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 42Unfortunately, it doesn't usually work well to just #define these things in the 43test itself. These defines need to take effect where ever unity.h is included. 44This would be test test, the test runner (if you're generating one), and from 45unity.c when it's compiled. 46 47## The Options 48 49### Integer Types 50 51If you've been a C developer for long, you probably already know that C's 52concept of an integer varies from target to target. The C Standard has rules 53about the `int` matching the register size of the target microprocessor. It has 54rules about the `int` and how its size relates to other integer types. An `int` 55on one target might be 16 bits while on another target it might be 64. There are 56more specific types in compilers compliant with C99 or later, but that's 57certainly not every compiler you are likely to encounter. Therefore, Unity has a 58number of features for helping to adjust itself to match your required integer 59sizes. It starts off by trying to do it automatically. 60 61 62##### `UNITY_EXCLUDE_STDINT_H` 63 64The first thing that Unity does to guess your types is check `stdint.h`. 65This file includes defines like `UINT_MAX` that Unity can use to 66learn a lot about your system. It's possible you don't want it to do this 67(um. why not?) or (more likely) it's possible that your system doesn't 68support `stdint.h`. If that's the case, you're going to want to define this. 69That way, Unity will know to skip the inclusion of this file and you won't 70be left with a compiler error. 71 72_Example:_ 73```C 74#define UNITY_EXCLUDE_STDINT_H 75``` 76 77 78##### `UNITY_EXCLUDE_LIMITS_H` 79 80The second attempt to guess your types is to check `limits.h`. Some compilers 81that don't support `stdint.h` could include `limits.h` instead. If you don't 82want Unity to check this file either, define this to make it skip the inclusion. 83 84_Example:_ 85```C 86#define UNITY_EXCLUDE_LIMITS_H 87``` 88 89If you've disabled both of the automatic options above, you're going to have to 90do the configuration yourself. Don't worry. Even this isn't too bad... there are 91just a handful of defines that you are going to specify if you don't like the 92defaults. 93 94 95##### `UNITY_INT_WIDTH` 96 97Define this to be the number of bits an `int` takes up on your system. The 98default, if not autodetected, is 32 bits. 99 100_Example:_ 101```C 102#define UNITY_INT_WIDTH 16 103``` 104 105 106##### `UNITY_LONG_WIDTH` 107 108Define this to be the number of bits a `long` takes up on your system. The 109default, if not autodetected, is 32 bits. This is used to figure out what kind 110of 64-bit support your system can handle. Does it need to specify a `long` or a 111`long long` to get a 64-bit value. On 16-bit systems, this option is going to be 112ignored. 113 114_Example:_ 115```C 116#define UNITY_LONG_WIDTH 16 117``` 118 119 120##### `UNITY_POINTER_WIDTH` 121 122Define this to be the number of bits a pointer takes up on your system. The 123default, if not autodetected, is 32-bits. If you're getting ugly compiler 124warnings about casting from pointers, this is the one to look at. 125 126_Hint:_ In order to support exotic processors (for example TI C55x with a pointer 127width of 23-bit), choose the next power of two (in this case 32-bit). 128 129_Supported values:_ 16, 32 and 64 130 131_Example:_ 132```C 133// Choose on of these #defines to set your pointer width (if not autodetected) 134//#define UNITY_POINTER_WIDTH 16 135//#define UNITY_POINTER_WIDTH 32 136#define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit 137``` 138 139 140##### `UNITY_SUPPORT_64` 141 142Unity will automatically include 64-bit support if it auto-detects it, or if 143your `int`, `long`, or pointer widths are greater than 32-bits. Define this to 144enable 64-bit support if none of the other options already did it for you. There 145can be a significant size and speed impact to enabling 64-bit support on small 146targets, so don't define it if you don't need it. 147 148_Example:_ 149```C 150#define UNITY_SUPPORT_64 151``` 152 153 154### Floating Point Types 155 156In the embedded world, it's not uncommon for targets to have no support for 157floating point operations at all or to have support that is limited to only 158single precision. We are able to guess integer sizes on the fly because integers 159are always available in at least one size. Floating point, on the other hand, is 160sometimes not available at all. Trying to include `float.h` on these platforms 161would result in an error. This leaves manual configuration as the only option. 162 163 164##### `UNITY_INCLUDE_FLOAT` 165 166##### `UNITY_EXCLUDE_FLOAT` 167 168##### `UNITY_INCLUDE_DOUBLE` 169 170##### `UNITY_EXCLUDE_DOUBLE` 171 172By default, Unity guesses that you will want single precision floating point 173support, but not double precision. It's easy to change either of these using the 174include and exclude options here. You may include neither, either, or both, as 175suits your needs. For features that are enabled, the following floating point 176options also become available. 