add unity to test project
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377
tests/unity/extras/fixture/src/unity_fixture.c
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377
tests/unity/extras/fixture/src/unity_fixture.c
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//- Copyright (c) 2010 James Grenning and Contributed to Unity Project
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/* ==========================================
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Unity Project - A Test Framework for C
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Copyright (c) 2007 Mike Karlesky, Mark VanderVoord, Greg Williams
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[Released under MIT License. Please refer to license.txt for details]
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========================================== */
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#include "unity_fixture.h"
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#include "unity_internals.h"
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#include <string.h>
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UNITY_FIXTURE_T UnityFixture;
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//If you decide to use the function pointer approach.
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int (*outputChar)(int) = putchar;
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int verbose = 0;
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void setUp(void) { /*does nothing*/ }
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void tearDown(void) { /*does nothing*/ }
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void announceTestRun(unsigned int runNumber)
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{
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UnityPrint("Unity test run ");
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UnityPrintNumber(runNumber+1);
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UnityPrint(" of ");
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UnityPrintNumber(UnityFixture.RepeatCount);
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UNITY_OUTPUT_CHAR('\n');
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}
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int UnityMain(int argc, char* argv[], void (*runAllTests)())
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{
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int result = UnityGetCommandLineOptions(argc, argv);
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unsigned int r;
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if (result != 0)
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return result;
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for (r = 0; r < UnityFixture.RepeatCount; r++)
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{
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announceTestRun(r);
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UnityBegin();
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runAllTests();
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UNITY_OUTPUT_CHAR('\n');
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UnityEnd();
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}
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return UnityFailureCount();
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}
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static int selected(const char * filter, const char * name)
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{
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if (filter == 0)
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return 1;
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return strstr(name, filter) ? 1 : 0;
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}
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static int testSelected(const char* test)
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{
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return selected(UnityFixture.NameFilter, test);
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}
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static int groupSelected(const char* group)
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{
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return selected(UnityFixture.GroupFilter, group);
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}
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static void runTestCase()
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{
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}
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void UnityTestRunner(unityfunction* setup,
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unityfunction* testBody,
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unityfunction* teardown,
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const char * printableName,
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const char * group,
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const char * name,
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const char * file, int line)
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{
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if (testSelected(name) && groupSelected(group))
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{
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Unity.CurrentTestFailed = 0;
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Unity.TestFile = file;
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Unity.CurrentTestName = printableName;
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Unity.CurrentTestLineNumber = line;
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if (!UnityFixture.Verbose)
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UNITY_OUTPUT_CHAR('.');
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else
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UnityPrint(printableName);
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Unity.NumberOfTests++;
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UnityMalloc_StartTest();
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UnityPointer_Init();
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runTestCase();
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if (TEST_PROTECT())
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{
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setup();
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testBody();
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}
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if (TEST_PROTECT())
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{
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teardown();
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}
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if (TEST_PROTECT())
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{
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UnityPointer_UndoAllSets();
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if (!Unity.CurrentTestFailed)
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UnityMalloc_EndTest();
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}
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UnityConcludeFixtureTest();
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}
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}
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void UnityIgnoreTest()
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{
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Unity.NumberOfTests++;
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Unity.CurrentTestIgnored = 1;
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UNITY_OUTPUT_CHAR('!');
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}
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//-------------------------------------------------
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//Malloc and free stuff
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//
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#define MALLOC_DONT_FAIL -1
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static int malloc_count;
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static int malloc_fail_countdown = MALLOC_DONT_FAIL;
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void UnityMalloc_StartTest()
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{
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malloc_count = 0;
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malloc_fail_countdown = MALLOC_DONT_FAIL;
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}
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void UnityMalloc_EndTest()
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{
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malloc_fail_countdown = MALLOC_DONT_FAIL;
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if (malloc_count != 0)
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{
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TEST_FAIL_MESSAGE("This test leaks!");
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}
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}
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void UnityMalloc_MakeMallocFailAfterCount(int countdown)
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{
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malloc_fail_countdown = countdown;
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}
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#ifdef malloc
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#undef malloc
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#endif
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#ifdef free
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#undef free
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#endif
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#include <stdlib.h>
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#include <string.h>
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typedef struct GuardBytes
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{
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int size;
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char guard[sizeof(int)];
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} Guard;
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static const char * end = "END";
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void * unity_malloc(size_t size)
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{
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char* mem;
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Guard* guard;
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if (malloc_fail_countdown != MALLOC_DONT_FAIL)
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{
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if (malloc_fail_countdown == 0)
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return 0;
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malloc_fail_countdown--;
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}
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malloc_count++;
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guard = (Guard*)malloc(size + sizeof(Guard) + 4);
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guard->size = size;
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mem = (char*)&(guard[1]);
