UnityAssertionsReference.md 26.3 KB
Newer Older
T
toby 已提交
1
# Unity Assertions Reference
2

T
toby 已提交
3
## Background and Overview
4

T
toby 已提交
5
### Super Condensed Version
6 7

- An assertion establishes truth (i.e. boolean True) for a single condition.
T
toby 已提交
8
Upon boolean False, an assertion stops execution and reports the failure.
9
- Unity is mainly a rich collection of assertions and the support to gather up
T
toby 已提交
10
and easily execute those assertions.
11
- The structure of Unity allows you to easily separate test assertions from
T
toby 已提交
12 13
source code in, well, test code.
- Unity's assertions:
14
- Come in many, many flavors to handle different C types and assertion cases.
T
toby 已提交
15
- Use context to provide detailed and helpful failure messages.
16
- Document types, expected values, and basic behavior in your source code for
T
toby 已提交
17 18
free.

19

T
toby 已提交
20
### Unity Is Several Things But Mainly It's Assertions
21 22 23 24

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
T
toby 已提交
25 26
test code separate from your source code.

27

T
toby 已提交
28
### What's an Assertion?
29 30 31 32 33 34 35

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.
T
toby 已提交
36 37
stdout, GUI, file, blinky light).

38 39 40 41 42 43 44
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
T
toby 已提交
45 46
code in the way Unity facilitates.

47

T
toby 已提交
48
### Unity's Assertions: Helpful Messages _and_ Free Source Code Documentation
49 50 51 52

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,
T
toby 已提交
53 54
readable, bit-level feedback when an assertion fails?

55 56 57 58 59 60
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
T
toby 已提交
61 62
to be well designed code.

63

T
toby 已提交
64
## Assertion Conventions and Configurations
65

T
toby 已提交
66
### Naming and Parameter Conventions
67

T
toby 已提交
68
The convention of assertion parameters generally follows this order:
69

T
toby 已提交
70 71
    TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )

72
The very simplest assertion possible uses only a single "actual" parameter (e.g.
T
toby 已提交
73 74
a simple null check).

75
"Actual" is the value being tested and unlike the other parameters in an
T
toby 已提交
76 77
assertion construction is the only parameter present in all assertion variants.
"Modifiers" are masks, ranges, bit flag specifiers, floating point deltas.
78 79
"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
T
toby 已提交
80 81 82
"actual" parameter (e.g. null check).
"Size/count" refers to string lengths, number of array elements, etc.

83 84 85
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
T
toby 已提交
86 87
the expected and actual values of that assertion formatted as hexadecimal.

88

T
toby 已提交
89
#### TEST_ASSERT_X_MESSAGE Variants
90 91 92

_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
T
toby 已提交
93 94
failure message in Unity output.

95 96
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
T
toby 已提交
97 98 99 100 101
the reference list below and add a string as the final parameter.

_Example:_

    TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
102

T
toby 已提交
103 104 105 106
becomes messageified like thus...

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

107

T
toby 已提交
108
#### TEST_ASSERT_X_ARRAY Variants
109 110 111 112 113

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
T
toby 已提交
114 115 116 117 118
memory.

    TEST_ASSERT_EQUAL_TYPEX_ARRAY( expected, actual, {size/count} )

"Expected" is an array itself.
119
"Size/count" is one or two parameters necessary to establish the number of array
T
toby 已提交
120 121
elements and perhaps the length of elements within the array.

122 123 124
Notes:
- The `_MESSAGE` variant convention still applies here to array assertions. The
`_MESSAGE` variants of the `_ARRAY` assertions have names ending with
T
toby 已提交
125
`_ARRAY_MESSAGE`.
126
- Assertions for handling arrays of floating point values are grouped with float
T
toby 已提交
127 128
and double assertions (see immediately following section).

129

T
toby 已提交
130 131
### TEST_ASSERT_EACH_EQUAL_X Variants

M
Mark VanderVoord 已提交
132 133 134
Unity provides a collection of assertions for arrays containing a variety of
types which can be compared to a single value as well. These are documented in
the Each Equal section below. these are almost on par with the `_MESSAGE`
T
toby 已提交
135 136 137 138 139 140 141
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.

