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# ThrowTheSwitch.org Coding Standard # ThrowTheSwitch.org Coding Standard
Hi. Welcome to the coding standard for ThrowTheSwitch.org. For the most part,
we try to follow these standards to unify our contributors' code into a cohesive Hi. Welcome to the coding standard for ThrowTheSwitch.org. For the most part,
unit (puns intended). You might find places where these standards aren't we try to follow these standards to unify our contributors' code into a cohesive
unit (puns intended). You might find places where these standards aren't
followed. We're not perfect. Please be polite where followed. We're not perfect. Please be polite where
you notice these discrepancies and we'll try to be polite when we notice yours. you notice these discrepancies and we'll try to be polite when we notice yours.
;) ;)
## Why Have A Coding Standard? ## Why Have A Coding Standard?
Being consistent makes code easier to understand. We've made an attempt to keep
our standard simple because we also believe that we can only expect someone to Being consistent makes code easier to understand. We've made an attempt to keep
our standard simple because we also believe that we can only expect someone to
follow something that is understandable. Please do your best. follow something that is understandable. Please do your best.
## Our Philosophy ## Our Philosophy
Before we get into details on syntax, let's take a moment to talk about our
vision for these tools. We're C developers and embedded software developers. Before we get into details on syntax, let's take a moment to talk about our
These tools are great to test any C code, but catering to embedded software has vision for these tools. We're C developers and embedded software developers.
made us more tolerant of compiler quirks. There are a LOT of quirky compilers These tools are great to test any C code, but catering to embedded software has
out there. By quirky I mean "doesn't follow standards because they feel like made us more tolerant of compiler quirks. There are a LOT of quirky compilers
out there. By quirky I mean "doesn't follow standards because they feel like
they have a license to do as they wish." they have a license to do as they wish."
Our philosophy is "support every compiler we can". Most often, this means that Our philosophy is "support every compiler we can". Most often, this means that
we aim for writing C code that is standards compliant (often C89... that seems we aim for writing C code that is standards compliant (often C89... that seems
to be a sweet spot that is almost always compatible). But it also means these to be a sweet spot that is almost always compatible). But it also means these
tools are tolerant of things that aren't common. Some that aren't even tools are tolerant of things that aren't common. Some that aren't even
compliant. There are configuration options to override the size of standard compliant. There are configuration options to override the size of standard
types. There are configuration options to force Unity to not use certain types. There are configuration options to force Unity to not use certain
standard library functions. A lot of Unity is configurable and we have worked standard library functions. A lot of Unity is configurable and we have worked
hard to make it not TOO ugly in the process. hard to make it not TOO ugly in the process.
Similarly, our tools that parse C do their best. They aren't full C parsers Similarly, our tools that parse C do their best. They aren't full C parsers
(yet) and, even if they were, they would still have to accept non-standard (yet) and, even if they were, they would still have to accept non-standard
additions like gcc extensions or specifying `@0x1000` to force a variable to additions like gcc extensions or specifying `@0x1000` to force a variable to
compile to a particular location. It's just what we do, because we like compile to a particular location. It's just what we do, because we like
everything to Just Work™. everything to Just Work™.
Speaking of having things Just Work™, that's our second philosophy. By that, we Speaking of having things Just Work™, that's our second philosophy. By that, we
mean that we do our best to have EVERY configuration option have a logical mean that we do our best to have EVERY configuration option have a logical
default. We believe that if you're working with a simple compiler and target, default. We believe that if you're working with a simple compiler and target,
you shouldn't need to configure very much... we try to make the tools guess as you shouldn't need to configure very much... we try to make the tools guess as
much as they can, but give the user the power to override it when it's wrong. much as they can, but give the user the power to override it when it's wrong.
## Naming Things ## Naming Things
Let's talk about naming things. Programming is all about naming things. We name
files, functions, variables, and so much more. While we're not always going to Let's talk about naming things. Programming is all about naming things. We name
find the best name for something, we actually put quite a bit of effort into files, functions, variables, and so much more. While we're not always going to
find the best name for something, we actually put quite a bit of effort into
finding *What Something WANTS to be Called*™. finding *What Something WANTS to be Called*™.
When naming things, we more or less follow this hierarchy, the first being the When naming things, we more or less follow this hierarchy, the first being the
most important to us (but we do all four whenever possible): most important to us (but we do all four whenever possible):
1. Readable 1. Readable
2. Descriptive 2. Descriptive
3. Consistent 3. Consistent
4. Memorable 4. Memorable
#### Readable #### Readable
We want to read our code. This means we like names and flow that are more
naturally read. We try to avoid double negatives. We try to avoid cryptic We want to read our code. This means we like names and flow that are more
naturally read. We try to avoid double negatives. We try to avoid cryptic
abbreviations (sticking to ones we feel are common). abbreviations (sticking to ones we feel are common).
#### Descriptive #### Descriptive
We like descriptive names for things, especially functions and variables.
Finding the right name for something is an important endeavor. You might notice We like descriptive names for things, especially functions and variables.
from poking around our code that this often results in names that are a little Finding the right name for something is an important endeavor. You might notice
longer than the average. Guilty. We're okay with a tiny bit more typing if it from poking around our code that this often results in names that are a little
longer than the average. Guilty. We're okay with a tiny bit more typing if it
means our code is easier to understand. means our code is easier to understand.
There are two exceptions to this rule that we also stick to as religiously as There are two exceptions to this rule that we also stick to as religiously as
possible: possible:
First, while we realize hungarian notation (and similar systems for encoding First, while we realize hungarian notation (and similar systems for encoding
type information into variable names) is providing a more descriptive name, we type information into variable names) is providing a more descriptive name, we
feel that (for the average developer) it takes away from readability and feel that (for the average developer) it takes away from readability and
therefore is to be avoided. therefore is to be avoided.
Second, loop counters and other local throw-away variables often have a purpose Second, loop counters and other local throw-away variables often have a purpose
which is obvious. There's no need, therefore, to get carried away with complex which is obvious. There's no need, therefore, to get carried away with complex
naming. We find i, j, and k are better loop counters than loopCounterVar or naming. We find i, j, and k are better loop counters than loopCounterVar or
whatnot. We only break this rule when we see that more description could improve whatnot. We only break this rule when we see that more description could improve
understanding of an algorithm. understanding of an algorithm.
#### Consistent #### Consistent
We like consistency, but we're not really obsessed with it. We try to name our
configuration macros in a consistent fashion... you'll notice a repeated use of We like consistency, but we're not really obsessed with it. We try to name our
UNITY_EXCLUDE_BLAH or UNITY_USES_BLAH macros. This helps users avoid having to configuration macros in a consistent fashion... you'll notice a repeated use of
remember each macro's details. UNITY_EXCLUDE_BLAH or UNITY_USES_BLAH macros. This helps users avoid having to
remember each macro's details.
#### Memorable #### Memorable
Where ever it doesn't violate the above principles, we try to apply memorable
names. Sometimes this means using something that is simply descriptive, but Where ever it doesn't violate the above principles, we try to apply memorable
often we strive for descriptive AND unique... we like quirky names that stand names. Sometimes this means using something that is simply descriptive, but
out in our memory and are easier to search for. Take a look through the file often we strive for descriptive AND unique... we like quirky names that stand
names in Ceedling and you'll get a good idea of what we are talking about here. out in our memory and are easier to search for. Take a look through the file
Why use preprocess when you can use preprocessinator? Or what better describes a names in Ceedling and you'll get a good idea of what we are talking about here.
module in charge of invoking tasks during releases than release_invoker? Don't Why use preprocess when you can use preprocessinator? Or what better describes a
get carried away. The names are still descriptive and fulfill the above module in charge of invoking tasks during releases than release_invoker? Don't
get carried away. The names are still descriptive and fulfill the above
requirements, but they don't feel stale. requirements, but they don't feel stale.
## C and C++ Details ## C and C++ Details
We don't really want to add to the style battles out there. Tabs or spaces?
How many spaces? Where do the braces go? These are age-old questions that will We don't really want to add to the style battles out there. Tabs or spaces?
never be answered... or at least not answered in a way that will make everyone How many spaces? Where do the braces go? These are age-old questions that will
never be answered... or at least not answered in a way that will make everyone
happy. happy.
We've decided on our own style preferences. If you'd like to contribute to these We've decided on our own style preferences. If you'd like to contribute to these
projects (and we hope that you do), then we ask if you do your best to follow projects (and we hope that you do), then we ask if you do your best to follow
the same. It will only hurt a little. We promise. the same. It will only hurt a little. We promise.
#### Whitespace #### Whitespace
Our C-style is to use spaces and to use 4 of them per indent level. It's a nice
power-of-2 number that looks decent on a wide screen. We have no more reason Our C-style is to use spaces and to use 4 of them per indent level. It's a nice
than that. We break that rule when we have lines that wrap (macros or function power-of-2 number that looks decent on a wide screen. We have no more reason
arguments or whatnot). When that happens, we like to indent further to line than that. We break that rule when we have lines that wrap (macros or function
arguments or whatnot). When that happens, we like to indent further to line
things up in nice tidy columns. things up in nice tidy columns.
```C ```C
@ -120,7 +139,9 @@ things up in nice tidy columns.
} }
``` ```
#### Case #### Case
- Files - all lower case with underscores. - Files - all lower case with underscores.
- Variables - all lower case with underscores - Variables - all lower case with underscores
- Macros - all caps with underscores. - Macros - all caps with underscores.
@ -128,9 +149,11 @@ things up in nice tidy columns.
- Functions - camel cased. Usually named ModuleName_FuncName - Functions - camel cased. Usually named ModuleName_FuncName
- Constants and Globals - camel cased. - Constants and Globals - camel cased.
#### Braces #### Braces
The left brace is on the next line after the declaration. The right brace is
directly below that. Everything in between in indented one level. If you're The left brace is on the next line after the declaration. The right brace is
directly below that. Everything in between in indented one level. If you're
catching an error and you have a one-line, go ahead and to it on the same line. catching an error and you have a one-line, go ahead and to it on the same line.
```C ```C
@ -139,32 +162,42 @@ catching an error and you have a one-line, go ahead and to it on the same line.
//Like so. Even if only one line, we use braces. //Like so. Even if only one line, we use braces.
