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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):

cmake -S . -B build -G Ninja

Configure with coverage:

cmake -S . -B build-cov -G Ninja -DENABLE_COVERAGE=ON

Build:

ninja -C build

Run tests (full Unity output, colored):

ninja -C build check

Run tests (CTest summary only):

ninja -C build test

Run tests and generate coverage HTML:

ninja -C build-cov coverage

Run (Linux/macOS):

./build/main

Run (Windows):

./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:

    cmake -S . -B build -G Ninja
    
  • This file (AGENTS.md) follows its own rules.

Source Layout

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:
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)
  1. Stub ctdd/<module>.c with a dummy return, confirm RED, implement, confirm GREEN:
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:

#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/.