ceedling 0.28.2 → 0.28.3

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Files changed (253) hide show
  1. checksums.yaml +4 -4
  2. data/assets/ceedling +3 -0
  3. data/assets/ceedling.cmd +1 -0
  4. data/assets/default_gitignore +5 -0
  5. data/assets/project_with_guts.yml +1 -0
  6. data/assets/project_with_guts_gcov.yml +3 -0
  7. data/assets/test_example_file_verbose.c +12 -0
  8. data/bin/ceedling +30 -6
  9. data/docs/CeedlingPacket.md +135 -23
  10. data/docs/CeedlingPacket.odt +0 -0
  11. data/examples/blinky/rakefile.rb +2 -1
  12. data/lib/ceedling/configurator.rb +7 -5
  13. data/lib/ceedling/configurator_builder.rb +10 -7
  14. data/lib/ceedling/configurator_plugins.rb +29 -24
  15. data/lib/ceedling/configurator_setup.rb +0 -1
  16. data/lib/ceedling/defaults.rb +7 -2
  17. data/lib/ceedling/dependinator.rb +10 -2
  18. data/lib/ceedling/file_finder.rb +57 -49
  19. data/lib/ceedling/file_path_utils.rb +12 -4
  20. data/lib/ceedling/file_wrapper.rb +4 -0
  21. data/lib/ceedling/generator.rb +4 -3
  22. data/lib/ceedling/generator_test_results.rb +15 -13
  23. data/lib/ceedling/plugin_manager.rb +18 -18
  24. data/lib/ceedling/plugin_reportinator.rb +3 -2
  25. data/lib/ceedling/plugin_reportinator_helper.rb +2 -3
  26. data/lib/ceedling/preprocessinator_extractor.rb +2 -2
  27. data/lib/ceedling/preprocessinator_includes_handler.rb +5 -0
  28. data/lib/ceedling/rakefile.rb +1 -0
  29. data/lib/ceedling/release_invoker_helper.rb +5 -2
  30. data/lib/ceedling/rules_release.rake +2 -1
  31. data/lib/ceedling/rules_tests.rake +18 -9
  32. data/lib/ceedling/rules_tests_deep_dependencies.rake +2 -2
  33. data/lib/ceedling/task_invoker.rb +15 -3
  34. data/lib/ceedling/tasks_vendor.rake +3 -3
  35. data/lib/ceedling/test_invoker.rb +39 -12
  36. data/lib/ceedling/test_invoker_helper.rb +5 -1
  37. data/lib/ceedling/tool_executor.rb +8 -4
  38. data/lib/ceedling/version.rb +1 -1
  39. data/out.fail +21 -0
  40. data/plugins/beep/README.md +22 -0
  41. data/plugins/beep/lib/beep.rb +40 -0
  42. data/plugins/bullseye/bullseye.rake +43 -36
  43. data/plugins/bullseye/config/defaults.yml +4 -0
  44. data/plugins/bullseye/lib/bullseye.rb +27 -5
  45. data/plugins/command_hooks/lib/command_hooks.rb +3 -0
  46. data/plugins/gcov/README.md +34 -1
  47. data/plugins/gcov/config/defaults.yml +3 -3
  48. data/plugins/gcov/gcov.rake +7 -5
  49. data/plugins/gcov/lib/gcov.rb +3 -1
  50. data/plugins/gcov/lib/gcov_constants.rb +2 -0
  51. data/plugins/junit_tests_report/lib/junit_tests_report.rb +12 -9
  52. data/plugins/module_generator/lib/module_generator.rb +14 -1
  53. data/plugins/module_generator/module_generator.rake +21 -4
  54. data/plugins/raw_output_report/lib/raw_output_report.rb +41 -0
  55. data/spec/gcov/gcov_deployment_spec.rb +1 -1
  56. data/spec/gcov/gcov_test_cases_spec.rb +2 -2
  57. data/spec/generator_test_results_spec.rb +5 -0
  58. data/spec/preprocessinator_includes_handler_spec.rb +1 -0
  59. data/spec/spec_system_helper.rb +178 -4
  60. data/spec/support/test_example.fail +1 -0
  61. data/spec/support/test_example.pass +1 -0
  62. data/spec/support/test_example_empty.pass +1 -0
  63. data/spec/support/test_example_ignore.pass +1 -0
  64. data/spec/support/test_example_mangled.pass +1 -0
  65. data/spec/support/test_example_with_time.pass +22 -0
  66. data/spec/system/deployment_spec.rb +33 -0
  67. data/vendor/cmock/README.md +4 -3
  68. data/vendor/cmock/docs/CMock_Summary.md +1 -1
  69. data/vendor/cmock/lib/cmock_config.rb +4 -0
  70. data/vendor/cmock/lib/cmock_generator.rb +5 -2
  71. data/vendor/cmock/lib/cmock_generator_plugin_array.rb +4 -4
  72. data/vendor/cmock/lib/cmock_generator_plugin_callback.rb +9 -11
  73. data/vendor/cmock/lib/cmock_generator_plugin_cexception.rb +0 -1
  74. data/vendor/cmock/lib/cmock_generator_plugin_ignore.rb +2 -3
  75. data/vendor/cmock/lib/cmock_generator_plugin_ignore_arg.rb +2 -4
  76. data/vendor/cmock/lib/cmock_generator_plugin_return_thru_ptr.rb +0 -2
  77. data/vendor/cmock/lib/cmock_generator_utils.rb +16 -3
  78. data/vendor/cmock/lib/cmock_header_parser.rb +59 -34
  79. data/vendor/cmock/release/build.info +1 -1
  80. data/vendor/cmock/release/version.info +1 -1
  81. data/vendor/cmock/scripts/create_makefile.rb +17 -2
  82. data/vendor/cmock/src/cmock.c +13 -7
  83. data/vendor/cmock/test/test_helper.rb +11 -10
  84. data/vendor/cmock/test/unit/cmock_config_test.rb +4 -2
  85. data/vendor/cmock/test/unit/cmock_generator_main_test.rb +10 -4
  86. data/vendor/cmock/test/unit/cmock_generator_plugin_array_test.rb +20 -12
  87. data/vendor/cmock/test/unit/cmock_generator_plugin_expect_a_test.rb +2 -2
  88. data/vendor/cmock/test/unit/cmock_generator_plugin_expect_b_test.rb +2 -2
  89. data/vendor/cmock/test/unit/cmock_generator_plugin_ignore_arg_test.rb +3 -3
  90. data/vendor/cmock/test/unit/cmock_generator_plugin_return_thru_ptr_test.rb +8 -6
  91. data/vendor/cmock/test/unit/cmock_generator_utils_test.rb +27 -10
  92. data/vendor/cmock/test/unit/cmock_header_parser_test.rb +108 -20
  93. data/vendor/cmock/vendor/c_exception/Gemfile +4 -0
  94. data/vendor/cmock/vendor/c_exception/Gemfile.lock +12 -0
  95. data/vendor/cmock/vendor/c_exception/LICENSE.txt +30 -0
  96. data/vendor/cmock/vendor/c_exception/README.md +162 -0
  97. data/vendor/cmock/vendor/c_exception/Rakefile +42 -0
