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1# Unity Configuration Guide
2
3## C Standards, Compilers and Microcontrollers
4
5The embedded software world contains its challenges. Compilers support different
6revisions of the C Standard. They ignore requirements in places, sometimes to
7make the language more usable in some special regard. Sometimes it's to simplify
8their support. Sometimes it's due to specific quirks of the microcontroller they
9are targeting. Simulators add another dimension to this menagerie.
10
11Unity is designed to run on almost anything that is targeted by a C compiler. It
12would be awesome if this could be done with zero configuration. While there are
13some targets that come close to this dream, it is sadly not universal. It is
14likely that you are going to need at least a couple of the configuration options
15described in this document.
16
17All of Unity's configuration options are `#defines`. Most of these are simple
18definitions. A couple are macros with arguments. They live inside the
19unity_internals.h header file. We don't necessarily recommend opening that file
20unless you really need to. That file is proof that a cross-platform library is
21challenging to build. From a more positive perspective, it is also proof that a
22great deal of complexity can be centralized primarily to one place to
23provide a more consistent and simple experience elsewhere.
24
25
26### Using These Options
27
28It doesn't matter if you're using a target-specific compiler and a simulator or
29a native compiler. In either case, you've got a couple choices for configuring
30these options:
31
321. Because these options are specified via C defines, you can pass most of these
33options to your compiler through command line compiler flags. Even if you're
34using an embedded target that forces you to use their overbearing IDE for all
35configuration, there will be a place somewhere in your project to configure
36defines for your compiler.
372. You can create a custom `unity_config.h` configuration file (present in your
38toolchain's search paths). In this file, you will list definitions and macros
39specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and
40Unity will rely on `unity_config.h` for any further definitions it may need.
41
42
43## The Options
44
45### Integer Types
46
47If you've been a C developer for long, you probably already know that C's
48concept of an integer varies from target to target. The C Standard has rules
49about the `int` matching the register size of the target microprocessor. It has
50rules about the `int` and how its size relates to other integer types. An `int`
51on one target might be 16 bits while on another target it might be 64. There are
52more specific types in compilers compliant with C99 or later, but that's
53certainly not every compiler you are likely to encounter. Therefore, Unity has a
54number of features for helping to adjust itself to match your required integer
55sizes. It starts off by trying to do it automatically.
56
57
58##### `UNITY_EXCLUDE_STDINT_H`
59
60The first thing that Unity does to guess your types is check `stdint.h`.
61This file includes defines like `UINT_MAX` that Unity can use to
62learn a lot about your system. It's possible you don't want it to do this
63(um. why not?) or (more likely) it's possible that your system doesn't
64support `stdint.h`. If that's the case, you're going to want to define this.
65That way, Unity will know to skip the inclusion of this file and you won't
66be left with a compiler error.
67
68_Example:_
69```C
70#define UNITY_EXCLUDE_STDINT_H
71```
72
73
74##### `UNITY_EXCLUDE_LIMITS_H`
75
76The second attempt to guess your types is to check `limits.h`. Some compilers
77that don't support `stdint.h` could include `limits.h` instead. If you don't
78want Unity to check this file either, define this to make it skip the inclusion.
79
80_Example:_
81```C
82#define UNITY_EXCLUDE_LIMITS_H
83```
84
85If you've disabled both of the automatic options above, you're going to have to
86do the configuration yourself. Don't worry. Even this isn't too bad... there are
87just a handful of defines that you are going to specify if you don't like the
88defaults.
89
90
91##### `UNITY_INT_WIDTH`
92
93Define this to be the number of bits an `int` takes up on your system. The
94default, if not autodetected, is 32 bits.
95
96_Example:_
97```C
98#define UNITY_INT_WIDTH 16
99```
100
101
102##### `UNITY_LONG_WIDTH`
103
104Define this to be the number of bits a `long` takes up on your system. The
105default, if not autodetected, is 32 bits. This is used to figure out what kind
106of 64-bit support your system can handle. Does it need to specify a `long` or a
107`long long` to get a 64-bit value. On 16-bit systems, this option is going to be
108ignored.
109
110_Example:_
111```C
112#define UNITY_LONG_WIDTH 16
113```
114
115
116##### `UNITY_POINTER_WIDTH`
117
118Define this to be the number of bits a pointer takes up on your system. The
119default, if not autodetected, is 32-bits. If you're getting ugly compiler
120warnings about casting from pointers, this is the one to look at.
121
122_Hint:_ In order to support exotic processors (for example TI C55x with a pointer
123width of 23-bit), choose the next power of two (in this case 32-bit).
