f96c055 this is a minor release 2c7629a Documentation Updates b8bfb01 Add support for AStyle in test makefile. It’s going to assume you have it installed. e36d8b5 Merge pull request #276 from wolf99/pdf-to-markdown 1e43967 Add EACH_EQUAL changes e2cc679 Add newlines after headings for best practice, trim trailing spaces & convert sneaky incorrectly coded chars 192d517 Remove PDFs c48f6c9 Add Github Markdown versions of documents 2a5b24f Finished updating all Ruby scripts to match our coding standard. Woo! 3e0a712 Started to flesh out rubocop settings for this project. Added rakefile tasks to do so. Updated first script to make it compliant. 23f9c16 Another round of fixing things that the stylizer “corrected” for me. 3a6cca3 Fixed things that the stylizer “autocorrected” to wrong. ;) 3062c39 Starting to enforce our coding style. The first step is that we’ve pulled in Rubocop to check out Ruby syntax. There is likely a bit of customization to do yet AND there is definitely that backlog of todo’s that we just told it to ignore. 550d58b Attempt to fix remaining issues with casting ee038c2 Ha! Forgot to add the correct comment style d6b3508 Clean up some const issues, particularly when moving between single and double pointers 4ffafce Finish updating documentation to match 083564b Update docs to also understand the new Each Equal handlers 0dddf49 also update strings to support each element of an array. a11a137 Added memory each equal assertion d8d67a7 Added each_equal assertions for float and double b7956ea Added more tests for all the numerical types when performing each_equal assertions 7fe3191 Added some tests to prove this works. Still work in progress 56eeacd prepare for comparing value to array by setting up explicit compare of array to array in ints 7b80885 Merge pull request #272 from FSMaxB/gcc43-wconversion 0781e74 Add our coding standard to documentation c3658a0 Dropped support for pre-2.0 versions of Ruby (not even rubylang supports them anymore) 8a45ccf Use custom mock prefix when searching for mock header files. #263 689610b reorder includes in generated test runners 43c7511 stdlib.h explicitly called in fixtures when malloc used, now. (Fixes issue #268) 1c556d2 Fix -Wconversion with gcc-4.3 8723d50 Turn UNITY_OUTPUT_FLUSH off by default. Added a quick-define for the most common case: UNITY_USE_FLUSH_STDOUT. Clarified documentation. Fixes issue #269 c67a4ff - Add ability to detect TEST_FILE(“filename.c”) specifications in test files 41ee499 Tiny tweaks to make Unity fit in more smoothly with Ceedling git-subtree-dir: tests/unity git-subtree-split: f96c05532b3e00c9ca77e58fc07f9401cd46510d
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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:
#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!
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