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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 in order 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 make use of 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        #define UNITY_EXCLUDE_STDINT_H
70
71
72##### `UNITY_EXCLUDE_LIMITS_H`
73
74The second attempt to guess your types is to check `limits.h`. Some compilers
75that don't support `stdint.h` could include `limits.h` instead. If you don't
76want Unity to check this file either, define this to make it skip the inclusion.
77
78_Example:_
79        #define UNITY_EXCLUDE_LIMITS_H
80
81
82If you've disabled both of the automatic options above, you're going to have to
83do the configuration yourself. Don't worry. Even this isn't too bad... there are
84just a handful of defines that you are going to specify if you don't like the
85defaults.
86
87
88##### `UNITY_INT_WIDTH`
89
90Define this to be the number of bits an `int` takes up on your system. The
91default, if not autodetected, is 32 bits.
92
93_Example:_
94        #define UNITY_INT_WIDTH 16
95
96
97##### `UNITY_LONG_WIDTH`
98
99Define this to be the number of bits a `long` takes up on your system. The
100default, if not autodetected, is 32 bits. This is used to figure out what kind
101of 64-bit support your system can handle. Does it need to specify a `long` or a
102`long long` to get a 64-bit value. On 16-bit systems, this option is going to be
103ignored.
104
105_Example:_
106        #define UNITY_LONG_WIDTH 16
107
108
109##### `UNITY_POINTER_WIDTH`
110
111Define this to be the number of bits a pointer takes up on your system. The
112default, if not autodetected, is 32-bits. If you're getting ugly compiler
113warnings about casting from pointers, this is the one to look at.
114
115_Example:_
116        #define UNITY_POINTER_WIDTH 64
117
118
119##### `UNITY_SUPPORT_64`
120
121Unity will automatically include 64-bit support if it auto-detects it, or if
122your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
123enable 64-bit support if none of the other options already did it for you. There
124can be a significant size and speed impact to enabling 64-bit support on small
125targets, so don't define it if you don't need it.
126
127_Example:_
128        #define UNITY_SUPPORT_64
129
130
131### Floating Point Types
132
133In the embedded world, it's not uncommon for targets to have no support for
134floating point operations at all or to have support that is limited to only
135single precision. We are able to guess integer sizes on the fly because integers
136are always available in at least one size. Floating point, on the other hand, is
137sometimes not available at all. Trying to include `float.h` on these platforms
138would result in an error. This leaves manual configuration as the only option.
139
140
141##### `UNITY_INCLUDE_FLOAT`
142
143##### `UNITY_EXCLUDE_FLOAT`
144
145##### `UNITY_INCLUDE_DOUBLE`
146
147##### `UNITY_EXCLUDE_DOUBLE`
148
149By default, Unity guesses that you will want single precision floating point
150support, but not double precision. It's easy to change either of these using the
151include and exclude options here. You may include neither, either, or both, as
152suits your needs. For features that are enabled, the following floating point
153options also become available.
154
155_Example:_
156
157        //what manner of strange processor is this?
158        #define UNITY_EXCLUDE_FLOAT
159        #define UNITY_INCLUDE_DOUBLE
160
161
162##### `UNITY_EXCLUDE_FLOAT_PRINT`
163
164Unity aims for as small of a footprint as possible and avoids most standard
165library calls (some embedded platforms don’t have a standard library!). Because
166of this, its routines for printing integer values are minimalist and hand-coded.
167Therefore, the display of floating point values during a failure are optional.
168By default, Unity will print the actual results of floating point assertion
169failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
170can use this define to instead respond to a failed assertion with a message like
171”Values Not Within Delta”. If you would like verbose failure messages for floating
172point assertions, use these options to give more explicit failure messages.
173
174_Example:_
175        #define UNITY_EXCLUDE_FLOAT_PRINT
176
177
178##### `UNITY_FLOAT_TYPE`
179
180If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
181floats. If your compiler supports a specialty floating point type, you can
182always override this behavior by using this definition.
183
184_Example:_
185        #define UNITY_FLOAT_TYPE float16_t
186
187
188##### `UNITY_DOUBLE_TYPE`
189
190If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
191doubles. If you would like to change this, you can specify something else by
192using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double`
193could enable gargantuan floating point types on your 64-bit processor instead of
194the standard `double`.
