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authorhathach <[email protected]>2023-03-17 23:53:38 +0700
committerhathach <[email protected]>2023-03-17 23:53:38 +0700
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-# Unity Configuration Guide
-
-## C Standards, Compilers and Microcontrollers
-
-The embedded software world contains its challenges. Compilers support different
-revisions of the C Standard. They ignore requirements in places, sometimes to
-make the language more usable in some special regard. Sometimes it's to simplify
-their support. Sometimes it's due to specific quirks of the microcontroller they
-are targeting. Simulators add another dimension to this menagerie.
-
-Unity is designed to run on almost anything that is targeted by a C compiler. It
-would be awesome if this could be done with zero configuration. While there are
-some targets that come close to this dream, it is sadly not universal. It is
-likely that you are going to need at least a couple of the configuration options
-described in this document.
-
-All of Unity's configuration options are `#defines`. Most of these are simple
-definitions. A couple are macros with arguments. They live inside the
-unity_internals.h header file. We don't necessarily recommend opening that file
-unless you really need to. That file is proof that a cross-platform library is
-challenging to build. From a more positive perspective, it is also proof that a
-great deal of complexity can be centralized primarily to one place to
-provide a more consistent and simple experience elsewhere.
-
-
-### Using These Options
-
-It doesn't matter if you're using a target-specific compiler and a simulator or
-a native compiler. In either case, you've got a couple choices for configuring
-these options:
-
-1. Because these options are specified via C defines, you can pass most of these
-options to your compiler through command line compiler flags. Even if you're
-using an embedded target that forces you to use their overbearing IDE for all
-configuration, there will be a place somewhere in your project to configure
-defines for your compiler.
-2. You can create a custom `unity_config.h` configuration file (present in your
-toolchain's search paths). In this file, you will list definitions and macros
-specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and
-Unity will rely on `unity_config.h` for any further definitions it may need.
-
-
-## The Options
-
-### Integer Types
-
-If you've been a C developer for long, you probably already know that C's
-concept of an integer varies from target to target. The C Standard has rules
-about the `int` matching the register size of the target microprocessor. It has
-rules about the `int` and how its size relates to other integer types. An `int`
-on one target might be 16 bits while on another target it might be 64. There are
-more specific types in compilers compliant with C99 or later, but that's
-certainly not every compiler you are likely to encounter. Therefore, Unity has a
-number of features for helping to adjust itself to match your required integer
-sizes. It starts off by trying to do it automatically.
-
-
-##### `UNITY_EXCLUDE_STDINT_H`
-
-The first thing that Unity does to guess your types is check `stdint.h`.
-This file includes defines like `UINT_MAX` that Unity can use to
-learn a lot about your system. It's possible you don't want it to do this
-(um. why not?) or (more likely) it's possible that your system doesn't
-support `stdint.h`. If that's the case, you're going to want to define this.
-That way, Unity will know to skip the inclusion of this file and you won't
-be left with a compiler error.
-
-_Example:_
- #define UNITY_EXCLUDE_STDINT_H
-
-
-##### `UNITY_EXCLUDE_LIMITS_H`
-
-The second attempt to guess your types is to check `limits.h`. Some compilers
-that don't support `stdint.h` could include `limits.h` instead. If you don't
-want Unity to check this file either, define this to make it skip the inclusion.
-
-_Example:_
- #define UNITY_EXCLUDE_LIMITS_H
-
-
-If you've disabled both of the automatic options above, you're going to have to
-do the configuration yourself. Don't worry. Even this isn't too bad... there are
-just a handful of defines that you are going to specify if you don't like the
-defaults.
-
-
-##### `UNITY_INT_WIDTH`
-
-Define this to be the number of bits an `int` takes up on your system. The
-default, if not autodetected, is 32 bits.
