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