This is an example of BLE GATT Client, which receives broadcast data from BLE_Server_BME280 ( a GATT server) , then transfers values up to mbed Device Connector (cloud).
Please refer details about BLEClient_mbedDevConn below. https://github.com/soramame21/BLEClient_mbedDevConn
The location of required BLE GATT server, BLE_Server_BME280, is at here. https://developer.mbed.org/users/edamame22/code/BLE_Server_BME280/
pal/Test/Unity/examples/unity_config.h@2:b894b3508057, 2017-09-05 (annotated)
- Committer:
- Ren Boting
- Date:
- Tue Sep 05 11:56:13 2017 +0900
- Revision:
- 2:b894b3508057
- Parent:
- 0:29983394c6b6
Update all libraries and reform main.cpp
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
edamame22 | 0:29983394c6b6 | 1 | /* Unity Configuration |
edamame22 | 0:29983394c6b6 | 2 | * As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529 |
edamame22 | 0:29983394c6b6 | 3 | * See Also: Unity/docs/UnityConfigurationGuide.pdf |
edamame22 | 0:29983394c6b6 | 4 | * |
edamame22 | 0:29983394c6b6 | 5 | * Unity is designed to run on almost anything that is targeted by a C compiler. |
edamame22 | 0:29983394c6b6 | 6 | * It would be awesome if this could be done with zero configuration. While |
edamame22 | 0:29983394c6b6 | 7 | * there are some targets that come close to this dream, it is sadly not |
edamame22 | 0:29983394c6b6 | 8 | * universal. It is likely that you are going to need at least a couple of the |
edamame22 | 0:29983394c6b6 | 9 | * configuration options described in this document. |
edamame22 | 0:29983394c6b6 | 10 | * |
edamame22 | 0:29983394c6b6 | 11 | * All of Unity's configuration options are `#defines`. Most of these are simple |
edamame22 | 0:29983394c6b6 | 12 | * definitions. A couple are macros with arguments. They live inside the |
edamame22 | 0:29983394c6b6 | 13 | * unity_internals.h header file. We don't necessarily recommend opening that |
edamame22 | 0:29983394c6b6 | 14 | * file unless you really need to. That file is proof that a cross-platform |
edamame22 | 0:29983394c6b6 | 15 | * library is challenging to build. From a more positive perspective, it is also |
edamame22 | 0:29983394c6b6 | 16 | * proof that a great deal of complexity can be centralized primarily to one |
edamame22 | 0:29983394c6b6 | 17 | * place in order to provide a more consistent and simple experience elsewhere. |
edamame22 | 0:29983394c6b6 | 18 | * |
edamame22 | 0:29983394c6b6 | 19 | * Using These Options |
edamame22 | 0:29983394c6b6 | 20 | * It doesn't matter if you're using a target-specific compiler and a simulator |
edamame22 | 0:29983394c6b6 | 21 | * or a native compiler. In either case, you've got a couple choices for |
edamame22 | 0:29983394c6b6 | 22 | * configuring these options: |
edamame22 | 0:29983394c6b6 | 23 | * |
edamame22 | 0:29983394c6b6 | 24 | * 1. Because these options are specified via C defines, you can pass most of |
edamame22 | 0:29983394c6b6 | 25 | * these options to your compiler through command line compiler flags. Even |
edamame22 | 0:29983394c6b6 | 26 | * if you're using an embedded target that forces you to use their |
edamame22 | 0:29983394c6b6 | 27 | * overbearing IDE for all configuration, there will be a place somewhere in |
edamame22 | 0:29983394c6b6 | 28 | * your project to configure defines for your compiler. |
edamame22 | 0:29983394c6b6 | 29 | * 2. You can create a custom `unity_config.h` configuration file (present in |
edamame22 | 0:29983394c6b6 | 30 | * your toolchain's search paths). In this file, you will list definitions |
edamame22 | 0:29983394c6b6 | 31 | * and macros specific to your target. All you must do is define |
edamame22 | 0:29983394c6b6 | 32 | * `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any |