124
125_Supported values:_ 16, 32 and 64
126
127_Example:_
128```C
129// Choose on of these #defines to set your pointer width (if not autodetected)
130//#define UNITY_POINTER_WIDTH 16
131//#define UNITY_POINTER_WIDTH 32
132#define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit
133```
134
135
136##### `UNITY_SUPPORT_64`
137
138Unity will automatically include 64-bit support if it auto-detects it, or if
139your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
140enable 64-bit support if none of the other options already did it for you. There
141can be a significant size and speed impact to enabling 64-bit support on small
142targets, so don't define it if you don't need it.
143
144_Example:_
145```C
146#define UNITY_SUPPORT_64
147```
148
149
150### Floating Point Types
151
152In the embedded world, it's not uncommon for targets to have no support for
153floating point operations at all or to have support that is limited to only
154single precision. We are able to guess integer sizes on the fly because integers
155are always available in at least one size. Floating point, on the other hand, is
156sometimes not available at all. Trying to include `float.h` on these platforms
157would result in an error. This leaves manual configuration as the only option.
158
159
160##### `UNITY_INCLUDE_FLOAT`
161
162##### `UNITY_EXCLUDE_FLOAT`
163
164##### `UNITY_INCLUDE_DOUBLE`
165
166##### `UNITY_EXCLUDE_DOUBLE`
167
168By default, Unity guesses that you will want single precision floating point
169support, but not double precision. It's easy to change either of these using the
170include and exclude options here. You may include neither, either, or both, as
171suits your needs. For features that are enabled, the following floating point
172options also become available.
173
174_Example:_
175```C
176//what manner of strange processor is this?
177#define UNITY_EXCLUDE_FLOAT
178#define UNITY_INCLUDE_DOUBLE
179```
180
181
182##### `UNITY_EXCLUDE_FLOAT_PRINT`
183
184Unity aims for as small of a footprint as possible and avoids most standard
185library calls (some embedded platforms don’t have a standard library!). Because
186of this, its routines for printing integer values are minimalist and hand-coded.
187Therefore, the display of floating point values during a failure are optional.
188By default, Unity will print the actual results of floating point assertion
189failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
190can use this define to instead respond to a failed assertion with a message like
191”Values Not Within Delta”. If you would like verbose failure messages for floating
192point assertions, use these options to give more explicit failure messages.
193
194_Example:_
195```C
196#define UNITY_EXCLUDE_FLOAT_PRINT
197```
198
199
200##### `UNITY_FLOAT_TYPE`
201
202If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
203floats. If your compiler supports a specialty floating point type, you can
204always override this behavior by using this definition.
205
206_Example:_
207```C
208#define UNITY_FLOAT_TYPE float16_t
209```
210
211
212##### `UNITY_DOUBLE_TYPE`
213
214If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
215doubles. If you would like to change this, you can specify something else by
216using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
217could enable gargantuan floating point types on your 64-bit processor instead of
218the standard `double`.
219
220_Example:_
221```C
222#define UNITY_DOUBLE_TYPE long double
223```
224
225
226##### `UNITY_FLOAT_PRECISION`
227
228##### `UNITY_DOUBLE_PRECISION`
229
230If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
231documented in the big daddy Unity Assertion Guide, you will learn that they are
232not really asserting that two values are equal but rather that two values are
233"close enough" to equal. "Close enough" is controlled by these precision
234configuration options. If you are working with 32-bit floats and/or 64-bit
235doubles (the normal on most processors), you should have no need to change these
236options. They are both set to give you approximately 1 significant bit in either
237direction. The float precision is 0.00001 while the double is 10-12.
238For further details on how this works, see the appendix of the Unity Assertion
239Guide.
240
241_Example:_
242```C
243#define UNITY_FLOAT_PRECISION 0.001f
244```
245
246
247### Miscellaneous
248
249##### `UNITY_EXCLUDE_STDDEF_H`
250
251Unity uses the `NULL` macro, which defines the value of a null pointer constant,
252defined in `stddef.h` by default. If you want to provide
253your own macro for this, you should exclude the `stddef.h` header file by adding this
254define to your configuration.
