byte array stream crc check - c#

I have a small problem with crc checking in c#, im needing to read a file which contains the crc value in the last 8 bytes, how im doing it now is like
using filestream with filemode open
calculate stream length minus 8 bytes
stream.read(buffer,0,streamlength minus 8 bytes)
crc computehash passed in buffer
this leaves the remaining 8bytes which I compare against the crcvalue
the problem ive got is that it works ok for small files, but obviously I get a system out of memory exception for bigger files, I know computehash will take a stream but its either pass in full stream which means I cant get the remaining bytes.
Is there a better way of doing this?
kindest regards

Providing a code snippet will prove to be a great help for us that are trying to help you. While I understand what you are saying I can never be sure that I do get what you did without reading your code.
Not being sure what you want to do with the file I suggest you also look at the MemoryStream class. One quick advantage of a MemoryStream is that there is no need to create temporary buffers and files in an application meaning that you could actually save on memory.
You can apply your current method in a similar fashion to MemoryStream and see if that works.
Info on MemoryStream: http://msdn.microsoft.com/en-us/library/system.io.memorystream%28v=vs.110%29.aspx

Related

FileStream.Read() - bytes read

FileStream.Read() returns the amount of bytes read, but... is there any situation other than having reached the end of file, that it will read less bytes than the number of bytes requested and not throw an exception?
the documentation says:
The Read method returns zero only after reaching the end of the stream. Otherwise, Read always reads at least one byte from the stream before returning. If no data is available from the stream upon a call to Read, the method will block until at least one byte of data can be returned. An implementation is free to return fewer bytes than requested even if the end of the stream has not been reached.
But this doesn't quite explain in what situations data would be unavailable and cause the method to block until it can read again. I mean, shouldn't most situations where data is unavailable force an exception?
What are real situations where comparing the number of bytes read against the number of expected bytes could differ (assuming that we're already checking for end of file when we mention number of bytes expected)?
EDIT: A bit more information, reason why I'm asking this is because I've come across a bit of code where the developer pretty much did something like this:
bytesExpected = (remainingBytesInFile > 94208 ? 94208 : remainingBytesInFile
while (bytesRead < bytesExpected)
{
bytesRead += fileStream.Read(buffer, bytesRead, bytesExpected - bytesRead)
}
Now, I can't see any advantage to having this while at all, I'd expect it to throw an exception if it can't read the number of bytes expected (bearing in mind it's already taking into account that there are those many bytes left to read)
What would the reason one could possibly have for something like this? I'm sure I'm missing something
The documentation is for Stream.Read, from which FileStream is derived. Since FileStream is a stream, it should obey the stream contract. Not all streams do, but unless you have a very good reason, you should stick to that.
In a typical file stream, you'll only get a return value smaller than count when you reach the end of file (and it's a pretty simple way of checking for the end of file).
However, in a NetworkStream, for example, you keep reading in a loop until the method returns zero - signalling the end of stream. The same works for file streams - you know you're at the end of the file when Read returns zero.
Most importantly, FileStream isn't just for what you'd consider files - it's also for pseudo-files like standard input/output pipes and COM ports, for example (try opening a file stream on PRN, for example). In that case, you're not reading a file with a fixed length, and the behaviour is the same as with NetworkStream.
Finally, don't forget that FileStream isn't sealed. It's perfectly fine for you to implement a virtualized file system, for example - and it's perfectly fine if your virtualized file system doesn't support seeking, or checking the length of file.
EDIT:
To address your edit, this is exactly how you're supposed to read any stream. Nothing wrong with it. If there's nothing else to read in a stream, the Read method will simply return 0, and you know the stream is over. The only thing is, it seems that he tries to fill his buffer to full, one buffer at a time - this only makes sense if you explicitly need to partition the file by 94208 bytes, and pass that byte[] for further processing somewhere.
If that's not the case, you don't really need to fill the full buffer - you just keep reading (and probably writing on some other side) until Read returns 0. And indeed, by default, FileStream will always fill the whole buffer unless it's built around a pipe handle - but since that's a possibility, you shouldn't rely on the "real file" behaviour, so as long as you need those byte[] for something non-stream (e.g. parsing messages), this is entirely fine. If you're only using the stream as an actual stream, and you're streaming the data somewhere else, it doesn't have a point, really - you only need one while to read the file.
Your expectations would only apply to the case when the stream is reading data off of a no-latency source. Other I/O sources can be slow, which is why the Read method might will not always be able to return immediately. That doesn't mean that there is an error (so no exception), just that it has to wait for data to arrive.
Examples: network stream, file stream on slow disk, etc.
(UPDATE, HDD example) To give an example specific to files (since your case is FileStream, although Read is defined on Stream and so all implementations should fulfill the requirements): mechanical hard-drives go to "sleep" when not active (specially on battery-powered devices, read laptops). Spinning up can take a second or so. That is not an IOException, but your read would have to wait for a second before any data is read.
Simple answer is that on a FileStream it probably never happens.
However keep in mind that the Read method is inherited from Stream which serves as base for many other streams like NetworkStream and in this case you may not be able to read has many bytes as you requested simple because they havent been received from the network yet.
So like the documentation says it all depends on the implementation of the specific type of stream - FileStream, NetworkStream, etc.

