Weird font displaying problem -- Maybe index out of bounds? - c

Screenshot of the rendering system attempting to display "ABCD1234!\n":
(text size is very small, so I had to crop in quite a bit so it's visible)
The characters displayed are not in the font array, so it seems to me like I've indexed something out of bounds somewhere. Here's the relevant code:
// I've left out a bit of initilization code, the rest of the code is in the Github repository
// linked, at bootloader/include/bootloader_tty.h
size_t strlen(const char * _str)
{
size_t i = 0;
while(_str[i++]);
return i - 1;
}
// Prints character 'c' at X, Y
void terminal_putc(char c, unsigned int x, unsigned int y, uint32_t fgcolor)
{
for (unsigned int Y = 0; Y < 8; Y++)
{
for (unsigned int X = 0; X < 8; X++)
{
if ((font[(c * 8) + Y] & (1 << X)))
{
*((uint32_t*)(framebuffer_addr + 4 * pitch * Y + y + 4 * X + x)) = fgcolor;
}
}
}
}
// Writes the string `data` of length `length` to the "terminal"
void terminal_write(const char* data, size_t length)
{
for (size_t i = 0; i < length; i++)
{
char c = data[i];
if (c == '\n')
{
cursorY++;
break;
}
terminal_putc(c, cursorX * 8, cursorY * 8, 0xFFFFFFFF);
cursorX++;
if (cursorX > consoleWidth)
{
cursorX = 0;
cursorY++;
}
}
}
// Writes the string `data` to the "terminal"
void terminal_writestring(const char* data)
{
terminal_write(data, strlen(data));
}
The way I'm calling terminal_writestring() is:
terminal_writestring("ABCD1234!\n");
Github repository: link

The distortion exists for a couple of reasons
The leftmost pixel for any character resides in bit 7 of the concerned font byte. Your code currently fetches it from bit 0, thereby mirroring the output of the character.
Change if ((font[(c * 8) + Y] & (1 << X))) into either
if ((font[(c * 8) + Y] & (1 << (7 - X))))
or
if ((font[(c * 8) + Y] & (0b10000000 >> X)))
The offset address calculation only scales the character-internal (X,Y) offsets, but forgets to also scale the (x,y) screen coordinates.
Change *((uint32_t*)(framebuffer_addr + 4 * pitch * Y + y + 4 * X + x)) = fgcolor; into
*((uint32_t*)(framebuffer_addr + 4 * pitch * (Y + y) + 4 * (X + x))) = fgcolor;

Related

Color normalization results in gray tones

I use floating point numbers in my code (c code with openGL) to operate with colors, but the graphic I am using is in the rgb byte format. Loaded with the following code everything works correctly:
//... glfw window initialization...
for (int y = 0; y < 32; y++)
{
for (int x = 0; x < 32; x++)
{
int p = (y * 32 + x) * 3;
float r = rgb[p];
float g = rgb[p + 1];
float b = rgb[p + 2];
glColor3ub(r, g, b);
glPointSize(16);
glBegin(GL_POINTS);
glVertex2i(x * 16, y * 16);
glEnd();
}
}
Resulting in:
The error occurs if I try to normalize the bytes (one by one) with the following code:
//... glfw window initialization...
for (int y = 0; y < 32; y++)
{
for (int x = 0; x < 32; x++)
{
int p = (y * 32 + x) * 3;
float r = ((float)rgb[p]) / 255.0f;
float g = ((float)rgb[p + 1]) / 255.0f;
float b = ((float)rgb[p + 2]) / 255.0f;
glColor3f(r,g, b);
glPointSize(16);
glBegin(GL_POINTS);
glVertex2i(x * 16, y * 16);
glEnd();
}
}
The picture loaded this way has different colors:
Suppose the array rbg[] is signed, and consider a red component value 255.
In the first example the 255 is actually -1 and is converted to -1.000000 and this is then passed to the function after converting to type GLubyte which is unsigned 8-bit. The conversion rules will make this value 255 which is what you thought you had.
In the second example the 255 is again converted to -1.000000 and scaled to be -0.003922 instead of the expected 1.000000and so the result is very different from what you expected.
The solution is to define the array as unsigned char or uint8_t.