  98. data/vendor/cmock/vendor/c_exception/docs/CException.md +292 -0
  99. data/vendor/cmock/vendor/c_exception/docs/ThrowTheSwitchCodingStandard.md +207 -0
  100. data/vendor/cmock/vendor/c_exception/lib/CException.c +46 -0
  101. data/vendor/cmock/vendor/c_exception/lib/CException.h +110 -0
  102. data/vendor/cmock/vendor/c_exception/makefile +24 -0
  103. data/vendor/cmock/vendor/c_exception/release/build.info +2 -0
  104. data/vendor/cmock/vendor/c_exception/release/version.info +2 -0
  105. data/vendor/cmock/vendor/c_exception/test/CExceptionConfig.h +46 -0
  106. data/vendor/cmock/vendor/c_exception/test/TestException.c +391 -0
  107. data/vendor/cmock/vendor/c_exception/test/TestException_Runner.c +67 -0
  108. data/vendor/cmock/vendor/unity/README.md +231 -0
  109. data/vendor/cmock/vendor/unity/auto/colour_prompt.rb +118 -0
  110. data/vendor/cmock/vendor/unity/auto/colour_reporter.rb +39 -0
  111. data/vendor/cmock/vendor/unity/auto/generate_config.yml +36 -0
  112. data/vendor/cmock/vendor/unity/auto/generate_module.rb +308 -0
  113. data/vendor/cmock/vendor/unity/auto/generate_test_runner.rb +457 -0
  114. data/vendor/cmock/vendor/unity/auto/parse_output.rb +323 -0
  115. data/vendor/cmock/vendor/unity/auto/stylize_as_junit.rb +252 -0
  116. data/vendor/cmock/vendor/unity/auto/test_file_filter.rb +25 -0
  117. data/vendor/cmock/vendor/unity/auto/type_sanitizer.rb +6 -0
  118. data/vendor/cmock/vendor/unity/auto/unity_test_summary.py +139 -0
  119. data/vendor/cmock/vendor/unity/auto/unity_test_summary.rb +136 -0
  120. data/vendor/cmock/vendor/unity/auto/unity_to_junit.py +146 -0
  121. data/vendor/cmock/vendor/unity/docs/ThrowTheSwitchCodingStandard.md +206 -0
  122. data/vendor/cmock/vendor/unity/docs/UnityAssertionsCheatSheetSuitableforPrintingandPossiblyFraming.pdf +0 -0
  123. data/vendor/cmock/vendor/unity/docs/UnityAssertionsReference.md +779 -0
  124. data/vendor/cmock/vendor/unity/docs/UnityConfigurationGuide.md +433 -0
  125. data/vendor/cmock/vendor/unity/docs/UnityGettingStartedGuide.md +192 -0
  126. data/vendor/cmock/vendor/unity/docs/UnityHelperScriptsGuide.md +260 -0
  127. data/vendor/cmock/vendor/unity/docs/license.txt +21 -0
  128. data/vendor/cmock/vendor/unity/examples/example_1/makefile +71 -0
  129. data/vendor/cmock/vendor/unity/examples/example_1/readme.txt +5 -0
  130. data/vendor/cmock/vendor/unity/examples/example_1/src/ProductionCode.c +24 -0
  131. data/vendor/cmock/vendor/unity/examples/example_1/src/ProductionCode.h +3 -0
  132. data/vendor/cmock/vendor/unity/examples/example_1/src/ProductionCode2.c +11 -0
  133. data/vendor/cmock/vendor/unity/examples/example_1/src/ProductionCode2.h +2 -0
  134. data/vendor/cmock/vendor/unity/examples/example_1/test/TestProductionCode.c +62 -0
  135. data/vendor/cmock/vendor/unity/examples/example_1/test/TestProductionCode2.c +31 -0
  136. data/vendor/cmock/vendor/unity/examples/example_1/test/test_runners/TestProductionCode2_Runner.c +53 -0
  137. data/vendor/cmock/vendor/unity/examples/example_1/test/test_runners/TestProductionCode_Runner.c +57 -0
  138. data/vendor/cmock/vendor/unity/examples/example_2/makefile +70 -0
  139. data/vendor/cmock/vendor/unity/examples/example_2/readme.txt +5 -0
  140. data/vendor/cmock/vendor/unity/examples/example_2/src/ProductionCode.c +24 -0
  141. data/vendor/cmock/vendor/unity/examples/example_2/src/ProductionCode.h +3 -0
  142. data/vendor/cmock/vendor/unity/examples/example_2/src/ProductionCode2.c +11 -0
  143. data/vendor/cmock/vendor/unity/examples/example_2/src/ProductionCode2.h +2 -0
  144. data/vendor/cmock/vendor/unity/examples/example_2/test/TestProductionCode.c +64 -0
  145. data/vendor/cmock/vendor/unity/examples/example_2/test/TestProductionCode2.c +33 -0
  146. data/vendor/cmock/vendor/unity/examples/example_2/test/test_runners/TestProductionCode2_Runner.c +9 -0
  147. data/vendor/cmock/vendor/unity/examples/example_2/test/test_runners/TestProductionCode_Runner.c +11 -0
  148. data/vendor/cmock/vendor/unity/examples/example_2/test/test_runners/all_tests.c +12 -0
  149. data/vendor/cmock/vendor/unity/examples/example_3/helper/UnityHelper.c +10 -0
  150. data/vendor/cmock/vendor/unity/examples/example_3/helper/UnityHelper.h +12 -0
  151. data/vendor/cmock/vendor/unity/examples/example_3/rakefile.rb +43 -0
  152. data/vendor/cmock/vendor/unity/examples/example_3/rakefile_helper.rb +249 -0
  153. data/vendor/cmock/vendor/unity/examples/example_3/readme.txt +13 -0
  154. data/vendor/cmock/vendor/unity/examples/example_3/src/ProductionCode.c +24 -0
  155. data/vendor/cmock/vendor/unity/examples/example_3/src/ProductionCode.h +3 -0
  156. data/vendor/cmock/vendor/unity/examples/example_3/src/ProductionCode2.c +11 -0
  157. data/vendor/cmock/vendor/unity/examples/example_3/src/ProductionCode2.h +2 -0
  158. data/vendor/cmock/vendor/unity/examples/example_3/target_gcc_32.yml +46 -0
  159. data/vendor/cmock/vendor/unity/examples/example_3/test/TestProductionCode.c +62 -0
  160. data/vendor/cmock/vendor/unity/examples/example_3/test/TestProductionCode2.c +31 -0
  161. data/vendor/cmock/vendor/unity/examples/unity_config.h +247 -0
  162. data/vendor/cmock/vendor/unity/extras/eclipse/error_parsers.txt +26 -0
  163. data/vendor/cmock/vendor/unity/extras/fixture/rakefile.rb +48 -0
  164. data/vendor/cmock/vendor/unity/extras/fixture/rakefile_helper.rb +178 -0
