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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-02-24 22:47:46 +1100
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-02-24 22:47:46 +1100
commit7b3afcaf77f96e7d62f6cd1623ead7f17512d79f (patch)
treeb5f82c64e9c06a84e4d095ab4ac48712e860b673 /deps/Unity/docs
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diff --git a/deps/Unity/docs/MesonGeneratorRunner.md b/deps/Unity/docs/MesonGeneratorRunner.md
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+# Meson Generator - Test Runner
+
+One of the really nice things about using Unity with Ceedling is that Ceedling takes care of generating all of the test runners automatically. If you're not using Ceedling though, you'll need to do this yourself.
+
+The way this is done in Unity is via a Ruby script called `generate_test_runner.rb`. When given a test file such as `test_example.c`, the script will generate `test_example_Runner.c`, which provides the `main` method and some other useful plumbing.
+
+So that you don't have to run this by hand, a Meson generator is provided to generate the runner automatically for you. Generally with Meson, you would use Unity as a subproject and you'd want to access the generator from the parent.
+
+For example, to get the generator you can use:
+
+ unity_proj = subproject('unity')
+ runner_gen = unity_proj.get_variable('gen_test_runner')
+
+Once you have the generator you need to pass it the absolute path of your test file. This seems to be a bug in how the paths work with subprojects in Meson. You can get the full path with `meson.source_root()`, so you could do:
+
+ test_runner = meson.source_root() / 'test/test_example.c'
+
+You can then include `test_runner` as a normal dependency to your builds. Meson will create the test runner in a private directory for each build target. It's only meant to be used as part of the build, so if you need to refer to the runner after the build, you won't be able to use the generator. \ No newline at end of file
diff --git a/deps/Unity/docs/ThrowTheSwitchCodingStandard.md b/deps/Unity/docs/ThrowTheSwitchCodingStandard.md
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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 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 endeavour.
+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 fulfil 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 in C/C++
+
+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 in C/C++
+
+- 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 in C/C++
+
+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 in C/C++
+
+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 in Ruby
+
+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 in Ruby
+
+- 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 markdown 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][]*
+
+[ThrowTheSwitch.org]: https://throwtheswitch.org \ No newline at end of file
diff --git a/deps/Unity/docs/UnityAssertionsCheatSheetSuitableforPrintingandPossiblyFraming.pdf b/deps/Unity/docs/UnityAssertionsCheatSheetSuitableforPrintingandPossiblyFraming.pdf
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diff --git a/deps/Unity/docs/UnityAssertionsReference.md b/deps/Unity/docs/UnityAssertionsReference.md
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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. Static analysis is a
+valuable approach to improving code quality, but it is not executing your code
+in the way an assertion can. A failing assertion stops execution and reports an
+error through some appropriate I/O channel (e.g. stdout, GUI, output 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
+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:
+
+```c
+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:_
+
+```c
+TEST_ASSERT_X( {modifiers}, {expected}, actual, {size/count} )
+```
+
+becomes messageified like thus…
+
+```c
+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.
+
+```c
+ 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.
+
+```c
+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_FLOAT_NOT_WITHIN (delta, expected, actual)`
+
+Asserts that the `actual` value is NOT within +/- `delta` of the `expected` value.
+
+#### `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_NOT_EQUAL_FLOAT (expected, actual)`
+
+Asserts that the `actual` value is NOT “close enough to be considered equal” to the
+`expected` value.
+
+#### `TEST_ASSERT_FLOAT_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+See Array assertion section for details. Note that individual array element
+uses user-provided delta plus default comparison delta for checking
+and is based on `TEST_ASSERT_FLOAT_WITHIN` comparison.
+
+#### `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 `TEST_ASSERT_EQUAL_FLOAT`. That is, user
+specified delta comparison values requires a custom-implemented floating point
+array assertion.
+
+#### `TEST_ASSERT_LESS_THAN_FLOAT (threshold, actual)`
+
+Asserts that the `actual` parameter is less than `threshold` (exclusive).
