diff --git a/README.md b/README.md index cab2de3..ea775c2 100644 --- a/README.md +++ b/README.md @@ -1,29 +1,28 @@ -Unity Test ![CI](https://github.com/ThrowTheSwitch/Unity/workflows/CI/badge.svg) -========== +# Unity Test ![CI](https://github.com/ThrowTheSwitch/Unity/workflows/CI/badge.svg) + __Copyright (c) 2007 - 2021 Unity Project by Mike Karlesky, Mark VanderVoord, and Greg Williams__ -Welcome to the Unity Test Project, one of the main projects of ThrowTheSwitch.org. Unity Test is a -unit testing framework built for C, with a focus on working with embedded toolchains. +Welcome to the Unity Test Project, one of the main projects of ThrowTheSwitch.org. Unity Test is a +unit testing framework built for C, with a focus on working with embedded toolchains. -This project is made to test code targetting microcontrollers big and small. The core project is a -single C file and a pair of headers, allowing it to the added to your existing build setup without +This project is made to test code targetting microcontrollers big and small. The core project is a +single C file and a pair of headers, allowing it to the added to your existing build setup without too much headache. You may use any compiler you wish, and may use most existing build systems -including make, cmake, etc. If you'd like to leave the hard work to us, you might be interested -in Ceedling, a build tool also by ThrowTheSwitch.org. +including Make, CMake, etc. If you'd like to leave the hard work to us, you might be interested +in Ceedling, a build tool also by ThrowTheSwitch.org. If you're new to Unity, we encourage you to tour the [getting started guide](docs/UnityGettingStartedGuide.md) -Getting Started -=============== -The [docs](docs/) folder contains a [getting started guide](docs/UnityGettingStartedGuide.md) -and much more tips about using Unity. +## Getting Started + +The [docs](docs/) folder contains a [getting started guide](docs/UnityGettingStartedGuide.md) +and much more tips about using Unity. + +## Unity Assertion Summary -Unity Assertion Summary -======================= For the full list, see [UnityAssertionsReference.md](docs/UnityAssertionsReference.md). -Basic Validity Tests --------------------- +### Basic Validity Tests TEST_ASSERT_TRUE(condition) @@ -46,8 +45,7 @@ Another way of calling `TEST_ASSERT_FALSE` This test is automatically marked as a failure. The message is output stating why. -Numerical Assertions: Integers ------------------------------- +### Numerical Assertions: Integers TEST_ASSERT_EQUAL_INT(expected, actual) TEST_ASSERT_EQUAL_INT8(expected, actual) @@ -87,19 +85,15 @@ Another way of calling TEST_ASSERT_EQUAL_INT Asserts that the actual value is within plus or minus delta of the expected value. This also comes in size specific variants. - TEST_ASSERT_GREATER_THAN(threshold, actual) Asserts that the actual value is greater than the threshold. This also comes in size specific variants. - TEST_ASSERT_LESS_THAN(threshold, actual) Asserts that the actual value is less than the threshold. This also comes in size specific variants. - -Arrays ------- +### Arrays _ARRAY @@ -116,8 +110,7 @@ value. You do this by specifying the EACH_EQUAL macro. For example: TEST_ASSERT_EACH_EQUAL_INT32(expected, actual, elements) -Numerical Assertions: Bitwise ------------------------------ +### Numerical Assertions: Bitwise TEST_ASSERT_BITS(mask, expected, actual) @@ -139,8 +132,7 @@ Test a single bit and verify that it is high. The bit is specified 0-31 for a 3 Test a single bit and verify that it is low. The bit is specified 0-31 for a 32-bit integer. -Numerical Assertions: Floats ----------------------------- +### Numerical Assertions: Floats TEST_ASSERT_FLOAT_WITHIN(delta, expected, actual) @@ -151,8 +143,7 @@ Asserts that the actual value is within plus or minus delta of the expected valu Asserts that two floating point values are "equal" within a small % delta of the expected value. -String Assertions ------------------ +### String Assertions TEST_ASSERT_EQUAL_STRING(expected, actual) @@ -170,8 +161,7 @@ Compare two null-terminate strings. Fail if any character is different or if th Compare two strings. Fail if any character is different, stop comparing after len characters. Output a custom message on failure. -Pointer Assertions ------------------- +### Pointer Assertions Most pointer operations can be performed by simply using the integer comparisons above. However, a couple of special cases are added for clarity. @@ -183,18 +173,15 @@ Fails if the pointer is not equal to NULL Fails if the pointer is equal to NULL -Memory Assertions ------------------ +### Memory Assertions TEST_ASSERT_EQUAL_MEMORY(expected, actual, len) Compare two blocks of memory. This is a good generic assertion for types that can't be coerced into acting like standard types... but since it's a memory compare, you have to be careful that your data types are packed. -\_MESSAGE ---------- +### \_MESSAGE -you can append \_MESSAGE to any of the macros to make them take an additional argument. This argument +you can append `\_MESSAGE` to any of the macros to make them take an additional argument. This argument is a string that will be printed at the end of the failure strings. This is useful for specifying more information about the problem. - diff --git a/docs/ThrowTheSwitchCodingStandard.md b/docs/ThrowTheSwitchCodingStandard.md index bf4c099..29787c8 100644 --- a/docs/ThrowTheSwitchCodingStandard.md +++ b/docs/ThrowTheSwitchCodingStandard.md @@ -8,14 +8,12 @@ and we'll try to be polite when we notice yours. ;) - ## Why Have A Coding Standard? Being consistent makes code easier to understand. We've tried to keep our standard simple because we also believe that we can only expect someone to follow something that is understandable. Please do your best. - ## Our Philosophy Before we get into details on syntax, let's take a moment to talk about our @@ -46,7 +44,6 @@ default. We believe that if you're working with a simple compiler and target, you shouldn't need to configure very much... we try to make the tools guess as much as they can, but give the user the power to override it when it's wrong. - ## Naming Things Let's talk about naming things. Programming is all about naming things. We name @@ -56,20 +53,19 @@ finding *What Something WANTS to be Called*™. When naming things, we follow this hierarchy, the first being the most important to us (but we do all four when possible): + 1. Readable 2. Descriptive 3. Consistent 4. Memorable - -#### Readable +### Readable We want to read our code. This means we like names and flow that are more naturally read. We try to avoid double negatives. We try to avoid cryptic abbreviations (sticking to ones we feel are common). - -#### Descriptive +### Descriptive We like descriptive names for things, especially functions and variables. Finding the right name for something is an important endeavor. You might notice @@ -90,16 +86,14 @@ naming. We find i, j, and k are better loop counters than loopCounterVar or whatnot. We only break this rule when we see that more description could improve understanding of an algorithm. - -#### Consistent +### Consistent We like consistency, but we're not really obsessed with it. We try to name our configuration macros in a consistent fashion... you'll notice a repeated use of UNITY_EXCLUDE_BLAH or UNITY_USES_BLAH macros. This helps users avoid having to remember each macro's details. - -#### Memorable +### Memorable Where ever it doesn't violate the above principles, we try to apply memorable names. Sometimes this means using something that is simply descriptive, but @@ -108,10 +102,9 @@ out in our memory and are easier to search for. Take a look through the file names in Ceedling and you'll get a good idea of what we are talking about here. Why use preprocess when you can use preprocessinator? Or what better describes a module in charge of invoking tasks during releases than release_invoker? Don't -get carried away. The names are still descriptive and fulfill the above +get carried away. The names are still descriptive and fulfil the above requirements, but they don't feel stale. - ## C and C++ Details We don't really want to add to the style battles out there. Tabs or spaces? @@ -123,8 +116,7 @@ We've decided on our own style preferences. If you'd like to contribute to these projects (and we hope that you do), then we ask if you do your best to follow the same. It will only hurt a little. We promise. - -#### Whitespace +### Whitespace in C/C++ Our C-style is to use spaces and to use 4 of them per indent level. It's a nice power-of-2 number that looks decent on a wide-screen. We have no more reason @@ -139,8 +131,7 @@ things up in nice tidy columns. } ``` - -#### Case +### Case in C/C++ - Files - all lower case with underscores. - Variables - all lower case with underscores @@ -149,8 +140,7 @@ things up in nice tidy columns. - Functions - camel cased. Usually named ModuleName_FuncName - Constants and Globals - camel cased. - -#### Braces +### Braces in C/C++ The left brace is on the next line after the declaration. The right brace is directly below that. Everything in between in indented one level. If you're @@ -163,8 +153,7 @@ catching an error and you have a one-line, go ahead and to it on the same line. } ``` - -#### Comments +### Comments in C/C++ Do you know what we hate? Old-school C block comments. BUT, we're using them anyway. As we mentioned, our goal is to support every compiler we can, @@ -172,23 +161,20 @@ especially embedded compilers. There are STILL C compilers out there that only support old-school block comments. So that is what we're using. We apologize. We think they are ugly too. - ## Ruby Details Is there really such thing as a Ruby coding standard? Ruby is such a free form language, it seems almost sacrilegious to suggest that people should comply to one method! We'll keep it really brief! - -#### Whitespace +### Whitespace in Ruby Our Ruby style is to use spaces and to use 2 of them per indent level. It's a nice power-of-2 number that really grooves with Ruby's compact style. We have no more reason than that. We break that rule when we have lines that wrap. When that happens, we like to indent further to line things up in nice tidy columns. - -#### Case +### Case in Ruby - Files - all lower case with underscores. - Variables - all lower case with underscores @@ -196,11 +182,9 @@ that happens, we like to indent further to line things up in nice tidy columns. - Functions - all lower case with underscores - Constants - all upper case with underscores - ## Documentation Egad. Really? We use mark down and we like pdf files because they can be made to look nice while still being portable. Good enough? - *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* diff --git a/docs/UnityAssertionsReference.md b/docs/UnityAssertionsReference.md index 0957bcf..09e251f 100644 --- a/docs/UnityAssertionsReference.md +++ b/docs/UnityAssertionsReference.md @@ -16,7 +16,6 @@ source code in, well, test code. - Document types, expected values, and basic behavior in your source code for free. - ### Unity Is Several Things But Mainly It's Assertions One way to think of Unity is simply as a rich collection of assertions you can @@ -24,7 +23,6 @@ use to establish whether your source code behaves the way you think it does. Unity provides a framework to easily organize and execute those assertions in test code separate from your source code. - ### What's an Assertion? At their core, assertions are an establishment of truth - boolean truth. Was this @@ -44,7 +42,6 @@ support, it's far too tempting to litter source code with C's `assert()`'s. It's generally much cleaner, manageable, and more useful to separate test and source code in the way Unity facilitates. - ### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation Asserting a simple truth condition is valuable, but using the context of the @@ -60,34 +57,32 @@ tests pass, you have a detailed, up-to-date view of the intent and mechanisms in your source code. And due to a wondrous mystery, well-tested code usually tends to be well designed code. - ## Assertion Conventions and Configurations ### Naming and Parameter Conventions The convention of assertion parameters generally follows this order: -``` +```c TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) ``` The very simplest assertion possible uses only a single `actual` parameter (e.g. a simple null check). - - `Actual` is the value being tested and unlike the other parameters in an - assertion construction is the only parameter present in all assertion variants. - - `Modifiers` are masks, ranges, bit flag specifiers, floating point deltas. - - `Expected` is your expected value (duh) to compare to an `actual` value; it's - marked as an optional parameter because some assertions only need a single - `actual` parameter (e.g. null check). - - `Size/count` refers to string lengths, number of array elements, etc. +- `Actual` is the value being tested and unlike the other parameters in an + assertion construction is the only parameter present in all assertion variants. +- `Modifiers` are masks, ranges, bit flag specifiers, floating point deltas. +- `Expected` is your expected value (duh) to compare to an `actual` value; it's + marked as an optional parameter because some assertions only need a single + `actual` parameter (e.g. null check). +- `Size/count` refers to string lengths, number of array elements, etc. Many of Unity's assertions are clear duplications in that the same data type is handled by several assertions. The differences among these are in how failure messages are presented. For instance, a `_HEX` variant of an assertion prints the expected and actual values of that assertion formatted as hexadecimal. - #### TEST_ASSERT_X_MESSAGE Variants _All_ assertions are complemented with a variant that includes a simple string @@ -100,17 +95,18 @@ the reference list below and add a string as the final parameter. _Example:_ -``` +```c TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} ) ``` becomes messageified like thus... -``` +```c TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message ) ``` Notes: + - The `_MESSAGE` variants intentionally do not support `printf` style formatting since many embedded projects don't support or avoid `printf` for various reasons. It is possible to use `sprintf` before the assertion to assemble a complex fail @@ -119,7 +115,6 @@ Notes: a loop) , building up an array of results and then using one of the `_ARRAY` assertions (see below) might be a handy alternative to `sprintf`. - #### TEST_ASSERT_X_ARRAY Variants Unity provides a collection of assertions for arrays containing a variety of @@ -128,22 +123,21 @@ with the `_MESSAGE`variants of Unity's Asserts in that for pretty much any Unity type assertion you can tack on `_ARRAY` and run assertions