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+/*
+ * rm - Feb 2011
+ * ctio.js:
+ *
+ * A simple way to read and write simple ctypes. Of course, as you'll find the
+ * code isn't as simple as it might appear. The following types are currently
+ * supported in big and little endian formats:
+ *
+ * uint8_t int8_t
+ * uint16_t int16_t
+ * uint32_t int32_t
+ * float (single precision IEEE 754)
+ * double (double precision IEEE 754)
+ *
+ * This is designed to work in Node and v8. It may in fact work in other
+ * Javascript interpreters (that'd be pretty neat), but it hasn't been tested.
+ * If you find that it does in fact work, that's pretty cool. Try and pass word
+ * back to the original author.
+ *
+ * Note to the reader: If you're tabstop isn't set to 8, parts of this may look
+ * weird.
+ */
+
+/*
+ * Numbers in Javascript have a secret: all numbers must be represented with an
+ * IEEE-754 double. The double has a mantissa with a length of 52 bits with an
+ * implicit one. Thus the range of integers that can be represented is limited
+ * to the size of the mantissa, this makes reading and writing 64-bit integers
+ * difficult, but far from impossible.
+ *
+ * Another side effect of this representation is what happens when you use the
+ * bitwise operators, i.e. shift left, shift right, and, or, etc. In Javascript,
+ * each operand and the result is cast to a signed 32-bit number. However, in
+ * the case of >>> the values are cast to an unsigned number.
+ */
+
+/*
+ * A reminder on endian related issues:
+ *
+ * Big Endian: MSB -> First byte
+ * Little Endian: MSB->Last byte
+ */
+var mod_assert = require('assert');
+
+/*
+ * An 8 bit unsigned integer involves doing no significant work.
+ */
+function ruint8(buffer, endian, offset)
+{
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ return (buffer[offset]);
+}
+
+/*
+ * For 16 bit unsigned numbers we can do all the casting that we want to do.
+ */
+function rgint16(buffer, endian, offset)
+{
+ var val = 0;
+
+ if (endian == 'big') {
+ val = buffer[offset] << 8;
+ val |= buffer[offset+1];
+ } else {
+ val = buffer[offset];
+ val |= buffer[offset+1] << 8;
+ }
+
+ return (val);
+
+}
+
+function ruint16(buffer, endian, offset)
+{
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 1 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ return (rgint16(buffer, endian, offset));
+}
+
+/*
+ * Because most bitshifting is done using signed numbers, if we would go into
+ * the realm where we use that 32nd bit, we'll end up going into the negative
+ * range. i.e.:
+ * > 200 << 24
+ * -939524096
+ *
+ * Not the value you'd expect. To work around this, we end up having to do some
+ * abuse of the JavaScript standard. in this case, we know that a >>> shift is
+ * defined to cast our value to an *unsigned* 32-bit number. Because of that, we
+ * use that instead to save us some additional math, though it does feel a
+ * little weird and it isn't obvious as to why you woul dwant to do this at
+ * first.
+ */
+function rgint32(buffer, endian, offset)
+{
+ var val = 0;
+
+ if (endian == 'big') {
+ val = buffer[offset+1] << 16;
+ val |= buffer[offset+2] << 8;
+ val |= buffer[offset+3];
+ val = val + (buffer[offset] << 24 >>> 0);
+ } else {
+ val = buffer[offset+2] << 16;
+ val |= buffer[offset+1] << 8;
+ val |= buffer[offset];
+ val = val + (buffer[offset + 3] << 24 >>> 0);
+ }
+
+ return (val);
+}
+
+function ruint32(buffer, endian, offset)
+{
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ return (rgint32(buffer, endian, offset));
+}
+
+/*
+ * Reads a 64-bit unsigned number. The astue observer will note that this
+ * doesn't quite work. Javascript has chosen to only have numbers that can be
+ * represented by a double. A double only has 52 bits of mantissa with an
+ * implicit 1, thus we have up to 53 bits to represent an integer. However, 2^53
+ * doesn't quite give us what we want. Isn't 53 bits enough for anyone? What
+ * could you have possibly wanted to represent that was larger than that? Oh,
+ * maybe a size? You mean we bypassed the 4 GB limit on file sizes, when did
+ * that happen?
+ *
+ * To get around this egregious language issue, we're going to instead construct
+ * an array of two 32 bit unsigned integers. Where arr[0] << 32 + arr[1] would
+ * give the actual number. However, note that the above code probably won't
+ * produce the desired results because of the way Javascript numbers are
+ * doubles.
+ */
+function rgint64(buffer, endian, offset)
+{
+ var val = new Array(2);
+
+ if (endian == 'big') {
+ val[0] = ruint32(buffer, endian, offset);
+ val[1] = ruint32(buffer, endian, offset+4);
+ } else {
+ val[0] = ruint32(buffer, endian, offset+4);
+ val[1] = ruint32(buffer, endian, offset);
+ }
+
+ return (val);
+}
+
+function ruint64(buffer, endian, offset)
+{
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 7 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ return (rgint64(buffer, endian, offset));
+}
+
+
+/*
+ * Signed integer types, yay team! A reminder on how two's complement actually
+ * works. The first bit is the signed bit, i.e. tells us whether or not the
+ * number should be positive or negative. If the two's complement value is
+ * positive, then we're done, as it's equivalent to the unsigned representation.