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memcpy(&mem[size], end, strlen(end) + 1);
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return (void*)mem;
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}
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static int isOverrun(void * mem)
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{
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Guard* guard = (Guard*)mem;
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char* memAsChar = (char*)mem;
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guard--;
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return strcmp(&memAsChar[guard->size], end) != 0;
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}
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static void release_memory(void * mem)
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{
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Guard* guard = (Guard*)mem;
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guard--;
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malloc_count--;
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free(guard);
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}
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void unity_free(void * mem)
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{
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int overrun = isOverrun(mem);//strcmp(&memAsChar[guard->size], end) != 0;
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release_memory(mem);
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if (overrun)
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{
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TEST_FAIL_MESSAGE("Buffer overrun detected during free()");
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}
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}
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void* unity_calloc(size_t num, size_t size)
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{
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void* mem = unity_malloc(num * size);
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memset(mem, 0, num*size);
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return mem;
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}
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void* unity_realloc(void * oldMem, size_t size)
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{
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Guard* guard = (Guard*)oldMem;
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// char* memAsChar = (char*)oldMem;
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void* newMem;
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if (oldMem == 0)
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return unity_malloc(size);
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guard--;
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if (isOverrun(oldMem))
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{
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release_memory(oldMem);
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TEST_FAIL_MESSAGE("Buffer overrun detected during realloc()");
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}
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if (size == 0)
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{
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release_memory(oldMem);
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return 0;
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}
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if (guard->size >= size)
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return oldMem;
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newMem = unity_malloc(size);
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memcpy(newMem, oldMem, guard->size);
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unity_free(oldMem);
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return newMem;
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}
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//--------------------------------------------------------
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//Automatic pointer restoration functions
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typedef struct _PointerPair
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{
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struct _PointerPair * next;
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void ** pointer;
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void * old_value;
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} PointerPair;
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enum {MAX_POINTERS=50};
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static PointerPair pointer_store[MAX_POINTERS];
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static int pointer_index = 0;
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void UnityPointer_Init()
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{
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pointer_index = 0;
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}
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void UnityPointer_Set(void ** pointer, void * newValue)
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{
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if (pointer_index >= MAX_POINTERS)
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TEST_FAIL_MESSAGE("Too many pointers set");
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pointer_store[pointer_index].pointer = pointer;
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pointer_store[pointer_index].old_value = *pointer;
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*pointer = newValue;
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pointer_index++;
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}
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void UnityPointer_UndoAllSets()
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{
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while (pointer_index > 0)
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{
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pointer_index--;
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*(pointer_store[pointer_index].pointer) =
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pointer_store[pointer_index].old_value;
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}
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}
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int UnityFailureCount()
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{
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return Unity.TestFailures;
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}
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int UnityGetCommandLineOptions(int argc, char* argv[])
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{
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int i;
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UnityFixture.Verbose = 0;
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UnityFixture.GroupFilter = 0;
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UnityFixture.NameFilter = 0;
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UnityFixture.RepeatCount = 1;
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if (argc == 1)
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return 0;
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for (i = 1; i < argc; )
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{
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if (strcmp(argv[i], "-v") == 0)
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{
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UnityFixture.Verbose = 1;
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i++;
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}
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else if (strcmp(argv[i], "-g") == 0)
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{
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i++;
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if (i >= argc)
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return 1;
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UnityFixture.GroupFilter = argv[i];
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i++;
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}
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else if (strcmp(argv[i], "-n") == 0)
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{
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i++;
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if (i >= argc)
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return 1;
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UnityFixture.NameFilter = argv[i];
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i++;
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}
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else if (strcmp(argv[i], "-r") == 0)
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{
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UnityFixture.RepeatCount = 2;
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i++;
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if (i < argc)
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{
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if (*(argv[i]) >= '0' && *(argv[i]) <= '9')
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{
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UnityFixture.RepeatCount = atoi(argv[i]);
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i++;
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}
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}
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}
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}
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return 0;
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}
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void UnityConcludeFixtureTest()
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{
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if (Unity.CurrentTestIgnored)
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{
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Unity.TestIgnores++;
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}
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else if (!Unity.CurrentTestFailed)
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{
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if (UnityFixture.Verbose)
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{
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UnityPrint(" PASS");
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UNITY_OUTPUT_CHAR('\n');
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}
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}
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else if (Unity.CurrentTestFailed)
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{
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Unity.TestFailures++;
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}
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Unity.CurrentTestFailed = 0;
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Unity.CurrentTestIgnored = 0;
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}
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