on an entire block of memory. -``` +```c TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} ) ``` - - `Expected` is an array itself. - - `Size/count` is one or two parameters necessary to establish the number of array - elements and perhaps the length of elements within the array. +- `Expected` is an array itself. +- `Size/count` is one or two parameters necessary to establish the number of array + elements and perhaps the length of elements within the array. Notes: - - The `_MESSAGE` variant convention still applies here to array assertions. The - `_MESSAGE` variants of the `_ARRAY` assertions have names ending with - `_ARRAY_MESSAGE`. - - Assertions for handling arrays of floating point values are grouped with float - and double assertions (see immediately following section). - +- The `_MESSAGE` variant convention still applies here to array assertions. The + `_MESSAGE` variants of the `_ARRAY` assertions have names ending with + `_ARRAY_MESSAGE`. +- Assertions for handling arrays of floating point values are grouped with float + and double assertions (see immediately following section). ### TEST_ASSERT_EACH_EQUAL_X Variants @@ -153,21 +147,20 @@ the Each Equal section below. these are almost on par with the `_MESSAGE` variants of Unity's Asserts in that for pretty much any Unity type assertion you can inject `_EACH_EQUAL` and run assertions on an entire block of memory. -``` +```c TEST_ASSERT_EACH_EQUAL_TYPEX( expected, actual, {size/count} ) ``` - - `Expected` is a single value to compare to. - - `Actual` is an array where each element will be compared to the expected value. - - `Size/count` is one of two parameters necessary to establish the number of array - elements and perhaps the length of elements within the array. +- `Expected` is a single value to compare to. +- `Actual` is an array where each element will be compared to the expected value. +- `Size/count` is one of two parameters necessary to establish the number of array + elements and perhaps the length of elements within the array. Notes: - - The `_MESSAGE` variant convention still applies here to Each Equal assertions. - - Assertions for handling Each Equal of floating point values are grouped with - float and double assertions (see immediately following section). - +- The `_MESSAGE` variant convention still applies here to Each Equal assertions. +- Assertions for handling Each Equal of floating point values are grouped with + float and double assertions (see immediately following section). ### Configuration @@ -179,7 +172,6 @@ or disabled in Unity code. This is useful for embedded targets with no floating point math support (i.e. Unity compiles free of errors for fixed point only platforms). See Unity documentation for specifics. - #### Maximum Data Type Width Is Configurable Not all targets support 64 bit wide types or even 32 bit wide types. Define the @@ -187,14 +179,13 @@ appropriate preprocessor symbols and Unity will omit all operations from compilation that exceed the maximum width of your target. See Unity documentation for specifics. - ## The Assertions in All Their Blessed Glory ### Basic Fail, Pass and Ignore -##### `TEST_FAIL()` +#### `TEST_FAIL()` -##### `TEST_FAIL_MESSAGE("message")` +#### `TEST_FAIL_MESSAGE("message")` This fella is most often used in special conditions where your test code is performing logic beyond a simple assertion. That is, in practice, `TEST_FAIL()` @@ -207,25 +198,25 @@ code then verifies as a final step. - Triggering an exception and verifying it (as in Try / Catch / Throw - see the [CException](https://github.com/ThrowTheSwitch/CException) project). -##### `TEST_PASS()` +#### `TEST_PASS()` -##### `TEST_PASS_MESSAGE("message")` +#### `TEST_PASS_MESSAGE("message")` This will abort the remainder of the test, but count the test as a pass. Under normal circumstances, it is not necessary to include this macro in your tests... a lack of failure will automatically be counted as a `PASS`. It is occasionally useful for tests with `#ifdef`s and such. -##### `TEST_IGNORE()` +#### `TEST_IGNORE()` -##### `TEST_IGNORE_MESSAGE("message")` +#### `TEST_IGNORE_MESSAGE("message")` Marks a test case (i.e. function meant to contain test assertions) as ignored. Usually this is employed as a breadcrumb to come back and implement a test case. An ignored test case has effects if other assertions are in the enclosing test case (see Unity documentation for more). -##### `TEST_MESSAGE(message)` +#### `TEST_MESSAGE(message)` This can be useful for outputting `INFO` messages into the Unity output stream without actually ending the test. Like pass and fail messages, it will be output @@ -233,27 +224,27 @@ with the filename and line number. ### Boolean -##### `TEST_ASSERT (condition)` +#### `TEST_ASSERT (condition)` -##### `TEST_ASSERT_TRUE (condition)` +#### `TEST_ASSERT_TRUE (condition)` -##### `TEST_ASSERT_FALSE (condition)` +#### `TEST_ASSERT_FALSE (condition)` -##### `TEST_ASSERT_UNLESS (condition)` +#### `TEST_ASSERT_UNLESS (condition)` A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of `TEST_ASSERT_UNLESS` aid readability in certain test constructions or conditional statements. -##### `TEST_ASSERT_NULL (pointer)` +#### `TEST_ASSERT_NULL (pointer)` -##### `TEST_ASSERT_NOT_NULL (pointer)` +#### `TEST_ASSERT_NOT_NULL (pointer)` Verify if a pointer is or is not NULL. -##### `TEST_ASSERT_EMPTY (pointer)` +#### `TEST_ASSERT_EMPTY (pointer)` -##### `TEST_ASSERT_NOT_EMPTY (pointer)` +#### `TEST_ASSERT_NOT_EMPTY (pointer)` Verify if the first element dereferenced from a pointer is or is not zero. This is particularly useful for checking for empty (or non-empty) null-terminated @@ -268,26 +259,25 @@ that would break compilation (see Unity documentation for more). Refer to Advanced Asserting later in this document for advice on dealing with other word sizes. -##### `TEST_ASSERT_EQUAL_INT (expected, actual)` +#### `TEST_ASSERT_EQUAL_INT (expected, actual)` -##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)` +#### `TEST_ASSERT_EQUAL_INT8 (expected, actual)` -##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)` +#### `TEST_ASSERT_EQUAL_INT16 (expected, actual)` -##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)` +#### `TEST_ASSERT_EQUAL_INT32 (expected, actual)` -##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)` +#### `TEST_ASSERT_EQUAL_INT64 (expected, actual)` -##### `TEST_ASSERT_EQUAL_UINT (expected, actual)` +#### `TEST_ASSERT_EQUAL_UINT (expected, actual)` -##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)` +#### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)` -##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)` +#### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)` -##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)` - -##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)` +#### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)` +#### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)` ### Unsigned Integers (of all sizes) in Hexadecimal @@ -295,16 +285,15 @@ All `_HEX` assertions are identical in function to unsigned integer assertions but produce failure messages with the `expected` and `actual` values formatted in hexadecimal. Unity output is big endian. -##### `TEST_ASSERT_EQUAL_HEX (expected, actual)` +#### `TEST_ASSERT_EQUAL_HEX (expected, actual)` -##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)` +#### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)` -##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)` +#### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)` -##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)` - -##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)` +#### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)` +#### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)` ### Characters @@ -312,36 +301,30 @@ While you can use the 8-bit integer assertions to compare `char`, another option to use this specialized assertion which will show printable characters as printables, otherwise showing the HEX escape code for the characters. -##### `TEST_ASSERT_EQUAL_CHAR (expected, actual)` - +#### `TEST_ASSERT_EQUAL_CHAR (expected, actual)` ### Masked and Bit-level Assertions Masked and bit-level assertions produce output formatted in hexadecimal. Unity output is big endian. - -##### `TEST_ASSERT_BITS (mask, expected, actual)` +#### `TEST_ASSERT_BITS (mask, expected, actual)` Only compares the masked (i.e. high) bits of `expected` and `actual` parameters. - -##### `TEST_ASSERT_BITS_HIGH (mask, actual)` +#### `TEST_ASSERT_BITS_HIGH (mask, actual)` Asserts the masked bits of the `actual` parameter are high. - -##### `TEST_ASSERT_BITS_LOW (mask, actual)` +#### `TEST_ASSERT_BITS_LOW (mask, actual)` Asserts the masked bits of the `actual` parameter are low. - -##### `TEST_ASSERT_BIT_HIGH (bit, actual)` +#### `TEST_ASSERT_BIT_HIGH (bit, actual)` Asserts the specified bit of the `actual` parameter is high. - -##### `TEST_ASSERT_BIT_LOW (bit, actual)` +#### `TEST_ASSERT_BIT_LOW (bit, actual)` Asserts the specified bit of the `actual` parameter is low. @@ -352,16 +335,15 @@ than `threshold` (exclusive). For example, if the threshold value is 0 for the greater than assertion will fail if it is 0 or less. There are assertions for all the various sizes of ints, as for the equality assertions. Some examples: -##### `TEST_ASSERT_GREATER_THAN_INT8 (threshold, actual)` +#### `TEST_ASSERT_GREATER_THAN_INT8 (threshold, actual)` -##### `TEST_ASSERT_GREATER_OR_EQUAL_INT16 (threshold, actual)` +#### `TEST_ASSERT_GREATER_OR_EQUAL_INT16 (threshold, actual)` -##### `TEST_ASSERT_LESS_THAN_INT32 (threshold, actual)` +#### `TEST_ASSERT_LESS_THAN_INT32 (threshold, actual)` -##### `TEST_ASSERT_LESS_OR_EQUAL_UINT (threshold, actual)` - -##### `TEST_ASSERT_NOT_EQUAL_UINT8 (threshold, actual)` +#### `TEST_ASSERT_LESS_OR_EQUAL_UINT (threshold, actual)` +#### `TEST_ASSERT_NOT_EQUAL_UINT8 (threshold, actual)` ### Integer Ranges (of all sizes) @@ -370,60 +352,57 @@ These assertions verify that the `expected` parameter is within +/- `delta` and the delta is 3 then the assertion will fail for any value outside the range of 7 - 13. -##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)` -##### `TEST_ASSERT_CHAR_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_CHAR_WITHIN (delta, expected, actual)` ### Structs and Strings -##### `TEST_ASSERT_EQUAL_PTR (expected, actual)` +#### `TEST_ASSERT_EQUAL_PTR (expected, actual)` Asserts that the pointers point to the same memory location. - -##### `TEST_ASSERT_EQUAL_STRING (expected, actual)` +#### `TEST_ASSERT_EQUAL_STRING (expected, actual)` Asserts that the null terminated (`'\0'`)strings are identical. If strings are of different lengths or any portion of the strings before their terminators differ, the assertion fails. Two NULL strings (i.e. zero length) are considered equivalent. - -##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)` +#### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)` Asserts that the contents of the memory specified by the `expected` and `actual` pointers is identical. The size of the memory blocks in bytes is specified by the `len` parameter. - ### Arrays `expected` and `actual` parameters are both arrays. `num_elements` specifies the @@ -438,43 +417,43 @@ For array of strings comparison behavior, see comments for Assertions fail upon the first element in the compared arrays found not to match. Failure messages specify the array index of the failed comparison. -##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_CHAR_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_CHAR_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)` -##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)` +#### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)` `len` is the memory in bytes to be compared at each array element. @@ -485,37 +464,37 @@ These assertions verify that the `expected` array parameter is within +/- `delta \[10, 12\] and the delta is 3 then the assertion will fail for any value outside the range of \[7 - 13, 9 - 15\]. -##### `TEST_ASSERT_INT_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_INT_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_INT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_INT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_INT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_INT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_INT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_INT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_INT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_INT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_UINT_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_UINT_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_UINT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_UINT8_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_UINT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_UINT16_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_UINT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_UINT32_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_UINT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_UINT64_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_HEX_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_HEX_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_HEX8_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_HEX8_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_HEX16_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_HEX16_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_HEX32_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_HEX32_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_HEX64_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_HEX64_ARRAY_WITHIN (delta, expected, actual, num_elements)` -##### `TEST_ASSERT_CHAR_ARRAY_WITHIN (delta, expected, actual, num_elements)` +#### `TEST_ASSERT_CHAR_ARRAY_WITHIN (delta, expected, actual, num_elements)` ### Each Equal (Arrays to Single Value) @@ -568,17 +547,15 @@ match. Failure messages specify the array index of the failed comparison. `len` is the memory in bytes to be compared at each array element. - ### Floating Point (If enabled) -##### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)` Asserts that the `actual` value is within +/- `delta` of the `expected` value. The nature of floating point representation is such that exact evaluations of equality are not guaranteed. - -##### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)` +#### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)` Asserts that the ?actual?value is "close enough to be considered equal" to the `expected` value. If you are curious about the details, refer to the Advanced @@ -586,74 +563,63 @@ Asserting section for more details on this. Omitting