+For example, if the threshold value is 1.0f, the assertion will fail if it is
+greater than 1.0f.
+
+#### `TEST_ASSERT_GREATER_THAN_FLOAT (threshold, actual)`
+
+Asserts that the `actual` parameter is greater than `threshold` (exclusive).
+For example, if the threshold value is 1.0f, the assertion will fail if it is
+less than 1.0f.
+
+#### `TEST_ASSERT_LESS_OR_EQUAL_FLOAT (threshold, actual)`
+
+Asserts that the `actual` parameter is less than or equal to `threshold`.
+The rules for equality are the same as for `TEST_ASSERT_EQUAL_FLOAT`.
+
+#### `TEST_ASSERT_GREATER_OR_EQUAL_FLOAT (threshold, actual)`
+
+Asserts that the `actual` parameter is greater than `threshold`.
+The rules for equality are the same as for `TEST_ASSERT_EQUAL_FLOAT`.
+
+#### `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_DOUBLE_NOT_WITHIN (delta, expected, actual)`
+
+Asserts that the `actual` value is NOT within +/- `delta` of the `expected` value.
+
+#### `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_NOT_EQUAL_DOUBLE (expected, actual)`
+
+Asserts that the `actual` value is NOT “close enough to be considered equal” to the
+`expected` value.
+
+#### `TEST_ASSERT_DOUBLE_ARRAY_WITHIN (delta, expected, actual, num_elements)`
+
+See Array assertion section for details. Note that individual array element
+uses user-provided delta plus default comparison delta for checking
+and is based on `TEST_ASSERT_DOUBLE_WITHIN` comparison.
+
+#### `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_LESS_THAN_DOUBLE (threshold, actual)`
+
+Asserts that the `actual` parameter is less than `threshold` (exclusive).
+For example, if the threshold value is 1.0, the assertion will fail if it is
+greater than 1.0.
+
+#### `TEST_ASSERT_LESS_OR_EQUAL_DOUBLE (threshold, actual)`
+
+Asserts that the `actual` parameter is less than or equal to `threshold`.
+The rules for equality are the same as for `TEST_ASSERT_EQUAL_DOUBLE`.
+
+#### `TEST_ASSERT_GREATER_THAN_DOUBLE (threshold, actual)`
+
+Asserts that the `actual` parameter is greater than `threshold` (exclusive).
+For example, if the threshold value is 1.0, the assertion will fail if it is
+less than 1.0.
+
+#### `TEST_ASSERT_GREATER_OR_EQUAL_DOUBLE (threshold, actual)`
+
+Asserts that the `actual` parameter is greater than or equal to `threshold`.
+The rules for equality are the same as for `TEST_ASSERT_EQUAL_DOUBLE`.
+
+#### `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
+0x20 or 0x263. 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][]*
+
+[assert() macro]: http://en.wikipedia.org/wiki/Assert.h
+[ThrowTheSwitch.org]: https://throwtheswitch.org
diff --git a/deps/Unity/docs/UnityChangeLog.md b/deps/Unity/docs/UnityChangeLog.md
new file mode 100644
index 0000000..9c3bb7b
--- /dev/null
+++ b/deps/Unity/docs/UnityChangeLog.md
@@ -0,0 +1,93 @@
+# Unity Test - Change Log
+
+## A Note
+
+This document captures significant features and fixes to the Unity project core source files
+and scripts. More detail can be found in the history on Github.
+
+This project is now tracking changes in more detail. Previous releases get less detailed as
+we move back in histroy.
+
+Prior to 2012, the project was hosted on SourceForge.net
+Prior to 2008, the project was an internal project and not released to the public.
+
+## Log
+
+### Unity 2.6.0 ()
+
+New Features:
+
+ - Fill out missing variations of arrays, within, etc.
