1/* Unity Configuration
2 * As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
3 * Update: December 29th, 2016
4 * See Also: Unity/docs/UnityConfigurationGuide.pdf
5 *
6 * Unity is designed to run on almost anything that is targeted by a C compiler.
7 * It would be awesome if this could be done with zero configuration. While
8 * there are some targets that come close to this dream, it is sadly not
9 * universal. It is likely that you are going to need at least a couple of the
10 * configuration options described in this document.
11 *
12 * All of Unity's configuration options are `#defines`. Most of these are simple
13 * definitions. A couple are macros with arguments. They live inside the
14 * unity_internals.h header file. We don't necessarily recommend opening that
15 * file unless you really need to. That file is proof that a cross-platform
16 * library is challenging to build. From a more positive perspective, it is also
17 * proof that a great deal of complexity can be centralized primarily to one
18 * place in order to provide a more consistent and simple experience elsewhere.
19 *
20 * Using These Options
21 * It doesn't matter if you're using a target-specific compiler and a simulator
22 * or a native compiler. In either case, you've got a couple choices for
23 * configuring these options:
24 *
25 *  1. Because these options are specified via C defines, you can pass most of
26 *     these options to your compiler through command line compiler flags. Even
27 *     if you're using an embedded target that forces you to use their
28 *     overbearing IDE for all configuration, there will be a place somewhere in
29 *     your project to configure defines for your compiler.
30 *  2. You can create a custom `unity_config.h` configuration file (present in
31 *     your toolchain's search paths). In this file, you will list definitions
32 *     and macros specific to your target. All you must do is define
33 *     `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any
34 *     further definitions it may need.
35 */
36
37#ifndef UNITY_CONFIG_H
38#define UNITY_CONFIG_H
39
40/* ************************* AUTOMATIC INTEGER TYPES ***************************
41 * C's concept of an integer varies from target to target. The C Standard has
42 * rules about the `int` matching the register size of the target
43 * microprocessor. It has rules about the `int` and how its size relates to
44 * other integer types. An `int` on one target might be 16 bits while on another
45 * target it might be 64. There are more specific types in compilers compliant
46 * with C99 or later, but that's certainly not every compiler you are likely to
47 * encounter. Therefore, Unity has a number of features for helping to adjust
48 * itself to match your required integer sizes. It starts off by trying to do it
49 * automatically.
50 **************************************************************************** */
51
52/* The first attempt to guess your types is to check `limits.h`. Some compilers
53 * that don't support `stdint.h` could include `limits.h`. If you don't
54 * want Unity to check this file, define this to make it skip the inclusion.
55 * Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
56 */
57/* #define UNITY_EXCLUDE_LIMITS_H */
58
59/* The second thing that Unity does to guess your types is check `stdint.h`.
60 * This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
61 * learn about your system. It's possible you don't want it to do this or it's
62 * possible that your system doesn't support `stdint.h`. If that's the case,
63 * you're going to want to define this. That way, Unity will know to skip the
64 * inclusion of this file and you won't be left with a compiler error.
65 */
66/* #define UNITY_EXCLUDE_STDINT_H */
67
68/* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
69 * If you've disabled all of the automatic options above, you're going to have
70 * to do the configuration yourself. There are just a handful of defines that
71 * you are going to specify if you don't like the defaults.
72 **************************************************************************** */
73
74 /* Define this to be the number of bits an `int` takes up on your system. The
75 * default, if not auto-detected, is 32 bits.
76 *
77 * Example:
78 */
79/* #define UNITY_INT_WIDTH 16 */
80
81/* Define this to be the number of bits a `long` takes up on your system. The
82 * default, if not autodetected, is 32 bits. This is used to figure out what
83 * kind of 64-bit support your system can handle.  Does it need to specify a
84 * `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option
85 * is going to be ignored.
86 *
87 * Example:
88 */
89/* #define UNITY_LONG_WIDTH 16 */
90
91/* Define this to be the number of bits a pointer takes up on your system. The
92 * default, if not autodetected, is 32-bits. If you're getting ugly compiler
93 * warnings about casting from pointers, this is the one to look at.
94 *
95 * Example:
96 */
97/* #define UNITY_POINTER_WIDTH 64 */
98
99/* Unity will automatically include 64-bit support if it auto-detects it, or if
100 * your `int`, `long`, or pointer widths are greater than 32-bits. Define this
101 * to enable 64-bit support if none of the other options already did it for you.
102 * There can be a significant size and speed impact to enabling 64-bit support
103 * on small targets, so don't define it if you don't need it.
104 */
105/* #define UNITY_INCLUDE_64 */
106
107
108/* *************************** FLOATING POINT TYPES ****************************
109 * In the embedded world, it's not uncommon for targets to have no support for
110 * floating point operations at all or to have support that is limited to only
111 * single precision. We are able to guess integer sizes on the fly because
112 * integers are always available in at least one size. Floating point, on the
113 * other hand, is sometimes not available at all. Trying to include `float.h` on
114 * these platforms would result in an error. This leaves manual configuration as
115 * the only option.
116 **************************************************************************** */
117
118 /* By default, Unity guesses that you will want single precision floating point
119  * support, but not double precision. It's easy to change either of these using
120  * the include and exclude options here. You may include neither, just float,
121  * or both, as suits your needs.
