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https://github.com/ThrowTheSwitch/Unity.git
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Revised internal type naming scheme to better sandbox Unity away from everything else. Sure, short was nice, but not at the expense of naming collisions.
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@@ -9,7 +9,7 @@
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#include "unity_fixture.h"
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#include "unity_internals.h"
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struct _UnityFixture UnityFixture;
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struct UNITY_FIXTURE_T UnityFixture;
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/* If you decide to use the function pointer approach.
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* Build with -D UNITY_OUTPUT_CHAR=outputChar and include <stdio.h>
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@@ -13,14 +13,14 @@ extern "C"
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{
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#endif
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struct _UnityFixture
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struct UNITY_FIXTURE_T
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{
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int Verbose;
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unsigned int RepeatCount;
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const char* NameFilter;
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const char* GroupFilter;
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};
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extern struct _UnityFixture UnityFixture;
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extern struct UNITY_FIXTURE_T UnityFixture;
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typedef void unityfunction(void);
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void UnityTestRunner(unityfunction* setup,
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@@ -138,8 +138,8 @@ TEST(UnityFixture, FreeNULLSafety)
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TEST(UnityFixture, ConcludeTestIncrementsFailCount)
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{
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_U_UINT savedFails = Unity.TestFailures;
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_U_UINT savedIgnores = Unity.TestIgnores;
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UNITY_UINT savedFails = Unity.TestFailures;
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UNITY_UINT savedIgnores = Unity.TestIgnores;
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UnityOutputCharSpy_Enable(1);
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Unity.CurrentTestFailed = 1;
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UnityConcludeFixtureTest(); /* Resets TestFailed for this test to pass */
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@@ -301,7 +301,7 @@ TEST(UnityCommandOptions, GroupOrNameFilterWithoutStringFails)
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TEST(UnityCommandOptions, GroupFilterReallyFilters)
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{
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_U_UINT saved = Unity.NumberOfTests;
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UNITY_UINT saved = Unity.NumberOfTests;
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TEST_ASSERT_EQUAL(0, UnityGetCommandLineOptions(4, unknownCommand));
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UnityIgnoreTest(NULL, "non-matching", NULL);
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TEST_ASSERT_EQUAL(saved, Unity.NumberOfTests);
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