* `testpass`: + + Test results file (not likely to ever need a new value) + + **Default**: .pass + +* `testfail`: + + Test results file (not likely to ever need a new value) + + **Default**: .fail + +* `dependencies`: + + File containing make-style dependency rules created by gcc preprocessor + + **Default**: .d + + +Example [:extension] YAML blurb + + :extension: + :source: .cc + :executable: .bin + +**defines**: command line defines used in test and release compilation by configured tools + +* `test`: + + Defines needed for testing. Useful for: + + 1. test files containing conditional compilation statements (i.e. + tests active in only certain contexts) + + 2. testing legacy source wherein the isolation of source under test + afforded by Ceedling and its complementary tools leaves certain + symbols unset when source files are compiled in isolation + + **Default**: `[]` (empty) + +* `test_preprocess`: + + If [:project][:use_test_preprocessor] or + [:project][:use_deep_dependencies] is set and code is structured in a + certain way, the gcc preprocessor may need symbol definitions to + properly preprocess files to extract function signatures for mocking + and extract deep dependencies for incremental builds. + + **Default**: `[]` (empty) + +* ``: + + Replace standard `test` definitions for specified ``definitions. For example: +```yaml + :defines: + :test: + - FOO_STANDARD_CONFIG + :test_foo_config: + - FOO_SPECIFIC_CONFIG +``` + `ceedling test:foo_config` will now have `FOO_SPECIFIC_CONFIG` defined instead of + `FOO_STANDARD_CONFIG`. None of the other tests will have `FOO_SPECIFIC_SPECIFIC`. + + **Default**: `[]` (empty) + +* `release`: + + Defines needed for the release build binary artifact. + + **Default**: `[]` (empty) + +* `release_preprocess`: + + If [:project][:use_deep_dependencies] is set and code is structured in + a certain way, the gcc preprocessor may need symbol definitions to + properly preprocess files for incremental release builds due to deep + dependencies. + + **Default**: `[]` (empty) + +* `use_test_definition`: + + When this option is used the `-D` flag is added to the build option. + + **Default**: FALSE + +Example [:defines] YAML blurb + +```yaml +:defines: + :test: + - UNIT_TESTING #for select cases in source to allow testing with a changed behavior or interface + - OFF=0 + - ON=1 + - FEATURE_X=ON + :source: + - FEATURE_X=ON +``` + + +**libraries**: command line defines used in test and release compilation by configured tools + +Ceedling allows you to pull in specific libraries for the purpose of release and test builds. +It has a few levels of support for this. Start by adding a :libraries main section in your +configuration. In this section, you can optionally have the following subsections: + +* `test`: + + Library files that should be injected into your tests when linking occurs. + These can be specified as either relative or absolute paths. These files MUST + exist when the test attempts to build. + +* `release`: + + Library files that should be injected into your release when linking occurs. These + can be specified as either relative or absolute paths. These files MUST exist when + the release attempts to build UNLESS you are using the subprojects plugin. In that + case, it will attempt to build that library for you as a dynamic dependency. + +* `system`: + + These libraries are assumed to be in the tool path somewhere and shouldn't need to be + specified. The libraries added here will be injected into releases and tests. For example + if you specify `-lm` you can include the math library. The `-l` portion is only necessary + if the `:flag` prefix below doesn't specify it already for you other libraries. + +* `flag`: + + This is the method of adding an argument for each library. For example, gcc really likes + it when you specify “-l${1}” + +* `path_flag`: + + This is the method of adding an path argument for each library path. For example, gcc really + likes it when you specify “-L \"${1}\"” + +Notes: + +* If you've specified your own link step, you are going to want to add ${4} to your argument +list in the place where library files should be added to the command call. For gcc, this is +often the very end. Other tools may vary. + + +**flags**: configure per-file compilation and linking flags + +Ceedling tools (see later [:tools] section) are used to configure +compilation and linking of test and source files. These tool +configurations are a one-size-fits-all approach. Should individual files +require special compilation or linking flags, the settings in the +[:flags] section work in conjunction with tool definitions by way of +argument substitution to achieve this. + +* `release`: + + [:compile] or [:link] flags for release build + +* `test`: + + [:compile] or [:link] flags for test build + +Notes: + +* Ceedling works with the [:release] and [:test] build contexts + as-is; plugins can add additional contexts + +* Only [:compile] and [:link] are recognized operations beneath + a context + +* File specifiers do not include a path or file extension + +* File specifiers are case sensitive (must match original file + name) + +* File specifiers do support regular expressions if encased in quotes + +* '`*`' is a special (optional) file specifier to provide flags + to all files not otherwise specified + + +Example [:flags] YAML blurb + +```yaml +:flags: + :release: + :compile: + :main: # add '-Wall' to compilation of main.c + - -Wall + :fan: # add '--O2' to compilation of fan.c + - --O2 + :'test_.+': # add '-pedantic' to all test-files + - -pedantic + :*: # add '-foo' to compilation of all files not main.c or fan.c + - -foo + :test: + :compile: + :main: # add '--O1' to compilation of main.c as part of test builds including main.c + - --O1 + :link: + :test_main: # add '--bar --baz' to linking of test_main.exe + - --bar + - --baz +``` + +**import**: Load additional config files + +In some cases it is nice to have config files (project.yml, options files) which can +load other config files, for commonly re-used definitions (target processor, +common code modules, etc). + +These can be recursively nested, the included files can include other files. + +To import config files, either provide an array of files to import, or use hashes to set imports. The former is useful if you do not anticipate needing to replace a given file for different configurations (project: or options:). If you need to replace/remove imports based on different configuration files, use the hashed version. The two methods cannot be mixed in the same .yml. + +Example [:import] YAML blurb using array + +```yaml +:import: + - path/to/config.yml + - path/to/another/config.yml +``` +Example [:import] YAML blurb using hashes + +```yaml +:import: + :configA: path/to/config.yml + :configB: path/to/another/config.yml +``` + + +Ceedling sets values for a subset of CMock settings. All CMock +options are available to be set, but only those options set by +Ceedling in an automated fashion are documented below. See CMock +documentation. + +**cmock**: configure CMock's code generation options and set symbols used to modify CMock's compiled features +Ceedling sets values for a subset of CMock settings. All CMock options are available to be set, but only those options set by Ceedling in an automated fashion are documented below. See CMock documentation. + +* `enforce_strict_ordering`: + + Tests fail if expected call order is not same as source order + + **Default**: TRUE + +* `mock_path`: + + Path for generated mocks + + **Default**: /tests/mocks + +* `defines`: + + List of conditional compilation symbols used to configure CMock's + compiled features. See CMock documentation to understand available + options. No symbols must be set unless defaults are inappropriate for + your specific environment. All symbols are used only by Ceedling to + compile CMock C code; contents of [:defines] are ignored by CMock's + Ruby code when instantiated. + + **Default**: `[]` (empty) + +* `verbosity`: + + If not set, defaults to Ceedling's verbosity level + +* `plugins`: + + If [:project][:use_exceptions] is enabled, the internal plugins list is pre-populated with 'cexception'. + + Whether or not you have included [:cmock][:plugins] in your + configuration file, Ceedling automatically adds 'cexception' to the + plugin list if exceptions are enabled. To add to the list Ceedling + provides CMock, simply add [:cmock][:plugins] to your configuration + and specify your desired additional plugins. + + Each of the plugins have their own additional documentation. + + +* `includes`: + + If [:cmock][:unity_helper] set, pre-populated with unity_helper file + name (no path). + + The [:cmock][:includes] list works identically to the plugins list + above with regard to adding additional files to be inserted within + mocks as #include statements. + + +The last four settings above are directly tied to other Ceedling +settings; hence, why they are listed and explained here. The +first setting above, [:enforce_strict_ordering], defaults +to FALSE within CMock. It is set to TRUE by default in Ceedling +as our way of encouraging you to use strict ordering. It's a teeny +bit more expensive in terms of code generated, test execution +time, and complication in deciphering test failures. However, +it's good practice. And, of course, you can always disable it +by overriding the value in the Ceedling YAML configuration file. + + +**cexception**: configure symbols used to modify CException's compiled features + +* `defines`: + + List of conditional compilation symbols used to configure CException's + features in its source and header files. See CException documentation + to understand available options. No symbols must be set unless the + defaults are inappropriate for your specific environment. + + **Default**: `[]` (empty) + + +**unity**: configure symbols used to modify Unity's compiled features + +* `defines`: + + List of conditional compilation symbols used to configure Unity's + features in its source and header files. See Unity documentation to + understand available options. No symbols must be set unless the + defaults are inappropriate for your specific environment. Most Unity + defines can be easily configured through the YAML file. + + **Default**: `[]` (empty) + +Example [:unity] YAML blurbs +```yaml +:unity: #itty bitty processor & toolchain with limited test execution options + :defines: + - UNITY_INT_WIDTH=16 #16 bit processor without support for 32 bit instructions + - UNITY_EXCLUDE_FLOAT #no floating point unit + +:unity: #great big gorilla processor that grunts and scratches + :defines: + - UNITY_SUPPORT_64 #big memory, big counters, big registers + - UNITY_LINE_TYPE=\"unsigned int\" #apparently we're using really long test files, + - UNITY_COUNTER_TYPE=\"unsigned int\" #and we've got a ton of test cases in those test files + - UNITY_FLOAT_TYPE=\"double\" #you betcha +``` + + +Notes on Unity configuration: + +* **Verification** - Ceedling does no verification of your configuration + values. In a properly configured setup, your Unity configuration + values are processed, collected together with any test define symbols + you specify elsewhere, and then passed to your toolchain during test + compilation. Unity's conditional compilation statements, your + toolchain's preprocessor, and/or your toolchain's compiler will + complain appropriately if your specified configuration values are + incorrect, incomplete, or incompatible. + +* **Routing $stdout** - Unity defaults to using `putchar()` in C's + standard library to display test results. For more exotic environments + than a desktop with a terminal (e.g. running tests directly on a + non-PC target), you have options. For example, you could create a + routine that transmits a character via RS232 or USB. Once you have + that routine, you can replace `putchar()` calls in Unity by overriding + the function-like macro `UNITY_OUTPUT_CHAR`. Consult your toolchain + and shell documentation. Eventhough this can also be defined in the YAML file + most shell environments do not handle parentheses as command line arguments + very well. To still be able to add this functionality all necessary + options can be defined in the `unity_config.h`. Unity needs to be told to look for + the `unity_config.h` in the YAML file, though. + +Example [:unity] YAML blurbs +```yaml +:unity: + :defines: + - UNITY_INCLUDE_CONFIG_H +``` + +Example unity_config.h +``` +#ifndef UNITY_CONFIG_H +#define UNITY_CONFIG_H + +#include "uart_output.h" //Helper library for your custom environment + +#define UNITY_INT_WIDTH 16 +#define UNITY_OUTPUT_START() uart_init(F_CPU, BAUD) //Helperfunction to init UART +#define UNITY_OUTPUT_CHAR(a) uart_putchar(a) //Helperfunction to forward char via UART +#define UNITY_OUTPUT_COMPLETE() uart_complete() //Helperfunction to inform that test has ended + +#endif +``` + + +**tools**: a means for representing command line tools for use under +Ceedling's automation framework + +Ceedling requires a variety of tools to work its magic. By default, +the GNU toolchain (`gcc`, `cpp`, `as`) are configured and ready for +use with no additions to the project configuration YAML file. +However, as most work will require a project-specific toolchain, +Ceedling provides a generic means for specifying / overriding +tools. + +* `test_compiler`: + + Compiler for test & source-under-test code + + - `${1}`: input source + - `${2}`: output object + - `${3}`: optional output list + - `${4}`: optional output dependencies file + + **Default**: `gcc` + +* `test_linker`: + + Linker to generate test fixture executables + + - `${1}`: input objects + - `${2}`: output binary + - `${3}`: optional output map + - `${4}`: optional library list + - `${5}`: optional library path list + + **Default**: `gcc` + +* `test_fixture`: + + Executable test fixture + + - `${1}`: simulator as executable with`${1}` as input binary file argument or native test executable + + **Default**: `${1}` + +* `test_includes_preprocessor`: + + Extractor of #include statements + + - `${1}`: input source file + + **Default**: `cpp` + +* `test_file_preprocessor`: + + Preprocessor of test files (macros, conditional