| # Unity Configuration Guide |
| |
| ## C Standards, Compilers and Microcontrollers |
| |
| The embedded software world contains its challenges. Compilers support different |
| revisions of the C Standard. They ignore requirements in places, sometimes to |
| make the language more usable in some special regard. Sometimes it's to simplify |
| their support. Sometimes it's due to specific quirks of the microcontroller they |
| are targeting. Simulators add another dimension to this menagerie. |
| |
| Unity is designed to run on almost anything that is targeted by a C compiler. It |
| would be awesome if this could be done with zero configuration. While there are |
| some targets that come close to this dream, it is sadly not universal. It is |
| likely that you are going to need at least a couple of the configuration options |
| described in this document. |
| |
| All of Unity's configuration options are `#defines`. Most of these are simple |
| definitions. A couple are macros with arguments. They live inside the |
| unity_internals.h header file. We don't necessarily recommend opening that file |
| unless you really need to. That file is proof that a cross-platform library is |
| challenging to build. From a more positive perspective, it is also proof that a |
| great deal of complexity can be centralized primarily to one place in order to |
| provide a more consistent and simple experience elsewhere. |
| |
| |
| ### Using These Options |
| |
| It doesn't matter if you're using a target-specific compiler and a simulator or |
| a native compiler. In either case, you've got a couple choices for configuring |
| these options: |
| |
| 1. Because these options are specified via C defines, you can pass most of these |
| options to your compiler through command line compiler flags. Even if you're |
| using an embedded target that forces you to use their overbearing IDE for all |
| configuration, there will be a place somewhere in your project to configure |
| defines for your compiler. |
| 2. You can create a custom `unity_config.h` configuration file (present in your |
| toolchain's search paths). In this file, you will list definitions and macros |
| specific to your target. All you must do is define `UNITY_INCLUDE_CONFIG_H` and |
| Unity will rely on `unity_config.h` for any further definitions it may need. |
| |
| |
| ## The Options |
| |
| ### Integer Types |
| |
| If you've been a C developer for long, you probably already know that C's |
| concept of an integer varies from target to target. The C Standard has rules |
| about the `int` matching the register size of the target microprocessor. It has |
| rules about the `int` and how its size relates to other integer types. An `int` |
| on one target might be 16 bits while on another target it might be 64. There are |
| more specific types in compilers compliant with C99 or later, but that's |
| certainly not every compiler you are likely to encounter. Therefore, Unity has a |
| number of features for helping to adjust itself to match your required integer |
| sizes. It starts off by trying to do it automatically. |
| |
| |
| ##### `UNITY_EXCLUDE_STDINT_H` |
| |
| The first thing that Unity does to guess your types is check `stdint.h`. |
| This file includes defines like `UINT_MAX` that Unity can make use of to |
| learn a lot about your system. It's possible you don't want it to do this |
| (um. why not?) or (more likely) it's possible that your system doesn't |
| support `stdint.h`. If that's the case, you're going to want to define this. |
| That way, Unity will know to skip the inclusion of this file and you won't |
| be left with a compiler error. |
| |
| _Example:_ |
| #define UNITY_EXCLUDE_STDINT_H |
| |
| |
| ##### `UNITY_EXCLUDE_LIMITS_H` |
| |
| The second attempt to guess your types is to check `limits.h`. Some compilers |
| that don't support `stdint.h` could include `limits.h` instead. If you don't |
| want Unity to check this file either, define this to make it skip the inclusion. |
| |
| _Example:_ |
| #define UNITY_EXCLUDE_LIMITS_H |
| |
| |
| If you've disabled both of the automatic options above, you're going to have to |
| do the configuration yourself. Don't worry. Even this isn't too bad... there are |
| just a handful of defines that you are going to specify if you don't like the |
| defaults. |
| |
| |
| ##### `UNITY_INT_WIDTH` |
| |
| Define this to be the number of bits an `int` takes up on your system. The |
| default, if not autodetected, is 32 bits. |
| |
| _Example:_ |
| #define UNITY_INT_WIDTH 16 |
| |
| |
| ##### `UNITY_LONG_WIDTH` |
| |
| Define this to be the number of bits a `long` takes up on your system. The |
| default, if not autodetected, is 32 bits. This is used to figure out what kind |
