From c48f6c942014bd3d154da888d004a6a63dc3ffe8 Mon Sep 17 00:00:00 2001 From: toby Date: Tue, 21 Mar 2017 11:00:59 +0000 Subject: [PATCH] Add Github Markdown versions of documents Add GFM version of getting started guide PDF Add GFM version of configuration guide PDF Add GFM version of helper scripts guide PDF Add GFM version of coding standard PDF Add GFM version of assertions reference PDF Change markdown used to italicise line. Switched to use asterisk markdown instead --- docs/ThrowTheSwitchCodingStandard.md | 170 ++++++++++ docs/UnityAssertionsReference.md | 486 +++++++++++++++++++++++++++ docs/UnityConfigurationGuide.md | 340 +++++++++++++++++++ docs/UnityGettingStartedGuide.md | 171 ++++++++++ docs/UnityHelperScriptsGuide.md | 222 ++++++++++++ 5 files changed, 1389 insertions(+) create mode 100644 docs/ThrowTheSwitchCodingStandard.md create mode 100644 docs/UnityAssertionsReference.md create mode 100644 docs/UnityConfigurationGuide.md create mode 100644 docs/UnityGettingStartedGuide.md create mode 100644 docs/UnityHelperScriptsGuide.md diff --git a/docs/ThrowTheSwitchCodingStandard.md b/docs/ThrowTheSwitchCodingStandard.md new file mode 100644 index 0000000..a48a832 --- /dev/null +++ b/docs/ThrowTheSwitchCodingStandard.md @@ -0,0 +1,170 @@ +# 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? diff --git a/docs/UnityAssertionsReference.md b/docs/UnityAssertionsReference.md new file mode 100644 index 0000000..bc2ce7d --- /dev/null +++ b/docs/UnityAssertionsReference.md @@ -0,0 +1,486 @@ +# Unity Assertions Reference +## Background and Overview +### Super Condensed Version +- An assertion establishes truth (i.e. boolean True) for a single condition. +Upon boolean False, an assertion stops execution and reports the failure. +- Unity is mainly a rich collection of assertions and the support to gather up +and easily execute those assertions. +- The structure of Unity allows you to easily separate test assertions from +source code in, well, test code. +- Unity's assertions: +- Come in many, many flavors to handle different C types and assertion cases. +- Use context to provide detailed and helpful failure messages. +- Document types, expected values, and basic behavior in your source code for +free. + +### Unity Is Several Things But Mainly It's Assertions +One way to think of Unity is simply as a rich collection of assertions you can +use to establish whether your source code behaves the way you think it does. +Unity provides a framework to easily organize and execute those assertions in +test code separate from your source code. + +### What's an Assertion? +At their core, assertions are an establishment of truth—boolean truth. Was this +thing equal to that thing? Does that code doohickey have such-and-such property +or not? You get the idea. Assertions are executable code (to appreciate the big +picture on this read up on the difference between +[link:Dynamic Verification and Static Analysis]). A failing assertion stops +execution and reports an error through some appropriate I/O channel (e.g. +stdout, GUI, file, blinky light). + +Fundamentally, for dynamic verification all you need is a single assertion +mechanism. In fact, that's what the [assert() macro in C's standard library](http://en.wikipedia.org/en/wiki/Assert.h) +is for. So why not just use it? Well, we can do far better in the reporting +department. C's `assert()` is pretty dumb as-is and is particularly poor for +handling common data types like arrays, structs, etc. And, without some other +support, it's far too tempting to litter source code with C's `assert()`'s. It's +generally much cleaner, manageable, and more useful to separate test and source +code in the way Unity facilitates. + +### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation +Asserting a simple truth condition is valuable, but using the context of the +assertion is even more valuable. For instance, if you know you're comparing bit +flags and not just integers, then why not use that context to give explicit, +readable, bit-level feedback when an assertion fails? + +That's what Unity's collection of assertions do - capture context to give you +helpful, meaningful assertion failure messages. In fact, the assertions +themselves also serve as executable documentation about types and values in your +source code. So long as your tests remain current with your source and all those +tests pass, you have a detailed, up-to-date view of the intent and mechanisms in +your source code. And due to a wondrous mystery, well-tested code usually tends +to be well designed code. + +## Assertion Conventions and Configurations +### Naming and Parameter Conventions +The convention of assertion parameters generally follows this order: + + TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) + +The very simplest assertion possible uses only a single "actual" parameter (e.g. +a simple null check). + +"Actual" is the value being tested and unlike the other parameters in an +assertion construction is the only parameter present in all assertion variants. +"Modifiers" are masks, ranges, bit flag specifiers, floating point deltas. +"Expected" is your expected value (duh) to compare to an "actual" value; it's +marked as an optional parameter because some assertions only need a single +"actual" parameter (e.g. null check). +"Size/count" refers to string lengths, number of array elements, etc. + +Many of Unity's assertions are apparent duplications in that the same data