big merge

This commit is contained in:
Philippe G
2021-12-18 21:04:23 -08:00
parent 955692f8ad
commit 898998efb0
583 changed files with 84472 additions and 1965 deletions

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# ==========================================
# Unity Project - A Test Framework for C
# Copyright (c) 2007 Mike Karlesky, Mark VanderVoord, Greg Williams
# [Released under MIT License. Please refer to license.txt for details]
# ==========================================
#We try to detect the OS we are running on, and adjust commands as needed
ifeq ($(OS),Windows_NT)
ifeq ($(shell uname -s),) # not in a bash-like shell
CLEANUP = del /F /Q
MKDIR = mkdir
else # in a bash-like shell, like msys
CLEANUP = rm -f
MKDIR = mkdir -p
endif
TARGET_EXTENSION=.exe
else
CLEANUP = rm -f
MKDIR = mkdir -p
TARGET_EXTENSION=.out
endif
C_COMPILER=gcc
ifeq ($(shell uname -s), Darwin)
C_COMPILER=clang
endif
UNITY_ROOT=../..
CFLAGS=-std=c89
CFLAGS += -Wall
CFLAGS += -Wextra
CFLAGS += -Wpointer-arith
CFLAGS += -Wcast-align
CFLAGS += -Wwrite-strings
CFLAGS += -Wswitch-default
CFLAGS += -Wunreachable-code
CFLAGS += -Winit-self
CFLAGS += -Wmissing-field-initializers
CFLAGS += -Wno-unknown-pragmas
CFLAGS += -Wstrict-prototypes
CFLAGS += -Wundef
CFLAGS += -Wold-style-definition
TARGET_BASE1=test1
TARGET_BASE2=test2
TARGET1 = $(TARGET_BASE1)$(TARGET_EXTENSION)
TARGET2 = $(TARGET_BASE2)$(TARGET_EXTENSION)
SRC_FILES1=$(UNITY_ROOT)/src/unity.c src/ProductionCode.c test/TestProductionCode.c test/test_runners/TestProductionCode_Runner.c
SRC_FILES2=$(UNITY_ROOT)/src/unity.c src/ProductionCode2.c test/TestProductionCode2.c test/test_runners/TestProductionCode2_Runner.c
INC_DIRS=-Isrc -I$(UNITY_ROOT)/src
SYMBOLS=
all: clean default
default: $(SRC_FILES1) $(SRC_FILES2)
$(C_COMPILER) $(CFLAGS) $(INC_DIRS) $(SYMBOLS) $(SRC_FILES1) -o $(TARGET1)
$(C_COMPILER) $(CFLAGS) $(INC_DIRS) $(SYMBOLS) $(SRC_FILES2) -o $(TARGET2)
- ./$(TARGET1)
./$(TARGET2)
test/test_runners/TestProductionCode_Runner.c: test/TestProductionCode.c
ruby $(UNITY_ROOT)/auto/generate_test_runner.rb test/TestProductionCode.c test/test_runners/TestProductionCode_Runner.c
test/test_runners/TestProductionCode2_Runner.c: test/TestProductionCode2.c
ruby $(UNITY_ROOT)/auto/generate_test_runner.rb test/TestProductionCode2.c test/test_runners/TestProductionCode2_Runner.c
clean:
$(CLEANUP) $(TARGET1) $(TARGET2)
ci: CFLAGS += -Werror
ci: default

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Example 1
=========
Close to the simplest possible example of Unity, using only basic features.
Run make to build & run the example tests.

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#include "ProductionCode.h"
int Counter = 0;
int NumbersToFind[9] = { 0, 34, 55, 66, 32, 11, 1, 77, 888 }; /* some obnoxious array to search that is 1-based indexing instead of 0. */
/* This function is supposed to search through NumbersToFind and find a particular number.
* If it finds it, the index is returned. Otherwise 0 is returned which sorta makes sense since
* NumbersToFind is indexed from 1. Unfortunately it's broken
* (and should therefore be caught by our tests) */
int FindFunction_WhichIsBroken(int NumberToFind)
{
int i = 0;
while (i <= 8) /* Notice I should have been in braces */
i++;
if (NumbersToFind[i] == NumberToFind) /* Yikes! I'm getting run after the loop finishes instead of during it! */
return i;
return 0;
}
int FunctionWhichReturnsLocalVariable(void)
{
return Counter;
}

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int FindFunction_WhichIsBroken(int NumberToFind);
int FunctionWhichReturnsLocalVariable(void);