    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.
M
Mark VanderVoord 已提交
142
"Size/count" is one of two parameters necessary to establish the number of array
T
toby 已提交
143 144 145 146
elements and perhaps the length of elements within the array.

Notes:
- The `_MESSAGE` variant convention still applies here to Each Equal assertions.
M
Mark VanderVoord 已提交
147
- Assertions for handling Each Equal of floating point values are grouped with
T
toby 已提交
148 149 150
float and double assertions (see immediately following section).


T
toby 已提交
151
### Configuration
152

T
toby 已提交
153
#### Floating Point Support Is Optional
154 155 156 157 158

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
T
toby 已提交
159 160
platforms). See Unity documentation for specifics.

161

T
toby 已提交
162
#### Maximum Data Type Width Is Configurable
163 164 165 166

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
T
toby 已提交
167 168
documentation for specifics.

169

T
toby 已提交
170
## The Assertions in All Their Blessed Glory
171

T
toby 已提交
172 173 174
### Basic Fail and Ignore

##### `TEST_FAIL()`
175 176 177

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()`
T
toby 已提交
178 179 180
will always be found inside a conditional code block.

_Examples:_
181
- Executing a state machine multiple times that increments a counter your test
T
toby 已提交
182
code then verifies as a final step.
183
- Triggering an exception and verifying it (as in Try / Catch / Throw - see the
T
toby 已提交
184 185 186
[CException](https://github.com/ThrowTheSwitch/CException) project).

##### `TEST_IGNORE()`
187 188 189 190

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
T
toby 已提交
191 192 193
case (see Unity documentation for more).

### Boolean
194

T
toby 已提交
195
##### `TEST_ASSERT (condition)`
196

T
toby 已提交
197
##### `TEST_ASSERT_TRUE (condition)`
198

T
toby 已提交
199
##### `TEST_ASSERT_FALSE (condition)`
200

T
toby 已提交
201
##### `TEST_ASSERT_UNLESS (condition)`
202 203 204

A simple wording variation on `TEST_ASSERT_FALSE`.The semantics of
`TEST_ASSERT_UNLESS` aid readability in certain test constructions or
T
toby 已提交
205 206 207
conditional statements.

##### `TEST_ASSERT_NULL (pointer)`
208

T
toby 已提交
209 210 211 212
##### `TEST_ASSERT_NOT_NULL (pointer)`


### Signed and Unsigned Integers (of all sizes)
213 214 215 216 217 218

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
T
toby 已提交
219 220 221
sizes.

##### `TEST_ASSERT_EQUAL_INT (expected, actual)`
222

T
toby 已提交
223
##### `TEST_ASSERT_EQUAL_INT8 (expected, actual)`
224

T
toby 已提交
225
##### `TEST_ASSERT_EQUAL_INT16 (expected, actual)`
226

T
toby 已提交
227
##### `TEST_ASSERT_EQUAL_INT32 (expected, actual)`
228

T
toby 已提交
229
##### `TEST_ASSERT_EQUAL_INT64 (expected, actual)`
230

T
toby 已提交
231
##### `TEST_ASSERT_EQUAL (expected, actual)`
232

T
toby 已提交
233
##### `TEST_ASSERT_NOT_EQUAL (expected, actual)`
234

T
toby 已提交
235
##### `TEST_ASSERT_EQUAL_UINT (expected, actual)`
236

T
toby 已提交
237
##### `TEST_ASSERT_EQUAL_UINT8 (expected, actual)`
238

T
toby 已提交
239
##### `TEST_ASSERT_EQUAL_UINT16 (expected, actual)`
240

T
toby 已提交
241
##### `TEST_ASSERT_EQUAL_UINT32 (expected, actual)`
242

T
toby 已提交
243 244
##### `TEST_ASSERT_EQUAL_UINT64 (expected, actual)`

245

T
toby 已提交
246
### Unsigned Integers (of all sizes) in Hexadecimal
247 248 249

All `_HEX` assertions are identical in function to unsigned integer assertions
but produce failure messages with the `expected` and `actual` values formatted
T
toby 已提交
250 251 252
in hexadecimal. Unity output is big endian.

