Update configuration docs

This commit is contained in:
Mark VanderVoord
2017-09-13 09:39:52 -04:00
parent 60b13f0685
commit 60def109a7

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@ -79,18 +79,7 @@ _Example:_
#define UNITY_EXCLUDE_LIMITS_H #define UNITY_EXCLUDE_LIMITS_H
##### `UNITY_EXCLUDE_SIZEOF` If you've disabled both of the automatic options above, you're going to have to
The third and final attempt to guess your types is to use the `sizeof()`
operator. Even if the first two options don't work, this one covers most cases.
There _is_ a rare compiler or two out there that doesn't support sizeof() in the
preprocessing stage, though. For these, you have the ability to disable this
feature as well.
_Example:_
#define UNITY_EXCLUDE_SIZEOF
If you've disabled all 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 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 just a handful of defines that you are going to specify if you don't like the
defaults. defaults.
@ -127,7 +116,7 @@ _Example:_
#define UNITY_POINTER_WIDTH 64 #define UNITY_POINTER_WIDTH 64
##### `UNITY_INCLUDE_64` ##### `UNITY_SUPPORT_64`
Unity will automatically include 64-bit support if it auto-detects it, or if 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 your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
@ -136,7 +125,7 @@ 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. targets, so don't define it if you don't need it.
_Example:_ _Example:_
#define UNITY_INCLUDE_64 #define UNITY_SUPPORT_64
### Floating Point Types ### Floating Point Types
@ -170,24 +159,20 @@ _Example:_
#define UNITY_INCLUDE_DOUBLE #define UNITY_INCLUDE_DOUBLE
##### `UNITY_FLOAT_VERBOSE` ##### `UNITY_EXCLUDE_FLOAT_PRINT`
##### `UNITY_DOUBLE_VERBOSE`
Unity aims for as small of a footprint as possible and avoids most standard 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 library calls (some embedded platforms dont have a standard library!). Because
of this, its routines for printing integer values are minimalist and hand-coded. of this, its routines for printing integer values are minimalist and hand-coded.
To keep Unity universal, though, we chose to _not_ develop our own floating Therefore, the display of floating point values during a failure are optional.
point print routines. Instead, the display of floating point values during a By default, Unity will print the actual results of floating point assertion
failure are optional. By default, Unity will not print the actual results of failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
floating point assertion failure. So a failed assertion will produce a message can use this define to instead respond to a failed assertion with a message like
like `"Values Not Within Delta"`. If you would like verbose failure messages for Values Not Within Delta. If you would like verbose failure messages for floating
floating point assertions, use these options to give more explicit failure point assertions, use these options to give more explicit failure messages.
messages (e.g. `"Expected 4.56 Was 4.68"`). Note that this feature requires the
use of `sprintf` so might not be desirable in all cases.
_Example:_ _Example:_
#define UNITY_DOUBLE_VERBOSE #define UNITY_EXCLUDE_FLOAT_PRINT
##### `UNITY_FLOAT_TYPE` ##### `UNITY_FLOAT_TYPE`
@ -277,25 +262,32 @@ will declare an instance of your function by default. If you want to disable
this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`. this behavior, add `UNITY_OMIT_OUTPUT_FLUSH_HEADER_DECLARATION`.
##### `UNITY_SUPPORT_WEAK` ##### `UNITY_WEAK_ATTRIBUTE`
For some targets, Unity can make the otherwise required `setUp()` and ##### `UNITY_WEAK_PRAGMA`
`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 ##### `UNITY_NO_WEAK`
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 For some targets, Unity can make the otherwise required setUp() and tearDown()
weak function is a function that is compiled into your executable _unless_ a functions optional. This is a nice convenience for test writers since setUp and
non-weak version of the same function is defined elsewhere. If a non-weak tearDown dont often actually do anything. If youre using gcc or clang, this
version is found, the weak version is ignored as if it never existed. If your option is automatically defined for you. Other compilers can also support this
compiler supports this feature, you can let Unity know by defining behavior, if they support a C feature called weak functions. A weak function is
`UNITY_SUPPORT_WEAK` as the function attributes that would need to be applied to a function that is compiled into your executable unless a non-weak version of
identify a function as weak. If your compiler lacks support for weak functions, the same function is defined elsewhere. If a non-weak version is found, the weak
you will always need to define `setUp` and `tearDown` functions (though they can version is ignored as if it never existed. If your compiler supports this feature,
be and often will be just empty). The most common options for this feature are: 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:_ _Example:_
#define UNITY_SUPPORT_WEAK weak #define UNITY_WEAK_ATTRIBUTE weak
#define UNITY_SUPPORT_WEAK __attribute__((weak)) #define UNITY_WEAK_ATTRIBUTE __attribute__((weak))
#define UNITY_WEAK_PRAGMA
#define UNITY_NO_WEAK
##### `UNITY_PTR_ATTRIBUTE` ##### `UNITY_PTR_ATTRIBUTE`
@ -309,6 +301,44 @@ _Example:_
#define UNITY_PTR_ATTRIBUTE near #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
## Getting Into The Guts ## Getting Into The Guts
There will be cases where the options above aren't quite going to get everything There will be cases where the options above aren't quite going to get everything