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Peter Thedens authoredPeter Thedens authored
Unity Configuration Guide
C Standards, Compilers and Microcontrollers
The embedded software world contains its challenges. Compilers support different revisions of the C Standard. They ignore requirements in places, sometimes to make the language more usable in some special regard. Sometimes it's to simplify their support. Sometimes it's due to specific quirks of the microcontroller they are targeting. Simulators add another dimension to this menagerie.
Unity is designed to run on almost anything that is targeted by a C compiler. It would be awesome if this could be done with zero configuration. While there are some targets that come close to this dream, it is sadly not universal. It is likely that you are going to need at least a couple of the configuration options described in this document.
All of Unity's configuration options are #defines
. Most of these are simple
definitions. A couple are macros with arguments. They live inside the
unity_internals.h header file. We don't necessarily recommend opening that file
unless you really need to. That file is proof that a cross-platform library is
challenging to build. From a more positive perspective, it is also proof that a
great deal of complexity can be centralized primarily to one place in order to
provide a more consistent and simple experience elsewhere.
Using These Options
It doesn't matter if you're using a target-specific compiler and a simulator or a native compiler. In either case, you've got a couple choices for configuring these options:
- Because these options are specified via C defines, you can pass most of these options to your compiler through command line compiler flags. Even if you're using an embedded target that forces you to use their overbearing IDE for all configuration, there will be a place somewhere in your project to configure defines for your compiler.
- You can create a custom
unity_config.h
configuration file (present in your toolchain's search paths). In this file, you will list definitions and macros specific to your target. All you must do is defineUNITY_INCLUDE_CONFIG_H
and Unity will rely onunity_config.h
for any further definitions it may need.
The Options
Integer Types
If you've been a C developer for long, you probably already know that C's
concept of an integer varies from target to target. The C Standard has rules
about the int
matching the register size of the target microprocessor. It has
rules about the int
and how its size relates to other integer types. An int
on one target might be 16 bits while on another target it might be 64. There are
more specific types in compilers compliant with C99 or later, but that's
certainly not every compiler you are likely to encounter. Therefore, Unity has a
number of features for helping to adjust itself to match your required integer
sizes. It starts off by trying to do it automatically.
UNITY_EXCLUDE_STDINT_H
The first thing that Unity does to guess your types is check stdint.h
.
This file includes defines like UINT_MAX
that Unity can make use of to
learn a lot about your system. It's possible you don't want it to do this
(um. why not?) or (more likely) it's possible that your system doesn't
support stdint.h
. If that's the case, you're going to want to define this.
That way, Unity will know to skip the inclusion of this file and you won't
be left with a compiler error.
Example: #define UNITY_EXCLUDE_STDINT_H
UNITY_EXCLUDE_LIMITS_H
The second attempt to guess your types is to check limits.h
. Some compilers
that don't support stdint.h
could include limits.h
instead. If you don't
want Unity to check this file either, define this to make it skip the inclusion.
Example: #define UNITY_EXCLUDE_LIMITS_H
If you've disabled both of the automatic options above, you're going to have to do the configuration yourself. Don't worry. Even this isn't too bad... there are just a handful of defines that you are going to specify if you don't like the defaults.
UNITY_INT_WIDTH
Define this to be the number of bits an int
takes up on your system. The
default, if not autodetected, is 32 bits.
Example: #define UNITY_INT_WIDTH 16
UNITY_LONG_WIDTH
Define this to be the number of bits a long
takes up on your system. The
default, if not autodetected, is 32 bits. This is used to figure out what kind
of 64-bit support your system can handle. Does it need to specify a long
or a
long long
to get a 64-bit value. On 16-bit systems, this option is going to be
ignored.
Example: #define UNITY_LONG_WIDTH 16
UNITY_POINTER_WIDTH
Define this to be the number of bits a pointer takes up on your system. The default, if not autodetected, is 32-bits. If you're getting ugly compiler warnings about casting from pointers, this is the one to look at.
Example: #define UNITY_POINTER_WIDTH 64
UNITY_SUPPORT_64
Unity will automatically include 64-bit support if it auto-detects it, or if
your int
, long
, or pointer widths are greater than 32-bits. Define this to
enable 64-bit support if none of the other options already did it for you. There
can be a significant size and speed impact to enabling 64-bit support on small
targets, so don't define it if you don't need it.