} }
``` ```
#### Comments #### Comments
Do you know what we hate? Old-school C block comments. BUT, we're using them
anyway. As we mentioned, our goal is to support every compiler we can, Do you know what we hate? Old-school C block comments. BUT, we're using them
especially embedded compilers. There are STILL C compilers out there that only anyway. As we mentioned, our goal is to support every compiler we can,
support old-school block comments. So that is what we're using. We apologize. We especially embedded compilers. There are STILL C compilers out there that only
support old-school block comments. So that is what we're using. We apologize. We
think they are ugly too. think they are ugly too.
## Ruby Details ## Ruby Details
Is there really such thing as a Ruby coding standard? Ruby is such a free form
language, it seems almost sacrilegious to suggest that people should comply to Is there really such thing as a Ruby coding standard? Ruby is such a free form
language, it seems almost sacrilegious to suggest that people should comply to
one method! We'll keep it really brief! one method! We'll keep it really brief!
#### Whitespace #### Whitespace
Our Ruby style is to use spaces and to use 2 of them per indent level. It's a
nice power-of-2 number that really grooves with Ruby's compact style. We have no Our Ruby style is to use spaces and to use 2 of them per indent level. It's a
more reason than that. We break that rule when we have lines that wrap. When nice power-of-2 number that really grooves with Ruby's compact style. We have no
more reason than that. We break that rule when we have lines that wrap. When
that happens, we like to indent further to line things up in nice tidy columns. that happens, we like to indent further to line things up in nice tidy columns.
#### Case #### Case
- Files - all lower case with underscores. - Files - all lower case with underscores.
- Variables - all lower case with underscores - Variables - all lower case with underscores
- Classes, Modules, etc - Camel cased. - Classes, Modules, etc - Camel cased.
- Functions - all lower case with underscores - Functions - all lower case with underscores
- Constants - all upper case with underscores - Constants - all upper case with underscores
## Documentation ## Documentation
Egad. Really? We use markdown and we like pdf files because they can be made to
Egad. Really? We use markdown and we like pdf files because they can be made to
look nice while still being portable. Good enough? look nice while still being portable. Good enough?

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# Unity Assertions Reference # Unity Assertions Reference
## Background and Overview ## Background and Overview
### Super Condensed Version ### Super Condensed Version
- An assertion establishes truth (i.e. boolean True) for a single condition.
- An assertion establishes truth (i.e. boolean True) for a single condition.
Upon boolean False, an assertion stops execution and reports the failure. Upon boolean False, an assertion stops execution and reports the failure.
- Unity is mainly a rich collection of assertions and the support to gather up - Unity is mainly a rich collection of assertions and the support to gather up
and easily execute those assertions. and easily execute those assertions.
- The structure of Unity allows you to easily separate test assertions from - The structure of Unity allows you to easily separate test assertions from
source code in, well, test code. source code in, well, test code.
- Unity's assertions: - Unity's assertions:
- Come in many, many flavors to handle different C types and assertion cases. - Come in many, many flavors to handle different C types and assertion cases.
- Use context to provide detailed and helpful failure messages. - Use context to provide detailed and helpful failure messages.
- Document types, expected values, and basic behavior in your source code for - Document types, expected values, and basic behavior in your source code for
free. free.
### Unity Is Several Things But Mainly It's Assertions ### Unity Is Several Things But Mainly It's Assertions
One way to think of Unity is simply as a rich collection of assertions you can
use to establish whether your source code behaves the way you think it does. One way to think of Unity is simply as a rich collection of assertions you can
Unity provides a framework to easily organize and execute those assertions in use to establish whether your source code behaves the way you think it does.
Unity provides a framework to easily organize and execute those assertions in
test code separate from your source code. test code separate from your source code.
### What's an Assertion? ### What's an Assertion?
At their core, assertions are an establishment of truth—boolean truth. Was this
thing equal to that thing? Does that code doohickey have such-and-such property At their core, assertions are an establishment of truth - boolean truth. Was this
or not? You get the idea. Assertions are executable code (to appreciate the big thing equal to that thing? Does that code doohickey have such-and-such property
picture on this read up on the difference between or not? You get the idea. Assertions are executable code (to appreciate the big
[link:Dynamic Verification and Static Analysis]). A failing assertion stops picture on this read up on the difference between
execution and reports an error through some appropriate I/O channel (e.g. [link:Dynamic Verification and Static Analysis]). A failing assertion stops
execution and reports an error through some appropriate I/O channel (e.g.
stdout, GUI, file, blinky light). stdout, GUI, file, blinky light).
Fundamentally, for dynamic verification all you need is a single assertion Fundamentally, for dynamic verification all you need is a single assertion
mechanism. In fact, that's what the [assert() macro in C's standard library](http://en.wikipedia.org/en/wiki/Assert.h) mechanism. In fact, that's what the [assert() macro in C's standard library](http://en.wikipedia.org/en/wiki/Assert.h)
is for. So why not just use it? Well, we can do far better in the reporting is for. So why not just use it? Well, we can do far better in the reporting
department. C's `assert()` is pretty dumb as-is and is particularly poor for department. C's `assert()` is pretty dumb as-is and is particularly poor for
handling common data types like arrays, structs, etc. And, without some other handling common data types like arrays, structs, etc. And, without some other
support, it's far too tempting to litter source code with C's `assert()`'s. It's support, it's far too tempting to litter source code with C's `assert()`'s. It's
generally much cleaner, manageable, and more useful to separate test and source generally much cleaner, manageable, and more useful to separate test and source
code in the way Unity facilitates. code in the way Unity facilitates.
### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation ### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation
Asserting a simple truth condition is valuable, but using the context of the
assertion is even more valuable. For instance, if you know you're comparing bit Asserting a simple truth condition is valuable, but using the context of the
flags and not just integers, then why not use that context to give explicit, assertion is even more valuable. For instance, if you know you're comparing bit
flags and not just integers, then why not use that context to give explicit,
readable, bit-level feedback when an assertion fails? readable, bit-level feedback when an assertion fails?
That's what Unity's collection of assertions do - capture context to give you That's what Unity's collection of assertions do - capture context to give you
helpful, meaningful assertion failure messages. In fact, the assertions helpful, meaningful assertion failure messages. In fact, the assertions
themselves also serve as executable documentation about types and values in your themselves also serve as executable documentation about types and values in your
source code. So long as your tests remain current with your source and all those source code. So long as your tests remain current with your source and all those
tests pass, you have a detailed, up-to-date view of the intent and mechanisms in tests pass, you have a detailed, up-to-date view of the intent and mechanisms in
your source code. And due to a wondrous mystery, well-tested code usually tends your source code. And due to a wondrous mystery, well-tested code usually tends
to be well designed code. to be well designed code.
## Assertion Conventions and Configurations ## Assertion Conventions and Configurations
### Naming and Parameter Conventions ### Naming and Parameter Conventions
The convention of assertion parameters generally follows this order: The convention of assertion parameters generally follows this order:
TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
The very simplest assertion possible uses only a single "actual" parameter (e.g. The very simplest assertion possible uses only a single "actual" parameter (e.g.
a simple null check). a simple null check).
"Actual" is the value being tested and unlike the other parameters in an "Actual" is the value being tested and unlike the other parameters in an
assertion construction is the only parameter present in all assertion variants. assertion construction is the only parameter present in all assertion variants.
"Modifiers" are masks, ranges, bit flag specifiers, floating point deltas. "Modifiers" are masks, ranges, bit flag specifiers, floating point deltas.
"Expected" is your expected value (duh) to compare to an "actual" value; it's "Expected" is your expected value (duh) to compare to an "actual" value; it's
marked as an optional parameter because some assertions only need a single marked as an optional parameter because some assertions only need a single
"actual" parameter (e.g. null check). "actual" parameter (e.g. null check).
"Size/count" refers to string lengths, number of array elements, etc. "Size/count" refers to string lengths, number of array elements, etc.
Many of Unity's assertions are apparent duplications in that the same data type Many of Unity's assertions are apparent duplications in that the same data type
is handled by several assertions. The differences among these are in how failure is handled by several assertions. The differences among these are in how failure
messages are presented. For instance, a `_HEX` variant of an assertion prints messages are presented. For instance, a `_HEX` variant of an assertion prints
the expected and actual values of that assertion formatted as hexadecimal. the expected and actual values of that assertion formatted as hexadecimal.
#### TEST_ASSERT_X_MESSAGE Variants #### TEST_ASSERT_X_MESSAGE Variants
_All_ assertions are complemented with a variant that includes a simple string
message as a final parameter. The string you specify is appended to an assertion _All_ assertions are complemented with a variant that includes a simple string
message as a final parameter. The string you specify is appended to an assertion
failure message in Unity output. failure message in Unity output.
For brevity, the assertion variants with a message parameter are not listed For brevity, the assertion variants with a message parameter are not listed
below. Just tack on `_MESSAGE` as the final component to any assertion name in below. Just tack on `_MESSAGE` as the final component to any assertion name in
the reference list below and add a string as the final parameter. the reference list below and add a string as the final parameter.
_Example:_ _Example:_
TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
becomes messageified like thus... becomes messageified like thus...
TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message ) TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message )
#### TEST_ASSERT_X_ARRAY Variants #### TEST_ASSERT_X_ARRAY Variants
Unity provides a collection of assertions for arrays containing a variety of
types. These are documented in the Array section below. These are almost on par Unity provides a collection of assertions for arrays containing a variety of
with the `_MESSAGE`variants of Unity's Asserts in that for pretty much any Unity types. These are documented in the Array section below. These are almost on par
type assertion you can tack on `_ARRAY` and run assertions on an entire block of with the `_MESSAGE`variants of Unity's Asserts in that for pretty much any Unity
type assertion you can tack on `_ARRAY` and run assertions on an entire block of
memory. memory.
TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} ) TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} )
"Expected" is an array itself. "Expected" is an array itself.
"Size/count" is one or two parameters necessary to establish the number of array "Size/count" is one or two parameters necessary to establish the number of array
elements and perhaps the length of elements within the array. elements and perhaps the length of elements within the array.
Notes: Notes:
- The `_MESSAGE` variant convention still applies here to array assertions. The - The `_MESSAGE` variant convention still applies here to array assertions. The
`_MESSAGE` variants of the `_ARRAY` assertions have names ending with `_MESSAGE` variants of the `_ARRAY` assertions have names ending with
`_ARRAY_MESSAGE`. `_ARRAY_MESSAGE`.
- Assertions for handling arrays of floating point values are grouped with float - Assertions for handling arrays of floating point values are grouped with float
and double assertions (see immediately following section). and double assertions (see immediately following section).
