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+/*
+ * FreeRTOS V202002.00
+ * Copyright (C) 2020 Amazon.com, Inc. or its affiliates. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy of
+ * this software and associated documentation files (the "Software"), to deal in
+ * the Software without restriction, including without limitation the rights to
+ * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
+ * the Software, and to permit persons to whom the Software is furnished to do so,
+ * subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in all
+ * copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
+ * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+ * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
+ * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * http://aws.amazon.com/freertos
+ * http://www.FreeRTOS.org
+ */
+
+/* Unity Configuration
+ * As of May 11th, 2016 at ThrowTheSwitch/Unity commit 837c529
+ * Update: December 29th, 2016
+ * See Also: Unity/docs/UnityConfigurationGuide.pdf
+ *
+ * Unity is designed to run on almost anything that is targeted by a C compiler.
+ * It would be awesome if this could be done with zero configuration. While
+ * there are some targets that come close to this dream, it is sadly not
+ * universal. It is likely that you are going to need at least a couple of the
+ * configuration options described in this document.
+ *
+ * All of Unity's configuration options are `#defines`. Most of these are simple
+ * definitions. A couple are macros with arguments. They live inside the
+ * unity_internals.h header file. We don't necessarily recommend opening that
+ * file unless you really need to. That file is proof that a cross-platform
+ * library is challenging to build. From a more positive perspective, it is also
+ * proof that a great deal of complexity can be centralized primarily to one
+ * place in order to provide a more consistent and simple experience elsewhere.
+ *
+ * Using These Options
+ * It doesn't matter if you're using a target-specific compiler and a simulator
+ * or a native compiler. In either case, you've got a couple choices for
+ * configuring these options:
+ *
+ * 1. Because these options are specified via C defines, you can pass most of
+ * these options to your compiler through command line compiler flags. Even
+ * if you're using an embedded target that forces you to use their
+ * overbearing IDE for all configuration, there will be a place somewhere in
+ * your project to configure defines for your compiler.
+ * 2. You can create a custom `unity_config.h` configuration file (present in
+ * your toolchain's search paths). In this file, you will list definitions
+ * and macros specific to your target. All you must do is define
+ * `UNITY_INCLUDE_CONFIG_H` and Unity will rely on `unity_config.h` for any
+ * further definitions it may need.
+ */
+
+#ifndef AWS_UNITY_CONFIG_H
+#define AWS_UNITY_CONFIG_H
+
+/* ************************* AUTOMATIC INTEGER TYPES ***************************
+ * C's concept of an integer varies from target to target. The C Standard has
+ * rules about the `int` matching the register size of the target
+ * microprocessor. It has rules about the `int` and how its size relates to
+ * other integer types. An `int` on one target might be 16 bits while on another
+ * target it might be 64. There are more specific types in compilers compliant
+ * with C99 or later, but that's certainly not every compiler you are likely to
+ * encounter. Therefore, Unity has a number of features for helping to adjust
+ * itself to match your required integer sizes. It starts off by trying to do it
+ * automatically.
+ **************************************************************************** */
+
+/* The first attempt to guess your types is to check `limits.h`. Some compilers
+ * that don't support `stdint.h` could include `limits.h`. If you don't
+ * want Unity to check this file, define this to make it skip the inclusion.
+ * Unity looks at UINT_MAX & ULONG_MAX, which were available since C89.
+ */
+/* #define UNITY_EXCLUDE_LIMITS_H */
+
+/* The second thing that Unity does to guess your types is check `stdint.h`.
+ * This file defines `UINTPTR_MAX`, since C99, that Unity can make use of to
+ * learn about your system. It's possible you don't want it to do this or it's
+ * possible that your system doesn't support `stdint.h`. If that's the case,
+ * you're going to want to define this. That way, Unity will know to skip the
+ * inclusion of this file and you won't be left with a compiler error.
+ */
+/* #define UNITY_EXCLUDE_STDINT_H */
+
+/* ********************** MANUAL INTEGER TYPE DEFINITION ***********************
+ * If you've disabled all of the automatic options above, you're going to have
+ * to do the configuration yourself. There are just a handful of defines that
+ * you are going to specify if you don't like the defaults.
+ **************************************************************************** */
+
+/* Define this to be the number of bits an `int` takes up on your system. The
+ * default, if not auto-detected, is 32 bits.
