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https://github.com/ThrowTheSwitch/CMock
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275 lines
10 KiB
Markdown
275 lines
10 KiB
Markdown
CMock: Argument Validation
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==========================
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Much of the power of CMock comes from its ability to automatically
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validate that the arguments passed to mocked functions are the
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values that were expected to be passed. CMock puts a lot of effort
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into guessing how the user would most like to see those values
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compared, and then represented when failures are encountered.
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Like Unity, CMock follows a philosophy of making its best guesses,
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and then allowing the user to explicity specify any features that
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they would like to change or customize.
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Option 1: Common Types
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----------------------
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First, if you're dealing with C's standard types, there is nothing
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further you need to do. CMock will choose an appropriate assertion
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from Unity's list of assertions and will perform the comparison and
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display using that. For example, if you specify a `short`, then it's
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very likely CMock will compare using `TEST_ASSERT_EQUAL_INT16`. For
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unsigned values, it assumes you'd like them displayed in hex. Are you
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interested in comparing a `const char*`? That would be Unity's
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string comparison.
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What if you have some other type of pointer? If you've instructed
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CMock to compare pointers, it'll use `TEST_ASSERT_EQUAL_PTR`.
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Otherwise it'll use dereference the value being pointed at and
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compare that for you. (Read more about the Array plugin for more
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details on how this all works). The TYPE being pointed to follows the
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same rules as the those above... so if they're common types, for example
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`unsigned char*`, then CMock will choose to compare using the
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logical assertion (in this case `TEST_ASSERT_EQUAL_HEX8`).
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A quick note about floating point types: we're calling the assertions
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`TEST_ASSERT_EQUAL_FLOAT` (for example), but don't worry... these
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assertions are actually checking to make sure that the values are
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"incredibly close" to the desired value instead of identical. This
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is because many numbers can be represented in multiple ways when
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using floating point. These differences are out of the control of
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the user, for the most part. You can ready more about this in the
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Unity documentation if you're interested in the details.
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Option 1b: The Fallback Plan
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----------------------------
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So what happens when CMock doesn't recognize the type being used?
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This will happen for any custom types being used. What constitutes
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a custom type?
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- You've used `#define` to create an alias for a standard type
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- You've used `typedef` to create an alias for a standard type
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- You've created an `enum` type
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- You've created a `union` type
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- You've created a `struct` type
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- You're working with a function pointer
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When CMock doesn't recognize the type as a standard type, (and
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assuming you don't have a better option specified, as any of the
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options below), it will fall back to performing a memory
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comparison using `TEST_ASSERT_EQUAL_MEMORY`. For the most part,
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this is effective, but the reported failures are not terribly
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descriptive.
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**WARNING:** There is one important instance where this fallback method
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doesn't work at all. If the custom type is a `struct` and that
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struct isn't packed, then it's possible you can get false failures
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when the unused bytes between fields differ. For an unpacked struct,
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it's important that you either use option 3 or 4 below, or ignore that
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particular argument (and possibly test it manually yourself).
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Option 2: Treat-As
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------------------
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CMock maintains a list of non-standard types which are basically
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aliases of standard types. For example, a common shorthand for
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a single-byte unsigned integer might be `u8` or `U8` or `UNIT8`.
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Any of these can simply be mapped to the standard
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`TEST_ASSERT_EQUAL_HEX8`.
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While CMock has its own list of `:treat_as` mappings, you can
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add your own pairings to this list. This works especially well for
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the following types:
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- aliases of standard types using `#define` or `typedef`
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- `enum` types (works well as `INT8` or whatever size your enums are)
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- function pointers often work well as `PTR` comparisons
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- `union` types sometimes make sense to treat as the largest type...
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but this is a judgement call
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Option 3: Custom Assertions for Custom Types
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--------------------------------------------
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CMock has the ability to use custom assertions, if you form them
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according to certain specifications. Creating a custom assertion
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can be a bit of work, But the reward is that, once you've done so,
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you can use those assertions within your own tests AND CMock will
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magically use them within its own mocks.
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To accomplish this, we're going tackle multiple steps:
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1. Write a custom assertion function
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2. Wrap it in a `UNITY_TEST_` macro
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3. Wrap it in a `TEST_` macro
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4. Inform CMock that it exists
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Let's look at each of those steps in detail:
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### Creating a Custom Assertion
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A custom assertion is a function which accepts a standard set of
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inputs, and then uses Unity's assertion macros to verify any details
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required for the types involved.
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The inputs:
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- the `expected` value (as a `const` version of type being verified)
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- the `actual` value (also as a `const` version of the desired type)
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- the `line` this function was called from (as type `UNITY_LINE_TYPE`)
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- an optional `message` to be appended (as type `const char*`)
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Inside the function, we use the *internal* versions of Unity's assertions
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to validate any details that need validating.
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Let's look at an example! Let's say we have the following type:
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```
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typedef struct MyType_t
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{
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int a;
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const char* b;
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} MyType;
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```
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In our application, the length of `b` is supposed to be specified by `a`,
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and `b` is therefore allowed to have any value (including `0x00`).
