434 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			434 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
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								# Unity Configuration Guide
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								## C Standards, Compilers and Microcontrollers
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								The embedded software world contains its challenges. Compilers support different
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								revisions of the C Standard. They ignore requirements in places, sometimes to
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								make the language more usable in some special regard. Sometimes it's to simplify
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								their support. Sometimes it's due to specific quirks of the microcontroller they
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								are targeting. Simulators add another dimension to this menagerie.
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								Unity is designed to run on almost anything that is targeted by a C compiler. It
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								would be awesome if this could be done with zero configuration. While there are
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								some targets that come close to this dream, it is sadly not universal. It is
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								likely that you are going to need at least a couple of the configuration options
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								described in this document.
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								All of Unity's configuration options are `#defines`. Most of these are simple
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								definitions. A couple are macros with arguments. They live inside the
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								unity_internals.h header file. We don't necessarily recommend opening that file
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								unless you really need to. That file is proof that a cross-platform library is
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								challenging to build. From a more positive perspective, it is also proof that a
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								great deal of complexity can be centralized primarily to one place to
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								provide a more consistent and simple experience elsewhere.
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								### Using These Options
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								It doesn't matter if you're using a target-specific compiler and a simulator or
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								a native compiler. In either case, you've got a couple choices for configuring
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								these options:
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								1. Because these options are specified via C defines, you can pass most of these
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								options to your compiler through command line compiler flags. Even if you're
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								using an embedded target that forces you to use their overbearing IDE for all
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								configuration, there will be a place somewhere in your project to configure
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								defines for your compiler.
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								2. You can create a custom `unity_config.h` configuration file (present in your
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								toolchain's search paths). In this file, you will list definitions and macros
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								specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and
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								Unity will rely on `unity_config.h` for any further definitions it may need.
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								## The Options
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								### Integer Types
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								If you've been a C developer for long, you probably already know that C's
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								concept of an integer varies from target to target. The C Standard has rules
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								about the `int` matching the register size of the target microprocessor. It has
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								rules about the `int` and how its size relates to other integer types. An `int`
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								on one target might be 16 bits while on another target it might be 64. There are
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								more specific types in compilers compliant with C99 or later, but that's
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								certainly not every compiler you are likely to encounter. Therefore, Unity has a
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								number of features for helping to adjust itself to match your required integer
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								sizes. It starts off by trying to do it automatically.
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								##### `UNITY_EXCLUDE_STDINT_H`
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								The first thing that Unity does to guess your types is check `stdint.h`.
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								This file includes defines like `UINT_MAX` that Unity can use to
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								learn a lot about your system. It's possible you don't want it to do this
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								(um. why not?) or (more likely) it's possible that your system doesn't
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								support `stdint.h`. If that's the case, you're going to want to define this.
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								That way, Unity will know to skip the inclusion of this file and you won't
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								be left with a compiler error.
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								_Example:_
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								        #define UNITY_EXCLUDE_STDINT_H
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								##### `UNITY_EXCLUDE_LIMITS_H`
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								The second attempt to guess your types is to check `limits.h`. Some compilers
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								that don't support `stdint.h` could include `limits.h` instead. If you don't
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								want Unity to check this file either, define this to make it skip the inclusion.
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								_Example:_
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								        #define UNITY_EXCLUDE_LIMITS_H
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								If you've disabled both of the automatic options above, you're going to have to
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								do the configuration yourself. Don't worry. Even this isn't too bad... there are
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								just a handful of defines that you are going to specify if you don't like the
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								defaults.
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								##### `UNITY_INT_WIDTH`
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								Define this to be the number of bits an `int` takes up on your system. The
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								default, if not autodetected, is 32 bits.
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								_Example:_
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								        #define UNITY_INT_WIDTH 16
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								##### `UNITY_LONG_WIDTH`
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								Define this to be the number of bits a `long` takes up on your system. The
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								default, if not autodetected, is 32 bits. This is used to figure out what kind
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								of 64-bit support your system can handle. Does it need to specify a `long` or a
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								`long long` to get a 64-bit value. On 16-bit systems, this option is going to be
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								ignored.
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								_Example:_
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								        #define UNITY_LONG_WIDTH 16
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								##### `UNITY_POINTER_WIDTH`
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								Define this to be the number of bits a pointer takes up on your system. The
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								default, if not autodetected, is 32-bits. If you're getting ugly compiler
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								warnings about casting from pointers, this is the one to look at.