type +is handled by several assertions. The differences among these are in how failure +messages are presented. For instance, a `_HEX` variant of an assertion prints +the expected and actual values of that assertion formatted as hexadecimal. + +#### TEST_ASSERT_X_MESSAGE Variants +_All_ assertions are complemented with a variant that includes a simple string +message as a final parameter. The string you specify is appended to an assertion +failure message in Unity output. + +For brevity, the assertion variants with a message parameter are not listed +below. Just tack on `_MESSAGE` as the final component to any assertion name in +the reference list below and add a string as the final parameter. + +_Example:_ + + TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) + +becomes messageified like thus... + + TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message ) + +#### TEST_ASSERT_X_ARRAY Variants +Unity provides a collection of assertions for arrays containing a variety of +types. These are documented in the Array section below. These are almost on par +with the `_MESSAGE`variants of Unity's Asserts in that for pretty much any Unity +type assertion you can tack on `_ARRAY` and run assertions on an entire block of +memory. + + TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} ) + +"Expected" is an array itself. +"Size/count" is one or two parameters necessary to establish the number of array +elements and perhaps the length of elements within the array. + +Notes: +- The `_MESSAGE` variant convention still applies here to array assertions. The +`_MESSAGE` variants of the `_ARRAY` assertions have names ending with +`_ARRAY_MESSAGE`. +- Assertions for handling arrays of floating point values are grouped with float +and double assertions (see immediately following section). + +### Configuration +#### Floating Point Support Is Optional +Support for floating point types is configurable. That is, by defining the +appropriate preprocessor symbols, floats and doubles can be individually enabled +or disabled in Unity code. This is useful for embedded targets with no floating +point math support (i.e. Unity compiles free of errors for fixed point only +platforms). See Unity documentation for specifics. + +#### Maximum Data Type Width Is Configurable +Not all targets support 64 bit wide types or even 32 bit wide types. Define the +appropriate preprocessor symbols and Unity will omit all operations from +compilation that exceed the maximum width of your target. See Unity +documentation for specifics. + +## The Assertions in All Their Blessed Glory +### Basic Fail and Ignore + +##### `TEST_FAIL()` +This fella is most often used in special conditions where your test code is +performing logic beyond a simple assertion. That is, in practice, `TEST_FAIL()` +will always be found inside a conditional code block. + +_Examples:_ +- Executing a state machine multiple times that increments a counter your test +code then verifies as a final step. +- Triggering an exception and verifying it (as in Try / Catch / Throw - see the +[CException](https://github.com/ThrowTheSwitch/CException) project). + +##### `TEST_IGNORE()` +Marks a test case (i.e. function meant to contain test assertions) as ignored. +Usually this is employed as a breadcrumb to come back and implement a test case. +An ignored test case has effects if other assertions are in the enclosing test +case (see Unity documentation for more). + +### Boolean +##### `TEST_ASSERT (condition)` +##### `TEST_ASSERT_TRUE (condition)` +##### `TEST_ASSERT_FALSE (condition)` +##### `TEST_ASSERT_UNLESS (condition)` +A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of +`TEST_ASSERT_UNLESS` aid readability in certain test constructions or +conditional statements. + +##### `TEST_ASSERT_NULL (pointer)` +##### `TEST_ASSERT_NOT_NULL (pointer)` + + +### Signed and Unsigned Integers (of all sizes) +Large integer sizes can be disabled for build targets that do not support them. +For example, if your target only supports up to 16 bit types, by defining the +appropriate symbols Unity can be configured to omit 32 and 64 bit operations +that would break compilation (see Unity documentation for more). Refer to +Advanced Asserting later in this document for advice on dealing with other word +sizes. + +##### `TEST_ASSERT_EQUAL_INT (expected, actual)` +##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)` +##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)` +##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)` +##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)` +##### `TEST_ASSERT_EQUAL (expected, actual)` +##### `TEST_ASSERT_NOT_EQUAL (expected, actual)` +##### `TEST_ASSERT_EQUAL_UINT (expected, actual)` +##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)` +##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)` +##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)` +##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)` + +### Unsigned Integers (of all sizes) in Hexadecimal +All `_HEX` assertions are identical in function to unsigned integer assertions +but produce failure messages with the `expected` and `actual` values formatted +in hexadecimal. Unity output is big endian. + +##### `TEST_ASSERT_EQUAL_HEX (expected, actual)` +##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)` +##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)` +##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)` +##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)` + +### Masked