UnityPrintFloat(): bigger temporal buffer

With a buffer long enough, no truncation should be neccesary to format floats.

Buffer length is user settable by defining UNITY_VERBOSE_NUMBER_MAX_LENGTH,
otherwise a sensible default is used based on desired precision.

See: http://stackoverflow.com/a/7235717
This commit is contained in:
Matias Devenuta
2016-02-24 19:52:30 -03:00
parent 50259a1329
commit c17705358f
2 changed files with 11 additions and 1 deletions

View File

@ -280,9 +280,18 @@ void UnityPrintMask(const _U_UINT mask, const _U_UINT number)
//-----------------------------------------------
#ifdef UNITY_FLOAT_VERBOSE
#include <stdio.h>
#ifndef UNITY_VERBOSE_NUMBER_MAX_LENGTH
# ifdef UNITY_DOUBLE_VERBOSE
# define UNITY_VERBOSE_NUMBER_MAX_LENGTH 317
# else
# define UNITY_VERBOSE_NUMBER_MAX_LENGTH 47
# endif
#endif
void UnityPrintFloat(_UF number)
{
char TempBuffer[32];
char TempBuffer[UNITY_VERBOSE_NUMBER_MAX_LENGTH + 1];
snprintf(TempBuffer, sizeof(TempBuffer), "%.6f", number);
UnityPrint(TempBuffer);
}

View File

@ -44,6 +44,7 @@ void tearDown(void);
// - define UNITY_DOUBLE_PRECISION to specify the precision to use when doing TEST_ASSERT_EQUAL_DOUBLE
// - define UNITY_DOUBLE_TYPE to specify something other than double
// - define UNITY_DOUBLE_VERBOSE to print floating point values in errors (uses sprintf)
// - define UNITY_VERBOSE_NUMBER_MAX_LENGTH to change maximum length of printed numbers (used by sprintf)
// Output
// - by default, Unity prints to standard out with putchar. define UNITY_OUTPUT_CHAR(a) with a different function if desired