+ *
+ * Now if the number is positive, you're pretty much done, you can just leverage
+ * the unsigned translations and return those. Unfortunately, negative numbers
+ * aren't quite that straightforward.
+ *
+ * At first glance, one might be inclined to use the traditional formula to
+ * translate binary numbers between the positive and negative values in two's
+ * complement. (Though it doesn't quite work for the most negative value)
+ * Mainly:
+ * - invert all the bits
+ * - add one to the result
+ *
+ * Of course, this doesn't quite work in Javascript. Take for example the value
+ * of -128. This could be represented in 16 bits (big-endian) as 0xff80. But of
+ * course, Javascript will do the following:
+ *
+ * > ~0xff80
+ * -65409
+ *
+ * Whoh there, Javascript, that's not quite right. But wait, according to
+ * Javascript that's perfectly correct. When Javascript ends up seeing the
+ * constant 0xff80, it has no notion that it is actually a signed number. It
+ * assumes that we've input the unsigned value 0xff80. Thus, when it does the
+ * binary negation, it casts it into a signed value, (positive 0xff80). Then
+ * when you perform binary negation on that, it turns it into a negative number.
+ *
+ * Instead, we're going to have to use the following general formula, that works
+ * in a rather Javascript friendly way. I'm glad we don't support this kind of
+ * weird numbering scheme in the kernel.
+ *
+ * (BIT-MAX - (unsigned)val + 1) * -1
+ *
+ * The astute observer, may think that this doesn't make sense for 8-bit numbers
+ * (really it isn't necessary for them). However, when you get 16-bit numbers,
+ * you do. Let's go back to our prior example and see how this will look:
+ *
+ * (0xffff - 0xff80 + 1) * -1
+ * (0x007f + 1) * -1
+ * (0x0080) * -1
+ *
+ * Doing it this way ends up allowing us to treat it appropriately in
+ * Javascript. Sigh, that's really quite ugly for what should just be a few bit
+ * shifts, ~ and &.
+ */
+
+/*
+ * Endianness doesn't matter for 8-bit signed values. We could in fact optimize
+ * this case because the more traditional methods work, but for consistency,
+ * we'll keep doing this the same way.
+ */
+function rsint8(buffer, endian, offset)
+{
+ var neg;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ neg = buffer[offset] & 0x80;
+ if (!neg)
+ return (buffer[offset]);
+
+ return ((0xff - buffer[offset] + 1) * -1);
+}
+
+/*
+ * The 16-bit version requires a bit more effort. In this case, we can leverage
+ * our unsigned code to generate the value we want to return.
+ */
+function rsint16(buffer, endian, offset)
+{
+ var neg, val;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 1 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = rgint16(buffer, endian, offset);
+ neg = val & 0x8000;
+ if (!neg)
+ return (val);
+
+ return ((0xffff - val + 1) * -1);
+}
+
+/*
+ * We really shouldn't leverage our 32-bit code here and instead utilize the
+ * fact that we know that since these are signed numbers, we can do all the
+ * shifting and binary anding to generate the 32-bit number. But, for
+ * consistency we'll do the same. If we want to do otherwise, we should instead
+ * make the 32 bit unsigned code do the optimization. But as long as there
+ * aren't floats secretly under the hood for that, we /should/ be okay.
+ */
+function rsint32(buffer, endian, offset)
+{
+ var neg, val;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = rgint32(buffer, endian, offset);
+ neg = val & 0x80000000;
+ if (!neg)
+ return (val);
+
+ return ((0xffffffff - val + 1) * -1);
+}
+
+/*
+ * The signed version of this code suffers from all of the same problems of the
+ * other 64 bit version.
+ */
+function rsint64(buffer, endian, offset)
+{
+ var neg, val;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = rgint64(buffer, endian, offset);
+ neg = val[0] & 0x80000000;
+
+ if (!neg)
+ return (val);
+
+ val[0] = (0xffffffff - val[0]) * -1;
+ val[1] = (0xffffffff - val[1] + 1) * -1;
+
+ /*
+ * If we had the key 0x8000000000000000, that would leave the lower 32
+ * bits as 0xffffffff, however, since we're goint to add one, that would
+ * actually leave the lower 32-bits as 0x100000000, which would break
+ * our ability to write back a value that we received. To work around
+ * this, if we actually get that value, we're going to bump the upper
+ * portion by 1 and set this to zero.
+ */
+ mod_assert.ok(val[1] <= 0x100000000);
+ if (val[1] == -0x100000000) {
+ val[1] = 0;
+ val[0]--;
+ }
+
+ return (val);
+}
+
+/*
+ * We now move onto IEEE 754: The traditional form for floating point numbers
+ * and what is secretly hiding at the heart of everything in this. I really hope
+ * that someone is actually using this, as otherwise, this effort is probably
+ * going to be more wasted.
+ *
+ * One might be tempted to use parseFloat here, but that wouldn't work at all
+ * for several reasons. Mostly due to the way floats actually work, and
+ * parseFloat only actually works in base 10. I don't see base 10 anywhere near
+ * this file.
+ *
+ * In this case we'll implement the single and double precision versions. The
+ * quadruple precision, while probably useful, wouldn't really be accepted by
+ * Javascript, so let's not even waste our time.
