Table of Contents
Support for building native software is currently incubating. Please be aware that the DSL, APIs and other configuration may change in later Gradle versions.
The native software plugins add support for building native software components, such as executables or shared libraries, from code written in C++, C and other languages. While many excellent build tools exist for this space of software development, Gradle offers developers its trademark power and flexibility together with dependency management practices more traditionally found in the JVM development space.
The native software plugins make use of the Gradle software model.
The native software plugins provide:
Support for building native libraries and applications on Windows, Linux, OS X and other platforms.
Support for several source languages.
Support for building different variants of the same software, for different architectures, operating systems, or for any purpose.
Incremental parallel compilation, precompiled headers.
Dependency management between native software components.
Unit test execution.
Generate Visual studio solution and project files.
Deep integration with various tool chain, including discovery of installed tool chains.
The following source languages are currently supported:
C
C++
Objective-C
Objective-C++
Assembly
Windows resources
Gradle offers the ability to execute the same build using different tool chains. When you build a native binary, Gradle will attempt to locate a tool chain installed on your machine that can build the binary. You can fine tune exactly how this works, see Section 72.17, “Tool chains” for details.
The following tool chains are supported:
Operating System | Tool Chain | Notes |
Linux | GCC | |
Linux | Clang | |
Mac OS X | XCode | Uses the Clang tool chain bundled with XCode. |
Windows | Visual C++ | Windows XP and later, Visual C++ 2010/2012/2013. |
Windows | GCC with Cywin 32 | Windows XP and later. |
Windows | GCC with MinGW | Windows XP and later. Mingw-w64 is currently not supported. |
The following tool chains are unofficially supported. They generally work fine, but are not tested continuously:
Note that if you are using GCC then you currently need to install support for C++, even if you are not building from C++ source. This restriction will be removed in a future Gradle version.
To build native software, you will need to have a compatible tool chain installed:
To build on Windows, install a compatible version of Visual Studio. The native plugins will discover the Visual Studio installations and select the latest version. There is no need to mess around with environment variables or batch scripts. This works fine from a Cygwin shell or the Windows command-line.
Alternatively, you can install Cygwin with GCC or MinGW. Clang is currently not supported.
To build on OS X, you should install XCode. The native plugins will discover the XCode installation using the system PATH.
The native plugins also work with GCC and Clang bundled with Macports. To use one of the Macports tool chains,
you will need to make the tool chain the default using the port select
command and add Macports to the system PATH.
The native software model builds on the base Gradle software model.
To build native software using Gradle, your project should define one or more native components. Each component represents either an executable or a library that Gradle should build. A project can define any number of components. Gradle does not define any components by default.
For each component, Gradle defines a source set for each language that the component can be built from. A source set is essentially
just a set of source directories containing source files. For example, when you apply the c
plugin and define a library called
helloworld
, Gradle will define, by default, a source set containing the C source files in the src/helloworld/c
directory.
It will use these source files to build the helloworld
library.
This is described in more detail below.
For each component, Gradle defines one or more binaries as output. To build a binary, Gradle will take the source files defined for
the component, compile them as appropriate for the source language, and link the result into a binary file. For an executable component, Gradle can
produce executable binary files. For a library component, Gradle can produce both static and shared library binary files. For example, when you define
a library called helloworld
and build on Linux, Gradle will, by default, produce libhelloworld.so
and
libhelloworld.a
binaries.
In many cases, more than one binary can be produced for a component. These binaries may vary based on the tool chain used to build, the compiler/linker flags supplied, the dependencies provided, or additional source files provided. Each native binary produced for a component is referred to as variant. Binary variants are discussed in detail below.
Gradle uses the single build worker pool to concurrently compile and link native components, by default. No special configuration is required to enable concurrent building.
By default, the worker pool size is determined by the number of available processors on the build machine (as reported to the build JVM).
To explicitly set the number of workers use the --max-workers
command-line option or org.gradle.workers.max
system property.
There is generally no need to change this setting from its default.
The build worker pool is shared across all build tasks. This means that when using parallel project execution, the maximum number of concurrent individual compilation operations does not increase. For example, if the build machine has 4 processing cores and 10 projects are compiling in parallel, Gradle will only use 4 total workers, not 40.
To build either a static or shared native library, you define a library component in the components
container. The following sample
defines a library called hello
:
Example 72.1. Defining a library component
build.gradle
model { components { hello(NativeLibrarySpec) } }
A library component is represented using NativeLibrarySpec
.