and Bit-level Assertions +Masked and bit-level assertions produce output formatted in hexadecimal. Unity +output is big endian. + +##### `TEST_ASSERT_BITS (mask, expected, actual)` +Only compares the masked (i.e. high) bits of `expected` and `actual` parameters. + +##### `TEST_ASSERT_BITS_HIGH (mask, actual)` +Asserts the masked bits of the `actual` parameter are high. + +##### `TEST_ASSERT_BITS_LOW (mask, actual)` +Asserts the masked bits of the `actual` parameter are low. + +##### `TEST_ASSERT_BIT_HIGH (bit, actual)` +Asserts the specified bit of the `actual` parameter is high. + +##### `TEST_ASSERT_BIT_LOW (bit, actual)` +Asserts the specified bit of the `actual` parameter is low. + +### Integer Ranges (of all sizes) +These assertions verify that the `expected` parameter is within +/- `delta` +(inclusive) of the `actual` parameter. For example, if the expected value is 10 +and the delta is 3 then the assertion will fail for any value outside the range +of 7 - 13. + +##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)` +##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)` + +### Structs and Strings +##### `TEST_ASSERT_EQUAL_PTR (expected, actual)` +Asserts that the pointers point to the same memory location. + +##### `TEST_ASSERT_EQUAL_STRING (expected, actual)` +Asserts that the null terminated (`‘\0'`)strings are identical. If strings are +of different lengths or any portion of the strings before their terminators +differ, the assertion fails. Two NULL strings (i.e. zero length) are considered +equivalent. + +##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)` +Asserts that the contents of the memory specified by the `expected` and `actual` +pointers is identical. The size of the memory blocks in bytes is specified by +the `len` parameter. + +### Arrays +`expected` and `actual` parameters are both arrays. `num_elements` specifies the +number of elements in the arrays to compare. + +`_HEX` assertions produce failure messages with expected and actual array +contents formatted in hexadecimal. + +For array of strings comparison behavior, see comments for +`TEST_ASSERT_EQUAL_STRING` in the preceding section. + +Assertions fail upon the first element in the compared arrays found not to +match. Failure messages specify the array index of the failed comparison. + +##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)` +##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)` +`len` is the memory in bytes to be compared at each array element. + +### 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 custom­implemented 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 20or 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. \ No newline at end of file diff --git a/docs/UnityConfigurationGuide.md b/docs/UnityConfigurationGuide.md new file mode 100644 index 0000000..0a0c0ab --- /dev/null +++ b/docs/UnityConfigurationGuide.md @@ -0,0 +1,340 @@ +# 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 in order to +provide a more consistent and simple experience elsewhere. + +### Using These Options +It doesn't matter if you're using a target-specific compiler and a simulator or +a native compiler. In either case, you've got a couple choices for configuring +these options: + +1. Because these options are specified via C defines, you can pass most of these +options to your compiler through command line compiler flags. Even if you're +using an embedded target that forces you to use their overbearing IDE for all +configuration, there will be a place somewhere in your project to configure +defines for your compiler. +2. You can create a custom `unity_config.h` configuration file (present in your +toolchain's search paths). In this file, you will list definitions and macros +specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and +Unity will rely on `unity_config.h` for any further definitions it may need. + +## The Options + +### Integer Types +If you've been a C developer for long, you probably already know that C's +concept of an integer varies from target to target. The C Standard has rules +about the `int` matching the register size of the target microprocessor. It has +rules about the `int` and how its size relates to other integer types. An `int` +on one target might be 16 bits while on another target it might be 64. There are +more specific types in compilers compliant with C99 or later, but that's +certainly not every compiler you are likely to encounter. Therefore, Unity has a +number of features for helping to adjust itself to match your required integer +sizes. It starts off by trying to do it automatically. + +##### `UNITY_EXCLUDE_STDINT_H` +The first thing that Unity does to guess your types is check `stdint.h`. +This file includes defines like `UINT_MAX` that Unity can make use of to +learn a lot about your system. It's possible you don't want it to do this +(um. why not?) or (more likely) it's possible that your system doesn't +support `stdint.h`. If that's the case, you're going to want to define this. +That way, Unity will know to skip the inclusion of this file and you won't +be left with a compiler error. + +_Example:_ + #define UNITY_EXCLUDE_STDINT_H + +##### `UNITY_EXCLUDE_LIMITS_H` +The second attempt to guess your types is to check `limits.h`. Some compilers +that don't support `stdint.h` could include `limits.h` instead. If you don't +want Unity to check this file either, define this