Example: #define UNITY_SUPPORT_64
Floating Point Types
In the embedded world, it's not uncommon for targets to have no support for
floating point operations at all or to have support that is limited to only
single precision. We are able to guess integer sizes on the fly because integers
are always available in at least one size. Floating point, on the other hand, is
sometimes not available at all. Trying to include float.h
on these platforms
would result in an error. This leaves manual configuration as the only option.
UNITY_INCLUDE_FLOAT
UNITY_EXCLUDE_FLOAT
UNITY_INCLUDE_DOUBLE
UNITY_EXCLUDE_DOUBLE
By default, Unity guesses that you will want single precision floating point support, but not double precision. It's easy to change either of these using the include and exclude options here. You may include neither, either, or both, as suits your needs. For features that are enabled, the following floating point options also become available.
Example:
//what manner of strange processor is this?
#define UNITY_EXCLUDE_FLOAT
#define UNITY_INCLUDE_DOUBLE
UNITY_EXCLUDE_FLOAT_PRINT
Unity aims for as small of a footprint as possible and avoids most standard library calls (some embedded platforms don’t have a standard library!). Because of this, its routines for printing integer values are minimalist and hand-coded. Therefore, the display of floating point values during a failure are optional. By default, Unity will print the actual results of floating point assertion failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you can use this define to instead respond to a failed assertion with a message like ”Values Not Within Delta”. If you would like verbose failure messages for floating point assertions, use these options to give more explicit failure messages.
Example: #define UNITY_EXCLUDE_FLOAT_PRINT
UNITY_FLOAT_TYPE
If enabled, Unity assumes you want your FLOAT
asserts to compare standard C
floats. If your compiler supports a specialty floating point type, you can
always override this behavior by using this definition.
Example: #define UNITY_FLOAT_TYPE float16_t
UNITY_DOUBLE_TYPE
If enabled, Unity assumes you want your DOUBLE
asserts to compare standard C
doubles. If you would like to change this, you can specify something else by
using this option. For example, defining UNITY_DOUBLE_TYPE
to long double
could enable gargantuan floating point types on your 64-bit processor instead of
the standard double
.
Example: #define UNITY_DOUBLE_TYPE long double
UNITY_FLOAT_PRECISION
UNITY_DOUBLE_PRECISION
If you look up UNITY_ASSERT_EQUAL_FLOAT
and UNITY_ASSERT_EQUAL_DOUBLE
as
documented in the big daddy Unity Assertion Guide, you will learn that they are
not really asserting that two values are equal but rather that two values are
"close enough" to equal. "Close enough" is controlled by these precision
configuration options. If you are working with 32-bit floats and/or 64-bit
doubles (the normal on most processors), you should have no need to change these
options. They are both set to give you approximately 1 significant bit in either
direction. The float precision is 0.00001 while the double is 10-12.
For further details on how this works, see the appendix of the Unity Assertion
Guide.
Example: #define UNITY_FLOAT_PRECISION 0.001f
Toolset Customization
In addition to the options listed above, there are a number of other options which will come in handy to customize Unity's behavior for your specific toolchain. It is possible that you may not need to touch any of these... but certain platforms, particularly those running in simulators, may need to jump through extra hoops to operate properly. These macros will help in those situations.
UNITY_OUTPUT_CHAR(a)
UNITY_OUTPUT_FLUSH()
UNITY_OUTPUT_START()
UNITY_OUTPUT_COMPLETE()
By default, Unity prints its results to stdout
as it runs. This works
perfectly fine in most situations where you are using a native compiler for
testing. It works on some simulators as well so long as they have stdout
routed back to the command line. There are times, however, where the simulator
will lack support for dumping results or you will want to route results
elsewhere for other reasons. In these cases, you should define the
UNITY_OUTPUT_CHAR
macro. This macro accepts a single character at a time (as
an int
, since this is the parameter type of the standard C putchar
function
most commonly used). You may replace this with whatever function call you like.
Example:
Say you are forced to run your test suite on an embedded processor with no
stdout
option. You decide to route your test result output to a custom serial
RS232_putc()
function you wrote like thus: