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-rw-r--r--FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityGettingStartedGuide.md251
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+# ThrowTheSwitch.org Coding Standard
+
+Hi. Welcome to the coding standard for ThrowTheSwitch.org. For the most part,
+we try to follow these standards to unify our contributors' code into a cohesive
+unit (puns intended). You might find places where these standards aren't
+followed. We're not perfect. Please be polite where you notice these discrepancies
+and we'll try to be polite when we notice yours.
+
+;)
+
+
+## Why Have A Coding Standard?
+
+Being consistent makes code easier to understand. We've tried to keep
+our standard simple because we also believe that we can only expect someone to
+follow something that is understandable. Please do your best.
+
+
+## Our Philosophy
+
+Before we get into details on syntax, let's take a moment to talk about our
+vision for these tools. We're C developers and embedded software developers.
+These tools are great to test any C code, but catering to embedded software has
+made us more tolerant of compiler quirks. There are a LOT of quirky compilers
+out there. By quirky I mean "doesn't follow standards because they feel like
+they have a license to do as they wish."
+
+Our philosophy is "support every compiler we can". Most often, this means that
+we aim for writing C code that is standards compliant (often C89... that seems
+to be a sweet spot that is almost always compatible). But it also means these
+tools are tolerant of things that aren't common. Some that aren't even
+compliant. There are configuration options to override the size of standard
+types. There are configuration options to force Unity to not use certain
+standard library functions. A lot of Unity is configurable and we have worked
+hard to make it not TOO ugly in the process.
+
+Similarly, our tools that parse C do their best. They aren't full C parsers
+(yet) and, even if they were, they would still have to accept non-standard
+additions like gcc extensions or specifying `@0x1000` to force a variable to
+compile to a particular location. It's just what we do, because we like
+everything to Just Work™.
+
+Speaking of having things Just Work™, that's our second philosophy. By that, we
+mean that we do our best to have EVERY configuration option have a logical
+default. We believe that if you're working with a simple compiler and target,
+you shouldn't need to configure very much... we try to make the tools guess as
+much as they can, but give the user the power to override it when it's wrong.
+
+
+## Naming Things
+
+Let's talk about naming things. Programming is all about naming things. We name
+files, functions, variables, and so much more. While we're not always going to
+find the best name for something, we actually put a bit of effort into
+finding *What Something WANTS to be Called*™.
+
+When naming things, we follow this hierarchy, the first being the
+most important to us (but we do all four when possible):
+1. Readable
+2. Descriptive
+3. Consistent
+4. Memorable
+
+
+#### Readable
+
+We want to read our code. This means we like names and flow that are more
+naturally read. We try to avoid double negatives. We try to avoid cryptic
+abbreviations (sticking to ones we feel are common).
+
+
+#### Descriptive
+
+We like descriptive names for things, especially functions and variables.
+Finding the right name for something is an important endeavor. You might notice
+from poking around our code that this often results in names that are a little
+longer than the average. Guilty. We're okay with a bit more typing if it
+means our code is easier to understand.
+
+There are two exceptions to this rule that we also stick to as religiously as
+possible:
+
+First, while we realize hungarian notation (and similar systems for encoding
+type information into variable names) is providing a more descriptive name, we
+feel that (for the average developer) it takes away from readability and is to be avoided.
+
+Second, loop counters and other local throw-away variables often have a purpose
+which is obvious. There's no need, therefore, to get carried away with complex
+naming. We find i, j, and k are better loop counters than loopCounterVar or
+whatnot. We only break this rule when we see that more description could improve
+understanding of an algorithm.
+
+
+#### Consistent
+
+We like consistency, but we're not really obsessed with it. We try to name our
+configuration macros in a consistent fashion... you'll notice a repeated use of
+UNITY_EXCLUDE_BLAH or UNITY_USES_BLAH macros. This helps users avoid having to
+remember each macro's details.
+
+
+#### Memorable
+
+Where ever it doesn't violate the above principles, we try to apply memorable
+names. Sometimes this means using something that is simply descriptive, but
+often we strive for descriptive AND unique... we like quirky names that stand
+out in our memory and are easier to search for. Take a look through the file
+names in Ceedling and you'll get a good idea of what we are talking about here.
+Why use preprocess when you can use preprocessinator? Or what better describes a
+module in charge of invoking tasks during releases than release_invoker? Don't
+get carried away. The names are still descriptive and fulfill the above
+requirements, but they don't feel stale.
+
+
+## C and C++ Details
+
+We don't really want to add to the style battles out there. Tabs or spaces?
+How many spaces? Where do the braces go? These are age-old questions that will
+never be answered... or at least not answered in a way that will make everyone
+happy.
+
+We've decided on our own style preferences. If you'd like to contribute to these
+projects (and we hope that you do), then we ask if you do your best to follow
+the same. It will only hurt a little. We promise.
+
+
+#### Whitespace
+
+Our C-style is to use spaces and to use 4 of them per indent level. It's a nice
+power-of-2 number that looks decent on a wide-screen. We have no more reason
+than that. We break that rule when we have lines that wrap (macros or function
+arguments or whatnot). When that happens, we like to indent further to line
+things up in nice tidy columns.
+
+```C
+ if (stuff_happened)
+ {
+ do_something();
+ }
+```
+
+
+#### Case
+
+- Files - all lower case with underscores.
+- Variables - all lower case with underscores
+- Macros - all caps with underscores.
+- Typedefs - all caps with underscores. (also ends with _T).
+- Functions - camel cased. Usually named ModuleName_FuncName
+- Constants and Globals - camel cased.
+
+
+#### Braces
+
+The left brace is on the next line after the declaration. The right brace is
+directly below that. Everything in between in indented one level. If you're
+catching an error and you have a one-line, go ahead and to it on the same line.