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								_Example:_
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								        #define UNITY_POINTER_WIDTH 64
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								##### `UNITY_SUPPORT_64`
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								Unity will automatically include 64-bit support if it auto-detects it, or if
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								your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
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								enable 64-bit support if none of the other options already did it for you. There
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								can be a significant size and speed impact to enabling 64-bit support on small
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								targets, so don't define it if you don't need it.
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								_Example:_
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								        #define UNITY_SUPPORT_64
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								### Floating Point Types
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								In the embedded world, it's not uncommon for targets to have no support for
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								floating point operations at all or to have support that is limited to only
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								single precision. We are able to guess integer sizes on the fly because integers
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								are always available in at least one size. Floating point, on the other hand, is
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								sometimes not available at all. Trying to include `float.h` on these platforms
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								would result in an error. This leaves manual configuration as the only option.
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								##### `UNITY_INCLUDE_FLOAT`
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								##### `UNITY_EXCLUDE_FLOAT`
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								##### `UNITY_INCLUDE_DOUBLE`
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								##### `UNITY_EXCLUDE_DOUBLE`
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								By default, Unity guesses that you will want single precision floating point
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								support, but not double precision. It's easy to change either of these using the
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								include and exclude options here. You may include neither, either, or both, as
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								suits your needs. For features that are enabled, the following floating point
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								options also become available.
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								_Example:_
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								        //what manner of strange processor is this?
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								        #define UNITY_EXCLUDE_FLOAT
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								        #define UNITY_INCLUDE_DOUBLE
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								##### `UNITY_EXCLUDE_FLOAT_PRINT`
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								Unity aims for as small of a footprint as possible and avoids most standard
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								library calls (some embedded platforms don’t have a standard library!). Because
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								of this, its routines for printing integer values are minimalist and hand-coded.
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								Therefore, the display of floating point values during a failure are optional.
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								By default, Unity will print the actual results of floating point assertion
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								failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
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								can use this define to instead respond to a failed assertion with a message like
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								”Values Not Within Delta”. If you would like verbose failure messages for floating
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								point assertions, use these options to give more explicit failure messages.
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								_Example:_
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								        #define UNITY_EXCLUDE_FLOAT_PRINT
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								##### `UNITY_FLOAT_TYPE`
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								If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
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								floats. If your compiler supports a specialty floating point type, you can
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								always override this behavior by using this definition.
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								_Example:_
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								        #define UNITY_FLOAT_TYPE float16_t
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								##### `UNITY_DOUBLE_TYPE`
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								If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
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								doubles. If you would like to change this, you can specify something else by
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								using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
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								could enable gargantuan floating point types on your 64-bit processor instead of
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								the standard `double`.
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								_Example:_
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								        #define UNITY_DOUBLE_TYPE long double
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								##### `UNITY_FLOAT_PRECISION`
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								##### `UNITY_DOUBLE_PRECISION`
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								If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
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								documented in the big daddy Unity Assertion Guide, you will learn that they are
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								not really asserting that two values are equal but rather that two values are
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								"close enough" to equal. "Close enough" is controlled by these precision
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								configuration options. If you are working with 32-bit floats and/or 64-bit
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								doubles (the normal on most processors), you should have no need to change these
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								options. They are both set to give you approximately 1 significant bit in either
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								direction. The float precision is 0.00001 while the double is 10-12.
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								For further details on how this works, see the appendix of the Unity Assertion
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								Guide.
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								_Example:_
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								        #define UNITY_FLOAT_PRECISION 0.001f
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								### Toolset Customization
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								In addition to the options listed above, there are a number of other options
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								which will come in handy to customize Unity's behavior for your specific
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								toolchain. It is possible that you may not need to touch any of these... but
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								certain platforms, particularly those running in simulators, may need to jump
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								through extra hoops to run properly. These macros will help in those
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								situations.
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								##### `UNITY_OUTPUT_CHAR(a)`
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								##### `UNITY_OUTPUT_FLUSH()`
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								##### `UNITY_OUTPUT_START()`
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								##### `UNITY_OUTPUT_COMPLETE()`
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								By default, Unity prints its results to `stdout` as it runs. This works
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								perfectly fine in most situations where you are using a native compiler for
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								testing. It works on some simulators as well so long as they have `stdout`
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								routed back to the command line. There are times, however, where the simulator
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								will lack support for dumping results or you will want to route results
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								elsewhere for other reasons. In these cases, you should define the
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								`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
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								an `int`, since this is the parameter type of the standard C `putchar` function
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								most commonly used). You may replace this with whatever function call you like.
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								_Example:_
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								 | 
							
								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)*
							 |