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#include "ProductionCode2.h"
char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction)
{
(void)Poor;
(void)LittleFunction;
/* Since There Are No Tests Yet, This Function Could Be Empty For All We Know.
* Which isn't terribly useful... but at least we put in a TEST_IGNORE so we won't forget */
return (char*)0;
}

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char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction);

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# ==========================================
# Unity Project - A Test Framework for C
# Copyright (c) 2007 Mike Karlesky, Mark VanderVoord, Greg Williams
# [Released under MIT License. Please refer to license.txt for details]
# ==========================================
#We try to detect the OS we are running on, and adjust commands as needed
ifeq ($(OS),Windows_NT)
ifeq ($(shell uname -s),) # not in a bash-like shell
CLEANUP = del /F /Q
MKDIR = mkdir
else # in a bash-like shell, like msys
CLEANUP = rm -f
MKDIR = mkdir -p
endif
TARGET_EXTENSION=.exe
else
CLEANUP = rm -f
MKDIR = mkdir -p
TARGET_EXTENSION=.out
endif
C_COMPILER=gcc
ifeq ($(shell uname -s), Darwin)
C_COMPILER=clang
endif
UNITY_ROOT=../..
CFLAGS=-std=c99
CFLAGS += -Wall
CFLAGS += -Wextra
CFLAGS += -Wpointer-arith
CFLAGS += -Wcast-align
CFLAGS += -Wwrite-strings
CFLAGS += -Wswitch-default
CFLAGS += -Wunreachable-code
CFLAGS += -Winit-self
CFLAGS += -Wmissing-field-initializers
CFLAGS += -Wno-unknown-pragmas
CFLAGS += -Wstrict-prototypes
CFLAGS += -Wundef
CFLAGS += -Wold-style-definition
TARGET_BASE1=all_tests
TARGET1 = $(TARGET_BASE1)$(TARGET_EXTENSION)
SRC_FILES1=\
$(UNITY_ROOT)/src/unity.c \
$(UNITY_ROOT)/extras/fixture/src/unity_fixture.c \
src/ProductionCode.c \
src/ProductionCode2.c \
test/TestProductionCode.c \
test/TestProductionCode2.c \
test/test_runners/TestProductionCode_Runner.c \
test/test_runners/TestProductionCode2_Runner.c \
test/test_runners/all_tests.c
INC_DIRS=-Isrc -I$(UNITY_ROOT)/src -I$(UNITY_ROOT)/extras/fixture/src
SYMBOLS=
all: clean default
default:
$(C_COMPILER) $(CFLAGS) $(INC_DIRS) $(SYMBOLS) $(SRC_FILES1) -o $(TARGET1)
- ./$(TARGET1) -v
clean:
$(CLEANUP) $(TARGET1)
ci: CFLAGS += -Werror
ci: default

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Example 2
=========
Same as the first example, but now using Unity's test fixture to group tests
together. Using the test fixture also makes writing test runners much easier.

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#include "ProductionCode.h"
int Counter = 0;
int NumbersToFind[9] = { 0, 34, 55, 66, 32, 11, 1, 77, 888 }; //some obnoxious array to search that is 1-based indexing instead of 0.
// This function is supposed to search through NumbersToFind and find a particular number.
// If it finds it, the index is returned. Otherwise 0 is returned which sorta makes sense since
// NumbersToFind is indexed from 1. Unfortunately it's broken
// (and should therefore be caught by our tests)
int FindFunction_WhichIsBroken(int NumberToFind)
{
int i = 0;
while (i <= 8) //Notice I should have been in braces
i++;
if (NumbersToFind[i] == NumberToFind) //Yikes! I'm getting run after the loop finishes instead of during it!
return i;
return 0;
}
int FunctionWhichReturnsLocalVariable(void)
{
return Counter;
}

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int FindFunction_WhichIsBroken(int NumberToFind);
int FunctionWhichReturnsLocalVariable(void);

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#include "ProductionCode2.h"
char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction)
{
(void)Poor;
(void)LittleFunction;
//Since There Are No Tests Yet, This Function Could Be Empty For All We Know.
// Which isn't terribly useful... but at least we put in a TEST_IGNORE so we won't forget
return (char*)0;
}

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char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction);

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#include "unity.h"
#include "UnityHelper.h"
#include <stdio.h>
#include <string.h>
void AssertEqualExampleStruct(const EXAMPLE_STRUCT_T expected, const EXAMPLE_STRUCT_T actual, const unsigned short line)
{
UNITY_TEST_ASSERT_EQUAL_INT(expected.x, actual.x, line, "Example Struct Failed For Field x");
UNITY_TEST_ASSERT_EQUAL_INT(expected.y, actual.y, line, "Example Struct Failed For Field y");
}