195
196_Example:_
197        #define UNITY_DOUBLE_TYPE long double
198
199
200##### `UNITY_FLOAT_PRECISION`
201
202##### `UNITY_DOUBLE_PRECISION`
203
204If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
205documented in the big daddy Unity Assertion Guide, you will learn that they are
206not really asserting that two values are equal but rather that two values are
207"close enough" to equal. "Close enough" is controlled by these precision
208configuration options. If you are working with 32-bit floats and/or 64-bit
209doubles (the normal on most processors), you should have no need to change these
210options. They are both set to give you approximately 1 significant bit in either
211direction. The float precision is 0.00001 while the double is 10-12.
212For further details on how this works, see the appendix of the Unity Assertion
213Guide.
214
215_Example:_
216        #define UNITY_FLOAT_PRECISION 0.001f
217
218
219### Toolset Customization
220
221In addition to the options listed above, there are a number of other options
222which will come in handy to customize Unity's behavior for your specific
223toolchain. It is possible that you may not need to touch any of these... but
224certain platforms, particularly those running in simulators, may need to jump
225through extra hoops to operate properly. These macros will help in those
226situations.
227
228
229##### `UNITY_OUTPUT_CHAR(a)`
230
231##### `UNITY_OUTPUT_FLUSH()`
232
233##### `UNITY_OUTPUT_START()`
234
235##### `UNITY_OUTPUT_COMPLETE()`
236
237By default, Unity prints its results to `stdout` as it runs. This works
238perfectly fine in most situations where you are using a native compiler for
239testing. It works on some simulators as well so long as they have `stdout`
240routed back to the command line. There are times, however, where the simulator
241will lack support for dumping results or you will want to route results
242elsewhere for other reasons. In these cases, you should define the
243`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as
244an `int`, since this is the parameter type of the standard C `putchar` function
245most commonly used). You may replace this with whatever function call you like.
246
247_Example:_
248Say you are forced to run your test suite on an embedded processor with no
249`stdout` option. You decide to route your test result output to a custom serial
250`RS232_putc()` function you wrote like thus:
251
252        #define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
253        #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
254        #define UNITY_OUTPUT_FLUSH() RS232_flush()
255        #define UNITY_OUTPUT_COMPLETE() RS232_close()
256
257_Note:_
258`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
259specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. If you
260specify a custom flush function instead with `UNITY_OUTPUT_FLUSH` directly, it
261will declare an instance of your function by default. If you want to disable
262this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`.
263
264
265##### `UNITY_WEAK_ATTRIBUTE`
266
267##### `UNITY_WEAK_PRAGMA`
268
269##### `UNITY_NO_WEAK`
270
271For some targets, Unity can make the otherwise required setUp() and tearDown()
272functions optional. This is a nice convenience for test writers since setUp and
273tearDown don’t often actually do anything. If you’re using gcc or clang, this
274option is automatically defined for you. Other compilers can also support this
275behavior, if they support a C feature called weak functions. A weak function is
276a function that is compiled into your executable unless a non-weak version of
277the same function is defined elsewhere. If a non-weak version is found, the weak
278version is ignored as if it never existed. If your compiler supports this feature,
279you can let Unity know by defining UNITY_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA as
280the function attributes that would need to be applied to identify a function as
281weak. If your compiler lacks support for weak functions, you will always need to
282define setUp and tearDown functions (though they can be and often will be just
283empty). You can also force Unity to NOT use weak functions by defining
284UNITY_NO_WEAK. The most common options for this feature are:
285
286_Example:_
287        #define UNITY_WEAK_ATTRIBUTE weak
288        #define UNITY_WEAK_ATTRIBUTE __attribute__((weak))
289        #define UNITY_WEAK_PRAGMA
290        #define UNITY_NO_WEAK
291
292
293##### `UNITY_PTR_ATTRIBUTE`
294
295Some compilers require a custom attribute to be assigned to pointers, like
296`near` or `far`. In these cases, you can give Unity a safe default for these by
297defining this option with the attribute you would like.
298
299_Example:_
300        #define UNITY_PTR_ATTRIBUTE __attribute__((far))
301        #define UNITY_PTR_ATTRIBUTE near
302
303
304##### `UNITY_PRINT_EOL`
305
306By default, Unity outputs \n at the end of each line of output. This is easy
307to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
308system. Feel free to override this and to make it whatever you wish.
