tutorial: unit tests
This commit is contained in:
parent
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@ -51,7 +51,6 @@ RUN apt-get install -y --no-install-recommends \
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RUN ln -s /usr/bin/clang-format-${llvm_version} /usr/local/bin/clang-format
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RUN ln -s /usr/bin/clang-tidy-${llvm_version} /usr/local/bin/clang-tidy
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# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
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# install clang wrappers
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@ -68,3 +67,11 @@ RUN wget -O clang-utils.tgz "https://github.com/lmapii/run-clang-tidy/releases/d
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rm clang-utils.tgz
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ENV PATH /usr/local/run-clang-tidy:$PATH
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RUN run-clang-format --version
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# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
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# install unity and ceedling
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# install unity cmock and ceedling (unit test environment)
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RUN gem install ceedling
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# set standard encoding to UTF-8 for ruby (and thus ceedling)
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ENV RUBYOPT "-KU -E utf-8:utf-8"
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@ -0,0 +1,148 @@
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---
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# Notes:
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# Sample project C code is not presently written to produce a release artifact.
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# As such, release build options are disabled.
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# This sample, therefore, only demonstrates running a collection of unit tests.
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# https://embeddedartistry.com/blog/2019/2/25/unit-testing-and-reporting-on-a-build-server-using-ceedling-and-unity
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:project:
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:use_exceptions: FALSE
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:use_test_preprocessor: TRUE
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:use_auxiliary_dependencies: TRUE
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:build_root: build
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:release_build: FALSE
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:test_file_prefix: test
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:which_ceedling: gem
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:default_tasks:
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- test:all
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:environment:
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:extension:
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:executable: .out
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:paths:
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:test:
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- +:test/**
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- -:support
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- -:generated
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:source:
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- ../../src/**
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- ../../include
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:support:
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- support
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- generated
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:defines:
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# in order to add common defines:
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# 1) remove the trailing [] from the :common: section
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# 2) add entries to the :common: section (e.g. :test: has TEST defined)
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:commmon: &common_defines # A nice typo, next to invisible :)
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:test:
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# - *common_defines
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- UNITY_INCLUDE_CONFIG_H
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- TEST
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:test_preprocess:
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# - *common_defines
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- TEST
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:cmock:
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:defines:
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- CMOCK_MEM_DYNAMIC
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- TEST
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# - UNITY_INT_WIDTH=32
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# - UNITY_LONG_WIDTH=32
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# - UNITY_POINTER_WIDTH=32
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:mock_prefix: mock_
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:when_no_prototypes: :warn
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:enforce_strict_ordering: TRUE
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:plugins:
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- :ignore
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- :ignore_arg
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- :callback
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- :array
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:treat_as:
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uint8: HEX8
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uint16: HEX16
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uint32: UINT32
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int8: INT8
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bool: UINT8
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:gcov:
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:gcovr:
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# The root directory of your source files. Defaults to ".", the current directory.
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# File names are reported relative to this root. The report_root is the default report_include.
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:report_root: "../../"
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:reports:
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- HtmlDetailed
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:report_include: "^../../src/.*"
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:report_exclude: "^vendor.*|^build.*|^test.*|^lib.*|^.*_build.*"
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#:tools:
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# Ceedling defaults to using gcc for compiling, linking, etc.
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# As [:tools] is blank, gcc will be used (so long as it's in your system path)
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# See documentation to configure a given toolchain for use
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# required for math.h
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:tools_test_linker:
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:arguments:
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- -lm
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:tools_gcov_linker:
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:arguments:
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- -lm
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# https://gist.github.com/austinglaser/cb91ba7bb864a2fc87f72e7dc838cd6e
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:flags:
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:test:
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:compile:
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:*:
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- -Wall
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- -g0
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- -O3
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- -m32
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:link:
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:*:
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- -g0
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- -O3
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- -m32
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:gcov:
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:compile:
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:*:
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- -g0
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- -O3
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- -Wall
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- -m32
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:link:
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:*:
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- -g0
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- -O3
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- -m32
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# LIBRARIES
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# These libraries are automatically injected into the build process. Those specified as
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# common will be used in all types of builds. Otherwise, libraries can be injected in just
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# tests or releases. These options are MERGED with the options in supplemental yaml files.
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:libraries:
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:placement: :end
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:flag: "${1}" # or "-L ${1}" for example
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:common: &common_libraries []
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:test:
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- *common_libraries
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:release:
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- *common_libraries
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:plugins:
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:load_paths:
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- "#{Ceedling.load_path}"
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:enabled:
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- stdout_pretty_tests_report
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- module_generator
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- xml_tests_report
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- gcov
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# :test_runner:
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# :cmdline_args: true
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@ -0,0 +1,256 @@
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/* Unity Configuration
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* As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
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* Update: December 29th, 2016
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* See Also: Unity/docs/UnityConfigurationGuide.pdf
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*
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* Unity is designed to run on almost anything that is targeted by a C compiler.
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* It would be awesome if this could be done with zero configuration. While
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* there are some targets that come close to this dream, it is sadly not
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* universal. It is likely that you are going to need at least a couple of the
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* configuration options 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
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* file unless you really need to. That file is proof that a cross-platform
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* library is challenging to build. From a more positive perspective, it is also
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* proof that a great deal of complexity can be centralized primarily to one
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* place in order to provide a more consistent and simple experience elsewhere.