+ - Add `TEST_PRINTF()`
+ - Add `TEST_MATRIX()` and `TEST_RANGE()` options and documentation
+ - Add support for searching `TEST_SOURCE_FILE()` for determining test dependencies
+ - Add Unity BDD plugin
+ - Add `UNITY_INCLUDE_EXEC_TIME` option to report test times
+ - Allow user to override test abort underlying mechanism
+
+Significant Bugfixes:
+
+ - More portable validation of NaN and Infinity. Added `UNITY_IS_NAN` and `UNITY_IS_INF` options
+ - Add `UNITY_PROGMEM` configuration option
+ - Fix overflow detection of hex values when using arrays
+ - Fix scripts broken by Ruby standard changes
+
+Other:
+
+ - Avoid pointer comparison when one is null to avoid compiler warnings
+ - Significant improvements to documentation
+ - Updates to match latest Ruby style specification
+ - Meson, CMake, PlatformIO builds
+
+### Unity 2.5.2 (January 2021)
+
+ - improvements to RUN_TEST macro and generated RUN_TEST
+ - Fix `UNITY_TEST_ASSERT_BIT(S)_HIGH`
+ - Cleaner handling of details tracking by CMock
+
+### Unity 2.5.1 (May 2020)
+
+Mostly a bugfix and stability release.
+Bonus Features:
+
+ - Optional TEST_PRINTF macro
+ - Improve self-testing procedures.
+
+### Unity 2.5.0 (October 2019)
+
+It's been a LONG time since the last release of Unity. Finally, here it is!
+There are too many updates to list here, so some highlights:
+
+ - more standards compliant (without giving up on supporting ALL compilers, no matter how quirky)
+ - many more specialized assertions for better test feedback
+ - more examples for integrating into your world
+ - many many bugfixes and tweaks
+
+### Unity 2.4.3 (November 2017)
+
+ - Allow suiteSetUp() and suiteTearDown() to be povided as normal C functions
+ - Fix & Expand Greater Than / Less Than assertions for integers
+ - Built-in option to colorize test results
+ - Documentation updates
+
+### Unity 2.4.2 (September 2017)
+
+ - Fixed bug in UNTY_TEST_ASSERT_EACH_EQUAL_*
+ - Added TEST_ASSERT_GREATER_THAN and TEST_ASSERT_LESS_THAN
+ - Updated Module Generator to stop changing names when no style given
+ - Cleanup to custom float printing for accuracy
+ - Cleanup incorrect line numbers are partial name matching
+ - Reduce warnings from using popular function names as variable names
+
+### Unity 2.4.1 (April 2017)
+
+ - test runner generator can inject defines as well as headers
+ - added a built-in floating point print routine instead of relying on printf
+ - updated to new coding and naming standard
+ - updated documentation to be markdown instead of pdf
+ - fixed many many little bugs, most of which were supplied by the community (you people are awesome!)
+ - coding standard actually enforced in CI
+
+### Unity 2.4.0 (October, 2016)
+
+ - port from SourceForge and numerous bugfixes
diff --git a/deps/Unity/docs/UnityConfigurationGuide.md b/deps/Unity/docs/UnityConfigurationGuide.md
new file mode 100644
index 0000000..953851f
--- /dev/null
+++ b/deps/Unity/docs/UnityConfigurationGuide.md
@@ -0,0 +1,626 @@
+# 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_COMPARE_PTRS_ON_ZERO_ARRAY`
+
+Define this to make all array assertions compare pointers instead of contents when a length of zero is specified. When not enabled,
+defining a length of zero will always result in a failure and a message warning the user that they have tried to compare empty
+arrays.
+
+#### `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
+```
+
+#### `UNITY_IS_NAN` and `UNITY_IS_INF`
+
+If your toolchain defines `isnan` and `isinf` in `math.h` as macros, nothing needs to be done. If your toolchain doesn't define these, Unity
+will create these macros itself. You may override either or both of these defines to specify how you want to evaluate if a number is NaN or Infinity.
+
+_Example:_
+
+```C
+#define UNITY_IS_NAN(n) ((n != n) ? 1 : 0)
+```
+
+### 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 __%d__
+- __%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)
+
+Length specifiers are also supported. If you are using long long types, make sure UNITY_SUPPORT_64 is true to ensure they are printed correctly.
