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+# 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 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.
+
+Unfortunately, it doesn't usually work well to just #define these things in the
+test itself. These defines need to take effect where ever unity.h is included.
+This would be test test, the test runner (if you're generating one), and from
+unity.c when it's compiled.
+
+## 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 use 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:_
+```C
+#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:_
+```C
+#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:_
+```C
+#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:_
+```C
+#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.
+
+_Hint:_ In order to support exotic processors (for example TI C55x with a pointer
+width of 23-bit), choose the next power of two (in this case 32-bit).
+
+_Supported values:_ 16, 32 and 64
+
+_Example:_
+```C
+// Choose on of these #defines to set your pointer width (if not autodetected)
+//#define UNITY_POINTER_WIDTH 16
+//#define UNITY_POINTER_WIDTH 32
+#define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit
+```
+
+
+##### `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:_
+```C
+#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:_
+```C
+//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:_
+```C
+#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:_
+```C
+#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:_
+```C
+#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:_
+```C
+#define UNITY_FLOAT_PRECISION 0.001f
+```
+
+
+### Miscellaneous
+
+##### `UNITY_EXCLUDE_STDDEF_H`
+
+Unity uses the `NULL` macro, which defines the value of a null pointer constant,
+defined in `stddef.h` by default. If you want to provide
+your own macro for this, you should exclude the `stddef.h` header file by adding this
+define to your configuration.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_STDDEF_H
+```
+
+
+#### `UNITY_INCLUDE_PRINT_FORMATTED`
+
+Unity provides a simple (and very basic) printf-like string output implementation,
+which is able to print a string modified by the following format string modifiers:
+
+- __%d__ - signed value (decimal)
+- __%i__ - same as __%i__
+- __%u__ - unsigned value (decimal)
+- __%f__ - float/Double (if float support is activated)
+- __%g__ - same as __%f__
+- __%b__ - binary prefixed with "0b"
+- __%x__ - hexadecimal (upper case) prefixed with "0x"
+- __%X__ - same as __%x__
+- __%p__ - pointer (same as __%x__ or __%X__)
+- __%c__ - a single character
+- __%s__ - a string (e.g. "string")
+- __%%__ - The "%" symbol (escaped)
+
+_Example:_
+```C
+#define UNITY_INCLUDE_PRINT_FORMATTED
+
+int a = 0xfab1;
+TEST_PRINTF("Decimal %d\n", -7);
+TEST_PRINTF("Unsigned %u\n", 987);
+TEST_PRINTF("Float %f\n", 3.1415926535897932384);
+TEST_PRINTF("Binary %b\n", 0xA);
+TEST_PRINTF("Hex %X\n", 0xFAB);
+TEST_PRINTF("Pointer %p\n", &a);
+TEST_PRINTF("Character %c\n", 'F');
+TEST_PRINTF("String %s\n", "My string");
+TEST_PRINTF("Percent %%\n");
+TEST_PRINTF("Color Red \033[41mFAIL\033[00m\n");
+TEST_PRINTF("\n");
+TEST_PRINTF("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345);
+```
+
+
+### 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 run 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:
+```C
+#include "RS232_header.h"
+...
+#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.
+
+
+##### `UNITY_OUTPUT_FOR_ECLIPSE`
+
+##### `UNITY_OUTPUT_FOR_IAR_WORKBENCH`
+
+##### `UNITY_OUTPUT_FOR_QT_CREATOR`
+
+When managing your own builds, it is often handy to have messages output in a format which is
+recognized by your IDE. These are some standard formats which can be supported. If you're using
+Ceedling to manage your builds, it is better to stick with the standard format (leaving these
+all undefined) and allow Ceedling to use its own decorators.
+
+
+##### `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:_
+```C
+#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:_
+```C
+#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:_
+```C
+#define UNITY_EXCLUDE_DETAILS
+```
+
+##### `UNITY_PRINT_TEST_CONTEXT`
+
+This option allows you to specify your own function to print additional context
+as part of the error message when a test has failed. It can be useful if you
+want to output some specific information about the state of the test at the point
+of failure, and `UNITY_SET_DETAILS` isn't flexible enough for your needs.
+
+_Example:_
+```C
+#define UNITY_PRINT_TEST_CONTEXT PrintIterationCount
+
+extern int iteration_count;
+
+void PrintIterationCount(void)
+{
+ UnityPrintFormatted("At iteration #%d: ", iteration_count);
+}
+```
+
+##### `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:_
+```C
+#define UNITY_EXCLUDE_SETJMP
+```
+
+##### `UNITY_OUTPUT_COLOR`
+
+If you want to add color using ANSI escape codes you can use this define.
+
+_Example:_
+```C
+#define UNITY_OUTPUT_COLOR
+```
+
+##### `UNITY_SHORTHAND_AS_INT`
+##### `UNITY_SHORTHAND_AS_MEM`
+##### `UNITY_SHORTHAND_AS_RAW`
+##### `UNITY_SHORTHAND_AS_NONE`
+
+These options give you control of the `TEST_ASSERT_EQUAL` and the
+`TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the
+former as an alias for an integer comparison. It treated the latter as a direct
+comparison using `!=`. This assymetry was confusing, but there was much
+disagreement as to how best to treat this pair of assertions. These four options
+will allow you to specify how Unity will treat these assertions.
+
+ - AS INT - the values will be cast to integers and directly compared. Arguments
+ that don't cast easily to integers will cause compiler errors.
+ - AS MEM - the address of both values will be taken and the entire object's
+ memory footprint will be compared byte by byte. Directly placing
+ constant numbers like `456` as expected values will cause errors.
+ - AS_RAW - Unity assumes that you can compare the two values using `==` and `!=`
+ and will do so. No details are given about mismatches, because it
+ doesn't really know what type it's dealing with.
+ - AS_NONE - Unity will disallow the use of these shorthand macros altogether,
+ insisting that developers choose a more descriptive option.
+
+#### `UNITY_SUPPORT_VARIADIC_MACROS`
+
+This will force Unity to support variadic macros when using its own built-in
+RUN_TEST macro. This will rarely be necessary. Most often, Unity will automatically
+detect if the compiler supports variadic macros by checking to see if it's C99+
+compatible. In the event that the compiler supports variadic macros, but is primarily
+C89 (ANSI), defining this option will allow you to use them. This option is also not
+necessary when using Ceedling or the test runner generator script.
+
+## 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:
+
+```C
+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:
+
+```C
+#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)*