+ *
+ * So let's review how this format looks like. A single precision value is 32
+ * bits and has three parts:
+ * - Sign bit
+ * - Exponent (Using bias notation)
+ * - Mantissa
+ *
+ * |s|eeeeeeee|mmmmmmmmmmmmmmmmmmmmmmmmm|
+ * 31| 30-23 | 22 - 0 |
+ *
+ * The exponent is stored in a biased input. The bias in this case 127.
+ * Therefore, our exponent is equal to the 8-bit value - 127.
+ *
+ * By default, a number is normalized in IEEE, that means that the mantissa has
+ * an implicit one that we don't see. So really the value stored is 1.m.
+ * However, if the exponent is all zeros, then instead we have to shift
+ * everything to the right one and there is no more implicit one.
+ *
+ * Special values:
+ * - Positive Infinity:
+ * Sign: 0
+ * Exponent: All 1s
+ * Mantissa: 0
+ * - Negative Infinity:
+ * Sign: 1
+ * Exponent: All 1s
+ * Mantissa: 0
+ * - NaN:
+ * Sign: *
+ * Exponent: All 1s
+ * Mantissa: non-zero
+ * - Zero:
+ * Sign: *
+ * Exponent: All 0s
+ * Mantissa: 0
+ *
+ * In the case of zero, the sign bit determines whether we get a positive or
+ * negative zero. However, since Javascript cannot determine the difference
+ * between the two: i.e. -0 == 0, we just always return 0.
+ *
+ */
+function rfloat(buffer, endian, offset)
+{
+ var bytes = [];
+ var sign, exponent, mantissa, val;
+ var bias = 127;
+ var maxexp = 0xff;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ /* Normalize the bytes to be in endian order */
+ if (endian == 'big') {
+ bytes[0] = buffer[offset];
+ bytes[1] = buffer[offset+1];
+ bytes[2] = buffer[offset+2];
+ bytes[3] = buffer[offset+3];
+ } else {
+ bytes[3] = buffer[offset];
+ bytes[2] = buffer[offset+1];
+ bytes[1] = buffer[offset+2];
+ bytes[0] = buffer[offset+3];
+ }
+
+ sign = bytes[0] & 0x80;
+ exponent = (bytes[0] & 0x7f) << 1;
+ exponent |= (bytes[1] & 0x80) >>> 7;
+ mantissa = (bytes[1] & 0x7f) << 16;
+ mantissa |= bytes[2] << 8;
+ mantissa |= bytes[3];
+
+ /* Check for special cases before we do general parsing */
+ if (!sign && exponent == maxexp && mantissa === 0)
+ return (Number.POSITIVE_INFINITY);
+
+ if (sign && exponent == maxexp && mantissa === 0)
+ return (Number.NEGATIVE_INFINITY);
+
+ if (exponent == maxexp && mantissa !== 0)
+ return (Number.NaN);
+
+ /*
+ * Javascript really doesn't have support for positive or negative zero.
+ * So we're not going to try and give it to you. That would be just
+ * plain weird. Besides -0 == 0.
+ */
+ if (exponent === 0 && mantissa === 0)
+ return (0);
+
+ /*
+ * Now we can deal with the bias and the determine whether the mantissa
+ * has the implicit one or not.
+ */
+ exponent -= bias;
+ if (exponent == -bias) {
+ exponent++;
+ val = 0;
+ } else {
+ val = 1;
+ }
+
+ val = (val + mantissa * Math.pow(2, -23)) * Math.pow(2, exponent);
+
+ if (sign)
+ val *= -1;
+
+ return (val);
+}
+
+/*
+ * Doubles in IEEE 754 are like their brothers except for a few changes and
+ * increases in size:
+ * - The exponent is now 11 bits
+ * - The mantissa is now 52 bits
+ * - The bias is now 1023
+ *
+ * |s|eeeeeeeeeee|mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm|
+ * 63| 62 - 52 | 51 - 0 |
+ * 63| 62 - 52 | 51 - 0 |
+ *
+ * While the size has increased a fair amount, we're going to end up keeping the
+ * same general formula for calculating the final value. As a reminder, this
+ * formula is:
+ *
+ * (-1)^s * (n + m) * 2^(e-b)
+ *
+ * Where:
+ * s is the sign bit
+ * n is (exponent > 0) ? 1 : 0 -- Determines whether we're normalized
+ * or not
+ * m is the mantissa
+ * e is the exponent specified
+ * b is the bias for the exponent
+ *
+ */
+function rdouble(buffer, endian, offset)
+{
+ var bytes = [];
+ var sign, exponent, mantissa, val, lowmant;
+ var bias = 1023;
+ var maxexp = 0x7ff;
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 7 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ /* Normalize the bytes to be in endian order */
+ if (endian == 'big') {
+ bytes[0] = buffer[offset];
+ bytes[1] = buffer[offset+1];
+ bytes[2] = buffer[offset+2];
+ bytes[3] = buffer[offset+3];
+ bytes[4] = buffer[offset+4];
+ bytes[5] = buffer[offset+5];
+ bytes[6] = buffer[offset+6];
+ bytes[7] = buffer[offset+7];
+ } else {
+ bytes[7] = buffer[offset];
+ bytes[6] = buffer[offset+1];
+ bytes[5] = buffer[offset+2];
+ bytes[4] = buffer[offset+3];
+ bytes[3] = buffer[offset+4];
+ bytes[2] = buffer[offset+5];
+ bytes[1] = buffer[offset+6];
+ bytes[0] = buffer[offset+7];
+ }
+
+ /*
+ * We can construct the exponent and mantissa the same way as we did in
+ * the case of a float, just increase the range of the exponent.
