How can I have code in a project that won't compile for Arduino?
I want to test the algorithms in my code without needing to send it to an actual Arduino board. I figured I could lay out my project like:
project/
core.cpp # core algorithms
core.h # header for core.cpp
project.ino # Arduino setup() loop() calling into core
pc-main.cpp # main(argv) calling into core
However, when I do this, the Arduino IDE wants to compile pc-main.cpp
, which won't work since it uses stdio and all that. What can I do instead?
Is there a way to hide a file from the build, other than changing the extension which would inconvenience other editors and compilers? Is there a different standard approach to this kind of problem?
What I've thought of:
I could put
pc-main.cpp
in another directory and have the build for it refer to the files in the Arduino project directory, but that seems awkward and I'd like a more elegant solution.I could symlink the
core.*
files into the Arduino project directory from elsewhere, but that would also be inelegant, and inconvenience Windows users should one want to compile the project.I could put an
#ifdef
around the contents ofpc-main.cpp
, but I haven't found a suitable#define
to check for, other than board-specific ones.
I don't want a solution which requires extra steps for each build; the whole point of trying to do this is fast and easy development.
I would also prefer one which does not bring in a whole additional build system, testing framework, or IDE; for example, I found arduino_ci and PlatformIO while researching this question. I'll switch to looking at such options if there isn't a good solution to the problem as I've stated it here.
[My question is arguably the same as Project structure to build for PC and Arduino at a high level, but the question and answer there are broad and about organizing modules and not how to make the build actually work.]
arduino-ide compile build
add a comment |
I want to test the algorithms in my code without needing to send it to an actual Arduino board. I figured I could lay out my project like:
project/
core.cpp # core algorithms
core.h # header for core.cpp
project.ino # Arduino setup() loop() calling into core
pc-main.cpp # main(argv) calling into core
However, when I do this, the Arduino IDE wants to compile pc-main.cpp
, which won't work since it uses stdio and all that. What can I do instead?
Is there a way to hide a file from the build, other than changing the extension which would inconvenience other editors and compilers? Is there a different standard approach to this kind of problem?
What I've thought of:
I could put
pc-main.cpp
in another directory and have the build for it refer to the files in the Arduino project directory, but that seems awkward and I'd like a more elegant solution.I could symlink the
core.*
files into the Arduino project directory from elsewhere, but that would also be inelegant, and inconvenience Windows users should one want to compile the project.I could put an
#ifdef
around the contents ofpc-main.cpp
, but I haven't found a suitable#define
to check for, other than board-specific ones.
I don't want a solution which requires extra steps for each build; the whole point of trying to do this is fast and easy development.
I would also prefer one which does not bring in a whole additional build system, testing framework, or IDE; for example, I found arduino_ci and PlatformIO while researching this question. I'll switch to looking at such options if there isn't a good solution to the problem as I've stated it here.
[My question is arguably the same as Project structure to build for PC and Arduino at a high level, but the question and answer there are broad and about organizing modules and not how to make the build actually work.]
arduino-ide compile build
add a comment |
I want to test the algorithms in my code without needing to send it to an actual Arduino board. I figured I could lay out my project like:
project/
core.cpp # core algorithms
core.h # header for core.cpp
project.ino # Arduino setup() loop() calling into core
pc-main.cpp # main(argv) calling into core
However, when I do this, the Arduino IDE wants to compile pc-main.cpp
, which won't work since it uses stdio and all that. What can I do instead?
Is there a way to hide a file from the build, other than changing the extension which would inconvenience other editors and compilers? Is there a different standard approach to this kind of problem?
What I've thought of:
I could put
pc-main.cpp
in another directory and have the build for it refer to the files in the Arduino project directory, but that seems awkward and I'd like a more elegant solution.I could symlink the
core.*
files into the Arduino project directory from elsewhere, but that would also be inelegant, and inconvenience Windows users should one want to compile the project.I could put an
#ifdef
around the contents ofpc-main.cpp
, but I haven't found a suitable#define
to check for, other than board-specific ones.
I don't want a solution which requires extra steps for each build; the whole point of trying to do this is fast and easy development.
I would also prefer one which does not bring in a whole additional build system, testing framework, or IDE; for example, I found arduino_ci and PlatformIO while researching this question. I'll switch to looking at such options if there isn't a good solution to the problem as I've stated it here.