Each library component can produce at least one shared library binary (SharedLibraryBinarySpec
)
and at least one static library binary (StaticLibraryBinarySpec
).
To build a native executable, you define an executable component in the components
container. The following sample defines
an executable called main
:
Example 72.2. Defining executable components
build.gradle
model {
components {
main(NativeExecutableSpec) {
sources {
c.lib library: "hello"
}
}
}
}
An executable component is represented using NativeExecutableSpec
. Each executable component can
produce at least one executable binary (NativeExecutableBinarySpec
).
For each component defined, Gradle adds a FunctionalSourceSet
with the same name.
Each of these functional source sets will contain a language-specific source set for each of the languages supported by the project.
For each NativeBinarySpec
that can be produced by a build,
a single lifecycle task is constructed that can be used to create that binary, together with a set of other tasks that do the actual
work of compiling, linking or assembling the binary.
Component Type | Native Binary Type | Lifecycle task | Location of created binary |
NativeExecutableSpec |
NativeExecutableBinarySpec |
|
|
NativeLibrarySpec |
SharedLibraryBinarySpec |
|
|
NativeLibrarySpec |
StaticLibraryBinarySpec |
|
|
For each executable binary produced, the cpp
plugin provides an install${binary.name}
task,
which creates a development install of the executable, along with the shared libraries it requires.
This allows you to run the executable without needing to install the shared libraries in their final locations.
Gradle provides a report that you can run from the command-line that shows some details about the components and binaries that your
project produces. To use this report, just run gradle components
. Below is an example of running this report for
one of the sample projects:
Example 72.3. The components report
Output of gradle components
> gradle components :components ------------------------------------------------------------ Root project ------------------------------------------------------------ Native library 'hello' ---------------------- Source sets C++ source 'hello:cpp' srcDir: src/hello/cpp Binaries Shared library 'hello:sharedLibrary' build using task: :helloSharedLibrary build type: build type 'debug' flavor: flavor 'default' target platform: platform 'current' tool chain: Tool chain 'clang' (Clang) shared library file: build/libs/hello/shared/libhello.dylib Static library 'hello:staticLibrary' build using task: :helloStaticLibrary build type: build type 'debug' flavor: flavor 'default' target platform: platform 'current' tool chain: Tool chain 'clang' (Clang) static library file: build/libs/hello/static/libhello.a Native executable 'main' ------------------------ Source sets C++ source 'main:cpp' srcDir: src/main/cpp Binaries Executable 'main:executable' build using task: :mainExecutable install using task: :installMainExecutable build type: build type 'debug' flavor: flavor 'default' target platform: platform 'current' tool chain: Tool chain 'clang' (Clang) executable file: build/exe/main/main Note: currently not all plugins register their components, so some components may not be visible here. BUILD SUCCESSFUL Total time: 1 secs
Presently, Gradle supports building native software from any combination of source languages listed below.
A native binary project will contain one or more named FunctionalSourceSet
instances (eg 'main', 'test', etc),
each of which can contain LanguageSourceSet
s containing source files, one for each language.
C
C++
Objective-C
Objective-C++
Assembly
Windows resources
C++ language support is provided by means of the 'cpp'
plugin.
C++ sources to be included in a native binary are provided via a CppSourceSet
,
which defines a set of C++ source files and optionally a set of exported header files (for a library).
By default, for any named component the CppSourceSet
contains
.cpp
source files in src/${name}/cpp
,
and header files in src/${name}/headers
.
While the cpp
plugin defines these default locations for each CppSourceSet
,
it is possible to extend or override these defaults to allow for a different project layout.
Example 72.5. C++ source set
build.gradle
sources { cpp { source { srcDir "src/source" include "**/*.cpp" } } }
For a library named 'main', header files in src/main/headers
are considered the “public” or “exported” headers.
Header files that should not be exported should be placed inside the src/main/cpp
directory (though be aware that
such header files should always be referenced in a manner relative to the file including them).
C language support is provided by means of the 'c'
plugin.
C sources to be included in a native binary are provided via a CSourceSet
,
which defines a set of C source files and optionally a set of exported header files (for a library).
By default, for any named component the CSourceSet
contains
.c
source files in src/${name}/c
,
and header files in src/${name}/headers
.
While the c
plugin defines these default locations for each CSourceSet
,
it is possible to extend or override these defaults to allow for a different project layout.