177 178_Example:_ 179```C 180//what manner of strange processor is this? 181#define UNITY_EXCLUDE_FLOAT 182#define UNITY_INCLUDE_DOUBLE 183``` 184 185 186##### `UNITY_EXCLUDE_FLOAT_PRINT` 187 188Unity aims for as small of a footprint as possible and avoids most standard 189library calls (some embedded platforms don’t have a standard library!). Because 190of this, its routines for printing integer values are minimalist and hand-coded. 191Therefore, the display of floating point values during a failure are optional. 192By default, Unity will print the actual results of floating point assertion 193failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you 194can use this define to instead respond to a failed assertion with a message like 195”Values Not Within Delta”. If you would like verbose failure messages for floating 196point assertions, use these options to give more explicit failure messages. 197 198_Example:_ 199```C 200#define UNITY_EXCLUDE_FLOAT_PRINT 201``` 202 203 204##### `UNITY_FLOAT_TYPE` 205 206If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C 207floats. If your compiler supports a specialty floating point type, you can 208always override this behavior by using this definition. 209 210_Example:_ 211```C 212#define UNITY_FLOAT_TYPE float16_t 213``` 214 215 216##### `UNITY_DOUBLE_TYPE` 217 218If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C 219doubles. If you would like to change this, you can specify something else by 220using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double` 221could enable gargantuan floating point types on your 64-bit processor instead of 222the standard `double`. 223 224_Example:_ 225```C 226#define UNITY_DOUBLE_TYPE long double 227``` 228 229 230##### `UNITY_FLOAT_PRECISION` 231 232##### `UNITY_DOUBLE_PRECISION` 233 234If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as 235documented in the big daddy Unity Assertion Guide, you will learn that they are 236not really asserting that two values are equal but rather that two values are 237"close enough" to equal. "Close enough" is controlled by these precision 238configuration options. If you are working with 32-bit floats and/or 64-bit 239doubles (the normal on most processors), you should have no need to change these 240options. They are both set to give you approximately 1 significant bit in either 241direction. The float precision is 0.00001 while the double is 10-12. 242For further details on how this works, see the appendix of the Unity Assertion 243Guide. 244 245_Example:_ 246```C 247#define UNITY_FLOAT_PRECISION 0.001f 248``` 249 250 251### Miscellaneous 252 253##### `UNITY_EXCLUDE_STDDEF_H` 254 255Unity uses the `NULL` macro, which defines the value of a null pointer constant, 256defined in `stddef.h` by default. If you want to provide 257your own macro for this, you should exclude the `stddef.h` header file by adding this 258define to your configuration. 259 260_Example:_ 261```C 262#define UNITY_EXCLUDE_STDDEF_H 263``` 264 265 266#### `UNITY_INCLUDE_PRINT_FORMATTED` 267 268Unity provides a simple (and very basic) printf-like string output implementation, 269which is able to print a string modified by the following format string modifiers: 270 271- __%d__ - signed value (decimal) 272- __%i__ - same as __%i__ 273- __%u__ - unsigned value (decimal) 274- __%f__ - float/Double (if float support is activated) 275- __%g__ - same as __%f__ 276- __%b__ - binary prefixed with "0b" 277- __%x__ - hexadecimal (upper case) prefixed with "0x" 278- __%X__ - same as __%x__ 279- __%p__ - pointer (same as __%x__ or __%X__) 280- __%c__ - a single character 281- __%s__ - a string (e.g. "string") 282- __%%__ - The "%" symbol (escaped) 283 284_Example:_ 285```C 286#define UNITY_INCLUDE_PRINT_FORMATTED 287 288int a = 0xfab1; 289TEST_PRINTF("Decimal %d\n", -7); 290TEST_PRINTF("Unsigned %u\n", 987); 291TEST_PRINTF("Float %f\n", 3.1415926535897932384); 292TEST_PRINTF("Binary %b\n", 0xA); 293TEST_PRINTF("Hex %X\n", 0xFAB); 294TEST_PRINTF("Pointer %p\n", &a); 295TEST_PRINTF("Character %c\n", 'F'); 296TEST_PRINTF("String %s\n", "My string"); 297TEST_PRINTF("Percent %%\n"); 298TEST_PRINTF("Color Red \033[41mFAIL\033[00m\n"); 299TEST_PRINTF("\n"); 300TEST_PRINTF("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345); 301``` 302 303 304### Toolset Customization 305 306In addition to the options listed above, there are a number of other options 307which will come in handy to customize Unity's behavior for your specific 308toolchain. It is possible that you may not need to touch any of these... but 309certain platforms, particularly those running in simulators, may need to jump 310through extra hoops to run properly. These macros will help in those 311situations. 