+ */
+ sign = bytes[0] & 0x80;
+ exponent = (bytes[0] & 0x7f) << 4;
+ exponent |= (bytes[1] & 0xf0) >>> 4;
+
+ /*
+ * This is going to be ugly but then again, we're dealing with IEEE 754.
+ * This could probably be done as a node add on in a few lines of C++,
+ * but oh we'll, we've made it this far so let's be native the rest of
+ * the way...
+ *
+ * What we're going to do is break the mantissa into two parts, the
+ * lower 24 bits and the upper 28 bits. We'll multiply the upper 28 bits
+ * by the appropriate power and then add in the lower 24-bits. Not
+ * really that great. It's pretty much a giant kludge to deal with
+ * Javascript eccentricities around numbers.
+ */
+ lowmant = bytes[7];
+ lowmant |= bytes[6] << 8;
+ lowmant |= bytes[5] << 16;
+ mantissa = bytes[4];
+ mantissa |= bytes[3] << 8;
+ mantissa |= bytes[2] << 16;
+ mantissa |= (bytes[1] & 0x0f) << 24;
+ mantissa *= Math.pow(2, 24); /* Equivalent to << 24, but JS compat */
+ mantissa += lowmant;
+
+ /* Check for special cases before we do general parsing */
+ if (!sign && exponent == maxexp && mantissa === 0)
+ return (Number.POSITIVE_INFINITY);
+
+ if (sign && exponent == maxexp && mantissa === 0)
+ return (Number.NEGATIVE_INFINITY);
+
+ if (exponent == maxexp && mantissa !== 0)
+ return (Number.NaN);
+
+ /*
+ * Javascript really doesn't have support for positive or negative zero.
+ * So we're not going to try and give it to you. That would be just
+ * plain weird. Besides -0 == 0.
+ */
+ if (exponent === 0 && mantissa === 0)
+ return (0);
+
+ /*
+ * Now we can deal with the bias and the determine whether the mantissa
+ * has the implicit one or not.
+ */
+ exponent -= bias;
+ if (exponent == -bias) {
+ exponent++;
+ val = 0;
+ } else {
+ val = 1;
+ }
+
+ val = (val + mantissa * Math.pow(2, -52)) * Math.pow(2, exponent);
+
+ if (sign)
+ val *= -1;
+
+ return (val);
+}
+
+/*
+ * Now that we have gone through the pain of reading the individual types, we're
+ * probably going to want some way to write these back. None of this is going to
+ * be good. But since we have Javascript numbers this should certainly be more
+ * interesting. Though we can constrain this end a little bit more in what is
+ * valid. For now, let's go back to our friends the unsigned value.
+ */
+
+/*
+ * Unsigned numbers seem deceptively easy. Here are the general steps and rules
+ * that we are going to take:
+ * - If the number is negative, throw an Error
+ * - Truncate any floating point portion
+ * - Take the modulus of the number in our base
+ * - Write it out to the buffer in the endian format requested at the offset
+ */
+
+/*
+ * We have to make sure that the value is a valid integer. This means that it is
+ * non-negative. It has no fractional component and that it does not exceed the
+ * maximum allowed value.
+ *
+ * value The number to check for validity
+ *
+ * max The maximum value
+ */
+function prepuint(value, max)
+{
+ if (typeof (value) != 'number')
+ throw (new (Error('cannot write a non-number as a number')));
+
+ if (value < 0)
+ throw (new Error('specified a negative value for writing an ' +
+ 'unsigned value'));
+
+ if (value > max)
+ throw (new Error('value is larger than maximum value for ' +
+ 'type'));
+
+ if (Math.floor(value) !== value)
+ throw (new Error('value has a fractional component'));
+
+ return (value);
+}
+
+/*
+ * 8-bit version, classy. We can ignore endianness which is good.
+ */
+function wuint8(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepuint(value, 0xff);
+ buffer[offset] = val;
+}
+
+/*
+ * Pretty much the same as the 8-bit version, just this time we need to worry
+ * about endian related issues.
+ */
+function wgint16(val, endian, buffer, offset)
+{
+ if (endian == 'big') {
+ buffer[offset] = (val & 0xff00) >>> 8;
+ buffer[offset+1] = val & 0x00ff;
+ } else {
+ buffer[offset+1] = (val & 0xff00) >>> 8;
+ buffer[offset] = val & 0x00ff;
+ }
+}
+
+function wuint16(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 1 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepuint(value, 0xffff);
+ wgint16(val, endian, buffer, offset);
+}
+
+/*
+ * The 32-bit version is going to have to be a little different unfortunately.
+ * We can't quite bitshift to get the largest byte, because that would end up
+ * getting us caught by the signed values.
+ *
+ * And yes, we do want to subtract out the lower part by default. This means
+ * that when we do the division, it will be treated as a bit shift and we won't
+ * end up generating a floating point value. If we did generate a floating point
+ * value we'd have to truncate it intelligently, this saves us that problem and
+ * may even be somewhat faster under the hood.
