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unity在stm32上的使用

CHANBAEK 来源:嵌入式记录 作者:独处东汉 2023-05-15 10:51 次阅读

unity在stm32上的使用

本文目标:unity在stm32上的使用。

按照本文的描述,应该可以在你所处的硬件上跑通代码。

先决条件:装有编译和集成的开发环境,比如:Keil uVision5。

板子硬件要求:无,芯片自带的串口功能即可完成。

源码获取

Unity 是一个轻量级的 C 语言单元测试框架,它的设计理念是简单易用。 Unity 支持测试套件和测试用例,同时提供了丰富的断言函数,包括比较、异常和日志等。

源码入口:

GitHub - ThrowTheSwitch/Unity: Simple Unit Testing for C

https://github.com/ThrowTheSwitch/Unity/

图片

源码里面结构,接下来准备一个stm32的基础工程,把相关代码移植进去。

基础工程

使用STM32CubeMX配置stm32的基本配置。 基本的配置如下:开启swd调试,开启外部时钟,开启串口

图片

时钟界面选项卡:

图片

工程选项卡:

图片

点击右上角的的生成代码:

图片

使用keil打开工程,编译工程,一切都是ok

图片

开始移植

在工程中,新建Unity文件夹,将源码添加进根文件,然后添加进工程,并设置对应的编译路径,其中test_unity_conde.c是我自己新建的内容。

图片

图片

设置头文件路径:

图片

在main.c中,添加串口映射代码,使用printf

/* USER CODE BEGIN 4 */
#ifdef __GNUC__
  /* With GCC/RAISONANCE, small printf (option LD Linker->Libraries->Small printf
     set to 'Yes') calls __io_putchar() */
  #define PUTCHAR_PROTOTYPE int __io_putchar(int ch)
#else
  #define PUTCHAR_PROTOTYPE int fputc(int ch, FILE *f)
#endif /* __GNUC__ */
/**
  * @brief  Retargets the C library printf function to the USART.
  * @param  None
  * @retval None
  */
PUTCHAR_PROTOTYPE
{
  /* Place your implementation of fputc here */
  /* e.g. write a character to the EVAL_COM1 and Loop until the end of transmission */
  HAL_UART_Transmit(&huart1, (uint8_t *)&ch, 1, 0xFFFF);
  return ch;
}

int fgetc(FILE * f)
{
  uint8_t ch = 0;
  HAL_UART_Receive(&huart1, (uint8_t *)&ch, 1, 0xffff);
  return ch;
}


/* USER CODE END 4 */

编译代码,报错,新建一个自己的test_unity_conde.c源码,添加报错的这两个函数即可编译通过。

图片

main.c中的代码:

图片

unity_config.h内容到位:

/* 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


/* ************************* 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 


/* 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 */


/* ********************** 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 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 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 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 */




/* *************************** 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 */




/* *************************** MISCELLANEOUS ***********************************
 * Miscellaneous configuration options for Unity
 **************************************************************************** */


/* Unity uses the stddef.h header included in the C standard library for the
 * "NULL" macro. Define this in order to disable the include of stddef.h. If you
 * do this, you have to make sure to provide your own "NULL" definition.
 */
/* #define UNITY_EXCLUDE_STDDEF_H */


/* Define this to enable the unity formatted print macro:
 * "TEST_PRINTF"
 */
/* #define UNITY_INCLUDE_PRINT_FORMATTED */




/* *************************** 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() */


/* 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 */


/* Print execution time of each test when executed in verbose mode
 *
 * Example:
 *
 * TEST - PASS (10 ms)
 */
/* #define UNITY_INCLUDE_EXEC_TIME */


#endif /* UNITY_CONFIG_H */

test_unity_code.c中的内容:

#include "unity.h"
#include "unity_internals.h"