C# Reading, Modifying then writing binary data to file. Best convention?

I'm new to programming in general (My understanding of programming concepts is still growing.). So this question is about learning, so please provide enough info for me to learn but not so much that I can't, thank you.
(I would also like input on how to make the code reusable with in the project.)
The goal of the project I'm working on consists of:
Read binary file.
I have known offsets I need to read to find a particular chunk of data from within this file.
First offset is first 4 bytes(Offset for end of my chunk).
Second offset is 16 bytes from end of file. I read for 4 bytes.(Gives size of chunk in hex).
Third offset is the 4 bytes following previous, read for 4 bytes(Offset for start of chunk in hex).
Locate parts in the chunk to modify by searching ASCII text as well as offsets.
Now I have the start offset, end offset and size of my chunk.
This should allow me to read bytes from file into a byte array and know the size of the array ahead of time.
(Questions: 1. Is knowing the size important? Other than verification. 2. Is reading part of a file into a byte array in order to change bytes and overwrite that part of the file the best method?)
So far I have managed to read the offsets from the file using BinaryReader on a MemoryStream. I then locate the chunk of data I need and read that into a byte array.
I'm stuck in several ways:
What are the best practices for binary Reading / Writing?
What's the best storage convention for the data that is read?
When I need to modify bytes how do I go about that.
Should I be using FileStream?
Since you want to both read and write, it makes sense to use the FileStream class directly (using FileMode.Open and FileAccess.ReadWrite). See FileStream on MSDN for a good overall example.
You do need to know the number of bytes that you are going to be reading from the stream. See the FileStream.Read documentation.
Fundamentally, you have to read the bytes into memory at some point if you're going to use and later modify their contents. So you will have to make an in-memory copy (using the Read method is the right way to go if you're reading a variable-length chunk at a time).
As for best practices, always dispose your streams when you're done; e.g.:
using (var stream = File.Open(FILE_NAME, FileMode.Open, FileAccess.ReadWrite))
{
//Do work with the FileStream here.
}
If you're going to do a large amount of work, you should be doing the work asynchronously. (Let us know if that's the case.)
And, of course, check the FileStream.Read documentation and also the FileStream.Write documentation before using those methods.
Reading bytes is best done by pre-allocating an in-memory array of bytes with the length that you're going to read, then reading those bytes. The following will read the chunk of bytes that you're interested in, let you do work on it, and then replace the original contents (assuming the length of the chunk hasn't changed):
EDIT: I've added a helper method to do work on the chunk, per the comments on variable scope.
using (var stream = File.Open(FILE_NAME, FileMode.Open, FileAccess.ReadWrite))
{
var chunk = new byte[numOfBytesInChunk];
var offsetOfChunkInFile = stream.Position; // It sounds like you've already calculated this.
stream.Read(chunk, 0, numOfBytesInChunk);
DoWorkOnChunk(ref chunk);
stream.Seek(offsetOfChunkInFile, SeekOrigin.Begin);
stream.Write(chunk, 0, numOfBytesInChunk);
}
private void DoWorkOnChunk(ref byte[] chunk)
{
//TODO: Any mutation done here to the data in 'chunk' will be written out to the stream.
}

C# - Creating byte array of unknown size?