### Configuration ### Configuration
#### Floating Point Support Is Optional #### Floating Point Support Is Optional
Support for floating point types is configurable. That is, by defining the
appropriate preprocessor symbols, floats and doubles can be individually enabled Support for floating point types is configurable. That is, by defining the
or disabled in Unity code. This is useful for embedded targets with no floating appropriate preprocessor symbols, floats and doubles can be individually enabled
point math support (i.e. Unity compiles free of errors for fixed point only or disabled in Unity code. This is useful for embedded targets with no floating
point math support (i.e. Unity compiles free of errors for fixed point only
platforms). See Unity documentation for specifics. platforms). See Unity documentation for specifics.
#### Maximum Data Type Width Is Configurable #### Maximum Data Type Width Is Configurable
Not all targets support 64 bit wide types or even 32 bit wide types. Define the
appropriate preprocessor symbols and Unity will omit all operations from Not all targets support 64 bit wide types or even 32 bit wide types. Define the
compilation that exceed the maximum width of your target. See Unity appropriate preprocessor symbols and Unity will omit all operations from
compilation that exceed the maximum width of your target. See Unity
documentation for specifics. documentation for specifics.
## The Assertions in All Their Blessed Glory ## The Assertions in All Their Blessed Glory
### Basic Fail and Ignore ### Basic Fail and Ignore
##### `TEST_FAIL()` ##### `TEST_FAIL()`
This fella is most often used in special conditions where your test code is
performing logic beyond a simple assertion. That is, in practice, `TEST_FAIL()` This fella is most often used in special conditions where your test code is
performing logic beyond a simple assertion. That is, in practice, `TEST_FAIL()`
will always be found inside a conditional code block. will always be found inside a conditional code block.
_Examples:_ _Examples:_
- Executing a state machine multiple times that increments a counter your test - Executing a state machine multiple times that increments a counter your test
code then verifies as a final step. code then verifies as a final step.
- Triggering an exception and verifying it (as in Try / Catch / Throw - see the - Triggering an exception and verifying it (as in Try / Catch / Throw - see the
[CException](https://github.com/ThrowTheSwitch/CException) project). [CException](https://github.com/ThrowTheSwitch/CException) project).
##### `TEST_IGNORE()` ##### `TEST_IGNORE()`
Marks a test case (i.e. function meant to contain test assertions) as ignored.
Usually this is employed as a breadcrumb to come back and implement a test case. Marks a test case (i.e. function meant to contain test assertions) as ignored.
An ignored test case has effects if other assertions are in the enclosing test Usually this is employed as a breadcrumb to come back and implement a test case.
An ignored test case has effects if other assertions are in the enclosing test
case (see Unity documentation for more). case (see Unity documentation for more).
### Boolean ### Boolean
##### `TEST_ASSERT (condition)` ##### `TEST_ASSERT (condition)`
##### `TEST_ASSERT_TRUE (condition)` ##### `TEST_ASSERT_TRUE (condition)`
##### `TEST_ASSERT_FALSE (condition)` ##### `TEST_ASSERT_FALSE (condition)`
##### `TEST_ASSERT_UNLESS (condition)` ##### `TEST_ASSERT_UNLESS (condition)`
A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of
`TEST_ASSERT_UNLESS` aid readability in certain test constructions or A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of
`TEST_ASSERT_UNLESS` aid readability in certain test constructions or
conditional statements. conditional statements.
##### `TEST_ASSERT_NULL (pointer)` ##### `TEST_ASSERT_NULL (pointer)`
##### `TEST_ASSERT_NOT_NULL (pointer)` ##### `TEST_ASSERT_NOT_NULL (pointer)`
### Signed and Unsigned Integers (of all sizes) ### Signed and Unsigned Integers (of all sizes)
Large integer sizes can be disabled for build targets that do not support them.
For example, if your target only supports up to 16 bit types, by defining the Large integer sizes can be disabled for build targets that do not support them.
appropriate symbols Unity can be configured to omit 32 and 64 bit operations For example, if your target only supports up to 16 bit types, by defining the
that would break compilation (see Unity documentation for more). Refer to appropriate symbols Unity can be configured to omit 32 and 64 bit operations
Advanced Asserting later in this document for advice on dealing with other word that would break compilation (see Unity documentation for more). Refer to
Advanced Asserting later in this document for advice on dealing with other word
sizes. sizes.
##### `TEST_ASSERT_EQUAL_INT (expected, actual)` ##### `TEST_ASSERT_EQUAL_INT (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)` ##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)` ##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)` ##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)` ##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)`
##### `TEST_ASSERT_EQUAL (expected, actual)` ##### `TEST_ASSERT_EQUAL (expected, actual)`
##### `TEST_ASSERT_NOT_EQUAL (expected, actual)` ##### `TEST_ASSERT_NOT_EQUAL (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT (expected, actual)` ##### `TEST_ASSERT_EQUAL_UINT (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)` ##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)` ##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)` ##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)` ##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)`
### Unsigned Integers (of all sizes) in Hexadecimal ### Unsigned Integers (of all sizes) in Hexadecimal
All `_HEX` assertions are identical in function to unsigned integer assertions
but produce failure messages with the `expected` and `actual` values formatted All `_HEX` assertions are identical in function to unsigned integer assertions
but produce failure messages with the `expected` and `actual` values formatted
in hexadecimal. Unity output is big endian. in hexadecimal. Unity output is big endian.
##### `TEST_ASSERT_EQUAL_HEX (expected, actual)` ##### `TEST_ASSERT_EQUAL_HEX (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)` ##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)` ##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)` ##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)` ##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)`
### Masked and Bit-level Assertions ### Masked and Bit-level Assertions
Masked and bit-level assertions produce output formatted in hexadecimal. Unity
Masked and bit-level assertions produce output formatted in hexadecimal. Unity
output is big endian. output is big endian.
##### `TEST_ASSERT_BITS (mask, expected, actual)` ##### `TEST_ASSERT_BITS (mask, expected, actual)`
Only compares the masked (i.e. high) bits of `expected` and `actual` parameters.
Only compares the masked (i.e. high) bits of `expected` and `actual` parameters.
##### `TEST_ASSERT_BITS_HIGH (mask, actual)` ##### `TEST_ASSERT_BITS_HIGH (mask, actual)`
Asserts the masked bits of the `actual` parameter are high. Asserts the masked bits of the `actual` parameter are high.
##### `TEST_ASSERT_BITS_LOW (mask, actual)` ##### `TEST_ASSERT_BITS_LOW (mask, actual)`
Asserts the masked bits of the `actual` parameter are low. Asserts the masked bits of the `actual` parameter are low.
##### `TEST_ASSERT_BIT_HIGH (bit, actual)` ##### `TEST_ASSERT_BIT_HIGH (bit, actual)`
Asserts the specified bit of the `actual` parameter is high. Asserts the specified bit of the `actual` parameter is high.
##### `TEST_ASSERT_BIT_LOW (bit, actual)` ##### `TEST_ASSERT_BIT_LOW (bit, actual)`
Asserts the specified bit of the `actual` parameter is low. Asserts the specified bit of the `actual` parameter is low.
### Integer Ranges (of all sizes) ### Integer Ranges (of all sizes)
These assertions verify that the `expected` parameter is within +/- `delta`
(inclusive) of the `actual` parameter. For example, if the expected value is 10 These assertions verify that the `expected` parameter is within +/- `delta`
and the delta is 3 then the assertion will fail for any value outside the range (inclusive) of the `actual` parameter. For example, if the expected value is 10
and the delta is 3 then the assertion will fail for any value outside the range
of 7 - 13. of 7 - 13.
##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)`
### Structs and Strings ### Structs and Strings
##### `TEST_ASSERT_EQUAL_PTR (expected, actual)` ##### `TEST_ASSERT_EQUAL_PTR (expected, actual)`
Asserts that the pointers point to the same memory location. Asserts that the pointers point to the same memory location.
##### `TEST_ASSERT_EQUAL_STRING (expected, actual)` ##### `TEST_ASSERT_EQUAL_STRING (expected, actual)`
Asserts that the null terminated (`\0'`)strings are identical. If strings are
of different lengths or any portion of the strings before their terminators Asserts that the null terminated (`'\0'`)strings are identical. If strings are
differ, the assertion fails. Two NULL strings (i.e. zero length) are considered of different lengths or any portion of the strings before their terminators
differ, the assertion fails. Two NULL strings (i.e. zero length) are considered
equivalent. equivalent.
##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)` ##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)`
Asserts that the contents of the memory specified by the `expected` and `actual`
pointers is identical. The size of the memory blocks in bytes is specified by Asserts that the contents of the memory specified by the `expected` and `actual`
pointers is identical. The size of the memory blocks in bytes is specified by
the `len` parameter. the `len` parameter.
### Arrays ### Arrays
`expected` and `actual` parameters are both arrays. `num_elements` specifies the
`expected` and `actual` parameters are both arrays. `num_elements` specifies the
number of elements in the arrays to compare. number of elements in the arrays to compare.
`_HEX` assertions produce failure messages with expected and actual array `_HEX` assertions produce failure messages with expected and actual array
contents formatted in hexadecimal. contents formatted in hexadecimal.
For array of strings comparison behavior, see comments for For array of strings comparison behavior, see comments for
`TEST_ASSERT_EQUAL_STRING` in the preceding section. `TEST_ASSERT_EQUAL_STRING` in the preceding section.
Assertions fail upon the first element in the compared arrays found not to Assertions fail upon the first element in the compared arrays found not to
match. Failure messages specify the array index of the failed comparison. match. Failure messages specify the array index of the failed comparison.
##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)` ##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)`
`len` is the memory in bytes to be compared at each array element. `len` is the memory in bytes to be compared at each array element.
### Floating Point (If enabled) ### Floating Point (If enabled)
##### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)`
Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
equality are not guaranteed. equality are not guaranteed.
##### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)` ##### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)`
Asserts that the ?actual?value is "close enough to be considered equal" to the
`expected` value. If you are curious about the details, refer to the Advanced Asserts that the ?actual?value is "close enough to be considered equal" to the
Asserting section for more details on this. Omitting a user-specified delta in a `expected` value. If you are curious about the details, refer to the Advanced
floating point assertion is both a shorthand convenience and a requirement of Asserting section for more details on this. Omitting a user-specified delta in a
floating point assertion is both a shorthand convenience and a requirement of
code generation conventions for CMock. code generation conventions for CMock.
##### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)`
See Array assertion section for details. Note that individual array element
float comparisons are executed using T?EST_ASSERT_EQUAL_FLOAT?.That is, user See Array assertion section for details. Note that individual array element
specified delta comparison values requires a custom-implemented floating point float comparisons are executed using T?EST_ASSERT_EQUAL_FLOAT?.That is, user
specified delta comparison values requires a custom-implemented floating point
array assertion. array assertion.
##### `TEST_ASSERT_FLOAT_IS_INF (actual)` ##### `TEST_ASSERT_FLOAT_IS_INF (actual)`
Asserts that `actual` parameter is equivalent to positive infinity floating
Asserts that `actual` parameter is equivalent to positive infinity floating
point representation. point representation.
##### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)` ##### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)`
Asserts that `actual` parameter is equivalent to negative infinity floating
Asserts that `actual` parameter is equivalent to negative infinity floating
point representation. point representation.
##### `TEST_ASSERT_FLOAT_IS_NAN (actual)` ##### `TEST_ASSERT_FLOAT_IS_NAN (actual)`
Asserts that `actual` parameter is a Not A Number floating point representation. Asserts that `actual` parameter is a Not A Number floating point representation.
##### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)` ##### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)`
Asserts that ?actual?parameter is a floating point representation usable for
mathematical operations. That is, the `actual` parameter is neither positive Asserts that ?actual?parameter is a floating point representation usable for
mathematical operations. That is, the `actual` parameter is neither positive
infinity nor negative infinity nor Not A Number floating point representations. infinity nor negative infinity nor Not A Number floating point representations.
##### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)` ##### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)`
Asserts that `actual` parameter is a value other than positive infinity floating
Asserts that `actual` parameter is a value other than positive infinity floating
point representation. point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)` ##### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)`
Asserts that `actual` parameter is a value other than negative infinity floating
Asserts that `actual` parameter is a value other than negative infinity floating
point representation. point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)` ##### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)`
Asserts that `actual` parameter is a value other than Not A Number floating
Asserts that `actual` parameter is a value other than Not A Number floating
point representation. point representation.
##### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)` ##### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)`
Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
Not A Number floating point representations. Not A Number floating point representations.
### Double (If enabled) ### Double (If enabled)
##### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)` ##### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)`
Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
equality are not guaranteed. equality are not guaranteed.
##### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)` ##### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)`
Asserts that the `actual` value is "close enough to be considered equal" to the
`expected` value. If you are curious about the details, refer to the Advanced Asserts that the `actual` value is "close enough to be considered equal" to the
Asserting section for more details. Omitting a user-specified delta in a `expected` value. If you are curious about the details, refer to the Advanced
floating point assertion is both a shorthand convenience and a requirement of Asserting section for more details. Omitting a user-specified delta in a
code generation conventions for CMock. floating point assertion is both a shorthand convenience and a requirement of
code generation conventions for CMock.
##### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)` ##### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)`
See Array assertion section for details. Note that individual array element
double comparisons are executed using `TEST_ASSERT_EQUAL_DOUBLE`.That is, user See Array assertion section for details. Note that individual array element
specified delta comparison values requires a custom­implemented double array double comparisons are executed using `TEST_ASSERT_EQUAL_DOUBLE`.That is, user
specified delta comparison values requires a custom implemented double array
assertion. assertion.
##### `TEST_ASSERT_DOUBLE_IS_INF (actual)` ##### `TEST_ASSERT_DOUBLE_IS_INF (actual)`
Asserts that `actual` parameter is equivalent to positive infinity floating
Asserts that `actual` parameter is equivalent to positive infinity floating
point representation. point representation.
##### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)`
Asserts that `actual` parameter is equivalent to negative infinity floating point
Asserts that `actual` parameter is equivalent to negative infinity floating point
representation. representation.
##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)`
Asserts that `actual` parameter is a Not A Number floating point representation. Asserts that `actual` parameter is a Not A Number floating point representation.
##### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)` ##### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)`
Asserts that `actual` parameter is a floating point representation usable for
mathematical operations. That is, the ?actual?parameter is neither positive Asserts that `actual` parameter is a floating point representation usable for
mathematical operations. That is, the ?actual?parameter is neither positive
infinity nor negative infinity nor Not A Number floating point representations. infinity nor negative infinity nor Not A Number floating point representations.
##### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)`
Asserts that `actual` parameter is a value other than positive infinity floating
Asserts that `actual` parameter is a value other than positive infinity floating
point representation. point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)`
Asserts that `actual` parameter is a value other than negative infinity floating
Asserts that `actual` parameter is a value other than negative infinity floating
point representation. point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)`
Asserts that `actual` parameter is a value other than Not A Number floating
Asserts that `actual` parameter is a value other than Not A Number floating
point representation. point representation.
##### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)` ##### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)`
Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
Not A Number floating point representations. Not A Number floating point representations.
## Advanced Asserting: Details On Tricky Assertions ## Advanced Asserting: Details On Tricky Assertions
This section helps you understand how to deal with some of the trickier
assertion situations you may run into. It will give you a glimpse into some of This section helps you understand how to deal with some of the trickier
the under-the-hood details of Unity's assertion mechanisms. If you're one of assertion situations you may run into. It will give you a glimpse into some of
those people who likes to know what is going on in the background, read on. If the under-the-hood details of Unity's assertion mechanisms. If you're one of
not, feel free to ignore the rest of this document until you need it. those people who likes to know what is going on in the background, read on. If
not, feel free to ignore the rest of this document until you need it.
### How do the EQUAL assertions work for FLOAT and DOUBLE? ### How do the EQUAL assertions work for FLOAT and DOUBLE?
As you may know, directly checking for equality between a pair of floats or a
pair of doubles is sloppy at best and an outright no-no at worst. Floating point
values can often be represented in multiple ways, particularly after a series of
operations on a value. Initializing a variable to the value of 2.0 is likely to
result in a floating point representation of 2 x 20,but a series of
mathematical operations might result in a representation of 8 x 2-2
that also evaluates to a value of 2. At some point repeated operations cause
equality checks to fail.
So Unity doesn't do direct floating point comparisons for equality. Instead, it As you may know, directly checking for equality between a pair of floats or a
checks if two floating point values are "really close." If you leave Unity pair of doubles is sloppy at best and an outright no-no at worst. Floating point
running with defaults, "really close" means "within a significant bit or two." values can often be represented in multiple ways, particularly after a series of
Under the hood, `TEST_ASSERT_EQUAL_FLOAT` is really `TEST_ASSERT_FLOAT_WITHIN` operations on a value. Initializing a variable to the value of 2.0 is likely to
with the `delta` parameter calculated on the fly. For single precision, delta is result in a floating point representation of 2 x 20,but a series of
the expected value multiplied by 0.00001, producing a very small proportional mathematical operations might result in a representation of 8 x 2-2
that also evaluates to a value of 2. At some point repeated operations cause
equality checks to fail.
So Unity doesn't do direct floating point comparisons for equality. Instead, it
checks if two floating point values are "really close." If you leave Unity
running with defaults, "really close" means "within a significant bit or two."
Under the hood, `TEST_ASSERT_EQUAL_FLOAT` is really `TEST_ASSERT_FLOAT_WITHIN`
with the `delta` parameter calculated on the fly. For single precision, delta is
the expected value multiplied by 0.00001, producing a very small proportional
range around the expected value. range around the expected value.
If you are expecting a value of 20,000.0 the delta is calculated to be 0.2. So If you are expecting a value of 20,000.0 the delta is calculated to be 0.2. So
any value between 19,999.8 and 20,000.2 will satisfy the equality check. This any value between 19,999.8 and 20,000.2 will satisfy the equality check. This
works out to be roughly a single bit of range for a single-precision number, and works out to be roughly a single bit of range for a single-precision number, and
that's just about as tight a tolerance as you can reasonably get from a floating that's just about as tight a tolerance as you can reasonably get from a floating
point value. point value.
So what happens when it's zero? Zero - even more than other floating point So what happens when it's zero? Zero - even more than other floating point
values - can be represented many different ways. It doesn't matter if you have values - can be represented many different ways. It doesn't matter if you have
0 x 20or 0 x 263.It's still zero, right? Luckily, if you 0 x 20or 0 x 263.It's still zero, right? Luckily, if you
subtract these values from each other, they will always produce a difference of subtract these values from each other, they will always produce a difference of
zero, which will still fall between 0 plus or minus a delta of 0. So it still zero, which will still fall between 0 plus or minus a delta of 0. So it still
works! works!
Double precision floating point numbers use a much smaller multiplier, again Double precision floating point numbers use a much smaller multiplier, again
approximating a single bit of error. approximating a single bit of error.
If you don't like these ranges and you want to make your floating point equality If you don't like these ranges and you want to make your floating point equality
assertions less strict, you can change these multipliers to whatever you like by assertions less strict, you can change these multipliers to whatever you like by
defining UNITY_FLOAT_PRECISION and UNITY_DOUBLE_PRECISION. See Unity defining UNITY_FLOAT_PRECISION and UNITY_DOUBLE_PRECISION. See Unity
documentation for more. documentation for more.
### How do we deal with targets with non-standard int sizes? ### How do we deal with targets with non-standard int sizes?
It's "fun" that C is a standard where something as fundamental as an integer
varies by target. According to the C standard, an `int` is to be the target's It's "fun" that C is a standard where something as fundamental as an integer
natural register size, and it should be at least 16-bits and a multiple of a varies by target. According to the C standard, an `int` is to be the target's
byte. It also guarantees an order of sizes: natural register size, and it should be at least 16-bits and a multiple of a
byte. It also guarantees an order of sizes:
```C ```C
char <= short <= int <= long <= long long char <= short <= int <= long <= long long
``` ```
Most often, `int` is 32-bits. In many cases in the embedded world, `int` is Most often, `int` is 32-bits. In many cases in the embedded world, `int` is
16-bits. There are rare microcontrollers out there that have 24-bit integers, 16-bits. There are rare microcontrollers out there that have 24-bit integers,
and this remains perfectly standard C. and this remains perfectly standard C.
To make things even more interesting, there are compilers and targets out there To make things even more interesting, there are compilers and targets out there
that have a hard choice to make. What if their natural register size is 10-bits that have a hard choice to make. What if their natural register size is 10-bits
or 12-bits? Clearly they can't fulfill _both_ the requirement to be at least or 12-bits? Clearly they can't fulfill _both_ the requirement to be at least
16-bits AND the requirement to match the natural register size. In these 16-bits AND the requirement to match the natural register size. In these
situations, they often choose the natural register size, leaving us with situations, they often choose the natural register size, leaving us with
something like this: something like this:
```C ```C
char (8 bit) <= short (12 bit) <= int (12 bit) <= long (16 bit) char (8 bit) <= short (12 bit) <= int (12 bit) <= long (16 bit)
``` ```
Um... yikes. It's obviously breaking a rule or two... but they had to break SOME Um... yikes. It's obviously breaking a rule or two... but they had to break SOME
rules, so they made a choice. rules, so they made a choice.