a user-specified delta in a floating point assertion is both a shorthand convenience and a requirement of code generation conventions for CMock. - -##### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)` See Array assertion section for details. Note that individual array element float comparisons are executed using T?EST_ASSERT_EQUAL_FLOAT?.That is, user specified delta comparison values requires a custom-implemented floating point array assertion. - -##### `TEST_ASSERT_FLOAT_IS_INF (actual)` +#### `TEST_ASSERT_FLOAT_IS_INF (actual)` Asserts that `actual` parameter is equivalent to positive infinity floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)` +#### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)` Asserts that `actual` parameter is equivalent to negative infinity floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_NAN (actual)` +#### `TEST_ASSERT_FLOAT_IS_NAN (actual)` Asserts that `actual` parameter is a Not A Number floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)` +#### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)` Asserts that ?actual?parameter is a floating point representation usable for mathematical operations. That is, the `actual` parameter is neither positive infinity nor negative infinity nor Not A Number floating point representations. - -##### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)` +#### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)` Asserts that `actual` parameter is a value other than positive infinity floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)` +#### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)` Asserts that `actual` parameter is a value other than negative infinity floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)` +#### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)` Asserts that `actual` parameter is a value other than Not A Number floating point representation. - -##### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)` +#### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)` Asserts that `actual` parameter is not usable for mathematical operations. That is, the `actual` parameter is either positive infinity or negative infinity or Not A Number floating point representations. - ### Double (If enabled) -##### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)` +#### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)` Asserts that the `actual` value is within +/- `delta` of the `expected` value. The nature of floating point representation is such that exact evaluations of equality are not guaranteed. - -##### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)` +#### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)` Asserts that the `actual` value is "close enough to be considered equal" to the `expected` value. If you are curious about the details, refer to the Advanced @@ -661,64 +627,54 @@ Asserting section for more details. Omitting a user-specified delta in a floating point assertion is both a shorthand convenience and a requirement of code generation conventions for CMock. - -##### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)` +#### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)` See Array assertion section for details. Note that individual array element double comparisons are executed using `TEST_ASSERT_EQUAL_DOUBLE`.That is, user specified delta comparison values requires a custom implemented double array assertion. - -##### `TEST_ASSERT_DOUBLE_IS_INF (actual)` +#### `TEST_ASSERT_DOUBLE_IS_INF (actual)` Asserts that `actual` parameter is equivalent to positive infinity floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)` Asserts that `actual` parameter is equivalent to negative infinity floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NAN (actual)` Asserts that `actual` parameter is a Not A Number floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)` +#### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)` Asserts that `actual` parameter is a floating point representation usable for mathematical operations. That is, the ?actual?parameter is neither positive infinity nor negative infinity nor Not A Number floating point representations. - -##### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)` Asserts that `actual` parameter is a value other than positive infinity floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)` Asserts that `actual` parameter is a value other than negative infinity floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)` Asserts that `actual` parameter is a value other than Not A Number floating point representation. - -##### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)` +#### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)` Asserts that `actual` parameter is not usable for mathematical operations. That is, the `actual` parameter is either positive infinity or negative infinity or Not A Number floating point representations. - ## Advanced Asserting: Details On Tricky Assertions This section helps you understand how to deal with some of the trickier @@ -727,7 +683,6 @@ the under-the-hood details of Unity's assertion mechanisms. If you're one of those people who likes to know what is going on in the background, read on. If not, feel free to ignore the rest of this document until you need it. - ### How do the EQUAL assertions work for FLOAT and DOUBLE? As you may know, directly checking for equality between a pair of floats or a @@ -768,7 +723,6 @@ assertions less strict, you can change these multipliers to whatever you like by defining UNITY_FLOAT_PRECISION and UNITY_DOUBLE_PRECISION. See Unity documentation for more. - ### How do we deal with targets with non-standard int sizes? It's "fun" that C is a standard where something as fundamental as an integer @@ -827,5 +781,4 @@ operations, particularly `TEST_ASSERT_INT_WITHIN`.Such assertions might wrap your `int` in the wrong place, and you could experience false failures. You can always back down to a simple `TEST_ASSERT` and do the operations yourself. - *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* diff --git a/docs/UnityConfigurationGuide.md b/docs/UnityConfigurationGuide.md index b4386d9..e2e3d8e 100644 --- a/docs/UnityConfigurationGuide.md +++ b/docs/UnityConfigurationGuide.md @@ -22,7 +22,6 @@ 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 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 @@ -58,8 +57,7 @@ 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` +#### `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 use to @@ -70,18 +68,19 @@ That way, Unity will know to skip the inclusion of this file and you won't be left with a compiler error. _Example:_ + ```C #define UNITY_EXCLUDE_STDINT_H ``` - -##### `UNITY_EXCLUDE_LIMITS_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:_ + ```C #define UNITY_EXCLUDE_LIMITS_H ``` @@ -91,19 +90,18 @@ 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` +#### `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:_ + ```C #define UNITY_INT_WIDTH 16 ``` - -##### `UNITY_LONG_WIDTH` +#### `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 @@ -112,12 +110,12 @@ of 64-bit support your system can handle. Does it need to specify a `long` or a ignored. _Example:_ + ```C #define UNITY_LONG_WIDTH 16 ``` - -##### `UNITY_POINTER_WIDTH` +#### `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 @@ -129,6 +127,7 @@ width of 23-bit), choose the