+ */
+function wgint32(val, endian, buffer, offset)
+{
+ if (endian == 'big') {
+ buffer[offset] = (val - (val & 0x00ffffff)) / Math.pow(2, 24);
+ buffer[offset+1] = (val >>> 16) & 0xff;
+ buffer[offset+2] = (val >>> 8) & 0xff;
+ buffer[offset+3] = val & 0xff;
+ } else {
+ buffer[offset+3] = (val - (val & 0x00ffffff)) /
+ Math.pow(2, 24);
+ buffer[offset+2] = (val >>> 16) & 0xff;
+ buffer[offset+1] = (val >>> 8) & 0xff;
+ buffer[offset] = val & 0xff;
+ }
+}
+
+function wuint32(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepuint(value, 0xffffffff);
+ wgint32(val, endian, buffer, offset);
+}
+
+/*
+ * Unlike the other versions, we expect the value to be in the form of two
+ * arrays where value[0] << 32 + value[1] would result in the value that we
+ * want.
+ */
+function wgint64(value, endian, buffer, offset)
+{
+ if (endian == 'big') {
+ wgint32(value[0], endian, buffer, offset);
+ wgint32(value[1], endian, buffer, offset+4);
+ } else {
+ wgint32(value[0], endian, buffer, offset+4);
+ wgint32(value[1], endian, buffer, offset);
+ }
+}
+
+function wuint64(value, endian, buffer, offset)
+{
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (!(value instanceof Array))
+ throw (new Error('value must be an array'));
+
+ if (value.length != 2)
+ throw (new Error('value must be an array of length 2'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 7 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ prepuint(value[0], 0xffffffff);
+ prepuint(value[1], 0xffffffff);
+ wgint64(value, endian, buffer, offset);
+}
+
+/*
+ * We now move onto our friends in the signed number category. Unlike unsigned
+ * numbers, we're going to have to worry a bit more about how we put values into
+ * arrays. Since we are only worrying about signed 32-bit values, we're in
+ * slightly better shape. Unfortunately, we really can't do our favorite binary
+ * & in this system. It really seems to do the wrong thing. For example:
+ *
+ * > -32 & 0xff
+ * 224
+ *
+ * What's happening above is really: 0xe0 & 0xff = 0xe0. However, the results of
+ * this aren't treated as a signed number. Ultimately a bad thing.
+ *
+ * What we're going to want to do is basically create the unsigned equivalent of
+ * our representation and pass that off to the wuint* functions. To do that
+ * we're going to do the following:
+ *
+ * - if the value is positive
+ * we can pass it directly off to the equivalent wuint
+ * - if the value is negative
+ * we do the following computation:
+ * mb + val + 1, where
+ * mb is the maximum unsigned value in that byte size
+ * val is the Javascript negative integer
+ *
+ *
+ * As a concrete value, take -128. In signed 16 bits this would be 0xff80. If
+ * you do out the computations:
+ *
+ * 0xffff - 128 + 1
+ * 0xffff - 127
+ * 0xff80
+ *
+ * You can then encode this value as the signed version. This is really rather
+ * hacky, but it should work and get the job done which is our goal here.
+ *
+ * Thus the overall flow is:
+ * - Truncate the floating point part of the number
+ * - We don't have to take the modulus, because the unsigned versions will
+ * take care of that for us. And we don't have to worry about that
+ * potentially causing bad things to happen because of sign extension
+ * - Pass it off to the appropriate unsigned version, potentially modifying
+ * the negative portions as necessary.
+ */
+
+/*
+ * A series of checks to make sure we actually have a signed 32-bit number
+ */
+function prepsint(value, max, min)
+{
+ if (typeof (value) != 'number')
+ throw (new (Error('cannot write a non-number as a number')));
+
+ if (value > max)
+ throw (new Error('value larger than maximum allowed value'));
+
+ if (value < min)
+ throw (new Error('value smaller than minimum allowed value'));
+
+ if (Math.floor(value) !== value)
+ throw (new Error('value has a fractional component'));
+
+ return (value);
+}
+
+/*
+ * The 8-bit version of the signed value. Overall, fairly straightforward.
+ */
+function wsint8(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepsint(value, 0x7f, -0x80);
+ if (val >= 0)
+ wuint8(val, endian, buffer, offset);
+ else
+ wuint8(0xff + val + 1, endian, buffer, offset);
+}
+
+/*
+ * The 16-bit version of the signed value. Also, fairly straightforward.
+ */
+function wsint16(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 1 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepsint(value, 0x7fff, -0x8000);
+ if (val >= 0)
+ wgint16(val, endian, buffer, offset);
+ else
+ wgint16(0xffff + val + 1, endian, buffer, offset);
+
+}
+
+/*
+ * We can do this relatively easily by leveraging the code used for 32-bit
+ * unsigned code.
+ */
+function wsint32(value, endian, buffer, offset)
+{
+ var val;
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ val = prepsint(value, 0x7fffffff, -0x80000000);
+ if (val >= 0)
+ wgint32(val, endian, buffer, offset);
+ else
+ wgint32(0xffffffff + val + 1, endian, buffer, offset);
+}
+
+/*
+ * The signed 64 bit integer should by in the same format as when received.
+ * Mainly it should ensure that the value is an array of two integers where
+ * value[0] << 32 + value[1] is the desired number. Furthermore, the two values
+ * need to be equal.
+ */
+function wsint64(value, endian, buffer, offset)
+{
+ var vzpos, vopos;
+ var vals = new Array(2);
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (!(value instanceof Array))
+ throw (new Error('value must be an array'));
+
+ if (value.length != 2)
+ throw (new Error('value must be an array of length 2'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+ if (offset + 7 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ /*
+ * We need to make sure that we have the same sign on both values. The
+ * hokiest way to to do this is to multiply the number by +inf. If we do
+ * this, we'll get either +/-inf depending on the sign of the value.