#include 


void setUp(void)
{
}

void tearDown(void)
{
}

/*
    闰年判断函数
  闰年:能被4整除同时不能被100整除,或者能被400整除。
*/
int IsLeapYear(int year)
{
    uint8_t flag = 0;
    if(((year % 100!=0) && (year % 4==0)) || ( year % 400==0) )
    {
        flag = 1;
    }
    return flag;
}

void leapYear(void)
{
    TEST_ASSERT_TRUE(IsLeapYear(2020));
    TEST_ASSERT_TRUE(IsLeapYear(2000));
}

void commonYear(void)
{
    TEST_ASSERT_FALSE(IsLeapYear(1999));
    TEST_ASSERT_FALSE(IsLeapYear(2100));
}

// 被测函数
int add(int a, int b) {
  return a + b;
}


// 测试函数
void test_add(void) {
  TEST_ASSERT_EQUAL(4, add(2, 2));
  TEST_ASSERT_EQUAL(0, add(0, 0));
  TEST_ASSERT_EQUAL(0, add(-1, 1));
}


// 被测函数
void led_on(uint8_t *gpio_state) {
  // 设置GPIO引脚为低电平,点亮LED灯
   *gpio_state = 0;
}


void led_off(uint8_t *gpio_state) {
  // 设置GPIO引脚为高电平,熄灭LED灯
  *gpio_state = 1;
}


// 测试函数
void test_led_off(void) {
  // 模拟GPIO引脚的状态
  uint8_t gpio_state = 0;


  // 调用被测函数之前,检查GPIO引脚为低电平
  TEST_ASSERT_EQUAL(0, gpio_state);


  // 调用被测函数,并传入一个指针参数,用于修改GPIO引脚的状态
  led_off(&gpio_state);


  // 调用被测函数之后,检查GPIO引脚为高电平
  TEST_ASSERT_EQUAL(1, gpio_state);
}


void test_led_on(void) {
  // 模拟GPIO引脚的状态
  uint8_t gpio_state = 1;


   // 调用被测函数之前,检查GPIO引脚为高电平
   TEST_ASSERT_EQUAL(1, gpio_state);


   // 调用被测函数,并传入一个指针参数,用于修改GPIO引脚的状态
   led_on(&gpio_state);


   // 调用被测函数之后,检查GPIO引脚为低电平
   TEST_ASSERT_EQUAL(0, gpio_state);
}


// 被测函数
void reverse_string(char *str) {
  // 反转一个字符串
  int len = strlen(str);
  for (int i = 0; i < len / 2; i++) {
    char temp = str[i];
    str[i] = str[len - i - 1];
    str[len - i - 1] = temp;
  }
}


// 测试函数
void test_reverse_string(void) {
  // 定义一个测试字符串
  char test_str[] = "Hello World";


   // 调用被测函数之前,检查字符串内容
   TEST_ASSERT_EQUAL_STRING("Hello World", test_str);


   // 调用被测函数,并传入字符串参数
   reverse_string(test_str);


   // 调用被测函数之后,检查字符串内容是否反转
   TEST_ASSERT_EQUAL_STRING("dlroW olleH", test_str);
}


void test_unity(void)
{
//  UnityPrint("heihei\\r\\n");
//  UnityPrint("\\r\\n************\\r\\n");


    // 初始化测试注册表
    UNITY_BEGIN();


    // 运行测试函数
    RUN_TEST(test_add);
    RUN_TEST(leapYear);
    RUN_TEST(commonYear);
    RUN_TEST(test_led_on);
    RUN_TEST(test_led_off);
    RUN_TEST(test_reverse_string);


    UNITY_END();
}

实验现象

编译工程:下载进工程,可以在串口助手界面观察到相关日志。

图片

可以在工程中跑一下官方的demo,观察一下实验现象,本文完!

声明:本文内容及配图由入驻作者撰写或者入驻合作网站授权转载。文章观点仅代表作者本人,不代表电子发烧友网立场。文章及其配图仅供工程师学习之用,如有内容侵权或者其他违规问题,请联系本站处理。 举报投诉
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