When the C99 standard rolled around, it introduced alternate standard-size types. When the C99 standard rolled around, it introduced alternate standard-size types.
It also introduced macros for pulling in MIN/MAX values for your integer types. It also introduced macros for pulling in MIN/MAX values for your integer types.
It's glorious! Unfortunately, many embedded compilers can't be relied upon to It's glorious! Unfortunately, many embedded compilers can't be relied upon to
use the C99 types (Sometimes because they have weird register sizes as described use the C99 types (Sometimes because they have weird register sizes as described
above. Sometimes because they don't feel like it?). above. Sometimes because they don't feel like it?).
A goal of Unity from the beginning was to support every combination of A goal of Unity from the beginning was to support every combination of
microcontroller or microprocessor and C compiler. Over time, we've gotten really microcontroller or microprocessor and C compiler. Over time, we've gotten really
close to this. There are a few tricks that you should be aware of, though, if close to this. There are a few tricks that you should be aware of, though, if
you're going to do this effectively on some of these more idiosyncratic targets. you're going to do this effectively on some of these more idiosyncratic targets.
First, when setting up Unity for a new target, you're going to want to pay First, when setting up Unity for a new target, you're going to want to pay
special attention to the macros for automatically detecting types special attention to the macros for automatically detecting types
(where available) or manually configuring them yourself. You can get information (where available) or manually configuring them yourself. You can get information
on both of these in Unity's documentation. on both of these in Unity's documentation.
What about the times where you suddenly need to deal with something odd, like a What about the times where you suddenly need to deal with something odd, like a
24-bit `int`? The simplest solution is to use the next size up. If you have a 24-bit `int`? The simplest solution is to use the next size up. If you have a
24-bit `int`, configure Unity to use 32-bit integers. If you have a 12-bit 24-bit `int`, configure Unity to use 32-bit integers. If you have a 12-bit
`int`, configure Unity to use 16 bits. There are two ways this is going to `int`, configure Unity to use 16 bits. There are two ways this is going to
affect you: affect you:
1. When Unity displays errors for you, it's going to pad the upper unused bits 1. When Unity displays errors for you, it's going to pad the upper unused bits
with zeros. with zeros.
2. You're going to have to be careful of assertions that perform signed 2. You're going to have to be careful of assertions that perform signed
operations, particularly `TEST_ASSERT_INT_WITHIN`.Such assertions might wrap operations, particularly `TEST_ASSERT_INT_WITHIN`.Such assertions might wrap
your `int` in the wrong place, and you could experience false failures. You can your `int` in the wrong place, and you could experience false failures. You can
always back down to a simple `TEST_ASSERT` and do the operations yourself. always back down to a simple `TEST_ASSERT` and do the operations yourself.

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# Unity Configuration Guide # Unity Configuration Guide
## C Standards, Compilers and Microcontrollers ## C Standards, Compilers and Microcontrollers
The embedded software world contains its challenges. Compilers support different The embedded software world contains its challenges. Compilers support different
revisions of the C Standard. They ignore requirements in places, sometimes to 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 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 their support. Sometimes it's due to specific quirks of the microcontroller they
are targeting. Simulators add another dimension to this menagerie. 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 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 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 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 likely that you are going to need at least a couple of the configuration options
described in this document. described in this document.
All of Unity's configuration options are `#defines`. Most of these are simple All of Unity's configuration options are `#defines`. Most of these are simple
definitions. A couple are macros with arguments. They live inside the definitions. A couple are macros with arguments. They live inside the
unity_internals.h header file. We don't necessarily recommend opening that file 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 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 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 great deal of complexity can be centralized primarily to one place in order to
provide a more consistent and simple experience elsewhere. 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 ### Using These Options
a native compiler. In either case, you've got a couple choices for configuring
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: these options:
1. Because these options are specified via C defines, you can pass most of these 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 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 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 configuration, there will be a place somewhere in your project to configure
defines for your compiler. defines for your compiler.
2. You can create a custom `unity_config.h` configuration file (present in your 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 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 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. Unity will rely on `unity_config.h` for any further definitions it may need.
## The Options ## The Options
### Integer Types ### 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 If you've been a C developer for long, you probably already know that C's
about the `int` matching the register size of the target microprocessor. It has concept of an integer varies from target to target. The C Standard has rules
rules about the `int` and how its size relates to other integer types. An `int` about the `int` matching the register size of the target microprocessor. It has
on one target might be 16 bits while on another target it might be 64. There are rules about the `int` and how its size relates to other integer types. An `int`
more specific types in compilers compliant with C99 or later, but that's on one target might be 16 bits while on another target it might be 64. There are
certainly not every compiler you are likely to encounter. Therefore, Unity has a more specific types in compilers compliant with C99 or later, but that's
number of features for helping to adjust itself to match your required integer 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. sizes. It starts off by trying to do it automatically.
##### `UNITY_EXCLUDE_STDINT_H` ##### `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 The first thing that Unity does to guess your types is check `stdint.h`.
learn a lot about your system. It's possible you don't want it to do this This file includes defines like `UINT_MAX` that Unity can make use of to
(um. why not?) or (more likely) it's possible that your system doesn't learn a lot about your system. It's possible you don't want it to do this
support `stdint.h`. If that's the case, you're going to want to define this. (um. why not?) or (more likely) it's possible that your system doesn't
That way, Unity will know to skip the inclusion of this file and you won'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. be left with a compiler error.
_Example:_ _Example:_
#define UNITY_EXCLUDE_STDINT_H #define UNITY_EXCLUDE_STDINT_H
##### `UNITY_EXCLUDE_LIMITS_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 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. want Unity to check this file either, define this to make it skip the inclusion.
_Example:_ _Example:_
#define UNITY_EXCLUDE_LIMITS_H #define UNITY_EXCLUDE_LIMITS_H
##### `UNITY_EXCLUDE_SIZEOF` ##### `UNITY_EXCLUDE_SIZEOF`
The third and final attempt to guess your types is to use the `sizeof()`
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. 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 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 preprocessing stage, though. For these, you have the ability to disable this
feature as well. feature as well.
_Example:_ _Example:_
#define UNITY_EXCLUDE_SIZEOF #define UNITY_EXCLUDE_SIZEOF
If you've disabled all of the automatic options above, you're going to have to 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.
##### `UNITY_INT_WIDTH` ##### `UNITY_INT_WIDTH`
Define this to be the number of bits an `int` takes up on your system. The
Define this to be the number of bits an `int` takes up on your system. The
default, if not autodetected, is 32 bits. default, if not autodetected, is 32 bits.
_Example:_ _Example:_
#define UNITY_INT_WIDTH 16 #define UNITY_INT_WIDTH 16
##### `UNITY_LONG_WIDTH` ##### `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 Define this to be the number of bits a `long` takes up on your system. The
of 64-bit support your system can handle. Does it need to specify a `long` or a default, if not autodetected, is 32 bits. This is used to figure out what kind
`long long` to get a 64-bit value. On 16-bit systems, this option is going to be 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. ignored.
_Example:_ _Example:_
#define UNITY_LONG_WIDTH 16 #define UNITY_LONG_WIDTH 16
##### `UNITY_POINTER_WIDTH` ##### `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 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. warnings about casting from pointers, this is the one to look at.
_Example:_ _Example:_
#define UNITY_POINTER_WIDTH 64 #define UNITY_POINTER_WIDTH 64
##### `UNITY_INCLUDE_64` ##### `UNITY_INCLUDE_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 Unity will automatically include 64-bit support if it auto-detects it, or if
enable 64-bit support if none of the other options already did it for you. There your `int`, `long`, or pointer widths are greater than 32-bits. Define this to
can be a significant size and speed impact to enabling 64-bit support on small 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. targets, so don't define it if you don't need it.
_Example:_ _Example:_
#define UNITY_INCLUDE_64 #define UNITY_INCLUDE_64
### Floating Point Types
In the embedded world, it's not uncommon for targets to have no support for ### Floating Point Types
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 In the embedded world, it's not uncommon for targets to have no support for
are always available in at least one size. Floating point, on the other hand, is floating point operations at all or to have support that is limited to only
sometimes not available at all. Trying to include `float.h` on these platforms 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. would result in an error. This leaves manual configuration as the only option.
##### `UNITY_INCLUDE_FLOAT` ##### `UNITY_INCLUDE_FLOAT`
##### `UNITY_EXCLUDE_FLOAT` ##### `UNITY_EXCLUDE_FLOAT`
##### `UNITY_INCLUDE_DOUBLE` ##### `UNITY_INCLUDE_DOUBLE`
##### `UNITY_EXCLUDE_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 By default, Unity guesses that you will want single precision floating point
include and exclude options here. You may include neither, either, or both, as support, but not double precision. It's easy to change either of these using the
suits your needs. For features that are enabled, the following floating point 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. options also become available.
_Example:_ _Example:_
@ -143,82 +169,99 @@ _Example:_
#define UNITY_EXCLUDE_FLOAT #define UNITY_EXCLUDE_FLOAT
#define UNITY_INCLUDE_DOUBLE #define UNITY_INCLUDE_DOUBLE
##### `UNITY_FLOAT_VERBOSE` ##### `UNITY_FLOAT_VERBOSE`
##### `UNITY_DOUBLE_VERBOSE` ##### `UNITY_DOUBLE_VERBOSE`
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 Unity aims for as small of a footprint as possible and avoids most standard
of this, its routines for printing integer values are minimalist and hand-coded. library calls (some embedded platforms don't have a standard library!). Because
To keep Unity universal, though, we chose to _not_ develop our own floating of this, its routines for printing integer values are minimalist and hand-coded.
point print routines. Instead, the display of floating point values during a To keep Unity universal, though, we chose to _not_ develop our own floating
failure are optional. By default, Unity will not print the actual results of point print routines. Instead, the display of floating point values during a
floating point assertion failure. So a failed assertion will produce a message failure are optional. By default, Unity will not print the actual results of
like `"Values Not Within Delta"`. If you would like verbose failure messages for floating point assertion failure. So a failed assertion will produce a message
floating point assertions, use these options to give more explicit failure like `"Values Not Within Delta"`. If you would like verbose failure messages for
messages (e.g. `"Expected 4.56 Was 4.68"`). Note that this feature requires the floating point assertions, use these options to give more explicit failure
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. use of `sprintf` so might not be desirable in all cases.