[My question is arguably the same as Project structure to build for PC and Arduino at a high level, but the question and answer there are broad and about organizing modules and not how to make the build actually work.]
arduino-ide compile build
I want to test the algorithms in my code without needing to send it to an actual Arduino board. I figured I could lay out my project like:
project/
core.cpp # core algorithms
core.h # header for core.cpp
project.ino # Arduino setup() loop() calling into core
pc-main.cpp # main(argv) calling into core
However, when I do this, the Arduino IDE wants to compile pc-main.cpp
, which won't work since it uses stdio and all that. What can I do instead?
Is there a way to hide a file from the build, other than changing the extension which would inconvenience other editors and compilers? Is there a different standard approach to this kind of problem?
What I've thought of:
I could put
pc-main.cpp
in another directory and have the build for it refer to the files in the Arduino project directory, but that seems awkward and I'd like a more elegant solution.I could symlink the
core.*
files into the Arduino project directory from elsewhere, but that would also be inelegant, and inconvenience Windows users should one want to compile the project.I could put an
#ifdef
around the contents ofpc-main.cpp
, but I haven't found a suitable#define
to check for, other than board-specific ones.
I don't want a solution which requires extra steps for each build; the whole point of trying to do this is fast and easy development.
I would also prefer one which does not bring in a whole additional build system, testing framework, or IDE; for example, I found arduino_ci and PlatformIO while researching this question. I'll switch to looking at such options if there isn't a good solution to the problem as I've stated it here.
[My question is arguably the same as Project structure to build for PC and Arduino at a high level, but the question and answer there are broad and about organizing modules and not how to make the build actually work.]
arduino-ide compile build
arduino-ide compile build
asked Nov 14 '18 at 16:32
Kevin ReidKevin Reid
1284
1284
add a comment |
add a comment |
1 Answer
1
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oldest
votes
I would use conditional compilation, like this:
#ifndef(ARDUINO)
// Non-Arduino code.
#endif
Thanks. Is there official documentation that specifies this#define
exists?
– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found thatARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.
– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
I would use conditional compilation, like this:
#ifndef(ARDUINO)
// Non-Arduino code.
#endif
Thanks. Is there official documentation that specifies this#define
exists?
– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found thatARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.
– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
add a comment |
I would use conditional compilation, like this:
#ifndef(ARDUINO)
// Non-Arduino code.
#endif
Thanks. Is there official documentation that specifies this#define
exists?
– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found thatARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.
– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
add a comment |
I would use conditional compilation, like this:
#ifndef(ARDUINO)
// Non-Arduino code.
#endif
I would use conditional compilation, like this:
#ifndef(ARDUINO)
// Non-Arduino code.
#endif
answered Nov 14 '18 at 16:36
Edgar BonetEdgar Bonet
24.8k22546
24.8k22546
Thanks. Is there official documentation that specifies this#define
exists?
– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found thatARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.
– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
add a comment |
Thanks. Is there official documentation that specifies this#define
exists?
– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found thatARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.
– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
Thanks. Is there official documentation that specifies this
#define
exists?– Kevin Reid
Nov 14 '18 at 17:10
Thanks. Is there official documentation that specifies this
#define
exists?– Kevin Reid
Nov 14 '18 at 17:10
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
You can add the #define to your code and manually change it when you change environments. You can look up Arduino compiler predefined symbols. Or you can tweak the IDE's compiler command to include "-DSYMBOL_OF_MY_CHOICE" which would define your symbol during an IDE compile and presumably be undefined in your desktop environment.
– JRobert
Nov 14 '18 at 17:46
To be clear, I found that
ARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.– Kevin Reid
Nov 14 '18 at 18:01
To be clear, I found that
ARDUINO
is already defined and I didn't need to configure anything, so Edgar's code works exactly as written. I'm asking if there's documentation for it, as I think the answer would be even better with a link.– Kevin Reid
Nov 14 '18 at 18:01
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
@KevinReid: I didn't find it in a doc (although it's mentioned here), but in a Makefile intended to emulate the Arduino IDE.
– Edgar Bonet
Nov 14 '18 at 19:58
add a comment |
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