UnityAssertionsReference.md 23.6 KB
Newer Older
T
toby 已提交
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486
# Unity Assertions Reference
## Background and Overview
### Super Condensed Version
- An assertion establishes truth (i.e. boolean True) for a single condition. 
Upon boolean False, an assertion stops execution and reports the failure.
- Unity is mainly a rich collection of assertions and the support to gather up 
and easily execute those assertions.
- The structure of Unity allows you to easily separate test assertions from 
source code in, well, test code.
- Unity's assertions:
- Come in many, many flavors to handle different C types and assertion cases. 
- Use context to provide detailed and helpful failure messages.
- 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 
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 
thing equal to that thing? Does that code doohickey have such-and-such property 
or not? You get the idea. Assertions are executable code (to appreciate the big 
picture on this read up on the difference between 
[link:Dynamic Verification and Static Analysis]). A failing assertion stops 
execution and reports an error through some appropriate I/O channel (e.g. 
stdout, GUI, file, blinky light).

Fundamentally, for dynamic verification all you need is a single assertion 
mechanism. In fact, that's what the [assert() macro in C's standard library](http://en.wikipedia.org/en/wiki/Assert.h) 
is for. So why not just use it? Well, we can do far better in the reporting 
department. C's `assert()` is pretty dumb as-is and is particularly poor for 
handling common data types like arrays, structs, etc. And, without some other 
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 
assertion is even more valuable. For instance, if you know you're comparing bit 
flags and not just integers, then why not use that context to give explicit, 
readable, bit-level feedback when an assertion fails?

That's what Unity's collection of assertions do - capture context to give you 
helpful, meaningful assertion failure messages. In fact, the assertions 
themselves also serve as executable documentation about types and values in your 
source code. So long as your tests remain current with your source and all those 
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:
    
    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.

Many of Unity's assertions are apparent 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 
message as a final parameter. The string you specify is appended to an assertion 
failure message in Unity output.

For brevity, the assertion variants with a message parameter are not listed 
below. Just tack on `_MESSAGE` as the final component to any assertion name in 
the reference list below and add a string as the final parameter.

_Example:_

    TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
 
becomes messageified like thus...

    TEST_ASSERT_X_MESSAGE( {modifiers}, {expected}, actual, {size/count}, message )

#### TEST_ASSERT_X_ARRAY Variants
Unity provides a collection of assertions for arrays containing a variety of 
types. These are documented in the Array 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 tack on `_ARRAY` and run assertions on an entire block of 
memory.

    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.

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).

### Configuration
#### Floating Point Support Is Optional
Support for floating point types is configurable. That is, by defining the 
appropriate preprocessor symbols, floats and doubles can be individually enabled 
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 
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 and Ignore

##### `TEST_FAIL()`
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()` 
will always be found inside a conditional code block.

_Examples:_
- Executing a state machine multiple times that increments a counter your test 
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_IGNORE()`
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).

### Boolean
##### `TEST_ASSERT (condition)`
##### `TEST_ASSERT_TRUE (condition)`
##### `TEST_ASSERT_FALSE (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_NOT_NULL (pointer)`


### Signed and Unsigned Integers (of all sizes)
Large integer sizes can be disabled for build targets that do not support them. 
For example, if your target only supports up to 16 bit types, by defining the 
appropriate symbols Unity can be configured to omit 32 and 64 bit operations 
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_INT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)`
##### `TEST_ASSERT_EQUAL (expected, actual)`
##### `TEST_ASSERT_NOT_EQUAL (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)`

### Unsigned Integers (of all sizes) in Hexadecimal
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_HEX8 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)`
##### `TEST_ASSERT_EQUAL_HEX64 (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)`
Only compares the masked (i.e. high) bits of `expected` and `actual` parameters. 

##### `TEST_ASSERT_BITS_HIGH (mask, actual)`
Asserts the masked bits of the `actual` parameter are high.

##### `TEST_ASSERT_BITS_LOW (mask, actual)`
Asserts the masked bits of the `actual` parameter are low.
 
##### `TEST_ASSERT_BIT_HIGH (bit, actual)`
Asserts the specified bit of the `actual` parameter is high.
 
##### `TEST_ASSERT_BIT_LOW (bit, actual)`
Asserts the specified bit of the `actual` parameter is low.

### Integer Ranges (of all sizes)
These assertions verify that the `expected` parameter is within +/- `delta` 
(inclusive) of the `actual` parameter. For example, if the expected value is 10 
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_INT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)`
##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)`

### Structs and Strings
##### `TEST_ASSERT_EQUAL_PTR (expected, actual)`
Asserts that the pointers point to the same memory location.

##### `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)`
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 
number of elements in the arrays to compare.

`_HEX` assertions produce failure messages with expected and actual array 
contents formatted in hexadecimal.

For array of strings comparison behavior, see comments for 
`TEST_ASSERT_EQUAL_STRING` in the preceding section.