Example 72.7. C source set
build.gradle
sources { c { source { srcDir "src/source" include "**/*.c" } exportedHeaders { srcDir "src/include" } } }
For a library named 'main', header files in src/main/headers
are considered the “public” or “exported” headers.
Header files that should not be exported should be placed inside the src/main/c
directory (though be aware that
such header files should always be referenced in a manner relative to the file including them).
Assembly language support is provided by means of the 'assembler'
plugin.
Assembler sources to be included in a native binary are provided via a AssemblerSourceSet
,
which defines a set of Assembler source files.
By default, for any named component the AssemblerSourceSet
contains
.s
source files under src/${name}/asm
.
Objective-C language support is provided by means of the 'objective-c'
plugin.
Objective-C sources to be included in a native binary are provided via a ObjectiveCSourceSet
,
which defines a set of Objective-C source files.
By default, for any named component the ObjectiveCSourceSet
contains
.m
source files under src/${name}/objectiveC
.
Objective-C++ language support is provided by means of the 'objective-cpp'
plugin.
Objective-C++ sources to be included in a native binary are provided via a ObjectiveCppSourceSet
,
which defines a set of Objective-C++ source files.
By default, for any named component the ObjectiveCppSourceSet
contains
.mm
source files under src/${name}/objectiveCpp
.
Each binary to be produced is associated with a set of compiler and linker settings, which include command-line arguments as well as macro definitions. These settings can be applied to all binaries, an individual binary, or selectively to a group of binaries based on some criteria.
Example 72.11. Settings that apply to all binaries
build.gradle
model { binaries { all { // Define a preprocessor macro for every binary cppCompiler.define "NDEBUG" // Define toolchain-specific compiler and linker options if (toolChain in Gcc) { cppCompiler.args "-O2", "-fno-access-control" linker.args "-Xlinker", "-S" } if (toolChain in VisualCpp) { cppCompiler.args "/Zi" linker.args "/DEBUG" } } } }
Each binary is associated with a particular NativeToolChain
, allowing settings to be targeted based on
this value.
It is easy to apply settings to all binaries of a particular type:
Example 72.12. Settings that apply to all shared libraries
build.gradle
// For any shared library binaries built with Visual C++, // define the DLL_EXPORT macro model { binaries { withType(SharedLibraryBinarySpec) { if (toolChain in VisualCpp) { cCompiler.args "/Zi" cCompiler.define "DLL_EXPORT" } } } }
Furthermore, it is possible to specify settings that apply to all binaries produced for a particular executable
or library
component:
Example 72.13. Settings that apply to all binaries produced for the 'main' executable component
build.gradle
model { components { main(NativeExecutableSpec) { targetPlatform "x86" binaries.all { if (toolChain in VisualCpp) { sources { platformAsm(AssemblerSourceSet) { source.srcDir "src/main/asm_i386_masm" } } assembler.args "/Zi" } else { sources { platformAsm(AssemblerSourceSet) { source.srcDir "src/main/asm_i386_gcc" } } assembler.args "-g" } } } } }
The example above will apply the supplied configuration to all executable
binaries built.
Similarly, settings can be specified to target binaries for a component that are of a particular type: eg all shared libraries for the main library component.
Example 72.14. Settings that apply only to shared libraries produced for the 'main' library component
build.gradle
model { components { main(NativeLibrarySpec) { binaries.withType(SharedLibraryBinarySpec) { // Define a preprocessor macro that only applies to shared libraries cppCompiler.define "DLL_EXPORT" } } } }
When using the VisualCpp
tool chain, Gradle is able to compile Window Resource (rc
)
files and link them into a native binary. This functionality is provided by the 'windows-resources'
plugin.
Windows resources to be included in a native binary are provided via a WindowsResourceSet
,
which defines a set of Windows Resource source files.
By default, for any named component the WindowsResourceSet
contains
.rc
source files under src/${name}/rc
.
As with other source types, you can configure the location of the windows resources that should be included in the binary.
Example 72.16. Configuring the location of Windows resource sources
build-resource-only-dll.gradle
sources { rc { source { srcDirs "src/hello/rc" } exportedHeaders { srcDirs "src/hello/headers" } } }
You are able to construct a resource-only library by providing Windows Resource sources with no other language sources, and configure the linker as appropriate:
Example 72.17. Building a resource-only dll
build-resource-only-dll.gradle
model { components { helloRes(NativeLibrarySpec) { binaries.all { rcCompiler.args "/v" linker.args "/noentry", "/machine:x86" } sources { rc { source { srcDirs "src/hello/rc" } exportedHeaders { srcDirs "src/hello/headers" } } } } } }
The example above also demonstrates the mechanism of passing extra command-line arguments to the resource compiler.
