crc32_combine()的矩阵技巧的反转是什么?

时间:2016-07-30 04:58:17

标签: matrix zlib checksum crc

zlib' crc32_combine()接受crcA,crcB和lengthB来计算crcAB。

# returns crcAB
crc32_combine(crcA, crcB, lenB)

使用Mark Adler的精彩帖子herehere中的概念,我能够生成crc32_trim_trailing.pl,它需要crcAB,crcB和lengthB来计算crcA(我用这个剥掉已知长度和值的填充物。)

# prints crcA
perl crc32_trim_trailing.pl $crcAB $crcB $lenB

不幸的是,这使用了所描述的慢速方法的原理,其中每个空字节必须一次剥离一个。它很慢,但却是一个很好的概念证明。

我一直致力于制作crc32_trim_trailing的快速版本,该版本利用了Mark的帖子中描述的矩阵技巧,并在zlib的crc32_combine()中实现了组合用例。< / p>

这是我对crc32_trim_trailing.c。

的尝试
/* 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;
}

我将xor移动到矩阵乘法之前。这似乎没有问题,并通过xoring crcAB和crcB给我们crcA0。

接下来,使用sage数学我能够找到crc32_combine()中使用的初始矩阵的逆矩阵。

通过3个方格运行这些基质中的每一个导致矩阵crc32_combine()用于添加1个空字节(matrixA)并且它是反向的(matrixB)。

使用sage数学我确认了以下内容。

  • matrixA * matrixB = identity
  • crc * identity = crc
  • crc * matrixA * matrixB = crc

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

输出:

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和单位矩阵测试了gf2_matrix_times(),正如预期的那样导致crc没有变化。

由于gf2_matrix_times(crc,matrixA)可用于向crc添加1个空字节,我曾希望gf2_matrix_times(crc,matrixB)可用于删除1个空字节。但是,这似乎没有开箱即用。

此外,当lengthB为1时,sage数学中的crc * matrixA与crc32_combine()中的crcA0(0xa5f45be9)产生不同的结果(0xc05e2dda)。

为什么sage math和gf2_matrix_times()之间的GF(2)矩阵乘法存在差异? 当matrixA和matrixB是反向时,为什么gf2_matrix_times(crc,matrixB)不会反转gf2_matrix_times(crc,matrixA)?

1 个答案:

答案 0 :(得分:4)

我们将首先看一下标准CRC-32的简单逐位实现(作为CRC的自包含定义,此例程返回初始CRC,即空字符串的CRC,当{ {1}}是data):

NULL

我们可以简化将#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; } 零应用于CRC:

n

现在让我们仔细研究单个零位到CRC的应用:

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;
}

应用该位时可以采用两种路径。在最后一个操作中,多项式要么与CRC排除,要么不是。如果我们想要扭转这种局面,我们想知道它走了哪条路。

我们可以通过查看结果的高位来判断。我们可以看到,如果多项式不是排他性的,那么高位必须为0.但如果它被排他性呢?在这种情况下,结果的高位是crc = crc & 1 ? (crc >> 1) ^ POLY : crc >> 1; 的高位。我们可以看到高位是1.所以我们可以通过查看结果的高位来判断。事实上,对于任何有效的CRC多项式都必须如此,因为对于x 0 项,它们都具有系数1。 (该项在该反射多项式的高位中。)

通过检查,我们可以轻松地反转该操作,其中POLY进入后是应用0位后的最终CRC,而crc出现的是CRC在应用0位之前的情况:

crc

这将采用最终CRC并反转在单个0位上计算CRC的操作。请注意,我们必须插入导致异或的低1位。

我们可以将crc = crc & 0x80000000 ? ((crc ^ POLY) << 1) + 1 : crc << 1; 分解为:

POLY

这与使用多项式crc = crc & 0x80000000 ? (crc << 1) ^ ((POLY << 1) + 1) : crc << 1; 追加 0位到 - 反射的CRC的操作完全相同,这只是{{向左旋转一位。

然后我们可以编写一个函数来从标准CRC-32中删除(POLY << 1) + 1个零字节:

POLY

现在我们可以使用zlib中使用的相同方法,但是使用非反射CRC,编写一个函数来从O中的CRC-32中删除 n 零(log( n ))时间。我们不需要反转任何矩阵,因为我们已经颠倒了原始操作。

其余部分留给读者练习。