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unity在stm32上的使用

2024-01-10 来源:elecfans

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/

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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

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时钟界面选项卡:

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工程选项卡:

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点击右上角的的生成代码:

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使用keil打开工程,编译工程,一切都是ok

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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。

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设置头文件路径:

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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。

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main.c中的代码:

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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。

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可以在工程中跑一下官方的demo,观察一下实验现象,本文完!


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