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ctdd/AGENTS.md
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portersky e9bdd3bff5 chore: add TDD workflow, behavioral guidelines, and ASan support
Add deps/Sanitizers.cmake for AddressSanitizer support (ENABLE_ASAN).
Add TDD workflow and behavioral guidelines to AGENTS.md.
2026-06-14 19:36:04 +02:00

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# AGENTS.md
## Project Overview
`ctdd` is a C23 project wired for test-driven development using
Unity and CMock.
## Build System
- **Generator:** Ninja
- **CMake minimum:** 3.21
- **C standard:** C23
### Commands
Configure (default):
```sh
cmake -S . -B build -G Ninja
```
Configure with coverage:
```sh
cmake -S . -B build-cov -G Ninja -DENABLE_COVERAGE=ON
```
Build:
```sh
ninja -C build
```
Run tests (full Unity output, colored):
```sh
ninja -C build check
```
Run tests (CTest summary only):
```sh
ninja -C build test
```
Run tests and generate coverage HTML:
```sh
ninja -C build-cov coverage
```
Run (Linux/macOS):
```sh
./build/main
```
Run (Windows):
```sh
./build/main.exe
```
### Dependencies
Dependencies are managed via custom `Find*.cmake` scripts in `deps/`.
These scripts use `FetchContent` under the hood to download and build
libraries automatically.
To add a new dependency:
1. Add the corresponding `Find<name>.cmake` to `deps/`
2. Add `find_package(<name> REQUIRED)` to `CMakeLists.txt`
3. Link with `<name>::<name>` in `target_link_libraries()`
### CMake Module Path
`deps/` is added to `CMAKE_MODULE_PATH` so `find_package()` resolves
to the custom scripts instead of system-installed packages.
## Coding Conventions
- **Language:** C23
- **Trailing return type** for function signatures (e.g. `auto fn() -> void`)
- **4-space indentation**
- **No semicolons after closing braces** for namespaces/classes
- `auto` for obvious types (e.g. `auto main(...) -> int`)
- **East const** (e.g. `char const*` not `const char*`)
- **Trailing return type** for all function definitions, including
operators (e.g. `auto operator=(T&&) noexcept -> T&`)
- **Public members first** in class declarations, private members at the
bottom
- `<>` includes only for system headers (std, OS, etc.)
- `""` includes for third-party dependencies (e.g. `fmt`,
`nlohmann/json`)
- **Naming:** `snake_case` for variables, functions, and classes
- **Naming:** `SCREAMING_SNAKE_CASE` only for macros and constants
- Include order:
1. C++ standard library headers (`<chrono>`, `<vector>`, etc.)
2. *(blank line)*
3. C standard library headers (`<stdlib.h>`, `<string.h>`, etc.)
4. *(blank line)*
5. OS-specific headers (Windows API, POSIX, etc.)
6. *(blank line)*
7. Third-party dependencies (`"fmt/core.h"`, etc.)
8. *(blank line)*
9. Local/project headers
## Shell Scripts
- Always use `#!/bin/sh` shebang for shell scripts
- Scripts must be POSIX compliant (no bashisms)
- When providing commands to users:
- Windows/PowerShell: use `` ` `` for line continuation
- Unix/Linux/macOS: use `\` for line continuation
## Commit Messages
- Follow the 50/72 rule:
- Subject line: max 50 characters
- Body lines: wrapped at 72 characters
- Use conventional commit prefixes (`feat:`, `fix:`, `docs:`, `chore:`,
etc.)
- Separate subject from body with a blank line
- Do **not** add yourself as a co-author (`Co-Authored-By:` trailers are
forbidden)
Example:
```
feat: add stopwatch timer
Replace Hello World with a live stopwatch that prints elapsed time
in HH:MM:SS.mmm format, updating every 10ms with color output.
```
## Documentation (Markdown)
- Wrap normal text and lists at **max 80 columns** (for readability in
terminals and editors).