##### `TEST_ASSERT_EQUAL_HEX (expected, actual)`
253

T
toby 已提交
254
##### `TEST_ASSERT_EQUAL_HEX8 (expected, actual)`
255

T
toby 已提交
256
##### `TEST_ASSERT_EQUAL_HEX16 (expected, actual)`
257

T
toby 已提交
258
##### `TEST_ASSERT_EQUAL_HEX32 (expected, actual)`
259

T
toby 已提交
260 261
##### `TEST_ASSERT_EQUAL_HEX64 (expected, actual)`

262

T
toby 已提交
263
### Masked and Bit-level Assertions
264 265

Masked and bit-level assertions produce output formatted in hexadecimal. Unity
T
toby 已提交
266
output is big endian.
267 268


T
toby 已提交
269
##### `TEST_ASSERT_BITS (mask, expected, actual)`
270 271 272

Only compares the masked (i.e. high) bits of `expected` and `actual` parameters.

T
toby 已提交
273 274

##### `TEST_ASSERT_BITS_HIGH (mask, actual)`
275

T
toby 已提交
276 277
Asserts the masked bits of the `actual` parameter are high.

278

T
toby 已提交
279
##### `TEST_ASSERT_BITS_LOW (mask, actual)`
280

T
toby 已提交
281
Asserts the masked bits of the `actual` parameter are low.
282 283


T
toby 已提交
284
##### `TEST_ASSERT_BIT_HIGH (bit, actual)`
285

T
toby 已提交
286
Asserts the specified bit of the `actual` parameter is high.
287 288


T
toby 已提交
289
##### `TEST_ASSERT_BIT_LOW (bit, actual)`
290

T
toby 已提交
291 292
Asserts the specified bit of the `actual` parameter is low.

293

T
toby 已提交
294
### Integer Ranges (of all sizes)
295 296 297 298

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
T
toby 已提交
299 300 301
of 7 - 13.

##### `TEST_ASSERT_INT_WITHIN (delta, expected, actual)`
302

T
toby 已提交
303
##### `TEST_ASSERT_INT8_WITHIN (delta, expected, actual)`
304

T
toby 已提交
305
##### `TEST_ASSERT_INT16_WITHIN (delta, expected, actual)`
306

T
toby 已提交
307
##### `TEST_ASSERT_INT32_WITHIN (delta, expected, actual)`
308

T
toby 已提交
309
##### `TEST_ASSERT_INT64_WITHIN (delta, expected, actual)`
310

T
toby 已提交
311
##### `TEST_ASSERT_UINT_WITHIN (delta, expected, actual)`
312

T
toby 已提交
313
##### `TEST_ASSERT_UINT8_WITHIN (delta, expected, actual)`
314

T
toby 已提交
315
##### `TEST_ASSERT_UINT16_WITHIN (delta, expected, actual)`
316

T
toby 已提交
317
##### `TEST_ASSERT_UINT32_WITHIN (delta, expected, actual)`
318

T
toby 已提交
319
##### `TEST_ASSERT_UINT64_WITHIN (delta, expected, actual)`
320

T
toby 已提交
321
##### `TEST_ASSERT_HEX_WITHIN (delta, expected, actual)`
322

T
toby 已提交
323
##### `TEST_ASSERT_HEX8_WITHIN (delta, expected, actual)`
324

T
toby 已提交
325
##### `TEST_ASSERT_HEX16_WITHIN (delta, expected, actual)`
326

T
toby 已提交
327
##### `TEST_ASSERT_HEX32_WITHIN (delta, expected, actual)`
328

T
toby 已提交
329 330
##### `TEST_ASSERT_HEX64_WITHIN (delta, expected, actual)`

331

T
toby 已提交
332
### Structs and Strings
333

T
toby 已提交
334
##### `TEST_ASSERT_EQUAL_PTR (expected, actual)`
335

T
toby 已提交
336 337
Asserts that the pointers point to the same memory location.