Return value not as expected. AVR C calculation

I am trying to perform the following calculation using an ATmega328P MCU.
๐‘๐‘œ๐‘ ๐‘–๐‘ก๐‘–๐‘œ๐‘› = 1000 ยท ๐‘‰๐‘Ž๐‘™0 + 2000 ยท ๐‘‰๐‘Ž๐‘™1 + โ‹ฏ + 8000 ยท ๐‘‰๐‘Ž๐‘™7 / ๐‘‰๐‘Ž๐‘™0+๐‘‰๐‘Ž๐‘™1+โ‹ฏ+๐‘‰๐‘Ž๐‘™7
In the main routine (as shown here):
int main(void)
{
//variables
uint16_t raw_values[8];
uint16_t position = 0;
uint16_t positions[8];
char raw[] = " raw";
char space[] = ", ";
char channelString[] = "Channel#: ";
char positionString[] = "Position: ";
//initialize ADC (Analog)
initADC();
//initialize UART
initUART(BAUD, DOUBLE_SPEED);
//give time for ADC to perform & finish 1st conversion
//8us x 25 = 200us
delay_us(200);
while(1)
{
//get the raw values from the ADC for each channel
for(uint8_t channel = 0; channel < 8; channel++)
{
raw_values[channel] = analog(channel);
//invert the raw value
raw_values[channel] = DIVISOR - raw_values[channel];
}
for(uint8_t channel = 0; channel < 8; channel++)
{
//print the channel#
transmitString(channelString);
printDec16bit(channel);
transmitString(space);
//print the raw value from the ADC conversion
printDec16bit(raw_values[channel]);
transmitString(raw);
transmitString(space);
//calculate the position value at each sensor
transmitString(positionString);
positions[channel] = (uint16_t)((POSITION_REF/DIVISOR) * raw_values[channel]);
printDec16bit(positions[channel]);
printCR();
}
printCR();
//calculate and display 'position'
position = calculatePosition(positions);
printDec16bit(position);
printCR();
printCR();
//add a delay
delay_ms(2000);
}
}
I am calling the following function, but the return value I am getting is way off.
uint16_t calculatePosition(uint16_t* channel_positions)
{
uint32_t intermediates[8];
uint32_t temp_sum = 0;
uint16_t divisor = 0;
uint16_t value = 0;
for(uint8_t i = 0; i < 8; i++)
{
intermediates[i] = channel_positions[i] * ((i + 1) * 1000);
}
for(uint8_t j = 0; j < 8; j++)
{
temp_sum = temp_sum + intermediates[j];
}
for(uint8_t k = 0; k < 8; k++)
{
divisor = divisor + channel_positions[k];
}
value = temp_sum/divisor;
return value;
}
Alternatively, I have even tried this code, and get a result that is not what I expect.
uint16_t calculatePosition(uint16_t* channel_positions)
{
uint16_t position;
position = ((1000 * channel_positions[0]) +
(2000 * channel_positions[1]) +
(3000 * channel_positions[2]) +
(4000 * channel_positions[3]) +
(5000 * channel_positions[4]) +
(6000 * channel_positions[5]) +
(7000 * channel_positions[6]) +
(8000 * channel_positions[7])) /
(channel_positions[0] +
channel_positions[1] +
channel_positions[2] +
channel_positions[3] +
channel_positions[4] +
channel_positions[5] +
channel_positions[6] +
channel_positions[7]);
return position;
}
What could I be doing wrong? For an array of values such as {15, 12, 5, 16, 11, 35, 964, 76} I expect a result of 6504, but instead I get a value in the 200's (or some other weird value).
Look at your input array: {15, 12, 5, 16, 11, 35, 964, 76}
Specifically, look at the element that is 964. That element times 7000 is 6748000 which is greater than a uint16_t can handle.
There are a number of solutions. One of them is changing to uint32_t. If this is not an option, you could extract a factor of 1000, like this:
position = 1000 *(
((1 * channel_positions[0]) +
(2 * channel_positions[1]) +
(3 * channel_positions[2]) +
(4 * channel_positions[3]) +
(5 * channel_positions[4]) +
(6 * channel_positions[5]) +
(7 * channel_positions[6]) +
(8 * channel_positions[7])) /
(channel_positions[0] +
channel_positions[1] +
channel_positions[2] +
channel_positions[3] +
channel_positions[4] +
channel_positions[5] +
channel_positions[6] +
channel_positions[7]));
Note that this will not eliminate the problem, but it could possibly reduce it so that the problem never occurs for reasonable input.
Taking the same idea to the loop version, we get:
uint16_t calculatePosition(uint16_t* channel_positions)
{
uint16_t temp_sum = 0;
uint16_t divisor = 0;
for(uint8_t i = 0; i < 8; i++) {
temp_sum += (channel_positions[i] * (i+1));
divisor += channel_positions[i];
}
return 1000*(temp_sum/divisor);
}
Note that you will lose some accuracy in the process due to rounding with integer division. Since you have been very careful with specifying the width, I assume you're not willing to change the type of the input array. This code should give you maximum accuracy with minimal extra memory usage. But if you're running this function often on a 16-bit machine it can impact performance quite a bit.
uint16_t calculatePosition(uint16_t* channel_positions)
{
// Use 32 bit for these
uint32_t temp_sum = 0;
uint32_t divisor = 0;
for(uint8_t i = 0; i < 8; i++) {
// Copy the value to a 32 bit number
uint32_t temp_pos = channel_positions[i];
temp_sum += temp_pos * (i+1);
divisor += temp_pos;
}
// Moved parenthesis for better accuracy
return (1000*temp_sum) / divisor;
}
Provided that the result can fit in a uint16_t there is absolutely zero chance that this version will fail, because the biggest possible value for 1000*temp_sum is 2,359,260,000 and the biggest value it can hold is 4,294,967,295.
Sidenote about MRE (minimal, reproducible example)
MRE:s are described here: https://stackoverflow.com/help/minimal-reproducible-example
In this example, a good main function to post in the question would be:
#include <stdio.h>
int main()
{
uint16_t positions[] = {15, 12, 5, 16, 11, 35, 964, 76};
uint16_t pos = calculatePosition(positions);
printf("%d\n", pos);
}
It's enough to demonstrate the problem you had and no more.
As it was said, the problem is in integer overflow.
Be careful when moving the multiplier outside, when using integer math! (A * 1000) / B does not equal to (A / B) * 1000.
The simplest solution, to convert first of operands in each operation into a wider type. Others will be converted implicitly. E.q.
...
position = ((1000UL * channel_positions[0]) +
(2000UL * channel_positions[1]) +
(3000UL * channel_positions[2]) +
(4000UL * channel_positions[3]) +
(5000UL * channel_positions[4]) +
(6000UL * channel_positions[5]) +
(7000UL * channel_positions[6]) +
(8000UL * channel_positions[7])) /
((uint32_t)channel_positions[0] +
channel_positions[1] + // no need to convert, it will be converted implicitly
channel_positions[2] + // since previous operand is wider
channel_positions[3] +
channel_positions[4] +
channel_positions[5] +
channel_positions[6] +
channel_positions[7]);