+
+```C
+ while (blah)
+ {
+ //Like so. Even if only one line, we use braces.
+ }
+```
+
+
+#### Comments
+
+Do you know what we hate? Old-school C block comments. BUT, we're using them
+anyway. As we mentioned, our goal is to support every compiler we can,
+especially embedded compilers. There are STILL C compilers out there that only
+support old-school block comments. So that is what we're using. We apologize. We
+think they are ugly too.
+
+
+## Ruby Details
+
+Is there really such thing as a Ruby coding standard? Ruby is such a free form
+language, it seems almost sacrilegious to suggest that people should comply to
+one method! We'll keep it really brief!
+
+
+#### Whitespace
+
+Our Ruby style is to use spaces and to use 2 of them per indent level. It's a
+nice power-of-2 number that really grooves with Ruby's compact style. We have no
+more reason than that. We break that rule when we have lines that wrap. When
+that happens, we like to indent further to line things up in nice tidy columns.
+
+
+#### Case
+
+- Files - all lower case with underscores.
+- Variables - all lower case with underscores
+- Classes, Modules, etc - Camel cased.
+- Functions - all lower case with underscores
+- Constants - all upper case with underscores
+
+
+## Documentation
+
+Egad. Really? We use mark down and we like pdf files because they can be made to
+look nice while still being portable. Good enough?
+
+
+*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
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+# 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 clear 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 )
+```
+
+Notes:
+- The `_MESSAGE` variants intentionally do not support `printf` style formatting
+ since many embedded projects don't support or avoid `printf` for various reasons.
+ It is possible to use `sprintf` before the assertion to assemble a complex fail
+ message, if necessary.
+- If you want to output a counter value within an assertion fail message (e.g. from
+ a loop) , building up an array of results and then using one of the `_ARRAY`
+ assertions (see below) might be a handy alternative to `sprintf`.
+
+
+#### 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).
+
+
+### TEST_ASSERT_EACH_EQUAL_X Variants
+
+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`
+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.
+ - `Size/count` is one of 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 Each Equal assertions.
+ - Assertions for handling Each Equal 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, Pass and Ignore
+
+##### `TEST_FAIL()`
+
+##### `TEST_FAIL_MESSAGE("message")`
+
+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_PASS()`
+
+##### `TEST_PASS_MESSAGE("message")`
+
+This will abort the remainder of the test, but count the test as a pass. Under
+normal circumstances, it is not necessary to include this macro in your tests...
+a lack of failure will automatically be counted as a `PASS`. It is occasionally
+useful for tests with `#ifdef`s and such.
+
+##### `TEST_IGNORE()`
+
+##### `TEST_IGNORE_MESSAGE("message")`
+
+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).
+
+##### `TEST_MESSAGE(message)`
+
+This can be useful for outputting `INFO` messages into the Unity output stream
+without actually ending the test. Like pass and fail messages, it will be output
+with the filename and line number.
+
+### 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)`
+
+Verify if a pointer is or is not NULL.
+
+##### `TEST_ASSERT_EMPTY (pointer)`
+
+##### `TEST_ASSERT_NOT_EMPTY (pointer)`
+
+Verify if the first element dereferenced from a pointer is or is not zero. This
+is particularly useful for checking for empty (or non-empty) null-terminated
+C strings, but can be just as easily used for other null-terminated arrays.
+
+### 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_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)`
+
+
+### Characters
+
+While you can use the 8-bit integer assertions to compare `char`, another option is
+to use this specialized assertion which will show printable characters as printables,
+otherwise showing the HEX escape code for the characters.
+
+##### `TEST_ASSERT_EQUAL_CHAR (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 Less Than / Greater Than
+
+These assertions verify that the `actual` parameter is less than or greater
+than `threshold` (exclusive). For example, if the threshold value is 0 for the
+greater than assertion will fail if it is 0 or less. There are assertions for
+all the various sizes of ints, as for the equality assertions. Some examples:
+
+##### `TEST_ASSERT_GREATER_THAN_INT8 (threshold, actual)`
+
+##### `TEST_ASSERT_GREATER_OR_EQUAL_INT16 (threshold, actual)`
+
+##### `TEST_ASSERT_LESS_THAN_INT32 (threshold, actual)`
+
+##### `TEST_ASSERT_LESS_OR_EQUAL_UINT (threshold, actual)`
+
+##### `TEST_ASSERT_NOT_EQUAL_UINT8 (threshold, actual)`
+
+
+### 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)`
+
+##### `TEST_ASSERT_CHAR_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_CHAR_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.
+
+### Integer Array Ranges (of all sizes)
+
+These assertions verify that the `expected` array parameter is within +/- `delta`
+(inclusive) of the `actual` array parameter. For example, if the expected value is
+\[10, 12\] and the delta is 3 then the assertion will fail for any value
+outside the range of \[7 - 13, 9 - 15\].
+
+##### `TEST_ASSERT_INT_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_INT8_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_INT16_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_INT32_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_INT64_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_UINT_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_UINT8_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_UINT16_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_UINT32_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_UINT64_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_HEX_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_HEX8_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_HEX16_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_HEX32_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_HEX64_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+##### `TEST_ASSERT_CHAR_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+### 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.
+
+`_HEX` assertions produce failure messages with expected and actual array
+contents formatted in hexadecimal.
+
+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_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_CHAR (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.
+
+
+### 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 custom implemented 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 20 or 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.
+
+
+*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
diff --git a/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityConfigurationGuide.md b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityConfigurationGuide.md
new file mode 100644
index 000000000..de691fdf2
--- /dev/null
+++ b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityConfigurationGuide.md
@@ -0,0 +1,563 @@
+# Unity Configuration Guide
+
+## C Standards, Compilers and Microcontrollers
+
+The embedded software world contains its challenges. Compilers support different
+revisions of the C Standard. They ignore requirements in places, sometimes to
+make the language more usable in some special regard. Sometimes it's to simplify
+their support. Sometimes it's due to specific quirks of the microcontroller they
+are targeting. Simulators add another dimension to this menagerie.
+
+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 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.
+
+Unfortunately, it doesn't usually work well to just #define these things in the
+test itself. These defines need to take effect where ever unity.h is included.
+This would be test test, the test runner (if you're generating one), and from
+unity.c when it's compiled.
+
+## The Options
+
+### Integer Types
+
+If you've been a C developer for long, you probably already know that 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.
+
+
+##### `UNITY_EXCLUDE_STDINT_H`
+
+The first thing that Unity does to guess your types is check `stdint.h`.
+This file includes defines like `UINT_MAX` that Unity can use to
+learn a lot about your system. It's possible you don't want it to do this
+(um. why not?) or (more likely) 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.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_STDINT_H
+```
+
+
+##### `UNITY_EXCLUDE_LIMITS_H`
+
+The second attempt to guess your types is to check `limits.h`. Some compilers
+that don't support `stdint.h` could include `limits.h` instead. If you don't
+want Unity to check this file either, define this to make it skip the inclusion.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_LIMITS_H
+```
+
+If you've disabled both of the automatic options above, you're going to have to
+do the configuration yourself. Don't worry. Even this isn't too bad... there are
+just a handful of defines that you are going to specify if you don't like the
+defaults.
+
+
+##### `UNITY_INT_WIDTH`
+
+Define this to be the number of bits an `int` takes up on your system. The
+default, if not autodetected, is 32 bits.
+
+_Example:_
+```C
+#define UNITY_INT_WIDTH 16
+```
+
+
+##### `UNITY_LONG_WIDTH`
+
+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:_
+```C
+#define UNITY_LONG_WIDTH 16
+```
+
+
+##### `UNITY_POINTER_WIDTH`
+
+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.
+
+_Hint:_ In order to support exotic processors (for example TI C55x with a pointer
+width of 23-bit), choose the next power of two (in this case 32-bit).
+
+_Supported values:_ 16, 32 and 64
+
+_Example:_
+```C
+// Choose on of these #defines to set your pointer width (if not autodetected)
+//#define UNITY_POINTER_WIDTH 16
+//#define UNITY_POINTER_WIDTH 32
+#define UNITY_POINTER_WIDTH 64 // Set UNITY_POINTER_WIDTH to 64-bit
+```
+
+
+##### `UNITY_SUPPORT_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.
+
+_Example:_
+```C
+#define UNITY_SUPPORT_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.
+
+
+##### `UNITY_INCLUDE_FLOAT`
+
+##### `UNITY_EXCLUDE_FLOAT`
+
+##### `UNITY_INCLUDE_DOUBLE`
+
+##### `UNITY_EXCLUDE_DOUBLE`
+
+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, either, or both, as
+suits your needs. For features that are enabled, the following floating point
+options also become available.
+
+_Example:_
+```C
+//what manner of strange processor is this?
+#define UNITY_EXCLUDE_FLOAT
+#define UNITY_INCLUDE_DOUBLE
+```
+
+
+##### `UNITY_EXCLUDE_FLOAT_PRINT`
+
+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.
+Therefore, the display of floating point values during a failure are optional.
+By default, Unity will print the actual results of floating point assertion
+failure (e.g. ”Expected 4.56 Was 4.68”). To not include this extra support, you
+can use this define to instead respond to a failed assertion with a message like
+”Values Not Within Delta”. If you would like verbose failure messages for floating
+point assertions, use these options to give more explicit failure messages.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_FLOAT_PRINT
+```
+
+
+##### `UNITY_FLOAT_TYPE`
+
+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:_
+```C
+#define UNITY_FLOAT_TYPE float16_t
+```
+
+
+##### `UNITY_DOUBLE_TYPE`
+
+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:_
+```C
+#define UNITY_DOUBLE_TYPE long double
+```
+
+
+##### `UNITY_FLOAT_PRECISION`
+
+##### `UNITY_DOUBLE_PRECISION`
+
+If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
+documented in the big daddy 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:_
+```C
+#define UNITY_FLOAT_PRECISION 0.001f
+```
+
+
+### Miscellaneous
+
+##### `UNITY_EXCLUDE_STDDEF_H`
+
+Unity uses the `NULL` macro, which defines the value of a null pointer constant,
+defined in `stddef.h` by default. If you want to provide
+your own macro for this, you should exclude the `stddef.h` header file by adding this
+define to your configuration.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_STDDEF_H
+```
+
+
+#### `UNITY_INCLUDE_PRINT_FORMATTED`
+
+Unity provides a simple (and very basic) printf-like string output implementation,
+which is able to print a string modified by the following format string modifiers:
+
+- __%d__ - signed value (decimal)
+- __%i__ - same as __%i__
+- __%u__ - unsigned value (decimal)
+- __%f__ - float/Double (if float support is activated)
+- __%g__ - same as __%f__
+- __%b__ - binary prefixed with "0b"
+- __%x__ - hexadecimal (upper case) prefixed with "0x"
+- __%X__ - same as __%x__
+- __%p__ - pointer (same as __%x__ or __%X__)
+- __%c__ - a single character
+- __%s__ - a string (e.g. "string")
+- __%%__ - The "%" symbol (escaped)
+
+_Example:_
+```C
+#define UNITY_INCLUDE_PRINT_FORMATTED
+
+int a = 0xfab1;
+TEST_PRINTF("Decimal %d\n", -7);
+TEST_PRINTF("Unsigned %u\n", 987);
+TEST_PRINTF("Float %f\n", 3.1415926535897932384);
+TEST_PRINTF("Binary %b\n", 0xA);
+TEST_PRINTF("Hex %X\n", 0xFAB);
+TEST_PRINTF("Pointer %p\n", &a);
+TEST_PRINTF("Character %c\n", 'F');
+TEST_PRINTF("String %s\n", "My string");
+TEST_PRINTF("Percent %%\n");
+TEST_PRINTF("Color Red \033[41mFAIL\033[00m\n");
+TEST_PRINTF("\n");
+TEST_PRINTF("Multiple (%d) (%i) (%u) (%x)\n", -100, 0, 200, 0x12345);
+```
+
+
+### 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 run properly. These macros will help in those
+situations.