edamame22 | 0:29983394c6b6 | 33 | * further definitions it may need. |
edamame22 | 0:29983394c6b6 | 34 | */ |
edamame22 | 0:29983394c6b6 | 35 | |
edamame22 | 0:29983394c6b6 | 36 | #ifndef UNITY_CONFIG_H |
edamame22 | 0:29983394c6b6 | 37 | #define UNITY_CONFIG_H |
edamame22 | 0:29983394c6b6 | 38 | |
edamame22 | 0:29983394c6b6 | 39 | #ifdef __cplusplus |
edamame22 | 0:29983394c6b6 | 40 | extern "C" |
edamame22 | 0:29983394c6b6 | 41 | { |
edamame22 | 0:29983394c6b6 | 42 | #endif |
edamame22 | 0:29983394c6b6 | 43 | |
edamame22 | 0:29983394c6b6 | 44 | /* ************************* AUTOMATIC INTEGER TYPES *************************** |
edamame22 | 0:29983394c6b6 | 45 | * C's concept of an integer varies from target to target. The C Standard has |
edamame22 | 0:29983394c6b6 | 46 | * rules about the `int` matching the register size of the target |
edamame22 | 0:29983394c6b6 | 47 | * microprocessor. It has rules about the `int` and how its size relates to |
edamame22 | 0:29983394c6b6 | 48 | * other integer types. An `int` on one target might be 16 bits while on another |
edamame22 | 0:29983394c6b6 | 49 | * target it might be 64. There are more specific types in compilers compliant |
edamame22 | 0:29983394c6b6 | 50 | * with C99 or later, but that's certainly not every compiler you are likely to |
edamame22 | 0:29983394c6b6 | 51 | * encounter. Therefore, Unity has a number of features for helping to adjust |
edamame22 | 0:29983394c6b6 | 52 | * itself to match your required integer sizes. It starts off by trying to do it |
edamame22 | 0:29983394c6b6 | 53 | * automatically. |
edamame22 | 0:29983394c6b6 | 54 | **************************************************************************** */ |
edamame22 | 0:29983394c6b6 | 55 | |
edamame22 | 0:29983394c6b6 | 56 | /* The first thing that Unity does to guess your types is check `stdint.h`. This |
edamame22 | 0:29983394c6b6 | 57 | * file includes defines like `UINT_MAX` that Unity can make use of to learn a |
edamame22 | 0:29983394c6b6 | 58 | * lot about your system. It's possible you don't want it to do this or it's |
edamame22 | 0:29983394c6b6 | 59 | * possible that your system doesn't support `stdint.h`. If that's the case, |
edamame22 | 0:29983394c6b6 | 60 | * you're going to want to define this. That way, Unity will know to skip the |
edamame22 | 0:29983394c6b6 | 61 | * inclusion of this file and you won't be left with a compiler error. |
edamame22 | 0:29983394c6b6 | 62 | */ |
edamame22 | 0:29983394c6b6 | 63 | /* #define UNITY_EXCLUDE_STDINT_H */ |
edamame22 | 0:29983394c6b6 | 64 | |
edamame22 | 0:29983394c6b6 | 65 | /* The second attempt to guess your types is to check `limits.h`. Some compilers |
edamame22 | 0:29983394c6b6 | 66 | * that don't support `stdint.h` could include `limits.h` instead. If you don't |
edamame22 | 0:29983394c6b6 | 67 | * want Unity to check this file either, define this to make it skip the |
edamame22 | 0:29983394c6b6 | 68 | * inclusion. |
edamame22 | 0:29983394c6b6 | 69 | */ |
edamame22 | 0:29983394c6b6 | 70 | /* #define UNITY_EXCLUDE_LIMITS_H */ |
edamame22 | 0:29983394c6b6 | 71 | |
edamame22 | 0:29983394c6b6 | 72 | /* The third and final attempt to guess your types is to use the `sizeof()` |
edamame22 | 0:29983394c6b6 | 73 | * operator. Even if the first two options don't work, this one covers most |
edamame22 | 0:29983394c6b6 | 74 | * cases. There _is_ a rare compiler or two out there that doesn't support |
edamame22 | 0:29983394c6b6 | 75 | * `sizeof()` in the preprocessing stage, though. For these, you have the |
edamame22 | 0:29983394c6b6 | 76 | * ability to disable this feature as well. |
edamame22 | 0:29983394c6b6 | 77 | */ |
edamame22 | 0:29983394c6b6 | 78 | /* #define UNITY_EXCLUDE_SIZEOF */ |
