unity在stm32上的使用

发布时间:2024-01-10  

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

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