I can't think of a good way to do this, and would appreciate some help, if possible!
I'm afraid I don't have any code to post yet as I haven't got that far.
I need to generate a sequence of values from 3 (or possible more) parameters in the range 0-999.
The value must always be the same for the given inputs but with a fair distribution between upper and lower boundaries so as to appear random.
For example:
function (1, 1, 1) = 423
function (1, 1, 2) = 716
function (1, 2, 1) = 112
These must be reasonably fast to produce, by which I mean I should be able to generate 100-200 during web page load with no noticeable delay.
The method must be do-able in C# but also in JavaScript, otherwise I'd probably use a CRC32 or MD5 hash algorithm.
If it helps this will be used as part of a procedural generation routine.
I had a go at asking this previously, but I think the poor quality of my explanation let me down.
I apologise if this is worded badly. Please just let me know if so and I'll try to explain further.
Thanks very much for any help.
Here's one:
function sequence(x, y, z) {
return Math.abs(441*x-311*y+293*z) % 1000;
}
It even produces the output from your example!
Using the Marsaglia generator from the Wiki
public class SimpleMarsagliaRandom
{
private const uint original_w = 1023;
private uint m_w = original_w; /* must not be zero */
private uint m_z = 0; /* must not be zero, initialized by the constructor */
public SimpleMarsagliaRandom()
{
this.init(666);
}
public void init(uint z)
{
this.m_w = original_w;
this.m_z = z;
}
public uint get_random()
{
this.m_z = 36969 * (this.m_z & 65535) + (this.m_z >> 16);
this.m_w = 18000 * (this.m_w & 65535) + (this.m_w >> 16);
return (this.m_z << 16) + this.m_w; /* 32-bit result */
}
public uint get_random(uint min, uint max)
{
// max excluded
uint num = max - min;
return (this.get_random() % num) + min;
}
}
and
simpleMarsagliaRandom = function()
{
var original_w = 1023 >>> 0;
var m_w = 0, m_z = 0;
this.init = function(z)
{
m_w = original_w;
m_z = z >>> 0;
};
this.init(666);
var internalRandom = function()
{
m_z = (36969 * (m_z & 65535) + (m_z >>> 16)) >>> 0;
m_w = (18000 * (m_w & 65535) + (m_w >>> 16)) >>> 0;
return (((m_z << 16) >>> 0) + m_w) >>> 0; /* 32-bit result */
};
this.get_random = function(min, max)
{
if (arguments.length < 2)
{
return internalRandom();
}
var num = ((max >>> 0) - (min >>> 0)) >>> 0;
return ((internalRandom() % num) + min) >>> 0;
}
};
In Javascript all the >>> are to coerce the number to uint
Totally untested
Be aware that what is done in get_random to make numbers from x to y is wrong. Low numbers will happen a little more times than higher numbers. To make an example: let's say you have a standard 6 faces dice. You roll it, you get 1-6. Now let's say you print on it the numbers 0-5. You roll it, you get 0-5. No problems. But you need the numbers in the range 0-3. So you do roll % 3... So we have:
rolled => rolled % 3
0 => 0,
1 => 1,
2 => 2,
3 => 0,
4 => 1,
5 => 2,
6 => 0.
The 0 result is more common.
Ideone for C# version: http://ideone.com/VQudcV
JSFiddle for Javascript version: http://jsfiddle.net/dqayk/
You should be able to use MD5 hashing in both C# and JS.
In C#:
int Hash(params int[] values)
{
System.Security.Cryptography.MD5 hasher = MD5.Create();
string valuesAsString = string.Join(",", values);
var hash = hasher.ComputeHash(Encoding.UTF8.GetBytes(valuesAsString));
var hashAsInt = BitConverter.ToInt32(hash, 0);
return Math.Abs(hashAsInt % 1000);
}
In JS, implement the same method using some MD5 algorithm (e.g. jshash)
Related
I've written an IEEE 754 "quarter" 8-bit minifloat in a 1.3.4.−3 format in C#.
It was mostly a fun little side-project, testing whether or not I understand floats.