The rcCompiler
extension is of type PreprocessingTool
.
Dependencies for native components are binary libraries that export header files. The header files are used during compilation, with the compiled
binary dependency being used during linking and execution. Header files should be organized into subdirectories to prevent clashes of commonly named headers.
For instance, if your mylib
project has a logging.h
header, it will make it less likely the wrong header is used if you include it as
"mylib/logging.h"
instead of "logging.h"
.
A set of sources may depend on header files provided by another binary component within the same project. A common example is a native executable component that uses functions provided by a separate native library component.
Such a library dependency can be added to a source set associated with the executable
component:
Example 72.18. Providing a library dependency to the source set
build.gradle
sources {
cpp {
lib library: "hello"
}
}
Alternatively, a library dependency can be provided directly to the NativeExecutableBinarySpec
for the executable
.
Example 72.19. Providing a library dependency to the binary
build.gradle
model { components { hello(NativeLibrarySpec) { sources { c { source { srcDir "src/source" include "**/*.c" } exportedHeaders { srcDir "src/include" } } } } main(NativeExecutableSpec) { sources { cpp { source { srcDir "src/source" include "**/*.cpp" } } } binaries.all { // Each executable binary produced uses the 'hello' static library binary lib library: 'hello', linkage: 'static' } } } }
For a component produced in a different Gradle project, the notation is similar.
Example 72.20. Declaring project dependencies
build.gradle
project(":lib") { apply plugin: "cpp" model { components { main(NativeLibrarySpec) } // For any shared library binaries built with Visual C++, // define the DLL_EXPORT macro binaries { withType(SharedLibraryBinarySpec) { if (toolChain in VisualCpp) { cppCompiler.define "DLL_EXPORT" } } } } } project(":exe") { apply plugin: "cpp" model { components { main(NativeExecutableSpec) { sources { cpp { lib project: ':lib', library: 'main' } } } } } }
Precompiled headers are a performance optimization that reduces the cost of compiling widely used headers multiple times. This feature precompiles a header such that the compiled object file can be reused when compiling each source file rather than recompiling the header each time. This support is available for C, C++, Objective-C, and Objective-C++ builds.
To configure a precompiled header, first a header file needs to be defined that includes all of the headers that should be precompiled. It must be specified as the first included header in every source file where the precompiled header should be used. It is assumed that this header file, and any headers it contains, make use of header guards so that they can be included in an idempotent manner. If header guards are not used in a header file, it is possible the header could be compiled more than once and could potentially lead to a broken build.
Example 72.21. Creating a precompiled header file
src/hello/headers/pch.h
#ifndef PCH_H #define PCH_H #include <iostream> #include "hello.h" #endif
Example 72.22. Including a precompiled header file in a source file
src/hello/cpp/hello.cpp
#include "pch.h" void LIB_FUNC Greeter::hello () { std::cout << "Hello world!" << std::endl; }
Precompiled headers are specified on a source set. Only one precompiled header file can be specified on a given source set and will be applied to all source files that declare it as the first include. If a source files does not include this header file as the first header, the file will be compiled in the normal manner (without making use of the precompiled header object file). The string provided should be the same as that which is used in the "#include" directive in the source files.
Example 72.23. Configuring a precompiled header
build.gradle
model {
components {
hello(NativeLibrarySpec) {
sources {
cpp {
preCompiledHeader "pch.h"
}
}
}
}
}
A precompiled header must be included in the same way for all files that use it. Usually, this means the header file should exist in the source set "headers" directory or in a directory included on the compiler include path.
For each executable or library defined, Gradle is able to build a number of different native binary variants. Examples of different variants include debug vs release binaries, 32-bit vs 64-bit binaries, and binaries produced with different custom preprocessor flags.
Binaries produced by Gradle can be differentiated on build type, platform, and flavor. For each of these 'variant dimensions', it is possible to specify a set of available values as well as target each component at one, some or all of these. For example, a plugin may define a range of support platforms, but you may choose to only target Windows-x86 for a particular component.
A build type
determines various non-functional aspects of a binary, such as whether debug information is included,
or what optimisation level the binary is compiled with. Typical build types are 'debug' and 'release', but a project
is free to define any set of build types.
