tutorial: unit tests

This commit is contained in:
martin 2023-07-07 12:40:04 +02:00
parent 923ca74fe4
commit 2a9d1e6950
5 changed files with 432 additions and 1 deletions

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@ -51,7 +51,6 @@ RUN apt-get install -y --no-install-recommends \
RUN ln -s /usr/bin/clang-format-${llvm_version} /usr/local/bin/clang-format
RUN ln -s /usr/bin/clang-tidy-${llvm_version} /usr/local/bin/clang-tidy
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# install clang wrappers
@ -68,3 +67,11 @@ RUN wget -O clang-utils.tgz "https://github.com/lmapii/run-clang-tidy/releases/d
rm clang-utils.tgz
ENV PATH /usr/local/run-clang-tidy:$PATH
RUN run-clang-format --version
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
# install unity and ceedling
# install unity cmock and ceedling (unit test environment)
RUN gem install ceedling
# set standard encoding to UTF-8 for ruby (and thus ceedling)
ENV RUBYOPT "-KU -E utf-8:utf-8"

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148
tests/unittest/project.yml Normal file
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@ -0,0 +1,148 @@
---
# Notes:
# Sample project C code is not presently written to produce a release artifact.
# As such, release build options are disabled.
# This sample, therefore, only demonstrates running a collection of unit tests.
# https://embeddedartistry.com/blog/2019/2/25/unit-testing-and-reporting-on-a-build-server-using-ceedling-and-unity
:project:
:use_exceptions: FALSE
:use_test_preprocessor: TRUE
:use_auxiliary_dependencies: TRUE
:build_root: build
:release_build: FALSE
:test_file_prefix: test
:which_ceedling: gem
:default_tasks:
- test:all
:environment:
:extension:
:executable: .out
:paths:
:test:
- +:test/**
- -:support
- -:generated
:source:
- ../../src/**
- ../../include
:support:
- support
- generated
:defines:
# in order to add common defines:
# 1) remove the trailing [] from the :common: section
# 2) add entries to the :common: section (e.g. :test: has TEST defined)
:commmon: &common_defines # A nice typo, next to invisible :)
:test:
# - *common_defines
- UNITY_INCLUDE_CONFIG_H
- TEST
:test_preprocess:
# - *common_defines
- TEST
:cmock:
:defines:
- CMOCK_MEM_DYNAMIC
- TEST
# - UNITY_INT_WIDTH=32
# - UNITY_LONG_WIDTH=32
# - UNITY_POINTER_WIDTH=32
:mock_prefix: mock_
:when_no_prototypes: :warn
:enforce_strict_ordering: TRUE
:plugins:
- :ignore
- :ignore_arg
- :callback
- :array
:treat_as:
uint8: HEX8
uint16: HEX16
uint32: UINT32
int8: INT8
bool: UINT8
:gcov:
:gcovr:
# The root directory of your source files. Defaults to ".", the current directory.
# File names are reported relative to this root. The report_root is the default report_include.
:report_root: "../../"
:reports:
- HtmlDetailed
:report_include: "^../../src/.*"
:report_exclude: "^vendor.*|^build.*|^test.*|^lib.*|^.*_build.*"
#:tools:
# Ceedling defaults to using gcc for compiling, linking, etc.
# As [:tools] is blank, gcc will be used (so long as it's in your system path)
# See documentation to configure a given toolchain for use
# required for math.h
:tools_test_linker:
:arguments:
- -lm
:tools_gcov_linker:
:arguments:
- -lm
# https://gist.github.com/austinglaser/cb91ba7bb864a2fc87f72e7dc838cd6e
:flags:
:test:
:compile:
:*:
- -Wall
- -g0
- -O3
- -m32
:link:
:*:
- -g0
- -O3
- -m32
:gcov:
:compile:
:*:
- -g0
- -O3
- -Wall
- -m32
:link:
:*:
- -g0
- -O3
- -m32
# LIBRARIES
# These libraries are automatically injected into the build process. Those specified as
# common will be used in all types of builds. Otherwise, libraries can be injected in just
# tests or releases. These options are MERGED with the options in supplemental yaml files.
:libraries:
:placement: :end
:flag: "${1}" # or "-L ${1}" for example
:common: &common_libraries []
:test:
- *common_libraries
:release:
- *common_libraries
:plugins:
:load_paths:
- "#{Ceedling.load_path}"
:enabled:
- stdout_pretty_tests_report
- module_generator
- xml_tests_report
- gcov
# :test_runner:
# :cmdline_args: true