Actually, though, I find myself using it more than I'd like to admit :) (bandwidth > clock ticks)
Here's my code for converting the minifloat to a 32-bit float:
public static implicit operator float(quarter q)
{
int sign = (q.value & 0b1000_0000) << 24;
int fusedExponentMantissa = (q.value & 0b0111_1111) << (23 - MANTISSA_BITS);
if ((q.value & 0b0111_0000) == 0b0111_0000) // NaN/Infinity
{
return asfloat(sign | (255 << 23) | fusedExponentMantissa);
}
else // normal and subnormal
{
float magic = asfloat((255 - 1 + EXPONENT_BIAS) << 23);
return magic * asfloat(sign | fusedExponentMantissa);
}
}
where quarter.value is the stored byte and "asfloat" is simply *(float*)&myUInt.The "magic" number makes use of mantissa overflow in the subnormal case, which affects the f_32 exponent (integer multiplication and mask + add is slower than FPU-switch and float multiplication). I guess one could optimize away the branch, too.
But here comes the problematic code - float_32 to float_8:
public static explicit operator quarter(float f)
{
byte f8_sign = (byte)((asuint(f) & 0x8000_0000u) >> 24);
uint f32_exponent = asuint(f) & 0x7F80_0000u;
uint f32_mantissa = asuint(f) & 0x007F_FFFFu;
if (f32_exponent < (120 << 23)) // underflow => preserve +/- 0
{
return new quarter { value = f8_sign };
}
else if (f32_exponent > (130 << 23)) // overflow => +/- infinity or preserve NaN
{
return new quarter { value = (byte)(f8_sign | PositiveInfinity.value | touint8(isnan(f))) };
}
else
{
switch (f32_exponent)
{
case 120 << 23: // 2^(-7) * 1.(mantissa > 0) means the value is closer to quarter.epsilon than 0
{
return new quarter { value = (byte)(f8_sign | touint8(f32_mantissa != 0)) };
}
case 121 << 23: // 2^(-6) * (1 + mantissa): return +/- quarter.epsilon = 2^(-2) * (0 + 2^(-4)); if the mantissa is > 0.5 i.e. 2^(-6) * max(mantissa, 1.75), return 2^(-2) * 2^(-3)
{
return new quarter { value = (byte)(f8_sign | (Epsilon.value + touint8(f32_mantissa > 0x0040_0000))) };
}
case 122 << 23:
{
return new quarter { value = (byte)(f8_sign | 0b0000_0010u | (f32_mantissa >> 22)) };
}
case 123 << 23:
{
return new quarter { value = (byte)(f8_sign | 0b0000_0100u | (f32_mantissa >> 21)) };
}
case 124 << 23:
{
return new quarter { value = (byte)(f8_sign | 0b0000_1000u | (f32_mantissa >> 20)) };
}
default:
{
const uint exponentDelta = (127 + EXPONENT_BIAS) << 23;
return new quarter { value = (byte)(f8_sign | (((f32_exponent - exponentDelta) | f32_mantissa) >> 19)) };
}
}
}
}
... where the function
"asuint" is simply *(uint*)&myFloat and
"touint8" is simply *(byte*)&myBoolean i.e. myBoolean ? 1 : 0.
The first five cases deal with numbers that can only be represented as subnormals in a "quarter".
I want to get rid of the switch at the very least. There's obviously a pattern (same as with float8_to_float32) but I haven't been able to figure out how I could unify the entire switch for days... I tried to google how hardware converts doubles to floats but that yielded no results either.
My requirements are to hold on to the IEEE-754 standard, meaning:
NaN, infinity preservation and clamping to infinity/zero in case of over-/underflow, aswell as rounding to epsilon when the larger type's value is closer to epsilon than 0 (first switch case aswell as the underflow limit in the first if statement).
Can anyone at least push me in the right direction please?
This may not be optimal, but it uses strictly conforming C code except as noted in the first comment, so no pointer aliasing or other manipulation of the bits of a floating-point object. A thorough test program is included.
#include <inttypes.h>
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
/* Notes on portability:
uint8_t is an optional type. Its use here is easily replaced by
unsigned char.
Round-to-nearest is required in FloatToMini.
Floating-point must be base two, and the constant in the
Dekker-Veltkamp split is hardcoded for IEEE-754 binary64 but could be
adopted to other formats. (Change the exponent in 0x1p48 to the number
of bits in the significand minus five.)
*/
/* Convert a double to a 1-3-4 floating-point format. Round-to-nearest is
required.
*/
static uint8_t FloatToMini(double x)
{
// Extract the sign bit of x, moved into its position in a mini-float.
uint8_t s = !!signbit(x) << 7;
x = fabs(x);
/* If x is a NaN, return a quiet NaN with the copied sign. Significand
bits are not preserved.
*/
if (x != x)
return s | 0x78;
/* If |x| is greater than or equal to the rounding point between the
maximum finite value and infinity, return infinity with the copied sign.
(0x1.fp0 is the largest representable significand, 0x1.f8 is that plus
half an ULP, and the largest exponent is 3, so 0x1.f8p3 is that
rounding point.)