-
-_Example:_
- #define UNITY_INT_WIDTH 16
-
-
-##### `UNITY_LONG_WIDTH`
-
-Define this to be the number of bits a `long` takes up on your system. The
-default, if not autodetected, is 32 bits. This is used to figure out what kind
-of 64-bit support your system can handle. Does it need to specify a `long` or a
-`long long` to get a 64-bit value. On 16-bit systems, this option is going to be
-ignored.
-
-_Example:_
- #define UNITY_LONG_WIDTH 16
-
-
-##### `UNITY_POINTER_WIDTH`
-
-Define this to be the number of bits a pointer takes up on your system. The
-default, if not autodetected, is 32-bits. If you're getting ugly compiler
-warnings about casting from pointers, this is the one to look at.
-
-_Example:_
- #define UNITY_POINTER_WIDTH 64
-
-
-##### `UNITY_SUPPORT_64`
-
-Unity will automatically include 64-bit support if it auto-detects it, or if
-your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
-enable 64-bit support if none of the other options already did it for you. There
-can be a significant size and speed impact to enabling 64-bit support on small
-targets, so don't define it if you don't need it.
-
-_Example:_
- #define UNITY_SUPPORT_64
-
-
-### Floating Point Types
-
-In the embedded world, it's not uncommon for targets to have no support for
-floating point operations at all or to have support that is limited to only
-single precision. We are able to guess integer sizes on the fly because integers
-are always available in at least one size. Floating point, on the other hand, is
-sometimes not available at all. Trying to include `float.h` on these platforms
-would result in an error. This leaves manual configuration as the only option.
-
-
-##### `UNITY_INCLUDE_FLOAT`
-
-##### `UNITY_EXCLUDE_FLOAT`
-
-##### `UNITY_INCLUDE_DOUBLE`
-
-##### `UNITY_EXCLUDE_DOUBLE`
-
-By default, Unity guesses that you will want single precision floating point
-support, but not double precision. It's easy to change either of these using the
-include and exclude options here. You may include neither, either, or both, as
-suits your needs. For features that are enabled, the following floating point
-options also become available.
-
-_Example:_
-
- //what manner of strange processor is this?
- #define UNITY_EXCLUDE_FLOAT
- #define UNITY_INCLUDE_DOUBLE
-
-
-##### `UNITY_EXCLUDE_FLOAT_PRINT`
-
-Unity aims for as small of a footprint as possible and avoids most standard
-library calls (some embedded platforms don’t have a standard library!). Because
-of this, its routines for printing integer values are minimalist and hand-coded.
-Therefore, the display of floating point values during a failure are optional.
-By default, Unity will print the actual results of floating point assertion
-failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
-can use this define to instead respond to a failed assertion with a message like
-”Values Not Within Delta”. If you would like verbose failure messages for floating
-point assertions, use these options to give more explicit failure messages.
-
-_Example:_
- #define UNITY_EXCLUDE_FLOAT_PRINT
-
-
-##### `UNITY_FLOAT_TYPE`
-
-If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
-floats. If your compiler supports a specialty floating point type, you can
-always override this behavior by using this definition.
-
-_Example:_
- #define UNITY_FLOAT_TYPE float16_t
-
-
-##### `UNITY_DOUBLE_TYPE`
-
-If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
-doubles. If you would like to change this, you can specify something else by
-using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
-could enable gargantuan floating point types on your 64-bit processor instead of
-the standard `double`.
-
-_Example:_
- #define UNITY_DOUBLE_TYPE long double
-
-
-##### `UNITY_FLOAT_PRECISION`
-
-##### `UNITY_DOUBLE_PRECISION`
-
-If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
-documented in the big daddy Unity Assertion Guide, you will learn that they are
-not really asserting that two values are equal but rather that two values are
-"close enough" to equal. "Close enough" is controlled by these precision
-configuration options. If you are working with 32-bit floats and/or 64-bit
-doubles (the normal on most processors), you should have no need to change these
-options. They are both set to give you approximately 1 significant bit in either
-direction. The float precision is 0.00001 while the double is 10-12.