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@ -0,0 +1,256 @@
/* Unity Configuration
* As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
* Update: December 29th, 2016
* See Also: Unity/docs/UnityConfigurationGuide.pdf
*
* 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.
*/
#ifndef UNITY_CONFIG_H
#define UNITY_CONFIG_H
// #warning "unity-config.h"
/* ************************* AUTOMATIC INTEGER TYPES ***************************
* 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.
**************************************************************************** */
/* The first attempt to guess your types is to check `limits.h`. Some compilers
* that don't support `stdint.h` could include `limits.h`. If you don't
* want Unity to check this file, define this to make it skip the inclusion.
* Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
*/
/* #define UNITY_EXCLUDE_LIMITS_H */
#define UNITY_EXCLUDE_LIMITS_H
/* The second thing that Unity does to guess your types is check `stdint.h`.
* This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
* learn about your system. It's possible you don't want it to do this or 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.
*/
/* #define UNITY_EXCLUDE_STDINT_H */
#define UNITY_EXCLUDE_STDINT_H
// somehow messes up cmock
// #define UNITY_EXCLUDE_SETJMP_H
#define UNITY_EXCLUDE_MATH_H
/* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
* If you've disabled all of the automatic options above, you're going to have
* to do the configuration yourself. There are just a handful of defines that
* you are going to specify if you don't like the defaults.
**************************************************************************** */
/* Define this to be the number of bits an `int` takes up on your system. The
* default, if not auto-detected, is 32 bits.
*
* Example:
*/
/* #define UNITY_INT_WIDTH 16 */
#define UNITY_INT_WIDTH 32
/* 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 */
#define UNITY_LONG_WIDTH 32
/* 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 */
#define UNITY_POINTER_WIDTH 32
/* 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.
*/
/* #define UNITY_INCLUDE_64 */
#ifdef UNITY_INCLUDE_64
#undef UNITY_INCLUDE_64
#endif
/* *************************** 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.
**************************************************************************** */
/* 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, just float,
* or both, as suits your needs.
*/
/* #define UNITY_EXCLUDE_FLOAT */
/* #define UNITY_INCLUDE_DOUBLE */
/* #define UNITY_EXCLUDE_DOUBLE */
/* For features that are enabled, the following floating point options also
* become available.
*/
/* 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 eventually chose to develop
* our own floating point print routines. Still, the display of floating point
* values during a failure are optional. By default, Unity will print the
* actual results of floating point assertion failures. So a failed assertion
* will produce a message like "Expected 4.0 Was 4.25". If you would like less
* verbose failure messages for floating point assertions, use this option to
* give a failure message `"Values Not Within Delta"` and trim the binary size.
*/
/* #define UNITY_EXCLUDE_FLOAT_PRINT */
/* 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 */
/* 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 */
/* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
* documented in the 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 */
/* #define UNITY_DOUBLE_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.
**************************************************************************** */
/* 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_CHAR_HEADER_DECLARATION RS232_putc(int) */
/* #define UNITY_OUTPUT_FLUSH() RS232_flush() */
/* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION RS232_flush(void) */
/* #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) */
/* #define UNITY_OUTPUT_COMPLETE() RS232_close() */
/* 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:
*/
/* #define UNITY_SUPPORT_WEAK weak */
/* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
/* #define UNITY_NO_WEAK */
/* 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 */
// #error "test"
#endif /* UNITY_CONFIG_H */

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@ -0,0 +1,20 @@
/**
* \file test_dummy.c
*/
#include "unity.h"
#include "dummy/dummy.h"
void setUp(void)
{
}
void tearDown(void)
{
}
void test_dummy(void)
{
TEST_ASSERT_EQUAL(4U, dummy_random());
}