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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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@@ -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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