+
+
+##### `UNITY_OUTPUT_CHAR(a)`
+
+##### `UNITY_OUTPUT_FLUSH()`
+
+##### `UNITY_OUTPUT_START()`
+
+##### `UNITY_OUTPUT_COMPLETE()`
+
+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:
+```C
+#include "RS232_header.h"
+...
+#define UNITY_OUTPUT_CHAR(a) RS232_putc(a)
+#define UNITY_OUTPUT_START() RS232_config(115200,1,8,0)
+#define UNITY_OUTPUT_FLUSH() RS232_flush()
+#define UNITY_OUTPUT_COMPLETE() RS232_close()
+```
+
+_Note:_
+`UNITY_OUTPUT_FLUSH()` can be set to the standard out flush function simply by
+specifying `UNITY_USE_FLUSH_STDOUT`. No other defines are required.
+
+
+##### `UNITY_OUTPUT_FOR_ECLIPSE`
+
+##### `UNITY_OUTPUT_FOR_IAR_WORKBENCH`
+
+##### `UNITY_OUTPUT_FOR_QT_CREATOR`
+
+When managing your own builds, it is often handy to have messages output in a format which is
+recognized by your IDE. These are some standard formats which can be supported. If you're using
+Ceedling to manage your builds, it is better to stick with the standard format (leaving these
+all undefined) and allow Ceedling to use its own decorators.
+
+
+##### `UNITY_PTR_ATTRIBUTE`
+
+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:_
+```C
+#define UNITY_PTR_ATTRIBUTE __attribute__((far))
+#define UNITY_PTR_ATTRIBUTE near
+```
+
+##### `UNITY_PRINT_EOL`
+
+By default, Unity outputs \n at the end of each line of output. This is easy
+to parse by the scripts, by Ceedling, etc, but it might not be ideal for YOUR
+system. Feel free to override this and to make it whatever you wish.
+
+_Example:_
+```C
+#define UNITY_PRINT_EOL { UNITY_OUTPUT_CHAR('\r'); UNITY_OUTPUT_CHAR('\n') }
+```
+
+
+##### `UNITY_EXCLUDE_DETAILS`
+
+This is an option for if you absolutely must squeeze every byte of memory out of
+your system. Unity stores a set of internal scratchpads which are used to pass
+extra detail information around. It's used by systems like CMock in order to
+report which function or argument flagged an error. If you're not using CMock and
+you're not using these details for other things, then you can exclude them.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_DETAILS
+```
+
+##### `UNITY_PRINT_TEST_CONTEXT`
+
+This option allows you to specify your own function to print additional context
+as part of the error message when a test has failed. It can be useful if you
+want to output some specific information about the state of the test at the point
+of failure, and `UNITY_SET_DETAILS` isn't flexible enough for your needs.
+
+_Example:_
+```C
+#define UNITY_PRINT_TEST_CONTEXT PrintIterationCount
+
+extern int iteration_count;
+
+void PrintIterationCount(void)
+{
+ UnityPrintFormatted("At iteration #%d: ", iteration_count);
+}
+```
+
+##### `UNITY_EXCLUDE_SETJMP`
+
+If your embedded system doesn't support the standard library setjmp, you can
+exclude Unity's reliance on this by using this define. This dropped dependence
+comes at a price, though. You will be unable to use custom helper functions for
+your tests, and you will be unable to use tools like CMock. Very likely, if your
+compiler doesn't support setjmp, you wouldn't have had the memory space for those
+things anyway, though... so this option exists for those situations.
+
+_Example:_
+```C
+#define UNITY_EXCLUDE_SETJMP
+```
+
+##### `UNITY_OUTPUT_COLOR`
+
+If you want to add color using ANSI escape codes you can use this define.
+
+_Example:_
+```C
+#define UNITY_OUTPUT_COLOR
+```
+
+##### `UNITY_SHORTHAND_AS_INT`
+##### `UNITY_SHORTHAND_AS_MEM`
+##### `UNITY_SHORTHAND_AS_RAW`
+##### `UNITY_SHORTHAND_AS_NONE`
+
+These options give you control of the `TEST_ASSERT_EQUAL` and the
+`TEST_ASSERT_NOT_EQUAL` shorthand assertions. Historically, Unity treated the
+former as an alias for an integer comparison. It treated the latter as a direct
+comparison using `!=`. This assymetry was confusing, but there was much
+disagreement as to how best to treat this pair of assertions. These four options
+will allow you to specify how Unity will treat these assertions.
+
+ - AS INT - the values will be cast to integers and directly compared. Arguments
+ that don't cast easily to integers will cause compiler errors.
+ - AS MEM - the address of both values will be taken and the entire object's
+ memory footprint will be compared byte by byte. Directly placing
+ constant numbers like `456` as expected values will cause errors.
+ - AS_RAW - Unity assumes that you can compare the two values using `==` and `!=`
+ and will do so. No details are given about mismatches, because it
+ doesn't really know what type it's dealing with.
+ - AS_NONE - Unity will disallow the use of these shorthand macros altogether,
+ insisting that developers choose a more descriptive option.
