1 /* Unity Configuration 2 * As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529 3 * Update: December 29th, 2016 4 * See Also: Unity/docs/UnityConfigurationGuide.pdf 5 * 6 * Unity is designed to run on almost anything that is targeted by a C compiler. 7 * It would be awesome if this could be done with zero configuration. While 8 * there are some targets that come close to this dream, it is sadly not 9 * universal. It is likely that you are going to need at least a couple of the 10 * configuration options described in this document. 11 * 12 * All of Unity's configuration options are `#defines`. Most of these are simple 13 * definitions. A couple are macros with arguments. They live inside the 14 * unity_internals.h header file. We don't necessarily recommend opening that 15 * file unless you really need to. That file is proof that a cross-platform 16 * library is challenging to build. From a more positive perspective, it is also 17 * proof that a great deal of complexity can be centralized primarily to one 18 * place in order to provide a more consistent and simple experience elsewhere. 19 * 20 * Using These Options 21 * It doesn't matter if you're using a target-specific compiler and a simulator 22 * or a native compiler. In either case, you've got a couple choices for 23 * configuring these options: 24 * 25 * 1. Because these options are specified via C defines, you can pass most of 26 * these options to your compiler through command line compiler flags. Even 27 * if you're using an embedded target that forces you to use their 28 * overbearing IDE for all configuration, there will be a place somewhere in 29 * your project to configure defines for your compiler. 30 * 2. You can create a custom `unity_config.h` configuration file (present in 31 * your toolchain's search paths). In this file, you will list definitions 32 * and macros specific to your target. All you must do is define 33 * `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any 34 * further definitions it may need. 35 */ 36 37 #ifndef UNITY_CONFIG_H 38 #define UNITY_CONFIG_H 39 40 /* ************************* AUTOMATIC INTEGER TYPES *************************** 41 * C's concept of an integer varies from target to target. The C Standard has 42 * rules about the `int` matching the register size of the target 43 * microprocessor. It has rules about the `int` and how its size relates to 44 * other integer types. An `int` on one target might be 16 bits while on another 45 * target it might be 64. There are more specific types in compilers compliant 46 * with C99 or later, but that's certainly not every compiler you are likely to 47 * encounter. Therefore, Unity has a number of features for helping to adjust 48 * itself to match your required integer sizes. It starts off by trying to do it 49 * automatically. 50 **************************************************************************** */ 51 52 /* The first attempt to guess your types is to check `limits.h`. Some compilers 53 * that don't support `stdint.h` could include `limits.h`. If you don't 54 * want Unity to check this file, define this to make it skip the inclusion. 55 * Unity looks at UINT_MAX & ULONG_MAX, which were available since C89. 56 */ 57 /* #define UNITY_EXCLUDE_LIMITS_H */ 58 59 /* The second thing that Unity does to guess your types is check `stdint.h`. 60 * This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to 61 * learn about your system. It's possible you don't want it to do this or it's 62 * possible that your system doesn't support `stdint.h`. If that's the case, 63 * you're going to want to define this. That way, Unity will know to skip the 64 * inclusion of this file and you won't be left with a compiler error. 65 */ 66 /* #define UNITY_EXCLUDE_STDINT_H */ 67 68 /* ********************** MANUAL INTEGER TYPE DEFINITION *********************** 69 * If you've disabled all of the automatic options above, you're going to have 70 * to do the configuration yourself. There are just a handful of defines that 71 * you are going to specify if you don't like the defaults. 72 **************************************************************************** */ 73 74 /* Define this to be the number of bits an `int` takes up on your system. The 75 * default, if not auto-detected, is 32 bits. 76 * 77 * Example: 78 */ 79 /* #define UNITY_INT_WIDTH 16 */ 80 81 /* Define this to be the number of bits a `long` takes up on your system. The 82 * default, if not autodetected, is 32 bits. This is used to figure out what 83 * kind of 64-bit support your system can handle. Does it need to specify a 84 * `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option 85 * is going to be ignored. 86 * 87 * Example: 88 */ 89 /* #define UNITY_LONG_WIDTH 16 */ 90 91 /* Define this to be the number of bits a pointer takes up on your system. The 92 * default, if not autodetected, is 32-bits. If you're getting ugly compiler 93 * warnings about casting from pointers, this is the one to look at. 94 * 95 * Example: 96 */ 97 /* #define UNITY_POINTER_WIDTH 64 */ 98 99 /* Unity will automatically include 64-bit support if it auto-detects it, or if 100 * your `int`, `long`, or pointer widths are greater than 32-bits. Define this 101 * to enable 64-bit support if none of the other options already did it for you. 102 * There can be a significant size and speed impact to enabling 64-bit support 103 * on small targets, so don't define it if you don't need it. 104 */ 105 /* #define UNITY_INCLUDE_64 */ 106 107 108 /* *************************** FLOATING POINT TYPES **************************** 109 * In the embedded world, it's not uncommon for targets to have no support for 110 * floating point operations at all or to have support that is limited to only 111 * single precision. We are able to guess integer sizes on the fly because 112 * integers are always available in at least one size. Floating point, on the 113 * other hand, is sometimes not available at all. Trying to include `float.h` on 114 * these platforms would result in an error. This leaves manual configuration as 115 * the only option. 116 **************************************************************************** */ 117 118 /* By default, Unity guesses that you will want single precision floating point 119 * support, but not double precision. It's easy to change either of these using 120 * the include and exclude options here. You may include neither, just float, 121 * or both, as suits your needs. 