*/
if (0x1.f8p3 <= x)
return s | 0x70;
// If x is subnormal, encode with zero exponent.
if (x < 0x1p-2 - 0x1p-7)
return s | (uint8_t) nearbyint(x * 0x1p6);
/* Round to five significand bits using the Dekker-Veltkamp Split. (The
cast eliminates the excess precision that the C standard allows.)
*/
double d = x * (0x1p48 + 1);
x = d - (double) (d-x);
/* Separate the significand and exponent. C's frexp scales the exponent
so the significand is in [.5, 1), hence the e-1 below.
*/
int e;
x = frexp(x, &e) - .5;
return s | (e-1+3) << 4 | (uint8_t) (x*0x1p5);
}
static void Show(double x)
{
printf("%g -> 0x%02" PRIx8 ".\n", x, FloatToMini(x));
}
static void Test(double x, uint8_t expected)
{
uint8_t observed = FloatToMini(x);
if (expected != observed)
{
printf("Error, %.9g (%a) produced 0x%02" PRIx8
" but expected 0x%02" PRIx8 ".\n",
x, x, observed, expected);
exit(EXIT_FAILURE);
}
}
int main(void)
{
// Set the value of an ULP in [1, 2).
static const double ULP = 0x1p-4;
// Test all even significands with normal exponents.
for (double s = 1; s < 2; s += 2*ULP)
// Test with trailing bits less than or equal to 1/2 ULP in magnitude.
for (double t = -ULP / (s == 1 ? 4 : 2); t <= +ULP/2; t += ULP/16)
// Test with all normal exponents.
for (int e = 1-3; e < 7-3; ++e)
// Test with both signs.
for (int sign = -1; sign <= +1; sign += 2)
{
// Prepare the expected encoding.
uint8_t expected =
(0 < sign ? 0 : 1) << 7
| (e+3) << 4
| (uint8_t) ((s-1) * 0x1p4);
Test(sign * ldexp(s+t, e), expected);
}
// Test all odd significands with normal exponents.
for (double s = 1 + 1*ULP; s < 2; s += 2*ULP)
// Test with trailing bits less than or equal to 1/2 ULP in magnitude.
for (double t = -ULP/2+ULP/16; t < +ULP/2; t += ULP/16)
// Test with all normal exponents.
for (int e = 1-3; e < 7-3; ++e)
// Test with both signs.
for (int sign = -1; sign <= +1; sign += 2)
{
// Prepare the expected encoding.
uint8_t expected =
(0 < sign ? 0 : 1) << 7
| (e+3) << 4
| (uint8_t) ((s-1) * 0x1p4);
Test(sign * ldexp(s+t, e), expected);
}
// Set the value of an ULP in the subnormal range.
static const double subULP = ULP * 0x1p-2;
// Test all even significands with the subnormal exponent.
for (double s = 0; s < 0x1p-2; s += 2*subULP)
// Test with trailing bits less than or equal to 1/2 ULP in magnitude.
for (double t = s == 0 ? 0 : -subULP/2; t <= +subULP/2; t += subULP/16)
{
// Test with both signs.
for (int sign = -1; sign <= +1; sign += 2)
{
// Prepare the expected encoding.
uint8_t expected =
(0 < sign ? 0 : 1) << 7
| (uint8_t) (s/subULP);
Test(sign * (s+t), expected);
}
}
// Test all odd significands with the subnormal exponent.
for (double s = 0 + 1*subULP; s < 0x1p-2; s += 2*subULP)
// Test with trailing bits less than or equal to 1/2 ULP in magnitude.
for (double t = -subULP/2 + subULP/16; t < +subULP/2; t += subULP/16)
{
// Test with both signs.
for (int sign = -1; sign <= +1; sign += 2)
{
// Prepare the expected encoding.
uint8_t expected =
(0 < sign ? 0 : 1) << 7
| (uint8_t) (s/subULP);
Test(sign * (s+t), expected);
}
}
// Test at and slightly under the point of rounding to infinity.
Test(+15.75, 0x70);
Test(-15.75, 0xf0);
Test(nexttoward(+15.75, 0), 0x6f);
Test(nexttoward(-15.75, 0), 0xef);
// Test infinities and NaNs.
