diff --git a/controller/tea_poor/platformio.ini b/controller/tea_poor/platformio.ini index 59d09e1..e711024 100644 --- a/controller/tea_poor/platformio.ini +++ b/controller/tea_poor/platformio.ini @@ -12,12 +12,9 @@ platform = renesas-ra board = uno_r4_wifi framework = arduino +test_framework = unity lib_deps = lasselukkari/aWOT@^3.5.0 + throwtheswitch/Unity@^2.5.2 test_ignore = local -[env:local] -platform = native -test_framework = googletest -test_build_src = no -lib_ldf_mode = deep \ No newline at end of file diff --git a/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp b/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp index 61d75c6..dc43712 100644 --- a/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp +++ b/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp @@ -1,9 +1,11 @@ // I wasn't able to run tests at all. Run them locally and confirm that they are working. // Its either a local problem or a problem with the configuration of the project. // Further goes a sketch of the tests, but I wasn't able to run them. -#include +#include #include + + // Fake water pump class FakeWaterPump : public IWaterPump { private: @@ -13,12 +15,18 @@ class FakeWaterPump : public IWaterPump { void start() override { _isRunning = true; } void stop() override { _isRunning = false; } - bool isRunning() override { return _isRunning; } + bool isRunning() const override { return _isRunning; } }; // End of fake water pump + +/* Empty functions required by unity framework*/ +void setUp() { /* Setup code here */ } +void tearDown() { /* Teardown code here */ } + + // test that pump is stopping after given time -TEST(WaterPumpScheduler, test_pump_stops_after_given_time) { +void test_pump_stops_after_given_time() { // random time between 1 and 10 seconds const unsigned long runTimeMs = 1000 + (rand() % 10) * 1000; FakeWaterPump fakeWaterPump; @@ -29,21 +37,21 @@ TEST(WaterPumpScheduler, test_pump_stops_after_given_time) { waterPumpScheduler.start(runTimeMs, currentTimeMs); // check status auto status = waterPumpScheduler.status(); - ASSERT_TRUE(status.isRunning); - ASSERT_EQ(status.stopTime, runTimeMs); + UNITY_TEST_ASSERT_TRUE(status.isRunning); + UNITY_TEST_ASSERT_EQUAL(status.stopTime, runTimeMs); while (currentTimeMs < runTimeMs) { waterPumpScheduler.tick(currentTimeMs); - ASSERT_TRUE(fakeWaterPump->isRunning()); + UNITY_TEST_ASSERT_TRUE(fakeWaterPump.isRunning()); currentTimeMs += 100; } // pump should be stopped after given time waterPumpScheduler.tick(runTimeMs + 1); - ASSERT_FALSE(fakeWaterPump->isRunning()); + UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); } // test that pump is periodically forced to stop after given time -TEST(WaterPumpScheduler, test_pump_is_periodically_forced_to_stop_after_given_time) { +void test_pump_is_periodically_forced_to_stop_after_given_time () { FakeWaterPump fakeWaterPump; WaterPumpScheduler waterPumpScheduler(&fakeWaterPump, 1000); // force stop each 1 second waterPumpScheduler.setup(); @@ -52,18 +60,25 @@ TEST(WaterPumpScheduler, test_pump_is_periodically_forced_to_stop_after_given_ti waterPumpScheduler.start(1, currentTimeMs); currentTimeMs += 1; waterPumpScheduler.tick(currentTimeMs); - ASSERT_FALSE(fakeWaterPump->isRunning()); // pump should be stopped after given time + UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped after given time for(int i = 0; i < 10; i++) { // emulate that pump was started again fakeWaterPump.start(); currentTimeMs += 1000; waterPumpScheduler.tick(currentTimeMs); - ASSERT_FALSE(fakeWaterPump->isRunning()); // pump should be stopped + UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped } } -int main(int argc, char **argv) { - ::testing::InitGoogleTest(&argc, argv); - return RUN_ALL_TESTS(); +void setup() { + UNITY_BEGIN(); + RUN_TEST(test_pump_stops_after_given_time); + RUN_TEST(test_pump_is_periodically_forced_to_stop_after_given_time); + UNITY_END(); +} + + +void loop() { + } \ No newline at end of file diff --git a/controller/tea_poor/test/test_local/unity_config.h b/controller/tea_poor/test/test_local/unity_config.h new file mode 100644 index 0000000..f45e802 --- /dev/null +++ b/controller/tea_poor/test/test_local/unity_config.h @@ -0,0 +1,244 @@ +/* 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 */ \ No newline at end of file