to make it skip the inclusion. + +_Example:_ + #define UNITY_EXCLUDE_LIMITS_H + +##### `UNITY_EXCLUDE_SIZEOF` +The third and final attempt to guess your types is to use the `sizeof()` +operator. Even if the first two options don't work, this one covers most cases. +There _is_ a rare compiler or two out there that doesn't support sizeof() in the +preprocessing stage, though. For these, you have the ability to disable this +feature as well. + +_Example:_ + #define UNITY_EXCLUDE_SIZEOF + +If you've disabled all of the automatic options above, you're going to have to +do the configuration yourself. Don't worry. Even this isn't too bad... there are +just a handful of defines that you are going to specify if you don't like the +defaults. + +##### `UNITY_INT_WIDTH` +Define this to be the number of bits an `int` takes up on your system. The +default, if not autodetected, is 32 bits. + +_Example:_ + #define UNITY_INT_WIDTH 16 + +##### `UNITY_LONG_WIDTH` +Define this to be the number of bits a `long` takes up on your system. The +default, if not autodetected, is 32 bits. This is used to figure out what kind +of 64-bit support your system can handle. Does it need to specify a `long` or a +`long long` to get a 64-bit value. On 16-bit systems, this option is going to be +ignored. + +_Example:_ + #define UNITY_LONG_WIDTH 16 + +##### `UNITY_POINTER_WIDTH` +Define this to be the number of bits a pointer takes up on your system. The +default, if not autodetected, is 32-bits. If you're getting ugly compiler +warnings about casting from pointers, this is the one to look at. + +_Example:_ + #define UNITY_POINTER_WIDTH 64 + +##### `UNITY_INCLUDE_64` +Unity will automatically include 64-bit support if it auto-detects it, or if +your `int`, `long`, or pointer widths are greater than 32-bits. Define this to +enable 64-bit support if none of the other options already did it for you. There +can be a significant size and speed impact to enabling 64-bit support on small +targets, so don't define it if you don't need it. + +_Example:_ + #define UNITY_INCLUDE_64 + +### Floating Point Types +In the embedded world, it's not uncommon for targets to have no support for +floating point operations at all or to have support that is limited to only +single precision. We are able to guess integer sizes on the fly because integers +are always available in at least one size. Floating point, on the other hand, is +sometimes not available at all. Trying to include `float.h` on these platforms +would result in an error. This leaves manual configuration as the only option. + +##### `UNITY_INCLUDE_FLOAT` +##### `UNITY_EXCLUDE_FLOAT` +##### `UNITY_INCLUDE_DOUBLE` +##### `UNITY_EXCLUDE_DOUBLE` +By default, Unity guesses that you will want single precision floating point +support, but not double precision. It's easy to change either of these using the +include and exclude options here. You may include neither, either, or both, as +suits your needs. For features that are enabled, the following floating point +options also become available. + +_Example:_ + + //what manner of strange processor is this? + #define UNITY_EXCLUDE_FLOAT + #define UNITY_INCLUDE_DOUBLE + +##### `UNITY_FLOAT_VERBOSE` +##### `UNITY_DOUBLE_VERBOSE` +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. +To keep Unity universal, though, we chose to _not_ develop our own floating +point print routines. Instead, the display of floating point values during a +failure are optional. By default, Unity will not print the actual results of +floating point assertion failure. So a failed assertion will produce 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 (e.g. `"Expected 4.56 Was 4.68"`). Note that this feature requires the +use of `sprintf` so might not be desirable in all cases. + +_Example:_ + #define UNITY_DOUBLE_VERBOSE + +##### `UNITY_FLOAT_TYPE` +If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C +floats. If your compiler supports a specialty floating point type, you can +always override this behavior by using this definition. + +_Example:_ + #define UNITY_FLOAT_TYPE float16_t + +##### `UNITY_DOUBLE_TYPE` +If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C +doubles. If you would like to change this, you can specify something else by +using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double` +could enable gargantuan floating point types on your 64-bit processor instead of +the standard `double`. + +_Example:_ + #define UNITY_DOUBLE_TYPE long double + +##### `UNITY_FLOAT_PRECISION` +##### `UNITY_DOUBLE_PRECISION` +If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as +documented in the big daddy Unity Assertion Guide, you will learn that they are +not really asserting that two values are equal but rather that two values are +"close enough" to equal. "Close enough" is controlled by these precision +configuration options. If you are working with 32-bit floats and/or 64-bit +doubles (the normal on most processors), you should have no need to change these +options. They are both set to give you approximately 1 significant bit in either +direction. The float precision is 0.00001 while the double is 10-12. +For further details on how this works, see the appendix of the Unity Assertion +Guide. + +_Example:_ + #define UNITY_FLOAT_PRECISION 0.001f + +### Toolset Customization +In addition to the options listed above, there are a number of other options +which will come in handy to customize Unity's behavior for your specific +toolchain. It