  165. data/vendor/cmock/vendor/unity/extras/fixture/readme.txt +9 -0
  166. data/vendor/cmock/vendor/unity/extras/fixture/src/unity_fixture.c +436 -0
  167. data/vendor/cmock/vendor/unity/extras/fixture/src/unity_fixture.h +83 -0
  168. data/vendor/cmock/vendor/unity/extras/fixture/src/unity_fixture_internals.h +51 -0
  169. data/vendor/cmock/vendor/unity/extras/fixture/src/unity_fixture_malloc_overrides.h +47 -0
  170. data/vendor/cmock/vendor/unity/extras/fixture/test/Makefile +75 -0
  171. data/vendor/cmock/vendor/unity/extras/fixture/test/main/AllTests.c +22 -0
  172. data/vendor/cmock/vendor/unity/extras/fixture/test/template_fixture_tests.c +39 -0
  173. data/vendor/cmock/vendor/unity/extras/fixture/test/unity_fixture_Test.c +543 -0
  174. data/vendor/cmock/vendor/unity/extras/fixture/test/unity_fixture_TestRunner.c +57 -0
  175. data/vendor/cmock/vendor/unity/extras/fixture/test/unity_output_Spy.c +57 -0
  176. data/vendor/cmock/vendor/unity/extras/fixture/test/unity_output_Spy.h +17 -0
  177. data/vendor/cmock/vendor/unity/release/build.info +2 -0
  178. data/vendor/cmock/vendor/unity/release/version.info +2 -0
  179. data/vendor/cmock/vendor/unity/src/unity.c +1572 -0
  180. data/vendor/cmock/vendor/unity/src/unity.h +503 -0
  181. data/vendor/cmock/vendor/unity/src/unity_internals.h +924 -0
  182. data/vendor/cmock/vendor/unity/test/Makefile +68 -0
  183. data/vendor/cmock/vendor/unity/test/expectdata/testsample_cmd.c +61 -0
  184. data/vendor/cmock/vendor/unity/test/expectdata/testsample_def.c +57 -0
  185. data/vendor/cmock/vendor/unity/test/expectdata/testsample_head1.c +55 -0
  186. data/vendor/cmock/vendor/unity/test/expectdata/testsample_head1.h +15 -0
  187. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_cmd.c +80 -0
  188. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_def.c +76 -0
  189. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_head1.c +75 -0
  190. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_head1.h +13 -0
  191. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_new1.c +89 -0
  192. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_new2.c +89 -0
  193. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_param.c +77 -0
  194. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_run1.c +89 -0
  195. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_run2.c +89 -0
  196. data/vendor/cmock/vendor/unity/test/expectdata/testsample_mock_yaml.c +90 -0
  197. data/vendor/cmock/vendor/unity/test/expectdata/testsample_new1.c +67 -0
  198. data/vendor/cmock/vendor/unity/test/expectdata/testsample_new2.c +70 -0
  199. data/vendor/cmock/vendor/unity/test/expectdata/testsample_param.c +58 -0
  200. data/vendor/cmock/vendor/unity/test/expectdata/testsample_run1.c +67 -0
  201. data/vendor/cmock/vendor/unity/test/expectdata/testsample_run2.c +70 -0
  202. data/vendor/cmock/vendor/unity/test/expectdata/testsample_yaml.c +71 -0
  203. data/vendor/cmock/vendor/unity/test/rakefile +125 -0
  204. data/vendor/cmock/vendor/unity/test/rakefile_helper.rb +260 -0
  205. data/vendor/cmock/vendor/unity/test/spec/generate_module_existing_file_spec.rb +158 -0
  206. data/vendor/cmock/vendor/unity/test/targets/clang_file.yml +78 -0
  207. data/vendor/cmock/vendor/unity/test/targets/clang_strict.yml +78 -0
  208. data/vendor/cmock/vendor/unity/test/targets/gcc_32.yml +49 -0
  209. data/vendor/cmock/vendor/unity/test/targets/gcc_64.yml +50 -0
  210. data/vendor/cmock/vendor/unity/test/targets/gcc_auto_limits.yml +47 -0
  211. data/vendor/cmock/vendor/unity/test/targets/gcc_auto_stdint.yml +59 -0
  212. data/vendor/cmock/vendor/unity/test/targets/gcc_manual_math.yml +47 -0
  213. data/vendor/cmock/vendor/unity/test/targets/hitech_picc18.yml +101 -0
  214. data/vendor/cmock/vendor/unity/test/targets/iar_arm_v4.yml +90 -0
  215. data/vendor/cmock/vendor/unity/test/targets/iar_arm_v5.yml +80 -0
  216. data/vendor/cmock/vendor/unity/test/targets/iar_arm_v5_3.yml +80 -0
  217. data/vendor/cmock/vendor/unity/test/targets/iar_armcortex_LM3S9B92_v5_4.yml +94 -0
  218. data/vendor/cmock/vendor/unity/test/targets/iar_cortexm3_v5.yml +84 -0
  219. data/vendor/cmock/vendor/unity/test/targets/iar_msp430.yml +95 -0
  220. data/vendor/cmock/vendor/unity/test/targets/iar_sh2a_v6.yml +86 -0
  221. data/vendor/cmock/vendor/unity/test/testdata/CException.h +11 -0
  222. data/vendor/cmock/vendor/unity/test/testdata/Defs.h +8 -0
  223. data/vendor/cmock/vendor/unity/test/testdata/cmock.h +14 -0
  224. data/vendor/cmock/vendor/unity/test/testdata/mockMock.h +13 -0
  225. data/vendor/cmock/vendor/unity/test/testdata/testRunnerGenerator.c +186 -0
  226. data/vendor/cmock/vendor/unity/test/testdata/testRunnerGeneratorSmall.c +70 -0
  227. data/vendor/cmock/vendor/unity/test/testdata/testRunnerGeneratorWithMocks.c +195 -0
  228. data/vendor/cmock/vendor/unity/test/tests/test_generate_test_runner.rb +1252 -0
  229. data/vendor/cmock/vendor/unity/test/tests/testparameterized.c +113 -0
  230. data/vendor/cmock/vendor/unity/test/tests/testunity.c +5371 -0
  231. data/vendor/unity/auto/generate_test_runner.rb +30 -10
  232. data/vendor/unity/auto/parse_output.rb +212 -109
  233. data/vendor/unity/docs/ThrowTheSwitchCodingStandard.md +9 -10
  234. data/vendor/unity/docs/UnityAssertionsReference.md +11 -2
  235. data/vendor/unity/docs/UnityConfigurationGuide.md +90 -55
  236. data/vendor/unity/docs/UnityGettingStartedGuide.md +6 -5