compilation statements) + - `${1}`: input source file + - `${2}`: preprocessed output source file + + **Default**: `gcc` + +* `test_file_preprocessor_directives`: + + Preprocessor of test files to expand only conditional compilation statements, + handle directives, but do not expand macros + + - `${1}`: input source file + - `${2}`: not-fully preprocessed output source file + + **Default**: `gcc` + +* `test_dependencies_generator`: + + Discovers deep dependencies of source & test (for incremental builds) + + - `${1}`: input source file + - `${2}`: compiled object filepath + - `${3}`: output dependencies file + + **Default**: `gcc` + +* `release_compiler`: + + Compiler for release source code + + - `${1}`: input source + - `${2}`: output object + - `${3}`: optional output list + - `${4}`: optional output dependencies file + + **Default**: `gcc` + +* `release_assembler`: + + Assembler for release assembly code + + - `${1}`: input assembly source file + - `${2}`: output object file + + **Default**: `as` + +* `release_linker`: + + Linker for release source code + + - `${1}`: input objects + - `${2}`: output binary + - `${3}`: optional output map + - `${4}`: optional library list + - `${5}`: optional library path list + + **Default**: `gcc` + +* `release_dependencies_generator`: + + Discovers deep dependencies of source files (for incremental builds) + + - `${1}`: input source file + - `${2}`: compiled object filepath + - `${3}`: output dependencies file + + **Default**: `gcc` + + +A Ceedling tool has a handful of configurable elements: + +1. [:executable] - Command line executable (required) + +2. [:arguments] - List of command line arguments + and substitutions (required) + +3. [:name] - Simple name (e.g. "nickname") of tool beyond its + executable name (if not explicitly set then Ceedling will + form a name from the tool's YAML entry name) + +4. [:stderr_redirect] - Control of capturing $stderr messages + {:none, :auto, :win, :unix, :tcsh}. + Defaults to :none if unspecified; create a custom entry by + specifying a simple string instead of any of the available + symbols. + +5. [:background_exec] - Control execution as background process + {:none, :auto, :win, :unix}. + Defaults to :none if unspecified. + +6. [:optional] - By default a tool is required for operation, which + means tests will be aborted if the tool is not present. However, + you can set this to `TRUE` if it's not needed for testing. + + +Tool Element Runtime Substitution +--------------------------------- + +To accomplish useful work on multiple files, a configured tool will most +often require that some number of its arguments or even the executable +itself change for each run. Consequently, every tool's argument list and +executable field possess two means for substitution at runtime. Ceedling +provides two kinds of inline Ruby execution and a notation for +populating elements with dynamically gathered values within the build +environment. + +Tool Element Runtime Substitution: Inline Ruby Execution +-------------------------------------------------------- + +In-line Ruby execution works similarly to that demonstrated for the +[:environment] section except that substitution occurs as the tool is +executed and not at the time the configuration file is first scanned. + +* `#{...}`: + + Ruby string substitution pattern wherein the containing string is + expanded to include the string generated by Ruby code between the + braces. Multiple instances of this expansion can occur within a single + tool element entry string. Note that if this string substitution + pattern occurs at the very beginning of a string in the YAML + configuration the entire string should be enclosed in quotes (see the + [:environment] section for further explanation on this point). + +* `{...} `: + + If an entire tool element string is enclosed with braces, it signifies + that Ceedling should execute the Ruby code contained within those + braces. Say you have a collection of paths on disk and some of those + paths include spaces. Further suppose that a single tool that must use + those paths requires those spaces to be escaped, but all other uses of + those paths requires the paths to remain unchanged. You could use this + Ceedling feature to insert Ruby code that iterates those paths and + escapes those spaces in the array as used by the tool of this example. + +Tool Element Runtime Substitution: Notational Substitution +---------------------------------------------------------- + +A Ceedling tool's other form of dynamic substitution relies on a '$' +notation. These '$' operators can exist anywhere in a string and can be +decorated in any way needed. To use a literal '$', escape it as '\\$'. + +* `$`: + + Simple substitution for value(s) globally available within the runtime + (most often a string or an array). + +* `${#}`: + + When a Ceedling tool's command line is expanded from its configured + representation and used within Ceedling Ruby code, certain calls to + that tool will be made with a parameter list of substitution values. + Each numbered substitution corresponds to a position in a parameter + list. Ceedling Ruby code expects that configured compiler and linker + tools will contain ${1} and ${2} replacement arguments. In the case of + a compiler ${1} will be a C code file path, and ${2} will be the file + path of the resulting object file. For a linker ${1} will be an array + of object files to link, and ${2} will be the resulting binary + executable. For an executable test fixture ${1} is either the binary + executable itself (when using a local toolchain such as gcc) or a + binary input file given to a simulator in its arguments. + + +Example [:tools] YAML blurbs + +```yaml +:tools: + :test_compiler: + :executable: compiler #exists in system search path + :name: 'acme test compiler' + :arguments: + - -I"$": COLLECTION_PATHS_TEST_TOOLCHAIN_INCLUDE #expands to -I search paths + - -I"$": COLLECTION_PATHS_TEST_SUPPORT_SOURCE_INCLUDE_VENDOR #expands to -I search paths + - -D$: COLLECTION_DEFINES_TEST_AND_VENDOR #expands to all -D defined symbols + - --network-license #simple command line argument + - -optimize-level 4 #simple command line argument + - "#{`args.exe -m acme.prj`}" #in-line ruby sub to shell out & build string of arguments + - -c ${1} #source code input file (Ruby method call param list sub) + - -o ${2} #object file output (Ruby method call param list sub) + :test_linker: + :executable: /programs/acme/bin/linker.exe #absolute file path + :name: 'acme test linker' + :arguments: + - ${1} #list of object files to link (Ruby method call param list sub) + - -l$-lib: #inline yaml array substitution to link in foo-lib and bar-lib + - foo + - bar + - -o ${2} #executable file output (Ruby method call param list sub) + :test_fixture: + :executable: tools/bin/acme_simulator.exe #relative file path to command line simulator + :name: 'acme test fixture' + :stderr_redirect: :win #inform Ceedling what model of $stderr capture to use + :arguments: + - -mem large #simple command line argument + - -f "${1}" #binary executable input file to simulator (Ruby method call param list sub) +``` + +Resulting command line constructions from preceding example [:tools] YAML blurbs + + > compiler -I"/usr/include” -I”project/tests” + -I"project/tests/support” -I”project/source” -I”project/include” + -DTEST -DLONG_NAMES -network-license -optimize-level 4 arg-foo + arg-bar arg-baz -c project/source/source.c -o + build/tests/out/source.o + +[notes: (1.) "arg-foo arg-bar arg-baz" is a fabricated example +string collected from $stdout as a result of shell execution +of args.exe +(2.) the -c and -o arguments are +fabricated examples simulating a single compilation step for +a test; ${1} & ${2} are single files] + + > \programs\acme\bin\linker.exe thing.o unity.o + test_thing_runner.o test_thing.o mock_foo.o mock_bar.o -lfoo-lib + -lbar-lib -o build\tests\out\test_thing.exe + +[note: in this scenario ${1} is an array of all the object files +needed to link a test fixture executable] + + > tools\bin\acme_simulator.exe -mem large -f "build\tests\out\test_thing.bin 2>&1” + +[note: (1.) :executable could have simply been ${1} - if we were compiling +and running native executables instead of cross compiling (2.) we're using +$stderr redirection to allow us to capture simulator error messages to +$stdout for display at the run's conclusion] + + +Notes: + +* The upper case names are Ruby global constants that Ceedling + builds + +* "COLLECTION_" indicates that Ceedling did some work to assemble + the list. For instance, expanding path globs, combining multiple + path globs into a convenient summation, etc. + +* At present, $stderr redirection is primarily used to capture + errors from test fixtures so that they can be displayed at the + conclusion of a test run. For instance, if a simulator detects + a memory access violation or a divide by zero error, this notice + might go unseen in all the output scrolling past in a terminal. + +* The preprocessing tools can each be overridden with non-gcc + equivalents. However, this is an advanced feature not yet + documented and requires that the replacement toolchain conform + to the same conventions used by gcc. + +**Ceedling Collection Used in Compilation**: + +* `COLLECTION_PATHS_TEST`: + + All test paths + +* `COLLECTION_PATHS_SOURCE`: + + All source paths + +* `COLLECTION_PATHS_INCLUDE`: + + All include paths + +* `COLLECTION_PATHS_SUPPORT`: + + All test support paths + +* `COLLECTION_PATHS_SOURCE_AND_INCLUDE`: + + All source and include paths + +* `COLLECTION_PATHS_SOURCE_INCLUDE_VENDOR`: + + All source and include paths + applicable vendor paths (e.g. + CException's source path if exceptions enabled) + +* `COLLECTION_PATHS_TEST_TOOLCHAIN_INCLUDE`: + + All test toolchain include paths + +* `COLLECTION_PATHS_TEST_SUPPORT_SOURCE_INCLUDE`: + + All test, source, and include paths + +* `COLLECTION_PATHS_TEST_SUPPORT_SOURCE_INCLUDE_VENDOR`: + + All test, source, include, and applicable vendor paths (e.g. Unity's + source path plus CMock and CException's source paths if mocks and + exceptions are enabled) + +* `COLLECTION_PATHS_RELEASE_TOOLCHAIN_INCLUDE`: + + All release toolchain include paths + +* `COLLECTION_DEFINES_TEST_AND_VENDOR`: + + All symbols specified in [:defines][:test] + symbols defined for + enabled vendor tools - e.g. [:unity][:defines], [:cmock][:defines], + and [:cexception][:defines] + +* `COLLECTION_DEFINES_RELEASE_AND_VENDOR`: + + All symbols specified in [:defines][:release] plus symbols defined by +[:cexception][:defines] if exceptions are enabled + + +Notes: + +* Other collections exist within Ceedling. However, they are + only useful for advanced features not yet documented. + +* Wherever multiple path lists are combined for use Ceedling prioritizes + path groups as follows: test paths, support paths, source paths, include + paths. + This can be useful, for instance, in certain testing scenarios + where we desire Ceedling or the compiler to find a stand-in header file + before the actual source header file of the same name. + + +**plugins**: Ceedling extensions + +* `load_paths`: + + Base paths to search for plugin subdirectories or extra ruby functionalit + + **Default**: `[]` (empty) + +* `enabled`: + + List of plugins to be used - a plugin's name is identical to the + subdirectory that contains it (and the name of certain files within + that subdirectory) + + **Default**: `[]` (empty) + + +Plugins can provide a variety of added functionality to Ceedling. In +general use, it's assumed that at least one reporting plugin will be +used to format test results. However, if no reporting plugins are +specified, Ceedling will print to `$stdout` the (quite readable) raw +test results from all test fixtures executed. + +Example [:plugins] YAML blurb + +```yaml +:plugins: + :load_paths: + - project/tools/ceedling/plugins #home to your collection of plugin directories + - project/support #maybe home to some ruby code your custom plugins share + :enabled: + - stdout_pretty_tests_report #nice test results at your command line + - our_custom_code_metrics_report #maybe you needed line count and complexity metrics, so you + #created a plugin to scan all your code and collect that info +``` + +* `stdout_pretty_tests_report`: + + Prints to $stdout a well-formatted list of ignored and failed tests, + final test counts, and any extraneous output (e.g. printf statements + or simulator memory errors) collected from executing the test + fixtures. Meant to be used with runs at the command line. + +* `stdout_ide_tests_report`: + + Prints to $stdout simple test results formatted such that an IDE + executing test-related Rake tasks can recognize file paths and line + numbers in test failures, etc. Thus, you can click a test result in + your IDE's execution window and jump to the failure (or ignored test) + in your test file (obviously meant to be used with an [IDE like + Eclipse][ide], etc). + + [ide]: http://throwtheswitch.org/white-papers/using-with-ides.html + +* `xml_tests_report`: + + Creates an XML file of test results in the xUnit format (handy for + Continuous Integration build servers or as input to other reporting + tools). Produces a file report.xml in /artifacts/tests. + +* `bullseye`: + + Adds additional Rake tasks to execute tests with the commercial code + coverage tool provided by [Bullseye][]. See readme.txt inside the bullseye + plugin directory for configuration and use instructions. Note: + Bullseye only works with certain compilers and linkers (healthy list + of supported toolchains though). + + [bullseye]: http://www.bullseye.com + +* `gcov`: + + Adds additional Rake tasks to execute tests with the GNU code coverage + tool [gcov][]. See readme.txt inside the gcov directory for configuration + and use instructions. Only works with GNU compiler and linker. + + [gcov]: http://gcc.gnu.org/onlinedocs/gcc/Gcov.html + +* `warnings_report`: + + Scans compiler and linker `$stdout / $stderr` output for the word + 'warning' (case insensitive). All code warnings (or tool warnings) are + logged to a file warnings.log in the appropriate `/artifacts` directory (e.g. test/ for test