_Example:_ _Example:_
#define UNITY_DOUBLE_VERBOSE #define UNITY_DOUBLE_VERBOSE
##### `UNITY_FLOAT_TYPE` ##### `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 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. always override this behavior by using this definition.
_Example:_ _Example:_
#define UNITY_FLOAT_TYPE float16_t #define UNITY_FLOAT_TYPE float16_t
##### `UNITY_DOUBLE_TYPE` ##### `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 If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard C
using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long double` doubles. If you would like to change this, you can specify something else by
could enable gargantuan floating point types on your 64-bit processor instead of 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`. the standard `double`.
_Example:_ _Example:_
#define UNITY_DOUBLE_TYPE long double #define UNITY_DOUBLE_TYPE long double
##### `UNITY_FLOAT_PRECISION` ##### `UNITY_FLOAT_PRECISION`
##### `UNITY_DOUBLE_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 If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
not really asserting that two values are equal but rather that two values are documented in the big daddy Unity Assertion Guide, you will learn that they are
"close enough" to equal. "Close enough" is controlled by these precision not really asserting that two values are equal but rather that two values are
configuration options. If you are working with 32-bit floats and/or 64-bit "close enough" to equal. "Close enough" is controlled by these precision
doubles (the normal on most processors), you should have no need to change these configuration options. If you are working with 32-bit floats and/or 64-bit
options. They are both set to give you approximately 1 significant bit in either doubles (the normal on most processors), you should have no need to change these
direction. The float precision is 0.00001 while the double is 10-12. options. They are both set to give you approximately 1 significant bit in either
For further details on how this works, see the appendix of the Unity Assertion 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. Guide.
_Example:_ _Example:_
#define UNITY_FLOAT_PRECISION 0.001f #define UNITY_FLOAT_PRECISION 0.001f
### Toolset Customization ### 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 In addition to the options listed above, there are a number of other options
toolchain. It is possible that you may not need to touch any of these... but which will come in handy to customize Unity's behavior for your specific
certain platforms, particularly those running in simulators, may need to jump toolchain. It is possible that you may not need to touch any of these... but
through extra hoops to operate properly. These macros will help in those certain platforms, particularly those running in simulators, may need to jump
through extra hoops to operate properly. These macros will help in those
situations. situations.
##### `UNITY_OUTPUT_CHAR(a)` ##### `UNITY_OUTPUT_CHAR(a)`
##### `UNITY_OUTPUT_FLUSH()` ##### `UNITY_OUTPUT_FLUSH()`
##### `UNITY_OUTPUT_START()` ##### `UNITY_OUTPUT_START()`
##### `UNITY_OUTPUT_COMPLETE()` ##### `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 By default, Unity prints its results to `stdout` as it runs. This works
testing. It works on some simulators as well so long as they have `stdout` perfectly fine in most situations where you are using a native compiler for
routed back to the command line. There are times, however, where the simulator testing. It works on some simulators as well so long as they have `stdout`
will lack support for dumping results or you will want to route results routed back to the command line. There are times, however, where the simulator
elsewhere for other reasons. In these cases, you should define the will lack support for dumping results or you will want to route results
`UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time (as elsewhere for other reasons. In these cases, you should define the
an `int`, since this is the parameter type of the standard C `putchar` function `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. most commonly used). You may replace this with whatever function call you like.
_Example:_ _Example:_
Say you are forced to run your test suite on an embedded processor with no 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 `stdout` option. You decide to route your test result output to a custom serial
`RS232_putc()` function you wrote like thus: `RS232_putc()` function you wrote like thus:
#define UNITY_OUTPUT_CHAR(a) RS232_putc(a) #define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
@ -227,86 +270,96 @@ Say you are forced to run your test suite on an embedded processor with no
#define UNITY_OUTPUT_COMPLETE() RS232_close() #define UNITY_OUTPUT_COMPLETE() RS232_close()
_Note:_ _Note:_
`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by `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 specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. If you
specify a custom flush function instead with `UNITY_OUTPUT_FLUSH` directly, it 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 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_SUPPORT_WEAK`
For some targets, Unity can make the otherwise required `setUp()` and
`tearDown()` functions optional. This is a nice convenience for test writers For some targets, Unity can make the otherwise required `setUp()` and
since `setUp` and `tearDown` don't often actually _do_ anything. If you're using `tearDown()` functions optional. This is a nice convenience for test writers
gcc or clang, this option is automatically defined for you. Other compilers can since `setUp` and `tearDown` don't often actually _do_ anything. If you're using
also support this behavior, if they support a C feature called weak functions. A gcc or clang, this option is automatically defined for you. Other compilers can
weak function is a function that is compiled into your executable _unless_ a also support this behavior, if they support a C feature called weak functions. A
non-weak version of the same function is defined elsewhere. If a non-weak weak function is a function that is compiled into your executable _unless_ a
version is found, the weak version is ignored as if it never existed. If your non-weak version of the same function is defined elsewhere. If a non-weak
compiler supports this feature, you can let Unity know by defining version is found, the weak version is ignored as if it never existed. If your
`UNITY_SUPPORT_WEAK` as the function attributes that would need to be applied to compiler supports this feature, you can let Unity know by defining
identify a function as weak. If your compiler lacks support for weak functions, `UNITY_SUPPORT_WEAK` as the function attributes that would need to be applied to
you will always need to define `setUp` and `tearDown` functions (though they can 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). The most common options for this feature are: be and often will be just empty). The most common options for this feature are:
_Example:_ _Example:_
#define UNITY_SUPPORT_WEAK weak #define UNITY_SUPPORT_WEAK weak
#define UNITY_SUPPORT_WEAK __attribute__((weak)) #define UNITY_SUPPORT_WEAK __attribute__((weak))
##### `UNITY_PTR_ATTRIBUTE` ##### `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 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. defining this option with the attribute you would like.
_Example:_ _Example:_
#define UNITY_PTR_ATTRIBUTE __attribute__((far)) #define UNITY_PTR_ATTRIBUTE __attribute__((far))
#define UNITY_PTR_ATTRIBUTE near #define UNITY_PTR_ATTRIBUTE near
## Getting Into The Guts ## 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 There will be cases where the options above aren't quite going to get everything
and executing your tests with a native toolchain (e.g. clang on Mac). These perfect. They are likely sufficient for any situation where you are compiling
options may even get you through the majority of cases encountered in working and executing your tests with a native toolchain (e.g. clang on Mac). These
with a target simulator run from your local command line. But especially if you options may even get you through the majority of cases encountered in working
must run your test suite on your target hardware, your Unity configuration will with a target simulator run from your local command line. But especially if you
require special help. This special help will usually reside in one of two must run your test suite on your target hardware, your Unity configuration will
places: the `main()` function or the `RUN_TEST` macro. Let's look at how these 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. work.
##### `main()` ##### `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 Each test module is compiled and run on its own, separate from the other test
`main` function will need to contain whatever code is necessary to initialize files in your project. Each test file, therefore, has a `main` function. This
your system to a workable state. This is particularly true for situations where `main` function will need to contain whatever code is necessary to initialize
you must set up a memory map or initialize a communication channel for the 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. output of your test results.
A simple main function looks something like this: A simple main function looks something like this:
int main(void) { int main(void) {
UNITY_BEGIN(); UNITY_BEGIN();
RUN_TEST(test_TheFirst); RUN_TEST(test_TheFirst);
RUN_TEST(test_TheSecond); RUN_TEST(test_TheSecond);
RUN_TEST(test_TheThird); RUN_TEST(test_TheThird);
return UNITY_END(); return UNITY_END();
} }
You can see that our main function doesn't bother taking any arguments. For our 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 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 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 (in whatever order we wish). Finally, we call `UNITY_END`, returning its return
value (which is the total number of failures). 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 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 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 system-wide setup or teardown that might be required for your special
circumstances. circumstances.
##### `RUN_TEST` ##### `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 The `RUN_TEST` macro is called with each test case function. Its job is to
case function. This includes catching failures, calling the test module's perform whatever setup and teardown is necessary for executing a single test
`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If case function. This includes catching failures, calling the test module's
using CMock or test coverage, there will be additional stubs in use here. A `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: simple minimalist RUN_TEST macro looks something like this:
#define RUN_TEST(testfunc) \ #define RUN_TEST(testfunc) \
@ -319,22 +372,24 @@ simple minimalist RUN_TEST macro looks something like this:
tearDown(); \ tearDown(); \
UnityConcludeTest(); UnityConcludeTest();
So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity 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 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 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 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 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 ignored, we run `tearDown`. No matter what, our last step is to conclude this
test before moving on to the next. 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 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 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 `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 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 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. every single test case throughout your entire suite of tests.
## Happy Porting ## 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 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! asking for help on the forums. We love a good challenge!

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@ -1,151 +1,168 @@
# Unity - Getting Started # Unity - Getting Started
## Welcome ## Welcome
Congratulations. You're now the proud owner of your very own pile of bits! What
are you going to do with all these ones and zeros? This document should be able Congratulations. You're now the proud owner of your very own pile of bits! What
are you going to do with all these ones and zeros? This document should be able
to help you decide just that. to help you decide just that.
Unity is a unit test framework. The goal has been to keep it small and Unity is a unit test framework. The goal has been to keep it small and
functional. The core Unity test framework is three files: a single C file and a functional. The core Unity test framework is three files: a single C file and a
couple header files. These team up to provide functions and macros to make couple header files. These team up to provide functions and macros to make
testing easier. testing easier.
Unity was designed to be cross platform. It works hard to stick with C standards Unity was designed to be cross platform. It works hard to stick with C standards
while still providing support for the many embedded C compilers that bend the while still providing support for the many embedded C compilers that bend the
rules. Unity has been used with many compilers, including GCC, IAR, Clang, rules. Unity has been used with many compilers, including GCC, IAR, Clang,
Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to
work with a new target. work with a new target.
### Overview of the Documents ### Overview of the Documents
#### Unity Assertions reference #### Unity Assertions reference
This document will guide you through all the assertion options provided by
Unity. This is going to be your unit testing bread and butter. You'll spend more This document will guide you through all the assertion options provided by
Unity. This is going to be your unit testing bread and butter. You'll spend more
time with assertions than any other part of Unity. time with assertions than any other part of Unity.