+ * Once we have this, we can compare it to +inf to see if the number is
+ * positive or not.
+ */
+ vzpos = (value[0] * Number.POSITIVE_INFINITY) ==
+ Number.POSITIVE_INFINITY;
+ vopos = (value[1] * Number.POSITIVE_INFINITY) ==
+ Number.POSITIVE_INFINITY;
+
+ /*
+ * If either of these is zero, then we don't actually need this check.
+ */
+ if (value[0] != 0 && value[1] != 0 && vzpos != vopos)
+ throw (new Error('Both entries in the array must have ' +
+ 'the same sign'));
+
+ /*
+ * Doing verification for a signed 64-bit integer is actually a big
+ * trickier than it appears. We can't quite use our standard techniques
+ * because we need to compare both sets of values. The first value is
+ * pretty straightforward. If the first value is beond the extremes than
+ * we error out. However, the valid range of the second value varies
+ * based on the first one. If the first value is negative, and *not* the
+ * largest negative value, than it can be any integer within the range [
+ * 0, 0xffffffff ]. If it is the largest negative number, it must be
+ * zero.
+ *
+ * If the first number is positive, than it doesn't matter what the
+ * value is. We just simply have to make sure we have a valid positive
+ * integer.
+ */
+ if (vzpos) {
+ prepuint(value[0], 0x7fffffff);
+ prepuint(value[1], 0xffffffff);
+ } else {
+ prepsint(value[0], 0, -0x80000000);
+ prepsint(value[1], 0, -0xffffffff);
+ if (value[0] == -0x80000000 && value[1] != 0)
+ throw (new Error('value smaller than minimum ' +
+ 'allowed value'));
+ }
+
+ /* Fix negative numbers */
+ if (value[0] < 0 || value[1] < 0) {
+ vals[0] = 0xffffffff - Math.abs(value[0]);
+ vals[1] = 0x100000000 - Math.abs(value[1]);
+ if (vals[1] == 0x100000000) {
+ vals[1] = 0;
+ vals[0]++;
+ }
+ } else {
+ vals[0] = value[0];
+ vals[1] = value[1];
+ }
+ wgint64(vals, endian, buffer, offset);
+}
+
+/*
+ * Now we are moving onto the weirder of these, the float and double. For this
+ * we're going to just have to do something that's pretty weird. First off, we
+ * have no way to get at the underlying float representation, at least not
+ * easily. But that doesn't mean we can't figure it out, we just have to use our
+ * heads.
+ *
+ * One might propose to use Number.toString(2). Of course, this is not really
+ * that good, because the ECMAScript 262 v3 Standard says the following Section
+ * 15.7.4.2-Number.prototype.toString (radix):
+ *
+ * If radix is an integer from 2 to 36, but not 10, the result is a string, the
+ * choice of which is implementation-dependent.
+ *
+ * Well that doesn't really help us one bit now does it? We could use the
+ * standard base 10 version of the string, but that's just going to create more
+ * errors as we end up trying to convert it back to a binary value. So, really
+ * this just means we have to be non-lazy and parse the structure intelligently.
+ *
+ * First off, we can do the basic checks: NaN, positive and negative infinity.
+ *
+ * Now that those are done we can work backwards to generate the mantissa and
+ * exponent.
+ *
+ * The first thing we need to do is determine the sign bit, easy to do, check
+ * whether the value is less than 0. And convert the number to its absolute
+ * value representation. Next, we need to determine if the value is less than
+ * one or greater than or equal to one and from there determine what power was
+ * used to get there. What follows is now specific to floats, though the general
+ * ideas behind this will hold for doubles as well, but the exact numbers
+ * involved will change.
+ *
+ * Once we have that power we can determine the exponent and the mantissa. Call
+ * the value that has the number of bits to reach the power ebits. In the
+ * general case they have the following values:
+ *
+ * exponent 127 + ebits
+ * mantissa value * 2^(23 - ebits) & 0x7fffff
+ *
+ * In the case where the value of ebits is <= -127 we are now in the case where
+ * we no longer have normalized numbers. In this case the values take on the
+ * following values:
+ *
+ * exponent 0
+ * mantissa value * 2^149 & 0x7fffff
+ *
+ * Once we have the values for the sign, mantissa, and exponent. We reconstruct
+ * the four bytes as follows:
+ *
+ * byte0 sign bit and seven most significant bits from the exp
+ * sign << 7 | (exponent & 0xfe) >>> 1
+ *
+ * byte1 lsb from the exponent and 7 top bits from the mantissa
+ * (exponent & 0x01) << 7 | (mantissa & 0x7f0000) >>> 16
+ *
+ * byte2 bits 8-15 (zero indexing) from mantissa
+ * mantissa & 0xff00 >> 8
+ *
+ * byte3 bits 0-7 from mantissa
+ * mantissa & 0xff
+ *
+ * Once we have this we have to assign them into the buffer in proper endian
+ * order.
+ */
+
+/*
+ * Compute the log base 2 of the value. Now, someone who remembers basic
+ * properties of logarithms will point out that we could use the change of base
+ * formula for logs, and in fact that would be astute, because that's what we'll
+ * do for now. It feels cleaner, albeit it may be less efficient than just
+ * iterating and dividing by 2. We may want to come back and revisit that some
+ * day.