+
+- __%ld__ - signed long value (decimal)
+- __%lld__ - signed long long value (decimal)
+- __%lu__ - unsigned long value (decimal)
+- __%llu__ - unsigned long long value (decimal)
+- __%lx__ - unsigned long value (hexadecimal)
+- __%llx__ - unsigned long long value (hexadecimal)
+
+_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("Unsigned long long %llu\n", 922337203685477580);
+TEST_PRINTF("Color Red \033[41mFAIL\033[0m\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_TEST_PROTECT`
+
+#### `UNITY_TEST_ABORT`
+
+Unity handles test failures via `setjmp`/`longjmp` pair by default. As mentioned above, you can disable this with `UNITY_EXCLUDE_SETJMP`. You can also customise what happens on every `TEST_PROTECT` and `TEST_ABORT` call. This can be accomplished by providing user-defined `UNITY_TEST_PROTECT` and `UNITY_TEST_ABORT` macros (and these may be defined independently).
+
+`UNITY_TEST_PROTECT` is used as an `if` statement expression, and has to evaluate to `true` on the first call (when saving stack environment with `setjmp`), and to `false` when it returns as a result of a `TEST_ABORT` (when restoring the stack environment with `longjmp`).
+
+Whenever an assert macro fails, `TEST_ABORT` is used to restore the stack environment previously set by `TEST_PROTECT`. This part may be overriden with `UNITY_TEST_ABORT`, e.g. if custom failure handling is needed.
+
+_Example 1:_
+
+Calling `longjmp` on your target is possible, but has a platform-specific (or implementation-specific) set of prerequisites, e.g. privileged access level. You can extend the default behaviour of `TEST_PROTECT` and `TEST_ABORT` as:
+
+`unity_config.h`:
+
+```C
+#include "my_custom_test_handlers.h"
+
+#define UNITY_TEST_PROTECT() custom_test_protect()
+#define UNITY_TEST_ABORT() custom_test_abort()
+```
+
+`my_custom_test_handlers.c`:
+
+```C
+int custom_test_protect(void) {
+ platform_specific_code();
+ return setjmp(Unity.AbortFrame) == 0;
+}
+
+UNITY_NORETURN void custom_test_abort(void) {
+ more_platform_specific_code();
+ longjmp(Unity.AbortFrame, 1);
+}
+```
+
+_Example 2:_
+
+Unity is used to provide the assertion macros only, and an external test harness/runner is used for test orchestration/reporting. In this case you can easily plug your code by overriding `TEST_ABORT` as:
+
+`unity_config.h`:
+
+```C
+#include "my_custom_test_handlers.h"
+
+#define UNITY_TEST_PROTECT() 1
+#define UNITY_TEST_ABORT() custom_test_abort()
+```
+
+`my_custom_test_handlers.c`:
+
+```C
+void custom_test_abort(void) {
+ if (Unity.CurrentTestFailed == 1) {
+ custom_failed_test_handler();
+ } else if (Unity.CurrentTestIgnored == 1) {
+ custom_ignored_test_handler();
+ }
+}
+```
+
+#### `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 asymmetry 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.
+
+#### `UNITY_SUPPORT_TEST_CASES`
+
+Unity can automatically define all supported parameterized tests macros.
+That feature is disabled by default.
+To enable it, use the following example:
+
+```C
+#define UNITY_SUPPORT_TEST_CASES
+```
+
+You can manually provide required `TEST_CASE`, `TEST_RANGE` or `TEST_MATRIX` macro definitions
+before including `unity.h`, and they won't be redefined.
