434 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			434 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
|  | # Unity Configuration Guide | |||
|  | 
 | |||
|  | ## C Standards, Compilers and Microcontrollers
 | |||
|  | 
 | |||
|  | The embedded software world contains its challenges. Compilers support different | |||
|  | revisions of the C Standard. They ignore requirements in places, sometimes to | |||
|  | make the language more usable in some special regard. Sometimes it's to simplify | |||
|  | their support. Sometimes it's due to specific quirks of the microcontroller they | |||
|  | are targeting. Simulators add another dimension to this menagerie. | |||
|  | 
 | |||
|  | 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 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. | |||
|  | 
 | |||
|  | 
 | |||
|  | ## The Options
 | |||
|  | 
 | |||
|  | ### Integer Types
 | |||
|  | 
 | |||
|  | If you've been a C developer for long, you probably already know that 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. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_STDINT_H`
 | |||
|  | 
 | |||
|  | The first thing that Unity does to guess your types is check `stdint.h`. | |||
|  | This file includes defines like `UINT_MAX` that Unity can use to | |||
|  | learn a lot about your system. It's possible you don't want it to do this | |||
|  | (um. why not?) or (more likely) 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. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_EXCLUDE_STDINT_H | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_LIMITS_H`
 | |||
|  | 
 | |||
|  | The second attempt to guess your types is to check `limits.h`. Some compilers | |||
|  | that don't support `stdint.h` could include `limits.h` instead. If you don't | |||
|  | want Unity to check this file either, define this to make it skip the inclusion. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_EXCLUDE_LIMITS_H | |||
|  | 
 | |||
|  | 
 | |||
|  | If you've disabled both of the automatic options above, you're going to have to | |||
|  | do the configuration yourself. Don't worry. Even this isn't too bad... there are | |||
|  | just a handful of defines that you are going to specify if you don't like the | |||
|  | defaults. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_INT_WIDTH`
 | |||
|  | 
 | |||
|  | Define this to be the number of bits an `int` takes up on your system. The | |||
|  | default, if not autodetected, is 32 bits. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_INT_WIDTH 16 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_LONG_WIDTH`
 | |||
|  | 
 | |||
|  | 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 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_POINTER_WIDTH`
 | |||
|  | 
 | |||
|  | 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_SUPPORT_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. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_SUPPORT_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. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_INCLUDE_FLOAT`
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_FLOAT`
 | |||
|  | 
 | |||
|  | ##### `UNITY_INCLUDE_DOUBLE`
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_DOUBLE`
 | |||
|  | 
 | |||
|  | 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, either, or both, as | |||
|  | suits your needs. For features that are enabled, the following floating point | |||
|  | options also become available. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  | 
 | |||
|  |         //what manner of strange processor is this? | |||
|  |         #define UNITY_EXCLUDE_FLOAT | |||
|  |         #define UNITY_INCLUDE_DOUBLE | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_FLOAT_PRINT`
 | |||
|  | 
 | |||
|  | 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. | |||
|  | Therefore, the display of floating point values during a failure are optional. | |||
|  | By default, Unity will print the actual results of floating point assertion | |||
|  | failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you | |||
|  | can use this define to instead respond to a failed assertion with a message like | |||
|  | ”Values Not Within Delta”. If you would like verbose failure messages for floating | |||
|  | point assertions, use these options to give more explicit failure messages. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_EXCLUDE_FLOAT_PRINT | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_FLOAT_TYPE`
 | |||
|  | 
 | |||