edamame22 | 0:29983394c6b6 | 79 | |
edamame22 | 0:29983394c6b6 | 80 | |
edamame22 | 0:29983394c6b6 | 81 | /* ********************** MANUAL INTEGER TYPE DEFINITION *********************** |
edamame22 | 0:29983394c6b6 | 82 | * If you've disabled all of the automatic options above, you're going to have |
edamame22 | 0:29983394c6b6 | 83 | * to do the configuration yourself. There are just a handful of defines that |
edamame22 | 0:29983394c6b6 | 84 | * you are going to specify if you don't like the defaults. |
edamame22 | 0:29983394c6b6 | 85 | **************************************************************************** */ |
edamame22 | 0:29983394c6b6 | 86 | |
edamame22 | 0:29983394c6b6 | 87 | /* Define this to be the number of bits an `int` takes up on your system. The |
edamame22 | 0:29983394c6b6 | 88 | * default, if not auto-detected, is 32 bits. |
edamame22 | 0:29983394c6b6 | 89 | * |
edamame22 | 0:29983394c6b6 | 90 | * Example: |
edamame22 | 0:29983394c6b6 | 91 | */ |
edamame22 | 0:29983394c6b6 | 92 | /* #define UNITY_INT_WIDTH 16 */ |
edamame22 | 0:29983394c6b6 | 93 | |
edamame22 | 0:29983394c6b6 | 94 | /* Define this to be the number of bits a `long` takes up on your system. The |
edamame22 | 0:29983394c6b6 | 95 | * default, if not autodetected, is 32 bits. This is used to figure out what |
edamame22 | 0:29983394c6b6 | 96 | * kind of 64-bit support your system can handle. Does it need to specify a |
edamame22 | 0:29983394c6b6 | 97 | * `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option |
edamame22 | 0:29983394c6b6 | 98 | * is going to be ignored. |
edamame22 | 0:29983394c6b6 | 99 | * |
edamame22 | 0:29983394c6b6 | 100 | * Example: |
edamame22 | 0:29983394c6b6 | 101 | */ |
edamame22 | 0:29983394c6b6 | 102 | /* #define UNITY_LONG_WIDTH 16 */ |
edamame22 | 0:29983394c6b6 | 103 | |
edamame22 | 0:29983394c6b6 | 104 | /* Define this to be the number of bits a pointer takes up on your system. The |
edamame22 | 0:29983394c6b6 | 105 | * default, if not autodetected, is 32-bits. If you're getting ugly compiler |
edamame22 | 0:29983394c6b6 | 106 | * warnings about casting from pointers, this is the one to look at. |
edamame22 | 0:29983394c6b6 | 107 | * |
edamame22 | 0:29983394c6b6 | 108 | * Example: |
edamame22 | 0:29983394c6b6 | 109 | */ |
edamame22 | 0:29983394c6b6 | 110 | /* #define UNITY_POINTER_WIDTH 64 */ |
edamame22 | 0:29983394c6b6 | 111 | |
edamame22 | 0:29983394c6b6 | 112 | /* Unity will automatically include 64-bit support if it auto-detects it, or if |
edamame22 | 0:29983394c6b6 | 113 | * your `int`, `long`, or pointer widths are greater than 32-bits. Define this |
edamame22 | 0:29983394c6b6 | 114 | * to enable 64-bit support if none of the other options already did it for you. |
edamame22 | 0:29983394c6b6 | 115 | * There can be a significant size and speed impact to enabling 64-bit support |
edamame22 | 0:29983394c6b6 | 116 | * on small targets, so don't define it if you don't need it. |
edamame22 | 0:29983394c6b6 | 117 | */ |
edamame22 | 0:29983394c6b6 | 118 | /* #define UNITY_INCLUDE_64 */ |
edamame22 | 0:29983394c6b6 | 119 | |
edamame22 | 0:29983394c6b6 | 120 | |
edamame22 | 0:29983394c6b6 | 121 | /* *************************** FLOATING POINT TYPES **************************** |
edamame22 | 0:29983394c6b6 | 122 | * In the embedded world, it's not uncommon for targets to have no support for |
edamame22 | 0:29983394c6b6 | 123 | * floating point operations at all or to have support that is limited to only |
edamame22 | 0:29983394c6b6 | 124 | * single precision. We are able to guess integer sizes on the fly because |
edamame22 | 0:29983394c6b6 | 125 | * integers are always available in at least one size. Floating point, on the |