| of 64-bit support your system can handle. Does it need to specify a `long` or a |
| `long long` to get a 64-bit value. On 16-bit systems, this option is going to be |
| ignored. |
| |
| _Example:_ |
| #define UNITY_LONG_WIDTH 16 |
| |
| |
| ##### `UNITY_POINTER_WIDTH` |
| |
| Define this to be the number of bits a pointer takes up on your system. The |
| default, if not autodetected, is 32-bits. If you're getting ugly compiler |
| warnings about casting from pointers, this is the one to look at. |
| |
| _Example:_ |
| #define UNITY_POINTER_WIDTH 64 |
| |
| |
| ##### `UNITY_SUPPORT_64` |
| |
| Unity will automatically include 64-bit support if it auto-detects it, or if |
| your `int`, `long`, or pointer widths are greater than 32-bits. Define this to |
| enable 64-bit support if none of the other options already did it for you. There |
| can be a significant size and speed impact to enabling 64-bit support on small |
| targets, so don't define it if you don't need it. |
| |
| _Example:_ |
| #define UNITY_SUPPORT_64 |
| |
| |
| ### Floating Point Types |
| |
| In the embedded world, it's not uncommon for targets to have no support for |
| floating point operations at all or to have support that is limited to only |
| single precision. We are able to guess integer sizes on the fly because integers |
| are always available in at least one size. Floating point, on the other hand, is |
| sometimes not available at all. Trying to include `float.h` on these platforms |
| would result in an error. This leaves manual configuration as the only option. |
| |
| |
| ##### `UNITY_INCLUDE_FLOAT` |
| |
| ##### `UNITY_EXCLUDE_FLOAT` |
| |
| ##### `UNITY_INCLUDE_DOUBLE` |
| |
| ##### `UNITY_EXCLUDE_DOUBLE` |
| |
| By default, Unity guesses that you will want single precision floating point |
| support, but not double precision. It's easy to change either of these using the |
| include and exclude options here. You may include neither, either, or both, as |
| suits your needs. For features that are enabled, the following floating point |
| options also become available. |
| |
| _Example:_ |
| |
| //what manner of strange processor is this? |
| #define UNITY_EXCLUDE_FLOAT |
| #define UNITY_INCLUDE_DOUBLE |
| |
| |
| ##### `UNITY_EXCLUDE_FLOAT_PRINT` |
| |
| Unity aims for as small of a footprint as possible and avoids most standard |
| library calls (some embedded platforms don’t have a standard library!). Because |
| of this, its routines for printing integer values are minimalist and hand-coded. |
| Therefore, the display of floating point values during a failure are optional. |
| By default, Unity will print the actual results of floating point assertion |
| failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you |
| can use this define to instead respond to a failed assertion with a message like |
| ”Values Not Within Delta”. If you would like verbose failure messages for floating |
| point assertions, use these options to give more explicit failure messages. |
| |
| _Example:_ |
| #define UNITY_EXCLUDE_FLOAT_PRINT |
| |
| |
| ##### `UNITY_FLOAT_TYPE` |
| |
| If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C |
| floats. If your compiler supports a specialty floating point type, you can |
| always override this behavior by using this definition. |
| |
| _Example:_ |
| #define UNITY_FLOAT_TYPE float16_t |
| |
| |
| ##### `UNITY_DOUBLE_TYPE` |
| |
| If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C |
| doubles. If you would like to change this, you can specify something else by |
| using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double` |
| could enable gargantuan floating point types on your 64-bit processor instead of |
| the standard `double`. |
| |
| _Example:_ |
| #define UNITY_DOUBLE_TYPE long double |
| |
| |
| ##### `UNITY_FLOAT_PRECISION` |
| |
| ##### `UNITY_DOUBLE_PRECISION` |
| |
| If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as |
| documented in the big daddy Unity Assertion Guide, you will learn that they are |
| not really asserting that two values are equal but rather that two values are |
| "close enough" to equal. "Close enough" is controlled by these precision |
| configuration options. If you are working with 32-bit floats and/or 64-bit |
| doubles (the normal on most processors), you should have no need to change these |
| options. They are both set to give you approximately 1 significant bit in either |
| direction. The float precision is 0.00001 while the double is 10-12. |
| For further details on how this works, see the appendix of the Unity Assertion |
| Guide. |
| |
| _Example:_ |
| #define UNITY_FLOAT_PRECISION 0.001f |
| |
| |
| ### Toolset Customization |
| |
| In addition to the options listed above, there are a number of other options |