Test(+INFINITY, 0x70);
Test(-INFINITY, 0xf0);
Test(+NAN, 0x78);
Test(-NAN, 0xf8);
Show(0);
Show(0x1p-6);
Show(0x1p-2);
Show(0x1.1p-2);
Show(0x1.2p-2);
Show(0x1.4p-2);
Show(0x1.8p-2);
Show(0x1p-1);
Show(15.5);
Show(15.75);
Show(16);
Show(NAN);
Show(1./6);
Show(1./3);
Show(2./3);
}
I hate to answer my own question... But this may still not be the optimal solution.
Although #Eric Postpischil's solution uses an established algorithm, it is not very well suited for minifloats, since there are so few denormals in 4 mantissa bits. Additionally, the overhead of multiple float arithmetic operations - and because of the actual code behind frexp in particular, it only has one branch less (or two when inlined and optimized) than my original solution and is also not that great in regards to instruction level parallelism.
So here's my current solution:
public static explicit operator quarter(float f)
{
byte f8_sign = (byte)((asuint(f) >> 31) << 7);
uint f32_exponent = (asuint(f) >> 23) & 0x00FFu;
uint f32_mantissa = asuint(f) & 0x007F_FFFFu;
if (f32_exponent < 120) // underflow => preserve +/- 0
{
return new quarter { value = f8_sign };
}
else if (f32_exponent > 130) // overflow => +/- infinity or preserve NaN
{
return new quarter { value = (byte)(f8_sign | PositiveInfinity.value | touint8(isnan(f))) };
}
else
{
int cmp = 125 - (int)f32_exponent;
int cmpIsZeroOrNegativeMask = (cmp - 1) >> 31;
int denormalExponent = andnot(0b0001_0000 >> cmp, cmpIsZeroOrNegativeMask); // special case 121: sets it to quarter.Epsilon
denormalExponent += touint8((f32_exponent == 121) & (f32_mantissa >= 0x0040_0000)); // case 121: 2^(-6) * (1 + mantissa): return +/- quarter.Epsilon = 2^(-2) * 2^(-4); if the mantissa is >= 0.5 return 2^(-2) * 2^(-3)
denormalExponent |= touint8((f32_exponent == 120) & (f32_mantissa != 0)); // case 120: 2^(-7) * 1.(mantissa > 0) means the value is closer to quarter.epsilon than 0
int normalExponent = (cmpIsZeroOrNegativeMask & ((int)f32_exponent - (127 + EXPONENT_BIAS))) << 4;
int mantissaShift = 19 + andnot(cmp, cmpIsZeroOrNegativeMask);
return new quarter { value = (byte)((f8_sign | normalExponent) | (denormalExponent | (f32_mantissa >> mantissaShift))) };
}
}
But note that the particular andnot(int a, int b) function I use returns a & ~b and...not ~a & b.
Thanks for your help :) I'm keeping this open since, as mentioned, this may very well not be the best solution - but at least it's my own...
PS: This is probably a good example for why PREMATURE optimization is bad; Your code is much less readable. Make sure you have the functionality backed up by unit tests and make sure you even need the optimization in the first place.
...And after some time and in the spirit of transparent progression, I want to show the final version, since I believe to have found the optimal implementation; more later.
First off, here it is (the code should speak for itself, which is why it is this "much"):
unsafe struct quarter
{
const bool IEEE_754_STANDARD = true; //standard: true
const bool SIGN_BIT = IEEE_754_STANDARD || true; //standard: true
const int BITS = 8 * sizeof(byte); //standard: 8
const int EXPONENT_BITS = 3 + (SIGN_BIT ? 0 : 1); //standard: 3
const int MANTISSA_BITS = BITS - EXPONENT_BITS - (SIGN_BIT ? 1 : 0); //standard: 4
const int EXPONENT_BIAS = -(((1 << BITS) - 1) >> (BITS - (EXPONENT_BITS - 1))); //standard: -3
const int MAX_EXPONENT = EXPONENT_BIAS + ((1 << EXPONENT_BITS) - 1) - (IEEE_754_STANDARD ? 1 : 0); //standard: 3
const int SIGNALING_EXPONENT = (MAX_EXPONENT - EXPONENT_BIAS + (IEEE_754_STANDARD ? 1 : 0)) << MANTISSA_BITS; //standard: 0b0111_0000
const int F32_BITS = 8 * sizeof(float);
const int F32_EXPONENT_BITS = 8;
const int F32_MANTISSA_BITS = 23;
const int F32_EXPONENT_BIAS = -(int)(((1L << F32_BITS) - 1) >> (F32_BITS - (F32_EXPONENT_BITS - 1)));
