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