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Our custom assertion might look something like this:
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```
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void AssertEqualMyType(const MyType expected, const MyType actual, UNITY_LINE_TYPE line, const char* message)
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{
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//It's common to override the default message with our own
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(void)message;
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// Verify the lengths are the same, or they're clearly not matched
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UNITY_TEST_ASSERT_EQUAL_INT(expected.a, actual.a, line, "Data length mismatch");
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// Verify we're dealing with actual pointers
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UNITY_TEST_ASSERT_NOT_NULL(expected.b, line, "Expected value should not be NULL");
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UNITY_TEST_ASSERT_NOT_NULL(actual.b, line, "Actual value should not be NULL");
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// Verify the string contents
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UNITY_TEST_ASSERT_EQUAL_MEMORY(expected.b, actual.b, expected.a, line, "Data not equal");
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}
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```
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There are a few things to note about this. First, notice we're using the
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`UNITY_TEST_ASSERT_` assertions? That's because these allow us to pass
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on the specific line number. Second, notice we override the message with our
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own more helpful messages? You don't need to do this, but anything you can do
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to help a developer find a bug is a good thing.
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What if there isn't an assertion that is right for your needs? You can
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always do whatever operations are necessary yourself, and use `UNITY_TEST_FAIL()`
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directly.
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One final note: It's best to only test the things that are hard rules about
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how a type is supposed to work in your system. Anything else should be left to
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the test code.
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For example, let's say that in our example above, there are situations where
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it IS valid for the pointers to be `NULL`. Perhaps the pointers are ignored
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completely when the `a` field is `0`. In that case, we could drop those
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assertions completely, or add logic to only check when necessary.
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Similarly, should our assertion check that the length is positive? In this
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case, it's dangerous if it's negative, because the memory check wouldn't like it.
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Updating for these concerns:
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```
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void AssertEqualMyType(const MyType expected, const MyType actual, UNITY_LINE_TYPE line, const char* message)
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{
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//It's common to override the default message with our own
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(void)message;
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// Verify the lengths are the same, or they're clearly not matched
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UNITY_TEST_ASSERT_EQUAL_INT(expected.a, actual.a, line, "Data length mismatch");
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// Verify the lengths are non-negative
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UNITY_TEST_ASSERT_GREATER_OR_EQUAL_INT(0, expected.a, line, "Data length must be positive");
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if (expected.a > 0)
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{
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// Verify we're dealing with actual pointers
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UNITY_TEST_ASSERT_NOT_NULL(expected.b, line, "Expected value should not be NULL");
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UNITY_TEST_ASSERT_NOT_NULL(actual.b, line, "Actual value should not be NULL");
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// Verify the string contents
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UNITY_TEST_ASSERT_EQUAL_MEMORY(expected.b, actual.b, expected.a, line, "Data not equal");
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}
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}
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```
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### Wrapping our Assertion in Macros
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Once you have a function which does the main work, we *need* to create
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one macro, and there are a number of other macros which are useful to
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create, in order to treat our assertion just like any other Unity
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assertion.
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`#define UNITY_TEST_ASSERT_EQUAL_MyType(e,a,l,m) AssertEqualMyType(e,a,l,m)`
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The macro above is the one that CMock is looking for. Notice that it
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starts with `UNITY_TEST_ASSERT_EQUAL_` followed by the name of our type,
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*exactly* the way our type is named. The arguments are, in order:
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- `e` - expected value
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- `a` - actual value
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- `l` - line number to report
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- `m` - message to append at the end
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If CMock finds a macro that matches this argument list and naming convention,
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then it can automatically use this assertion where needed... all we need to
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do now is tell CMock where to find our custom assertion.
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### Informing CMock about our Assertion
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In the CMock configuration file, in the `:cmock` or `:unity` sections,
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there can be an option for `unity_helper_path`. Add the location of your
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new Unity helper file (file with this assertion) to this list.
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Done!
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**Bonus:** Once you've created a custom assertion, you can use it
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with `:treat_as`, just like any other standard type! This is
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particularly useful when there is a custom type which is a pointer
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to a custom type.
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For example, let's say you have these types:
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```
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typedef struct MY_STRUCT_T_
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{
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int a;
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const char* b;
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} MY_STRUCT_T;
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typedef MY_STRUCT_T* MY_STRUCT_POINTER_T;
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```
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Also, let's assume you've created the following assertion:
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```
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UNITY_TEST_ASSERT_EQUAL_MY_STRUCT_T(e,a,l,m)
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```
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You can use `:treat_as` like so:
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```
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:treat_as:
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MY_STRUCT_POINTER_T: MY_STRUCT_T*
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```
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Option 4: Callback
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------------------
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Finally, You can choose to avoid the use of `_Expect` calls altogether
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for challenging types, and use a `Callback` instead. The advantage is that
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you can fill in whichever assertions make sense for that particular test,
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instead of needing to rely on reusable assertions as used elsewhere.
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Typically, this option is also less work than option 3.
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