  237. data/vendor/unity/docs/UnityHelperScriptsGuide.md +23 -5
  238. data/vendor/unity/examples/unity_config.h +8 -0
  239. data/vendor/unity/extras/fixture/src/unity_fixture.c +4 -0
  240. data/vendor/unity/extras/fixture/src/unity_fixture.h +1 -1
  241. data/vendor/unity/extras/fixture/src/unity_fixture_internals.h +2 -2
  242. data/vendor/unity/release/build.info +1 -1
  243. data/vendor/unity/release/version.info +1 -1
  244. data/vendor/unity/src/unity.c +64 -57
  245. data/vendor/unity/src/unity.h +111 -7
  246. data/vendor/unity/src/unity_internals.h +173 -73
  247. data/vendor/unity/test/Makefile +5 -1
  248. data/vendor/unity/test/testdata/testRunnerGenerator.c +4 -1
  249. data/vendor/unity/test/testdata/testRunnerGeneratorSmall.c +4 -1
  250. data/vendor/unity/test/testdata/testRunnerGeneratorWithMocks.c +4 -1
  251. data/vendor/unity/test/tests/testparameterized.c +5 -2
  252. data/vendor/unity/test/tests/testunity.c +34 -0
  253. metadata +150 -2
@@ -0,0 +1,433 @@
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+ # Unity Configuration Guide
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+
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+ ## C Standards, Compilers and Microcontrollers
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+
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+ The embedded software world contains its challenges. Compilers support different
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+ revisions of the C Standard. They ignore requirements in places, sometimes to
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+ make the language more usable in some special regard. Sometimes it's to simplify
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+ their support. Sometimes it's due to specific quirks of the microcontroller they
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+ are targeting. Simulators add another dimension to this menagerie.
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+
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+ Unity is designed to run on almost anything that is targeted by a C compiler. It
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+ would be awesome if this could be done with zero configuration. While there are
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+ some targets that come close to this dream, it is sadly not universal. It is
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+ likely that you are going to need at least a couple of the configuration options
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+ described in this document.
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+
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+ All of Unity's configuration options are `#defines`. Most of these are simple
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+ definitions. A couple are macros with arguments. They live inside the
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+ unity_internals.h header file. We don't necessarily recommend opening that file
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+ unless you really need to. That file is proof that a cross-platform library is
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+ challenging to build. From a more positive perspective, it is also proof that a
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+ great deal of complexity can be centralized primarily to one place to
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+ provide a more consistent and simple experience elsewhere.
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+
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+
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+ ### Using These Options
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+
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+ It doesn't matter if you're using a target-specific compiler and a simulator or
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+ a native compiler. In either case, you've got a couple choices for configuring
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+ these options:
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+
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+ 1. Because these options are specified via C defines, you can pass most of these
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+ options to your compiler through command line compiler flags. Even if you're
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+ using an embedded target that forces you to use their overbearing IDE for all
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+ configuration, there will be a place somewhere in your project to configure
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+ defines for your compiler.
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+ 2. You can create a custom `unity_config.h` configuration file (present in your
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+ toolchain's search paths). In this file, you will list definitions and macros
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+ specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and
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+ Unity will rely on `unity_config.h` for any further definitions it may need.