+ */
+function log2(value)
+{
+ return (Math.log(value) / Math.log(2));
+}
+
+/*
+ * Helper to determine the exponent of the number we're looking at.
+ */
+function intexp(value)
+{
+ return (Math.floor(log2(value)));
+}
+
+/*
+ * Helper to determine the exponent of the fractional part of the value.
+ */
+function fracexp(value)
+{
+ return (Math.floor(log2(value)));
+}
+
+function wfloat(value, endian, buffer, offset)
+{
+ var sign, exponent, mantissa, ebits;
+ var bytes = [];
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+
+ if (offset + 3 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ if (isNaN(value)) {
+ sign = 0;
+ exponent = 0xff;
+ mantissa = 23;
+ } else if (value == Number.POSITIVE_INFINITY) {
+ sign = 0;
+ exponent = 0xff;
+ mantissa = 0;
+ } else if (value == Number.NEGATIVE_INFINITY) {
+ sign = 1;
+ exponent = 0xff;
+ mantissa = 0;
+ } else {
+ /* Well we have some work to do */
+
+ /* Thankfully the sign bit is trivial */
+ if (value < 0) {
+ sign = 1;
+ value = Math.abs(value);
+ } else {
+ sign = 0;
+ }
+
+ /* Use the correct function to determine number of bits */
+ if (value < 1)
+ ebits = fracexp(value);
+ else
+ ebits = intexp(value);
+
+ /* Time to deal with the issues surrounding normalization */
+ if (ebits <= -127) {
+ exponent = 0;
+ mantissa = (value * Math.pow(2, 149)) & 0x7fffff;
+ } else {
+ exponent = 127 + ebits;
+ mantissa = value * Math.pow(2, 23 - ebits);
+ mantissa &= 0x7fffff;
+ }
+ }
+
+ bytes[0] = sign << 7 | (exponent & 0xfe) >>> 1;
+ bytes[1] = (exponent & 0x01) << 7 | (mantissa & 0x7f0000) >>> 16;
+ bytes[2] = (mantissa & 0x00ff00) >>> 8;
+ bytes[3] = mantissa & 0x0000ff;
+
+ if (endian == 'big') {
+ buffer[offset] = bytes[0];
+ buffer[offset+1] = bytes[1];
+ buffer[offset+2] = bytes[2];
+ buffer[offset+3] = bytes[3];
+ } else {
+ buffer[offset] = bytes[3];
+ buffer[offset+1] = bytes[2];
+ buffer[offset+2] = bytes[1];
+ buffer[offset+3] = bytes[0];
+ }
+}
+
+/*
+ * Now we move onto doubles. Doubles are similar to floats in pretty much all
+ * ways except that the processing isn't quite as straightforward because we
+ * can't always use shifting, i.e. we have > 32 bit values.
+ *
+ * We're going to proceed in an identical fashion to floats and utilize the same
+ * helper functions. All that really is changing are the specific values that we
+ * use to do the calculations. Thus, to review we have to do the following.
+ *
+ * First get the sign bit and convert the value to its absolute value
+ * representation. Next, we determine the number of bits that we used to get to
+ * the value, branching whether the value is greater than or less than 1. Once
+ * we have that value which we will again call ebits, we have to do the
+ * following in the general case:
+ *
+ * exponent 1023 + ebits
+ * mantissa [value * 2^(52 - ebits)] % 2^52
+ *
+ * In the case where the value of ebits <= -1023 we no longer use normalized
+ * numbers, thus like with floats we have to do slightly different processing:
+ *
+ * exponent 0
+ * mantissa [value * 2^1074] % 2^52
+ *
+ * Once we have determined the sign, exponent and mantissa we can construct the
+ * bytes as follows:
+ *
+ * byte0 sign bit and seven most significant bits form the exp
+ * sign << 7 | (exponent & 0x7f0) >>> 4
+ *
+ * byte1 Remaining 4 bits from the exponent and the four most
+ * significant bits from the mantissa 48-51
+ * (exponent & 0x00f) << 4 | mantissa >>> 48
+ *
+ * byte2 Bits 40-47 from the mantissa
+ * (mantissa >>> 40) & 0xff
+ *
+ * byte3 Bits 32-39 from the mantissa
+ * (mantissa >>> 32) & 0xff
+ *
+ * byte4 Bits 24-31 from the mantissa
+ * (mantissa >>> 24) & 0xff
+ *
+ * byte5 Bits 16-23 from the Mantissa
+ * (mantissa >>> 16) & 0xff
+ *
+ * byte6 Bits 8-15 from the mantissa
+ * (mantissa >>> 8) & 0xff
+ *
+ * byte7 Bits 0-7 from the mantissa
+ * mantissa & 0xff
+ *
+ * Now we can't quite do the right shifting that we want in bytes 1 - 3, because
+ * we'll have extended too far and we'll lose those values when we try and do
+ * the shift. Instead we have to use an alternate approach. To try and stay out
+ * of floating point, what we'll do is say that mantissa -= bytes[4-7] and then
+ * divide by 2^32. Once we've done that we can use binary arithmetic. Oof,
+ * that's ugly, but it seems to avoid using floating point (just based on how v8
+ * seems to be optimizing for base 2 arithmetic).