next power of two (in this case 32-bit). _Supported values:_ 16, 32 and 64 _Example:_ + ```C // Choose on of these #defines to set your pointer width (if not autodetected) //#define UNITY_POINTER_WIDTH 16 @@ -136,8 +135,7 @@ _Example:_ #define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit ``` - -##### `UNITY_SUPPORT_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 @@ -146,11 +144,11 @@ 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:_ + ```C #define UNITY_SUPPORT_64 ``` - ### Floating Point Types In the embedded world, it's not uncommon for targets to have no support for @@ -160,14 +158,13 @@ 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_INCLUDE_FLOAT` +#### `UNITY_EXCLUDE_FLOAT` -##### `UNITY_EXCLUDE_FLOAT` +#### `UNITY_INCLUDE_DOUBLE` -##### `UNITY_INCLUDE_DOUBLE` - -##### `UNITY_EXCLUDE_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 @@ -176,14 +173,14 @@ suits your needs. For features that are enabled, the following floating point options also become available. _Example:_ + ```C //what manner of strange processor is this? #define UNITY_EXCLUDE_FLOAT #define UNITY_INCLUDE_DOUBLE ``` - -##### `UNITY_EXCLUDE_FLOAT_PRINT` +#### `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 @@ -196,24 +193,24 @@ can use this define to instead respond to a failed assertion with a message like point assertions, use these options to give more explicit failure messages. _Example:_ + ```C #define UNITY_EXCLUDE_FLOAT_PRINT ``` - -##### `UNITY_FLOAT_TYPE` +#### `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:_ + ```C #define UNITY_FLOAT_TYPE float16_t ``` - -##### `UNITY_DOUBLE_TYPE` +#### `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 @@ -222,14 +219,14 @@ could enable gargantuan floating point types on your 64-bit processor instead of the standard `double`. _Example:_ + ```C #define UNITY_DOUBLE_TYPE long double ``` +#### `UNITY_FLOAT_PRECISION` -##### `UNITY_FLOAT_PRECISION` - -##### `UNITY_DOUBLE_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 @@ -243,14 +240,14 @@ For further details on how this works, see the appendix of the Unity Assertion Guide. _Example:_ + ```C #define UNITY_FLOAT_PRECISION 0.001f ``` - ### Miscellaneous -##### `UNITY_EXCLUDE_STDDEF_H` +#### `UNITY_EXCLUDE_STDDEF_H` Unity uses the `NULL` macro, which defines the value of a null pointer constant, defined in `stddef.h` by default. If you want to provide @@ -258,11 +255,11 @@ your own macro for this, you should exclude the `stddef.h` header file by adding define to your configuration. _Example:_ + ```C #define UNITY_EXCLUDE_STDDEF_H ``` - #### `UNITY_INCLUDE_PRINT_FORMATTED` Unity provides a simple (and very basic) printf-like string output implementation, @@ -282,6 +279,7 @@ which is able to print a string modified by the following format string modifier - __%%__ - The "%" symbol (escaped) _Example:_ + ```C #define UNITY_INCLUDE_PRINT_FORMATTED @@ -300,7 +298,6 @@ TEST_PRINTF("\n"); TEST_PRINTF("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345); ``` - ### Toolset Customization In addition to the options listed above, there are a number of other options @@ -310,14 +307,13 @@ certain platforms, particularly those running in simulators, may need to jump through extra hoops to run properly. These macros will help in those situations. +#### `UNITY_OUTPUT_CHAR(a)` -##### `UNITY_OUTPUT_CHAR(a)` +#### `UNITY_OUTPUT_FLUSH()` -##### `UNITY_OUTPUT_FLUSH()` +#### `UNITY_OUTPUT_START()` -##### `UNITY_OUTPUT_START()` - -##### `UNITY_OUTPUT_COMPLETE()` +#### `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 @@ -333,6 +329,7 @@ _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: + ```C #include "RS232_header.h" ... @@ -346,44 +343,43 @@ _Note:_ `UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required. +#### `UNITY_OUTPUT_FOR_ECLIPSE` -##### `UNITY_OUTPUT_FOR_ECLIPSE` +#### `UNITY_OUTPUT_FOR_IAR_WORKBENCH` -##### `UNITY_OUTPUT_FOR_IAR_WORKBENCH` - -##### `UNITY_OUTPUT_FOR_QT_CREATOR` +#### `UNITY_OUTPUT_FOR_QT_CREATOR` When managing your own builds, it is often handy to have messages output in a format which is recognized by your IDE. These are some standard formats which can be supported. If you're using Ceedling to manage your builds, it is better to stick with the standard format (leaving these all undefined) and allow Ceedling to use its own decorators. - -##### `UNITY_PTR_ATTRIBUTE` +#### `UNITY_PTR_ATTRIBUTE` Some compilers require a custom attribute to be assigned to pointers, like `near` or `far`. In these cases, you can give Unity a safe default for these by defining this option with the attribute you would like. _Example:_ + ```C #define UNITY_PTR_ATTRIBUTE __attribute__((far)) #define UNITY_PTR_ATTRIBUTE near ``` -##### `UNITY_PRINT_EOL` +#### `UNITY_PRINT_EOL` By default, Unity outputs \n at the end of each line of output. This is easy to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR system. Feel free to override this and to make it whatever you wish. _Example:_ + ```C #define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n'); } ``` - -##### `UNITY_EXCLUDE_DETAILS` +#### `UNITY_EXCLUDE_DETAILS` This is an option for if you absolutely must squeeze every byte of memory out of your system. Unity stores a set of internal scratchpads which are used to pass @@ -392,11 +388,12 @@ report which function or argument flagged an error. If you're not using CMock an you're not using these details for other things, then you can exclude them. _Example:_ + ```C #define UNITY_EXCLUDE_DETAILS ``` -##### `UNITY_PRINT_TEST_CONTEXT` +#### `UNITY_PRINT_TEST_CONTEXT` This option allows you to specify your own function to print additional context as part of the error message when a test has failed. It can be useful if you @@ -404,6 +401,7 @@ want to output some specific information about the state of the test at the poin of failure, and `UNITY_SET_DETAILS` isn't flexible enough for your needs. _Example:_ + ```C #define UNITY_PRINT_TEST_CONTEXT PrintIterationCount @@ -415,7 +413,7 @@ void PrintIterationCount(void) } ``` -##### `UNITY_EXCLUDE_SETJMP` +#### `UNITY_EXCLUDE_SETJMP` If your embedded system doesn't support the standard library setjmp, you can exclude Unity's reliance on this by using this define. This dropped dependence @@ -425,23 +423,28 @@ compiler doesn't support setjmp, you wouldn't have had the memory space for thos things anyway, though... so this option exists for those situations. _Example:_ + ```C #define UNITY_EXCLUDE_SETJMP ``` -##### `UNITY_OUTPUT_COLOR` +#### `UNITY_OUTPUT_COLOR` If you want to add color using ANSI escape codes you can use this define. _Example:_ + ```C #define UNITY_OUTPUT_COLOR ``` -##### `UNITY_SHORTHAND_AS_INT` -##### `UNITY_SHORTHAND_AS_MEM` -##### `UNITY_SHORTHAND_AS_RAW` -##### `UNITY_SHORTHAND_AS_NONE` +#### `UNITY_SHORTHAND_AS_INT` + +#### `UNITY_SHORTHAND_AS_MEM` + +#### `UNITY_SHORTHAND_AS_RAW` + +#### `UNITY_SHORTHAND_AS_NONE` These options give you control of the `TEST_ASSERT_EQUAL` and the `TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the @@ -450,15 +453,15 @@ comparison using `!=`. This assymetry was confusing, but there was much disagreement as to how best to treat this pair of assertions. These four options will allow you to specify how Unity will treat these assertions. - - AS INT - the values will be cast to integers and directly compared. Arguments - that don't cast easily to integers will cause compiler errors. - - AS MEM - the address of both values will be taken and the entire object's - memory footprint will be compared byte by byte. Directly placing - constant numbers like `456` as expected values will cause errors. - - AS_RAW - Unity assumes that you can compare the two values using `==` and `!