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