122  */
123/* #define UNITY_EXCLUDE_FLOAT  */
124#define UNITY_INCLUDE_DOUBLE
125/* #define UNITY_EXCLUDE_DOUBLE */
126
127/* For features that are enabled, the following floating point options also
128 * become available.
129 */
130
131/* Unity aims for as small of a footprint as possible and avoids most standard
132 * library calls (some embedded platforms don't have a standard library!).
133 * Because of this, its routines for printing integer values are minimalist and
134 * hand-coded. To keep Unity universal, though, we eventually chose to develop
135 * our own floating point print routines. Still, the display of floating point
136 * values during a failure are optional. By default, Unity will print the
137 * actual results of floating point assertion failures. So a failed assertion
138 * will produce a message like "Expected 4.0 Was 4.25". If you would like less
139 * verbose failure messages for floating point assertions, use this option to
140 * give a failure message `"Values Not Within Delta"` and trim the binary size.
141 */
142/* #define UNITY_EXCLUDE_FLOAT_PRINT */
143
144/* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
145 * floats. If your compiler supports a specialty floating point type, you can
146 * always override this behavior by using this definition.
147 *
148 * Example:
149 */
150/* #define UNITY_FLOAT_TYPE float16_t */
151
152/* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard
153 * C doubles. If you would like to change this, you can specify something else
154 * by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long
155 * double` could enable gargantuan floating point types on your 64-bit processor
156 * instead of the standard `double`.
157 *
158 * Example:
159 */
160/* #define UNITY_DOUBLE_TYPE long double */
161
162/* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
163 * documented in the Unity Assertion Guide, you will learn that they are not
164 * really asserting that two values are equal but rather that two values are
165 * "close enough" to equal. "Close enough" is controlled by these precision
166 * configuration options. If you are working with 32-bit floats and/or 64-bit
167 * doubles (the normal on most processors), you should have no need to change
168 * these options. They are both set to give you approximately 1 significant bit
169 * in either direction. The float precision is 0.00001 while the double is
170 * 10^-12. For further details on how this works, see the appendix of the Unity
171 * Assertion Guide.
172 *
173 * Example:
174 */
175/* #define UNITY_FLOAT_PRECISION 0.001f  */
176/* #define UNITY_DOUBLE_PRECISION 0.001f */
177
178
179/* *************************** TOOLSET CUSTOMIZATION ***************************
180 * In addition to the options listed above, there are a number of other options
181 * which will come in handy to customize Unity's behavior for your specific
182 * toolchain. It is possible that you may not need to touch any of these but
183 * certain platforms, particularly those running in simulators, may need to jump
184 * through extra hoops to operate properly. These macros will help in those
185 * situations.
186 **************************************************************************** */
187
188/* By default, Unity prints its results to `stdout` as it runs. This works
189 * perfectly fine in most situations where you are using a native compiler for
190 * testing. It works on some simulators as well so long as they have `stdout`
191 * routed back to the command line. There are times, however, where the
192 * simulator will lack support for dumping results or you will want to route
193 * results elsewhere for other reasons. In these cases, you should define the
194 * `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time
195 * (as an `int`, since this is the parameter type of the standard C `putchar`
196 * function most commonly used). You may replace this with whatever function
197 * call you like.
198 *
199 * Example:
200 * Say you are forced to run your test suite on an embedded processor with no
201 * `stdout` option. You decide to route your test result output to a custom
202 * serial `RS232_putc()` function you wrote like thus:
203 */
204/* #define UNITY_OUTPUT_CHAR(a)                    RS232_putc(a) */
205/* #define UNITY_OUTPUT_CHAR_HEADER_DECLARATION    RS232_putc(int) */
206/* #define UNITY_OUTPUT_FLUSH()                    RS232_flush() */
207/* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION   RS232_flush(void) */
208/* #define UNITY_OUTPUT_START()                    RS232_config(115200,1,8,0) */
209/* #define UNITY_OUTPUT_COMPLETE()                 RS232_close() */
210
211/* For some targets, Unity can make the otherwise required `setUp()` and
212 * `tearDown()` functions optional. This is a nice convenience for test writers
213 * since `setUp` and `tearDown` don't often actually _do_ anything. If you're
214 * using gcc or clang, this option is automatically defined for you. Other
215 * compilers can also support this behavior, if they support a C feature called
216 * weak functions. A weak function is a function that is compiled into your
217 * executable _unless_ a non-weak version of the same function is defined
218 * elsewhere. If a non-weak version is found, the weak version is ignored as if
219 * it never existed. If your compiler supports this feature, you can let Unity
220 * know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would
221 * need to be applied to identify a function as weak. If your compiler lacks
222 * support for weak functions, you will always need to define `setUp` and
223 * `tearDown` functions (though they can be and often will be just empty). The
224 * most common options for this feature are:
225 */
226/* #define UNITY_SUPPORT_WEAK weak */
227/* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
228/* #define UNITY_NO_WEAK */
229
230/* Some compilers require a custom attribute to be assigned to pointers, like
231 * `near` or `far`. In these cases, you can give Unity a safe default for these
232 * by defining this option with the attribute you would like.
233 *
234 * Example:
235 */
236/* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */
237/* #define UNITY_PTR_ATTRIBUTE near */
238
239#endif /* UNITY_CONFIG_H */
240