I'm trying to create a class to manage the opening of a certain file. I would one of the properties to be a byte array of the file, but I don't know how big the file is going to be. I tried declaring the byte array as :
public byte[] file;
...but it won't allow me to set it the ways I've tried. br is my BinaryReader:
file = br.ReadBytes(br.BaseStream.Length);
br.Read(file,0,br.BaseStream.Length);
Neither way works. I assume it's because I have not initialized my byte array, but I don't want to give it a size if I don't know the size. Any ideas?
edit: Alright, I think it's because the Binary Reader's BaseStream length is a long, but its readers take int32 counts. If I cast the 64s into 32s, is it possible I will lose bytes in larger files?
I had no problems reading a file stream:
byte[] file;
var br = new BinaryReader(new FileStream("c:\\Intel\\index.html", FileMode.Open));
file = br.ReadBytes((int)br.BaseStream.Length);
Your code doesn't compile because the Length property of BaseStream is of type long but you are trying to use it as an int. Implicit casting which might lead to data loss is not allowed so you have to cast it to int explicitly.
Update
Just bear in mind that the code above aims to highlight your original problem and should not be used as it is. Ideally, you would use a buffer to read the stream in chunks. Have a look at this question and the solution suggested by Jon Skeet
You can't create unknown sized array.
byte []file=new byte[br.BaseStream.Length];
PS: You should have to repeatedly read chunks of bytes for larger files.
BinaryReader.ReadBytes returns a byte[]. There is no need to initialize a byte array because that method already does so internally and returns the complete array to you.
If you're looking to read all the bytes from a file, there's a handy method in the File class:
http://msdn.microsoft.com/en-us/library/system.io.file.readallbytes.aspx

FileStream.Read(...): Will I ever get a nibble rather than byte?

I'm doing a number of bitwise operations on an array of bytes in C#. I'm obtaining the array by calling FileStream.Read. I just realized that I'm not sure what would happen if a file had a bad byte or corrupt byte in it somewhere. For example, maybe a nibble is chopped off of the end or something like that. What would the FileStream do with it? Would the messed up byte by 'rounded' off by the Read method? Would an exception be thrown? Or is this something that will virtually never happen?
Thanks,
brian
If your FileStream.Read call succeeds, there's no such thing as a file having a bad byte or corrupt byte. Each byte that is successfully read, and part of the file, is a value from 0 to 255. How it is interpreted by a program is what matters.
If FileStream.Read returns for example 5 bytes, then you can rely that those 5 bytes are read successfully from the file and all bits of the bytes were put into your buffer successfully.
There is such thing though for example as a bad cluster on your hard disk, in which case your Read would fail with some kind of exception.
For completeness I should also mention that every file type has a file format. I.e. how you should interpret the binary data. It is possible that a byte or several bytes don't follow the file format. And in that way you can view a byte as being corrupt or invalid, but it's not really corrupt or invalid just wrong in terms of what the file format specifies.

precautions for reading from a memorystream in c#

I recently came across this web page http://www.yoda.arachsys.com/csharp/readbinary.html explaining what precautions to take when reading from a filestream. The gist of it is that the following code doesnt always work:
// Bad code! Do not use!
FileStream fs = File.OpenRead(filename);
byte[] data = new byte[fs.Length];
fs.Read (data, 0, data.Length);
This is dangerous as the third argument for Read is a maximum of bytes to be read, and you should use Read's return value to check how much actually got read.
My question is should you take the same precautions when reading from a memorystream and under which circumstances might Read return before all bytes are read?
Well, I believe the current implementation of MemoryStream will always fill the buffer if it can - unless you've got some evil class derived from it. It's not guaranteed though, as far as I can see. The documentation even contains the warning:
An implementation is free to return fewer bytes than requested even if the end of the stream has not been reached.
Personally, I'd always code this defensively unless it makes things much easier. You never know when someone will change the type of stream and not notice what's happened.
Normally with a MemoryStream though, I want all the bytes at once: so I call MemoryStream.ToArray. This is guaranteed to work, and if someone changes the code to not use a MemoryStream, it will fail to compile as that member's only on MemoryStream. For general streams, I use a utility method which reads fully from a stream and returns a byte array.
I cant think of any reason for a normal MemoryStream. Unmanaged might be a different story.
Anyways, the GetBuffer() ToArray() command is always handy. :)
Yes, you should always be aware of how many bytes were actually read from a stream when calling Read. The roout cause can vary depending on the stream type, but essentially the return value will be less than the actual buffer size whenever you are trying to read beyond the end of the stream.
Here's what MSDN says about it:
...can be less than the number of
bytes requested if that number of
bytes are not currently available, or
zero if the end of the stream is
reached before any bytes are read.
and
An implementation is free to return
fewer bytes than requested even if the
end of the stream has not been
reached.
Note the term "an implementation...".

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