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- Added options for how to handle TEST_ASSERT_EQUAL shorthand
- Tweak a couple style problems with Ruby scripts.
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@@ -420,12 +420,34 @@ _Example:_
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##### `UNITY_OUTPUT_COLOR`
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If you want to add color using ANSI escape codes you can use this define.
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t
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_Example:_
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```C
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#define UNITY_OUTPUT_COLOR
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```
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##### `UNITY_SHORTHAND_AS_INT`
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##### `UNITY_SHORTHAND_AS_MEM`
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##### `UNITY_SHORTHAND_AS_RAW`
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##### `UNITY_SHORTHAND_AS_NONE`
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These options give you control of the `TEST_ASSERT_EQUAL` and the
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`TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the
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former as an alias for an integer comparison. It treated the latter as a direct
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comparison using `!=`. This assymetry was confusing, but there was much
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disagreement as to how best to treat this pair of assertions. These four options
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will allow you to specify how Unity will treat these assertions.
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- AS INT - the values will be cast to integers and directly compared. Arguments
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that don't cast easily to integers will cause compiler errors.
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- AS MEM - the address of both values will be taken and the entire object's
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memory footprint will be compared byte by byte. Directly placing
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constant numbers like `456` as expected values will cause errors.
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- AS_RAW - Unity assumes that you can compare the two values using `==` and `!=`
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and will do so. No details are given about mismatches, because it
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doesn't really know what type it's dealing with.
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- AS_NONE - Unity will disallow the use of these shorthand macros altogether,
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insisting that developers choose a more descriptive option.
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## Getting Into The Guts
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