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#ifndef _TESTHELPER_H
#define _TESTHELPER_H
#include "Types.h"
void AssertEqualExampleStruct(const EXAMPLE_STRUCT_T expected, const EXAMPLE_STRUCT_T actual, const unsigned short line);
#define UNITY_TEST_ASSERT_EQUAL_EXAMPLE_STRUCT_T(expected, actual, line, message) AssertEqualExampleStruct(expected, actual, line);
#define TEST_ASSERT_EQUAL_EXAMPLE_STRUCT_T(expected, actual) UNITY_TEST_ASSERT_EQUAL_EXAMPLE_STRUCT_T(expected, actual, __LINE__, NULL);
#endif // _TESTHELPER_H

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HERE = File.expand_path(File.dirname(__FILE__)) + '/'
UNITY_ROOT = File.expand_path(File.dirname(__FILE__)) + '/../..'
require 'rake'
require 'rake/clean'
require HERE + 'rakefile_helper'
TEMP_DIRS = [
File.join(HERE, 'build')
].freeze
TEMP_DIRS.each do |dir|
directory(dir)
CLOBBER.include(dir)
end
task prepare_for_tests: TEMP_DIRS
include RakefileHelpers
# Load default configuration, for now
DEFAULT_CONFIG_FILE = 'target_gcc_32.yml'.freeze
configure_toolchain(DEFAULT_CONFIG_FILE)
task unit: [:prepare_for_tests] do
run_tests unit_test_files
end
desc 'Generate test summary'
task :summary do
report_summary
end
desc 'Build and test Unity'
task all: %i(clean unit summary)
task default: %i(clobber all)
task ci: [:default]
task cruise: [:default]
desc 'Load configuration'
task :config, :config_file do |_t, args|
configure_toolchain(args[:config_file])
end