#### Unity Assertions Cheat Sheet #### Unity Assertions Cheat Sheet
This document contains an abridged summary of the assertions described in the
previous document. It's perfect for printing and referencing while you This document contains an abridged summary of the assertions described in the
previous document. It's perfect for printing and referencing while you
familiarize yourself with Unity's options. familiarize yourself with Unity's options.
#### Unity Configuration Guide #### Unity Configuration Guide
This document is the one to reference when you are going to use Unity with a new
target or compiler. It'll guide you through the configuration options and will This document is the one to reference when you are going to use Unity with a new
target or compiler. It'll guide you through the configuration options and will
help you customize your testing experience to meet your needs. help you customize your testing experience to meet your needs.
#### Unity Helper Scripts #### Unity Helper Scripts
This document describes the helper scripts that are available for simplifying
your testing workflow. It describes the collection of optional Ruby scripts This document describes the helper scripts that are available for simplifying
included in the auto directory of your Unity installation. Neither Ruby nor your testing workflow. It describes the collection of optional Ruby scripts
these scripts are necessary for using Unity. They are provided as a convenience included in the auto directory of your Unity installation. Neither Ruby nor
these scripts are necessary for using Unity. They are provided as a convenience
for those who wish to use them. for those who wish to use them.
#### Unity License #### Unity License
What's an open source project without a license file? This brief document
describes the terms you're agreeing to when you use this software. Basically, we What's an open source project without a license file? This brief document
want it to be useful to you in whatever context you want to use it, but please describes the terms you're agreeing to when you use this software. Basically, we
want it to be useful to you in whatever context you want to use it, but please
don't blame us if you run into problems. don't blame us if you run into problems.
### Overview of the Folders ### Overview of the Folders
If you have obtained Unity through Github or something similar, you might be
If you have obtained Unity through Github or something similar, you might be
surprised by just how much stuff you suddenly have staring you in the face. surprised by just how much stuff you suddenly have staring you in the face.
Don't worry, Unity itself is very small. The rest of it is just there to make Don't worry, Unity itself is very small. The rest of it is just there to make
your life easier. You can ignore it or use it at your convenience. Here's an your life easier. You can ignore it or use it at your convenience. Here's an
overview of everything in the project. overview of everything in the project.
- `src` This is the code you care about! This folder contains a C file and two - `src` - This is the code you care about! This folder contains a C file and two
header files. These three files _are_ Unity. header files. These three files _are_ Unity.
- `docs` You're reading this document, so it's possible you have found your way - `docs` - You're reading this document, so it's possible you have found your way
into this folder already. This is where all the handy documentation can be into this folder already. This is where all the handy documentation can be
found. found.
- `examples` This contains a few examples of using Unity. - `examples` - This contains a few examples of using Unity.
- `extras` These are optional add ons to Unity that are not part of the core - `extras` - These are optional add ons to Unity that are not part of the core
project. If you've reached us through James Grenning's book, you're going to project. If you've reached us through James Grenning's book, you're going to
want to look here. want to look here.
- `test` This is how Unity and its scripts are all tested. If you're just using - `test` - This is how Unity and its scripts are all tested. If you're just using
Unity, you'll likely never need to go in here. If you are the lucky team member Unity, you'll likely never need to go in here. If you are the lucky team member
who gets to port Unity to a new toolchain, this is a good place to verify who gets to port Unity to a new toolchain, this is a good place to verify
everything is configured properly. everything is configured properly.
- `auto` Here you will find helpful Ruby scripts for simplifying your test - `auto` - Here you will find helpful Ruby scripts for simplifying your test
workflow. They are purely optional and are not required to make use of Unity. workflow. They are purely optional and are not required to make use of Unity.
## How to Create A Test File
Test files are C files. Most often you will create a single test file for each C ## How to Create A Test File
module that you want to test. The test file should include unity.h and the
Test files are C files. Most often you will create a single test file for each C
module that you want to test. The test file should include unity.h and the
header for your C module to be tested. header for your C module to be tested.
Next, a test file will include a `setUp()` and `tearDown()` function. The setUp Next, a test file will include a `setUp()` and `tearDown()` function. The setUp
function can contain anything you would like to run before each test. The function can contain anything you would like to run before each test. The
tearDown function can contain anything you would like to run after each test. tearDown function can contain anything you would like to run after each test.
Both functions accept no arguments and return nothing. You may leave either or Both functions accept no arguments and return nothing. You may leave either or
both of these blank if you have no need for them. If you're using a compiler both of these blank if you have no need for them. If you're using a compiler
that is configured to make these functions optional, you may leave them off that is configured to make these functions optional, you may leave them off
completely. Not sure? Give it a try. If you compiler complains that it can't completely. Not sure? Give it a try. If you compiler complains that it can't
find setUp or tearDown when it links, you'll know you need to at least include find setUp or tearDown when it links, you'll know you need to at least include
an empty function for these. an empty function for these.
The majority of the file will be a series of test functions. Test functions The majority of the file will be a series of test functions. Test functions
follow the convention of starting with the word "test" or "spec". You don't HAVE follow the convention of starting with the word "test" or "spec". You don't HAVE
to name them this way, but it makes it clear what functions are tests for other to name them this way, but it makes it clear what functions are tests for other
developers. Test functions take no arguments and return nothing. All test developers. Test functions take no arguments and return nothing. All test
accounting is handled internally in Unity. accounting is handled internally in Unity.
Finally, at the bottom of your test file, you will write a `main()` function. Finally, at the bottom of your test file, you will write a `main()` function.
This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and
finally `UNITY_END()`.This is what will actually trigger each of those test finally `UNITY_END()`.This is what will actually trigger each of those test
functions to run, so it is important that each function gets its own `RUN_TEST` functions to run, so it is important that each function gets its own `RUN_TEST`
call. call.
Remembering to add each test to the main function can get to be tedious. If you Remembering to add each test to the main function can get to be tedious. If you
enjoy using helper scripts in your build process, you might consider making use enjoy using helper scripts in your build process, you might consider making use
of our handy generate_test_runner.rb script. This will create the main function of our handy generate_test_runner.rb script. This will create the main function
and all the calls for you, assuming that you have followed the suggested naming and all the calls for you, assuming that you have followed the suggested naming
conventions. In this case, there is no need for you to include the main function conventions. In this case, there is no need for you to include the main function
in your test file at all. in your test file at all.
When you're done, your test file will look something like this: When you're done, your test file will look something like this:
```C ```C
#include "unity.h" #include "unity.h"
#include "file_to_test.h" #include "file_to_test.h"
void setUp(void) { void setUp(void) {
// set stuff up here // set stuff up here
} }
void tearDown(void) { void tearDown(void) {
// clean stuff up here // clean stuff up here
} }
void test_function_should_doBlahAndBlah(void) { void test_function_should_doBlahAndBlah(void) {
//test stuff //test stuff
} }
void test_function_should_doAlsoDoBlah(void) { void test_function_should_doAlsoDoBlah(void) {
//more test stuff //more test stuff
} }
int main(void) { int main(void) {
UNITY_BEGIN(); UNITY_BEGIN();
RUN_TEST(test_function_should_doBlahAndBlah); RUN_TEST(test_function_should_doBlahAndBlah);
RUN_TEST(test_function_should_doAlsoDoBlah); RUN_TEST(test_function_should_doAlsoDoBlah);
return UNITY_END(); return UNITY_END();
} }
``` ```
It's possible that you will require more customization than this, eventually. It's possible that you will require more customization than this, eventually.
For that sort of thing, you're going to want to look at the configuration guide. For that sort of thing, you're going to want to look at the configuration guide.
This should be enough to get you going, though. This should be enough to get you going, though.
## How to Build and Run A Test File ## How to Build and Run A Test File
This is the single biggest challenge to picking up a new unit testing framework,
at least in a language like C or C++. These languages are REALLY good at getting This is the single biggest challenge to picking up a new unit testing framework,
you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate at least in a language like C or C++. These languages are REALLY good at getting
to say "close to the silicon"?). While this feature is usually a good thing, it you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate
to say "close to the silicon"?). While this feature is usually a good thing, it
can make testing more challenging. can make testing more challenging.
You have two really good options for toolchains. Depending on where you're You have two really good options for toolchains. Depending on where you're
coming from, it might surprise you that neither of these options is running the coming from, it might surprise you that neither of these options is running the
unit tests on your hardware. unit tests on your hardware.
There are many reasons for this, but here's a short version: There are many reasons for this, but here's a short version:
- On hardware, you have too many constraints (processing power, memory, etc), - On hardware, you have too many constraints (processing power, memory, etc),
@ -153,19 +170,19 @@ There are many reasons for this, but here's a short version:
- On hardware, unit testing is more challenging, - On hardware, unit testing is more challenging,
- Unit testing isn't System testing. Keep them separate. - Unit testing isn't System testing. Keep them separate.
Instead of running your tests on your actual hardware, most developers choose to Instead of running your tests on your actual hardware, most developers choose to
develop them as native applications (using gcc or MSVC for example) or as develop them as native applications (using gcc or MSVC for example) or as
applications running on a simulator. Either is a good option. Native apps have applications running on a simulator. Either is a good option. Native apps have
the advantages of being faster and easier to set up. Simulator apps have the the advantages of being faster and easier to set up. Simulator apps have the
advantage of working with the same compiler as your target application. The advantage of working with the same compiler as your target application. The
options for configuring these are discussed in the configuration guide. options for configuring these are discussed in the configuration guide.
To get either to work, you might need to make a few changes to the file To get either to work, you might need to make a few changes to the file
containing your register set (discussed later). containing your register set (discussed later).
In either case, a test is built by linking unity, the test file, and the C In either case, a test is built by linking unity, the test file, and the C
file(s) being tested. These files create an executable which can be run as the file(s) being tested. These files create an executable which can be run as the
test set for that module. Then, this process is repeated for the next test file. test set for that module. Then, this process is repeated for the next test file.
This flexibility of separating tests into individual executables allows us to This flexibility of separating tests into individual executables allows us to
much more thoroughly unit test our system and it keeps all the test code out of much more thoroughly unit test our system and it keeps all the test code out of
our final release! our final release!

View File

@ -1,27 +1,31 @@
# Unity Helper Scripts # Unity Helper Scripts
## With a Little Help From Our Friends ## With a Little Help From Our Friends
Sometimes what it takes to be a really efficient C programmer is a little non-C.