309
310_Example:_
311        #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
312
313
314
315##### `UNITY_EXCLUDE_DETAILS`
316
317This is an option for if you absolutely must squeeze every byte of memory out of
318your system. Unity stores a set of internal scratchpads which are used to pass
319extra detail information around. It's used by systems like CMock in order to
320report which function or argument flagged an error. If you're not using CMock and
321you're not using these details for other things, then you can exclude them.
322
323_Example:_
324        #define UNITY_EXCLUDE_DETAILS
325
326
327
328##### `UNITY_EXCLUDE_SETJMP`
329
330If your embedded system doesn't support the standard library setjmp, you can
331exclude Unity's reliance on this by using this define. This dropped dependence
332comes at a price, though. You will be unable to use custom helper functions for
333your tests, and you will be unable to use tools like CMock. Very likely, if your
334compiler doesn't support setjmp, you wouldn't have had the memory space for those
335things anyway, though... so this option exists for those situations.
336
337_Example:_
338        #define UNITY_EXCLUDE_SETJMP
339
340##### `UNITY_OUTPUT_COLOR`
341
342If you want to add color using ANSI escape codes you can use this define.
343t
344_Example:_
345        #define UNITY_OUTPUT_COLOR
346
347
348
349## Getting Into The Guts
350
351There will be cases where the options above aren't quite going to get everything
352perfect. They are likely sufficient for any situation where you are compiling
353and executing your tests with a native toolchain (e.g. clang on Mac). These
354options may even get you through the majority of cases encountered in working
355with a target simulator run from your local command line. But especially if you
356must run your test suite on your target hardware, your Unity configuration will
357require special help. This special help will usually reside in one of two
358places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
359work.
360
361
362##### `main()`
363
364Each test module is compiled and run on its own, separate from the other test
365files in your project. Each test file, therefore, has a `main` function. This
366`main` function will need to contain whatever code is necessary to initialize
367your system to a workable state. This is particularly true for situations where
368you must set up a memory map or initialize a communication channel for the
369output of your test results.
370
371A simple main function looks something like this:
372
373        int main(void) {
374            UNITY_BEGIN();
375            RUN_TEST(test_TheFirst);
376            RUN_TEST(test_TheSecond);
377            RUN_TEST(test_TheThird);
378            return UNITY_END();
379        }
380
381You can see that our main function doesn't bother taking any arguments. For our
382most barebones case, we'll never have arguments because we just run all the
383tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
384(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
385value (which is the total number of failures).
386
387It should be easy to see that you can add code before any test cases are run or
388after all the test cases have completed. This allows you to do any needed
389system-wide setup or teardown that might be required for your special
390circumstances.
391
392
393##### `RUN_TEST`
394
395The `RUN_TEST` macro is called with each test case function. Its job is to
396perform whatever setup and teardown is necessary for executing a single test
397case function. This includes catching failures, calling the test module's
398`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
399using CMock or test coverage, there will be additional stubs in use here. A
400simple minimalist RUN_TEST macro looks something like this:
401
402        #define RUN_TEST(testfunc) \
403            UNITY_NEW_TEST(#testfunc) \
404            if (TEST_PROTECT()) { \
405                setUp(); \
406                testfunc(); \
407            } \
408            if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
409                tearDown(); \
410            UnityConcludeTest();
411
412So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
413has to deal with for every single test case. For each test case, we declare that
414it is a new test. Then we run `setUp` and our test function. These are run
415within a `TEST_PROTECT` block, the function of which is to handle failures that
416occur during the test. Then, assuming our test is still running and hasn't been
417ignored, we run `tearDown`. No matter what, our last step is to conclude this
418test before moving on to the next.
419
420Let's say you need to add a call to `fsync` to force all of your output data to
421flush to a file after each test. You could easily insert this after your
422`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
423each result set. Again, you could do this by adding lines to this macro. Updates
424to this macro are for the occasions when you need an action before or after
425every single test case throughout your entire suite of tests.
426
427
428## Happy Porting
429
430The defines and macros in this guide should help you port Unity to just about
431any C target we can imagine. If you run into a snag or two, don't be afraid of
432asking for help on the forums. We love a good challenge!
433
434
435*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
436