const int F32_MAX_EXPONENT = F32_EXPONENT_BIAS + ((1 << F32_EXPONENT_BITS) - 1 - 1);
const int F32_SIGNALING_EXPONENT = (F32_MAX_EXPONENT - F32_EXPONENT_BIAS + 1) << F32_MANTISSA_BITS;
const int F32_SHL_LOSE_SIGN = (F32_BITS - (MANTISSA_BITS + EXPONENT_BITS));
const int F32_SHR_PLACE_MANTISSA = MANTISSA_BITS + ((1 + F32_EXPONENT_BITS) - (MANTISSA_BITS + EXPONENT_BITS));
const int F32_MAGIC = (((1 << F32_EXPONENT_BITS) - 1) - (1 + EXPONENT_BITS)) << F32_MANTISSA_BITS;
byte _value;
static quarter Epsilon => new quarter { _value = 1 };
static quarter MaxValue => new quarter { _value = (byte)(SIGNALING_EXPONENT - 1) };
static quarter NaN => new quarter { _value = (byte)(SIGNALING_EXPONENT | 1) };
static quarter PositiveInfinity => new quarter { _value = (byte)SIGNALING_EXPONENT };
static uint asuint(float f) => *(uint*)&f;
static float asfloat(uint u) => *(float*)&u;
static byte tobyte(bool b) => *(byte*)&b;
static float ToFloat(quarter q, bool promiseInRange)
{
uint fusedExponentMantissa = ((uint)q._value << F32_SHL_LOSE_SIGN) >> F32_SHR_PLACE_MANTISSA;
uint sign = ((uint)q._value >> (BITS - 1)) << (F32_BITS - 1);
if (!promiseInRange)
{
bool nanInf = (q._value & SIGNALING_EXPONENT) == SIGNALING_EXPONENT;
uint ifNanInf = asuint(float.PositiveInfinity) & (uint)(-tobyte(nanInf));
return (nanInf ? 1f : asfloat(F32_MAGIC)) * asfloat(sign | fusedExponentMantissa | ifNanInf);
}
else
{
return asfloat(F32_MAGIC) * asfloat(sign | fusedExponentMantissa);
}
}
static quarter ToQuarter(float f, bool promiseInRange)
{
float inRange = f * (1f / asfloat(F32_MAGIC));
uint q = asuint(inRange) >> (F32_MANTISSA_BITS - (1 + EXPONENT_BITS));
uint f8_sign = asuint(f) >> (F32_BITS - 1);
if (!promiseInRange)
{
uint f32_exponent = asuint(f) & F32_SIGNALING_EXPONENT;
bool overflow = f32_exponent > (uint)(-F32_EXPONENT_BIAS + MAX_EXPONENT << F32_MANTISSA_BITS);
bool notNaNInf = f32_exponent != F32_SIGNALING_EXPONENT;
f8_sign ^= tobyte(!notNaNInf);
if (overflow & notNaNInf)
{
q = PositiveInfinity._value;
}
}
f8_sign <<= (BITS - 1);
return new quarter{ _value = (byte)(q ^ f8_sign) };
}
}
Turns out that in fact, the reverse operation of converting the mini-float to a 32 bit float by multiplying with a magic constant is also the reverse operation of a multiplication (wow...): a floating point division by that constant.
Luckily "by that constant" and not the other way around; we can calculate the reciprocal at compile time and multiply by it instead. This only fails, as with the reverse operation, when converting to- and from 'INF' and 'NaN'. Absolute overflow with any biased 32 exponent with exponent % (MAX_EXPONENT + 1) != 0 is not translated into 'INF' and positive 'INF' is translated into negative 'INF'.
Although this enables some optimizations through the bool paramater, this mostly just reduces code size and more importantly (especially for SIMD versions, where small data types really shine) reduces the need for constants. Speaking of SIMD: This scalar version can be optimized a little by using SSE/SSE2 intrinsics.
The (disabled) optimizations (would) run completely in parallel to the floating point multiplication followed by a shift, taking a total of 5 to 6+ clock cycles (very CPU dependant), which is astonishingly close to native hardware instructions (~4 to 5 clock cycles).
I'm trying to compare two strings(Tx & Rx data) and find the quantity of unequal chars.
With the help of the following code, I managed to get the quantity,
string TxData = "00001111";
string RxData = "00000000";
int distorted = 0;
for (int i = 0; i < TxData.Length; i++)
{
if (TxData[i] != RxData[i])
distorted++;
}
Console.Write("Distorted Bits (qty) : {0}", distorted);
Result:
Distorted Bits (qty) : 4
But I'm very curious to know if there's any better way to do this task?