+
+#### `UNITY_SUPPORT_VARIADIC_MACROS`
+
+This will force Unity to support variadic macros when using its own built-in
+RUN_TEST macro. This will rarely be necessary. Most often, Unity will automatically
+detect if the compiler supports variadic macros by checking to see if it's C99+
+compatible. In the event that the compiler supports variadic macros, but is primarily
+C89 (ANSI), defining this option will allow you to use them. This option is also not
+necessary when using Ceedling or the test runner generator script.
+
+## Getting Into The Guts
+
+There will be cases where the options above aren't quite going to get everything
+perfect. They are likely sufficient for any situation where you are compiling
+and executing your tests with a native toolchain (e.g. clang on Mac). These
+options may even get you through the majority of cases encountered in working
+with a target simulator run from your local command line. But especially if you
+must run your test suite on your target hardware, your Unity configuration will
+require special help. This special help will usually reside in one of two
+places: the `main()` function or the `RUN_TEST` macro. Let's look at how these
+work.
+
+
+##### `main()`
+
+Each test module is compiled and run on its own, separate from the other test
+files in your project. Each test file, therefore, has a `main` function. This
+`main` function will need to contain whatever code is necessary to initialize
+your system to a workable state. This is particularly true for situations where
+you must set up a memory map or initialize a communication channel for the
+output of your test results.
+
+A simple main function looks something like this:
+
+```C
+int main(void) {
+ UNITY_BEGIN();
+ RUN_TEST(test_TheFirst);
+ RUN_TEST(test_TheSecond);
+ RUN_TEST(test_TheThird);
+ return UNITY_END();
+}
+```
+
+You can see that our main function doesn't bother taking any arguments. For our
+most barebones case, we'll never have arguments because we just run all the
+tests each time. Instead, we start by calling `UNITY_BEGIN`. We run each test
+(in whatever order we wish). Finally, we call `UNITY_END`, returning its return
+value (which is the total number of failures).
+
+It should be easy to see that you can add code before any test cases are run or
+after all the test cases have completed. This allows you to do any needed
+system-wide setup or teardown that might be required for your special
+circumstances.
+
+
+##### `RUN_TEST`
+
+The `RUN_TEST` macro is called with each test case function. Its job is to
+perform whatever setup and teardown is necessary for executing a single test
+case function. This includes catching failures, calling the test module's
+`setUp()` and `tearDown()` functions, and calling `UnityConcludeTest()`. If
+using CMock or test coverage, there will be additional stubs in use here. A
+simple minimalist RUN_TEST macro looks something like this:
+
+```C
+#define RUN_TEST(testfunc) \
+ UNITY_NEW_TEST(#testfunc) \
+ if (TEST_PROTECT()) { \
+ setUp(); \
+ testfunc(); \
+ } \
+ if (TEST_PROTECT() && (!TEST_IS_IGNORED)) \
+ tearDown(); \
+ UnityConcludeTest();
+```
+
+So that's quite a macro, huh? It gives you a glimpse of what kind of stuff Unity
+has to deal with for every single test case. For each test case, we declare that
+it is a new test. Then we run `setUp` and our test function. These are run
+within a `TEST_PROTECT` block, the function of which is to handle failures that
+occur during the test. Then, assuming our test is still running and hasn't been
+ignored, we run `tearDown`. No matter what, our last step is to conclude this
+test before moving on to the next.
+
+Let's say you need to add a call to `fsync` to force all of your output data to
+flush to a file after each test. You could easily insert this after your
+`UnityConcludeTest` call. Maybe you want to write an xml tag before and after
+each result set. Again, you could do this by adding lines to this macro. Updates
+to this macro are for the occasions when you need an action before or after
+every single test case throughout your entire suite of tests.
+
+
+## Happy Porting
+
+The defines and macros in this guide should help you port Unity to just about
+any C target we can imagine. If you run into a snag or two, don't be afraid of
+asking for help on the forums. We love a good challenge!
+
+
+*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
diff --git a/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityGettingStartedGuide.md b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityGettingStartedGuide.md
new file mode 100644
index 000000000..c054b3618
--- /dev/null
+++ b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityGettingStartedGuide.md
@@ -0,0 +1,251 @@
+# Unity - Getting Started
+
+## Welcome
+
+Congratulations. You're now the proud owner of your very own pile of bits! What
+are you going to do with all these ones and zeros? This document should be able
+to help you decide just that.
+
+Unity is a unit test framework. The goal has been to keep it small and
+functional. The core Unity test framework is three files: a single C file and a
+couple header files. These team up to provide functions and macros to make
+testing easier.
+
+Unity was designed to be cross-platform. It works hard to stick with C standards
+while still providing support for the many embedded C compilers that bend the
+rules. Unity has been used with many compilers, including GCC, IAR, Clang,
+Green Hills, Microchip, and MS Visual Studio. It's not much work to get it to
+work with a new target.
+
+
+### Overview of the Documents
+
+#### Unity Assertions reference
+
+This document will guide you through all the assertion options provided by
+Unity. This is going to be your unit testing bread and butter. You'll spend more
+time with assertions than any other part of Unity.
+
+
+#### Unity Assertions Cheat Sheet
+
+This document contains an abridged summary of the assertions described in the
+previous document. It's perfect for printing and referencing while you
+familiarize yourself with Unity's options.
+
+
+#### Unity Configuration Guide
+
+This document is the one to reference when you are going to use Unity with a new
+target or compiler. It'll guide you through the configuration options and will
+help you customize your testing experience to meet your needs.
+
+
+#### Unity Helper Scripts
+
+This document describes the helper scripts that are available for simplifying
+your testing workflow. It describes the collection of optional Ruby scripts
+included in the auto directory of your Unity installation. Neither Ruby nor
+these scripts are necessary for using Unity. They are provided as a convenience
+for those who wish to use them.