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*
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* Using These Options
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* It doesn't matter if you're using a target-specific compiler and a simulator
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* or a native compiler. In either case, you've got a couple choices for
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* configuring these options:
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*
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* 1. Because these options are specified via C defines, you can pass most of
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* these options to your compiler through command line compiler flags. Even
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* if you're using an embedded target that forces you to use their
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* overbearing IDE for all configuration, there will be a place somewhere in
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* your project to configure defines for your compiler.
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* 2. You can create a custom `unity_config.h` configuration file (present in
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* your toolchain's search paths). In this file, you will list definitions
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* and macros specific to your target. All you must do is define
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* `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any
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* further definitions it may need.
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*/
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#ifndef UNITY_CONFIG_H
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#define UNITY_CONFIG_H
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// #warning "unity-config.h"
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/* ************************* AUTOMATIC INTEGER TYPES ***************************
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* C's concept of an integer varies from target to target. The C Standard has
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* rules about the `int` matching the register size of the target
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* microprocessor. It has rules about the `int` and how its size relates to
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* other integer types. An `int` on one target might be 16 bits while on another
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* target it might be 64. There are more specific types in compilers compliant
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* with C99 or later, but that's certainly not every compiler you are likely to
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* encounter. Therefore, Unity has a number of features for helping to adjust
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* itself to match your required integer sizes. It starts off by trying to do it
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* automatically.
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**************************************************************************** */
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/* The first attempt to guess your types is to check `limits.h`. Some compilers
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* that don't support `stdint.h` could include `limits.h`. If you don't
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* want Unity to check this file, define this to make it skip the inclusion.
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* Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
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*/
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/* #define UNITY_EXCLUDE_LIMITS_H */
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#define UNITY_EXCLUDE_LIMITS_H
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/* The second thing that Unity does to guess your types is check `stdint.h`.
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* This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
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* learn about your system. It's possible you don't want it to do this or it's
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* possible that your system doesn't support `stdint.h`. If that's the case,
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* you're going to want to define this. That way, Unity will know to skip the
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* inclusion of this file and you won't be left with a compiler error.
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*/
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/* #define UNITY_EXCLUDE_STDINT_H */
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#define UNITY_EXCLUDE_STDINT_H
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// somehow messes up cmock
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// #define UNITY_EXCLUDE_SETJMP_H
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#define UNITY_EXCLUDE_MATH_H
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/* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
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* If you've disabled all of the automatic options above, you're going to have
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* to do the configuration yourself. There are just a handful of defines that
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* you are going to specify if you don't like the defaults.
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**************************************************************************** */
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/* Define this to be the number of bits an `int` takes up on your system. The
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* default, if not auto-detected, is 32 bits.
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*
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* Example:
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*/
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/* #define UNITY_INT_WIDTH 16 */
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#define UNITY_INT_WIDTH 32
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/* Define this to be the number of bits a `long` takes up on your system. The
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* default, if not autodetected, is 32 bits. This is used to figure out what
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* kind of 64-bit support your system can handle. Does it need to specify a
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* `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option
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* is going to be ignored.
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*
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* Example:
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*/
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/* #define UNITY_LONG_WIDTH 16 */
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#define UNITY_LONG_WIDTH 32
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/* Define this to be the number of bits a pointer takes up on your system. The
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* default, if not autodetected, is 32-bits. If you're getting ugly compiler
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* warnings about casting from pointers, this is the one to look at.
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*
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* Example:
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*/
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/* #define UNITY_POINTER_WIDTH 64 */
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#define UNITY_POINTER_WIDTH 32
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/* Unity will automatically include 64-bit support if it auto-detects it, or if
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* your `int`, `long`, or pointer widths are greater than 32-bits. Define this
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* to enable 64-bit support if none of the other options already did it for you.
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* There can be a significant size and speed impact to enabling 64-bit support
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* on small targets, so don't define it if you don't need it.
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*/
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/* #define UNITY_INCLUDE_64 */
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#ifdef UNITY_INCLUDE_64
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#undef UNITY_INCLUDE_64
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#endif
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/* *************************** FLOATING POINT TYPES ****************************
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* In the embedded world, it's not uncommon for targets to have no support for
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* floating point operations at all or to have support that is limited to only
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* single precision. We are able to guess integer sizes on the fly because
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* integers are always available in at least one size. Floating point, on the
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* other hand, is sometimes not available at all. Trying to include `float.h` on
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* these platforms would result in an error. This leaves manual configuration as
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* the only option.
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**************************************************************************** */
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/* By default, Unity guesses that you will want single precision floating point
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* support, but not double precision. It's easy to change either of these using
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* the include and exclude options here. You may include neither, just float,
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* or both, as suits your needs.
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*/
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||||
/* #define UNITY_EXCLUDE_FLOAT */
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/* #define UNITY_INCLUDE_DOUBLE */
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/* #define UNITY_EXCLUDE_DOUBLE */
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||||
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||||
/* For features that are enabled, the following floating point options also
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* become available.
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||||
*/
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||||
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||||
/* 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
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||||
* 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
|
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* give a failure message `"Values Not Within Delta"` and trim the binary size.
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*/
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||||
/* #define UNITY_EXCLUDE_FLOAT_PRINT */
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||||
|
||||
/* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
|
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* 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 */
|
|
@ -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());
|
||||
}
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