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+
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+
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+ ## The Options
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+
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+ ### Integer Types
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+
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+ If you've been a C developer for long, you probably already know that C's
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+ concept of an integer varies from target to target. The C Standard has rules
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+ about the `int` matching the register size of the target microprocessor. It has
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+ rules about the `int` and how its size relates to other integer types. An `int`
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+ on one target might be 16 bits while on another target it might be 64. There are
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+ more specific types in compilers compliant with C99 or later, but that's
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+ certainly not every compiler you are likely to encounter. Therefore, Unity has a
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+ number of features for helping to adjust itself to match your required integer
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+ sizes. It starts off by trying to do it automatically.
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+
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+
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+ ##### `UNITY_EXCLUDE_STDINT_H`
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+
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+ The first thing that Unity does to guess your types is check `stdint.h`.
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+ This file includes defines like `UINT_MAX` that Unity can use to
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+ learn a lot about your system. It's possible you don't want it to do this
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+ (um. why not?) or (more likely) it's possible that your system doesn't
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+ support `stdint.h`. If that's the case, you're going to want to define this.
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+ That way, Unity will know to skip the inclusion of this file and you won't
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+ be left with a compiler error.
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+
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+ _Example:_
69
+ #define UNITY_EXCLUDE_STDINT_H
70
+
71
+
72
+ ##### `UNITY_EXCLUDE_LIMITS_H`
73
+
74
+ The second attempt to guess your types is to check `limits.h`. Some compilers
75
+ that don't support `stdint.h` could include `limits.h` instead. If you don't
76
+ want Unity to check this file either, define this to make it skip the inclusion.
77
+
78
+ _Example:_
79
+ #define UNITY_EXCLUDE_LIMITS_H
80
+
81
+
82
+ If you've disabled both of the automatic options above, you're going to have to
83
+ do the configuration yourself. Don't worry. Even this isn't too bad... there are
84
+ just a handful of defines that you are going to specify if you don't like the
85
+ defaults.
86
+
87
+
88
+ ##### `UNITY_INT_WIDTH`
89
+
90
+ Define this to be the number of bits an `int` takes up on your system. The
91
+ default, if not autodetected, is 32 bits.
92
+
93
+ _Example:_
94
+ #define UNITY_INT_WIDTH 16
95
+
96
+
97
+ ##### `UNITY_LONG_WIDTH`
98
+
99
+ Define this to be the number of bits a `long` takes up on your system. The
100
+ default, if not autodetected, is 32 bits. This is used to figure out what kind
101
+ of 64-bit support your system can handle. Does it need to specify a `long` or a
102
+ `long long` to get a 64-bit value. On 16-bit systems, this option is going to be
103
+ ignored.
104
+
105
+ _Example:_
106
+ #define UNITY_LONG_WIDTH 16
107
+
108
+
109
+ ##### `UNITY_POINTER_WIDTH`
110
+
111
+ Define this to be the number of bits a pointer takes up on your system. The
112
+ default, if not autodetected, is 32-bits. If you're getting ugly compiler
113
+ warnings about casting from pointers, this is the one to look at.
114
+
115
+ _Example:_
116
+ #define UNITY_POINTER_WIDTH 64
117
+
118
+
119
+ ##### `UNITY_SUPPORT_64`
120
+
121
+ Unity will automatically include 64-bit support if it auto-detects it, or if
122
+ your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
123
+ enable 64-bit support if none of the other options already did it for you. There
124
+ can be a significant size and speed impact to enabling 64-bit support on small
125
+ targets, so don't define it if you don't need it.
126
+
127
+ _Example:_
128
+ #define UNITY_SUPPORT_64
129
+
130
+
131
+ ### Floating Point Types
132
+
133
+ In the embedded world, it's not uncommon for targets to have no support for
134
+ floating point operations at all or to have support that is limited to only
135
+ single precision. We are able to guess integer sizes on the fly because integers
136
+ are always available in at least one size. Floating point, on the other hand, is
137
+ sometimes not available at all. Trying to include `float.h` on these platforms
138
+ would result in an error. This leaves manual configuration as the only option.
139
+
140
+
141
+ ##### `UNITY_INCLUDE_FLOAT`
142
+
143
+ ##### `UNITY_EXCLUDE_FLOAT`
144
+
145
+ ##### `UNITY_INCLUDE_DOUBLE`
146
+
147
+ ##### `UNITY_EXCLUDE_DOUBLE`
148
+
149
+ By default, Unity guesses that you will want single precision floating point
150
+ support, but not double precision. It's easy to change either of these using the
151
+ include and exclude options here. You may include neither, either, or both, as
152
+ suits your needs. For features that are enabled, the following floating point
153
+ options also become available.
154
+
155
+ _Example:_
156
+
157
+ //what manner of strange processor is this?
158
+ #define UNITY_EXCLUDE_FLOAT
159
+ #define UNITY_INCLUDE_DOUBLE
160
+
161
+
162
+ ##### `UNITY_EXCLUDE_FLOAT_PRINT`
163
+
164
+ Unity aims for as small of a footprint as possible and avoids most standard
165
+ library calls (some embedded platforms don’t have a standard library!). Because
166
+ of this, its routines for printing integer values are minimalist and hand-coded.
167
+ Therefore, the display of floating point values during a failure are optional.
168
+ By default, Unity will print the actual results of floating point assertion
169
+ failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
170
+ can use this define to instead respond to a failed assertion with a message like
171
+ ”Values Not Within Delta”. If you would like verbose failure messages for floating
172
+ point assertions, use these options to give more explicit failure messages.
173
+
174
+ _Example:_
175
+ #define UNITY_EXCLUDE_FLOAT_PRINT
176
+
177
+
178
+ ##### `UNITY_FLOAT_TYPE`
179
+
180
+ If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
181
+ floats. If your compiler supports a specialty floating point type, you can
182
+ always override this behavior by using this definition.
183
+
184
+ _Example:_
185
+ #define UNITY_FLOAT_TYPE float16_t
186
+
187
+
188
+ ##### `UNITY_DOUBLE_TYPE`
189
+
190
+ If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
191
+ doubles. If you would like to change this, you can specify something else by
192
+ using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
193
+ could enable gargantuan floating point types on your 64-bit processor instead of
194
+ the standard `double`.