The Unity project includes a couple Ruby scripts for making your life just a tad Sometimes what it takes to be a really efficient C programmer is a little non-C.
easier. They are completely optional. If you choose to use them, you'll need a The Unity project includes a couple Ruby scripts for making your life just a tad
copy of Ruby, of course. Just install whatever the latest version is, and it is easier. They are completely optional. If you choose to use them, you'll need a
copy of Ruby, of course. Just install whatever the latest version is, and it is
likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/). likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/).
### `generate_test_runner.rb` ### `generate_test_runner.rb`
Are you tired of creating your own `main` function in your test file? Do you
keep forgetting to add a `RUN_TEST` call when you add a new test case to your Are you tired of creating your own `main` function in your test file? Do you
suite? Do you want to use CMock or other fancy add-ons but don't want to figure keep forgetting to add a `RUN_TEST` call when you add a new test case to your
suite? Do you want to use CMock or other fancy add-ons but don't want to figure
out how to create your own `RUN_TEST` macro? out how to create your own `RUN_TEST` macro?
Well then we have the perfect script for you! Well then we have the perfect script for you!
The `generate_test_runner` script processes a given test file and automatically The `generate_test_runner` script processes a given test file and automatically
creates a separate test runner file that includes ?main?to execute the test creates a separate test runner file that includes ?main?to execute the test
cases within the scanned test file. All you do then is add the generated runner cases within the scanned test file. All you do then is add the generated runner
to your list of files to be compiled and linked, and presto you're done! to your list of files to be compiled and linked, and presto you're done!
This script searches your test file for void function signatures having a This script searches your test file for void function signatures having a
function name beginning with "test" or "spec". It treats each of these function name beginning with "test" or "spec". It treats each of these
functions as a test case and builds up a test suite of them. For example, the functions as a test case and builds up a test suite of them. For example, the
following includes three test cases: following includes three test cases:
```C ```C
@ -43,25 +47,25 @@ You can run this script a couple of ways. The first is from the command line:
ruby generate_test_runner.rb TestFile.c NameOfRunner.c ruby generate_test_runner.rb TestFile.c NameOfRunner.c
``` ```
Alternatively, if you include only the test file parameter, the script will copy Alternatively, if you include only the test file parameter, the script will copy
the name of the test file and automatically append "_Runner" to the name of the the name of the test file and automatically append "_Runner" to the name of the
generated file. The example immediately below will create TestFile_Runner.c. generated file. The example immediately below will create TestFile_Runner.c.
```Shell ```Shell
ruby generate_test_runner.rb TestFile.c ruby generate_test_runner.rb TestFile.c
``` ```
You can also add a [YAML](http://www.yaml.org/) file to configure extra options. You can also add a [YAML](http://www.yaml.org/) file to configure extra options.
Conveniently, this YAML file is of the same format as that used by Unity and Conveniently, this YAML file is of the same format as that used by Unity and
CMock. So if you are using YAML files already, you can simply pass the very same CMock. So if you are using YAML files already, you can simply pass the very same
file into the generator script. file into the generator script.
```Shell ```Shell
ruby generate_test_runner.rb TestFile.c my_config.yml ruby generate_test_runner.rb TestFile.c my_config.yml
``` ```
The contents of the YAML file `my_config.yml` could look something like the The contents of the YAML file `my_config.yml` could look something like the
example below. If you're wondering what some of these options do, you're going example below. If you're wondering what some of these options do, you're going
to love the next section of this document. to love the next section of this document.
```YAML ```YAML
@ -74,18 +78,18 @@ to love the next section of this document.
:suite_teardown: "free(blah);" :suite_teardown: "free(blah);"
``` ```
If you would like to force your generated test runner to include one or more If you would like to force your generated test runner to include one or more
header files, you can just include those at the command line too. Just make sure header files, you can just include those at the command line too. Just make sure
these are _after_ the YAML file, if you are using one: these are _after_ the YAML file, if you are using one:
```Shell ```Shell
ruby generate_test_runner.rb TestFile.c my_config.yml extras.h ruby generate_test_runner.rb TestFile.c my_config.yml extras.h
``` ```
Another option, particularly if you are already using Ruby to orchestrate your Another option, particularly if you are already using Ruby to orchestrate your
builds - or more likely the Ruby-based build tool Rake - is requiring this builds - or more likely the Ruby-based build tool Rake - is requiring this
script directly. Anything that you would have specified in a YAML file can be script directly. Anything that you would have specified in a YAML file can be
passed to the script as part of a hash. Let's push the exact same requirement passed to the script as part of a hash. Let's push the exact same requirement
set as we did above but this time through Ruby code directly: set as we did above but this time through Ruby code directly:
```Ruby ```Ruby
@ -99,8 +103,8 @@ options = {
UnityTestRunnerGenerator.new.run(testfile, runner_name, options) UnityTestRunnerGenerator.new.run(testfile, runner_name, options)
``` ```
If you have multiple files to generate in a build script (such as a Rakefile), If you have multiple files to generate in a build script (such as a Rakefile),
you might want to instantiate a generator object with your options and call it you might want to instantiate a generator object with your options and call it
to generate each runner thereafter. Like thus: to generate each runner thereafter. Like thus:
```Ruby ```Ruby
@ -111,33 +115,44 @@ end
``` ```
#### Options accepted by generate_test_runner.rb: #### Options accepted by generate_test_runner.rb:
The following options are available when executing `generate_test_runner`. You
may pass these as a Ruby hash directly or specify them in a YAML file, both of The following options are available when executing `generate_test_runner`. You
which are described above. In the `examples` directory, Example 3's Rakefile may pass these as a Ruby hash directly or specify them in a YAML file, both of
which are described above. In the `examples` directory, Example 3's Rakefile
demonstrates using a Ruby hash. demonstrates using a Ruby hash.
##### `:includes` ##### `:includes`
This option specifies an array of file names to be ?#include?'d at the top of
your runner C file. You might use it to reference custom types or anything else This option specifies an array of file names to be ?#include?'d at the top of
your runner C file. You might use it to reference custom types or anything else
universally needed in your generated runners. universally needed in your generated runners.
##### `:suite_setup` ##### `:suite_setup`
Define this option with C code to be executed _before any_ test cases are run. Define this option with C code to be executed _before any_ test cases are run.
##### `:suite_teardown` ##### `:suite_teardown`
Define this option with C code to be executed ?after all?test cases have
Define this option with C code to be executed ?after all?test cases have
finished. finished.
##### `:enforce_strict_ordering` ##### `:enforce_strict_ordering`
This option should be defined if you have the strict order feature enabled in
CMock (see CMock documentation). This generates extra variables required for This option should be defined if you have the strict order feature enabled in
everything to run smoothly. If you provide the same YAML to the generator as CMock (see CMock documentation). This generates extra variables required for
everything to run smoothly. If you provide the same YAML to the generator as
used in CMock's configuration, you've already configured the generator properly. used in CMock's configuration, you've already configured the generator properly.
##### `:plugins` ##### `:plugins`
This option specifies an array of plugins to be used (of course, the array can
contain only a single plugin). This is your opportunity to enable support for This option specifies an array of plugins to be used (of course, the array can
CException support, which will add a check for unhandled exceptions in each contain only a single plugin). This is your opportunity to enable support for
CException support, which will add a check for unhandled exceptions in each
test, reporting a failure if one is detected. To enable this feature using Ruby: test, reporting a failure if one is detected. To enable this feature using Ruby:
```Ruby ```Ruby
@ -151,42 +166,44 @@ Or as a yaml file:
-:cexception -:cexception
``` ```
If you are using CMock, it is very likely that you are already passing an array If you are using CMock, it is very likely that you are already passing an array
of plugins to CMock. You can just use the same array here. This script will just of plugins to CMock. You can just use the same array here. This script will just
ignore the plugins that don't require additional support. ignore the plugins that don't require additional support.
### `unity_test_summary.rb` ### `unity_test_summary.rb`
A Unity test file contains one or more test case functions. Each test case can
pass, fail, or be ignored. Each test file is run individually producing results A Unity test file contains one or more test case functions. Each test case can
for its collection of test cases. A given project will almost certainly be pass, fail, or be ignored. Each test file is run individually producing results
composed of multiple test files. Therefore, the suite of tests is comprised of for its collection of test cases. A given project will almost certainly be
one or more test cases spread across one or more test files. This script composed of multiple test files. Therefore, the suite of tests is comprised of
aggregates individual test file results to generate a summary of all executed one or more test cases spread across one or more test files. This script
test cases. The output includes how many tests were run, how many were ignored, aggregates individual test file results to generate a summary of all executed
and how many failed. In addition, the output includes a listing of which test cases. The output includes how many tests were run, how many were ignored,
specific tests were ignored and failed. A good example of the breadth and and how many failed. In addition, the output includes a listing of which
details of these results can be found in the `examples` directory. Intentionally specific tests were ignored and failed. A good example of the breadth and
ignored and failing tests in this project generate corresponding entries in the details of these results can be found in the `examples` directory. Intentionally
ignored and failing tests in this project generate corresponding entries in the
summary report. summary report.
If you're interested in other (prettier?) output formats, check into the If you're interested in other (prettier?) output formats, check into the
Ceedling build tool project (ceedling.sourceforge.net) that works with Unity and Ceedling build tool project (ceedling.sourceforge.net) that works with Unity and
CMock and supports xunit-style xml as well as other goodies. CMock and supports xunit-style xml as well as other goodies.
This script assumes the existence of files ending with the extensions This script assumes the existence of files ending with the extensions
`.testpass` and `.testfail`.The contents of these files includes the test `.testpass` and `.testfail`.The contents of these files includes the test
results summary corresponding to each test file executed with the extension set results summary corresponding to each test file executed with the extension set
according to the presence or absence of failures for that test file. The script according to the presence or absence of failures for that test file. The script
searches a specified path for these files, opens each one it finds, parses the searches a specified path for these files, opens each one it finds, parses the
results, and aggregates and prints a summary. Calling it from the command line results, and aggregates and prints a summary. Calling it from the command line
looks like this: looks like this:
```Shell ```Shell
ruby unity_test_summary.rb build/test/ ruby unity_test_summary.rb build/test/
``` ```
You can optionally specify a root path as well. This is really helpful when you You can optionally specify a root path as well. This is really helpful when you
are using relative paths in your tools' setup, but you want to pull the summary are using relative paths in your tools' setup, but you want to pull the summary
into an IDE like Eclipse for clickable shortcuts. into an IDE like Eclipse for clickable shortcuts.
```Shell ```Shell