Thanks for your time...:)
If they're always the same length:
int distorted = TxData.Zip(RxData, (a,b) => a == b ? 0 : 1).Sum();
I like okrumnows answer by its simplisity, but assuming that you really already have bytes (or int) and don't need to convert them to string in the first place, you would probably be better of doing something like:
int myMethod(byte byte1, byte byte2)
{
//byte1 = Convert.ToByte("10010101",2);
//byte2 = Convert.ToByte("10011101",2);
byte xorvalue = (byte)( byte1 ^ byte2);
return NumberOfSetBits(xorvalue);
}
private static int NumberOfSetBits(uint i)
{
i = i - ((i >> 1) & 0x55555555);
i = (i & 0x33333333) + ((i >> 2) & 0x33333333);
return (((i + (i >> 4)) & 0x0F0F0F0F) * 0x01010101) >> 24;
}
This will be much faster.
I am trying to get the original 12-bit value from from a base15 (edit) string. I figured that I need a zerofill right shift operator like in Java to deal with the zero padding. How do I do this?
No luck so far with the following code:
static string chars = "0123456789ABCDEFGHIJKLMNOP";
static int FromStr(string s)
{
int n = (chars.IndexOf(s[0]) << 4) +
(chars.IndexOf(s[1]) << 4) +
(chars.IndexOf(s[2]));
return n;
}
Edit; I'll post the full code to complete the context
static string chars = "0123456789ABCDEFGHIJKLMNOP";
static void Main()
{
int n = FromStr(ToStr(182));
Console.WriteLine(n);
Console.ReadLine();
}
static string ToStr(int n)
{
if (n <= 4095)
{
char[] cx = new char[3];
cx[0] = chars[n >> 8];
cx[1] = chars[(n >> 4) & 25];
cx[2] = chars[n & 25];
return new string(cx);
}
return string.Empty;
}
static int FromStr(string s)
{
int n = (chars.IndexOf(s[0]) << 8) +
(chars.IndexOf(s[1]) << 4) +
(chars.IndexOf(s[2]));
return n;
}
Your representation is base26, so the answer that you are going to get from a three-character value is not going to be 12 bits: it's going to be in the range 0..17575, inclusive, which requires 15 bits.
Recall that shifting left by k bits is the same as multiplying by 2^k. Hence, your x << 4 operations are equivalent to multiplying by 16. Also recall that when you convert a base-X number, you need to multiply its digits by a power of X, so your code should be multiplying by 26, rather than shifting the number left, like this:
int n = (chars.IndexOf(s[0]) * 26*26) +
(chars.IndexOf(s[1]) * 26) +
(chars.IndexOf(s[2]));
I want to convert an int to a byte[2] array using BCD.
The int in question will come from DateTime representing the Year and must be converted to two bytes.
Is there any pre-made function that does this or can you give me a simple way of doing this?
example:
int year = 2010
would output:
byte[2]{0x20, 0x10};
static byte[] Year2Bcd(int year) {
if (year < 0 || year > 9999) throw new ArgumentException();
int bcd = 0;
for (int digit = 0; digit < 4; ++digit) {
int nibble = year % 10;
bcd |= nibble << (digit * 4);
year /= 10;
}
return new byte[] { (byte)((bcd >> 8) & 0xff), (byte)(bcd & 0xff) };
}
Beware that you asked for a big-endian result, that's a bit unusual.
Use this method.
public static byte[] ToBcd(int value){
if(value<0 || value>99999999)
throw new ArgumentOutOfRangeException("value");
byte[] ret=new byte[4];
for(int i=0;i<4;i++){
ret[i]=(byte)(value%10);
value/=10;
ret[i]|=(byte)((value%10)<<4);
value/=10;
}
return ret;
}
This is essentially how it works.
If the value is less than 0 or greater than 99999999, the value won't fit in four bytes. More formally, if the value is less than 0 or is 10^(n*2) or greater, where n is the number of bytes, the value won't fit in n bytes.
For each byte:
Set that byte to the remainder of the value-divided-by-10 to the byte. (This will place the last digit in the low nibble [half-byte] of the current byte.)
Divide the value by 10.
Add 16 times the remainder of the value-divided-by-10 to the byte. (This will place the now-last digit in the high nibble of the current byte.)
Divide the value by 10.
(One optimization is to set every byte to 0 beforehand -- which is implicitly done by .NET when it allocates a new array -- and to stop iterating when the value reaches 0. This latter optimization is not done in the code above, for simplicity. Also, if available, some compilers or assemblers offer a divide/remainder routine that allows retrieving the quotient and remainder in one division step, an optimization which is not usually necessary though.)