195
+
196
+ _Example:_
197
+ #define UNITY_DOUBLE_TYPE long double
198
+
199
+
200
+ ##### `UNITY_FLOAT_PRECISION`
201
+
202
+ ##### `UNITY_DOUBLE_PRECISION`
203
+
204
+ If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
205
+ documented in the big daddy Unity Assertion Guide, you will learn that they are
206
+ not really asserting that two values are equal but rather that two values are
207
+ "close enough" to equal. "Close enough" is controlled by these precision
208
+ configuration options. If you are working with 32-bit floats and/or 64-bit
209
+ doubles (the normal on most processors), you should have no need to change these
210
+ options. They are both set to give you approximately 1 significant bit in either
211
+ direction. The float precision is 0.00001 while the double is 10-12.
212
+ For further details on how this works, see the appendix of the Unity Assertion
213
+ Guide.
214
+
215
+ _Example:_
216
+ #define UNITY_FLOAT_PRECISION 0.001f
217
+
218
+
219
+ ### Toolset Customization
220
+
221
+ In addition to the options listed above, there are a number of other options
222
+ which will come in handy to customize Unity's behavior for your specific
223
+ toolchain. It is possible that you may not need to touch any of these... but
224
+ certain platforms, particularly those running in simulators, may need to jump
225
+ through extra hoops to run properly. These macros will help in those
226
+ situations.
227
+
228
+
229
+ ##### `UNITY_OUTPUT_CHAR(a)`
230
+
231
+ ##### `UNITY_OUTPUT_FLUSH()`
232
+
233
+ ##### `UNITY_OUTPUT_START()`
234
+
235
+ ##### `UNITY_OUTPUT_COMPLETE()`
236
+
237
+ By default, Unity prints its results to `stdout` as it runs. This works
238
+ perfectly fine in most situations where you are using a native compiler for
239
+ testing. It works on some simulators as well so long as they have `stdout`
240
+ routed back to the command line. There are times, however, where the simulator
241
+ will lack support for dumping results or you will want to route results
242
+ elsewhere for other reasons. In these cases, you should define the
243
+ `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
244
+ an `int`, since this is the parameter type of the standard C `putchar` function
245
+ most commonly used). You may replace this with whatever function call you like.
246
+
247
+ _Example:_
248
+ Say you are forced to run your test suite on an embedded processor with no
249
+ `stdout` option. You decide to route your test result output to a custom serial
250
+ `RS232_putc()` function you wrote like thus:
251
+ #include "RS232_header.h"
252
+ ...
253
+ #define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
254
+ #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
255
+ #define UNITY_OUTPUT_FLUSH() RS232_flush()
256
+ #define UNITY_OUTPUT_COMPLETE() RS232_close()
257
+
258
+ _Note:_
259
+ `UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
260
+ specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required.
261
+
262
+
263
+ ##### `UNITY_WEAK_ATTRIBUTE`
264
+
265
+ ##### `UNITY_WEAK_PRAGMA`
266
+
267
+ ##### `UNITY_NO_WEAK`
268
+
269
+ For some targets, Unity can make the otherwise required setUp() and tearDown()
270
+ functions optional. This is a nice convenience for test writers since setUp and
271
+ tearDown don’t often actually do anything. If you’re using gcc or clang, this
272
+ option is automatically defined for you. Other compilers can also support this
273
+ behavior, if they support a C feature called weak functions. A weak function is
274
+ a function that is compiled into your executable unless a non-weak version of
275
+ the same function is defined elsewhere. If a non-weak version is found, the weak
276
+ version is ignored as if it never existed. If your compiler supports this feature,
277
+ you can let Unity know by defining UNITY_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA as
278
+ the function attributes that would need to be applied to identify a function as
279
+ weak. If your compiler lacks support for weak functions, you will always need to
280
+ define setUp and tearDown functions (though they can be and often will be just
281
+ empty). You can also force Unity to NOT use weak functions by defining
282
+ UNITY_NO_WEAK. The most common options for this feature are:
283
+
284
+ _Example:_
285
+ #define UNITY_WEAK_ATTRIBUTE weak
286
+ #define UNITY_WEAK_ATTRIBUTE __attribute__((weak))
287
+ #define UNITY_WEAK_PRAGMA
288
+ #define UNITY_NO_WEAK
289
+
290
+
291
+ ##### `UNITY_PTR_ATTRIBUTE`
292
+
293
+ Some compilers require a custom attribute to be assigned to pointers, like
294
+ `near` or `far`. In these cases, you can give Unity a safe default for these by
295
+ defining this option with the attribute you would like.
296
+
297
+ _Example:_
298
+ #define UNITY_PTR_ATTRIBUTE __attribute__((far))
299
+ #define UNITY_PTR_ATTRIBUTE near
300
+
301
+
302
+ ##### `UNITY_PRINT_EOL`
303
+
304
+ By default, Unity outputs \n at the end of each line of output. This is easy
305
+ to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
306
+ system. Feel free to override this and to make it whatever you wish.
307
+
308
+ _Example:_
309
+ #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
310
+
311
+
312
+
313
+ ##### `UNITY_EXCLUDE_DETAILS`
314
+
315
+ This is an option for if you absolutely must squeeze every byte of memory out of
316
+ your system. Unity stores a set of internal scratchpads which are used to pass
317
+ extra detail information around. It's used by systems like CMock in order to
318
+ report which function or argument flagged an error. If you're not using CMock and
319
+ you're not using these details for other things, then you can exclude them.
320
+
321
+ _Example:_
322
+ #define UNITY_EXCLUDE_DETAILS
323
+
324
+
325
+
326
+ ##### `UNITY_EXCLUDE_SETJMP`
327
+
328
+ If your embedded system doesn't support the standard library setjmp, you can
329
+ exclude Unity's reliance on this by using this define. This dropped dependence
330
+ comes at a price, though. You will be unable to use custom helper functions for
331
+ your tests, and you will be unable to use tools like CMock. Very likely, if your
332
+ compiler doesn't support setjmp, you wouldn't have had the memory space for those
333
+ things anyway, though... so this option exists for those situations.