| which will come in handy to customize Unity's behavior for your specific |
| toolchain. It is possible that you may not need to touch any of these... but |
| certain platforms, particularly those running in simulators, may need to jump |
| through extra hoops to operate properly. These macros will help in those |
| situations. |
| |
| |
| ##### `UNITY_OUTPUT_CHAR(a)` |
| |
| ##### `UNITY_OUTPUT_FLUSH()` |
| |
| ##### `UNITY_OUTPUT_START()` |
| |
| ##### `UNITY_OUTPUT_COMPLETE()` |
| |
| By default, Unity prints its results to `stdout` as it runs. This works |
| perfectly fine in most situations where you are using a native compiler for |
| testing. It works on some simulators as well so long as they have `stdout` |
| routed back to the command line. There are times, however, where the simulator |
| will lack support for dumping results or you will want to route results |
| elsewhere for other reasons. In these cases, you should define the |
| `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as |
| an `int`, since this is the parameter type of the standard C `putchar` function |
| most commonly used). You may replace this with whatever function call you like. |
| |
| _Example:_ |
| Say you are forced to run your test suite on an embedded processor with no |
| `stdout` option. You decide to route your test result output to a custom serial |
| `RS232_putc()` function you wrote like thus: |
| |
| #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) |
| #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) |
| #define UNITY_OUTPUT_FLUSH() RS232_flush() |
| #define UNITY_OUTPUT_COMPLETE() RS232_close() |
| |
| _Note:_ |
| `UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by |
| specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. If you |
| specify a custom flush function instead with `UNITY_OUTPUT_FLUSH` directly, it |
| will declare an instance of your function by default. If you want to disable |
| this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`. |
| |
| |
| ##### `UNITY_WEAK_ATTRIBUTE` |
| |
| ##### `UNITY_WEAK_PRAGMA` |
| |
| ##### `UNITY_NO_WEAK` |
| |
| For some targets, Unity can make the otherwise required setUp() and tearDown() |
| functions optional. This is a nice convenience for test writers since setUp and |
| tearDown don’t often actually do anything. If you’re using gcc or clang, this |
| option is automatically defined for you. Other compilers can also support this |
| behavior, if they support a C feature called weak functions. A weak function is |
| a function that is compiled into your executable unless a non-weak version of |
| the same function is defined elsewhere. If a non-weak version is found, the weak |
| version is ignored as if it never existed. If your compiler supports this feature, |
| you can let Unity know by defining UNITY_WEAK_ATTRIBUTE or UNITY_WEAK_PRAGMA as |
| the function attributes that would need to be applied to identify a function as |
| weak. If your compiler lacks support for weak functions, you will always need to |
| define setUp and tearDown functions (though they can be and often will be just |
| empty). You can also force Unity to NOT use weak functions by defining |
| UNITY_NO_WEAK. The most common options for this feature are: |
| |
| _Example:_ |
| #define UNITY_WEAK_ATTRIBUTE weak |
| #define UNITY_WEAK_ATTRIBUTE __attribute__((weak)) |
| #define UNITY_WEAK_PRAGMA |
| #define UNITY_NO_WEAK |
| |
| |
| ##### `UNITY_PTR_ATTRIBUTE` |
| |
| Some compilers require a custom attribute to be assigned to pointers, like |
| `near` or `far`. In these cases, you can give Unity a safe default for these by |
| defining this option with the attribute you would like. |
| |
| _Example:_ |
| #define UNITY_PTR_ATTRIBUTE __attribute__((far)) |
| #define UNITY_PTR_ATTRIBUTE near |
| |
| |
| ##### `UNITY_PRINT_EOL` |
| |
| By default, Unity outputs \n at the end of each line of output. This is easy |
| to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR |
| system. Feel free to override this and to make it whatever you wish. |
| |
| _Example:_ |
| #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') } |
| |
| |
| |
| ##### `UNITY_EXCLUDE_DETAILS` |
| |
| This is an option for if you absolutely must squeeze every byte of memory out of |
| your system. Unity stores a set of internal scratchpads which are used to pass |
| extra detail information around. It's used by systems like CMock in order to |
| report which function or argument flagged an error. If you're not using CMock and |
| you're not using these details for other things, then you can exclude them. |
| |
| _Example:_ |
| #define UNITY_EXCLUDE_DETAILS |
| |
| |
| |
| ##### `UNITY_EXCLUDE_SETJMP` |
| |