How to left pad a 2 dimensional byte array with leading zeros in C#

I have a 2 dimensional byte array of a bitmap pixel data that I need to send to a thermal printer using ESC/POS via comport. I can do this successfully. However, I need to shift the printed image to the right. Center justify, Right justify, HT, and all other ESC/POS commands have no effect due to the command used to print the bitmap (DC2 * r n [d1.....dn]).
I wish to left pad the array of bytes containing the bitmap in order to shift the printed image to the right. Below are my code lines to print bitmap
private void Print_Bipmap()
{
int x;
int y;
int i;
int RowBytes;
byte n;
Color Pixels;
byte[,] ImageArray = new byte[bitmap.Width, bitmap.Height];
// Calculate output size
RowBytes = (bitmap.Width + 7) / 8;
// Generate body of array
for (y = 0; y < bitmap.Height; y++)
{ // Each row...
for (x = 0; x < (bitmap.Width / 8); x++)
{ // Each 8-pixel block within row...
ImageArray[x, y] = 0;
for (n = 0; n < 8; n++)
{ // Each pixel within block...
Pixels = bitmap.GetPixel(x * 8 + n, y);
if (Pixels.GetBrightness() < 0.5)
{
ImageArray[x, y] += (byte)(1 << (7 - n));
}
}
}
}
comport_writeByte(18); //DC2
comport_writeByte(42); //*
comport_writeByte((byte)bitmap.Height); //r
comport_writeByte((byte)RowBytes); //n
for (y = 0; y < bitmap.Height; y++)
{
for (x = 0; x < RowBytes; x++)
{
comport_writeByte(ImageArray[x, y]); //[d1 ..... dn]
}
}
}
How do I left pad the 2 dimensional array (ImageArray[x, y])?
Many thanks in advance.