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require 'yaml'
require 'fileutils'
require UNITY_ROOT + '/auto/unity_test_summary'
require UNITY_ROOT + '/auto/generate_test_runner'
require UNITY_ROOT + '/auto/colour_reporter'
module RakefileHelpers
C_EXTENSION = '.c'.freeze
def load_configuration(config_file)
$cfg_file = config_file
$cfg = YAML.load(File.read($cfg_file))
end
def configure_clean
CLEAN.include($cfg['compiler']['build_path'] + '*.*') unless $cfg['compiler']['build_path'].nil?
end
def configure_toolchain(config_file = DEFAULT_CONFIG_FILE)
config_file += '.yml' unless config_file =~ /\.yml$/
load_configuration(config_file)
configure_clean
end
def unit_test_files
path = $cfg['compiler']['unit_tests_path'] + 'Test*' + C_EXTENSION
path.tr!('\\', '/')
FileList.new(path)
end
def local_include_dirs
include_dirs = $cfg['compiler']['includes']['items'].dup
include_dirs.delete_if { |dir| dir.is_a?(Array) }
include_dirs
end
def extract_headers(filename)
includes = []
lines = File.readlines(filename)
lines.each do |line|
m = line.match(/^\s*#include\s+\"\s*(.+\.[hH])\s*\"/)
includes << m[1] unless m.nil?
end
includes
end
def find_source_file(header, paths)
paths.each do |dir|
src_file = dir + header.ext(C_EXTENSION)
return src_file if File.exist?(src_file)
end
nil
end
def tackit(strings)
result = if strings.is_a?(Array)
"\"#{strings.join}\""
else
strings
end
result
end
def squash(prefix, items)
result = ''
items.each { |item| result += " #{prefix}#{tackit(item)}" }
result
end
def build_compiler_fields
command = tackit($cfg['compiler']['path'])
defines = if $cfg['compiler']['defines']['items'].nil?
''
else
squash($cfg['compiler']['defines']['prefix'], $cfg['compiler']['defines']['items'])
end
options = squash('', $cfg['compiler']['options'])
includes = squash($cfg['compiler']['includes']['prefix'], $cfg['compiler']['includes']['items'])
includes = includes.gsub(/\\ /, ' ').gsub(/\\\"/, '"').gsub(/\\$/, '') # Remove trailing slashes (for IAR)
{ command: command, defines: defines, options: options, includes: includes }
end
def compile(file, _defines = [])
compiler = build_compiler_fields
cmd_str = "#{compiler[:command]}#{compiler[:defines]}#{compiler[:options]}#{compiler[:includes]} #{file} " \
"#{$cfg['compiler']['object_files']['prefix']}#{$cfg['compiler']['object_files']['destination']}"
obj_file = "#{File.basename(file, C_EXTENSION)}#{$cfg['compiler']['object_files']['extension']}"
execute(cmd_str + obj_file)
obj_file
end
def build_linker_fields
command = tackit($cfg['linker']['path'])
options = if $cfg['linker']['options'].nil?
''
else
squash('', $cfg['linker']['options'])
end
includes = if $cfg['linker']['includes'].nil? || $cfg['linker']['includes']['items'].nil?
''
else
squash($cfg['linker']['includes']['prefix'], $cfg['linker']['includes']['items'])
end.gsub(/\\ /, ' ').gsub(/\\\"/, '"').gsub(/\\$/, '') # Remove trailing slashes (for IAR)
{ command: command, options: options, includes: includes }
end
def link_it(exe_name, obj_list)
linker = build_linker_fields
cmd_str = "#{linker[:command]}#{linker[:options]}#{linker[:includes]} " +
(obj_list.map { |obj| "#{$cfg['linker']['object_files']['path']}#{obj} " }).join +
$cfg['linker']['bin_files']['prefix'] + ' ' +
$cfg['linker']['bin_files']['destination'] +
exe_name + $cfg['linker']['bin_files']['extension']
execute(cmd_str)
end
def build_simulator_fields
return nil if $cfg['simulator'].nil?
command = if $cfg['simulator']['path'].nil?
''
else
(tackit($cfg['simulator']['path']) + ' ')
end
pre_support = if $cfg['simulator']['pre_support'].nil?
''
else
squash('', $cfg['simulator']['pre_support'])
end
post_support = if $cfg['simulator']['post_support'].nil?
''
else
squash('', $cfg['simulator']['post_support'])
end
{ command: command, pre_support: pre_support, post_support: post_support }
end
def execute(command_string, verbose = true, raise_on_fail = true)
report command_string
output = `#{command_string}`.chomp
report(output) if verbose && !output.nil? && !output.empty?
if !$?.exitstatus.zero? && raise_on_fail
raise "Command failed. (Returned #{$?.exitstatus})"
end
output
end
def report_summary
summary = UnityTestSummary.new
summary.root = HERE
results_glob = "#{$cfg['compiler']['build_path']}*.test*"
results_glob.tr!('\\', '/')
results = Dir[results_glob]
summary.targets = results
summary.run
fail_out 'FAIL: There were failures' if summary.failures > 0
end
def run_tests(test_files)
report 'Running system tests...'
# Tack on TEST define for compiling unit tests
load_configuration($cfg_file)
test_defines = ['TEST']
$cfg['compiler']['defines']['items'] = [] if $cfg['compiler']['defines']['items'].nil?
$cfg['compiler']['defines']['items'] << 'TEST'
include_dirs = local_include_dirs
# Build and execute each unit test
test_files.each do |test|
obj_list = []
# Detect dependencies and build required required modules
extract_headers(test).each do |header|
# Compile corresponding source file if it exists
src_file = find_source_file(header, include_dirs)
obj_list << compile(src_file, test_defines) unless src_file.nil?
end
# Build the test runner (generate if configured to do so)
test_base = File.basename(test, C_EXTENSION)
runner_name = test_base + '_Runner.c'
if $cfg['compiler']['runner_path'].nil?
runner_path = $cfg['compiler']['build_path'] + runner_name
test_gen = UnityTestRunnerGenerator.new($cfg_file)
test_gen.run(test, runner_path)
else
runner_path = $cfg['compiler']['runner_path'] + runner_name
end
obj_list << compile(runner_path, test_defines)
# Build the test module
obj_list << compile(test, test_defines)
# Link the test executable
link_it(test_base, obj_list)
# Execute unit test and generate results file
simulator = build_simulator_fields
executable = $cfg['linker']['bin_files']['destination'] + test_base + $cfg['linker']['bin_files']['extension']
cmd_str = if simulator.nil?
executable
else
"#{simulator[:command]} #{simulator[:pre_support]} #{executable} #{simulator[:post_support]}"
end
output = execute(cmd_str, true, false)
test_results = $cfg['compiler']['build_path'] + test_base
test_results += if output.match(/OK$/m).nil?
'.testfail'
else
'.testpass'
end
File.open(test_results, 'w') { |f| f.print output }
end
end
def build_application(main)
report 'Building application...'
obj_list = []
load_configuration($cfg_file)
main_path = $cfg['compiler']['source_path'] + main + C_EXTENSION
# Detect dependencies and build required required modules
include_dirs = get_local_include_dirs
extract_headers(main_path).each do |header|
src_file = find_source_file(header, include_dirs)
obj_list << compile(src_file) unless src_file.nil?
end
# Build the main source file
main_base = File.basename(main_path, C_EXTENSION)
obj_list << compile(main_path)
# Create the executable
link_it(main_base, obj_list)
end
def fail_out(msg)
puts msg
puts 'Not returning exit code so continuous integration can pass'
# exit(-1) # Only removed to pass example_3, which has failing tests on purpose.
# Still fail if the build fails for any other reason.
end
end