| If your embedded system doesn't support the standard library setjmp, you can |
| exclude Unity's reliance on this by using this define. This dropped dependence |
| comes at a price, though. You will be unable to use custom helper functions for |
| your tests, and you will be unable to use tools like CMock. Very likely, if your |
| compiler doesn't support setjmp, you wouldn't have had the memory space for those |
| things anyway, though... so this option exists for those situations. |
| |
| _Example:_ |
| #define UNITY_EXCLUDE_SETJMP |
| |
| ##### `UNITY_OUTPUT_COLOR` |
| |
| If you want to add color using ANSI escape codes you can use this define. |
| t |
| _Example:_ |
| #define UNITY_OUTPUT_COLOR |
| |
| |
| |
| ## Getting Into The Guts |
| |
| There will be cases where the options above aren't quite going to get everything |
| perfect. They are likely sufficient for any situation where you are compiling |
| and executing your tests with a native toolchain (e.g. clang on Mac). These |
| options may even get you through the majority of cases encountered in working |
| with a target simulator run from your local command line. But especially if you |
| must run your test suite on your target hardware, your Unity configuration will |
| require special help. This special help will usually reside in one of two |
| places: the `main()` function or the `RUN_TEST` macro. Let's look at how these |
| work. |
| |
| |
| ##### `main()` |
| |
| Each test module is compiled and run on its own, separate from the other test |
| files in your project. Each test file, therefore, has a `main` function. This |
| `main` function will need to contain whatever code is necessary to initialize |
| your system to a workable state. This is particularly true for situations where |
| you must set up a memory map or initialize a communication channel for the |
| output of your test results. |
| |
| A simple main function looks something like this: |
| |
| int main(void) { |
| UNITY_BEGIN(); |
| RUN_TEST(test_TheFirst); |
| RUN_TEST(test_TheSecond); |
| RUN_TEST(test_TheThird); |
| return UNITY_END(); |
| } |
| |
| You can see that our main function doesn't bother taking any arguments. For our |
| most barebones case, we'll never have arguments because we just run all the |
| tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test |
| (in whatever order we wish). Finally, we call `UNITY_END`, returning its return |
| value (which is the total number of failures). |
| |
| It should be easy to see that you can add code before any test cases are run or |
| after all the test cases have completed. This allows you to do any needed |
| system-wide setup or teardown that might be required for your special |
| circumstances. |
| |
| |
| ##### `RUN_TEST` |
| |
| The `RUN_TEST` macro is called with each test case function. Its job is to |
| perform whatever setup and teardown is necessary for executing a single test |
| case function. This includes catching failures, calling the test module's |
| `setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If |
| using CMock or test coverage, there will be additional stubs in use here. A |
| simple minimalist RUN_TEST macro looks something like this: |
| |
| #define RUN_TEST(testfunc) \ |
| UNITY_NEW_TEST(#testfunc) \ |
| if (TEST_PROTECT()) { \ |
| setUp(); \ |
| testfunc(); \ |
| } \ |
| if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \ |
| tearDown(); \ |
| UnityConcludeTest(); |
| |
| So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity |
| has to deal with for every single test case. For each test case, we declare that |
| it is a new test. Then we run `setUp` and our test function. These are run |
| within a `TEST_PROTECT` block, the function of which is to handle failures that |
| occur during the test. Then, assuming our test is still running and hasn't been |
| ignored, we run `tearDown`. No matter what, our last step is to conclude this |
| test before moving on to the next. |
| |
| Let's say you need to add a call to `fsync` to force all of your output data to |
| flush to a file after each test. You could easily insert this after your |
| `UnityConcludeTest` call. Maybe you want to write an xml tag before and after |
| each result set. Again, you could do this by adding lines to this macro. Updates |
| to this macro are for the occasions when you need an action before or after |
| every single test case throughout your entire suite of tests. |
| |
| |
| ## Happy Porting |
| |
| The defines and macros in this guide should help you port Unity to just about |
| any C target we can imagine. If you run into a snag or two, don't be afraid of |
| asking for help on the forums. We love a good challenge! |
| |
| |
| *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* |