338

T
toby 已提交
339
##### `TEST_ASSERT_EQUAL_STRING (expected, actual)`
340 341 342 343

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
T
toby 已提交
344 345
equivalent.

346

T
toby 已提交
347
##### `TEST_ASSERT_EQUAL_MEMORY (expected, actual, len)`
348 349 350

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
T
toby 已提交
351 352
the `len` parameter.

353

T
toby 已提交
354
### Arrays
355 356

`expected` and `actual` parameters are both arrays. `num_elements` specifies the
T
toby 已提交
357 358
number of elements in the arrays to compare.

359
`_HEX` assertions produce failure messages with expected and actual array
T
toby 已提交
360 361
contents formatted in hexadecimal.

362
For array of strings comparison behavior, see comments for
T
toby 已提交
363 364
`TEST_ASSERT_EQUAL_STRING` in the preceding section.

365
Assertions fail upon the first element in the compared arrays found not to
T
toby 已提交
366 367 368
match. Failure messages specify the array index of the failed comparison.

##### `TEST_ASSERT_EQUAL_INT_ARRAY (expected, actual, num_elements)`
369

T
toby 已提交
370
##### `TEST_ASSERT_EQUAL_INT8_ARRAY (expected, actual, num_elements)`
371

T
toby 已提交
372
##### `TEST_ASSERT_EQUAL_INT16_ARRAY (expected, actual, num_elements)`
373

T
toby 已提交
374
##### `TEST_ASSERT_EQUAL_INT32_ARRAY (expected, actual, num_elements)`
375

T
toby 已提交
376
##### `TEST_ASSERT_EQUAL_INT64_ARRAY (expected, actual, num_elements)`
377

T
toby 已提交
378
##### `TEST_ASSERT_EQUAL_UINT_ARRAY (expected, actual, num_elements)`
379

T
toby 已提交
380
##### `TEST_ASSERT_EQUAL_UINT8_ARRAY (expected, actual, num_elements)`
381

T
toby 已提交
382
##### `TEST_ASSERT_EQUAL_UINT16_ARRAY (expected, actual, num_elements)`
383

T
toby 已提交
384
##### `TEST_ASSERT_EQUAL_UINT32_ARRAY (expected, actual, num_elements)`
385

T
toby 已提交
386
##### `TEST_ASSERT_EQUAL_UINT64_ARRAY (expected, actual, num_elements)`
387

T
toby 已提交
388
##### `TEST_ASSERT_EQUAL_HEX_ARRAY (expected, actual, num_elements)`
389

T
toby 已提交
390
##### `TEST_ASSERT_EQUAL_HEX8_ARRAY (expected, actual, num_elements)`
391

T
toby 已提交
392
##### `TEST_ASSERT_EQUAL_HEX16_ARRAY (expected, actual, num_elements)`
393

T
toby 已提交
394
##### `TEST_ASSERT_EQUAL_HEX32_ARRAY (expected, actual, num_elements)`
395

T
toby 已提交
396
##### `TEST_ASSERT_EQUAL_HEX64_ARRAY (expected, actual, num_elements)`
397

T
toby 已提交
398
##### `TEST_ASSERT_EQUAL_PTR_ARRAY (expected, actual, num_elements)`
399

T
toby 已提交
400
##### `TEST_ASSERT_EQUAL_STRING_ARRAY (expected, actual, num_elements)`
401

T
toby 已提交
402
##### `TEST_ASSERT_EQUAL_MEMORY_ARRAY (expected, actual, len, num_elements)`
403

T
toby 已提交
404 405
`len` is the memory in bytes to be compared at each array element.

406

T
toby 已提交
407 408 409 410 411
### Each Equal (Arrays to Single Value)

`expected` are single values and `actual` are arrays. `num_elements` specifies
the number of elements in the arrays to compare.