|  | 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 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_DOUBLE_TYPE`
 | |||
|  | 
 | |||
|  | 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 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_FLOAT_PRECISION`
 | |||
|  | 
 | |||
|  | ##### `UNITY_DOUBLE_PRECISION`
 | |||
|  | 
 | |||
|  | If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as | |||
|  | documented in the big daddy 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 | |||
|  | 
 | |||
|  | 
 | |||
|  | ### 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 run properly. These macros will help in those | |||
|  | situations. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_OUTPUT_CHAR(a)`
 | |||
|  | 
 | |||
|  | ##### `UNITY_OUTPUT_FLUSH()`
 | |||
|  | 
 | |||
|  | ##### `UNITY_OUTPUT_START()`
 | |||
|  | 
 | |||
|  | ##### `UNITY_OUTPUT_COMPLETE()`
 | |||
|  | 
 | |||
|  | 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: | |||
|  |         #include "RS232_header.h" | |||
|  |         ... | |||
|  |         #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) | |||
|  |         #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) | |||
|  |         #define UNITY_OUTPUT_FLUSH() RS232_flush() | |||
|  |         #define UNITY_OUTPUT_COMPLETE() RS232_close() | |||
|  | 
 | |||
|  | _Note:_ | |||
|  | `UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by | |||
|  | specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_WEAK_ATTRIBUTE`
 | |||
|  | 
 | |||
|  | ##### `UNITY_WEAK_PRAGMA`
 | |||
|  | 
 | |||
|  | ##### `UNITY_NO_WEAK`
 | |||
|  | 
 | |||
|  | 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_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA 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). You can also force Unity to NOT use weak functions by defining | |||
|  | UNITY_NO_WEAK. The most common options for this feature are: | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_WEAK_ATTRIBUTE weak | |||
|  |         #define UNITY_WEAK_ATTRIBUTE __attribute__((weak)) | |||
|  |         #define UNITY_WEAK_PRAGMA | |||
|  |         #define UNITY_NO_WEAK | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_PTR_ATTRIBUTE`
 | |||
|  | 
 | |||
|  | 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 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_PRINT_EOL`
 | |||
|  | 
 | |||
|  | By default, Unity outputs \n at the end of each line of output. This is easy | |||
|  | to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR | |||
|  | system. Feel free to override this and to make it whatever you wish. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') } | |||
|  | 
 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_DETAILS`
 | |||
|  | 
 | |||
|  | This is an option for if you absolutely must squeeze every byte of memory out of | |||
|  | your system. Unity stores a set of internal scratchpads which are used to pass | |||
|  | extra detail information around. It's used by systems like CMock in order to | |||
|  | report which function or argument flagged an error. If you're not using CMock and | |||
|  | you're not using these details for other things, then you can exclude them. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_EXCLUDE_DETAILS | |||
|  | 
 | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `UNITY_EXCLUDE_SETJMP`
 | |||
|  | 
 | |||
|  | If your embedded system doesn't support the standard library setjmp, you can | |||
|  | exclude Unity's reliance on this by using this define. This dropped dependence | |||
|  | comes at a price, though. You will be unable to use custom helper functions for | |||
|  | your tests, and you will be unable to use tools like CMock. Very likely, if your | |||
|  | compiler doesn't support setjmp, you wouldn't have had the memory space for those | |||
|  | things anyway, though... so this option exists for those situations. | |||
|  | 
 | |||
|  | _Example:_ | |||
|  |         #define UNITY_EXCLUDE_SETJMP | |||
|  | 
 | |||
|  | ##### `UNITY_OUTPUT_COLOR`
 | |||
|  | 
 | |||
|  | If you want to add color using ANSI escape codes you can use this define. | |||
|  | t | |||
|  | _Example:_ | |||
|  |         #define UNITY_OUTPUT_COLOR | |||
|  | 
 | |||
|  | 
 | |||
|  | 
 | |||
|  | ## Getting Into The Guts
 | |||
|  | 
 | |||
|  | There will be cases where the options above aren't quite going to get everything | |||
|  | perfect. They are likely sufficient for any situation where you are compiling | |||
|  | and executing your tests with a native toolchain (e.g. clang on Mac). These | |||
