/* 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_FLUSH() RS232_flush() */ /* #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 */