tasks, `release/` for a + release build, or even `bullseye/` for bullseye runs). + +Module Generator +======================== +Ceedling includes a plugin called module_generator that will create a source, header and test file for you. +There are several possibilities to configure this plugin through your project.yml to suit your project's needs. + +Directory Structure +------------------------------------------- + +The default configuration for directory/project structure is: +```yaml +:module_generator: + :project_root: ./ + :source_root: src/ + :test_root: test/ +``` +You can change these variables in your project.yml file to comply with your project's directory structure. + +If you call `ceedling module:create`, it will create three files: +1. A source file in the source_root +2. A header file in the source_root +3. A test file in the test_root + +If you want your header file to be in another location, +you can specify the ':inc_root:" in your project.yml file: +```yaml +:module_generator: + :inc_root: inc/ +``` +The module_generator will then create the header file in your defined ':inc_root:'. +By default, ':inc_root:' is not defined so the module_generator will use the source_root. + +Sometimes, your project can't be divided into a single src, inc, and test folder. You have several directories +with sources/..., something like this for example: + + - myDriver + - src + - inc + - test + - myOtherDriver + - src + - inc + - test + - ... + +Don't worry, you don't have to manually create the source/header/test files. +The module_generator can accept a path to create a source_root/inc_root/test_root folder with your files: +`ceedling module:create[:]` + +F.e., applied to the above project structure: +`ceedling module:create[myOtherDriver:driver]` +This will make the module_generator run in the subdirectory 'myOtherDriver' and generate the module files +for you in that directory. So, this command will generate the following files: +1. A source file 'driver.c' in /myOtherDriver/ +2. A header file 'driver.h' in /myOtherDriver/ (or if specified) +3. A test file 'test_driver.c' in /myOtherDriver/ + +Naming +------------------------------------------- +By default, the module_generator will generate your files in lowercase. +`ceedling module:create[mydriver]` and `ceedling module:create[myDriver]`(note the uppercase) will generate the same files: +1. mydriver.c +2. mydriver.h +3. test_mydriver.c + +You can configure the module_generator to use a differect naming mechanism through the project.yml: +```yaml +:module_generator: + :naming: "camel" +``` +There are other possibilities as well (bumpy, camel, snake, caps). +Refer to the unity module generator for more info (the unity module generator is used under the hood by module_generator). + + +Boilerplate header +------------------------------------------- +There are two ways of adding a boilerplate header comment to your generated files: +* With a defined string in the project.yml file: + +```yaml +:module_generator: + :boilerplates: + :src: '/* This is Boilerplate code. */' +``` + +Using the command **ceedling module:create[foo]** it creates the source module as follows: + +```c +/* This is Boilerplate code. */ +#include "foo.h" +``` + +It would be the same for **:tst:** and **:inc:** adding its respective options. + +* Defining an external file with boileplate code: + +```yml +:module_generator: + :boilerplate_files: + :src: '\src_boilerplate.txt' + :inc: '\inc_boilerplate.txt' + :tst: '\tst_boilerplate.txt' +``` + +For whatever file names in whichever folder you desire. + + +Advanced Topics (Coming) +======================== + +Modifying Your Configuration without Modifying Your Project File: Option Files & User Files +------------------------------------------------------------------------------------------- + +Modifying your project file without modifying your project file + +Debugging and/or printf() +------------------------- + +When you gotta get your hands dirty... + +Ceedling Plays Nice with Others - Using Ceedling for Tests Alongside Another Release Build Setup +------------------------------------------------------------------------------------------------ + +You've got options. + +Adding Handy Rake Tasks for Your Project (without Fancy Pants Custom Plugins) +----------------------------------------------------------------------------- + +Add a file `rakefile.rb` at the root of your project that loads Ceedling. This +differs whether you are using the gem version or a local Ceedling version. + +Gem Version: +```ruby +require('Ceedling') +Ceedling.load_project +``` + +Local Ceedling Version (assuming local ceedling is in `vendor/ceedling`): +```ruby +PROJECT_CEEDLING_ROOT = "vendor/ceedling" +load "#{PROJECT_CEEDLING_ROOT}/lib/ceedling.rb" +Ceedling.load_project +``` + +Now you simply add your rake task to the file e.g.: +```ruby +desc "Print hello world in sh" # Only tasks with description are listed by ceedling -T +task :hello_world do + sh "echo Hello World!" +end +``` + +The task can now be called with: `ceedling hello_world` + +Working with Non-Desktop Testing Environments +--------------------------------------------- + +For those crazy platforms lacking command line simulators and for which +cross-compiling on the desktop just ain't gonna get it done. + +Creating Custom Plugins +----------------------- + +Oh boy. This is going to take some explaining. diff --git a/docs/CeedlingUpgrade.md b/docs/CeedlingUpgrade.md new file mode 100644 index 0000000..aeab590 --- /dev/null +++ b/docs/CeedlingUpgrade.md @@ -0,0 +1,83 @@ +# Upgrading Ceedling + +You'd like to stay in sync with the latest Ceedling... and who wouldn't? Depending on +how you've made use of Ceedling, that may vary slightly. No matter what, though, our first +step is to update Ceedling itself. + +## Step 1: Update Ceedling Itself + +``` +gem update ceedling +``` + +That should do it... unless you don't have a valid connection to the internet. In that case, +you might have to download the gem from rubygems.org and then install it manually: + +``` +gem update ceedling --local=ceedling-filename.zip +``` + +## Step 2: Udpate Projects Using Ceedling + +When you set up your project(s), it was either configured to use the gem directly, or it was +configured to install itself locally (often into a vendor directory). + +For projects that are of the first type, congratulations, you're finished. The project will +automatically use the new ceedling. There MAY be things that need to be tweaked if features have +moved significantly. (And we apologize if that's your situation... as we get to version 1, we're +going to have a stronger focus on backwards compatibility). If your project isn't working perfectly, +skip down to Step 3. + +If the project was installed to have a copy of ceedling locally, you have a choice. You may +choose to continue to run THIS project on the old version of Ceedling. Often this is the +preferred method for legacy projects which only get occasional focus. Why go through the effort +of updating for new tools if it's serving its purpose and you're unlikely to actually use the new +features? + +The other choice, of course, is to update it. To do so, we open a command prompt and address ceedling +from *outside* the project. For example, let's say we have the following structure: + + - projects + - myproject + - project.yml + - src + - tgt + - vendor + +In this case, we'd want to be in the `projects` directory. At that point, we can ask Ceedling to +update our project. + +``` +ceedling upgrade myproject +``` + +Ceedling will automatically look for your project yaml file and do its best to determine what needs +to be updated. If installed locally, this will mean copying the latest copy of Unity, CMock, and +Ceedling. It will also involve copying documentation, if you had that installed. + +## Step 3: Solving Problems + +We wish every project would update seamlessly... unfortunately there is a lot of customization that +goes into each project, and Ceedling often isn't aware of all of these. To make matter worse, Ceedling +has been in pre-release for awhile, meaning it occasionally has significant changes that may break +current installations. We've tried to capture the common ones here: + +### rakefile + +Ceedling is built in a utility called Rake. In the past, rake was the method that the user actually +interacted with Ceedling. That's no longer the case. Using a modern version of Ceedling means that +you issue commands like `ceedling test:all` instead of `rake test:all`. If you have a continuous +integration server or other calling service, it may need to be updated to comply. + +Similarly, older versions of Ceedling actually placed a rakefile in the project directory, allowing +the project to customize its own flow. For the most part this went unused and better ways were later +introduced. At this point, the `rakefile` is more trouble than its worth and often should just be +removed. + +### plugins + +If you have custom plugins installed to your project, the plugin architecture has gone through some +revisions and it may or may not be compatible at this time. Again, this is a problem which should +not exist soon. + + diff --git a/docs/ThrowTheSwitchCodingStandard.md b/docs/ThrowTheSwitchCodingStandard.md new file mode 100644 index 0000000..a85adef --- /dev/null +++ b/docs/ThrowTheSwitchCodingStandard.md @@ -0,0 +1,207 @@ +# 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 made an attempt 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 quite a bit of effort into +finding *What Something WANTS to be Called*™. + +When naming things, we more or less follow this hierarchy, the first being the +most important to us (but we do all four whenever 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 tiny 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 +therefore 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 markdown 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)* diff --git a/docs/UnityAssertionsReference.md b/docs/UnityAssertionsReference.md new file mode 100644 index 0000000..f618c72 --- /dev/null +++ b/docs/UnityAssertionsReference.md @@ -0,0 +1,787 @@ +# 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 +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: + +```c +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:_ + +```c +TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) +``` + +becomes messageified like thus... + +```c +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. + +```c + 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. + +```c +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, Pass and Ignore + +#### `TEST_FAIL()` + +#### `TEST_FAIL_MESSAGE("message")` + +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_PASS()` + +#### `TEST_PASS_MESSAGE("message")` + +This will abort the remainder of the test, but count the test as a pass. Under +normal circumstances, it is not necessary to include this macro in your tests... +a lack of failure will automatically be counted as a `PASS`. It is occasionally +useful for tests with `#ifdef`s and such. + +#### `TEST_IGNORE()` + +#### `TEST_IGNORE_MESSAGE("message")` + +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). + +#### `TEST_MESSAGE(message)` + +This can be useful for outputting `INFO` messages into the Unity output stream +without actually ending the test. Like pass and fail messages, it will be output +with the filename and line number. + +### 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)` + +Verify if a pointer is or is not NULL. + +#### `TEST_ASSERT_EMPTY (pointer)` + +#### `TEST_ASSERT_NOT_EMPTY (pointer)` + +Verify if the first element dereferenced from a pointer is or is not zero. This +is particularly useful for checking for empty (or non-empty) null-terminated +C strings, but can be just as easily used for other null-terminated arrays. + +### 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_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)` + +### Characters + +While you can use the 8-bit integer assertions to compare `char`, another option is +to use this specialized assertion which will show printable characters as printables, +otherwise showing the HEX escape code for the characters. + +#### `TEST_ASSERT_EQUAL_CHAR (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. There are assertions for +all the various sizes of ints, as for the equality assertions. Some examples: + +#### `TEST_ASSERT_GREATER_THAN_INT8 (threshold, actual)` + +#### `TEST_ASSERT_GREATER_OR_EQUAL_INT16 (threshold, actual)` + +#### `TEST_ASSERT_LESS_THAN_INT32 (threshold, actual)` + +#### `TEST_ASSERT_LESS_OR_EQUAL_UINT (threshold, actual)` + +#### `TEST_ASSERT_NOT_EQUAL_UINT8 (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)` + +#### `TEST_ASSERT_CHAR_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_CHAR_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. + +### Integer Array Ranges (of all sizes) + +These assertions verify that the `expected` array parameter is within +/- `delta` +(inclusive) of the `actual` array parameter. For example, if the expected value is +\[10, 12\] and the delta is 3 then the assertion will fail for any value +outside the range of \[7 - 13, 9 - 15\]. + +#### `TEST_ASSERT_INT_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_INT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_INT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_INT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_INT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_UINT_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_UINT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_UINT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_UINT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_UINT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_HEX_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_HEX8_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_HEX16_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_HEX32_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_HEX64_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +#### `TEST_ASSERT_CHAR_ARRAY_WITHIN (delta, expected, actual, num_elements)` + +### 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_CHAR (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][]* + +[assert() macro]: http://en.wikipedia.org/en/wiki/Assert.h +[ThrowTheSwitch.org]: https://throwtheswitch.org diff --git a/docs/UnityConfigurationGuide.md b/docs/UnityConfigurationGuide.md new file mode 100644 index 0000000..493b142 --- /dev/null +++ b/docs/UnityConfigurationGuide.md @@ -0,0 +1,505 @@ +# 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. + +Unfortunately, it doesn't usually work well to just #define these things in the test itself. +These defines need to take effect where ever unity.h is included. +This would be test test, the test runner (if you're generating one), and from unity.c when it's compiled. + +## 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:_ + +```C +#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:_ + +```C +#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:_ + +```C +#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:_ + +```C +#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. + +_Hint:_ In order to support exotic processors (for example TI C55x with a pointer width of 23-bit), choose the next power of two (in this case 32-bit). + +_Supported values:_ 16, 32 and 64 + +_Example:_ + +```C +// Choose on of these #defines to set your pointer width (if not autodetected) +//#define UNITY_POINTER_WIDTH 16 +//#define UNITY_POINTER_WIDTH 32 +#define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit +``` + +#### `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:_ + +```C +#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:_ + +```C +//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 don’t 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:_ + +```C +#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:_ + +```C +#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:_ + +```C +#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:_ + +```C +#define UNITY_FLOAT_PRECISION 0.001f +``` + +### Miscellaneous + +#### `UNITY_EXCLUDE_STDDEF_H` + +Unity uses the `NULL` macro, which defines the value of a null pointer constant, defined in `stddef.h` by default. +If you want to provide your own macro for this, you should exclude the `stddef.h` header file by adding this define to your configuration. + +_Example:_ + +```C +#define UNITY_EXCLUDE_STDDEF_H +``` + +#### `UNITY_INCLUDE_PRINT_FORMATTED` + +Unity provides a simple (and very basic) printf-like string output implementation, which is able to print a string modified by the following format string modifiers: + +- __%d__ - signed value (decimal) +- __%i__ - same as __%i__ +- __%u__ - unsigned value (decimal) +- __%f__ - float/Double (if float support is activated) +- __%g__ - same as __%f__ +- __%b__ - binary prefixed with "0b" +- __%x__ - hexadecimal (upper case) prefixed with "0x" +- __%X__ - same as __%x__ +- __%p__ - pointer (same as __%x__ or __%X__) +- __%c__ - a single character +- __%s__ - a string (e.g. "string") +- __%%__ - The "%" symbol (escaped) + +_Example:_ + +```C +#define UNITY_INCLUDE_PRINT_FORMATTED + +int a = 0xfab1; +TEST_PRINTF("Decimal %d\n", -7); +TEST_PRINTF("Unsigned %u\n", 987); +TEST_PRINTF("Float %f\n", 3.1415926535897932384); +TEST_PRINTF("Binary %b\n", 0xA); +TEST_PRINTF("Hex %X\n", 0xFAB); +TEST_PRINTF("Pointer %p\n", &a); +TEST_PRINTF("Character %c\n", 'F'); +TEST_PRINTF("String %s\n", "My string"); +TEST_PRINTF("Percent %%\n"); +TEST_PRINTF("Color Red \033[41mFAIL\033[00m\n"); +TEST_PRINTF("\n"); +TEST_PRINTF("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345); +``` + +### 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: + +```C +#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_OUTPUT_FOR_ECLIPSE` + +#### `UNITY_OUTPUT_FOR_IAR_WORKBENCH` + +#### `UNITY_OUTPUT_FOR_QT_CREATOR` + +When managing your own builds, it is often handy to have messages output in a format which is recognized by your IDE. +These are some standard formats which can be supported. +If you're using Ceedling to manage your builds, it is better to stick with the standard format (leaving these all undefined) and allow Ceedling to use its own decorators. + +#### `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:_ + +```C +#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:_ + +```C +#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:_ + +```C +#define UNITY_EXCLUDE_DETAILS +``` + +#### `UNITY_PRINT_TEST_CONTEXT` + +This option allows you to specify your own function to print additional context as part of the error message when a test has failed. +It can be useful if you want to output some specific information about the state of the test at the point of failure, and `UNITY_SET_DETAILS` isn't flexible enough for your needs. + +_Example:_ + +```C +#define UNITY_PRINT_TEST_CONTEXT PrintIterationCount + +extern int iteration_count; + +void PrintIterationCount(void) +{ + UnityPrintFormatted("At iteration #%d: ", iteration_count); +} +``` + +#### `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:_ + +```C +#define UNITY_EXCLUDE_SETJMP +``` + +#### `UNITY_OUTPUT_COLOR` + +If you want to add color using ANSI escape codes you can use this define. + +_Example:_ + +```C +#define UNITY_OUTPUT_COLOR +``` + +#### `UNITY_SHORTHAND_AS_INT` + +#### `UNITY_SHORTHAND_AS_MEM` + +#### `UNITY_SHORTHAND_AS_RAW` + +#### `UNITY_SHORTHAND_AS_NONE` + +These options give you control of the `TEST_ASSERT_EQUAL` and the `TEST_ASSERT_NOT_EQUAL` shorthand assertions. +Historically, Unity treated the former as an alias for an integer comparison. +It treated the latter as a direct comparison using `!=`. +This asymmetry was confusing, but there was much disagreement as to how best to treat this pair of assertions. +These four options will allow you to specify how Unity will treat these assertions. + +- AS INT - the values will be cast to integers and directly compared. + Arguments that don't cast easily to integers will cause compiler errors. +- AS MEM - the address of both values will be taken and the entire object's memory footprint will be compared byte by byte. + Directly placing constant numbers like `456` as expected values will cause errors. +- AS_RAW - Unity assumes that you can compare the two values using `==` and `!=` and will do so. + No details are given about mismatches, because it doesn't really know what type it's dealing with. +- AS_NONE - Unity will disallow the use of these shorthand macros altogether, insisting that developers choose a more descriptive option. + +#### `UNITY_SUPPORT_VARIADIC_MACROS` + +This will force Unity to support variadic macros when using its own built-in RUN_TEST macro. +This will rarely be necessary. Most often, Unity will automatically detect if the compiler supports variadic macros by checking to see if it's C99+ compatible. +In the event that the compiler supports variadic macros, but is primarily C89 (ANSI), defining this option will allow you to use them. +This option is also not necessary when using Ceedling or the test runner generator script. + +## 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: + +```C +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: + +```C +#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][]* + +[ThrowTheSwitch.org]: https://throwtheswitch.org diff --git a/docs/UnityGettingStartedGuide.md b/docs/UnityGettingStartedGuide.md new file mode 100644 index 0000000..b951c60 --- /dev/null +++ b/docs/UnityGettingStartedGuide.md @@ -0,0 +1,242 @@ +# 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 Ceedling or the test runner generator script, you may leave these off completely. +Not sure? +Give it a try. +If your 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 +} + +// not needed when using generate_test_runner.rb +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. + +### Running Test Functions + +When writing your own `main()` functions, for a test-runner. +There are two ways to execute the test. + +The classic variant + +``` c +RUN_TEST(func, linenum) +``` + +Or its simpler replacement that starts at the beginning of the function. + +``` c +RUN_TEST(func) +``` + +These macros perform the necessary setup before the test is called and handles clean-up and result tabulation afterwards. + +### Ignoring Test Functions + +There are times when a test is incomplete or not valid for some reason. +At these times, TEST_IGNORE can be called. +Control will immediately be returned to the caller of the test, and no failures will be returned. +This is useful when your test runners are automatically generated. + +``` c +TEST_IGNORE() +``` + +Ignore this test and return immediately + +```c +TEST_IGNORE_MESSAGE (message) +``` + +Ignore this test and return immediately. +Output a message stating why the test was ignored. + +### Aborting Tests + +There are times when a test will contain an infinite loop on error conditions, or there may be reason to escape from the test early without executing the rest of the test. +A pair of macros support this functionality in Unity. +The first `TEST_PROTECT` sets up the feature, and handles emergency abort cases. +`TEST_ABORT` can then be used at any time within the tests to return to the last `TEST_PROTECT` call. + +```c + TEST_PROTECT() +``` + +Setup and Catch macro + +```c + TEST_ABORT() +``` + +Abort Test macro + +Example: + +```c + main() + { + if (TEST_PROTECT()) + { + MyTest(); + } + } +``` + +If MyTest calls `TEST_ABORT`, program control will immediately return to `TEST_PROTECT` with a return value of zero. + +## 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][]* + +[generate_test_runner.rb]: ../auto/generate_test_runner.rb +[ThrowTheSwitch.org]: https://throwtheswitch.org diff --git a/docs/UnityHelperScriptsGuide.md b/docs/UnityHelperScriptsGuide.md new file mode 100644 index 0000000..ecbf55e --- /dev/null +++ b/docs/UnityHelperScriptsGuide.md @@ -0,0 +1,245 @@ +# 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][]. + +### `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][] 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 + :suite_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. + +##### `:externc` + +This option should be defined if you are mixing C and CPP and want your test runners to automatically include extern "C" support when they are generated. + +##### `: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. + +##### `:include_extensions` + +This option specifies the pattern for matching acceptable header file extensions. +By default it will accept hpp, hh, H, and h files. +If you need a different combination of files to search, update this from the default `'(?:hpp|hh|H|h)'`. + +##### `:source_extensions` + +This option specifies the pattern for matching acceptable source file extensions. +By default it will accept cpp, cc, C, c, and ino files. +If you need a different combination of files to search, update this from the default `'(?:cpp|cc|ino|C|c)'`. + +### `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 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][]* + +[ruby-lang.org]: https://ruby-labg.org/ +[YAML]: http://www.yaml.org/ +[Ceedling]: http://www.throwtheswitch.org/ceedling +[ThrowTheSwitch.org]: https://throwtheswitch.org diff --git a/docs/plugin_beep.md b/docs/plugin_beep.md new file mode 100644 index 0000000..e59d881 --- /dev/null +++ b/docs/plugin_beep.md @@ -0,0 +1,22 @@ +ceedling-beep +============= + +This is a simple plugin that just beeps at the end of a build and/or test sequence. Are you getting too distracted surfing +the internet, chatting with coworkers, or swordfighting while it's building or testing? The friendly beep will let you know +it's time to pay attention again. + +This plugin has very few configuration options. At this time it can beep on completion of a task and/or on an error condition. +For each of these, you can configure the method that it should beep. + +``` +:tools: + :beep_on_done: :bell + :beep_on_error: :bell +``` + +Each of these have the following options: + + - :bell - this option uses the ASCII bell character out stdout + - :speaker_test - this uses the linux speaker-test command if installed + +Very likely, we'll be adding to this list if people find this to be useful. diff --git a/docs/plugin_bullseye.md b/docs/plugin_bullseye.md new file mode 100644 index 0000000..ab0b53b --- /dev/null +++ b/docs/plugin_bullseye.md @@ -0,0 +1,76 @@ +ceedling-bullseye +================= + +# Plugin Overview + +Plugin for integrating Bullseye code coverage tool into Ceedling projects. +This plugin requires a working license to Bullseye code coverage tools. The tools +must be within the path or the path should be added to the environment in the +`project.yml file`. + +## Configuration + +The bullseye plugin supports configuration options via your `project.yml` provided +by Ceedling. The following is a typical configuration example: + +``` +:bullseye: + :auto_license: TRUE +:plugins: + :bullseye_lib_path: [] +:paths: + :bullseye_toolchain_include: [] + +:tools: + :bullseye_instrumentation: + :executable: covc + :arguments: + - '--file $': ENVIRONMENT_COVFILE + - -q + - ${1} + :bullseye_compiler: + :executable: gcc + :arguments: + - -g + - -I"$": COLLECTION_PATHS_TEST_SUPPORT_SOURCE_INCLUDE_VENDOR + - -I"$": COLLECTION_PATHS_BULLSEYE_TOOLCHAIN_INCLUDE + - -D$: COLLECTION_DEFINES_TEST_AND_VENDOR + - -DBULLSEYE_COMPILER + - -c "${1}" + - -o "${2}" + :bullseye_linker: + :executable: gcc + :arguments: + - ${1} + - -o ${2} + - -L$: PLUGINS_BULLSEYE_LIB_PATH + - -lcov + :bullseye_fixture: + :executable: ${1} + :bullseye_report_covsrc: + :executable: covsrc + :arguments: + - '--file $': ENVIRONMENT_COVFILE + - -q + - -w140 + :bullseye_report_covfn: + :executable: covfn + :stderr_redirect: :auto + :arguments: + - '--file $': ENVIRONMENT_COVFILE + - --width 120 + - --no-source + - '"${1}"' + :bullseye_browser: + :executable: CoverageBrowser + :background_exec: :auto + :optional: TRUE + :arguments: + - '"$"': ENVIRONMENT_COVFILE +``` + +## Example Usage + +```sh +ceedling bullseye:all utils:bullseye +``` diff --git a/docs/plugin_colour_report.md b/docs/plugin_colour_report.md