+If you provide one of the following macros, some of default definitions will not be
+defined:
+| User defines macro | Unity will _not_ define following macro |
+|---|---|
+| `UNITY_EXCLUDE_TEST_CASE` | `TEST_CASE` |
+| `UNITY_EXCLUDE_TEST_RANGE` | `TEST_RANGE` |
+| `UNITY_EXCLUDE_TEST_MATRIX` | `TEST_MATRIX` |
+| `TEST_CASE` | `TEST_CASE` |
+| `TEST_RANGE` | `TEST_RANGE` |
+| `TEST_MATRIX` | `TEST_MATRIX` |
+
+`UNITY_EXCLUDE_TEST_*` defines is not processed by test runner generator script.
+If you exclude one of them from definition, you should provide your own definition
+for them or avoid using undefined `TEST_*` macro as a test generator.
+Otherwise, compiler cannot build source code file with provided call.
+
+_Note:_
+That feature requires variadic macro support by compiler. If required feature
+is not detected, it will not be enabled, even though preprocessor macro is defined.
+
+## 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][]*
+
+[ThrowTheSwitch.org]: https://throwtheswitch.org
diff --git a/deps/Unity/docs/UnityGettingStartedGuide.md b/deps/Unity/docs/UnityGettingStartedGuide.md
new file mode 100644
index 0000000..b951c60
--- /dev/null
+++ b/deps/Unity/docs/UnityGettingStartedGuide.md
@@ -0,0 +1,242 @@
+# 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 your 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][] 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 clean-up 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.
+
+```c
+ TEST_PROTECT()
+```
+
+Setup and Catch macro
+
+```c
+ TEST_ABORT()
+```
+
+Abort Test macro
+
+Example:
+
+```c
+ 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][]*
+
+[generate_test_runner.rb]: ../auto/generate_test_runner.rb
+[ThrowTheSwitch.org]: https://throwtheswitch.org
diff --git a/deps/Unity/docs/UnityHelperScriptsGuide.md b/deps/Unity/docs/UnityHelperScriptsGuide.md
new file mode 100644
index 0000000..6838280
--- /dev/null
+++ b/deps/Unity/docs/UnityHelperScriptsGuide.md
@@ -0,0 +1,510 @@
+# 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][].
+
+### `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][] 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
+ :suite_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.
+
+##### `:defines`
+
+This option specifies an array of definitions to be `#define`'d at the top of your runner C file.
+Each definition will be wrapped in an `#ifndef`.
+
+##### `: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)'`.
+
+##### `:use_param_tests`
+
+This option enables parameterized test usage.
+That tests accepts arguments from `TEST_CASE` and `TEST_RANGE` macros,
+that are located above current test definition.
+By default, Unity assumes, that parameterized tests are disabled.
+
+Few usage examples can be found in `/test/tests/test_unity_parameterized.c` file.
+
+You should define `UNITY_SUPPORT_TEST_CASES` macro for tests success compiling,
+if you enable current option.
+
+You can see list of supported macros list in the
+[Parameterized tests provided macros](#parameterized-tests-provided-macros)
+section that follows.
+
+##### `:cmdline_args`
+
+When set to `true`, the generated test runner can accept a number of
+options to modify how the test(s) are run.
+
+Ensure Unity is compiled with `UNITY_USE_COMMAND_LINE_ARGS` defined or else
+the required functions will not exist.
+
+These are the available options:
+
+| Option | Description |
+| --------- | ------------------------------------------------- |
+| `-l` | List all tests and exit |
+| `-f NAME` | Filter to run only tests whose name includes NAME |
+| `-n NAME` | (deprecated) alias of -f |
+| `-h` | show the Help menu that lists these options |
+| `-q` | Quiet/decrease verbosity |
+| `-v` | increase Verbosity |
+| `-x NAME` | eXclude tests whose name includes NAME |
+
+##### `:setup_name`
+
+Override the default test `setUp` function name.
+
+##### `:teardown_name`
+
+Override the default test `tearDown` function name.
+
+##### `:test_reset_name`
+
+Override the default test `resetTest` function name.
+
+##### `:test_verify_name`
+
+Override the default test `verifyTest` function name.
+
+##### `:main_name`
+
+Override the test's `main()` function name (from `main` to whatever is specified).
+The sentinel value `:auto` will use the test's filename with the `.c` extension removed prefixed
+with `main_` as the "main" function.