334
+
335
+ _Example:_
336
+ #define UNITY_EXCLUDE_SETJMP
337
+
338
+ ##### `UNITY_OUTPUT_COLOR`
339
+
340
+ If you want to add color using ANSI escape codes you can use this define.
341
+ t
342
+ _Example:_
343
+ #define UNITY_OUTPUT_COLOR
344
+
345
+
346
+
347
+ ## Getting Into The Guts
348
+
349
+ There will be cases where the options above aren't quite going to get everything
350
+ perfect. They are likely sufficient for any situation where you are compiling
351
+ and executing your tests with a native toolchain (e.g. clang on Mac). These
352
+ options may even get you through the majority of cases encountered in working
353
+ with a target simulator run from your local command line. But especially if you
354
+ must run your test suite on your target hardware, your Unity configuration will
355
+ require special help. This special help will usually reside in one of two
356
+ places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
357
+ work.
358
+
359
+
360
+ ##### `main()`
361
+
362
+ Each test module is compiled and run on its own, separate from the other test
363
+ files in your project. Each test file, therefore, has a `main` function. This
364
+ `main` function will need to contain whatever code is necessary to initialize
365
+ your system to a workable state. This is particularly true for situations where
366
+ you must set up a memory map or initialize a communication channel for the
367
+ output of your test results.
368
+
369
+ A simple main function looks something like this:
370
+
371
+ int main(void) {
372
+ UNITY_BEGIN();
373
+ RUN_TEST(test_TheFirst);
374
+ RUN_TEST(test_TheSecond);
375
+ RUN_TEST(test_TheThird);
376
+ return UNITY_END();
377
+ }
378
+
379
+ You can see that our main function doesn't bother taking any arguments. For our
380
+ most barebones case, we'll never have arguments because we just run all the
381
+ tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
382
+ (in whatever order we wish). Finally, we call `UNITY_END`, returning its return
383
+ value (which is the total number of failures).
384
+
385
+ It should be easy to see that you can add code before any test cases are run or
386
+ after all the test cases have completed. This allows you to do any needed
387
+ system-wide setup or teardown that might be required for your special
388
+ circumstances.
389
+
390
+
391
+ ##### `RUN_TEST`
392
+
393
+ The `RUN_TEST` macro is called with each test case function. Its job is to
394
+ perform whatever setup and teardown is necessary for executing a single test
395
+ case function. This includes catching failures, calling the test module's
396
+ `setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
397
+ using CMock or test coverage, there will be additional stubs in use here. A
398
+ simple minimalist RUN_TEST macro looks something like this:
399
+
400
+ #define RUN_TEST(testfunc) \
401
+ UNITY_NEW_TEST(#testfunc) \
402
+ if (TEST_PROTECT()) { \
403
+ setUp(); \
404
+ testfunc(); \
405
+ } \
406
+ if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
407
+ tearDown(); \
408
+ UnityConcludeTest();
409
+
410
+ So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
411
+ has to deal with for every single test case. For each test case, we declare that
412
+ it is a new test. Then we run `setUp` and our test function. These are run
413
+ within a `TEST_PROTECT` block, the function of which is to handle failures that
414
+ occur during the test. Then, assuming our test is still running and hasn't been
415
+ ignored, we run `tearDown`. No matter what, our last step is to conclude this
416
+ test before moving on to the next.
417
+
418
+ Let's say you need to add a call to `fsync` to force all of your output data to
419
+ flush to a file after each test. You could easily insert this after your
420
+ `UnityConcludeTest` call. Maybe you want to write an xml tag before and after
421
+ each result set. Again, you could do this by adding lines to this macro. Updates
422
+ to this macro are for the occasions when you need an action before or after
423
+ every single test case throughout your entire suite of tests.
424
+
425
+
426
+ ## Happy Porting
427
+
428
+ The defines and macros in this guide should help you port Unity to just about
429
+ any C target we can imagine. If you run into a snag or two, don't be afraid of
430
+ asking for help on the forums. We love a good challenge!
431
+
432
+
433
+ *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
@@ -0,0 +1,192 @@
1
+ # Unity - Getting Started
2
+
3
+ ## Welcome
4
+
5
+ Congratulations. You're now the proud owner of your very own pile of bits! What
6
+ are you going to do with all these ones and zeros? This document should be able
7
+ to help you decide just that.
8
+
9
+ Unity is a unit test framework. The goal has been to keep it small and
10
+ functional. The core Unity test framework is three files: a single C file and a
11
+ couple header files. These team up to provide functions and macros to make
12
+ testing easier.
13
+
14
+ Unity was designed to be cross-platform. It works hard to stick with C standards
15
+ while still providing support for the many embedded C compilers that bend the
16
+ rules. Unity has been used with many compilers, including GCC, IAR, Clang,
17
+ Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to
18
+ work with a new target.
19
+
20
+
21
+ ### Overview of the Documents
22
+
23
+ #### Unity Assertions reference
24
+
25
+ This document will guide you through all the assertion options provided by
26
+ Unity. This is going to be your unit testing bread and butter. You'll spend more
27
+ time with assertions than any other part of Unity.
28
+
29
+
30
+ #### Unity Assertions Cheat Sheet
31
+
32
+ This document contains an abridged summary of the assertions described in the
33
+ previous document. It's perfect for printing and referencing while you
34
+ familiarize yourself with Unity's options.
35
+
36
+
37
+ #### Unity Configuration Guide
38
+
39
+ This document is the one to reference when you are going to use Unity with a new
40
+ target or compiler. It'll guide you through the configuration options and will
41
+ help you customize your testing experience to meet your needs.
42
+
43
+
44
+ #### Unity Helper Scripts
45
+
46
+ This document describes the helper scripts that are available for simplifying
47
+ your testing workflow. It describes the collection of optional Ruby scripts
48
+ included in the auto directory of your Unity installation. Neither Ruby nor
49
+ these scripts are necessary for using Unity. They are provided as a convenience
50
+ for those who wish to use them.