Here's a terrible brute-force version. I'm sure there's a better way than this, but it ought to work anyway.
int digitOne = year / 1000;
int digitTwo = (year - digitOne * 1000) / 100;
int digitThree = (year - digitOne * 1000 - digitTwo * 100) / 10;
int digitFour = year - digitOne * 1000 - digitTwo * 100 - digitThree * 10;
byte[] bcdYear = new byte[] { digitOne << 4 | digitTwo, digitThree << 4 | digitFour };
The sad part about it is that fast binary to BCD conversions are built into the x86 microprocessor architecture, if you could get at them!
Here is a slightly cleaner version then Jeffrey's
static byte[] IntToBCD(int input)
{
if (input > 9999 || input < 0)
throw new ArgumentOutOfRangeException("input");
int thousands = input / 1000;
int hundreds = (input -= thousands * 1000) / 100;
int tens = (input -= hundreds * 100) / 10;
int ones = (input -= tens * 10);
byte[] bcd = new byte[] {
(byte)(thousands << 4 | hundreds),
(byte)(tens << 4 | ones)
};
return bcd;
}
maybe a simple parse function containing this loop
i=0;
while (id>0)
{
twodigits=id%100; //need 2 digits per byte
arr[i]=twodigits%10 + twodigits/10*16; //first digit on first 4 bits second digit shifted with 4 bits
id/=100;
i++;
}
More common solution
private IEnumerable<Byte> GetBytes(Decimal value)
{
Byte currentByte = 0;
Boolean odd = true;
while (value > 0)
{
if (odd)
currentByte = 0;
Decimal rest = value % 10;
value = (value-rest)/10;
currentByte |= (Byte)(odd ? (Byte)rest : (Byte)((Byte)rest << 4));
if(!odd)
yield return currentByte;
odd = !odd;
}
if(!odd)
yield return currentByte;
}
Same version as Peter O. but in VB.NET
Public Shared Function ToBcd(ByVal pValue As Integer) As Byte()
If pValue < 0 OrElse pValue > 99999999 Then Throw New ArgumentOutOfRangeException("value")
Dim ret As Byte() = New Byte(3) {} 'All bytes are init with 0's
For i As Integer = 0 To 3
ret(i) = CByte(pValue Mod 10)
pValue = Math.Floor(pValue / 10.0)
ret(i) = ret(i) Or CByte((pValue Mod 10) << 4)
pValue = Math.Floor(pValue / 10.0)
If pValue = 0 Then Exit For
Next
Return ret
End Function
The trick here is to be aware that simply using pValue /= 10 will round the value so if for instance the argument is "16", the first part of the byte will be correct, but the result of the division will be 2 (as 1.6 will be rounded up). Therefore I use the Math.Floor method.
I made a generic routine posted at IntToByteArray that you could use like:
var yearInBytes = ConvertBigIntToBcd(2010, 2);
static byte[] IntToBCD(int input) {
byte[] bcd = new byte[] {
(byte)(input>> 8),
(byte)(input& 0x00FF)
};
return bcd;
}
I am learning, trying to get thoughts behind CRC. I can't find CRC128 and CRC256 code anywhere. If anyone of you have the C++ or C# Code for them, please share them with me. Also provide online links to the websites. I am a newbie and can't code it by myself at all, neither can convert theories and mathematics to the coding. So I ask for help from you. It will be so nice of you who provide me the proper and simple codes. If anyone provides me these codes, please do also provide CRC Table generator functions. Thank you.
I agree with you except that the accidental collision rate is higher than 1 in 2^32 or 1 in 2^64 for 32 bit and 64 bit CRCs respectively.
I wrote an app that kept track of things by their CRC values for tracking items. We needed to track potentially millions of items and we started with a CRC32 which in real world practice has a collision rate of around 1 in 2^16 which was an unpleasant surprise. We then re-coded to use a CRC64 which had a real world collision rate of about 1 in 2^23. We tested this after the unpleasant surprise of the 32 bit one we started with and accepted the small error rate of the 64 bit one.
I can't really explain the statistics behind the expected collision rate but it makes sense that you would experience a collision much sooner that the width of the bits. Just like a hashtable...some hash buckets are empty and others have more than one entry....
Even for a 256 bit CRC the first 2 CRC's could be the same...it would be almost incredible but possible.
Though CRC-128 and CRC-256 were defined, I don't know of anyone who actually uses them.
Most of the time, developers who think they want a CRC should really be using a cryptographic hash function, which have succeeded CRCs for many applications. It would be a rare case indeed where CRC-128 or CRC-256 would be a superior choice to even the broken MD5, much less the SHA-2 family.
