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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
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11
src/unity.c
11
src/unity.c
@ -280,9 +280,18 @@ void UnityPrintMask(const _U_UINT mask, const _U_UINT number)
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//-----------------------------------------------
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#ifdef UNITY_FLOAT_VERBOSE
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#include <stdio.h>
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#ifndef UNITY_VERBOSE_NUMBER_MAX_LENGTH
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# ifdef UNITY_DOUBLE_VERBOSE
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# define UNITY_VERBOSE_NUMBER_MAX_LENGTH 317
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# else
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# define UNITY_VERBOSE_NUMBER_MAX_LENGTH 47
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# endif
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#endif
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void UnityPrintFloat(_UF number)
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{
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char TempBuffer[32];
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char TempBuffer[UNITY_VERBOSE_NUMBER_MAX_LENGTH + 1];
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snprintf(TempBuffer, sizeof(TempBuffer), "%.6f", number);
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UnityPrint(TempBuffer);
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}
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@ -44,6 +44,7 @@ void tearDown(void);
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// - define UNITY_DOUBLE_PRECISION to specify the precision to use when doing TEST_ASSERT_EQUAL_DOUBLE
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// - define UNITY_DOUBLE_TYPE to specify something other than double
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// - define UNITY_DOUBLE_VERBOSE to print floating point values in errors (uses sprintf)
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// - define UNITY_VERBOSE_NUMBER_MAX_LENGTH to change maximum length of printed numbers (used by sprintf)
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// Output
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// - by default, Unity prints to standard out with putchar. define UNITY_OUTPUT_CHAR(a) with a different function if desired
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