255
256_Example:_
257```C
258#define UNITY_EXCLUDE_STDDEF_H
259```
260
261
262#### `UNITY_INCLUDE_PRINT_FORMATTED`
263
264Unity provides a simple (and very basic) printf-like string output implementation,
265which is able to print a string modified by the following format string modifiers:
266
267- __%d__ - signed value (decimal)
268- __%i__ - same as __%i__
269- __%u__ - unsigned value (decimal)
270- __%f__ - float/Double (if float support is activated)
271- __%g__ - same as __%f__
272- __%b__ - binary prefixed with "0b"
273- __%x__ - hexadecimal (upper case) prefixed with "0x"
274- __%X__ - same as __%x__
275- __%p__ - pointer (same as __%x__ or __%X__)
276- __%c__ - a single character
277- __%s__ - a string (e.g. "string")
278- __%%__ - The "%" symbol (escaped)
279
280_Example:_
281```C
282#define UNITY_INCLUDE_PRINT_FORMATTED
283
284int a = 0xfab1;
285UnityPrintFormatted("Decimal   %d\n", -7);
286UnityPrintFormatted("Unsigned  %u\n", 987);
287UnityPrintFormatted("Float     %f\n", 3.1415926535897932384);
288UnityPrintFormatted("Binary    %b\n", 0xA);
289UnityPrintFormatted("Hex       %X\n", 0xFAB);
290UnityPrintFormatted("Pointer   %p\n", &a);
291UnityPrintFormatted("Character %c\n", 'F');
292UnityPrintFormatted("String    %s\n", "My string");
293UnityPrintFormatted("Percent   %%\n");
294UnityPrintFormatted("Color Red \033[41mFAIL\033[00m\n");
295UnityPrintFormatted("\n");
296UnityPrintFormatted("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345);
297```
298
299
300### Toolset Customization
301
302In addition to the options listed above, there are a number of other options
303which will come in handy to customize Unity's behavior for your specific
304toolchain. It is possible that you may not need to touch any of these... but
305certain platforms, particularly those running in simulators, may need to jump
306through extra hoops to run properly. These macros will help in those
307situations.
308
309
310##### `UNITY_OUTPUT_CHAR(a)`
311
312##### `UNITY_OUTPUT_FLUSH()`
313
314##### `UNITY_OUTPUT_START()`
315
316##### `UNITY_OUTPUT_COMPLETE()`
317
318By default, Unity prints its results to `stdout` as it runs. This works
319perfectly fine in most situations where you are using a native compiler for
320testing. It works on some simulators as well so long as they have `stdout`
321routed back to the command line. There are times, however, where the simulator
322will lack support for dumping results or you will want to route results
323elsewhere for other reasons. In these cases, you should define the
324`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
325an `int`, since this is the parameter type of the standard C `putchar` function
326most commonly used). You may replace this with whatever function call you like.
327
328_Example:_
329Say you are forced to run your test suite on an embedded processor with no
330`stdout` option. You decide to route your test result output to a custom serial
331`RS232_putc()` function you wrote like thus:
332```C
333#include "RS232_header.h"
334...
335#define UNITY_OUTPUT_CHAR(a)    RS232_putc(a)
336#define UNITY_OUTPUT_START()    RS232_config(115200,1,8,0)
337#define UNITY_OUTPUT_FLUSH()    RS232_flush()
338#define UNITY_OUTPUT_COMPLETE() RS232_close()
339```
340
341_Note:_
342`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
343specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required.
344
345
346##### `UNITY_OUTPUT_FOR_ECLIPSE`
347
348##### `UNITY_OUTPUT_FOR_IAR_WORKBENCH`
349
350##### `UNITY_OUTPUT_FOR_QT_CREATOR`
351
352When managing your own builds, it is often handy to have messages output in a format which is
353recognized by your IDE. These are some standard formats which can be supported. If you're using
354Ceedling to manage your builds, it is better to stick with the standard format (leaving these
355all undefined) and allow Ceedling to use its own decorators.
356
357
358##### `UNITY_PTR_ATTRIBUTE`
359
360Some compilers require a custom attribute to be assigned to pointers, like
361`near` or `far`. In these cases, you can give Unity a safe default for these by
362defining this option with the attribute you would like.
363
364_Example:_
365```C
366#define UNITY_PTR_ATTRIBUTE __attribute__((far))
367#define UNITY_PTR_ATTRIBUTE near
368```
369
370##### `UNITY_PRINT_EOL`
371
372By default, Unity outputs \n at the end of each line of output. This is easy
373to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
374system. Feel free to override this and to make it whatever you wish.
375
376_Example:_
377```C
378#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
379```
380
381
382##### `UNITY_EXCLUDE_DETAILS`
383
384This is an option for if you absolutely must squeeze every byte of memory out of
385your system. Unity stores a set of internal scratchpads which are used to pass
386extra detail information around. It's used by systems like CMock in order to
387report which function or argument flagged an error. If you're not using CMock and
388you're not using these details for other things, then you can exclude them.
389
390_Example:_
391```C
392#define UNITY_EXCLUDE_DETAILS
393```
394
395
396##### `UNITY_EXCLUDE_SETJMP`
397
398If your embedded system doesn't support the standard library setjmp, you can
399exclude Unity's reliance on this by using this define. This dropped dependence
400comes at a price, though. You will be unable to use custom helper functions for
401your tests, and you will be unable to use tools like CMock. Very likely, if your
402compiler doesn't support setjmp, you wouldn't have had the memory space for those
403things anyway, though... so this option exists for those situations.
404
405_Example:_
406```C
407#define UNITY_EXCLUDE_SETJMP
408```
409
410##### `UNITY_OUTPUT_COLOR`
411
412If you want to add color using ANSI escape codes you can use this define.