new file mode 100644 index 0000000..4e0fcd4 --- /dev/null +++ b/docs/plugin_colour_report.md @@ -0,0 +1,20 @@ +ceedling-colour-report +====================== + +## Overview + +The colour_report replaces the normal ceedling "pretty" output with +a colorized variant, in order to make the results easier to read from +a standard command line. This is very useful on developer machines, but +can occasionally cause problems with parsing on CI servers. + +## Setup + +Enable the plugin in your project.yml by adding `colour_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - colour_report +``` diff --git a/docs/plugin_command_hooks.md b/docs/plugin_command_hooks.md new file mode 100644 index 0000000..8ac64af --- /dev/null +++ b/docs/plugin_command_hooks.md @@ -0,0 +1,53 @@ +ceedling-command-hooks +====================== + +Plugin for easily calling command line tools at various points in the build process + +Define any of these sections in :tools: to provide additional hooks to be called on demand: + +``` + :pre_mock_generate + :post_mock_generate + :pre_runner_generate + :post_runner_generate + :pre_compile_execute + :post_compile_execute + :pre_link_execute + :post_link_execute + :pre_test_fixture_execute + :pre_test + :post_test + :pre_release + :post_release + :pre_build + :post_build +``` + +Each of these tools can support an :executable string and an :arguments list, like so: + +``` +:tools: + :post_link_execute: + :executable: objcopy.exe + :arguments: + - ${1} #This is replaced with the executable name + - output.srec + - --strip-all +``` + +You may also specify an array of executables to be called in a particular place, like so: + +``` +:tools: + :post_test: + - :executable: echo + :arguments: "${1} was glorious!" + - :executable: echo + :arguments: + - it kinda made me cry a little. + - you? +``` + +Please note that it varies which arguments are being parsed down to the +hooks. For now see `command_hooks.rb` to figure out which suits you best. +Happy Tweaking! diff --git a/docs/plugin_compile_commands_json.md b/docs/plugin_compile_commands_json.md new file mode 100644 index 0000000..ea80b73 --- /dev/null +++ b/docs/plugin_compile_commands_json.md @@ -0,0 +1,29 @@ +compile_commands_json +===================== + +## Overview + +Syntax highlighting and code completion are hard. Historically each editor or IDE has implemented their own and then competed amongst themselves to offer the best experience for developers. Often developers would still to an IDE that felt cumbersome and slow just because it had the best syntax highlighting on the market. If doing it for one language is hard (and it is) imagine doing it for dozens of them. Imagine a full stack developer who has to work with CSS, HTML, JavaScript and some Ruby - they need excellent support in all those languages which just made things even harder. + +In June of 2016, Microsoft with Red Hat and Codenvy got together to create a standard called the Language Server Protocol (LSP). The idea was simple, by standardising on one protocol, all the IDEs and editors out there would only have to support LSP, and not have custom plugins for each language. In turn, the backend code that actually does the highlighting can be written once and used by any IDE that supports LSP. Many editors already support it such as Sublime Text, vim and emacs. This means that if you're using a crufty old IDE or worse, you're using a shiny new editor without code completion, then this could be just the upgrade you're looking for! + +For C and C++ projects, many people use the `clangd` backend. So that it can do things like "go to definition", `clangd` needs to know how to build the project so that it can figure out all the pieces to the puzzle. There are manual tools such as `bear` which can be run with `gcc` or `clang` to extract this information it has a big limitation in that if run with `ceedling release` you won't get any auto completion for Unity and you'll also get error messages reported by your IDE because of what it perceives as missing headers. If you do the same with `ceedling test` now you get Unity but you might miss things that are only seen in the release build. + +This plugin resolves that issue. As it is run by Ceedling, it has access to all the build information it needs to create the perfect `compile_commands.json`. Once enabled, this plugin will generate that file and place it in `./build/artifacts/compile_commands.json`. `clangd` will search your project for this file, but it is easier to symlink it into the root directory (for example `ln -s ./build/artifacts/compile_commands.json`. + +For more information on LSP and to find out if your editor supports it, check out https://langserver.org/ + +## Setup + +Enable the plugin in your project.yml by adding `compile_commands_json` to the list +of enabled plugins. + +``` YAML +:plugins: + :enabled: + - compile_commands_json +``` + +## Configuration + +There is no additional configuration necessary to run this plugin. diff --git a/docs/plugin_dependencies.md b/docs/plugin_dependencies.md new file mode 100644 index 0000000..256467d --- /dev/null +++ b/docs/plugin_dependencies.md @@ -0,0 +1,254 @@ +ceedling-dependencies +===================== + +Plugin for supporting release dependencies. It's rare for an embedded project to +be built completely free of other libraries and modules. Some of these may be +standard internal libraries. Some of these may be 3rd party libraries. In either +case, they become part of the project's ecosystem. + +This plugin is intended to make that relationship easier. It allows you to specify +a source for dependencies. If required, it will automatically grab the appropriate +version of that dependency. + +Most 3rd party libraries have a method of building already in place. While we'd +love to convert the world to a place where everything downloads with a test suite +in Ceedling, that's not likely to happen anytime soon. Until then, this plugin +will allow the developer to specify what calls Ceedling should make to oversee +the build process of those third party utilities. Are they using Make? CMake? A +custom series of scripts that only a mad scientist could possibly understand? No +matter. Ceedling has you covered. Just specify what should be called, and Ceedling +will make it happen whenever it notices that the output artifacts are missing. + +Output artifacts? Sure! Things like static and dynamic libraries, or folders +containing header files that might want to be included by your release project. + +So how does all this magic work? + +First, you need to add the `:dependencies` plugin to your list. Then, we'll add a new +section called :dependencies. There, you can list as many dependencies as you desire. Each +has a series of fields which help Ceedling to understand your needs. Many of them are +optional. If you don't need that feature, just don't include it! In the end, it'll look +something like this: + +``` +:dependencies: + :libraries: + - :name: WolfSSL + :source_path: third_party/wolfssl/source + :build_path: third_party/wolfssl/build + :artifact_path: third_party/wolfssl/install + :fetch: + :method: :zip + :source: \\shared_drive\third_party_libs\wolfssl\wolfssl-4.2.0.zip + :environment: + - CFLAGS+=-DWOLFSSL_DTLS_ALLOW_FUTURE + :build: + - "autoreconf -i" + - "./configure --enable-tls13 --enable-singlethreaded" + - make + - make install + :artifacts: + :static_libraries: + - lib/wolfssl.a + :dynamic_libraries: + - lib/wolfssl.so + :includes: + - include/** +``` + +Let's take a deeper look at each of these features. + +The Starting Dash & Name +------------------------ + +Yes, that opening dash tells the dependencies plugin that the rest of these fields +belong to our first dependency. If we had a second dependency, we'd have another +dash, lined up with the first, and followed by all the fields indented again. + +By convention, we use the `:name` field as the first field for each tool. Ceedling +honestly doesn't care which order the fields are given... but as humans, it makes +it easier for us to see the name of each dependency with starting dash. + +The name field is only used to print progress while we're running Ceedling. You may +call the name of the field whatever you wish. + +Working Folders +--------------- + +The `:source_path` field allows us to specify where the source code for each of our +dependencies is stored. If fetching the dependency from elsewhere, it will be fetched +to this location. All commands to build this dependency will be executed from +this location (override this by specifying a `:build_path`). Finally, the output +artifacts will be referenced to this location (override this by specifying a `:artifact_path`) + +If unspecified, the `:source_path` will be `dependencies\dep_name` where `dep_name` +is the name specified in `:name` above (with special characters removed). It's best, +though, if you specify exactly where you want your dependencies to live. + +If the dependency is directly included in your project (you've specified `:none` as the +`:method` for fetching), then `:source_path` should be where your Ceedling can find the +source for your dependency in you repo. + +All artifacts are relative to the `:artifact_path` (which defaults to be the same as +`:source_path`) + +Fetching Dependencies +--------------------- + +The `:dependencies` plugin supports the ability to automatically fetch your dependencies +for you... using some common methods of fetching source. This section contains only a +couple of fields: + +- `:method` -- This is the method that this dependency is fetched. + - `:none` -- This tells Ceedling that the code is already included in the project. + - `:zip` -- This tells Ceedling that we want to unpack a zip file to our source path. + - `:git` -- This tells Ceedling that we want to clone a git repo to our source path. + - `:svn` -- This tells Ceedling that we want to checkout a subversion repo to our source path. + - `:custom` -- This tells Ceedling that we want to use a custom command or commands to fetch the code. +- `:source` -- This is the path or url to fetch code when using the zip or git method. +- `:tag`/`:branch` -- This is the specific tag or branch that you wish to retrieve (git only. optional). +- `:hash` -- This is the specific SHA1 hash you want to fetch (git only. optional, requires a deep clone). +- `:revision` -- This is the specific revision you want to fetch (svn only. optional). +- `:executable` -- This is a list of commands to execute when using the `:custom` method + + +Environment Variables +--------------------- + +Many build systems support customization through environment variables. By specifying +an array of environment variables, Ceedling will customize the shell environment before +calling the build process. + +Environment variables may be specified in three ways. Let's look at one of each: + +``` + :environment: + - ARCHITECTURE=ARM9 + - CFLAGS+=-DADD_AWESOMENESS + - CFLAGS-=-DWASTE +``` + +In the first example, you see the most straightforward method. The environment variable +`ARCHITECTURE` is set to the value `ARM9`. That's it. Simple. + +The next two options modify an existing symbol. In the first one, we use `+=`, which tells +Ceedling to add the define `ADD_AWESOMENESS` to the environment variable `CFLAGS`. The second +tells Ceedling to remove the define `WASTE` from the same environment variable. + +There are a couple of things to note here. + +First, when adding to a variable, Ceedling has no way of knowing +what delimiter you are expecting. In this example you can see we manually added some whitespace. +If we had been modifying `PATH` instead, we might have had to use a `:` on a unux or `;` on +Windows. + +Second, removing an argument will have no effect on the argument if that argument isn't found +precisely. It's case sensitive and the entire string must match. If symbol doesn't already exist, +it WILL after executing this command... however it will be assigned to nothing. + +Building Dependencies +--------------------- + +The heart of the `:dependencies` plugin is the ability for you, the developer, to specify the +build process for each of your dependencies. You will need to have any required tools installed +before using this feature. + +The steps are specified as an array of strings. Ceedling will execute those steps in the order +specified, moving from step to step unless an error is encountered. By the end of the process, +the artifacts should have been created by your process... otherwise an error will be produced. + +Artifacts +--------- + +These are the outputs of the build process. There are there types of artifacts. Any dependency +may have none or some of these. Calling out these files tells Ceedling that they are important. +Your dependency's build process may produce many other files... but these are the files that +Ceedling understands it needs to act on. + +### `static_libraries` + +Specifying one or more static libraries will tell Ceedling where it should find static libraries +output by your build process. These libraries are automatically added to the list of dependencies +and will be linked with the rest of your code to produce the final release. + +If any of these libraries don't exist, Ceedling will trigger your build process in order for it +to produce them. + +### `dynamic_libraries` + +Specifying one or more dynamic libraries will tell Ceedling where it should find dynamic libraries +output by your build process. These libraries are automatically copied to the same folder as your +final release binary. + +If any of these libraries don't exist, Ceedling will trigger your build process in order for it +to produce them. + +### `includes` + +Often when libraries are built, the same process will output a collection of includes so that +your release code knows how to interact with that library. It's the public API for that library. +By specifying the directories that will contain these includes (don't specify the files themselves, +Ceedling only needs the directories), Ceedling is able to automatically add these to its internal +include list. This allows these files to be used while building your release