+ *
+ * Example:
+ */
+/* #define UNITY_INT_WIDTH 16 */
+
+/* Define this to be the number of bits a `long` takes up on your system. The
+ * default, if not autodetected, is 32 bits. This is used to figure out what
+ * kind of 64-bit support your system can handle. Does it need to specify a
+ * `long` or a `long long` to get a 64-bit value. On 16-bit systems, this option
+ * is going to be ignored.
+ *
+ * Example:
+ */
+/* #define UNITY_LONG_WIDTH 16 */
+
+/* Define this to be the number of bits a pointer takes up on your system. The
+ * default, if not autodetected, is 32-bits. If you're getting ugly compiler
+ * warnings about casting from pointers, this is the one to look at.
+ *
+ * Example:
+ */
+/* #define UNITY_POINTER_WIDTH 64 */
+
+/* Unity will automatically include 64-bit support if it auto-detects it, or if
+ * your `int`, `long`, or pointer widths are greater than 32-bits. Define this
+ * to enable 64-bit support if none of the other options already did it for you.
+ * There can be a significant size and speed impact to enabling 64-bit support
+ * on small targets, so don't define it if you don't need it.
+ */
+/* #define UNITY_INCLUDE_64 */
+
+
+/* *************************** FLOATING POINT TYPES ****************************
+ * In the embedded world, it's not uncommon for targets to have no support for
+ * floating point operations at all or to have support that is limited to only
+ * single precision. We are able to guess integer sizes on the fly because
+ * integers are always available in at least one size. Floating point, on the
+ * other hand, is sometimes not available at all. Trying to include `float.h` on
+ * these platforms would result in an error. This leaves manual configuration as
+ * the only option.
+ **************************************************************************** */
+
+/* By default, Unity guesses that you will want single precision floating point
+ * support, but not double precision. It's easy to change either of these using
+ * the include and exclude options here. You may include neither, just float,
+ * or both, as suits your needs.
+ */
+/* #define UNITY_EXCLUDE_FLOAT */
+/* #define UNITY_INCLUDE_DOUBLE */
+/* #define UNITY_EXCLUDE_DOUBLE */
+
+/* For features that are enabled, the following floating point options also
+ * become available.
+ */
+
+/* Unity aims for as small of a footprint as possible and avoids most standard
+ * library calls (some embedded platforms don't have a standard library!).
+ * Because of this, its routines for printing integer values are minimalist and
+ * hand-coded. To keep Unity universal, though, we eventually chose to develop
+ * our own floating point print routines. Still, the display of floating point
+ * values during a failure are optional. By default, Unity will print the
+ * actual results of floating point assertion failures. So a failed assertion
+ * will produce a message like "Expected 4.0 Was 4.25". If you would like less
+ * verbose failure messages for floating point assertions, use this option to
+ * give a failure message `"Values Not Within Delta"` and trim the binary size.
+ */
+/* #define UNITY_EXCLUDE_FLOAT_PRINT */
+
+/* If enabled, Unity assumes you want your `FLOAT` asserts to compare standard C
+ * floats. If your compiler supports a specialty floating point type, you can
+ * always override this behavior by using this definition.
+ *
+ * Example:
+ */
+/* #define UNITY_FLOAT_TYPE float16_t */
+
+/* If enabled, Unity assumes you want your `DOUBLE` asserts to compare standard
+ * C doubles. If you would like to change this, you can specify something else
+ * by using this option. For example, defining `UNITY_DOUBLE_TYPE` to `long
+ * double` could enable gargantuan floating point types on your 64-bit processor
+ * instead of the standard `double`.
+ *
+ * Example:
+ */
+/* #define UNITY_DOUBLE_TYPE long double */
+
+/* If you look up `UNITY_ASSERT_EQUAL_FLOAT` and `UNITY_ASSERT_EQUAL_DOUBLE` as
+ * documented in the Unity Assertion Guide, you will learn that they are not
+ * really asserting that two values are equal but rather that two values are
+ * "close enough" to equal. "Close enough" is controlled by these precision
+ * configuration options. If you are working with 32-bit floats and/or 64-bit
+ * doubles (the normal on most processors), you should have no need to change
+ * these options. They are both set to give you approximately 1 significant bit
+ * in either direction. The float precision is 0.00001 while the double is
+ * 10^-12. For further details on how this works, see the appendix of the Unity
+ * Assertion Guide.
