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238 lines
12 KiB
C
238 lines
12 KiB
C
/* Unity Configuration
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* As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
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* Update: December 29th, 2016
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* See Also: Unity/docs/UnityConfigurationGuide.pdf
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*
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* Unity is designed to run on almost anything that is targeted by a C compiler.
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* It would be awesome if this could be done with zero configuration. While
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* there are some targets that come close to this dream, it is sadly not
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* universal. It is likely that you are going to need at least a couple of the
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* configuration options described in this document.
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*
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* All of Unity's configuration options are `#defines`. Most of these are simple
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* definitions. A couple are macros with arguments. They live inside the
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* unity_internals.h header file. We don't necessarily recommend opening that
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* file unless you really need to. That file is proof that a cross-platform
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* library is challenging to build. From a more positive perspective, it is also
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* proof that a great deal of complexity can be centralized primarily to one
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* place in order to provide a more consistent and simple experience elsewhere.
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*
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* Using These Options
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* It doesn't matter if you're using a target-specific compiler and a simulator
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* or a native compiler. In either case, you've got a couple choices for
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* configuring these options:
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*
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* 1. Because these options are specified via C defines, you can pass most of
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* these options to your compiler through command line compiler flags. Even
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* if you're using an embedded target that forces you to use their
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* overbearing IDE for all configuration, there will be a place somewhere in
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* your project to configure defines for your compiler.
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* 2. You can create a custom `unity_config.h` configuration file (present in
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* your toolchain's search paths). In this file, you will list definitions
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* and macros specific to your target. All you must do is define
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* `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any
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* further definitions it may need.
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*/
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#ifndef UNITY_CONFIG_H
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#define UNITY_CONFIG_H
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/* ************************* AUTOMATIC INTEGER TYPES ***************************
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* C's concept of an integer varies from target to target. The C Standard has
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* rules about the `int` matching the register size of the target
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* microprocessor. It has rules about the `int` and how its size relates to
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* other integer types. An `int` on one target might be 16 bits while on another
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* target it might be 64. There are more specific types in compilers compliant
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* with C99 or later, but that's certainly not every compiler you are likely to
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* encounter. Therefore, Unity has a number of features for helping to adjust
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* itself to match your required integer sizes. It starts off by trying to do it
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* automatically.
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**************************************************************************** */
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/* The first attempt to guess your types is to check `limits.h`. Some compilers
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* that don't support `stdint.h` could include `limits.h`. If you don't
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* want Unity to check this file, define this to make it skip the inclusion.
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* Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
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*/
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/* #define UNITY_EXCLUDE_LIMITS_H */
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/* The second thing that Unity does to guess your types is check `stdint.h`.
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* This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
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* learn about your system. It's possible you don't want it to do this or it's
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* possible that your system doesn't support `stdint.h`. If that's the case,
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* you're going to want to define this. That way, Unity will know to skip the
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* inclusion of this file and you won't be left with a compiler error.
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*/
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/* #define UNITY_EXCLUDE_STDINT_H */
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/* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
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* If you've disabled all of the automatic options above, you're going to have
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* to do the configuration yourself. There are just a handful of defines that
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* you are going to specify if you don't like the defaults.
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**************************************************************************** */
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/* Define this to be the number of bits an `int` takes up on your system. The
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* default, if not auto-detected, is 32 bits.
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*
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* Example:
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*/
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/* #define UNITY_INT_WIDTH 16 */
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/* Define this to be the number of bits a `long` takes up on your system. The
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* default, if not autodetected, is 32 bits. This is used to figure out what
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* kind of 64-bit support your system can handle. Does it need to specify a
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* `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option
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* is going to be ignored.
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*
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* Example:
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*/
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/* #define UNITY_LONG_WIDTH 16 */
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/* Define this to be the number of bits a pointer takes up on your system. The
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* default, if not autodetected, is 32-bits. If you're getting ugly compiler
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* warnings about casting from pointers, this is the one to look at.
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*
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* Example:
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*/
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/* #define UNITY_POINTER_WIDTH 64 */
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/* Unity will automatically include 64-bit support if it auto-detects it, or if
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* your `int`, `long`, or pointer widths are greater than 32-bits. Define this
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* to enable 64-bit support if none of the other options already did it for you.
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* There can be a significant size and speed impact to enabling 64-bit support
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* on small targets, so don't define it if you don't need it.
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*/
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/* #define UNITY_INCLUDE_64 */
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/* *************************** FLOATING POINT TYPES ****************************
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* In the embedded world, it's not uncommon for targets to have no support for
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* floating point operations at all or to have support that is limited to only
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* single precision. We are able to guess integer sizes on the fly because
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* integers are always available in at least one size. Floating point, on the
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* other hand, is sometimes not available at all. Trying to include `float.h` on
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* these platforms would result in an error. This leaves manual configuration as
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* the only option.
