[英]What is the inverse of crc32_combine()'s matrix trick?
zlib的crc32_combine()接受crcA,crcB和lengthB來計算crcAB。
# returns crcAB
crc32_combine(crcA, crcB, lenB)
使用Mark Adler 在這里和這里的精彩帖子中的概念,我能夠生成crc32_trim_trailing.pl ,它使用crcAB,crcB和lengthB來計算crcA(我用它來剝離已知長度和值的填充)。
# prints crcA
perl crc32_trim_trailing.pl $crcAB $crcB $lenB
不幸的是,這使用了所描述的慢速方法的原理,其中每個空字節必須一次剝離一個。 它很慢,但卻是一個很好的概念證明。
我一直在努力制作crc32_trim_trailing的快速版本,它利用了Mark的帖子中描述的矩陣技巧,並在zlib的crc32_combine()中實現了組合用例。
這是我對crc32_trim_trailing.c的嘗試。
/* crc32_trim_trailing.c
This code is borrows heavily from crc32.c from zlib version 1.2.8, but has
been altered.
*/
#include <stdio.h>
#define GF2_DIM 32 /* dimension of GF(2) vectors (length of CRC) */
/* ========================================================================= */
unsigned long gf2_matrix_times(mat, vec)
unsigned long *mat;
unsigned long vec;
{
unsigned long sum;
sum = 0;
while (vec) {
if (vec & 1)
sum ^= *mat;
vec >>= 1;
mat++;
}
return sum;
}
/* ========================================================================= */
void gf2_matrix_square(square, mat)
unsigned long *square;
unsigned long *mat;
{
int n;
for (n = 0; n < GF2_DIM; n++)
square[n] = gf2_matrix_times(mat, mat[n]);
}
/* ========================================================================= */
int main(int argc, char *argv[])
{
unsigned long crc1;
unsigned long crc2;
int len2;
sscanf(argv[1], "%lx", &crc1);
sscanf(argv[2], "%lx", &crc2);
sscanf(argv[3], "%d", &len2);
int n;
unsigned long row;
unsigned long even[GF2_DIM]; /* even-power-of-two zeros operator */
unsigned long odd[GF2_DIM]; /* odd-power-of-two zeros operator */
/* degenerate case (also disallow negative lengths) */
if (len2 <= 0)
return crc1;
/* get crcA0 */
crc1 ^= crc2;
/* put operator for one zero bit in odd */
odd[0] = 0x82608edbUL; /* used sage math to get inverse matrix polynomial */
row = 1;
for (n = 1; n < GF2_DIM; n++) {
odd[n] = row;
row <<= 1;
}
/* put operator for two zero bits in even */
gf2_matrix_square(even, odd);
/* put operator for four zero bits in odd */
gf2_matrix_square(odd, even);
/* apply len2 zeros to crc1 (first square will put the operator for one
zero byte, eight zero bits, in even) */
do {
/* apply zeros operator for this bit of len2 */
gf2_matrix_square(even, odd);
if (len2 & 1)
crc1 = gf2_matrix_times(even, crc1);
len2 >>= 1;
/* if no more bits set, then done */
if (len2 == 0)
break;
/* another iteration of the loop with odd and even swapped */
gf2_matrix_square(odd, even);
if (len2 & 1)
crc1 = gf2_matrix_times(odd, crc1);
len2 >>= 1;
/* if no more bits set, then done */
} while (len2 != 0);
printf("\nCRC: %lx\n", crc1);
return 0;
}
我把xor移到了矩陣乘法之前。 這似乎沒有問題,並通過xoring crcAB和crcB給我們crcA0。
接下來,使用sage數學我能夠找到crc32_combine()中使用的初始矩陣的逆矩陣。
通過3個方塊運行這些基質中的每一個導致矩陣crc32_combine()用於添加1個空字節(matrixA)並且它是反向的(matrixB)。
使用sage數學我確認了以下內容。
碼:
M = MatrixSpace(GF(2),32,32)
A = M([0,1,1,1,0,1,1,1,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,1,0,0,1,0,1,1,0,
1,1,1,0,1,1,1,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,1,0,0,1,0,1,1,0,0,
0,0,0,0,0,1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,
0,0,0,0,1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,0,
0,0,0,1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,0,0,
0,0,1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,0,0,0,
0,1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,0,0,0,0,
1,1,1,0,1,1,0,1,1,0,1,1,1,0,0,0,1,0,0,0,0,0,1,1,0,0,1,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0])
B = A^-1
I = A*B
print "matrixA"
print A.str()
print "matrixB"
print B.str()
print "identity"
print I.str()
N = MatrixSpace(GF(2),1,32)
THIS=N([1,1,1,1,1,1,1,0,1,1,1,0,1,1,1,0,1,0,0,0,0,0,1,0,0,0,1,0,0,1,1,1])
print "'this' crc * identity"
print THIS * I
print "'this' crc * maxtrixA"
print THIS * A
print "'this' crc * maxtrixA * matrixB"
print THIS * A * B
輸出:
matrixA
[0 1 1 1 0 1 1 1 0 0 0 0 0 1 1 1 0 0 1 1 0 0 0 0 1 0 0 1 0 1 1 0]
[1 1 1 0 1 1 1 0 0 0 0 0 1 1 1 0 0 1 1 0 0 0 0 1 0 0 1 0 1 1 0 0]
[0 0 0 0 0 1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1]
[0 0 0 0 1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1 0]
[0 0 0 1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1 0 0]
[0 0 1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1 0 0 0]
[0 1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1 0 0 0 0]
[1 1 1 0 1 1 0 1 1 0 1 1 1 0 0 0 1 0 0 0 0 0 1 1 0 0 1 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
matrixB
[1 0 1 0 1 0 0 1 1 1 0 1 0 0 1 1 1 1 1 0 0 1 1 0 1 0 1 0 0 1 1 0]
[0 1 0 1 0 1 1 1 0 1 1 0 0 1 1 0 1 1 0 1 0 0 0 0 1 1 1 1 1 0 1 1]
[1 0 1 0 1 1 1 0 1 1 0 0 1 1 0 1 1 0 1 0 0 0 0 1 1 1 1 1 0 1 1 0]
[0 1 0 1 1 0 0 1 0 1 0 1 1 0 1 0 0 1 0 1 1 1 1 0 0 1 0 1 1 0 1 1]
[1 0 1 1 0 0 1 0 1 0 1 1 0 1 0 0 1 0 1 1 1 1 0 0 1 0 1 1 0 1 1 0]
[0 1 1 0 0 0 0 1 1 0 1 0 1 0 0 0 0 1 1 0 0 1 0 0 1 1 0 1 1 0 1 1]
[1 1 0 0 0 0 1 1 0 1 0 1 0 0 0 0 1 1 0 0 1 0 0 1 1 0 1 1 0 1 1 0]
[1 0 0 0 0 0 1 0 0 1 1 0 0 0 0 0 1 0 0 0 1 1 1 0 1 1 0 1 1 0 1 1]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
identity
[1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0]
[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1]
'this' crc * identity
[1 1 1 1 1 1 1 0 1 1 1 0 1 1 1 0 1 0 0 0 0 0 1 0 0 0 1 0 0 1 1 1]
'this' crc * maxtrixA
[1 1 0 0 0 0 0 0 0 1 0 1 1 1 1 0 0 0 1 0 1 1 0 1 1 1 0 1 1 0 1 0]
'this' crc * maxtrixA * matrixB
[1 1 1 1 1 1 1 0 1 1 1 0 1 1 1 0 1 0 0 0 0 0 1 0 0 0 1 0 0 1 1 1]
我使用crc和單位矩陣測試了gf2_matrix_times(),如預期的那樣導致crc沒有變化。
由於gf2_matrix_times(crc,matrixA)可用於向crc添加1個空字節,我曾希望gf2_matrix_times(crc,matrixB)可用於刪除1個空字節。 但是,這似乎不是開箱即用的。
此外,當lengthB為1時,sc數學中的crc * matrixA與crc32_combine()中的crcA0(0xa5f45be9)產生不同的結果(0xc05e2dda)。
為什么sage數學和gf2_matrix_times()之間的GF(2)矩陣乘法存在差異? 當matrixA和matrixB是反向時,為什么gf2_matrix_times(crc,matrixB)不會反轉gf2_matrix_times(crc,matrixA)?
我們將首先看一下標准CRC-32的簡單逐位實現(作為CRC的自包含定義,此例程返回初始CRC,即空字符串的CRC,當data
為NULL
) :
#include <stddef.h>
#include <stdint.h>
#define POLY 0xedb88320
uint32_t crc32(uint32_t crc, void const *data, size_t len) {
if (data == NULL)
return 0;
crc = ~crc;
while (len--) {
crc ^= *(unsigned char const *)data++;
for (int k = 0; k < 8; k++)
crc = crc & 1 ? (crc >> 1) ^ POLY : crc >> 1;
}
crc = ~crc;
return crc;
}
我們可以簡化將n
零應用於CRC的方法:
uint32_t crc32_zeros(uint32_t crc, size_t n) {
crc = ~crc;
while (n--)
for (int k = 0; k < 8; k++)
crc = crc & 1 ? (crc >> 1) ^ POLY : crc >> 1;
crc = ~crc;
return crc;
}
現在讓我們仔細研究單個零位到CRC的應用:
crc = crc & 1 ? (crc >> 1) ^ POLY : crc >> 1;
應用該位時可以采用兩種路徑。 在最后一個操作中,多項式要么與CRC排除,要么不是。 如果我們想要扭轉這種局面,我們想知道它走向何方。
我們可以通過查看結果的高位來判斷。 我們可以看到,如果多項式不是排他性的,那么高位必須為0.但如果它被排他性呢? 在這種情況下,結果的高位是POLY
的高位。 我們可以看到高位是1.所以我們可以通過查看結果的高位來判斷。 事實上,對於任何有效的CRC多項式都必須如此,因為x 0項都具有系數1。 (該項對於此反射多項式處於高位。)
通過檢查,我們可以輕松地反轉該操作,其中crc
進入是應用0位后的最終CRC,並且crc
出來是應用0位之前的CRC:
crc = crc & 0x80000000 ? ((crc ^ POLY) << 1) + 1 : crc << 1;
這將采用最終的CRC並反轉在單個0位上計算CRC的動作。 請注意,我們必須插入可能導致異或的低1位,對於這種情況。
我們可以將POLY
為:
crc = crc & 0x80000000 ? (crc << 1) ^ ((POLY << 1) + 1) : crc << 1;
這與使用多項式(POLY << 1) + 1
將 0位附加到非反射CRC的操作完全相同,該多項式只是POLY
向左旋轉一位。
然后我們可以編寫一個函數來從標准CRC-32中刪除n
零字節:
#define UNPOLY ((POLY << 1) + 1)
uint32_t crc32_remove_zeros(uint32_t crc, size_t n) {
crc = ~crc;
while (n--)
for (int k = 0; k < 8; k++)
crc = crc & 0x80000000 ? (crc << 1) ^ UNPOLY : crc << 1;
crc = ~crc;
return crc;
}
現在我們可以使用zlib中使用的相同方法,但是使用非反射CRC,編寫一個函數,在O(log( n ))時間內從CRC-32中刪除n個零。 我們不需要反轉任何矩陣,因為我們已經顛倒了原始操作。
其余部分留給讀者練習。
聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.