edamame22 | 0:29983394c6b6 | 126 | * other hand, is sometimes not available at all. Trying to include `float.h` on |
edamame22 | 0:29983394c6b6 | 127 | * these platforms would result in an error. This leaves manual configuration as |
edamame22 | 0:29983394c6b6 | 128 | * the only option. |
edamame22 | 0:29983394c6b6 | 129 | **************************************************************************** */ |
edamame22 | 0:29983394c6b6 | 130 | |
edamame22 | 0:29983394c6b6 | 131 | /* By default, Unity guesses that you will want single precision floating point |
edamame22 | 0:29983394c6b6 | 132 | * support, but not double precision. It's easy to change either of these using |
edamame22 | 0:29983394c6b6 | 133 | * the include and exclude options here. You may include neither, either, or |
edamame22 | 0:29983394c6b6 | 134 | * both, as suits your needs. |
edamame22 | 0:29983394c6b6 | 135 | */ |
edamame22 | 0:29983394c6b6 | 136 | /* #define UNITY_INCLUDE_FLOAT */ |
edamame22 | 0:29983394c6b6 | 137 | /* #define UNITY_EXCLUDE_FLOAT */ |
edamame22 | 0:29983394c6b6 | 138 | /* #define UNITY_INCLUDE_DOUBLE */ |
edamame22 | 0:29983394c6b6 | 139 | /* #define UNITY_EXCLUDE_DOUBLE */ |
edamame22 | 0:29983394c6b6 | 140 | |
edamame22 | 0:29983394c6b6 | 141 | /* For features that are enabled, the following floating point options also |
edamame22 | 0:29983394c6b6 | 142 | * become available. |
edamame22 | 0:29983394c6b6 | 143 | */ |
edamame22 | 0:29983394c6b6 | 144 | |
edamame22 | 0:29983394c6b6 | 145 | /* Unity aims for as small of a footprint as possible and avoids most standard |
edamame22 | 0:29983394c6b6 | 146 | * library calls (some embedded platforms don't have a standard library!). |
edamame22 | 0:29983394c6b6 | 147 | * Because of this, its routines for printing integer values are minimalist and |
edamame22 | 0:29983394c6b6 | 148 | * hand-coded. To keep Unity universal, though, we chose to _not_ develop our |
edamame22 | 0:29983394c6b6 | 149 | * own floating point print routines. Instead, the display of floating point |
edamame22 | 0:29983394c6b6 | 150 | * values during a failure are optional. By default, Unity will not print the |
edamame22 | 0:29983394c6b6 | 151 | * actual results of floating point assertion failure. So a failed assertion |
edamame22 | 0:29983394c6b6 | 152 | * will produce a message like `"Values Not Within Delta"`. If you would like |
edamame22 | 0:29983394c6b6 | 153 | * verbose failure messages for floating point assertions, use these options to |
edamame22 | 0:29983394c6b6 | 154 | * give more explicit failure messages (e.g. `"Expected 4.56 Was 4.68"`). Note |
edamame22 | 0:29983394c6b6 | 155 | * that this feature requires the use of `sprintf` so might not be desirable in |
edamame22 | 0:29983394c6b6 | 156 | * all cases. |
edamame22 | 0:29983394c6b6 | 157 | */ |
edamame22 | 0:29983394c6b6 | 158 | /* #define UNITY_FLOAT_VERBOSE */ |
edamame22 | 0:29983394c6b6 | 159 | /* #define UNITY_DOUBLE_VERBOSE */ |
edamame22 | 0:29983394c6b6 | 160 | |
edamame22 | 0:29983394c6b6 | 161 | /* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C |
edamame22 | 0:29983394c6b6 | 162 | * floats. If your compiler supports a specialty floating point type, you can |
edamame22 | 0:29983394c6b6 | 163 | * always override this behavior by using this definition. |
edamame22 | 0:29983394c6b6 | 164 | * |
edamame22 | 0:29983394c6b6 | 165 | * Example: |
edamame22 | 0:29983394c6b6 | 166 | */ |
edamame22 | 0:29983394c6b6 | 167 | /* #define UNITY_FLOAT_TYPE float16_t */ |
edamame22 | 0:29983394c6b6 | 168 | |
edamame22 | 0:29983394c6b6 | 169 | /* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard |
edamame22 | 0:29983394c6b6 | 170 | * C doubles. If you would like to change this, you can specify something else |