M
Mark VanderVoord 已提交
412
`_HEX` assertions produce failure messages with expected and actual array
T
toby 已提交
413 414
contents formatted in hexadecimal.

M
Mark VanderVoord 已提交
415
Assertions fail upon the first element in the compared arrays found not to
T
toby 已提交
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
match. Failure messages specify the array index of the failed comparison.

#### `TEST_ASSERT_EACH_EQUAL_INT (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_INT8 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_INT16 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_INT32 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_INT64 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_UINT (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_UINT8 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_UINT16 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_UINT32 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_UINT64 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_HEX (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_HEX8 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_HEX16 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_HEX32 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_HEX64 (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_PTR (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_STRING (expected, actual, num_elements)`

#### `TEST_ASSERT_EACH_EQUAL_MEMORY (expected, actual, len, num_elements)`

`len` is the memory in bytes to be compared at each array element.


T
toby 已提交
457
### Floating Point (If enabled)
458

T
toby 已提交
459
##### `TEST_ASSERT_FLOAT_WITHIN (delta, expected, actual)`
460 461 462

Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
T
toby 已提交
463 464
equality are not guaranteed.

465

T
toby 已提交
466
##### `TEST_ASSERT_EQUAL_FLOAT (expected, actual)`
467 468 469 470 471

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
T
toby 已提交
472 473
code generation conventions for CMock.

474

T
toby 已提交
475
##### `TEST_ASSERT_EQUAL_FLOAT_ARRAY (expected, actual, num_elements)`
476 477 478 479

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
T
toby 已提交
480 481
array assertion.

482

T
toby 已提交
483
##### `TEST_ASSERT_FLOAT_IS_INF (actual)`
484 485

Asserts that `actual` parameter is equivalent to positive infinity floating
T
toby 已提交
486 487
point representation.

488

T
toby 已提交
489
##### `TEST_ASSERT_FLOAT_IS_NEG_INF (actual)`
490 491

Asserts that `actual` parameter is equivalent to negative infinity floating
T
toby 已提交
492 493
point representation.

494

T
toby 已提交
495
##### `TEST_ASSERT_FLOAT_IS_NAN (actual)`
496

T
toby 已提交
497 498
Asserts that `actual` parameter is a Not A Number floating point representation.

499

T
toby 已提交
500
##### `TEST_ASSERT_FLOAT_IS_DETERMINATE (actual)`
501 502 503

Asserts that ?actual?parameter is a floating point representation usable for
mathematical operations. That is, the `actual` parameter is neither positive
T
toby 已提交
504 505
infinity nor negative infinity nor Not A Number floating point representations.

506

T
toby 已提交
507
##### `TEST_ASSERT_FLOAT_IS_NOT_INF (actual)`
508 509

Asserts that `actual` parameter is a value other than positive infinity floating
T
toby 已提交
510 511
point representation.

512

T
toby 已提交
513
##### `TEST_ASSERT_FLOAT_IS_NOT_NEG_INF (actual)`
514 515

Asserts that `actual` parameter is a value other than negative infinity floating
T
toby 已提交
516 517
point representation.

518

T
toby 已提交
519
##### `TEST_ASSERT_FLOAT_IS_NOT_NAN (actual)`
520 521

Asserts that `actual` parameter is a value other than Not A Number floating
T
toby 已提交
522 523
point representation.

524

T
toby 已提交
525
##### `TEST_ASSERT_FLOAT_IS_NOT_DETERMINATE (actual)`
526 527 528

Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
T
toby 已提交
529 530
Not A Number floating point representations.

531

T
toby 已提交
532
### Double (If enabled)
533

T
toby 已提交
534
##### `TEST_ASSERT_DOUBLE_WITHIN (delta, expected, actual)`
535 536 537

Asserts that the `actual` value is within +/- `delta` of the `expected` value.
The nature of floating point representation is such that exact evaluations of
T
toby 已提交
538 539
equality are not guaranteed.

540

T
toby 已提交
541
##### `TEST_ASSERT_EQUAL_DOUBLE (expected, actual)`
542 543 544 545 546 547 548

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.

