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399 lines
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Markdown
399 lines
16 KiB
Markdown
# 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 in order 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 make use of 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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##### `UNITY_EXCLUDE_SIZEOF`
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The third and final attempt to guess your types is to use the `sizeof()`
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operator. Even if the first two options don't work, this one covers most cases.
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There _is_ a rare compiler or two out there that doesn't support sizeof() in the
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preprocessing stage, though. For these, you have the ability to disable this
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feature as well.
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_Example:_
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#define UNITY_EXCLUDE_SIZEOF
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If you've disabled all 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_INCLUDE_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_INCLUDE_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_FLOAT_VERBOSE`
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##### `UNITY_DOUBLE_VERBOSE`
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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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To keep Unity universal, though, we chose to _not_ develop our own floating
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point print routines. Instead, the display of floating point values during a
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failure are optional. By default, Unity will not print the actual results of
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floating point assertion failure. So a failed assertion will produce a message
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like `"Values Not Within Delta"`. If you would like verbose failure messages for
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floating point assertions, use these options to give more explicit failure
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messages (e.g. `"Expected 4.56 Was 4.68"`). Note that this feature requires the
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use of `sprintf` so might not be desirable in all cases.
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_Example:_
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#define UNITY_DOUBLE_VERBOSE
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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 operate 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
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`stdout` option. You decide to route your test result output to a custom serial
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`RS232_putc()` function you wrote like thus:
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#define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
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#define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
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#define UNITY_OUTPUT_FLUSH() RS232_flush()
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#define UNITY_OUTPUT_COMPLETE() RS232_close()
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_Note:_
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`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
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specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. If you
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specify a custom flush function instead with `UNITY_OUTPUT_FLUSH` directly, it
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will declare an instance of your function by default. If you want to disable
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this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`.
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##### `UNITY_SUPPORT_WEAK`
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For some targets, Unity can make the otherwise required `setUp()` and
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`tearDown()` functions optional. This is a nice convenience for test writers
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since `setUp` and `tearDown` don't often actually _do_ anything. If you're using
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gcc or clang, this option is automatically defined for you. Other compilers can
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also support this behavior, if they support a C feature called weak functions. A
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weak function is a function that is compiled into your executable _unless_ a
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non-weak version of the same function is defined elsewhere. If a non-weak
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version is found, the weak version is ignored as if it never existed. If your
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compiler supports this feature, you can let Unity know by defining
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`UNITY_SUPPORT_WEAK` as the function attributes that would need to be applied to
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identify a function as weak. If your compiler lacks support for weak functions,
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you will always need to define `setUp` and `tearDown` functions (though they can
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be and often will be just empty). The most common options for this feature are:
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_Example:_
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#define UNITY_SUPPORT_WEAK weak
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#define UNITY_SUPPORT_WEAK __attribute__((weak))
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##### `UNITY_PTR_ATTRIBUTE`
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Some compilers require a custom attribute to be assigned to pointers, like
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`near` or `far`. In these cases, you can give Unity a safe default for these by
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defining this option with the attribute you would like.
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_Example:_
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#define UNITY_PTR_ATTRIBUTE __attribute__((far))
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#define UNITY_PTR_ATTRIBUTE near
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## Getting Into The Guts
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There will be cases where the options above aren't quite going to get everything
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perfect. They are likely sufficient for any situation where you are compiling
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and executing your tests with a native toolchain (e.g. clang on Mac). These
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options may even get you through the majority of cases encountered in working
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with a target simulator run from your local command line. But especially if you
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must run your test suite on your target hardware, your Unity configuration will
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require special help. This special help will usually reside in one of two
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places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
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work.
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##### `main()`
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Each test module is compiled and run on its own, separate from the other test
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files in your project. Each test file, therefore, has a `main` function. This
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`main` function will need to contain whatever code is necessary to initialize
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your system to a workable state. This is particularly true for situations where
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you must set up a memory map or initialize a communication channel for the
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output of your test results.
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A simple main function looks something like this:
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int main(void) {
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UNITY_BEGIN();
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RUN_TEST(test_TheFirst);
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RUN_TEST(test_TheSecond);
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RUN_TEST(test_TheThird);
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return UNITY_END();
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}
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You can see that our main function doesn't bother taking any arguments. For our
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most barebones case, we'll never have arguments because we just run all the
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tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
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(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
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value (which is the total number of failures).
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It should be easy to see that you can add code before any test cases are run or
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after all the test cases have completed. This allows you to do any needed
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system-wide setup or teardown that might be required for your special
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circumstances.
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##### `RUN_TEST`
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The `RUN_TEST` macro is called with each test case function. Its job is to
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perform whatever setup and teardown is necessary for executing a single test
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case function. This includes catching failures, calling the test module's
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`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
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using CMock or test coverage, there will be additional stubs in use here. A
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simple minimalist RUN_TEST macro looks something like this:
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#define RUN_TEST(testfunc) \
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UNITY_NEW_TEST(#testfunc) \
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if (TEST_PROTECT()) { \
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setUp(); \
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testfunc(); \
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} \
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if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
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tearDown(); \
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UnityConcludeTest();
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So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
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has to deal with for every single test case. For each test case, we declare that
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it is a new test. Then we run `setUp` and our test function. These are run
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within a `TEST_PROTECT` block, the function of which is to handle failures that
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occur during the test. Then, assuming our test is still running and hasn't been
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ignored, we run `tearDown`. No matter what, our last step is to conclude this
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test before moving on to the next.
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Let's say you need to add a call to `fsync` to force all of your output data to
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flush to a file after each test. You could easily insert this after your
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`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
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each result set. Again, you could do this by adding lines to this macro. Updates
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to this macro are for the occasions when you need an action before or after
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every single test case throughout your entire suite of tests.
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## Happy Porting
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The defines and macros in this guide should help you port Unity to just about
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any C target we can imagine. If you run into a snag or two, don't be afraid of
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asking for help on the forums. We love a good challenge!
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*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
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