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**************************************************************************** */
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/* By default, Unity guesses that you will want single precision floating point
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* support, but not double precision. It's easy to change either of these using
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* the include and exclude options here. You may include neither, just float,
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* or both, as suits your needs.
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*/
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/* #define UNITY_EXCLUDE_FLOAT */
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#define UNITY_INCLUDE_DOUBLE
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/* #define UNITY_EXCLUDE_DOUBLE */
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/* For features that are enabled, the following floating point options also
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* become available.
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*/
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/* Unity aims for as small of a footprint as possible and avoids most standard
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* library calls (some embedded platforms don't have a standard library!).
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* Because of this, its routines for printing integer values are minimalist and
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* hand-coded. To keep Unity universal, though, we eventually chose to develop
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* our own floating point print routines. Still, the display of floating point
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* values during a failure are optional. By default, Unity will print the
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* actual results of floating point assertion failures. So a failed assertion
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* will produce a message like "Expected 4.0 Was 4.25". If you would like less
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* verbose failure messages for floating point assertions, use this option to
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* give a failure message `"Values Not Within Delta"` and trim the binary size.
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*/
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/* #define UNITY_EXCLUDE_FLOAT_PRINT */
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/* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
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* floats. If your compiler supports a specialty floating point type, you can
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* always override this behavior by using this definition.
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*
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* Example:
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*/
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/* #define UNITY_FLOAT_TYPE float16_t */
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/* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard
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* C doubles. If you would like to change this, you can specify something else
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* by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long
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* double` could enable gargantuan floating point types on your 64-bit processor
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* instead of the standard `double`.
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*
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* Example:
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*/
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/* #define UNITY_DOUBLE_TYPE long double */
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/* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
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* documented in the Unity Assertion Guide, you will learn that they are not
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* really asserting that two values are equal but rather that two values are
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* "close enough" to equal. "Close enough" is controlled by these precision
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* configuration options. If you are working with 32-bit floats and/or 64-bit
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* doubles (the normal on most processors), you should have no need to change
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* these options. They are both set to give you approximately 1 significant bit
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* in either direction. The float precision is 0.00001 while the double is
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* 10^-12. For further details on how this works, see the appendix of the Unity
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* Assertion Guide.
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*
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* Example:
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*/
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/* #define UNITY_FLOAT_PRECISION 0.001f */
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/* #define UNITY_DOUBLE_PRECISION 0.001f */
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/* *************************** TOOLSET CUSTOMIZATION ***************************
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* In addition to the options listed above, there are a number of other options
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* which will come in handy to customize Unity's behavior for your specific
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* toolchain. It is possible that you may not need to touch any of these but
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* certain platforms, particularly those running in simulators, may need to jump
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* through extra hoops to operate properly. These macros will help in those
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* situations.
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**************************************************************************** */
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/* By default, Unity prints its results to `stdout` as it runs. This works
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* perfectly fine in most situations where you are using a native compiler for
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* testing. It works on some simulators as well so long as they have `stdout`
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* routed back to the command line. There are times, however, where the
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* simulator will lack support for dumping results or you will want to route
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* results elsewhere for other reasons. In these cases, you should define the
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* `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time
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* (as an `int`, since this is the parameter type of the standard C `putchar`
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* function most commonly used). You may replace this with whatever function
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* call you like.
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*
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* Example:
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* Say you are forced to run your test suite on an embedded processor with no
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* `stdout` option. You decide to route your test result output to a custom
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* serial `RS232_putc()` function you wrote like thus:
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*/
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/* #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) */
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/* #define UNITY_OUTPUT_FLUSH() RS232_flush() */
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/* #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) */
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/* #define UNITY_OUTPUT_COMPLETE() RS232_close() */
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/* For some targets, Unity can make the otherwise required `setUp()` and
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* `tearDown()` functions optional. This is a nice convenience for test writers
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* since `setUp` and `tearDown` don't often actually _do_ anything. If you're
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* using gcc or clang, this option is automatically defined for you. Other
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* compilers can also support this behavior, if they support a C feature called
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* weak functions. A weak function is a function that is compiled into your
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* executable _unless_ a non-weak version of the same function is defined
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* elsewhere. If a non-weak version is found, the weak version is ignored as if
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* it never existed. If your compiler supports this feature, you can let Unity
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* know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would
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* need to be applied to identify a function as weak. If your compiler lacks
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* support for weak functions, you will always need to define `setUp` and
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* `tearDown` functions (though they can be and often will be just empty). The
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* most common options for this feature are:
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*/
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/* #define UNITY_SUPPORT_WEAK weak */
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/* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
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/* #define UNITY_NO_WEAK */
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/* Some compilers require a custom attribute to be assigned to pointers, like
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* `near` or `far`. In these cases, you can give Unity a safe default for these
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* by defining this option with the attribute you would like.
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*
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* Example:
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*/
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/* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */
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/* #define UNITY_PTR_ATTRIBUTE near */
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#endif /* UNITY_CONFIG_H */
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