T
toby 已提交
549 550

##### `TEST_ASSERT_EQUAL_DOUBLE_ARRAY (expected, actual, num_elements)`
551 552 553 554

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
T
toby 已提交
555 556
assertion.

557

T
toby 已提交
558
##### `TEST_ASSERT_DOUBLE_IS_INF (actual)`
559 560

Asserts that `actual` parameter is equivalent to positive infinity floating
T
toby 已提交
561 562
point representation.

563

T
toby 已提交
564
##### `TEST_ASSERT_DOUBLE_IS_NEG_INF (actual)`
565 566

Asserts that `actual` parameter is equivalent to negative infinity floating point
T
toby 已提交
567 568
representation.

569

T
toby 已提交
570
##### `TEST_ASSERT_DOUBLE_IS_NAN (actual)`
571

T
toby 已提交
572 573
Asserts that `actual` parameter is a Not A Number floating point representation.

574

T
toby 已提交
575
##### `TEST_ASSERT_DOUBLE_IS_DETERMINATE (actual)`
576 577 578

Asserts that `actual` parameter is a floating point representation usable for
mathematical operations. That is, the ?actual?parameter is neither positive
T
toby 已提交
579 580
infinity nor negative infinity nor Not A Number floating point representations.

581

T
toby 已提交
582
##### `TEST_ASSERT_DOUBLE_IS_NOT_INF (actual)`
583 584

Asserts that `actual` parameter is a value other than positive infinity floating
T
toby 已提交
585 586
point representation.

587

T
toby 已提交
588
##### `TEST_ASSERT_DOUBLE_IS_NOT_NEG_INF (actual)`
589 590

Asserts that `actual` parameter is a value other than negative infinity floating
T
toby 已提交
591 592
point representation.

593

T
toby 已提交
594
##### `TEST_ASSERT_DOUBLE_IS_NOT_NAN (actual)`
595 596

Asserts that `actual` parameter is a value other than Not A Number floating
T
toby 已提交
597 598
point representation.

599

T
toby 已提交
600
##### `TEST_ASSERT_DOUBLE_IS_NOT_DETERMINATE (actual)`
601 602 603

Asserts that `actual` parameter is not usable for mathematical operations. That
is, the `actual` parameter is either positive infinity or negative infinity or
T
toby 已提交
604 605
Not A Number floating point representations.

606

T
toby 已提交
607
## Advanced Asserting: Details On Tricky Assertions
608 609 610 611 612 613 614

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.

T
toby 已提交
615 616

### How do the EQUAL assertions work for FLOAT and DOUBLE?
617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632

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
T
toby 已提交
633 634
range around the expected value.

635 636 637 638
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
T
toby 已提交
639 640
point value.

641 642 643 644 645
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
T
toby 已提交
646 647
works!

648
Double precision floating point numbers use a much smaller multiplier, again
T
toby 已提交
649 650
approximating a single bit of error.

651 652 653
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
T
toby 已提交
654 655
documentation for more.

656

T
toby 已提交
657
### How do we deal with targets with non-standard int sizes?
658 659 660 661 662

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:
T
toby 已提交
663 664 665 666 667

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

668 669
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,
T
toby 已提交
670 671
and this remains perfectly standard C.

672 673 674 675 676
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
T
toby 已提交
677 678 679 680 681 682
something like this:

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

683
Um... yikes. It's obviously breaking a rule or two... but they had to break SOME
T
toby 已提交
684 685
rules, so they made a choice.

686 687 688 689
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
T
toby 已提交
690 691
above. Sometimes because they don't feel like it?).

692 693 694
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
T
toby 已提交
695 696
you're going to do this effectively on some of these more idiosyncratic targets.

697 698 699
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
T
toby 已提交
700 701
on both of these in Unity's documentation.

702 703 704 705
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
T
toby 已提交
706 707
affect you:

708
1. When Unity displays errors for you, it's going to pad the upper unused bits
T
toby 已提交
709
with zeros.
710 711 712
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
M
Mark VanderVoord 已提交
713 714 715 716
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)*