Here is a Java class I wrote recently for playing with CRCs. Beware that changing the bit order is implemented only for bitwise computation.
/**
* A CRC algorithm for computing check values.
*/
public class Crc
{
public static final Crc CRC_16_CCITT =
new Crc(16, 0x1021, 0xffff, 0xffff, true);
public static final Crc CRC_32 =
new Crc(32, 0x04c11db7, 0xffffffffL, 0xffffffffL, true);
private final int _width;
private final long _polynomial;
private final long _mask;
private final long _highBitMask;
private final long _preset;
private final long _postComplementMask;
private final boolean _msbFirstBitOrder;
private final int _shift;
private final long[] _crcs;
/**
* Constructs a CRC specification.
*
* #param width
* #param polynomial
* #param msbFirstBitOrder
*/
public Crc(
int width,
long polynomial)
{
this(width, polynomial, 0, 0, true);
}
/**
* Constructs a CRC specification.
*
* #param width
* #param polynomial
* #param msbFirstBitOrder
*/
public Crc(
int width,
long polynomial,
long preset,
long postComplementMask,
boolean msbFirstBitOrder)
{
super();
_width = width;
_polynomial = polynomial;
_mask = (1L << width) - 1;
_highBitMask = (1L << (width - 1));
_preset = preset;
_postComplementMask = postComplementMask;
_msbFirstBitOrder = msbFirstBitOrder;
_shift = _width - 8;
_crcs = new long[256];
for (int i = 0; i < 256; i++)
{
_crcs[i] = crcForByte(i);
}
}
/**
* Gets the width.
*
* #return The width.
*/
public int getWidth()
{
return _width;
}
/**
* Gets the polynomial.
*
* #return The polynomial.
*/
public long getPolynomial()
{
return _polynomial;
}
/**
* Gets the mask.
*
* #return The mask.
*/
public long getMask()
{
return _mask;
}
/**
* Gets the preset.
*
* #return The preset.
*/
public long getPreset()
{
return _preset;
}
/**
* Gets the post-complement mask.
*
* #return The post-complement mask.
*/
public long getPostComplementMask()
{
return _postComplementMask;
}
/**
* #return True if this CRC uses MSB first bit order.
*/
public boolean isMsbFirstBitOrder()
{
return _msbFirstBitOrder;
}
public long computeBitwise(byte[] message)
{
long result = _preset;
for (int i = 0; i < message.length; i++)
{
for (int j = 0; j < 8; j++)
{
final int bitIndex = _msbFirstBitOrder ? 7 - j : j;
final boolean messageBit = (message[i] & (1 << bitIndex)) != 0;
final boolean crcBit = (result & _highBitMask) != 0;
result <<= 1;
if (messageBit ^ crcBit)
{
result ^= _polynomial;
}
result &= _mask;
}
}
return result ^ _postComplementMask;
}
public long compute(byte[] message)
{
long result = _preset;
for (int i = 0; i < message.length; i++)
{
final int b = (int) (message[i] ^ (result >>> _shift)) & 0xff;
result = ((result << 8) ^ _crcs[b]) & _mask;
}
return result ^ _postComplementMask;
}
private long crcForByte(int b)
{
long result1 = (b & 0xff) << _shift;
for (int j = 0; j < 8; j++)
{
final boolean crcBit = (result1 & (1L << (_width - 1))) != 0;
result1 <<= 1;
if (crcBit)
{
result1 ^= _polynomial;
}
result1 &= _mask;
}
return result1;
}
public String crcTable()
{
final int digits = (_width + 3) / 4;
final int itemsPerLine = (digits + 4) * 8 < 72 ? 8 : 4;
final String format = "0x%0" + digits + "x, ";
final StringBuilder builder = new StringBuilder();
builder.append("{\n");
for (int i = 0; i < _crcs.length; i += itemsPerLine)
{
builder.append(" ");
for (int j = i; j < i + itemsPerLine; j++)
{
builder.append(String.format(format, _crcs[j]));
}
builder.append("\n");
}
builder.append("}\n");
return builder.toString();
}
}
CRC-128 and CRC-256 only make sense if the three following point are true :
You are CPU constrained to the point where a crypto hash would significantly slow you down
Accidental collision must statistically never happen, 1 in 2^64 is still too high
OTOH deliberate collisions are not a problem
A typical case where 2 and 3 can be true together is if an accidental collision would create a data loss that only affects the sender of the data, and not the platform.