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Example 3
=========
This example project gives an example of some passing, ignored, and failing tests.
It's simple and meant for you to look over and get an idea for what all of this stuff does.
You can build and test using rake. The rake version will let you test with gcc or a couple
versions of IAR. You can tweak the yaml files to get those versions running.
Ruby is required if you're using the rake version (obviously). This version shows off most of
Unity's advanced features (automatically creating test runners, fancy summaries, etc.)
Without ruby, you have to maintain your own test runners. Do that for a while and you'll learn
why you really want to start using the Ruby tools.

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#include "ProductionCode.h"
int Counter = 0;
int NumbersToFind[9] = { 0, 34, 55, 66, 32, 11, 1, 77, 888 }; //some obnoxious array to search that is 1-based indexing instead of 0.
// This function is supposed to search through NumbersToFind and find a particular number.
// If it finds it, the index is returned. Otherwise 0 is returned which sorta makes sense since
// NumbersToFind is indexed from 1. Unfortunately it's broken
// (and should therefore be caught by our tests)
int FindFunction_WhichIsBroken(int NumberToFind)
{
int i = 0;
while (i <= 8) //Notice I should have been in braces
i++;
if (NumbersToFind[i] == NumberToFind) //Yikes! I'm getting run after the loop finishes instead of during it!
return i;
return 0;
}
int FunctionWhichReturnsLocalVariable(void)
{
return Counter;
}

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int FindFunction_WhichIsBroken(int NumberToFind);
int FunctionWhichReturnsLocalVariable(void);

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#include "ProductionCode2.h"
char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction)
{
(void)Poor;
(void)LittleFunction;
//Since There Are No Tests Yet, This Function Could Be Empty For All We Know.
// Which isn't terribly useful... but at least we put in a TEST_IGNORE so we won't forget
return (char*)0;
}

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char* ThisFunctionHasNotBeenTested(int Poor, char* LittleFunction);

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# Copied from ~Unity/targets/gcc_32.yml
unity_root: &unity_root '../..'
compiler:
path: gcc
source_path: 'src/'
unit_tests_path: &unit_tests_path 'test/'
build_path: &build_path 'build/'
options:
- '-c'
- '-m32'
- '-Wall'
- '-Wno-address'
- '-std=c99'
- '-pedantic'
includes:
prefix: '-I'
items:
- 'src/'
- '../../src/'
- *unit_tests_path
defines:
prefix: '-D'
items:
- UNITY_INCLUDE_DOUBLE
- UNITY_SUPPORT_TEST_CASES
object_files:
prefix: '-o'
extension: '.o'
destination: *build_path
linker:
path: gcc
options:
- -lm
- '-m32'
includes:
prefix: '-I'
object_files:
path: *build_path
extension: '.o'
bin_files:
prefix: '-o'
extension: '.exe'
destination: *build_path
colour: true
:unity:
:plugins: []

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/* 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 */
/* *************************** 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() */
/* For some targets, Unity can make the otherwise required `setUp()` and
* `tearDown()` functions optional. This is a nice convenience for test writers
* since `setUp` and `tearDown` don't often actually _do_ anything. If you're
* using gcc or clang, this option is automatically defined for you. Other
* compilers can also support this behavior, if they support a C feature called
* weak functions. A weak function is a function that is compiled into your
* executable _unless_ a non-weak version of the same function is defined
* elsewhere. If a non-weak version is found, the weak version is ignored as if
* it never existed. If your compiler supports this feature, you can let Unity
* know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would
* need to be applied to identify a function as weak. If your compiler lacks
* support for weak functions, you will always need to define `setUp` and
* `tearDown` functions (though they can be and often will be just empty). The
* most common options for this feature are:
*/
/* #define UNITY_SUPPORT_WEAK weak */
/* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
/* #define UNITY_NO_WEAK */
/* 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 */
#endif /* UNITY_CONFIG_H */