+
+To clarify, if `:main_name == :auto` and the test filename is "test_my_project.c", then the
+generated function name will be `main_test_my_project(int argc, char** argv)`.
+
+##### `main_export_decl`
+
+Provide any `cdecl` for the `main()` test function. Is empty by default.
+
+##### `:omit_begin_end`
+
+If `true`, the `UnityBegin` and `UnityEnd` function will not be called for
+Unity test state setup and cleanup.
+
+#### Parameterized tests provided macros
+
+Unity provides support for few param tests generators, that can be combined
+with each other. You must define test function as usual C function with usual
+C arguments, and test generator will pass what you tell as a list of arguments.
+
+Let's show how all of them works on the following test function definitions:
+
+```C
+/* Place your test generators here, usually one generator per one or few lines */
+void test_demoParamFunction(int a, int b, int c)
+{
+ TEST_ASSERT_GREATER_THAN_INT(a + b, c);
+}
+```
+
+##### `TEST_CASE`
+
+Test case is a basic generator, that can be used for param testing.
+One call of that macro will generate only one call for test function.
+It can be used with different args, such as numbers, enums, strings,
+global variables, another preprocessor defines.
+
+If we use replace comment before test function with the following code:
+
+```C
+TEST_CASE(1, 2, 5)
+TEST_CASE(10, 7, 20)
+```
+
+script will generate 2 test calls:
+
+```C
+test_demoParamFunction(1, 2, 5);
+test_demoParamFunction(10, 7, 20);
+```
+
+That calls will be wrapped with `setUp`, `tearDown` and other
+usual Unity calls, as for independent unit tests.
+The following output can be generated after test executable startup:
+
+```Log
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(1, 2, 5):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(10, 7, 20):PASS
+```
+
+##### `TEST_RANGE`
+
+Test range is an advanced generator. It single call can be converted to zero,
+one or few `TEST_CASE` equivalent commands.
+
+That generator can be used for creating numeric ranges in decimal representation
+only: integers & floating point numbers. It uses few formats for every parameter:
+
+1. `[start, stop, step]` is stop-inclusive format
+2. `<start, stop, step>` is stop-exclusive formats
+
+Format providers 1 and 2 accept only three arguments:
+
+* `start` is start number
+* `stop` is end number (can or cannot exists in result sequence for format 1,
+will be always skipped for format 2)
+* `step` is incrementing step: can be either positive or negative value.
+
+Let's use our `test_demoParamFunction` test for checking, what ranges
+will be generated for our single `TEST_RANGE` row:
+
+```C
+TEST_RANGE([3, 4, 1], [10, 5, -2], <30, 31, 1>)
+```
+
+Tests execution output will be similar to that text:
+
+```Log
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(3, 10, 30):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(3, 8, 30):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(3, 6, 30):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(4, 10, 30):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(4, 8, 30):PASS
+tests/test_unity_parameterizedDemo.c:14:test_demoParamFunction(4, 6, 30):PASS
+```
+
+As we can see:
+
+| Parameter | Format | Possible values | Total of values | Format number |
+|---|---|---|---|---|
+| `a` | `[3, 4, 1]` | `3`, `4` | 2 | Format 1 |
+| `b` | `[10, 5, -2]` | `10`, `8`, `6` | 3 | Format 1, negative step, end number is not included |
+| `c` | `<30, 31, 1>` | `30` | 1 | Format 2 |
+
+_Note_, that format 2 also supports negative step.
+
+We totally have 2 * 3 * 1 = 6 equal test cases, that can be written as following:
+
+```C
+TEST_CASE(3, 10, 30)
+TEST_CASE(3, 8, 30)
+TEST_CASE(3, 6, 30)
+TEST_CASE(4, 10, 30)
+TEST_CASE(4, 8, 30)
+TEST_CASE(4, 6, 30)
+```
+
+##### `TEST_MATRIX`
+
+Test matix is an advanced generator. It single call can be converted to zero,
+one or few `TEST_CASE` equivalent commands.