=` - and will do so. No details are given about mismatches, because it - doesn't really know what type it's dealing with. - - AS_NONE - Unity will disallow the use of these shorthand macros altogether, +- AS INT - the values will be cast to integers and directly compared. Arguments + that don't cast easily to integers will cause compiler errors. +- AS MEM - the address of both values will be taken and the entire object's + memory footprint will be compared byte by byte. Directly placing + constant numbers like `456` as expected values will cause errors. +- AS_RAW - Unity assumes that you can compare the two values using `==` and `!=` + and will do so. No details are given about mismatches, because it + doesn't really know what type it's dealing with. +- AS_NONE - Unity will disallow the use of these shorthand macros altogether, insisting that developers choose a more descriptive option. #### `UNITY_SUPPORT_VARIADIC_MACROS` @@ -482,8 +485,7 @@ require special help. This special help will usually reside in one of two places: the `main()` function or the `RUN_TEST` macro. Let's look at how these work. - -##### `main()` +### `main()` Each test module is compiled and run on its own, separate from the other test files in your project. Each test file, therefore, has a `main` function. This @@ -515,8 +517,7 @@ after all the test cases have completed. This allows you to do any needed system-wide setup or teardown that might be required for your special circumstances. - -##### `RUN_TEST` +#### `RUN_TEST` The `RUN_TEST` macro is called with each test case function. Its job is to perform whatever setup and teardown is necessary for executing a single test @@ -552,12 +553,10 @@ each result set. Again, you could do this by adding lines to this macro. Updates to this macro are for the occasions when you need an action before or after every single test case throughout your entire suite of tests. - ## Happy Porting The defines and macros in this guide should help you port Unity to just about any C target we can imagine. If you run into a snag or two, don't be afraid of asking for help on the forums. We love a good challenge! - *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* diff --git a/docs/UnityGettingStartedGuide.md b/docs/UnityGettingStartedGuide.md index a0fb035..85f8d4d 100644 --- a/docs/UnityGettingStartedGuide.md +++ b/docs/UnityGettingStartedGuide.md @@ -17,7 +17,6 @@ rules. Unity has been used with many compilers, including GCC, IAR, Clang, Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to work with a new target. - ### Overview of the Documents #### Unity Assertions reference @@ -26,21 +25,18 @@ This document will guide you through all the assertion options provided by Unity. This is going to be your unit testing bread and butter. You'll spend more time with assertions than any other part of Unity. - #### Unity Assertions Cheat Sheet This document contains an abridged summary of the assertions described in the previous document. It's perfect for printing and referencing while you familiarize yourself with Unity's options. - #### Unity Configuration Guide This document is the one to reference when you are going to use Unity with a new target or compiler. It'll guide you through the configuration options and will help you customize your testing experience to meet your needs. - #### Unity Helper Scripts This document describes the helper scripts that are available for simplifying @@ -49,7 +45,6 @@ included in the auto directory of your Unity installation. Neither Ruby nor these scripts are necessary for using Unity. They are provided as a convenience for those who wish to use them. - #### Unity License What's an open source project without a license file? This brief document @@ -57,7 +52,6 @@ describes the terms you're agreeing to when you use this software. Basically, we want it to be useful to you in whatever context you want to use it, but please don't blame us if you run into problems. - ### Overview of the Folders If you have obtained Unity through Github or something similar, you might be @@ -82,7 +76,6 @@ everything is configured properly. - `auto` - Here you will find helpful Ruby scripts for simplifying your test workflow. They are purely optional and are not required to make use of Unity. - ## How to Create A Test File Test files are C files. Most often you will create a single test file for each C @@ -156,21 +149,27 @@ For that sort of thing, you're going to want to look at the configuration guide. This should be enough to get you going, though. ### Running Test Functions + When writing your own `main()` functions, for a test-runner. There are two ways to execute the test. The classic variant + ``` c RUN_TEST(func, linenum) ``` + or its simpler replacement that starts at the beginning of the function. + ``` c RUN_TEST(func) ``` + These macros perform the necessary setup before the test is called and -handles cleanup and result tabulation afterwards. +handles clean-up and result tabulation afterwards. ### Ignoring Test Functions + There are times when a test is incomplete or not valid for some reason. At these times, TEST_IGNORE can be called. Control will immediately be returned to the caller of the test, and no failures will be returned. @@ -182,25 +181,31 @@ TEST_IGNORE() Ignore this test and return immediately -``` c +```c TEST_IGNORE_MESSAGE (message) ``` Ignore this test and return immediately. Output a message stating why the test was ignored. ### Aborting Tests + There are times when a test will contain an infinite loop on error conditions, or there may be reason to escape from the test early without executing the rest of the test. A pair of macros support this functionality in Unity. The first `TEST_PROTECT` sets up the feature, and handles emergency abort cases. `TEST_ABORT` can then be used at any time within the tests to return to the last `TEST_PROTECT` call. +```c TEST_PROTECT() +``` Setup and Catch macro +```c TEST_ABORT() +``` Abort Test macro Example: +```c main() { if (TEST_PROTECT()) @@ -208,11 +213,10 @@ Example: MyTest(); } } +``` If MyTest calls `TEST_ABORT`, program control will immediately return to `TEST_PROTECT` with a return value of zero. - - ## How to Build and Run A Test File This is the single biggest challenge to picking up a new unit testing framework, @@ -225,6 +229,7 @@ You have two really good options for toolchains. Depending on where you're coming from, it might surprise you that neither of these options is running the unit tests on your hardware. There are many reasons for this, but here's a short version: + - On hardware, you have too many constraints (processing power, memory, etc), - On hardware, you don't have complete control over all registers, - On hardware, unit testing is more challenging, @@ -247,5 +252,4 @@ This flexibility of separating tests into individual executables allows us to much more thoroughly unit test our system and it keeps all the test code out of our final release! - *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* diff --git a/docs/UnityHelperScriptsGuide.md b/docs/UnityHelperScriptsGuide.md index 0c173e6..a95e9ef 100644 --- a/docs/UnityHelperScriptsGuide.md +++ b/docs/UnityHelperScriptsGuide.md @@ -8,7 +8,6 @@ easier. They are completely optional. If you choose to use them, you'll need a copy of Ruby, of course. Just install whatever the latest version is, and it is likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/). - ### `generate_test_runner.rb` Are you tired of creating your own `main` function in your test file? Do you @@ -114,21 +113,19 @@ test_files.each do |f| end ``` -#### Options accepted by generate_test_runner.rb: +#### Options accepted by generate_test_runner.rb The following options are available when executing `generate_test_runner`. You may pass these as a Ruby hash directly or specify them in a YAML file, both of which are described above. In the `examples` directory, Example 3's Rakefile demonstrates using a Ruby hash. - ##### `:includes` This option specifies an array of file names to be `#include`'d at the top of your runner C file. You might use it to reference custom types or anything else universally needed in your generated runners. - ##### `:suite_setup` Define this option with C code to be executed _before any_ test cases are run. @@ -138,7 +135,6 @@ option unset and instead provide a `void suiteSetUp(void)` function in your test suite. The linker will look for this symbol and fall back to a Unity-provided stub if it is not found. - ##### `:suite_teardown` Define this option with C code to be executed _after all_ test cases have @@ -151,7 +147,6 @@ option unset and instead provide a `int suiteTearDown(int num_failures)` function in your test suite. The linker will look for this symbol and fall back to a Unity-provided stub if it is not found. - ##### `:enforce_strict_ordering` This option should be defined if you have the strict order feature enabled in @@ -159,7 +154,6 @@ CMock (see CMock documentation). This generates extra variables required for everything to run smoothly. If you provide the same YAML to the generator as used in CMock's configuration, you've already configured the generator properly. - ##### `:externc` This option should be defined if you are mixing C and CPP and want your test @@ -206,7 +200,6 @@ This option specifies the pattern for matching acceptable source file extensions By default it will accept cpp, cc, C, c, and ino files. If you need a different combination of files to search, update this from the default `'(?:cpp|cc|ino|C|c)'`. - ### `unity_test_summary.rb` A Unity test file contains one or more test case functions. Each test case can @@ -274,5 +267,4 @@ OVERALL UNITY TEST SUMMARY How convenient is that? - *Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)* diff --git a/extras/fixture/readme.md b/extras/fixture/readme.md index 2e0c2f0..d36e46e 100644 --- a/extras/fixture/readme.md +++ b/extras/fixture/readme.md @@ -1,7 +1,7 @@ # Unity Fixtures This Framework is an optional add-on to Unity. By including unity_framework.h in place of unity.h, -you may now work with Unity in a manner similar to CppUTest. This framework adds the concepts of +you may now work with Unity in a manner similar to CppUTest. This framework adds the concepts of test groups and gives finer control of your tests over the command line. This framework is primarily supplied for those working through James Grenning's book on Embedded @@ -9,14 +9,14 @@ Test Driven Development, or those coming to Unity from CppUTest. We should note framework glosses over some of the features of Unity, and makes it more difficult to integrate with other testing tools like Ceedling and CMock. -# Dependency Notification +## Dependency Notification Fixtures, by default, uses the Memory addon as well. This is to make it simple for those trying to -follow along with James' book. Using them together is completely optional. You may choose to use +follow along with James' book. Using them together is completely optional. You may choose to use Fixtures without Memory handling by defining `UNITY_FIXTURE_NO_EXTRAS`. It will then stop automatically pulling in extras and leave you to do it as desired. -# Usage information +## Usage information By default the test executables produced by Unity Fixtures run all tests once, but the behavior can be configured with command-line flags. Run the test executable with the `--help` flag for more diff --git a/extras/memory/readme.md b/extras/memory/readme.md index 3776982..0c56d41 100644 --- a/extras/memory/readme.md +++ b/extras/memory/readme.md @@ -1,49 +1,49 @@ # Unity Memory This Framework is an optional add-on to Unity. By including unity.h and then -unity_memory.h, you have the added ability to track malloc and free calls. This +unity_memory.h, you have the added ability to track malloc and free calls. This addon requires that the stdlib functions be overridden by its own defines. These defines will still malloc / realloc / free etc, but will also track the calls in order to ensure that you don't have any memory leaks in your programs. Note that this is only useful in situations where a unit is in charge of both -the allocation and deallocation of memory. When it is not symmetric, unit testing +the allocation and deallocation of memory. When it is not symmetric, unit testing can report a number of false failures. A more advanced runtime tool is required to track complete system memory handling. -# Module API +## Module API -## `UnityMalloc_StartTest` and `UnityMalloc_EndTest` +### `UnityMalloc_StartTest` and `UnityMalloc_EndTest` These must be called at the beginning and end of each test. For simplicity, they can be added to `setUp` and `tearDown` in order to do their job. When using the test runner generator scripts, these will be automatically added to the runner whenever unity_memory.h is included. -## `UnityMalloc_MakeMallocFailAfterCount` +### `UnityMalloc_MakeMallocFailAfterCount` This can be called from the tests themselves. Passing this function a number will force the reference counter to start keeping track of malloc calls. During that test, -if the number of malloc calls exceeds the number given, malloc will immediately -start returning `NULL`. This allows you to test error conditions. Think of it as a +if the number of malloc calls exceeds the number given, malloc will immediately +start returning `NULL`. This allows you to test error conditions. Think of it as a simplified mock. -# Configuration +## Configuration -## `UNITY_MALLOC` and `UNITY_FREE` +### `UNITY_MALLOC` and `UNITY_FREE` -By default, this module tries to use the real stdlib `malloc` and `free` internally. -If you would prefer it to use something else, like FreeRTOS's `pvPortMalloc` and +By default, this module tries to use the real stdlib `malloc` and `free` internally. +If you would prefer it to use something else, like FreeRTOS's `pvPortMalloc` and `pvPortFree`, then you can use these defines to make it so. -## `UNITY_EXCLUDE_STDLIB_MALLOC` +### `UNITY_EXCLUDE_STDLIB_MALLOC` If you would like this library to ignore stdlib or other heap engines completely, and manage the memory on its own, then define this. All memory will be handled internally (and at likely lower overhead). Note that this is not a very featureful memory manager, but is sufficient for most testing purposes. -## `UNITY_INTERNAL_HEAP_SIZE_BYTES` +### `UNITY_INTERNAL_HEAP_SIZE_BYTES` When using the built-in memory manager (see `UNITY_EXCLUDE_STDLIB_MALLOC`) this define allows you to set the heap size this library will use to manage the memory.