51
+
52
+
53
+ #### Unity License
54
+
55
+ What's an open source project without a license file? This brief document
56
+ describes the terms you're agreeing to when you use this software. Basically, we
57
+ want it to be useful to you in whatever context you want to use it, but please
58
+ don't blame us if you run into problems.
59
+
60
+
61
+ ### Overview of the Folders
62
+
63
+ If you have obtained Unity through Github or something similar, you might be
64
+ surprised by just how much stuff you suddenly have staring you in the face.
65
+ Don't worry, Unity itself is very small. The rest of it is just there to make
66
+ your life easier. You can ignore it or use it at your convenience. Here's an
67
+ overview of everything in the project.
68
+
69
+ - `src` - This is the code you care about! This folder contains a C file and two
70
+ header files. These three files _are_ Unity.
71
+ - `docs` - You're reading this document, so it's possible you have found your way
72
+ into this folder already. This is where all the handy documentation can be
73
+ found.
74
+ - `examples` - This contains a few examples of using Unity.
75
+ - `extras` - These are optional add ons to Unity that are not part of the core
76
+ project. If you've reached us through James Grenning's book, you're going to
77
+ want to look here.
78
+ - `test` - This is how Unity and its scripts are all tested. If you're just using
79
+ Unity, you'll likely never need to go in here. If you are the lucky team member
80
+ who gets to port Unity to a new toolchain, this is a good place to verify
81
+ everything is configured properly.
82
+ - `auto` - Here you will find helpful Ruby scripts for simplifying your test
83
+ workflow. They are purely optional and are not required to make use of Unity.
84
+
85
+
86
+ ## How to Create A Test File
87
+
88
+ Test files are C files. Most often you will create a single test file for each C
89
+ module that you want to test. The test file should include unity.h and the
90
+ header for your C module to be tested.
91
+
92
+ Next, a test file will include a `setUp()` and `tearDown()` function. The setUp
93
+ function can contain anything you would like to run before each test. The
94
+ tearDown function can contain anything you would like to run after each test.
95
+ Both functions accept no arguments and return nothing. You may leave either or
96
+ both of these blank if you have no need for them. If you're using a compiler
97
+ that is configured to make these functions optional, you may leave them off
98
+ completely. Not sure? Give it a try. If you compiler complains that it can't
99
+ find setUp or tearDown when it links, you'll know you need to at least include
100
+ an empty function for these.
101
+
102
+ The majority of the file will be a series of test functions. Test functions
103
+ follow the convention of starting with the word "test_" or "spec_". You don't HAVE
104
+ to name them this way, but it makes it clear what functions are tests for other
105
+ developers. Also, the automated scripts that come with Unity or Ceedling will default
106
+ to looking for test functions to be prefixed this way. Test functions take no arguments
107
+ and return nothing. All test accounting is handled internally in Unity.
108
+
109
+ Finally, at the bottom of your test file, you will write a `main()` function.
110
+ This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and
111
+ finally `UNITY_END()`.This is what will actually trigger each of those test
112
+ functions to run, so it is important that each function gets its own `RUN_TEST`
113
+ call.
114
+
115
+ Remembering to add each test to the main function can get to be tedious. If you
116
+ enjoy using helper scripts in your build process, you might consider making use
117
+ of our handy generate_test_runner.rb script. This will create the main function
118
+ and all the calls for you, assuming that you have followed the suggested naming
119
+ conventions. In this case, there is no need for you to include the main function
120
+ in your test file at all.
121
+
122
+ When you're done, your test file will look something like this:
123
+
124
+ ```C
125
+ #include "unity.h"
126
+ #include "file_to_test.h"
127
+
128
+ void setUp(void) {
129
+ // set stuff up here
130
+ }
131
+
132
+ void tearDown(void) {
133
+ // clean stuff up here
134
+ }
135
+
136
+ void test_function_should_doBlahAndBlah(void) {
137
+ //test stuff
138
+ }
139
+
140
+ void test_function_should_doAlsoDoBlah(void) {
141
+ //more test stuff
142
+ }
143
+
144
+ int main(void) {
145
+ UNITY_BEGIN();
146
+ RUN_TEST(test_function_should_doBlahAndBlah);
147
+ RUN_TEST(test_function_should_doAlsoDoBlah);
148
+ return UNITY_END();
149
+ }
150
+ ```
151
+
152
+ It's possible that you will need more customization than this, eventually.
153
+ For that sort of thing, you're going to want to look at the configuration guide.
154
+ This should be enough to get you going, though.
155
+
156
+
157
+ ## How to Build and Run A Test File
158
+
159
+ This is the single biggest challenge to picking up a new unit testing framework,
160
+ at least in a language like C or C++. These languages are REALLY good at getting
161
+ you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate
162
+ to say "close to the silicon"?). While this feature is usually a good thing, it
163
+ can make testing more challenging.
164
+
165
+ You have two really good options for toolchains. Depending on where you're
166
+ coming from, it might surprise you that neither of these options is running the
167
+ unit tests on your hardware.
168
+ There are many reasons for this, but here's a short version:
169
+ - On hardware, you have too many constraints (processing power, memory, etc),
170
+ - On hardware, you don't have complete control over all registers,
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+ - On hardware, unit testing is more challenging,
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+ - Unit testing isn't System testing. Keep them separate.
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+
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+ Instead of running your tests on your actual hardware, most developers choose to
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+ develop them as native applications (using gcc or MSVC for example) or as
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+ applications running on a simulator. Either is a good option. Native apps have
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+ the advantages of being faster and easier to set up. Simulator apps have the
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+ advantage of working with the same compiler as your target application. The
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+ options for configuring these are discussed in the configuration guide.
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+
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+ To get either to work, you might need to make a few changes to the file
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+ containing your register set (discussed later).
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+
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+ In either case, a test is built by linking unity, the test file, and the C
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+ file(s) being tested. These files create an executable which can be run as the
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+ test set for that module. Then, this process is repeated for the next test file.
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+ This flexibility of separating tests into individual executables allows us to
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+ much more thoroughly unit test our system and it keeps all the test code out of
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+ our final release!
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+
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+
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+ *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*