-For further details on how this works, see the appendix of the Unity Assertion
-Guide.
-
-_Example:_
- #define UNITY_FLOAT_PRECISION 0.001f
-
-
-### Toolset Customization
-
-In addition to the options listed above, there are a number of other options
-which will come in handy to customize Unity's behavior for your specific
-toolchain. It is possible that you may not need to touch any of these... but
-certain platforms, particularly those running in simulators, may need to jump
-through extra hoops to run properly. These macros will help in those
-situations.
-
-
-##### `UNITY_OUTPUT_CHAR(a)`
-
-##### `UNITY_OUTPUT_FLUSH()`
-
-##### `UNITY_OUTPUT_START()`
-
-##### `UNITY_OUTPUT_COMPLETE()`
-
-By default, Unity prints its results to `stdout` as it runs. This works
-perfectly fine in most situations where you are using a native compiler for
-testing. It works on some simulators as well so long as they have `stdout`
-routed back to the command line. There are times, however, where the simulator
-will lack support for dumping results or you will want to route results
-elsewhere for other reasons. In these cases, you should define the
-`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
-an `int`, since this is the parameter type of the standard C `putchar` function
-most commonly used). You may replace this with whatever function call you like.
-
-_Example:_
-Say you are forced to run your test suite on an embedded processor with no
-`stdout` option. You decide to route your test result output to a custom serial
-`RS232_putc()` function you wrote like thus:
- #include "RS232_header.h"
- ...
- #define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
- #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
- #define UNITY_OUTPUT_FLUSH() RS232_flush()
- #define UNITY_OUTPUT_COMPLETE() RS232_close()
-
-_Note:_
-`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
-specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required.
-
-
-##### `UNITY_WEAK_ATTRIBUTE`
-
-##### `UNITY_WEAK_PRAGMA`
-
-##### `UNITY_NO_WEAK`
-
-For some targets, Unity can make the otherwise required setUp() and tearDown()
-functions optional. This is a nice convenience for test writers since setUp and
-tearDown don’t often actually do anything. If you’re using gcc or clang, this
-option is automatically defined for you. Other compilers can also support this
-behavior, if they support a C feature called weak functions. A weak function is
-a function that is compiled into your executable unless a non-weak version of
-the same function is defined elsewhere. If a non-weak version is found, the weak
-version is ignored as if it never existed. If your compiler supports this feature,
-you can let Unity know by defining UNITY_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA as
-the function attributes that would need to be applied to identify a function as
-weak. If your compiler lacks support for weak functions, you will always need to
-define setUp and tearDown functions (though they can be and often will be just
-empty). You can also force Unity to NOT use weak functions by defining
-UNITY_NO_WEAK. The most common options for this feature are:
-
-_Example:_
- #define UNITY_WEAK_ATTRIBUTE weak
- #define UNITY_WEAK_ATTRIBUTE __attribute__((weak))
- #define UNITY_WEAK_PRAGMA
- #define UNITY_NO_WEAK
-
-
-##### `UNITY_PTR_ATTRIBUTE`
-
-Some compilers require a custom attribute to be assigned to pointers, like
-`near` or `far`. In these cases, you can give Unity a safe default for these by
-defining this option with the attribute you would like.
-
-_Example:_
- #define UNITY_PTR_ATTRIBUTE __attribute__((far))
- #define UNITY_PTR_ATTRIBUTE near
-
-
-##### `UNITY_PRINT_EOL`
-
-By default, Unity outputs \n at the end of each line of output. This is easy
-to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
-system. Feel free to override this and to make it whatever you wish.
-
-_Example:_
- #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
-
-
-
-##### `UNITY_EXCLUDE_DETAILS`
-
-This is an option for if you absolutely must squeeze every byte of memory out of
-your system. Unity stores a set of internal scratchpads which are used to pass
-extra detail information around. It's used by systems like CMock in order to
-report which function or argument flagged an error. If you're not using CMock and
-you're not using these details for other things, then you can exclude them.