312 313 314##### `UNITY_OUTPUT_CHAR(a)` 315 316##### `UNITY_OUTPUT_FLUSH()` 317 318##### `UNITY_OUTPUT_START()` 319 320##### `UNITY_OUTPUT_COMPLETE()` 321 322By default, Unity prints its results to `stdout` as it runs. This works 323perfectly fine in most situations where you are using a native compiler for 324testing. It works on some simulators as well so long as they have `stdout` 325routed back to the command line. There are times, however, where the simulator 326will lack support for dumping results or you will want to route results 327elsewhere for other reasons. In these cases, you should define the 328`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as 329an `int`, since this is the parameter type of the standard C `putchar` function 330most commonly used). You may replace this with whatever function call you like. 331 332_Example:_ 333Say you are forced to run your test suite on an embedded processor with no 334`stdout` option. You decide to route your test result output to a custom serial 335`RS232_putc()` function you wrote like thus: 336```C 337#include "RS232_header.h" 338... 339#define UNITY_OUTPUT_CHAR(a) RS232_putc(a) 340#define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) 341#define UNITY_OUTPUT_FLUSH() RS232_flush() 342#define UNITY_OUTPUT_COMPLETE() RS232_close() 343``` 344 345_Note:_ 346`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by 347specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. 348 349 350##### `UNITY_OUTPUT_FOR_ECLIPSE` 351 352##### `UNITY_OUTPUT_FOR_IAR_WORKBENCH` 353 354##### `UNITY_OUTPUT_FOR_QT_CREATOR` 355 356When managing your own builds, it is often handy to have messages output in a format which is 357recognized by your IDE. These are some standard formats which can be supported. If you're using 358Ceedling to manage your builds, it is better to stick with the standard format (leaving these 359all undefined) and allow Ceedling to use its own decorators. 360 361 362##### `UNITY_PTR_ATTRIBUTE` 363 364Some compilers require a custom attribute to be assigned to pointers, like 365`near` or `far`. In these cases, you can give Unity a safe default for these by 366defining this option with the attribute you would like. 367 368_Example:_ 369```C 370#define UNITY_PTR_ATTRIBUTE __attribute__((far)) 371#define UNITY_PTR_ATTRIBUTE near 372``` 373 374##### `UNITY_PRINT_EOL` 375 376By default, Unity outputs \n at the end of each line of output. This is easy 377to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR 378system. Feel free to override this and to make it whatever you wish. 379 380_Example:_ 381```C 382#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') } 383``` 384 385 386##### `UNITY_EXCLUDE_DETAILS` 387 388This is an option for if you absolutely must squeeze every byte of memory out of 389your system. Unity stores a set of internal scratchpads which are used to pass 390extra detail information around. It's used by systems like CMock in order to 391report which function or argument flagged an error. If you're not using CMock and 392you're not using these details for other things, then you can exclude them. 393 394_Example:_ 395```C 396#define UNITY_EXCLUDE_DETAILS 397``` 398 399##### `UNITY_PRINT_TEST_CONTEXT` 400 401This option allows you to specify your own function to print additional context 402as part of the error message when a test has failed. It can be useful if you 403want to output some specific information about the state of the test at the point 404of failure, and `UNITY_SET_DETAILS` isn't flexible enough for your needs. 405 406_Example:_ 407```C 408#define UNITY_PRINT_TEST_CONTEXT PrintIterationCount 409 410extern int iteration_count; 411 412void PrintIterationCount(void) 413{ 414 UnityPrintFormatted("At iteration #%d: ", iteration_count); 415} 416``` 417 418##### `UNITY_EXCLUDE_SETJMP` 419 420If your embedded system doesn't support the standard library setjmp, you can 421exclude Unity's reliance on this by using this define. This dropped dependence 422comes at a price, though. You will be unable to use custom helper functions for 423your tests, and you will be unable to use tools like CMock. Very likely, if your 424compiler doesn't support setjmp, you wouldn't have had the memory space for those 425things anyway, though... so this option exists for those situations. 426 427_Example:_ 428```C 429#define UNITY_EXCLUDE_SETJMP 430``` 431 432##### `UNITY_OUTPUT_COLOR` 433 434If you want to add color using ANSI escape codes you can use this define. 435 436_Example:_ 437```C 438#define UNITY_OUTPUT_COLOR 439``` 440 441##### `UNITY_SHORTHAND_AS_INT` 442##### `UNITY_SHORTHAND_AS_MEM` 443##### `UNITY_SHORTHAND_AS_RAW` 444##### `UNITY_SHORTHAND_AS_NONE` 445 446These options give you control of the `TEST_ASSERT_EQUAL` and the 447`TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the 448former as an alias for an integer comparison. It treated the latter as a direct 449comparison using `!=`. This assymetry was confusing, but there was much 450disagreement as to how best to treat this pair of assertions. These four options 451will allow you to specify how Unity will treat these assertions. 452 453 - AS INT - the values will be cast to integers and directly compared. Arguments 454 that don't cast easily to integers will cause compiler errors. 