is possible that you may not need to touch any of these... but +certain platforms, particularly those running in simulators, may need to jump +through extra hoops to operate 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: + + #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. If you +specify a custom flush function instead with `UNITY_OUTPUT_FLUSH` directly, it +will declare an instance of your function by default. If you want to disable +this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`. + +##### `UNITY_SUPPORT_WEAK` +For some targets, Unity can make the otherwise required `setUp()` and +`tearDown()` functions optional. This is a nice convenience for test writers +since `setUp` and `tearDown` don't often actually _do_ anything. If you're using +gcc or clang, this option is automatically defined for you. Other compilers can +also support this behavior, if they support a C feature called weak functions. A +weak function is a function that is compiled into your executable _unless_ a +non-weak version of the same function is defined elsewhere. If a non-weak +version is found, the weak version is ignored as if it never existed. If your +compiler supports this feature, you can let Unity know by defining +`UNITY_SUPPORT_WEAK` as the function attributes that would need to be applied to +identify a function as weak. If your compiler lacks support for weak functions, +you will always need to define `setUp` and `tearDown` functions (though they can +be and often will be just empty). The most common options for this feature are: + +_Example:_ + #define UNITY_SUPPORT_WEAK weak + #define UNITY_SUPPORT_WEAK __attribute__((weak)) + +##### `UNITY_PTR_ATTRIBUTE` +Some compilers require a custom attribute to be assigned to pointers, like +`near` or `far`. In these cases, you can give Unity a safe default for these by +defining this option with the attribute you would like. + +_Example:_ + #define UNITY_PTR_ATTRIBUTE __attribute__((far)) + #define UNITY_PTR_ATTRIBUTE near + +## Getting Into The Guts +There will be cases where the options above aren't quite going to get everything +perfect. They are likely sufficient for any situation where you are compiling +and executing your tests with a native toolchain (e.g. clang on Mac). These +options may even get you through the majority of cases encountered in working +with a target simulator run from your local command line. But especially if you +must run your test suite on your target hardware, your Unity configuration will +require special help. This special help will usually reside in one of two +places: the `main()` function or the `RUN_TEST` macro. Let's look at how these +work. + +##### `main()` +Each test module is compiled and run on its own, separate from the other test +files in your project. Each test file, therefore, has a `main` function. This +`main` function will need to contain whatever code is necessary to initialize +your system to a workable state. This is particularly true for situations where +you must set up a memory map or initialize a communication channel for the +output of your test results. + +A simple main function looks something like this: + + int main(void) { + UNITY_BEGIN(); + RUN_TEST(test_TheFirst); + RUN_TEST(test_TheSecond); + RUN_TEST(test_TheThird); + return UNITY_END(); + } + +You can see that our main function doesn't bother taking any arguments. For our +most barebones case, we'll never have arguments because we just run all the +tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test +(in whatever order we wish). Finally, we call `UNITY_END`, returning its return +value (which is the total number of failures). + +It should be easy to see that you can add code before any test cases are run or +after all the test cases have completed. This allows you to do any needed +system-wide setup or teardown that might be required for your special +circumstances. + +##### `RUN_TEST` +The `RUN_TEST` macro is called with each test case function. Its job is to +perform whatever setup and teardown is necessary for executing a single test +case function. This includes catching failures, calling the test module's +`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If +using CMock or test coverage, there will be additional stubs in use here. A +simple minimalist RUN_TEST macro looks something like this: + + #define RUN_TEST(testfunc) \ + UNITY_NEW_TEST(#testfunc) \ + if (TEST_PROTECT()) { \ + setUp(); \ + testfunc(); \ + } \ + if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \ + tearDown(); \ + UnityConcludeTest(); + +So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity +has to deal with for every single test case. For each test case, we declare that +it is a new test. Then we run `setUp` and our test function. These are run +within a `TEST_PROTECT` block, the function of which is to handle failures that +occur during the test. Then, assuming our test is still running and hasn't been +ignored, we run `tearDown`. No matter what, our last step is to conclude this +test before moving on to the next. + +Let's say you need to add a call to `fsync` to force all of your output data to +flush to a file after each test. You could easily insert this after your +`UnityConcludeTest` call. Maybe you want to write an xml tag before and after +each result set. Again, you could do this by adding lines to this macro. Updates +to this macro are for the occasions when you need an action before or after +every