code, as well we making +them mockable during unit testing. + +### `source` + +It's possible that your external dependency will just produce additional C files as its output. +In this case, Ceedling is able to automatically add these to its internal source list. This allows +these files to be used while building your release code. + +Tasks +----- + +Once configured correctly, the `:dependencies` plugin should integrate seamlessly into your +workflow and you shouldn't have to think about it. In the real world, that doesn't always happen. +Here are a number of tasks that are added or modified by this plugin. + +### `ceedling dependencies:clean` + +This can be issued in order to completely remove the dependency from its source path. On the +next build, it will be refetched and rebuilt from scratch. This can also apply to a particular +dependency. For example, by specifying `dependencies:clean:DepName`. + +### `ceedling dependencies:fetch` + +This can be issued in order to fetch each dependency from its origin. This will have no effect on +dependencies that don't have fetch instructions specified. This can also apply to a particular +dependency. For example, by specifying `dependencies:fetch:DepName`. + +### `ceedling dependencies:make` + +This will force the dependencies to all build. This should happen automatically when a release +has been triggered... but if you're just getting your dependency configured at this moment, you +may want to just use this feature instead. A single dependency can also be built by specifying its +name, like `dependencies:make:MyTunaBoat`. + +### `ceedling dependencies:deploy` + +This will force any dynamic libraries produced by your dependencies to be copied to your release +build directory... just in case you clobbered them. + +### `paths:include` + +Maybe you want to verify that all the include paths are correct. If you query Ceedling with this +request, it will list all the header file paths that it's found, including those produced by +dependencies. + +### `files:include` + +Maybe you want to take that query further and actually get a list of ALL the header files +Ceedling has found, including those belonging to your dependencies. + +Testing +======= + +Hopefully all your dependencies are fully tested... but we can't always depend on that. +In the event that they are tested with Ceedling, you'll probably want to consider using +the `:subprojects` plugin instead of this one. The purpose of this plugin is to pull in +third party code for release... and to provide a mockable interface for Ceedling to use +during its tests of other modules. + +If that's what you're after... you've found the right plugin! + +Happy Testing! diff --git a/docs/plugin_fake_function_framework.md b/docs/plugin_fake_function_framework.md new file mode 100644 index 0000000..8042775 --- /dev/null +++ b/docs/plugin_fake_function_framework.md @@ -0,0 +1,250 @@ +# A Fake Function Framework Plug-in for Ceedling + +This is a plug-in for [Ceedling](https://github.com/ThrowTheSwitch/Ceedling) to use the [Fake Function Framework](https://github.com/meekrosoft/fff) for mocking instead of CMock. + +Using fff provides less strict mocking than CMock, and allows for more loosely-coupled tests. +And, when tests fail -- since you get the actual line number of the failure -- it's a lot easier to figure out what went wrong. + +## Installing the plug-in + +To use the plugin you need to 1) get the contents of this repo and 2) configure your project to use it. + +### Get the source + +The easiest way to get the source is to just clone this repo into the Ceedling plugin folder for your existing Ceedling project. +(Don't have a Ceedling project already? [Here are instructions to create one.](http://www.electronvector.com/blog/try-embedded-test-driven-development-right-now-with-ceedling)) +From within `/vendor/ceedling/plugins`, run: + +`git clone https://github.com/ElectronVector/fake_function_framework.git` + +This will create a new folder named `fake_function_framework` in the plugins folder. + +### Enable the plug-in. + +The plug-in is enabled from within your project.yml file. + +In the `:plugins` configuration, add `fake_function_framework` to the list of enabled plugins: + +```yaml +:plugins: + :load_paths: + - vendor/ceedling/plugins + :enabled: + - stdout_pretty_tests_report + - module_generator + - fake_function_framework +``` +*Note that you could put the plugin source in some other loaction. +In that case you'd need to add a new path the `:load_paths`.* + +## How to use it + +You use fff with Ceedling the same way you used to use CMock. +Modules can still be generated with the default module generator: `rake module:create[my_module]`. +If you want to "mock" `some_module.h` in your tests, just `#include "mock_some_module.h"`. +This creates a fake function for each of the functions defined in `some_module.h`. + +The name of each fake is the original function name with an appended `_fake`. +For example, if we're generating fakes for a stack module with `push` and `pop` functions, we would have the fakes `push_fake` and `pop_fake`. +These fakes are linked into our test executable so that any time our unit under test calls `push` or `pop` our fakes are called instead. + +Each of these fakes is actually a structure containing information about how the function was called, and what it might return. +We can use Unity to inspect these fakes in our tests, and verify the interactions of our units. +There is also a global structure named `fff` which we can use to check the sequence of calls. + +The fakes can also be configured to return particular values, so you can exercise the unit under test however you want. + +The examples below explain how to use fff to test a variety of module interactions. +Each example uses fakes for a "display" module, created from a display.h file with `#include "mock_display.h"`. The `display.h` file must exist and must contain the prototypes for the functions to be faked. + +### Test that a function was called once + +```c +void +test_whenTheDeviceIsReset_thenTheStatusLedIsTurnedOff() +{ + // When + event_deviceReset(); + + // Then + TEST_ASSERT_EQUAL(1, display_turnOffStatusLed_fake.call_count); +} +``` + +### Test that a function was NOT called + +```c +void +test_whenThePowerReadingIsLessThan5_thenTheStatusLedIsNotTurnedOn(void) +{ + // When + event_powerReadingUpdate(4); + + // Then + TEST_ASSERT_EQUAL(0, display_turnOnStatusLed_fake.call_count); +} +``` + +## Test that a single function was called with the correct argument + +```c +void +test_whenTheVolumeKnobIsMaxed_thenVolumeDisplayIsSetTo11(void) +{ + // When + event_volumeKnobMaxed(); + + // Then + TEST_ASSERT_EQUAL(1, display_setVolume_fake.call_count); + TEST_ASSERT_EQUAL(11, display_setVolume_fake.arg0_val); +} +``` + +## Test that calls are made in a particular sequence + +```c +void +test_whenTheModeSelectButtonIsPressed_thenTheDisplayModeIsCycled(void) +{ + // When + event_modeSelectButtonPressed(); + event_modeSelectButtonPressed(); + event_modeSelectButtonPressed(); + + // Then + TEST_ASSERT_EQUAL_PTR((void*)display_setModeToMinimum, fff.call_history[0]); + TEST_ASSERT_EQUAL_PTR((void*)display_setModeToMaximum, fff.call_history[1]); + TEST_ASSERT_EQUAL_PTR((void*)display_setModeToAverage, fff.call_history[2]); +} +``` + +## Fake a return value from a function + +```c +void +test_givenTheDisplayHasAnError_whenTheDeviceIsPoweredOn_thenTheDisplayIsPoweredDown(void) +{ + // Given + display_isError_fake.return_val = true; + + // When + event_devicePoweredOn(); + + // Then + TEST_ASSERT_EQUAL(1, display_powerDown_fake.call_count); +} +``` + +## Fake a function with a value returned by reference + +```c +void +test_givenTheUserHasTypedSleep_whenItIsTimeToCheckTheKeyboard_theDisplayIsPoweredDown(void) +{ + // Given + char mockedEntry[] = "sleep"; + void return_mock_value(char * entry, int length) + { + if (length > strlen(mockedEntry)) + { + strncpy(entry, mockedEntry, length); + } + } + display_getKeyboardEntry_fake.custom_fake = return_mock_value; + + // When + event_keyboardCheckTimerExpired(); + + // Then + TEST_ASSERT_EQUAL(1, display_powerDown_fake.call_count); +} +``` + +## Fake a function with a function pointer parameter + +``` +void +test_givenNewDataIsAvailable_whenTheDisplayHasUpdated_thenTheEventIsComplete(void) +{ + // A mock function for capturing the callback handler function pointer. + void(*registeredCallback)(void) = 0; + void mock_display_updateData(int data, void(*callback)(void)) + { + //Save the callback function. + registeredCallback = callback; + } + display_updateData_fake.custom_fake = mock_display_updateData; + + // Given + event_newDataAvailable(10); + + // When + if (registeredCallback != 0) + { + registeredCallback(); + } + + // Then + TEST_ASSERT_EQUAL(true, eventProcessor_isLastEventComplete()); +} +``` + +## Helper macros + +For convenience, there are also some helper macros that create new Unity-style asserts: + +- `TEST_ASSERT_CALLED(function)`: Asserts that a function was called once. +- `TEST_ASSERT_NOT_CALLED(function)`: Asserts that a function was never called. +- `TEST_ASSERT_CALLED_TIMES(times, function)`: Asserts that a function was called a particular number of times. +- `TEST_ASSERT_CALLED_IN_ORDER(order, function)`: Asserts that a function was called in a particular order. + +Here's how you might use one of these instead of simply checking the call_count value: + +```c +void +test_whenTheDeviceIsReset_thenTheStatusLedIsTurnedOff() +{ + // When + event_deviceReset(); + + // Then + // This how to directly use fff... + TEST_ASSERT_EQUAL(1, display_turnOffStatusLed_fake.call_count); + // ...and this is how to use the helper macro. + TEST_ASSERT_CALLED(display_turnOffStatusLed); +} +``` + +## Test setup + +All of the fake functions, and any fff global state are all reset automatically between each test. + +## CMock configuration + +Use still use some of the CMock configuration options for setting things like the mock prefix, and for including additional header files in the mock files. + +```yaml +:cmock: + :mock_prefix: mock_ + :includes: + - + :includes_h_pre_orig_header: + - + :includes_h_post_orig_header: + - + :includes_c_pre_header: + - + :includes_c_post_header: +``` + +## Running the tests + +There are unit and integration tests for the plug-in itself. +These are run with the default `rake` task. +The integration test runs the tests for the example project in examples/fff_example. +For the integration tests to succeed, this repository must be placed in a Ceedling tree in the plugins folder. + +## More examples + +There is an example project in examples/fff_example. +It shows how to use the plug-in with some full-size examples. diff --git a/docs/plugin_gcov.md b/docs/plugin_gcov.md new file mode 100644 index 0000000..b144e3b --- /dev/null +++ b/docs/plugin_gcov.md @@ -0,0 +1,433 @@ +ceedling-gcov +============= + +# Plugin Overview + +Plugin for integrating GNU GCov code coverage tool into Ceedling projects. +Currently only designed for the gcov command (like LCOV for example). In the +future we could configure this to work with other code coverage tools. + +This plugin currently uses [gcovr](https://www.gcovr.com/) and / or +[ReportGenerator](https://danielpalme.github.io/ReportGenerator/) +as utilities to generate HTML, XML, JSON, or Text reports. The normal gcov +plugin _must_ be run first for these reports to generate. + +## Installation + +gcovr can be installed via pip like so: + +```sh +pip install gcovr +``` + +ReportGenerator can be installed via .NET Core like so: + +```sh +dotnet tool install -g dotnet-reportgenerator-globaltool +``` + +It is not required to install both `gcovr` and `ReportGenerator`. Either utility +may be installed to create reports. + +## Configuration + +The gcov plugin supports configuration options via your `project.yml` provided +by Ceedling. + +### Utilities + +Gcovr and / or ReportGenerator may be enabled to create coverage reports. + +```yaml +:gcov: + :utilities: + - gcovr # Use gcovr to create the specified reports (default). + - ReportGenerator # Use ReportGenerator to create the specified reports. +``` + +### Reports + +Various reports are available and may be enabled with the following +configuration item. See the specific report sections in this README +for additional options and information. All generated reports will be found in `build/artifacts/gcov`. + +```yaml +:gcov: + # Specify one or more reports to generate. + # Defaults to HtmlBasic. + :reports: + # Make an HTML summary report. + # Supported utilities: gcovr, ReportGenerator + - HtmlBasic + + # Make an HTML report with line by line coverage of each source file. + # Supported utilities: gcovr, ReportGenerator + - HtmlDetailed + + # Make a Text report, which may be output to the console with gcovr or a file in both gcovr and ReportGenerator. + # Supported utilities: gcovr, ReportGenerator + - Text + + # Make a Cobertura XML report. + # Supported utilities: gcovr, ReportGenerator + - Cobertura + + # Make a SonarQube XML report. + # Supported utilities: gcovr, ReportGenerator + - SonarQube + + # Make a JSON report. + # Supported utilities: gcovr + - JSON + + # Make a detailed HTML report with CSS and JavaScript included in every HTML page. Useful for build servers. + # Supported utilities: ReportGenerator + - HtmlInline + + # Make a detailed HTML report with a light theme and CSS and JavaScript included in every HTML page for Azure DevOps. + # Supported utilities: ReportGenerator + - HtmlInlineAzure + + # Make a detailed HTML report with a dark theme and CSS and JavaScript included in every HTML page for Azure DevOps. + # Supported utilities: ReportGenerator + - HtmlInlineAzureDark + + # Make a single HTML file containing a chart with historic coverage information. + # Supported utilities: ReportGenerator + - HtmlChart + + # Make a detailed HTML report in a single file. + # Supported utilities: ReportGenerator + - MHtml + + # Make SVG and PNG files that show line and / or branch coverage information. + # Supported utilities: ReportGenerator + - Badges + + # Make a single CSV file containing coverage information per file. + # Supported