|  | options may even get you through the majority of cases encountered in working | |||
|  | with a target simulator run from your local command line. But especially if you | |||
|  | must run your test suite on your target hardware, your Unity configuration will | |||
|  | require special help. This special help will usually reside in one of two | |||
|  | places: the `main()` function or the `RUN_TEST` macro. Let's look at how these | |||
|  | work. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `main()`
 | |||
|  | 
 | |||
|  | Each test module is compiled and run on its own, separate from the other test | |||
|  | files in your project. Each test file, therefore, has a `main` function. This | |||
|  | `main` function will need to contain whatever code is necessary to initialize | |||
|  | your system to a workable state. This is particularly true for situations where | |||
|  | you must set up a memory map or initialize a communication channel for the | |||
|  | output of your test results. | |||
|  | 
 | |||
|  | A simple main function looks something like this: | |||
|  | 
 | |||
|  |         int main(void) { | |||
|  |             UNITY_BEGIN(); | |||
|  |             RUN_TEST(test_TheFirst); | |||
|  |             RUN_TEST(test_TheSecond); | |||
|  |             RUN_TEST(test_TheThird); | |||
|  |             return UNITY_END(); | |||
|  |         } | |||
|  | 
 | |||
|  | You can see that our main function doesn't bother taking any arguments. For our | |||
|  | most barebones case, we'll never have arguments because we just run all the | |||
|  | tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test | |||
|  | (in whatever order we wish). Finally, we call `UNITY_END`, returning its return | |||
|  | value (which is the total number of failures). | |||
|  | 
 | |||
|  | It should be easy to see that you can add code before any test cases are run or | |||
|  | after all the test cases have completed. This allows you to do any needed | |||
|  | system-wide setup or teardown that might be required for your special | |||
|  | circumstances. | |||
|  | 
 | |||
|  | 
 | |||
|  | ##### `RUN_TEST`
 | |||
|  | 
 | |||
|  | The `RUN_TEST` macro is called with each test case function. Its job is to | |||
|  | perform whatever setup and teardown is necessary for executing a single test | |||
|  | case function. This includes catching failures, calling the test module's | |||
|  | `setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If | |||
|  | using CMock or test coverage, there will be additional stubs in use here. A | |||
|  | simple minimalist RUN_TEST macro looks something like this: | |||
|  | 
 | |||
|  |         #define RUN_TEST(testfunc) \ | |||
|  |             UNITY_NEW_TEST(#testfunc) \ | |||
|  |             if (TEST_PROTECT()) { \ | |||
|  |                 setUp(); \ | |||
|  |                 testfunc(); \ | |||
|  |             } \ | |||
|  |             if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \ | |||
|  |                 tearDown(); \ | |||
|  |             UnityConcludeTest(); | |||
|  | 
 | |||
|  | So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity | |||
|  | has to deal with for every single test case. For each test case, we declare that | |||
|  | it is a new test. Then we run `setUp` and our test function. These are run | |||
|  | within a `TEST_PROTECT` block, the function of which is to handle failures that | |||
|  | occur during the test. Then, assuming our test is still running and hasn't been | |||
|  | ignored, we run `tearDown`. No matter what, our last step is to conclude this | |||
|  | test before moving on to the next. | |||
|  | 
 | |||
|  | Let's say you need to add a call to `fsync` to force all of your output data to | |||
|  | flush to a file after each test. You could easily insert this after your | |||
|  | `UnityConcludeTest` call. Maybe you want to write an xml tag before and after | |||
|  | each result set. Again, you could do this by adding lines to this macro. Updates | |||
|  | to this macro are for the occasions when you need an action before or after | |||
|  | every single test case throughout your entire suite of tests. | |||
|  | 
 | |||
|  | 
 | |||
|  | ## Happy Porting
 | |||
|  | 
 | |||
|  | The defines and macros in this guide should help you port Unity to just about | |||
|  | any C target we can imagine. If you run into a snag or two, don't be afraid of | |||
|  | asking for help on the forums. We love a good challenge! | |||
|  | 
 | |||
|  | 
 | |||
|  | *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* |