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_INT8_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_INT64_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_UINT16_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_HEX_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_HEX32_ARRAY (expected, actual, num_elements)`
##### `TEST_ASSERT_EQUAL_HEX64_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_MEMORY_ARRAY (expected, actual, len, num_elements)`
`len` is the memory in bytes to be compared at each array element.

### Floating Point (If enabled)
##### `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)`
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 
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)`
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)`
Asserts that `actual` parameter is equivalent to positive infinity floating 
point representation.

##### `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)`
Asserts that `actual` parameter is a Not A Number floating point representation.

##### `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)`
Asserts that `actual` parameter is a value other than positive infinity floating 
point representation.

##### `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)`
Asserts that `actual` parameter is a value other than Not A Number floating 
point representation.

##### `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)`
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)`
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 
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)`
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 custom­implemented double array 
assertion.

##### `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)`
Asserts that `actual` parameter is equivalent to negative infinity floating point 
representation.

##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)`
Asserts that `actual` parameter is a Not A Number floating point representation.

##### `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)`
Asserts that `actual` parameter is a value other than positive infinity floating 
point representation.

##### `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)`
Asserts that `actual` parameter is a value other than Not A Number floating 
point representation.

##### `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 
assertion situations you may run into. It will give you a glimpse into some of 
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 
pair of doubles is sloppy at best and an outright no-no at worst. Floating point 
values can often be represented in multiple ways, particularly after a series of 
operations on a value. Initializing a variable to the value of 2.0 is likely to 
result in a floating point representation of 2 x 20,but a series of 
mathematical operations might result in a representation of 8 x 2-2 
that also evaluates to a value of 2. At some point repeated operations cause 
equality checks to fail. 

So Unity doesn't do direct floating point comparisons for equality. Instead, it 
checks if two floating point values are "really close." If you leave Unity 
running with defaults, "really close" means "within a significant bit or two." 
Under the hood, `TEST_ASSERT_EQUAL_FLOAT` is really `TEST_ASSERT_FLOAT_WITHIN` 
with the `delta` parameter calculated on the fly. For single precision, delta is 
the expected value multiplied by 0.00001, producing a very small proportional 
range around the expected value.

If you are expecting a value of 20,000.0 the delta is calculated to be 0.2. So 
any value between 19,999.8 and 20,000.2 will satisfy the equality check. This 
works out to be roughly a single bit of range for a single-precision number, and 
that's just about as tight a tolerance as you can reasonably get from a floating 
point value.

So what happens when it's zero? Zero - even more than other floating point 
values - can be represented many different ways. It doesn't matter if you have 
0 x 20or 0 x 263.It's still zero, right? Luckily, if you 
subtract these values from each other, they will always produce a difference of 
zero, which will still fall between 0 plus or minus a delta of 0. So it still 
works!

Double precision floating point numbers use a much smaller multiplier, again 
approximating a single bit of error.

If you don't like these ranges and you want to make your floating point equality 
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 
varies by target. According to the C standard, an `int` is to be the target's 
natural register size, and it should be at least 16-bits and a multiple of a 
byte. It also guarantees an order of sizes:  

```C
char <= short <= int <= long <= long long
```

Most often, `int` is 32-bits. In many cases in the embedded world, `int` is 
16-bits. There are rare microcontrollers out there that have 24-bit integers, 
and this remains perfectly standard C.

To make things even more interesting, there are compilers and targets out there 
that have a hard choice to make. What if their natural register size is 10-bits 
or 12-bits? Clearly they can't fulfill _both_ the requirement to be at least 
16-bits AND the requirement to match the natural register size. In these 
situations, they often choose the natural register size, leaving us with 
something like this:

```C
char (8 bit) <= short (12 bit) <= int (12 bit) <= long (16 bit)
```

Um... yikes. It's obviously breaking a rule or two... but they had to break SOME 
rules, so they made a choice.

When the C99 standard rolled around, it introduced alternate standard-size types. 
It also introduced macros for pulling in MIN/MAX values for your integer types. 
It's glorious! Unfortunately, many embedded compilers can't be relied upon to 
use the C99 types (Sometimes because they have weird register sizes as described 
above. Sometimes because they don't feel like it?).

A goal of Unity from the beginning was to support every combination of 
microcontroller or microprocessor and C compiler. Over time, we've gotten really 
close to this. There are a few tricks that you should be aware of, though, if 
you're going to do this effectively on some of these more idiosyncratic targets.

First, when setting up Unity for a new target, you're going to want to pay 
special attention to the macros for automatically detecting types 
(where available) or manually configuring them yourself. You can get information 
on both of these in Unity's documentation.

What about the times where you suddenly need to deal with something odd, like a 
24-bit `int`? The simplest solution is to use the next size up. If you have a 
24-bit `int`, configure Unity to use 32-bit integers. If you have a 12-bit 
`int`, configure Unity to use 16 bits. There are two ways this is going to 
affect you:

1. When Unity displays errors for you, it's going to pad the upper unused bits 
with zeros.
2. You're going to have to be careful of assertions that perform signed 
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.