+ */
+function wdouble(value, endian, buffer, offset)
+{
+ var sign, exponent, mantissa, ebits;
+ var bytes = [];
+
+ if (value === undefined)
+ throw (new Error('missing value'));
+
+ if (endian === undefined)
+ throw (new Error('missing endian'));
+
+ if (buffer === undefined)
+ throw (new Error('missing buffer'));
+
+ if (offset === undefined)
+ throw (new Error('missing offset'));
+
+
+ if (offset + 7 >= buffer.length)
+ throw (new Error('Trying to read beyond buffer length'));
+
+ if (isNaN(value)) {
+ sign = 0;
+ exponent = 0x7ff;
+ mantissa = 23;
+ } else if (value == Number.POSITIVE_INFINITY) {
+ sign = 0;
+ exponent = 0x7ff;
+ mantissa = 0;
+ } else if (value == Number.NEGATIVE_INFINITY) {
+ sign = 1;
+ exponent = 0x7ff;
+ mantissa = 0;
+ } else {
+ /* Well we have some work to do */
+
+ /* Thankfully the sign bit is trivial */
+ if (value < 0) {
+ sign = 1;
+ value = Math.abs(value);
+ } else {
+ sign = 0;
+ }
+
+ /* Use the correct function to determine number of bits */
+ if (value < 1)
+ ebits = fracexp(value);
+ else
+ ebits = intexp(value);
+
+ /*
+ * This is a total hack to determine a denormalized value.
+ * Unfortunately, we sometimes do not get a proper value for
+ * ebits, i.e. we lose the values that would get rounded off.
+ *
+ *
+ * The astute observer may wonder why we would be
+ * multiplying by two Math.pows rather than just summing
+ * them. Well, that's to get around a small bug in the
+ * way v8 seems to implement the function. On occasion
+ * doing:
+ *
+ * foo * Math.pow(2, 1023 + 51)
+ *
+ * Causes us to overflow to infinity, where as doing:
+ *
+ * foo * Math.pow(2, 1023) * Math.pow(2, 51)
+ *
+ * Does not cause us to overflow. Go figure.
+ *
+ */
+ if (value <= 2.225073858507201e-308 || ebits <= -1023) {
+ exponent = 0;
+ mantissa = value * Math.pow(2, 1023) * Math.pow(2, 51);
+ mantissa %= Math.pow(2, 52);
+ } else {
+ /*
+ * We might have gotten fucked by our floating point
+ * logarithm magic. This is rather crappy, but that's
+ * our luck. If we just had a log base 2 or access to
+ * the stupid underlying representation this would have
+ * been much easier and we wouldn't have such stupid
+ * kludges or hacks.
+ */
+ if (ebits > 1023)
+ ebits = 1023;
+ exponent = 1023 + ebits;
+ mantissa = value * Math.pow(2, -ebits);
+ mantissa *= Math.pow(2, 52);
+ mantissa %= Math.pow(2, 52);
+ }
+ }
+
+ /* Fill the bytes in backwards to deal with the size issues */
+ bytes[7] = mantissa & 0xff;
+ bytes[6] = (mantissa >>> 8) & 0xff;
+ bytes[5] = (mantissa >>> 16) & 0xff;
+ mantissa = (mantissa - (mantissa & 0xffffff)) / Math.pow(2, 24);
+ bytes[4] = mantissa & 0xff;
+ bytes[3] = (mantissa >>> 8) & 0xff;
+ bytes[2] = (mantissa >>> 16) & 0xff;
+ bytes[1] = (exponent & 0x00f) << 4 | mantissa >>> 24;
+ bytes[0] = (sign << 7) | (exponent & 0x7f0) >>> 4;
+
+ if (endian == 'big') {
+ buffer[offset] = bytes[0];
+ buffer[offset+1] = bytes[1];
+ buffer[offset+2] = bytes[2];
+ buffer[offset+3] = bytes[3];
+ buffer[offset+4] = bytes[4];
+ buffer[offset+5] = bytes[5];
+ buffer[offset+6] = bytes[6];
+ buffer[offset+7] = bytes[7];
+ } else {
+ buffer[offset+7] = bytes[0];
+ buffer[offset+6] = bytes[1];
+ buffer[offset+5] = bytes[2];
+ buffer[offset+4] = bytes[3];
+ buffer[offset+3] = bytes[4];
+ buffer[offset+2] = bytes[5];
+ buffer[offset+1] = bytes[6];
+ buffer[offset] = bytes[7];
+ }
+}
+
+/*
+ * Actually export our work above. One might argue that we shouldn't expose
+ * these interfaces and just force people to use the higher level abstractions
+ * around this work. However, unlike say other libraries we've come across, this
+ * interface has several properties: it makes sense, it's simple, and it's
+ * useful.
+ */
+exports.ruint8 = ruint8;
+exports.ruint16 = ruint16;
+exports.ruint32 = ruint32;
+exports.ruint64 = ruint64;
+exports.wuint8 = wuint8;
+exports.wuint16 = wuint16;
+exports.wuint32 = wuint32;
+exports.wuint64 = wuint64;
+
+exports.rsint8 = rsint8;
+exports.rsint16 = rsint16;
+exports.rsint32 = rsint32;
+exports.rsint64 = rsint64;
+exports.wsint8 = wsint8;
+exports.wsint16 = wsint16;
+exports.wsint32 = wsint32;
+exports.wsint64 = wsint64;
+
+exports.rfloat = rfloat;
+exports.rdouble = rdouble;
+exports.wfloat = wfloat;
+exports.wdouble = wdouble;