edamame22 | 0:29983394c6b6 | 171 | * by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long |
edamame22 | 0:29983394c6b6 | 172 | * double` could enable gargantuan floating point types on your 64-bit processor |
edamame22 | 0:29983394c6b6 | 173 | * instead of the standard `double`. |
edamame22 | 0:29983394c6b6 | 174 | * |
edamame22 | 0:29983394c6b6 | 175 | * Example: |
edamame22 | 0:29983394c6b6 | 176 | */ |
edamame22 | 0:29983394c6b6 | 177 | /* #define UNITY_DOUBLE_TYPE long double */ |
edamame22 | 0:29983394c6b6 | 178 | |
edamame22 | 0:29983394c6b6 | 179 | /* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as |
edamame22 | 0:29983394c6b6 | 180 | * documented in the Unity Assertion Guide, you will learn that they are not |
edamame22 | 0:29983394c6b6 | 181 | * really asserting that two values are equal but rather that two values are |
edamame22 | 0:29983394c6b6 | 182 | * "close enough" to equal. "Close enough" is controlled by these precision |
edamame22 | 0:29983394c6b6 | 183 | * configuration options. If you are working with 32-bit floats and/or 64-bit |
edamame22 | 0:29983394c6b6 | 184 | * doubles (the normal on most processors), you should have no need to change |
edamame22 | 0:29983394c6b6 | 185 | * these options. They are both set to give you approximately 1 significant bit |
edamame22 | 0:29983394c6b6 | 186 | * in either direction. The float precision is 0.00001 while the double is |
edamame22 | 0:29983394c6b6 | 187 | * 10^-12. For further details on how this works, see the appendix of the Unity |
edamame22 | 0:29983394c6b6 | 188 | * Assertion Guide. |
edamame22 | 0:29983394c6b6 | 189 | * |
edamame22 | 0:29983394c6b6 | 190 | * Example: |
edamame22 | 0:29983394c6b6 | 191 | */ |
edamame22 | 0:29983394c6b6 | 192 | /* #define UNITY_FLOAT_PRECISION 0.001f */ |
edamame22 | 0:29983394c6b6 | 193 | /* #define UNITY_DOUBLE_PRECISION 0.001f */ |
edamame22 | 0:29983394c6b6 | 194 | |
edamame22 | 0:29983394c6b6 | 195 | |
edamame22 | 0:29983394c6b6 | 196 | /* *************************** TOOLSET CUSTOMIZATION *************************** |
edamame22 | 0:29983394c6b6 | 197 | * In addition to the options listed above, there are a number of other options |
edamame22 | 0:29983394c6b6 | 198 | * which will come in handy to customize Unity's behavior for your specific |
edamame22 | 0:29983394c6b6 | 199 | * toolchain. It is possible that you may not need to touch any of these but |
edamame22 | 0:29983394c6b6 | 200 | * certain platforms, particularly those running in simulators, may need to jump |
edamame22 | 0:29983394c6b6 | 201 | * through extra hoops to operate properly. These macros will help in those |
edamame22 | 0:29983394c6b6 | 202 | * situations. |
edamame22 | 0:29983394c6b6 | 203 | **************************************************************************** */ |
edamame22 | 0:29983394c6b6 | 204 | |
edamame22 | 0:29983394c6b6 | 205 | /* By default, Unity prints its results to `stdout` as it runs. This works |
edamame22 | 0:29983394c6b6 | 206 | * perfectly fine in most situations where you are using a native compiler for |
edamame22 | 0:29983394c6b6 | 207 | * testing. It works on some simulators as well so long as they have `stdout` |
edamame22 | 0:29983394c6b6 | 208 | * routed back to the command line. There are times, however, where the |
edamame22 | 0:29983394c6b6 | 209 | * simulator will lack support for dumping results or you will want to route |
edamame22 | 0:29983394c6b6 | 210 | * results elsewhere for other reasons. In these cases, you should define the |
edamame22 | 0:29983394c6b6 | 211 | * `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time |
edamame22 | 0:29983394c6b6 | 212 | * (as an `int`, since this is the parameter type of the standard C `putchar` |
