diff --git a/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp b/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp index dc43712..3417fe9 100644 --- a/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp +++ b/controller/tea_poor/test/test_local/WaterPumpScheduler_test.cpp @@ -37,17 +37,17 @@ void test_pump_stops_after_given_time() { waterPumpScheduler.start(runTimeMs, currentTimeMs); // check status auto status = waterPumpScheduler.status(); - UNITY_TEST_ASSERT_TRUE(status.isRunning); - UNITY_TEST_ASSERT_EQUAL(status.stopTime, runTimeMs); + TEST_ASSERT_TRUE(status.isRunning); + TEST_ASSERT_EQUAL(status.stopTime, runTimeMs); while (currentTimeMs < runTimeMs) { waterPumpScheduler.tick(currentTimeMs); - UNITY_TEST_ASSERT_TRUE(fakeWaterPump.isRunning()); + TEST_ASSERT_TRUE(fakeWaterPump.isRunning()); currentTimeMs += 100; } // pump should be stopped after given time waterPumpScheduler.tick(runTimeMs + 1); - UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); + TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); } // test that pump is periodically forced to stop after given time @@ -60,14 +60,14 @@ void test_pump_is_periodically_forced_to_stop_after_given_time () { waterPumpScheduler.start(1, currentTimeMs); currentTimeMs += 1; waterPumpScheduler.tick(currentTimeMs); - UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped after given time + TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped after given time for(int i = 0; i < 10; i++) { // emulate that pump was started again fakeWaterPump.start(); currentTimeMs += 1000; waterPumpScheduler.tick(currentTimeMs); - UNITY_TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped + TEST_ASSERT_FALSE(fakeWaterPump.isRunning()); // pump should be stopped } } diff --git a/controller/tea_poor/test/test_local/unity_config.h b/controller/tea_poor/test/test_local/unity_config.h deleted file mode 100644 index f45e802..0000000 --- a/controller/tea_poor/test/test_local/unity_config.h +++ /dev/null @@ -1,244 +0,0 @@ -/* 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 */ - - -/* *************************** MISCELLANEOUS *********************************** - * Miscellaneous configuration options for Unity - **************************************************************************** */ - -/* Unity uses the stddef.h header included in the C standard library for the - * "NULL" macro. Define this in order to disable the include of stddef.h. If you - * do this, you have to make sure to provide your own "NULL" definition. - */ -/* #define UNITY_EXCLUDE_STDDEF_H */ - -/* Define this to enable the unity formatted print macro: - * "TEST_PRINTF" - */ -/* #define UNITY_INCLUDE_PRINT_FORMATTED */ - - -/* *************************** 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_CHAR_HEADER_DECLARATION RS232_putc(int) */ -/* #define UNITY_OUTPUT_FLUSH() RS232_flush() */ -/* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION RS232_flush(void) */ -/* #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) */ -/* #define UNITY_OUTPUT_COMPLETE() RS232_close() */ - -/* 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 */ - -/* Print execution time of each test when executed in verbose mode - * - * Example: - * - * TEST - PASS (10 ms) - */ -/* #define UNITY_INCLUDE_EXEC_TIME */ - -#endif /* UNITY_CONFIG_H */ \ No newline at end of file