single test case throughout your entire suite of tests. + +## Happy Porting +The defines and macros in this guide should help you port Unity to just about +any C target we can imagine. If you run into a snag or two, don't be afraid of +asking for help on the forums. We love a good challenge! \ No newline at end of file diff --git a/docs/UnityGettingStartedGuide.md b/docs/UnityGettingStartedGuide.md new file mode 100644 index 0000000..a118331 --- /dev/null +++ b/docs/UnityGettingStartedGuide.md @@ -0,0 +1,171 @@ +# Unity - Getting Started + +## Welcome +Congratulations. You're now the proud owner of your very own pile of bits! What +are you going to do with all these ones and zeros? This document should be able +to help you decide just that. + +Unity is a unit test framework. The goal has been to keep it small and +functional. The core Unity test framework is three files: a single C file and a +couple header files. These team up to provide functions and macros to make +testing easier. + +Unity was designed to be cross platform. It works hard to stick with C standards +while still providing support for the many embedded C compilers that bend the +rules. Unity has been used with many compilers, including GCC, IAR, Clang, +Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to +work with a new target. + +### Overview of the Documents + +#### Unity Assertions reference +This document will guide you through all the assertion options provided by +Unity. This is going to be your unit testing bread and butter. You'll spend more +time with assertions than any other part of Unity. + +#### Unity Assertions Cheat Sheet +This document contains an abridged summary of the assertions described in the +previous document. It's perfect for printing and referencing while you +familiarize yourself with Unity's options. + +#### Unity Configuration Guide +This document is the one to reference when you are going to use Unity with a new +target or compiler. It'll guide you through the configuration options and will +help you customize your testing experience to meet your needs. + +#### Unity Helper Scripts +This document describes the helper scripts that are available for simplifying +your testing workflow. It describes the collection of optional Ruby scripts +included in the auto directory of your Unity installation. Neither Ruby nor +these scripts are necessary for using Unity. They are provided as a convenience +for those who wish to use them. + +#### Unity License +What's an open source project without a license file? This brief document +describes the terms you're agreeing to when you use this software. Basically, we +want it to be useful to you in whatever context you want to use it, but please +don't blame us if you run into problems. + +### Overview of the Folders +If you have obtained Unity through Github or something similar, you might be +surprised by just how much stuff you suddenly have staring you in the face. +Don't worry, Unity itself is very small. The rest of it is just there to make +your life easier. You can ignore it or use it at your convenience. Here's an +overview of everything in the project. + +- `src` — This is the code you care about! This folder contains a C file and two +header files. These three files _are_ Unity. +- `docs` — You're reading this document, so it's possible you have found your way +into this folder already. This is where all the handy documentation can be +found. +- `examples` — This contains a few examples of using Unity. +- `extras` — These are optional add ons to Unity that are not part of the core +project. If you've reached us through James Grenning's book, you're going to +want to look here. +- `test` — This is how Unity and its scripts are all tested. If you're just using +Unity, you'll likely never need to go in here. If you are the lucky team member +who gets to port Unity to a new toolchain, this is a good place to verify +everything is configured properly. +- `auto` — Here you will find helpful Ruby scripts for simplifying your test +workflow. They are purely optional and are not required to make use of Unity. + +## How to Create A Test File +Test files are C files. Most often you will create a single test file for each C +module that you want to test. The test file should include unity.h and the +header for your C module to be tested. + +Next, a test file will include a `setUp()` and `tearDown()` function. The setUp +function can contain anything you would like to run before each test. The +tearDown function can contain anything you would like to run after each test. +Both functions accept no arguments and return nothing. You may leave either or +both of these blank if you have no need for them. If you're using a compiler +that is configured to make these functions optional, you may leave them off +completely. Not sure? Give it a try. If you compiler complains that it can't +find setUp or tearDown when it links, you'll know you need to at least include +an empty function for these. + +The majority of the file will be a series of test functions. Test functions +follow the convention of starting with the word "test" or "spec". You don't HAVE +to name them this way, but it makes it clear what functions are tests for other +developers. Test functions take no arguments and return nothing. All test +accounting is handled internally in Unity. + +Finally, at the bottom of your test file, you will write a `main()` function. +This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and +finally `UNITY_END()`.This is what will actually trigger each of those test +functions to run, so it is important that each function gets its own `RUN_TEST` +call. + +Remembering to add each test to the main function can get to be tedious. If you +enjoy using helper scripts in your build process, you might consider making use +of our handy generate_test_runner.rb script. This will create the main function +and all the calls for you, assuming that you have followed the suggested naming +conventions. In this case, there is no need for you to include the main function +in your test file at all. + +When you're done, your test file will look something like this: + +```C +#include "unity.h" +#include "file_to_test.h" + +void setUp(void) { + // set stuff up here +} + +void tearDown(void) { + // clean stuff up here +} + +void test_function_should_doBlahAndBlah(void) { + //test stuff +} + +void test_function_should_doAlsoDoBlah(void) { + //more test stuff +} + +int main(void) { + UNITY_BEGIN(); + RUN_TEST(test_function_should_doBlahAndBlah); + RUN_TEST(test_function_should_doAlsoDoBlah); + return UNITY_END(); +} +``` + +It's possible that you will require more customization than this, eventually. +For that sort of thing, you're going to want to look at the configuration guide. +This should be enough to get you going, though. + +## How to Build and Run A Test File +This is the single biggest challenge to picking up a new unit testing framework, +at least in a language like C or C++. These languages are REALLY good at getting +you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate +to say "close to the silicon"?). While this feature is usually a good thing, it +can make testing more challenging. + +You have two really good options for toolchains. Depending on where you're +coming from, it might surprise you that neither of these options is running the +unit tests on your hardware. +There are many reasons for this, but here's a short version: +- On hardware, you have too many constraints (processing power, memory, etc), +- On hardware, you don't have complete control over all registers, +- On hardware, unit testing is more challenging, +- Unit testing isn't System testing. Keep them separate. + +Instead of running your tests on your actual hardware, most developers choose to +develop them as native applications (using gcc or MSVC for example) or as +applications running on a simulator. Either is a good option. Native apps have +the advantages of being faster and easier to set up. Simulator apps have the +advantage of working with the same compiler as your target application. The +options for configuring these are discussed in the configuration guide. + +To get either to work, you might need to make a few changes to the file +containing your register set (discussed later). + +In either case, a test is built by linking unity, the test file, and the C +file(s) being tested. These files create an executable which can be run as the +test set for that module. Then, this process is repeated for the next test file. +This flexibility of separating tests into individual executables allows us to +much more thoroughly unit test our system and it keeps all the test code out of +our final release! diff --git a/docs/UnityHelperScriptsGuide.md b/docs/UnityHelperScriptsGuide.md new file mode 100644 index 0000000..0ea498c --- /dev/null +++ b/docs/UnityHelperScriptsGuide.md @@ -0,0 +1,222 @@ +# 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 Ruby scripts for making your life just a tad +easier. They are completely optional. If you choose to use them, you'll need a +copy of Ruby, of course. Just install whatever the latest version is, and it is +likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/). + +### `generate_test_runner.rb` +Are you tired of creating your own `main` function in your test file? Do you +keep forgetting to add a `RUN_TEST` call when you add a new test case to your +suite? Do you want to use CMock or other fancy add-ons but don't want to figure +out how to create your own `RUN_TEST` macro? + +Well then we have the perfect script for you! + +The `generate_test_runner` script processes a given test file and automatically +creates a separate test runner file that includes ?main?to execute the test +cases within the scanned test file. All you do then is add the generated runner +to your list of files to be compiled and linked, and presto you're done! + +This script searches your test file for void function signatures having a +function name beginning with "test" or "spec". It treats each of these +functions as a test case and builds up a test suite of them. For example, the +following includes three test cases: + +```C +void testVerifyThatUnityIsAwesomeAndWillMakeYourLifeEasier(void) +{ + ASSERT_TRUE(1); +} +void test_FunctionName_should_WorkProperlyAndReturn8(void) { + ASSERT_EQUAL_INT(8, FunctionName()); +} +void spec_Function_should_DoWhatItIsSupposedToDo(void) { + ASSERT_NOT_NULL(Function(5)); +} +``` + +You can run this script a couple of ways. The first is from the command line: + +```Shell +ruby generate_test_runner.rb TestFile.c NameOfRunner.c +``` + +Alternatively, if you include only the test file parameter, the script will copy +the name of the test file and automatically append "_Runner" to the name of the +generated file. The example immediately below will create TestFile_Runner.c. + +```Shell +ruby generate_test_runner.rb TestFile.c +``` + +You can also add a [YAML](http://www.yaml.org/) file to configure extra options. +Conveniently, this YAML file is of the same format as that used by Unity and +CMock. So if you are using YAML files already, you can simply pass the very same +file into the generator script. + +```Shell +ruby generate_test_runner.rb TestFile.c my_config.yml +``` + +The contents of the YAML file `my_config.yml` could look something like the +example below. If you're wondering what some of these options do, you're going +to love the next section of this document. + +```YAML +:unity: + :includes: + - stdio.h + - microdefs.h + :cexception: 1 + :suit_setup: "blah = malloc(1024);" + :suite_teardown: "free(blah);" +``` + +If you would like to force your generated test runner to include one or more +header files, you can just include those at the command line too. Just make sure +these are _after_ the YAML file, if you are using one: + +```Shell +ruby generate_test_runner.rb TestFile.c my_config.yml extras.h +``` + +Another option, particularly if you are already using Ruby to orchestrate your +builds - or more likely the Ruby-based build tool Rake - is requiring this +script directly. Anything that you would have specified in a YAML file can be +passed to the script as part of a hash. Let's push the exact same requirement +set as we did above but this time through Ruby code directly: + +```Ruby +require "generate_test_runner.rb" +options = { + :includes => ["stdio.h", "microdefs.h"], + :cexception => 1, + :suite_setup => "blah = malloc(1024);", + :suite_teardown => "free(blah);" +} +UnityTestRunnerGenerator.new.run(testfile, runner_name, options) +``` + +If you have multiple files to generate in a build script (such as a Rakefile), +you might want to instantiate a generator object with your options and call it +to generate each runner thereafter. 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. + +##### `:suite_teardown` +Define this option with C code to be executed ?after all?test cases have +finished. + +##### `: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. + +##### `:plugins` +This option specifies an array of plugins to be used (of course, the array can +contain only a single plugin). This is your opportunity to enable support for +CException support, which will add a check for unhandled exceptions in each +test, reporting a failure if one is detected. To enable this feature using Ruby: + +```Ruby +:plugins => [ :cexception ] +``` + +Or as a yaml file: + +```YAML +:plugins: + -:cexception +``` + +If you are using CMock, it is very likely that you are already passing an array +of plugins to CMock. You can just use the same array here. This script will just +ignore the plugins that don't require additional support. + +### `unity_test_summary.rb` +A Unity test file contains one or more test case functions. Each test case can +pass, fail, or be ignored. Each test file is run individually producing results +for its collection of test cases. A given project will almost certainly be +composed of multiple test files. Therefore, the suite of tests is comprised of +one or more test cases spread across one or more test files. This script +aggregates individual test file results to generate a summary of all executed +test cases. The output includes how many tests were run, how many were ignored, +and how many failed. In addition, the output includes a listing of which +specific tests were ignored and failed. A good example of the breadth and +details of these results can be found in the `examples` directory. Intentionally +ignored and failing tests in this project generate corresponding entries in the +summary report. + +If you're interested in other (prettier?) output formats, check into the +Ceedling build tool project (ceedling.sourceforge.net) that works with Unity and +CMock and supports xunit-style xml as well as other goodies. + +This script assumes the existence of files ending with the extensions +`.testpass` and `.testfail`.The contents of these files includes the test +results summary corresponding to each test file executed with the extension set +according to the presence or absence of failures for that test file. The script +searches a specified path for these files, opens each one it finds, parses the +results, and aggregates and prints a summary. Calling it from the command line +looks like this: + +```Shell +ruby unity_test_summary.rb build/test/ +``` + +You can optionally specify a root path as well. This is really helpful when you +are using relative paths in your tools' setup, but you want to pull the summary +into an IDE like Eclipse for clickable shortcuts. + +```Shell +ruby unity_test_summary.rb build/test/ ~/projects/myproject/ +``` + +Or, if you're more of a Windows sort of person: + +```Shell +ruby unity_test_summary.rb build\teat\ C:\projects\myproject\ +``` + +When configured correctly, you'll see a final summary, like so: + +```Shell +-------------------------- +UNITY IGNORED TEST SUMMARY +-------------------------- +blah.c:22:test_sandwiches_should_HaveBreadOnTwoSides:IGNORE + +------------------------- +UNITY FAILED TEST SUMMARY +------------------------- +blah.c:87:test_sandwiches_should_HaveCondiments:FAIL:Expected 1 was 0 +meh.c:38:test_soda_should_BeCalledPop:FAIL:Expected "pop" was "coke" + +-------------------------- +OVERALL UNITY TEST SUMMARY +-------------------------- +45 TOTAL TESTS 2 TOTAL FAILURES 1 IGNORED +``` + +How convenient is that? -- GitLab