edamame22 | 0:29983394c6b6 | 213 | * function most commonly used). You may replace this with whatever function |
edamame22 | 0:29983394c6b6 | 214 | * call you like. |
edamame22 | 0:29983394c6b6 | 215 | * |
edamame22 | 0:29983394c6b6 | 216 | * Example: |
edamame22 | 0:29983394c6b6 | 217 | * Say you are forced to run your test suite on an embedded processor with no |
edamame22 | 0:29983394c6b6 | 218 | * `stdout` option. You decide to route your test result output to a custom |
edamame22 | 0:29983394c6b6 | 219 | * serial `RS232_putc()` function you wrote like thus: |
edamame22 | 0:29983394c6b6 | 220 | */ |
edamame22 | 0:29983394c6b6 | 221 | /* #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) */ |
edamame22 | 0:29983394c6b6 | 222 | /* #define UNITY_OUTPUT_FLUSH() RS232_config(115200,1,8,0) */ |
edamame22 | 0:29983394c6b6 | 223 | /* #define UNITY_OUTPUT_START() RS232_flush() */ |
edamame22 | 0:29983394c6b6 | 224 | /* #define UNITY_OUTPUT_COMPLETE() RS232_close() */ |
edamame22 | 0:29983394c6b6 | 225 | |
edamame22 | 0:29983394c6b6 | 226 | /* For some targets, Unity can make the otherwise required `setUp()` and |
edamame22 | 0:29983394c6b6 | 227 | * `tearDown()` functions optional. This is a nice convenience for test writers |
edamame22 | 0:29983394c6b6 | 228 | * since `setUp` and `tearDown` don't often actually _do_ anything. If you're |
edamame22 | 0:29983394c6b6 | 229 | * using gcc or clang, this option is automatically defined for you. Other |
edamame22 | 0:29983394c6b6 | 230 | * compilers can also support this behavior, if they support a C feature called |
edamame22 | 0:29983394c6b6 | 231 | * weak functions. A weak function is a function that is compiled into your |
edamame22 | 0:29983394c6b6 | 232 | * executable _unless_ a non-weak version of the same function is defined |
edamame22 | 0:29983394c6b6 | 233 | * elsewhere. If a non-weak version is found, the weak version is ignored as if |
edamame22 | 0:29983394c6b6 | 234 | * it never existed. If your compiler supports this feature, you can let Unity |
edamame22 | 0:29983394c6b6 | 235 | * know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would |
edamame22 | 0:29983394c6b6 | 236 | * need to be applied to identify a function as weak. If your compiler lacks |
edamame22 | 0:29983394c6b6 | 237 | * support for weak functions, you will always need to define `setUp` and |
edamame22 | 0:29983394c6b6 | 238 | * `tearDown` functions (though they can be and often will be just empty). The |
edamame22 | 0:29983394c6b6 | 239 | * most common options for this feature are: |
edamame22 | 0:29983394c6b6 | 240 | */ |
edamame22 | 0:29983394c6b6 | 241 | /* #define UNITY_SUPPORT_WEAK weak */ |
edamame22 | 0:29983394c6b6 | 242 | /* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */ |
edamame22 | 0:29983394c6b6 | 243 | |
edamame22 | 0:29983394c6b6 | 244 | /* Some compilers require a custom attribute to be assigned to pointers, like |
edamame22 | 0:29983394c6b6 | 245 | * `near` or `far`. In these cases, you can give Unity a safe default for these |
edamame22 | 0:29983394c6b6 | 246 | * by defining this option with the attribute you would like. |
edamame22 | 0:29983394c6b6 | 247 | * |
edamame22 | 0:29983394c6b6 | 248 | * Example: |
edamame22 | 0:29983394c6b6 | 249 | */ |
edamame22 | 0:29983394c6b6 | 250 | /* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */ |
edamame22 | 0:29983394c6b6 | 251 | /* #define UNITY_PTR_ATTRIBUTE near */ |
edamame22 | 0:29983394c6b6 | 252 | |
edamame22 | 0:29983394c6b6 | 253 | #ifdef __cplusplus |
edamame22 | 0:29983394c6b6 | 254 | } |
edamame22 | 0:29983394c6b6 | 255 | #endif /* extern "C" */ |
edamame22 | 0:29983394c6b6 | 256 | |
edamame22 | 0:29983394c6b6 | 257 | #endif /* UNITY_CONFIG_H */ |