If no build types are defined in a project, then a single, default build type called 'debug' is added.
For a build type, a Gradle project will typically define a set of compiler/linker flags per tool chain.
Example 72.25. Configuring debug binaries
build.gradle
model { binaries { all { if (toolChain in Gcc && buildType == buildTypes.debug) { cppCompiler.args "-g" } if (toolChain in VisualCpp && buildType == buildTypes.debug) { cppCompiler.args '/Zi' cppCompiler.define 'DEBUG' linker.args '/DEBUG' } } } }
An executable or library can be built to run on different operating systems and cpu architectures, with a variant being
produced for each platform. Gradle defines each OS/architecture combination as a NativePlatform
,
and a project may define any number of platforms.
If no platforms are defined in a project, then a single, default platform 'current' is added.
Platform
consists of a defined operating system and architecture. As we continue to develop the
native binary support in Gradle, the concept of Platform will be extended to include things like C-runtime version, Windows SDK, ABI, etc.
Sophisticated builds may use the extensibility of Gradle to apply additional attributes to each platform, which can then be queried to
specify particular includes, preprocessor macros or compiler arguments for a native binary.
Example 72.26. Defining platforms
build.gradle
model { platforms { x86 { architecture "x86" } x64 { architecture "x86_64" } itanium { architecture "ia-64" } } }
For a given variant, Gradle will attempt to find a NativeToolChain
that is able to build
for the target platform. Available tool chains are searched in the order defined.
See the tool chains section below for more details.
Each component can have a set of named flavors
, and a separate binary variant can be produced for each flavor.
While the build type
and target platform
variant dimensions have a defined meaning in Gradle,
each project is free to define any number of flavors and apply meaning to them in any way.
An example of component flavors might differentiate between 'demo', 'paid' and 'enterprise' editions of the component, where the same set of sources is used to produce binaries with different functions.
Example 72.27. Defining flavors
build.gradle
model { flavors { english french } components { hello(NativeLibrarySpec) { binaries.all { if (flavor == flavors.french) { cppCompiler.define "FRENCH" } } } } }
In the example above, a library is defined with a 'english' and 'french' flavor. When compiling the 'french' variant, a separate macro is defined which leads to a different binary being produced.
If no flavor is defined for a component, then a single default flavor named 'default' is used.
For a default component, Gradle will attempt to create a native binary variant for each and every combination of buildType
,
platform
and flavor
defined for the project. It is possible to override this on a per-component
basis, by specifying the set of targetBuildTypes
, targetPlatform
and/or targetFlavors
.
Example 72.28. Targeting a component at particular platforms
build.gradle
model { components { hello(NativeLibrarySpec) { targetPlatform "x86" targetPlatform "x64" } main(NativeExecutableSpec) { targetPlatform "x86" targetPlatform "x64" sources { cpp.lib library: 'hello', linkage: 'static' } } } }
Here you can see that the TargetedNativeComponent.targetPlatform(java.lang.String)
method is used to
specify a platform that the NativeExecutableSpec
named main
should be built for.
A similar mechanism exists for selecting TargetedNativeComponent.targetBuildTypes(java.lang.String[])
and TargetedNativeComponent.targetFlavors(java.lang.String[])
.
When a set of build types, target platforms, and flavors is defined for a component,
a NativeBinarySpec
model element is created for every possible
combination of these. However, in many cases it is not possible to build a particular variant, perhaps because
no tool chain is available to build for a particular platform.
If a binary variant cannot be built for any reason, then the NativeBinarySpec
associated with that variant will not be buildable
. It is possible to use this property to create a task
to generate all possible variants on a particular machine.
Example 72.29. Building all possible variants
build.gradle
model { tasks { buildAllExecutables(Task) { dependsOn $.binaries.findAll { it.buildable } } } }
A single build may utilize different tool chains to build variants for different platforms. To this end, the core 'native-binary' plugins will attempt to locate and make available supported tool chains. However, the set of tool chains for a project may also be explicitly defined, allowing additional cross-compilers to be configured as well as allowing the install directories to be specified.
The supported tool chain types are:
Example 72.30. Defining tool chains
build.gradle
model { toolChains { visualCpp(VisualCpp) { // Specify the installDir if Visual Studio cannot be located // installDir "C:/Apps/Microsoft Visual Studio 10.0" } gcc(Gcc) { // Uncomment to use a GCC install that is not in the PATH // path "/usr/bin/gcc" } clang(Clang) } }
Each tool chain implementation allows for a certain degree of configuration (see the API documentation for more details).