+
+
+#### Unity License
+
+What's an open source project without a license file? This brief document
+describes the terms you're agreeing to when you use this software. Basically, we
+want it to be useful to you in whatever context you want to use it, but please
+don't blame us if you run into problems.
+
+
+### Overview of the Folders
+
+If you have obtained Unity through Github or something similar, you might be
+surprised by just how much stuff you suddenly have staring you in the face.
+Don't worry, Unity itself is very small. The rest of it is just there to make
+your life easier. You can ignore it or use it at your convenience. Here's an
+overview of everything in the project.
+
+- `src` - This is the code you care about! This folder contains a C file and two
+header files. These three files _are_ Unity.
+- `docs` - You're reading this document, so it's possible you have found your way
+into this folder already. This is where all the handy documentation can be
+found.
+- `examples` - This contains a few examples of using Unity.
+- `extras` - These are optional add ons to Unity that are not part of the core
+project. If you've reached us through James Grenning's book, you're going to
+want to look here.
+- `test` - This is how Unity and its scripts are all tested. If you're just using
+Unity, you'll likely never need to go in here. If you are the lucky team member
+who gets to port Unity to a new toolchain, this is a good place to verify
+everything is configured properly.
+- `auto` - Here you will find helpful Ruby scripts for simplifying your test
+workflow. They are purely optional and are not required to make use of Unity.
+
+
+## How to Create A Test File
+
+Test files are C files. Most often you will create a single test file for each C
+module that you want to test. The test file should include unity.h and the
+header for your C module to be tested.
+
+Next, a test file will include a `setUp()` and `tearDown()` function. The setUp
+function can contain anything you would like to run before each test. The
+tearDown function can contain anything you would like to run after each test.
+Both functions accept no arguments and return nothing. You may leave either or
+both of these blank if you have no need for them.
+
+If you're using Ceedling or the test runner generator script, you may leave these off
+completely. Not sure? Give it a try. If you compiler complains that it can't
+find setUp or tearDown when it links, you'll know you need to at least include
+an empty function for these.
+
+The majority of the file will be a series of test functions. Test functions
+follow the convention of starting with the word "test_" or "spec_". You don't HAVE
+to name them this way, but it makes it clear what functions are tests for other
+developers. Also, the automated scripts that come with Unity or Ceedling will default
+to looking for test functions to be prefixed this way. Test functions take no arguments
+and return nothing. All test accounting is handled internally in Unity.
+
+Finally, at the bottom of your test file, you will write a `main()` function.
+This function will call `UNITY_BEGIN()`, then `RUN_TEST` for each test, and
+finally `UNITY_END()`.This is what will actually trigger each of those test
+functions to run, so it is important that each function gets its own `RUN_TEST`
+call.
+
+Remembering to add each test to the main function can get to be tedious. If you
+enjoy using helper scripts in your build process, you might consider making use
+of our handy [generate_test_runner.rb](../auto/generate_test_runner.rb) script.
+This will create the main function and all the calls for you, assuming that you
+have followed the suggested naming conventions. In this case, there is no need
+for you to include the main function in your test file at all.
+
+When you're done, your test file will look something like this:
+
+```C
+#include "unity.h"
+#include "file_to_test.h"
+
+void setUp(void) {
+ // set stuff up here
+}
+
+void tearDown(void) {
+ // clean stuff up here
+}
+
+void test_function_should_doBlahAndBlah(void) {
+ //test stuff
+}
+
+void test_function_should_doAlsoDoBlah(void) {
+ //more test stuff
+}
+
+// not needed when using generate_test_runner.rb
+int main(void) {
+ UNITY_BEGIN();
+ RUN_TEST(test_function_should_doBlahAndBlah);
+ RUN_TEST(test_function_should_doAlsoDoBlah);
+ return UNITY_END();
+}
+```
+
+It's possible that you will need more customization than this, eventually.
+For that sort of thing, you're going to want to look at the configuration guide.
+This should be enough to get you going, though.
+
+### Running Test Functions
+When writing your own `main()` functions, for a test-runner. There are two ways
+to execute the test.
+
+The classic variant
+``` c
+RUN_TEST(func, linenum)
+```
+or its simpler replacement that starts at the beginning of the function.
+``` c
+RUN_TEST(func)
+```
+These macros perform the necessary setup before the test is called and
+handles cleanup and result tabulation afterwards.
+
+### Ignoring Test Functions
+There are times when a test is incomplete or not valid for some reason.
+At these times, TEST_IGNORE can be called. Control will immediately be
+returned to the caller of the test, and no failures will be returned.
+This is useful when your test runners are automatically generated.
+
+``` c
+TEST_IGNORE()
+```
+
+Ignore this test and return immediately
+
+``` c
+TEST_IGNORE_MESSAGE (message)
+```
+
+Ignore this test and return immediately. Output a message stating why the test was ignored.
+
+### Aborting Tests
+There are times when a test will contain an infinite loop on error conditions, or there may be reason to escape from the test early without executing the rest of the test. A pair of macros support this functionality in Unity. The first `TEST_PROTECT` sets up the feature, and handles emergency abort cases. `TEST_ABORT` can then be used at any time within the tests to return to the last `TEST_PROTECT` call.
+
+ TEST_PROTECT()
+
+Setup and Catch macro
+
+ TEST_ABORT()
+
+Abort Test macro
+
+Example:
+
+ main()
+ {
+ if (TEST_PROTECT())
+ {
+ MyTest();
+ }
+ }
+
+If MyTest calls `TEST_ABORT`, program control will immediately return to `TEST_PROTECT` with a return value of zero.
+
+
+
+## How to Build and Run A Test File
+
+This is the single biggest challenge to picking up a new unit testing framework,
+at least in a language like C or C++. These languages are REALLY good at getting
+you "close to the metal" (why is the phrase metal? Wouldn't it be more accurate
+to say "close to the silicon"?). While this feature is usually a good thing, it
+can make testing more challenging.