utilities: ReportGenerator + - CsvSummary + + # Make a single TEX file containing a summary for all files and detailed reports for each files. + # Supported utilities: ReportGenerator + - Latex + + # Make a single TEX file containing a summary for all files. + # Supported utilities: ReportGenerator + - LatexSummary + + # Make a single PNG file containing a chart with historic coverage information. + # Supported utilities: ReportGenerator + - PngChart + + # Command line output interpreted by TeamCity. + # Supported utilities: ReportGenerator + - TeamCitySummary + + # Make a text file in lcov format. + # Supported utilities: ReportGenerator + - lcov + + # Make a XML file containing a summary for all classes and detailed reports for each class. + # Supported utilities: ReportGenerator + - Xml + + # Make a single XML file containing a summary for all files. + # Supported utilities: ReportGenerator + - XmlSummary +``` + +### Gcovr HTML Reports + +Generation of Gcovr HTML reports may be modified with the following configuration items. + +```yaml +:gcov: + # Set to 'true' to enable HTML reports or set to 'false' to disable. + # Defaults to enabled. (gcovr --html) + # Deprecated - See the :reports: configuration option. + :html_report: [true|false] + + # Gcovr supports generating two types of HTML reports. Use 'basic' to create + # an HTML report with only the overall file information. Use 'detailed' to create + # an HTML report with line by line coverage of each source file. + # Defaults to 'basic'. Set to 'detailed' for (gcovr --html-details). + # Deprecated - See the :reports: configuration option. + :html_report_type: [basic|detailed] + + + :gcovr: + # HTML report filename. + :html_artifact_filename: + + # Use 'title' as title for the HTML report. + # Default is 'Head'. (gcovr --html-title) + :html_title: + + # If the coverage is below MEDIUM, the value is marked as low coverage in the HTML report. + # MEDIUM has to be lower than or equal to value of html_high_threshold. + # If MEDIUM is equal to value of html_high_threshold the report has only high and low coverage. + # Default is 75.0. (gcovr --html-medium-threshold) + :html_medium_threshold: 75 + + # If the coverage is below HIGH, the value is marked as medium coverage in the HTML report. + # HIGH has to be greater than or equal to value of html_medium_threshold. + # If HIGH is equal to value of html_medium_threshold the report has only high and low coverage. + # Default is 90.0. (gcovr -html-high-threshold) + :html_high_threshold: 90 + + # Set to 'true' to use absolute paths to link the 'detailed' reports. + # Defaults to relative links. (gcovr --html-absolute-paths) + :html_absolute_paths: [true|false] + + # Override the declared HTML report encoding. Defaults to UTF-8. (gcovr --html-encoding) + :html_encoding: <html_encoding> +``` + +### Cobertura XML Reports + +Generation of Cobertura XML reports may be modified with the following configuration items. + +```yaml +:gcov: + # Set to 'true' to enable Cobertura XML reports or set to 'false' to disable. + # Defaults to disabled. (gcovr --xml) + # Deprecated - See the :reports: configuration option. + :xml_report: [true|false] + + + :gcovr: + # Set to 'true' to pretty-print the Cobertura XML report, otherwise set to 'false'. + # Defaults to disabled. (gcovr --xml-pretty) + :xml_pretty: [true|false] + :cobertura_pretty: [true|false] + + # Cobertura XML report filename. + :xml_artifact_filename: <output> + :cobertura_artifact_filename: <output> +``` + +### SonarQube XML Reports + +Generation of SonarQube XML reports may be modified with the following configuration items. + +```yaml +:gcov: + :gcovr: + # SonarQube XML report filename. + :sonarqube_artifact_filename: <output> +``` + +### JSON Reports + +Generation of JSON reports may be modified with the following configuration items. + +```yaml +:gcov: + :gcovr: + # Set to 'true' to pretty-print the JSON report, otherwise set 'false'. + # Defaults to disabled. (gcovr --json-pretty) + :json_pretty: [true|false] + + # JSON report filename. + :json_artifact_filename: <output> +``` + +### Text Reports + +Generation of text reports may be modified with the following configuration items. +Text reports may be printed to the console or output to a file. + +```yaml +:gcov: + :gcovr: + # Text report filename. + # The text report is printed to the console when no filename is provided. + :text_artifact_filename: <output> +``` + +### Common Report Options + +There are a number of options to control which files are considered part of +the coverage report. Most often, we only care about coverage on our source code, and not +on tests or automatically generated mocks, runners, etc. However, there are times +where this isn't true... or there are times where we've moved ceedling's directory +structure so that the project file isn't at the root of the project anymore. In these +cases, you may need to tweak `report_include`, `report_exclude`, and `exclude_directories`. + +One important note about `report_root`: gcovr will take only a single root folder, unlike +Ceedling's ability to take as many as you like. So you will need to choose a folder which is +a superset of ALL the folders you want, and then use the include or exclude options to set up +patterns of files to pay attention to or ignore. It's not ideal, but it works. + +Finally, there are a number of settings which can be specified to adjust the +default behaviors of gcovr: + +```yaml +:gcov: + :gcovr: + # The root directory of your source files. Defaults to ".", the current directory. + # File names are reported relative to this root. The report_root is the default report_include. + :report_root: "." + + # Load the specified configuration file. + # Defaults to gcovr.cfg in the report_root directory. (gcovr --config) + :config_file: <config_file> + + # Exit with a status of 2 if the total line coverage is less than MIN. + # Can be ORed with exit status of 'fail_under_branch' option. (gcovr --fail-under-line) + :fail_under_line: 30 + + # Exit with a status of 4 if the total branch coverage is less than MIN. + # Can be ORed with exit status of 'fail_under_line' option. (gcovr --fail-under-branch) + :fail_under_branch: 30 + + # Select the source file encoding. + # Defaults to the system default encoding (UTF-8). (gcovr --source-encoding) + :source_encoding: <source_encoding> + + # Report the branch coverage instead of the line coverage. For text report only. (gcovr --branches). + :branches: [true|false] + + # Sort entries by increasing number of uncovered lines. + # For text and HTML report. (gcovr --sort-uncovered) + :sort_uncovered: [true|false] + + # Sort entries by increasing percentage of uncovered lines. + # For text and HTML report. (gcovr --sort-percentage) + :sort_percentage: [true|false] + + # Print a small report to stdout with line & branch percentage coverage. + # This is in addition to other reports. (gcovr --print-summary). + :print_summary: [true|false] + + # Keep only source files that match this filter. (gcovr --filter). + :report_include: "^src" + + # Exclude source files that match this filter. (gcovr --exclude). + :report_exclude: "^vendor.*|^build.*|^test.*|^lib.*" + + # Keep only gcov data files that match this filter. (gcovr --gcov-filter). + :gcov_filter: <gcov_filter> + + # Exclude gcov data files that match this filter. (gcovr --gcov-exclude). + :gcov_exclude: <gcov_exclude> + + # Exclude directories that match this regex while searching + # raw coverage files. (gcovr --exclude-directories). + :exclude_directories: <exclude_dirs> + + # Use a particular gcov executable. (gcovr --gcov-executable). + :gcov_executable: <gcov_cmd> + + # Exclude branch coverage from lines without useful + # source code. (gcovr --exclude-unreachable-branches). + :exclude_unreachable_branches: [true|false] + + # For branch coverage, exclude branches that the compiler + # generates for exception handling. (gcovr --exclude-throw-branches). + :exclude_throw_branches: [true|false] + + # Use existing gcov files for analysis. Default: False. (gcovr --use-gcov-files) + :use_gcov_files: [true|false] + + # Skip lines with parse errors in GCOV files instead of + # exiting with an error. (gcovr --gcov-ignore-parse-errors). + :gcov_ignore_parse_errors: [true|false] + + # Override normal working directory detection. (gcovr --object-directory) + :object_directory: <objdir> + + # Keep gcov files after processing. (gcovr --keep). + :keep: [true|false] + + # Delete gcda files after processing. (gcovr --delete). + :delete: [true|false] + + # Set the number of threads to use in parallel. (gcovr -j). + :num_parallel_threads: <num_threads> + + # When scanning the code coverage, if any files are found that do not have + # associated coverage data, the command will abort with an error message. + :abort_on_uncovered: true + + # When using the ``abort_on_uncovered`` option, the files in this list will not + # trigger a failure. + # Ceedling globs described in the Ceedling packet ``Path`` section can be used + # when directories are placed on the list. Globs are limited to matching directories + # and not files. + :uncovered_ignore_list: [] +``` + +### ReportGenerator Configuration + +The ReportGenerator utility may be configured with the following configuration items. +All generated reports may be found in `build/artifacts/gcov/ReportGenerator`. + +```yaml +:gcov: + :report_generator: + # Optional directory for storing persistent coverage information. + # Can be used in future reports to show coverage evolution. + :history_directory: <history_directory> + + # Optional plugin files for custom reports or custom history storage (separated by semicolon). + :plugins: CustomReports.dll + + # Optional list of assemblies that should be included or excluded in the report (separated by semicolon).. + # Exclusion filters take precedence over inclusion filters. + # Wildcards are allowed, but not regular expressions. + :assembly_filters: "+Included;-Excluded" + + # Optional list of classes that should be included or excluded in the report (separated by semicolon).. + # Exclusion filters take precedence over inclusion filters. + # Wildcards are allowed, but not regular expressions. + :class_filters: "+Included;-Excluded" + + # Optional list of files that should be included or excluded in the report (separated by semicolon).. + # Exclusion filters take precedence over inclusion filters. + # Wildcards are allowed, but not regular expressions. + :file_filters: "-./vendor/*;-./build/*;-./test/*;-./lib/*;+./src/*" + + # The verbosity level of the log messages. + # Values: Verbose, Info, Warning, Error, Off + :verbosity: Warning + + # Optional tag or build version. + :tag: <tag> + + # Optional list of one or more regular expressions to exclude gcov notes files that match these filters. + :gcov_exclude: + - <exclude_regex1> + - <exclude_regex2> + + # Optionally use a particular gcov executable. Defaults to gcov. + :gcov_executable: <gcov_cmd> + + # Optionally set the number of threads to use in parallel. Defaults to 1. + :num_parallel_threads: <num_threads> + + # Optional list of one or more command line arguments to pass to Report Generator. + # Useful for configuring Risk Hotspots and Other Settings. + # https://github.com/danielpalme/ReportGenerator/wiki/Settings + :custom_args: + - <custom_arg1> + - <custom_arg2> +``` + +## Example Usage + +```sh +ceedling gcov:all utils:gcov +``` + +## To-Do list + +- Generate overall report (combined statistics from all files with coverage) + +## Citations + +Most of the comment text which describes the options was taken from the +[Gcovr User Guide](https://www.gcovr.com/en/stable/guide.html) and the +[ReportGenerator Wiki](https://github.com/danielpalme/ReportGenerator/wiki). +The text is repeated here to provide the most accurate option functionality. diff --git a/docs/plugin_json_tests_report.md b/docs/plugin_json_tests_report.md new file mode 100644 index 0000000..8e5a1e5 --- /dev/null +++ b/docs/plugin_json_tests_report.md @@ -0,0 +1,36 @@ +json_tests_report +================= + +## Overview + +The json_tests_report plugin creates a JSON file of test results, which is +handy for Continuous Integration build servers or as input into other +reporting tools. The JSON file is output to the appropriate +`<build_root>/artifacts/` directory (e.g. `artifacts/test/` for test tasks, +`artifacts/gcov/` for gcov, or `artifacts/bullseye/` for bullseye runs). + +## Setup + +Enable the plugin in your project.yml by adding `json_tests_report` to the list +of enabled plugins. + +``` YAML +:plugins: + :enabled: + - json_tests_report +``` + +## Configuration + +Optionally configure the output / artifact filename in your project.yml with +the `artifact_filename` configuration option. The default filename is +`report.json`. + +You can also configure the path that this artifact is stored. This can be done +by setting `path`. The default is that it will be placed in a subfolder under +the `build` directory. + +``` YAML +:json_tests_report: + :artifact_filename: report_spectuluarly.json +``` diff --git a/docs/plugin_junit_tests_report.md b/docs/plugin_junit_tests_report.md new file mode 100644 index 0000000..1259fd6 --- /dev/null +++ b/docs/plugin_junit_tests_report.md @@ -0,0 +1,36 @@ +junit_tests_report +==================== + +## Overview + +The junit_tests_report plugin creates an XML file of test results in JUnit +format, which is handy for Continuous Integration build servers or as input +into other reporting tools. The XML file is output to the appropriate +`<build_root>/artifacts/` directory (e.g. `artifacts/test/` for test tasks, +`artifacts/gcov/` for gcov, or `artifacts/bullseye/` for bullseye runs). + +## Setup + +Enable the plugin in your project.yml by adding `junit_tests_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - junit_tests_report +``` + +## Configuration + +Optionally configure the output / artifact filename in your project.yml with +the `artifact_filename` configuration option. The default filename is +`report.xml`. + +You can also configure the path that this artifact is stored. This can be done +by setting `path`. The default is that it will be