It is not necessary or possible to specify the tool chain that should be used to build.
For a given variant, Gradle will attempt to locate a NativeToolChain
that is able to build
for the target platform. Available tool chains are searched in the order defined.
operatingSystem
,
Gradle will find the first available tool chain that can build for the specified architecture
.
The core Gradle tool chains are able to target the following architectures out of the box. In each case, the tool chain will target the current operating system. See the next section for information on cross-compiling for other operating systems.
Tool Chain | Architectures |
GCC | x86, x86_64 |
Clang | x86, x86_64 |
Visual C++ | x86, x86_64, ia-64 |
So for GCC running on linux, the supported target platforms are 'linux/x86' and 'linux/x86_64'. For GCC running on Windows via Cygwin, platforms 'windows/x86' and 'windows/x86_64' are supported. (The Cygwin POSIX runtime is not yet modelled as part of the platform, but will be in the future.)
If no target platforms are defined for a project, then all binaries are built to target a default platform named 'current'.
This default platform does not specify any architecture
or operatingSystem
value,
hence using the default values of the first available tool chain.
Gradle provides a hook that allows the build author to control the exact set of arguments passed to a tool chain executable. This enables the build author to work around any limitations in Gradle, or assumptions that Gradle makes. The arguments hook should be seen as a 'last-resort' mechanism, with preference given to truly modelling the underlying domain.
Example 72.31. Reconfigure tool arguments
build.gradle
model { toolChains { visualCpp(VisualCpp) { eachPlatform { cppCompiler.withArguments { args -> args << "-DFRENCH" } } } clang(Clang) { eachPlatform { cCompiler.withArguments { args -> Collections.replaceAll(args, "CUSTOM", "-DFRENCH") } linker.withArguments { args -> args.remove "CUSTOM" } staticLibArchiver.withArguments { args -> args.remove "CUSTOM" } } } } }
Cross-compiling is possible with the Gcc
and Clang
tool chains,
by adding support for additional target platforms.
This is done by specifying a target platform for a toolchain. For each target platform a custom configuration can be specified.
Example 72.32. Defining target platforms
build.gradle
model { toolChains { gcc(Gcc) { target("arm"){ cppCompiler.withArguments { args -> args << "-m32" } linker.withArguments { args -> args << "-m32" } } target("sparc") } } platforms { arm { architecture "arm" } sparc { architecture "sparc" } } components { main(NativeExecutableSpec) { targetPlatform "arm" targetPlatform "sparc" } } }
Gradle has the ability to generate Visual Studio project and solution files for the native components defined in your build.
This ability is added by the visual-studio
plugin. For a multi-project build, all projects with native components
should have this plugin applied.
When the visual-studio
plugin is applied, a task name ${component.name}VisualStudio
is created
for each defined component. This task will generate a Visual Studio Solution file for the named component. This solution will include
a Visual Studio Project for that component, as well as linking to project files for each depended-on binary.
The content of the generated visual studio files can be modified via API hooks, provided by the visualStudio
extension. Take a look at the 'visual-studio' sample, or see VisualStudioExtension.getProjects()
and VisualStudioExtension.getSolutions()
in the API documentation for more details.
The Gradle cunit
plugin provides support for compiling and executing CUnit tests in your native-binary project.
For each NativeExecutableSpec
and NativeLibrarySpec
defined in your project, Gradle will create a matching CUnitTestSuiteSpec
component,
named ${component.name}Test
.
Gradle will create a CSourceSet
named 'cunit' for each CUnitTestSuiteSpec
component
in the project. This source set should contain the cunit test files for the component under test. Source files can be located in the conventional location
(src/${component.name}Test/cunit
) or can be configured like any other source set.
Gradle initialises the CUnit test registry and executes the tests, utilising some generated CUnit launcher sources.
Gradle will expect and call a function with the signature void gradle_cunit_register()
that you can use to configure the
actual CUnit suites and tests to execute.
main
method since this will clash with the method provided by Gradle.
A CUnitTestSuiteSpec
component has an associated
NativeExecutableSpec
or NativeLibrarySpec
component.
For each NativeBinarySpec
configured for the main component, a matching
CUnitTestSuiteBinarySpec
will be configured on the test suite component.