+
+You have two really good options for toolchains. Depending on where you're
+coming from, it might surprise you that neither of these options is running the
+unit tests on your hardware.
+There are many reasons for this, but here's a short version:
+- On hardware, you have too many constraints (processing power, memory, etc),
+- On hardware, you don't have complete control over all registers,
+- On hardware, unit testing is more challenging,
+- Unit testing isn't System testing. Keep them separate.
+
+Instead of running your tests on your actual hardware, most developers choose to
+develop them as native applications (using gcc or MSVC for example) or as
+applications running on a simulator. Either is a good option. Native apps have
+the advantages of being faster and easier to set up. Simulator apps have the
+advantage of working with the same compiler as your target application. The
+options for configuring these are discussed in the configuration guide.
+
+To get either to work, you might need to make a few changes to the file
+containing your register set (discussed later).
+
+In either case, a test is built by linking unity, the test file, and the C
+file(s) being tested. These files create an executable which can be run as the
+test set for that module. Then, this process is repeated for the next test file.
+This flexibility of separating tests into individual executables allows us to
+much more thoroughly unit test our system and it keeps all the test code out of
+our final release!
+
+
+*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*
diff --git a/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityHelperScriptsGuide.md b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityHelperScriptsGuide.md
new file mode 100644
index 000000000..46c9d74df
--- /dev/null
+++ b/FreeRTOS-Plus/Test/CMock/vendor/unity/docs/UnityHelperScriptsGuide.md
@@ -0,0 +1,278 @@
+# Unity Helper Scripts
+
+## With a Little Help From Our Friends
+
+Sometimes what it takes to be a really efficient C programmer is a little non-C.
+The Unity project includes a couple of Ruby scripts for making your life just a tad
+easier. They are completely optional. If you choose to use them, you'll need a
+copy of Ruby, of course. Just install whatever the latest version is, and it is
+likely to work. You can find Ruby at [ruby-lang.org](https://ruby-labg.org/).
+
+
+### `generate_test_runner.rb`
+
+Are you tired of creating your own `main` function in your test file? Do you
+keep forgetting to add a `RUN_TEST` call when you add a new test case to your
+suite? Do you want to use CMock or other fancy add-ons but don't want to figure
+out how to create your own `RUN_TEST` macro?
+
+Well then we have the perfect script for you!
+
+The `generate_test_runner` script processes a given test file and automatically
+creates a separate test runner file that includes ?main?to execute the test
+cases within the scanned test file. All you do then is add the generated runner
+to your list of files to be compiled and linked, and presto you're done!
+
+This script searches your test file for void function signatures having a
+function name beginning with "test" or "spec". It treats each of these
+functions as a test case and builds up a test suite of them. For example, the
+following includes three test cases:
+
+```C
+void testVerifyThatUnityIsAwesomeAndWillMakeYourLifeEasier(void)
+{
+ ASSERT_TRUE(1);
+}
+void test_FunctionName_should_WorkProperlyAndReturn8(void) {
+ ASSERT_EQUAL_INT(8, FunctionName());
+}
+void spec_Function_should_DoWhatItIsSupposedToDo(void) {
+ ASSERT_NOT_NULL(Function(5));
+}
+```
+
+You can run this script a couple of ways. The first is from the command line:
+
+```Shell
+ruby generate_test_runner.rb TestFile.c NameOfRunner.c
+```
+
+Alternatively, if you include only the test file parameter, the script will copy
+the name of the test file and automatically append `_Runner` to the name of the
+generated file. The example immediately below will create TestFile_Runner.c.
+
+```Shell
+ruby generate_test_runner.rb TestFile.c
+```
+
+You can also add a [YAML](http://www.yaml.org/) file to configure extra options.
+Conveniently, this YAML file is of the same format as that used by Unity and
+CMock. So if you are using YAML files already, you can simply pass the very same
+file into the generator script.
+
+```Shell
+ruby generate_test_runner.rb TestFile.c my_config.yml
+```
+
+The contents of the YAML file `my_config.yml` could look something like the
+example below. If you're wondering what some of these options do, you're going
+to love the next section of this document.
+
+```YAML
+:unity:
+ :includes:
+ - stdio.h
+ - microdefs.h
+ :cexception: 1
+ :suit_setup: "blah = malloc(1024);"
+ :suite_teardown: "free(blah);"
+```
+
+If you would like to force your generated test runner to include one or more
+header files, you can just include those at the command line too. Just make sure
+these are _after_ the YAML file, if you are using one:
+
+```Shell
+ruby generate_test_runner.rb TestFile.c my_config.yml extras.h
+```
+
+Another option, particularly if you are already using Ruby to orchestrate your
+builds - or more likely the Ruby-based build tool Rake - is requiring this
+script directly. Anything that you would have specified in a YAML file can be
+passed to the script as part of a hash. Let's push the exact same requirement
+set as we did above but this time through Ruby code directly:
+
+```Ruby
+require "generate_test_runner.rb"
+options = {
+ :includes => ["stdio.h", "microdefs.h"],
+ :cexception => 1,
+ :suite_setup => "blah = malloc(1024);",
+ :suite_teardown => "free(blah);"
+}
+UnityTestRunnerGenerator.new.run(testfile, runner_name, options)
+```
+
+If you have multiple files to generate in a build script (such as a Rakefile),
+you might want to instantiate a generator object with your options and call it
+to generate each runner afterwards. Like thus:
+
+```Ruby
+gen = UnityTestRunnerGenerator.new(options)
+test_files.each do |f|
+ gen.run(f, File.basename(f,'.c')+"Runner.c"
+end
+```
+
+#### Options accepted by generate_test_runner.rb:
+
+The following options are available when executing `generate_test_runner`. You
+may pass these as a Ruby hash directly or specify them in a YAML file, both of
+which are described above. In the `examples` directory, Example 3's Rakefile
+demonstrates using a Ruby hash.