- **Exceptions**: Tables and code blocks (```` ``` ````) can exceed 80
columns when formatting requires it (e.g. trees, alignment).
- Use standard Markdown: `**bold**`, `` `inline code` ``, `##` headings,
`-` or numbered lists, fenced code blocks with language hints
(```` ```cpp ````, ```` ```sh ````).
- Keep examples concise, up-to-date, and self-documenting.
- Do not use em dashes (``). Use a colon or rewrite the sentence.
- Each shell command gets its own fenced code block; do **not** combine
multiple commands into one block. Precede each block with a short
plain-text label describing what the command does:
Setup build:
```sh
cmake -S . -B build -G Ninja
```
- This file (`AGENTS.md`) follows its own rules.
## Source Layout
```text
ctdd/
str.h / str.c Pure string utilities (no dependencies)
report.h / report.c Formats a value and calls log_message()
logger.h / logger.c Real log_message via printf to stdout
main.c Entry point
tests/
test_str.c Unity state-based tests for ctdd/str
test_report.c Interaction-based tests using CMock
deps/
FindUnity.cmake Fetches Unity v2.6.1 via ZIP
FindCMock.cmake Fetches CMock v2.6.0 via ZIP
```
## TDD Workflow
This project follows Red-Green-Refactor. All changes to testable source
files under `ctdd/` should be test-driven: write a failing test first,
then implement.
### Adding a new module
1. Create `ctdd/<module>.h` with the public prototype.
2. Create `tests/test_<module>.c`. Set CMock expectations for any
dependency calls, then assert the result.
3. Register the test in `tests/CMakeLists.txt`:
```cmake
add_executable(test_module test_module.c)
target_include_directories(test_module PRIVATE "${CMAKE_SOURCE_DIR}")
target_link_libraries(test_module PRIVATE ctdd_module Unity::Unity CMock::CMock)
target_compile_features(test_module PRIVATE c_std_23)
cmock_generate_mock(test_module "${CMAKE_SOURCE_DIR}/ctdd/dep.h")
add_test(NAME test_module COMMAND test_module)
list(APPEND TEST_TARGETS test_module)
```
4. Stub `ctdd/<module>.c` with a dummy return, confirm RED, implement,
confirm GREEN:
```sh
ninja -C build check
```
### Mocking a dependency
Use `cmock_generate_mock` in the test target to generate a mock from a
header. Include `Mock<name>.h` in the test and use the generated API:
```c
#include "Mockdep.h"
void setUp(void) { Mockdep_Init(); }
void tearDown(void) { Mockdep_Verify(); Mockdep_Destroy(); }
void test_something(void) {
dep_fn_ExpectAndReturn(arg, expected);
TEST_ASSERT_TRUE(module_do_thing());
}
```
## Behavioral Guidelines
Reduce common LLM coding mistakes. Bias toward caution over speed.
For trivial tasks, use judgment.
### Think Before Coding
- State assumptions explicitly. If uncertain, ask.
- If multiple interpretations exist, present them, don't pick silently.
- If something is unclear, stop. Name what's confusing. Ask.
### Simplicity First
Minimum code that solves the problem. Nothing speculative.
- No features beyond what was asked.
- No abstractions for single-use code.
- If you write 200 lines and it could be 50, rewrite it.
### Surgical Changes
Touch only what you must. Clean up only your own mess.
- Don't "improve" adjacent code, comments, or formatting.
- Don't refactor things that aren't broken.
- Match existing style, even if you'd do it differently.
- Remove imports/variables/functions that YOUR changes made unused.
- Don't remove pre-existing dead code unless asked.
### Goal-Driven Execution
Transform tasks into verifiable goals:
- "Add validation" means: write tests for invalid inputs, then pass.
- "Fix the bug" means: write a test that reproduces it, then pass.
- "Refactor X" means: ensure tests pass before and after.
## Platform Support
The project supports Windows, Linux, macOS, Emscripten, and Android via
`Platform.cmake` and `Flags.cmake` in `deps/`.