How to generate a random number based on a byte array?

Suppose I have an array of bytes from a secure PRNG, and I need to generate a number between 1 and 10 using that data, how would I do that correctly?
Think of the array as one big unsigned integer. Then the answer is simple:
(Big_Number % 10) + 1
So all that is needed is a method to find the modulus 10 of big integers. Using modular exponentiation:
#include <limits.h>
#include <stdlib.h>
int ArrayMod10(const unsigned char *a, size_t n) {
int mod10 = 0;
int base = (UCHAR_MAX + 1) % 10;
for (size_t i = n; i-- > 0; ) {
mod10 = (base*mod10 + a[i]) % 10;
base = (base * base) % 10;
}
return mod10;
}
void test10(size_t n) {
unsigned char a[n];
// fill array with your secure PRNG
for (size_t i = 0; i<n; i++) a[i] = rand();
return ArrayMod10(a, n) + 1;
}
There will be a slight bias as 256^n is not a power of 10. With large n, this will rapidly decrease in significance.
Untested code: Detect if a biased result occurred. Calling code could repeatedly call this function with new a array values to get an unbiased result on the rare occasions when bias occurs.
int ArrayMod10BiasDetect(const unsigned char *a, size_t n, bool *biasptr) {
bool bias = true;
int mod10 = 0;
int base = (UCHAR_MAX + 1) % 10; // Note base is usually 6: 256%10, 65536%10, etc.
for (size_t i = n; i-- > 0; ) {
mod10 = (base*mod10 + a[i]) % 10;
if (n > 0) {
if (a[i] < UCHAR_MAX) bias = false;
} else {
if (a[i] < UCHAR_MAX + 1 - base) bias = false;
}
base = (base * base) % 10;
}
*biaseptr = bias;
return mod10;
}
As per the comments follow-up, it seems what you need is modulus operator [%].
You may also need to check the related wiki.
Note: Every time we use the modulo operator on a random number, there is a probability that we'll be running into modulo bias, which ends up in disbalancing the fair distribution of random numbers. You've to take care of that.
For a detailed discussion on this, please see this question and related answers.
It depends on a bunch of things. Secure PRNG sometimes makes long byte arrays instead of integers, let's say it is 16 bytes long array, then extract 32 bit integer like so: buf[0]*0x1000000+buf[1]*0x10000+buf[2]*0x100+buf[3] or use shift operator. This is random so big-endian/little-endian doesn't matter.
char randbytes[16];
//...
const char *p = randbytes;
//assumes size of int is 4
unsigned int rand1 = p[0] << 24 + p[1] << 16 + p[2] << 8 + p[3]; p += 4;
unsigned int rand2 = p[0] << 24 + p[1] << 16 + p[2] << 8 + p[3]; p += 4;
unsigned int rand3 = p[0] << 24 + p[1] << 16 + p[2] << 8 + p[3]; p += 4;
unsigned int rand4 = p[0] << 24 + p[1] << 16 + p[2] << 8 + p[3];
Then use % on the integer
ps, I think that's a long answer. If you want number between 1 and 10 then just use % on first byte.
OK, so this answer is in Java until I get to my Eclipse C/C++ IDE:
public final static int simpleBound(Random rbg, int n) {
final int BYTE_VALUES = 256;
// sanity check, only return positive numbers
if (n <= 0) {
throw new IllegalArgumentException("Oops");
}
// sanity check: choice of value 0 or 0...
if (n == 1) {
return 0;
}
// sanity check: does not fit in byte
if (n > BYTE_VALUES) {
throw new IllegalArgumentException("Oops");
}
// optimization for n = 2^y
if (Integer.bitCount(n) == 1) {
final int mask = n - 1;
return retrieveRandomByte(rbg) & mask;
}
// you can skip to this if you are sure n = 10
// z is upper bound, and contains floor(z / n) blocks of n values
final int z = (BYTE_VALUES / n) * n;
int x;
do {
x = retrieveRandomByte(rbg);
} while (x >= z);
return x % n;
}
So n is the maximum value in a range [0..n), i.e. n is exclusive. For a range [1..10] simply increase the result with 1.