+ *
+ * Example:
+ */
+/* #define UNITY_FLOAT_PRECISION 0.001f */
+/* #define UNITY_DOUBLE_PRECISION 0.001f */
+
+
+/* *************************** TOOLSET CUSTOMIZATION ***************************
+ * In addition to the options listed above, there are a number of other options
+ * which will come in handy to customize Unity's behavior for your specific
+ * toolchain. It is possible that you may not need to touch any of these but
+ * certain platforms, particularly those running in simulators, may need to jump
+ * through extra hoops to operate properly. These macros will help in those
+ * situations.
+ **************************************************************************** */
+
+/* By default, Unity prints its results to `stdout` as it runs. This works
+ * perfectly fine in most situations where you are using a native compiler for
+ * testing. It works on some simulators as well so long as they have `stdout`
+ * routed back to the command line. There are times, however, where the
+ * simulator will lack support for dumping results or you will want to route
+ * results elsewhere for other reasons. In these cases, you should define the
+ * `UNITY_OUTPUT_CHAR` macro. This macro accepts a single character at a time
+ * (as an `int`, since this is the parameter type of the standard C `putchar`
+ * function most commonly used). You may replace this with whatever function
+ * call you like.
+ *
+ * Example:
+ * Say you are forced to run your test suite on an embedded processor with no
+ * `stdout` option. You decide to route your test result output to a custom
+ * serial `RS232_putc()` function you wrote like thus:
+ */
+/* #define UNITY_OUTPUT_CHAR(a) RS232_putc(a) */
+/* #define UNITY_OUTPUT_CHAR_HEADER_DECLARATION RS232_putc(int) */
+/* #define UNITY_OUTPUT_FLUSH() RS232_flush() */
+/* #define UNITY_OUTPUT_FLUSH_HEADER_DECLARATION RS232_flush(void) */
+/* #define UNITY_OUTPUT_START() RS232_config(115200,1,8,0) */
+/* #define UNITY_OUTPUT_COMPLETE() RS232_close() */
+
+/* For some targets, Unity can make the otherwise required `setUp()` and
+ * `tearDown()` functions optional. This is a nice convenience for test writers
+ * since `setUp` and `tearDown` don't often actually _do_ anything. If you're
+ * using gcc or clang, this option is automatically defined for you. Other
+ * compilers can also support this behavior, if they support a C feature called
+ * weak functions. A weak function is a function that is compiled into your
+ * executable _unless_ a non-weak version of the same function is defined
+ * elsewhere. If a non-weak version is found, the weak version is ignored as if
+ * it never existed. If your compiler supports this feature, you can let Unity
+ * know by defining `UNITY_SUPPORT_WEAK` as the function attributes that would
+ * need to be applied to identify a function as weak. If your compiler lacks
+ * support for weak functions, you will always need to define `setUp` and
+ * `tearDown` functions (though they can be and often will be just empty). The
+ * most common options for this feature are:
+ */
+/* #define UNITY_SUPPORT_WEAK weak */
+/* #define UNITY_SUPPORT_WEAK __attribute__((weak)) */
+/* #define UNITY_NO_WEAK */
+
+/* Some compilers require a custom attribute to be assigned to pointers, like
+ * `near` or `far`. In these cases, you can give Unity a safe default for these
+ * by defining this option with the attribute you would like.
+ *
+ * Example:
+ */
+/* #define UNITY_PTR_ATTRIBUTE __attribute__((far)) */
+/* #define UNITY_PTR_ATTRIBUTE near */
+
+#include "aws_test_framework.h"
+
+/* Redirect output to print task. */
+#ifndef UNITY_OUTPUT_CHAR
+ #define UNITY_OUTPUT_CHAR( a ) TEST_CacheResult( a )
+#endif
+#ifndef UNITY_OUTPUT_FLUSH
+ #define UNITY_OUTPUT_FLUSH() TEST_SubmitResultBuffer()
+#endif
+#ifndef UNITY_OUTPUT_START
+ #define UNITY_OUTPUT_START() TEST_NotifyTestStart()
+#endif
+#ifndef UNITY_OUTPUT_COMPLETE
+ #define UNITY_OUTPUT_COMPLETE() TEST_NotifyTestFinished()
+#endif
+
+#endif /* AWS_UNITY_CONFIG_H */