413
414_Example:_
415```C
416#define UNITY_OUTPUT_COLOR
417```
418
419##### `UNITY_SHORTHAND_AS_INT`
420##### `UNITY_SHORTHAND_AS_MEM`
421##### `UNITY_SHORTHAND_AS_RAW`
422##### `UNITY_SHORTHAND_AS_NONE`
423
424These options  give you control of the `TEST_ASSERT_EQUAL` and the
425`TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the
426former as an alias for an integer comparison. It treated the latter as a direct
427comparison using `!=`. This assymetry was confusing, but there was much
428disagreement as to how best to treat this pair of assertions. These four options
429will allow you to specify how Unity will treat these assertions.
430
431  - AS INT - the values will be cast to integers and directly compared. Arguments
432             that don't cast easily to integers will cause compiler errors.
433  - AS MEM - the address of both values will be taken and the entire object's
434             memory footprint will be compared byte by byte. Directly placing
435             constant numbers like `456` as expected values will cause errors.
436  - AS_RAW - Unity assumes that you can compare the two values using `==` and `!=`
437             and will do so. No details are given about mismatches, because it
438             doesn't really know what type it's dealing with.
439  - AS_NONE - Unity will disallow the use of these shorthand macros altogether,
440             insisting that developers choose a more descriptive option.
441
442#### `UNITY_SUPPORT_VARIADIC_MACROS`
443
444This will force Unity to support variadic macros when using its own built-in
445RUN_TEST macro. This will rarely be necessary. Most often, Unity will automatically
446detect if the compiler supports variadic macros by checking to see if it's C99+
447compatible. In the event that the compiler supports variadic macros, but is primarily
448C89 (ANSI), defining this option will allow you to use them. This option is also not
449necessary when using Ceedling or the test runner generator script.
450
451## Getting Into The Guts
452
453There will be cases where the options above aren't quite going to get everything
454perfect. They are likely sufficient for any situation where you are compiling
455and executing your tests with a native toolchain (e.g. clang on Mac). These
456options may even get you through the majority of cases encountered in working
457with a target simulator run from your local command line. But especially if you
458must run your test suite on your target hardware, your Unity configuration will
459require special help. This special help will usually reside in one of two
460places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
461work.
462
463
464##### `main()`
465
466Each test module is compiled and run on its own, separate from the other test
467files in your project. Each test file, therefore, has a `main` function. This
468`main` function will need to contain whatever code is necessary to initialize
469your system to a workable state. This is particularly true for situations where
470you must set up a memory map or initialize a communication channel for the
471output of your test results.
472
473A simple main function looks something like this:
474
475```C
476int main(void) {
477    UNITY_BEGIN();
478    RUN_TEST(test_TheFirst);
479    RUN_TEST(test_TheSecond);
480    RUN_TEST(test_TheThird);
481    return UNITY_END();
482}
483```
484
485You can see that our main function doesn't bother taking any arguments. For our
486most barebones case, we'll never have arguments because we just run all the
487tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
488(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
489value (which is the total number of failures).
490
491It should be easy to see that you can add code before any test cases are run or
492after all the test cases have completed. This allows you to do any needed
493system-wide setup or teardown that might be required for your special
494circumstances.
495
496
497##### `RUN_TEST`
498
499The `RUN_TEST` macro is called with each test case function. Its job is to
500perform whatever setup and teardown is necessary for executing a single test
501case function. This includes catching failures, calling the test module's
502`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
503using CMock or test coverage, there will be additional stubs in use here. A
504simple minimalist RUN_TEST macro looks something like this:
505
506```C
507#define RUN_TEST(testfunc) \
508    UNITY_NEW_TEST(#testfunc) \
509    if (TEST_PROTECT()) { \
510        setUp(); \
511        testfunc(); \
512    } \
513    if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
514        tearDown(); \
515    UnityConcludeTest();
516```
517
518So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
519has to deal with for every single test case. For each test case, we declare that
520it is a new test. Then we run `setUp` and our test function. These are run
521within a `TEST_PROTECT` block, the function of which is to handle failures that
522occur during the test. Then, assuming our test is still running and hasn't been
523ignored, we run `tearDown`. No matter what, our last step is to conclude this
524test before moving on to the next.
525
526Let's say you need to add a call to `fsync` to force all of your output data to
527flush to a file after each test. You could easily insert this after your
528`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
529each result set. Again, you could do this by adding lines to this macro. Updates
530to this macro are for the occasions when you need an action before or after
531every single test case throughout your entire suite of tests.
532
533
534## Happy Porting
535
536The defines and macros in this guide should help you port Unity to just about
537any C target we can imagine. If you run into a snag or two, don't be afraid of
538asking for help on the forums. We love a good challenge!
539
540
541*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
542