Decode from VP8 video frame to RGB

In my application, we need to display the video frame on the screen. I use libvpx to decode a video from WebM, but frame is decoded to YUV format (VPX_IMG_FMT_I420 according to the documentation). I need to output format is RGB and the documentation says a image supported a RGB format (VPX_IMG_FMT_RGB24). I have a formula for translating YUV->RGB:
R = Y + 1.13983 * (V - 128);
G = Y - 0.39465 * (U - 128) - 0.58060 * (V - 128);
B = Y + 2.03211 * (U - 128);
But I think is too many conversions VP8->YUV->RGB. Is there a method for set a output frame format for conversion function?
If you can afford using Intel's IPP library, here is some CPU friendly piece of code that you can try and apply in your project:
unsigned char* mpRGBBuffer;
void VPXImageToRGB24(vpx_image_t* pImage, bool isUsingBGR)
{
const unsigned int rgbBufferSize = pImage->d_w * pImage->d_h * 3;
mpRGBBuffer - allocate your raw RGB buffer...
const IppiSize sz = { pImage->d_w, pImage->d_h };
const Ipp8u* src[3] = { pImage->planes[PLANE_Y], pImage->planes[PLANE_U], pImage->planes[PLANE_V] };
int srcStep[3] = { pImage->stride[VPX_PLANE_Y], pImage->stride[VPX_PLANE_U], pImage->stride[VPX_PLANE_V] };
if (isUsingBGR) ippiYCbCr420ToBGR_8u_P3C3R(src, srcStep, pDest, pImage->d_w * 3, sz);
else ippiYCbCr420ToRGB_8u_P3C3R(src, srcStep, pDest, pImage->d_w * 3, sz);
}
If you dont want to use IPP, here is a link to some working peace of core that could really be usefull. Tested this, works for 100% but not sure about the CPU cost.
Here is the code from the link above (in case link fails...)
inline int clamp8(int v)
{
return std::min(std::max(v, 0), 255);
}
Image VP8Decoder::convertYV12toRGB(const vpx_image_t* img)
{
Image rgbImg(img->d_w, img->d_h);
std::vector<uint8_t>& data = rgbImg.data;
uint8_t *yPlane = img->planes[VPX_PLANE_Y];
uint8_t *uPlane = img->planes[VPX_PLANE_U];
uint8_t *vPlane = img->planes[VPX_PLANE_V];
int i = 0;
for (unsigned int imgY = 0; imgY < img->d_h; imgY++) {
for (unsigned int imgX = 0; imgX < img->d_w; imgX++) {
int y = yPlane[imgY * img->stride[VPX_PLANE_Y] + imgX];
int u = uPlane[(imgY / 2) * img->stride[VPX_PLANE_U] + (imgX / 2)];
int v = vPlane[(imgY / 2) * img->stride[VPX_PLANE_V] + (imgX / 2)];
int c = y - 16;
int d = (u - 128);
int e = (v - 128);
// TODO: adjust colors ?
int r = clamp8((298 * c + 409 * e + 128) >> 8);
int g = clamp8((298 * c - 100 * d - 208 * e + 128) >> 8);
int b = clamp8((298 * c + 516 * d + 128) >> 8);
// TODO: cast instead of clamp8
data[i + 0] = static_cast<uint8_t>(r);
data[i + 1] = static_cast<uint8_t>(g);
data[i + 2] = static_cast<uint8_t>(b);
i += 3;
}
}
return rgbImg;
}

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