placed in a subfolder under +the `build` directory. + +``` YAML +:junit_tests_report: + :artifact_filename: report_junit.xml +``` diff --git a/docs/plugin_module_generator.md b/docs/plugin_module_generator.md new file mode 100644 index 0000000..a3c2c7a --- /dev/null +++ b/docs/plugin_module_generator.md @@ -0,0 +1,119 @@ +ceedling-module-generator +========================= + +## Overview + +The module_generator plugin adds a pair of new commands to Ceedling, allowing +you to make or remove modules according to predefined templates. WIth a single call, +Ceedling can generate a source, header, and test file for a new module. If given a +pattern, it can even create a series of submodules to support specific design patterns. +Finally, it can just as easily remove related modules, avoiding the need to delete +each individually. + +Let's say, for example, that you want to create a single module named `MadScience`. + +``` +ceedling module:create[MadScience] +``` + +It says we're speaking to the module plugin, and we want to create a new module. The +name of that module is between the brackets. It will keep this case, unless you have +specified a different default (see configuration). It will create three files: +`MadScience.c`, `MadScience.h`, and `TestMadScience.c`. *NOTE* that it is important that +there are no spaces between the brackets. We know, it's annoying... but it's the rules. + +You can also create an entire pattern of files. To do that, just add a second argument +to the pattern ID. Something like this: + +``` +ceedling module:create[SecretLair,mch] +``` + +In this example, we'd create 9 files total: 3 headers, 3 source files, and 3 test files. These +files would be named `SecretLairModel`, `SecretLairConductor`, and `SecretLairHardware`. Isn't +that nice? + +Similarly, you can create stubs for all functions in a header file just by making a single call +to your handy `stub` feature, like this: + +``` +ceedling module:stub[SecretLair] +``` + +This call will look in SecretLair.h and will generate a file SecretLair.c that contains a stub +for each function declared in the header! Even better, if SecretLair.c already exists, it will +add only new functions, leaving your existing calls alone so that it doesn't cause any problems. + +## Configuration + +Enable the plugin in your project.yml by adding `module_generator` +to the list of enabled plugins. + +Then, like much of Ceedling, you can just run as-is with the defaults, or you can override those +defaults for your own needs. For example, new source and header files will be automatically +placed in the `src/` folder while tests will go in the `test/` folder. That's great if your project +follows the default ceedling structure... but what if you have a different structure? + +``` +:module_generator: + :project_root: ./ + :source_root: source/ + :inc_root: includes/ + :test_root: tests/ +``` + +Now I've redirected the location where modules are going to be generated. + +### Includes + +You can make it so that all of your files are generated with a standard include list. This is done +by adding to the `:includes` array. For example: + +``` +:module_generator: + :includes: + :tst: + - defs.h + - board.h + :src: + - board.h +``` + +### Boilerplates + +You can specify the actual boilerplate used for each of your files. This is the handy place to +put that corporate copyright notice (or maybe a copyleft notice, if that's your perference?) + +``` +:module_generator: + :boilerplates: | + /*************************** + * This file is Awesome. * + * That is All. * + ***************************/ +``` + +### Test Defines + +You can specify the "#ifdef TEST" at the top of the test files with a custom define. +This example will put a "#ifdef CEEDLING_TEST" at the top of the test files. + +``` +:module_generator: + :test_define: CEEDLING_TEST +``` + +### Naming Convention + +Finally, you can force a particular naming convention. Even if someone calls the generator +with something like `MyNewModule`, if they have the naming convention set to `:caps`, it will +generate files like `MY_NEW_MODULE.c`. This keeps everyone on your team behaving the same way. + +Your options are as follows: + + - `:bumpy` - BumpyFilesLooksLikeSo + - `:camel` - camelFilesAreSimilarButStartLow + - `:snake` - snake_case_is_all_lower_and_uses_underscores + - `:caps` - CAPS_FEELS_LIKE_YOU_ARE_SCREAMING + + diff --git a/docs/plugin_raw_output_report.md b/docs/plugin_raw_output_report.md new file mode 100644 index 0000000..330e87d --- /dev/null +++ b/docs/plugin_raw_output_report.md @@ -0,0 +1,19 @@ +ceedling-raw-output-report +========================== + +## Overview + +The raw-output-report allows you to capture all the output from the called +tools in a single document, so you can trace back through it later. This is +useful for debugging... but can eat through memory quickly if left running. + +## Setup + +Enable the plugin in your project.yml by adding `raw_output_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - raw_output_report +``` diff --git a/docs/plugin_stdout_gtestlike_tests_report.md b/docs/plugin_stdout_gtestlike_tests_report.md new file mode 100644 index 0000000..9ab6084 --- /dev/null +++ b/docs/plugin_stdout_gtestlike_tests_report.md @@ -0,0 +1,19 @@ +ceedling-stdout-gtestlike-tests-report +====================== + +## Overview + +The stdout_gtestlike_tests_report replaces the normal ceedling "pretty" output with +a variant that resembles the output of gtest. This is most helpful when trying to +integrate into an IDE or CI that is meant to work with google test. + +## Setup + +Enable the plugin in your project.yml by adding `stdout_gtestlike_tests_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - stdout_gtestlike_tests_report +``` diff --git a/docs/plugin_stdout_ide_tests_report.md b/docs/plugin_stdout_ide_tests_report.md new file mode 100644 index 0000000..ed6c655 --- /dev/null +++ b/docs/plugin_stdout_ide_tests_report.md @@ -0,0 +1,18 @@ +ceedling-stdout-ide-tests-report +================================ + +## Overview + +The stdout_ide_tests_report replaces the normal ceedling "pretty" output with +a simplified variant intended to be easily parseable. + +## Setup + +Enable the plugin in your project.yml by adding `stdout_ide_tests_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - stdout_ide_tests_report +``` diff --git a/docs/plugin_stdout_pretty_tests_report.md b/docs/plugin_stdout_pretty_tests_report.md new file mode 100644 index 0000000..7e1be23 --- /dev/null +++ b/docs/plugin_stdout_pretty_tests_report.md @@ -0,0 +1,20 @@ +ceedling-pretty-tests-report +============================ + +## Overview + +The stdout_pretty_tests_report is the default output of ceedling. Instead of +showing most of the raw output of CMock, Ceedling, etc., it shows a simplified +view. It also creates a nice summary at the end of execution which groups the +results into ignored and failed tests. + +## Setup + +Enable the plugin in your project.yml by adding `stdout_pretty_tests_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - stdout_pretty_tests_report +``` diff --git a/docs/plugin_subprojects.md b/docs/plugin_subprojects.md new file mode 100644 index 0000000..e51a4e6 --- /dev/null +++ b/docs/plugin_subprojects.md @@ -0,0 +1,63 @@ +ceedling-subprojects +==================== + +Plugin for supporting subprojects that are built as static libraries. It continues to support +dependency tracking, without getting confused between your main project files and your +subproject files. It accepts different compiler flags and linker flags, allowing you to +optimize for your situation. + +First, you're going to want to add the extension to your list of known extensions: + +``` +:extension: + :subprojects: '.a' +``` + +Define a new section called :subprojects. There, you can list as many subprojects +as you may need under the :paths key. For each, you specify a unique place to build +and a unique name. + +``` +:subprojects: + :paths: + - :name: libprojectA + :source: + - ./subprojectA/first/dir + - ./subprojectA/second/dir + :include: + - ./subprojectA/include/dir + :build_root: ./subprojectA/build/dir + :defines: + - DEFINE_JUST_FOR_THIS_FILE + - AND_ANOTHER + - :name: libprojectB + :source: + - ./subprojectB/only/dir + :include: + - ./subprojectB/first/include/dir + - ./subprojectB/second/include/dir + :build_root: ./subprojectB/build/dir + :defines: [] #none for this one +``` + +You can specify the compiler and linker, just as you would a release build: + +``` +:tools: + :subprojects_compiler: + :executable: gcc + :arguments: + - -g + - -I"$": COLLECTION_PATHS_SUBPROJECTS + - -D$: COLLECTION_DEFINES_SUBPROJECTS + - -c "${1}" + - -o "${2}" + :subprojects_linker: + :executable: ar + :arguments: + - rcs + - ${2} + - ${1} +``` + +That's all there is to it! Happy Hacking! diff --git a/docs/plugin_teamcity_tests_report.md b/docs/plugin_teamcity_tests_report.md new file mode 100644 index 0000000..9fcda7d --- /dev/null +++ b/docs/plugin_teamcity_tests_report.md @@ -0,0 +1,18 @@ +ceedling-teamcity-tests-report +============================== + +## Overview + +The teamcity_tests_report replaces the normal ceedling "pretty" output with +a version that has results tagged to be consumed with the teamcity CI server. + +## Setup + +Enable the plugin in your project.yml by adding `teamcity_tests_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - teamcity_tests_report +``` diff --git a/docs/plugin_warnings_report.md b/docs/plugin_warnings_report.md new file mode 100644 index 0000000..fd7fae5 --- /dev/null +++ b/docs/plugin_warnings_report.md @@ -0,0 +1,19 @@ +warnings-report +=============== + +## Overview + +The warnings_report captures all warnings throughout the build process +and collects them into a single report at the end of execution. It places all +of this into a warnings file in the output artifact directory. + +## Setup + +Enable the plugin in your project.yml by adding `warnings_report` +to the list of enabled plugins. + +``` YAML +:plugins: + :enabled: + - warnings_report +``` diff --git a/docs/plugin_xml_tests_report.md b/docs/plugin_xml_tests_report.md new file mode 100644 index 0000000..6200c7d --- /dev/null +++ b/docs/plugin_xml_tests_report.md @@ -0,0 +1,36 @@ +xml_tests_report +================ + +## Overview + +The xml_tests_report plugin creates an XML file of test results in xUnit +format, which is handy for Continuous Integration build servers or as input +into other reporting tools. The XML file is output to the appropriate +`<build_root>/artifacts/` directory (e.g. `artifacts/test/` for test tasks, +`artifacts/gcov/` for gcov, or `artifacts/bullseye/` for bullseye runs). + +## Setup + +Enable the plugin in your project.yml by adding `xml_tests_report` to the list +of enabled plugins. + +``` YAML +:plugins: + :enabled: + - xml_tests_report +``` + +## Configuration + +Optionally configure the output / artifact filename in your project.yml with +the `artifact_filename` configuration option. The default filename is +`report.xml`. + +You can also configure the path that this artifact is stored. This can be done +by setting `path`. The default is that it will be placed in a subfolder under +the `build` directory. + +``` YAML +:xml_tests_report: + :artifact_filename: report_xunit.xml +``` diff --git a/project.yml b/project.yml new file mode 100644 index 0000000..e253248 --- /dev/null +++ b/project.yml @@ -0,0 +1,101 @@ +--- + +# Notes: +# Sample project C code is not presently written to produce a release artifact. +# As such, release build options are disabled. +# This sample, therefore, only demonstrates running a collection of unit tests. + +:project: + :use_exceptions: FALSE + :use_test_preprocessor: TRUE + :use_auxiliary_dependencies: TRUE + :build_root: build +# :release_build: TRUE + :test_file_prefix: test_ + :which_ceedling: gem + :ceedling_version: 0.31.1 + :default_tasks: + - test:all + +#:test_build: +# :use_assembly: TRUE + +#:release_build: +# :output: MyApp.out +# :use_assembly: FALSE + +:environment: + +:extension: + :executable: .out + +:paths: + :test: + - +:test/** + - -:test/support + :source: + - src/** + :support: + - test/support + :libraries: [] + +:defines: + # in order to add common defines: + # 1) remove the trailing [] from the :common: section + # 2) add entries to the :common: section (e.g. :test: has TEST defined) + :common: &common_defines [] + :test: + - *common_defines + - TEST + :test_preprocess: + - *common_defines + - TEST + +:cmock: + :mock_prefix: mock_ + :when_no_prototypes: :warn + :enforce_strict_ordering: TRUE + :plugins: + - :ignore + - :callback + :treat_as: + uint8: HEX8 + uint16: HEX16 + uint32: UINT32 + int8: INT8 + bool: UINT8 + +# Add -gcov to the plugins list to make sure of the gcov plugin +# You will need to have gcov and gcovr both installed to make it work. +# For more information on these options, see docs in plugins/gcov +:gcov: + :reports: + - HtmlDetailed + :gcovr: + :html_medium_threshold: 75 + :html_high_threshold: 90 + +#:tools: +# Ceedling defaults to using gcc for compiling, linking, etc. +# As [:tools] is blank, gcc will be used (so long as it's in your system path) +# See documentation to configure a given toolchain for use + +# LIBRARIES +# These libraries are automatically injected into the build process. Those specified as +# common will be used in all types of builds. Otherwise, libraries can be injected in just +# tests or releases. These options are MERGED with the options in supplemental yaml files. +:libraries: + :placement: :end + :flag: "-l${1}" + :path_flag: "-L ${1}" + :system: [] # for example, you might list 'm' to grab the math library + :test: [] + :release: [] + +:plugins: + :load_paths: + - "#{Ceedling.load_path}" + :enabled: + - stdout_pretty_tests_report + - module_generator +... diff --git a/src/.gitkeep b/src/.gitkeep new file mode 100644 index 0000000..e69de29 diff --git a/team.md b/team.md new file mode 100644 index 0000000..7209439 --- /dev/null +++ b/team.md @@ -0,0 +1 @@ +- TheUltimateOptimist, fdai8031 \ No newline at end of file diff --git a/test/support/.gitkeep b/test/support/.gitkeep new file mode 100644 index 0000000..e69de29