-
-_Example:_
- #define UNITY_EXCLUDE_DETAILS
-
-
-
-##### `UNITY_EXCLUDE_SETJMP`
-
-If your embedded system doesn't support the standard library setjmp, you can
-exclude Unity's reliance on this by using this define. This dropped dependence
-comes at a price, though. You will be unable to use custom helper functions for
-your tests, and you will be unable to use tools like CMock. Very likely, if your
-compiler doesn't support setjmp, you wouldn't have had the memory space for those
-things anyway, though... so this option exists for those situations.
-
-_Example:_
- #define UNITY_EXCLUDE_SETJMP
-
-##### `UNITY_OUTPUT_COLOR`
-
-If you want to add color using ANSI escape codes you can use this define.
-t
-_Example:_
- #define UNITY_OUTPUT_COLOR
-
-
-
-## Getting Into The Guts
-
-There will be cases where the options above aren't quite going to get everything
-perfect. They are likely sufficient for any situation where you are compiling
-and executing your tests with a native toolchain (e.g. clang on Mac). These
-options may even get you through the majority of cases encountered in working
-with a target simulator run from your local command line. But especially if you
-must run your test suite on your target hardware, your Unity configuration will
-require special help. This special help will usually reside in one of two
-places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
-work.
-
-
-##### `main()`
-
-Each test module is compiled and run on its own, separate from the other test
-files in your project. Each test file, therefore, has a `main` function. This
-`main` function will need to contain whatever code is necessary to initialize
-your system to a workable state. This is particularly true for situations where
-you must set up a memory map or initialize a communication channel for the
-output of your test results.
-
-A simple main function looks something like this:
-
- int main(void) {
- UNITY_BEGIN();
- RUN_TEST(test_TheFirst);
- RUN_TEST(test_TheSecond);
- RUN_TEST(test_TheThird);
- return UNITY_END();
- }
-
-You can see that our main function doesn't bother taking any arguments. For our
-most barebones case, we'll never have arguments because we just run all the
-tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
-(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
-value (which is the total number of failures).
-
-It should be easy to see that you can add code before any test cases are run or
-after all the test cases have completed. This allows you to do any needed
-system-wide setup or teardown that might be required for your special
-circumstances.
-
-
-##### `RUN_TEST`
-
-The `RUN_TEST` macro is called with each test case function. Its job is to
-perform whatever setup and teardown is necessary for executing a single test
-case function. This includes catching failures, calling the test module's
-`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
-using CMock or test coverage, there will be additional stubs in use here. A
-simple minimalist RUN_TEST macro looks something like this:
-
- #define RUN_TEST(testfunc) \
- UNITY_NEW_TEST(#testfunc) \
- if (TEST_PROTECT()) { \
- setUp(); \
- testfunc(); \
- } \
- if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
- tearDown(); \
- UnityConcludeTest();
-
-So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
-has to deal with for every single test case. For each test case, we declare that
-it is a new test. Then we run `setUp` and our test function. These are run
-within a `TEST_PROTECT` block, the function of which is to handle failures that
-occur during the test. Then, assuming our test is still running and hasn't been
-ignored, we run `tearDown`. No matter what, our last step is to conclude this
-test before moving on to the next.
-
-Let's say you need to add a call to `fsync` to force all of your output data to
-flush to a file after each test. You could easily insert this after your
-`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
-each result set. Again, you could do this by adding lines to this macro. Updates
-to this macro are for the occasions when you need an action before or after
-every single test case throughout your entire suite of tests.
-
-
-## Happy Porting
-
-The defines and macros in this guide should help you port Unity to just about
-any C target we can imagine. If you run into a snag or two, don't be afraid of
-asking for help on the forums. We love a good challenge!
-
-
-*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*