These test suite binaries can be configured in a similar way to any other binary instance:
Example 72.33. Registering CUnit tests
suite_operators.c
#include <CUnit/Basic.h> #include "gradle_cunit_register.h" #include "test_operators.h" int suite_init(void) { return 0; } int suite_clean(void) { return 0; } void gradle_cunit_register() { CU_pSuite pSuiteMath = CU_add_suite("operator tests", suite_init, suite_clean); CU_add_test(pSuiteMath, "test_plus", test_plus); CU_add_test(pSuiteMath, "test_minus", test_minus); }
build.gradle
model { binaries { withType(CUnitTestSuiteBinarySpec) { lib library: "cunit", linkage: "static" if (flavor == flavors.failing) { cCompiler.define "PLUS_BROKEN" } } } }
CUnitTestSuiteBinarySpec
.
For each CUnitTestSuiteBinarySpec
, Gradle will create a task to execute this binary,
which will run all of the registered CUnit tests.
Test results will be found in the
directory.
${build.dir}
/test-results
Example 72.34. Running CUnit tests
build.gradle
apply plugin: "c" apply plugin: 'cunit-test-suite' model { flavors { passing failing } platforms { x86 { architecture "x86" } } repositories { libs(PrebuiltLibraries) { cunit { headers.srcDir "libs/cunit/2.1-2/include" binaries.withType(StaticLibraryBinary) { staticLibraryFile = file("libs/cunit/2.1-2/lib/" + findCUnitLibForPlatform(targetPlatform)) } } } } components { operators(NativeLibrarySpec) { targetPlatform "x86" } } testSuites { operatorsTest(CUnitTestSuiteSpec) { testing $.components.operators } } } model { binaries { withType(CUnitTestSuiteBinarySpec) { lib library: "cunit", linkage: "static" if (flavor == flavors.failing) { cCompiler.define "PLUS_BROKEN" } } } }
Note: The code for this example can be found at samples/native-binaries/cunit
in the ‘-all’ distribution of Gradle.
Output of gradle -q runOperatorsTestFailingCUnitExe
> gradle -q runOperatorsTestFailingCUnitExe There were test failures: 1. /home/user/gradle/samples/native-binaries/cunit/src/operatorsTest/c/test_plus.c:6 - plus(0, -2) == -2 2. /home/user/gradle/samples/native-binaries/cunit/src/operatorsTest/c/test_plus.c:7 - plus(2, 2) == 4
The current support for CUnit is quite rudimentary. Plans for future integration include:
Allow tests to be declared with Javadoc-style annotations.
Improved HTML reporting, similar to that available for JUnit.
Real-time feedback for test execution.
Support for additional test frameworks.
The Gradle google-test
plugin provides support for compiling and executing GoogleTest tests in your native-binary project.
For each NativeExecutableSpec
and NativeLibrarySpec
defined in your project, Gradle will create a matching GoogleTestTestSuiteSpec
component,
named ${component.name}Test
.
Gradle will create a CppSourceSet
named 'cpp' for each GoogleTestTestSuiteSpec
component
in the project. This source set should contain the GoogleTest test files for the component under test. Source files can be located in the conventional location
(src/${component.name}Test/cpp
) or can be configured like any other source set.
A GoogleTestTestSuiteSpec
component has an associated
NativeExecutableSpec
or NativeLibrarySpec
component.
For each NativeBinarySpec
configured for the main component, a matching
GoogleTestTestSuiteBinarySpec
will be configured on the test suite component.
These test suite binaries can be configured in a similar way to any other binary instance:
Example 72.35. Registering GoogleTest tests
build.gradle
model { binaries { withType(GoogleTestTestSuiteBinarySpec) { lib library: "googleTest", linkage: "static" if (flavor == flavors.failing) { cppCompiler.define "PLUS_BROKEN" } if (targetPlatform.operatingSystem.linux) { cppCompiler.args '-pthread' linker.args '-pthread' } } } }
Note: The code for this example can be found at samples/native-binaries/google-test
in the ‘-all’ distribution of Gradle.
GoogleTestTestSuiteBinarySpec
.
For each GoogleTestTestSuiteBinarySpec
, Gradle will create a task to execute this binary,
which will run all of the registered GoogleTest tests.
Test results will be found in the
directory.
${build.dir}
/test-results
The current support for GoogleTest is quite rudimentary. Plans for future integration include:
Improved HTML reporting, similar to that available for JUnit.
Real-time feedback for test execution.
Support for additional test frameworks.