122 */ 123 /* #define UNITY_EXCLUDE_FLOAT */ 124 #define UNITY_INCLUDE_DOUBLE 125 /* #define UNITY_EXCLUDE_DOUBLE */ 126 127 /* For features that are enabled, the following floating point options also 128 * become available. 129 */ 130 131 /* Unity aims for as small of a footprint as possible and avoids most standard 132 * library calls (some embedded platforms don't have a standard library!). 133 * Because of this, its routines for printing integer values are minimalist and 134 * hand-coded. To keep Unity universal, though, we eventually chose to develop 135 * our own floating point print routines. Still, the display of floating point 136 * values during a failure are optional. By default, Unity will print the 137 * actual results of floating point assertion failures. So a failed assertion 138 * will produce a message like "Expected 4.0 Was 4.25". If you would like less 139 * verbose failure messages for floating point assertions, use this option to 140 * give a failure message `"Values Not Within Delta"` and trim the binary size. 141 */ 142 /* #define UNITY_EXCLUDE_FLOAT_PRINT */ 143 144 /* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C 145 * floats. If your compiler supports a specialty floating point type, you can 146 * always override this behavior by using this definition. 147 * 148 * Example: 149 */ 150 /* #define UNITY_FLOAT_TYPE float16_t */ 151 152 /* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard 153 * C doubles. If you would like to change this, you can specify something else 154 * by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long 155 * double` could enable gargantuan floating point types on your 64-bit processor 156 * instead of the standard `double`. 157 * 158 * Example: 159 */ 160 /* #define UNITY_DOUBLE_TYPE long double */ 161 162 /* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as 163 * documented in the Unity Assertion Guide, you will learn that they are not 164 * really asserting that two values are equal but rather that two values are 165 * "close enough" to equal. "Close enough" is controlled by these precision 166 * configuration options. If you are working with 32-bit floats and/or 64-bit 167 * doubles (the normal on most processors), you should have no need to change 168 * these options. They are both set to give you approximately 1 significant bit 169 * in either direction. The float precision is 0.00001 while the double is 170 * 10^-12. For further details on how this works, see the appendix of the Unity 171 * Assertion Guide. 172 * 173 * Example: 174 */ 175 /* #define UNITY_FLOAT_PRECISION 0.001f */ 176 /* #define UNITY_DOUBLE_PRECISION 0.001f */ 177 178 179 /* *************************** TOOLSET CUSTOMIZATION *************************** 180 * In addition to the options listed above, there are a number of other options 181 * which will come in handy to customize Unity's behavior for your specific 182 * toolchain. It is possible that you may not need to touch any of these but 183 * certain platforms, particularly those running in simulators, may need to jump 184 * through extra hoops to operate properly. These macros will help in those 185 * situations. 186 **************************************************************************** */ 187 188 /* By default, Unity prints its results to `stdout` as it runs. This works 189 * perfectly fine in most situations where you are using a native compiler for 190 * testing. It works on some simulators as well so long as they have `stdout` 191 * routed back to the command line. There are times, however, where the 192 * simulator will lack support for dumping results or you will want to route 193 * results elsewhere for other reasons. In these cases, you should define the 194 * `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time 195 * (as an `int`, since this is the parameter type of the standard C `putchar` 196 * function most commonly used). You may replace this with whatever function 197 * call you like. 198 * 199 * Example: 200 * Say you are forced to run your test suite on an embedded processor with no 201 * `stdout` option. You decide to route your test result output to a custom 202 * serial `RS232_putc()` function you wrote like thus: 203 */ 204 /* #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) */ 205 /* #define UNITY_OUTPUT_CHAR_HEADER_DECLARATION RS232_putc(int) */ 206 /* #define UNITY_OUTPUT_FLUSH() RS232_flush() */ 207 /* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION RS232_flush(void) */ 208 /* #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) */ 209 /* #define UNITY_OUTPUT_COMPLETE() RS232_close() */ 210 211 /* For some targets, Unity can make the otherwise required `setUp()` and 212 * `tearDown()` functions optional. This is a nice convenience for test writers 213 * since `setUp` and `tearDown` don't often actually _do_ anything. If you're 214 * using gcc or clang, this option is automatically defined for you. Other 215 * compilers can also support this behavior, if they support a C feature called 216 * weak functions. A weak function is a function that is compiled into your 217 * executable _unless_ a non-weak version of the same function is defined 218 * elsewhere. If a non-weak version is found, the weak version is ignored as if 219 * it never existed. If your compiler supports this feature, you can let Unity 220 * know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would 221 * need to be applied to identify a function as weak. If your compiler lacks 222 * support for weak functions, you will always need to define `setUp` and 223 * `tearDown` functions (though they can be and often will be just empty). The 224 * most common options for this feature are: 225 */ 226 /* #define UNITY_SUPPORT_WEAK weak */ 227 /* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */ 228 /* #define UNITY_NO_WEAK */ 229 230 /* Some compilers require a custom attribute to be assigned to pointers, like 231 * `near` or `far`. In these cases, you can give Unity a safe default for these 232 * by defining this option with the attribute you would like. 233 * 234 * Example: 235 */ 236 /* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */ 237 /* #define UNITY_PTR_ATTRIBUTE near */ 238 239 #endif /* UNITY_CONFIG_H */ 240