+
+
+##### `:includes`
+
+This option specifies an array of file names to be `#include`'d at the top of
+your runner C file. You might use it to reference custom types or anything else
+universally needed in your generated runners.
+
+
+##### `:suite_setup`
+
+Define this option with C code to be executed _before any_ test cases are run.
+
+Alternatively, if your C compiler supports weak symbols, you can leave this
+option unset and instead provide a `void suiteSetUp(void)` function in your test
+suite. The linker will look for this symbol and fall back to a Unity-provided
+stub if it is not found.
+
+
+##### `:suite_teardown`
+
+Define this option with C code to be executed _after all_ test cases have
+finished. An integer variable `num_failures` is available for diagnostics.
+The code should end with a `return` statement; the value returned will become
+the exit code of `main`. You can normally just return `num_failures`.
+
+Alternatively, if your C compiler supports weak symbols, you can leave this
+option unset and instead provide a `int suiteTearDown(int num_failures)`
+function in your test suite. The linker will look for this symbol and fall
+back to a Unity-provided stub if it is not found.
+
+
+##### `:enforce_strict_ordering`
+
+This option should be defined if you have the strict order feature enabled in
+CMock (see CMock documentation). This generates extra variables required for
+everything to run smoothly. If you provide the same YAML to the generator as
+used in CMock's configuration, you've already configured the generator properly.
+
+
+##### `:externc`
+
+This option should be defined if you are mixing C and CPP and want your test
+runners to automatically include extern "C" support when they are generated.
+
+##### `:mock_prefix` and `:mock_suffix`
+
+Unity automatically generates calls to Init, Verify and Destroy for every file
+included in the main test file that starts with the given mock prefix and ends
+with the given mock suffix, file extension not included. By default, Unity
+assumes a `Mock` prefix and no suffix.
+
+##### `:plugins`
+
+This option specifies an array of plugins to be used (of course, the array can
+contain only a single plugin). This is your opportunity to enable support for
+CException support, which will add a check for unhandled exceptions in each
+test, reporting a failure if one is detected. To enable this feature using Ruby:
+
+```Ruby
+:plugins => [ :cexception ]
+```
+
+Or as a yaml file:
+
+```YAML
+:plugins:
+ -:cexception
+```
+
+If you are using CMock, it is very likely that you are already passing an array
+of plugins to CMock. You can just use the same array here. This script will just
+ignore the plugins that don't require additional support.
+
+##### `:include_extensions`
+
+This option specifies the pattern for matching acceptable header file extensions.
+By default it will accept hpp, hh, H, and h files. If you need a different combination
+of files to search, update this from the default `'(?:hpp|hh|H|h)'`.
+
+##### `:source_extensions`
+
+This option specifies the pattern for matching acceptable source file extensions.
+By default it will accept cpp, cc, C, c, and ino files. If you need a different combination
+of files to search, update this from the default `'(?:cpp|cc|ino|C|c)'`.
+
+
+### `unity_test_summary.rb`
+
+A Unity test file contains one or more test case functions. Each test case can
+pass, fail, or be ignored. Each test file is run individually producing results
+for its collection of test cases. A given project will almost certainly be
+composed of multiple test files. Therefore, the suite of tests is comprised of
+one or more test cases spread across one or more test files. This script
+aggregates individual test file results to generate a summary of all executed
+test cases. The output includes how many tests were run, how many were ignored,
+and how many failed. In addition, the output includes a listing of which
+specific tests were ignored and failed. A good example of the breadth and
+details of these results can be found in the `examples` directory. Intentionally
+ignored and failing tests in this project generate corresponding entries in the
+summary report.
+
+If you're interested in other (prettier?) output formats, check into the
+Ceedling build tool project (ceedling.sourceforge.net) that works with Unity and
+CMock and supports xunit-style xml as well as other goodies.
+
+This script assumes the existence of files ending with the extensions
+`.testpass` and `.testfail`.The contents of these files includes the test
+results summary corresponding to each test file executed with the extension set
+according to the presence or absence of failures for that test file. The script
+searches a specified path for these files, opens each one it finds, parses the
+results, and aggregates and prints a summary. Calling it from the command line
+looks like this:
+
+```Shell
+ruby unity_test_summary.rb build/test/
+```
+
+You can optionally specify a root path as well. This is really helpful when you
+are using relative paths in your tools' setup, but you want to pull the summary
+into an IDE like Eclipse for clickable shortcuts.
+
+```Shell
+ruby unity_test_summary.rb build/test/ ~/projects/myproject/
+```
+
+Or, if you're more of a Windows sort of person:
+
+```Shell
+ruby unity_test_summary.rb build\teat\ C:\projects\myproject\
+```
+
+When configured correctly, you'll see a final summary, like so:
+
+```Shell
+--------------------------
+UNITY IGNORED TEST SUMMARY
+--------------------------
+blah.c:22:test_sandwiches_should_HaveBreadOnTwoSides:IGNORE
+
+-------------------------
+UNITY FAILED TEST SUMMARY
+-------------------------
+blah.c:87:test_sandwiches_should_HaveCondiments:FAIL:Expected 1 was 0
+meh.c:38:test_soda_should_BeCalledPop:FAIL:Expected "pop" was "coke"
+
+--------------------------
+OVERALL UNITY TEST SUMMARY
+--------------------------
+45 TOTAL TESTS 2 TOTAL FAILURES 1 IGNORED
+```
+
+How convenient is that?
+
+
+*Find The Latest of This And More at [ThrowTheSwitch.org](https://throwtheswitch.org)*