455 - AS MEM - the address of both values will be taken and the entire object's 456 memory footprint will be compared byte by byte. Directly placing 457 constant numbers like `456` as expected values will cause errors. 458 - AS_RAW - Unity assumes that you can compare the two values using `==` and `!=` 459 and will do so. No details are given about mismatches, because it 460 doesn't really know what type it's dealing with. 461 - AS_NONE - Unity will disallow the use of these shorthand macros altogether, 462 insisting that developers choose a more descriptive option. 463 464#### `UNITY_SUPPORT_VARIADIC_MACROS` 465 466This will force Unity to support variadic macros when using its own built-in 467RUN_TEST macro. This will rarely be necessary. Most often, Unity will automatically 468detect if the compiler supports variadic macros by checking to see if it's C99+ 469compatible. In the event that the compiler supports variadic macros, but is primarily 470C89 (ANSI), defining this option will allow you to use them. This option is also not 471necessary when using Ceedling or the test runner generator script. 472 473## Getting Into The Guts 474 475There will be cases where the options above aren't quite going to get everything 476perfect. They are likely sufficient for any situation where you are compiling 477and executing your tests with a native toolchain (e.g. clang on Mac). These 478options may even get you through the majority of cases encountered in working 479with a target simulator run from your local command line. But especially if you 480must run your test suite on your target hardware, your Unity configuration will 481require special help. This special help will usually reside in one of two 482places: the `main()` function or the `RUN_TEST` macro. Let's look at how these 483work. 484 485 486##### `main()` 487 488Each test module is compiled and run on its own, separate from the other test 489files in your project. Each test file, therefore, has a `main` function. This 490`main` function will need to contain whatever code is necessary to initialize 491your system to a workable state. This is particularly true for situations where 492you must set up a memory map or initialize a communication channel for the 493output of your test results. 494 495A simple main function looks something like this: 496 497```C 498int main(void) { 499 UNITY_BEGIN(); 500 RUN_TEST(test_TheFirst); 501 RUN_TEST(test_TheSecond); 502 RUN_TEST(test_TheThird); 503 return UNITY_END(); 504} 505``` 506 507You can see that our main function doesn't bother taking any arguments. For our 508most barebones case, we'll never have arguments because we just run all the 509tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test 510(in whatever order we wish). Finally, we call `UNITY_END`, returning its return 511value (which is the total number of failures). 512 513It should be easy to see that you can add code before any test cases are run or 514after all the test cases have completed. This allows you to do any needed 515system-wide setup or teardown that might be required for your special 516circumstances. 517 518 519##### `RUN_TEST` 520 521The `RUN_TEST` macro is called with each test case function. Its job is to 522perform whatever setup and teardown is necessary for executing a single test 523case function. This includes catching failures, calling the test module's 524`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If 525using CMock or test coverage, there will be additional stubs in use here. A 526simple minimalist RUN_TEST macro looks something like this: 527 528```C 529#define RUN_TEST(testfunc) \ 530 UNITY_NEW_TEST(#testfunc) \ 531 if (TEST_PROTECT()) { \ 532 setUp(); \ 533 testfunc(); \ 534 } \ 535 if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \ 536 tearDown(); \ 537 UnityConcludeTest(); 538``` 539 540So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity 541has to deal with for every single test case. For each test case, we declare that 542it is a new test. Then we run `setUp` and our test function. These are run 543within a `TEST_PROTECT` block, the function of which is to handle failures that 544occur during the test. Then, assuming our test is still running and hasn't been 545ignored, we run `tearDown`. No matter what, our last step is to conclude this 546test before moving on to the next. 547 548Let's say you need to add a call to `fsync` to force all of your output data to 549flush to a file after each test. You could easily insert this after your 550`UnityConcludeTest` call. Maybe you want to write an xml tag before and after 551each result set. Again, you could do this by adding lines to this macro. Updates 552to this macro are for the occasions when you need an action before or after 553every single test case throughout your entire suite of tests. 554 555 556## Happy Porting 557 558The defines and macros in this guide should help you port Unity to just about 559any C target we can imagine. If you run into a snag or two, don't be afraid of 560asking for help on the forums. We love a good challenge! 561 562 563*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* 564