+
+That generator will create tests for all cobinations of the provided list. Each argument has to be given as a list of one or more elements in the format `[<parm1>, <param2>, ..., <paramN-1>, <paramN>]`.
+
+All parameters supported by the `TEST_CASE` is supported as arguments:
+- Numbers incl type specifiers e.g. `<1>`, `<1u>`, `<1l>`, `<2.3>`, or `<2.3f>`
+- Strings incl string concatianion e.g. `<"string">`, or `<"partial" "string">`
+- Chars e.g. `<'c'>`
+- Enums e.g. `<ENUM_NAME>`
+- Elements of arrays e.g. `<data[0]>`
+
+Let's use our `test_demoParamFunction` test for checking, what ranges
+will be generated for our single `TEST_RANGE` row:
+
+```C
+TEST_MATRIX([3, 4, 7], [10, 8, 2, 1],[30u, 20.0f])
+```
+
+Tests execution output will be similar to that text:
+
+```Log
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 10, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 10, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 8, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 8, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 2, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 2, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 1, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(3, 1, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 10, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 10, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 8, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 8, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 2, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 2, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 1, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(4, 1, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 10, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 10, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 8, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 8, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 2, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 2, 20.0f):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 1, 30u):PASS
+tests/test_unity_parameterizedDemo.c:18:test_demoParamFunction(7, 1, 20.0f):PASS
+```
+
+As we can see:
+
+| Parameter | Format | Count of values |
+|---|---|---|
+| `a` | `[3, 4, 7]` | 2 |
+| `b` | `[10, 8, 2, 1]` | 4 |
+| `c` | `[30u, 20.0f]` | 2 |
+
+We totally have 2 * 4 * 2 = 16 equal test cases, that can be written as following:
+
+```C
+TEST_CASE(3, 10, 30u)
+TEST_CASE(3, 10, 20.0f)
+TEST_CASE(3, 8, 30u)
+TEST_CASE(3, 8, 20.0f)
+TEST_CASE(3, 2, 30u)
+TEST_CASE(3, 2, 20.0f)
+TEST_CASE(3, 1, 30u)
+TEST_CASE(3, 1, 20.0f)
+TEST_CASE(4, 10, 30u)
+TEST_CASE(4, 10, 20.0f)
+TEST_CASE(4, 8, 30u)
+TEST_CASE(4, 8, 20.0f)
+TEST_CASE(4, 2, 30u)
+TEST_CASE(4, 2, 20.0f)
+TEST_CASE(4, 1, 30u)
+TEST_CASE(4, 1, 20.0f)
+TEST_CASE(7, 10, 30u)
+TEST_CASE(7, 10, 20.0f)
+TEST_CASE(7, 8, 30u)
+TEST_CASE(7, 8, 20.0f)
+TEST_CASE(7, 2, 30u)
+TEST_CASE(7, 2, 20.0f)
+TEST_CASE(7, 1, 30u)
+TEST_CASE(7, 1, 20.0f)
+```
+
+### `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 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][]*
+
+[ruby-lang.org]: https://ruby-lang.org/
+[YAML]: http://www.yaml.org/
+[Ceedling]: http://www.throwtheswitch.org/ceedling
+[ThrowTheSwitch.org]: https://throwtheswitch.org
diff --git a/deps/Unity/docs/UnityKnownIssues.md b/deps/Unity/docs/UnityKnownIssues.md
new file mode 100644
index 0000000..3449319
--- /dev/null
+++ b/deps/Unity/docs/UnityKnownIssues.md
@@ -0,0 +1,13 @@
+# Unity Test - Known Issues
+
+## A Note
+
+This project will do its best to keep track of significant bugs that might effect your usage of this
+project and its supporting scripts. A more detailed and up-to-date list for cutting edge Unity can
+be found on our Github repository.
+
+## Issues
+
+ - No built-in validation of no-return functions
+ - Incomplete support for Printf-style formatting
+ - Incomplete support for VarArgs