unified diff for code block changes - diff

I have old program code like this:
X {
Y {
A;
B {
C;
}
}
1;
}
and a new version where one block is changed like this:
X {
Z {
q {
x;
}
y;
}
2;
}
Now when I do unified diff, then I get:
X {
- Y {
- A;
- B {
- C;
+ Z {
+ q {
+ x;
}
+ y;
}
+ 2;
}
What I do not like is that the "Y" block is totally changed to "Z" but diff shows "}" as unchanged lines between other changes and it makes big block changes not well readable where the whole removed and added block are sliced with "}" and not together as one big block.
Is there any way to get diff output something like this?
X {
- Y {
- A;
- B {
- C;
- }
- }
+ Z {
+ q {
+ x;
+ }
+ y;
+ }
+ 2;
}

Related

Same C code different results TIv5.2.5 and gcc 5.4.1 c99 compiler

I am using MSP432P401R to do FFT of SAR ADC samples, did FFT in MATLAB and got results same as C compiler online but Code Composer Studio IDE is giving different output than MATLAB results, I thought that can be a compiler issue so tried reading same did some changes and tried but not getting results Like MATLAB.
Online C compiler was gcc 5.4.1 c99.
and in CCS TI v5.2.5 compiler is used.
float m;
float ur, ui, sr, si,tr, ti;
long double Temp_A[256],ArrayA[256]={2676,2840,2838,2832,2826,2818,2814,2808,
2804,2798,2790,2784,2778,2770,2764,2758,2752,2746,2740,2734,
2726,2720,2714,2706,2700,2692,2686,2680,2674,2668,2660,2654,
2646,2642,2634,2624,2618,2612,2604,2598,2590,2584,2576,2570,
2562,2556,2550,2542,2536,2530,2522,2512,2508,2498,2490,2484,
2478,2470,2462,2454,2448,2442,2432,2426,2420,2414,2404,2398,
2390,2382,2374,2368,2360,2352,2346,2338,2330,2322,2314,2306,
2300,2294,2286,2278,2272,2262,2258,2250,2238,2234,2228,2220,
2208,2202,2192,2186,2178,2170,2164,2156,2150,2142,2134,2126,
2116,2110,2104,2096,2088,2078,2070,2062,2054,2046,2040,2034,
2026,2018,2010,2002,1994,1986,1978,1970,1962,1954,1946,1936,
1930,1922,1914,1908,1902,1894,1886,1876,1868,1860,1852,1846,
1838,1830,1822,1814,1804,1796,1790,1784,1776,1768,1760,1754,
1746,1738,1728,1720,1714,1708,1698,1692,1684,1674,1668,1656,
1656,1644,1640,1628,1624,1612,1610,1598,1596,1584,1580,1570,
1564,1554,1546,1540,1532,1526,1520,1512,1504,1496,1490,1482,
1474,1468,1462,1454,1446,1438,1432,1424,1420,1410,1404,1398,
1392,1384,1376,1370,1364,1356,1348,1342,1336,1328,1322,1316,
1308,1300,1294,1286,1280,1276,1270,1262,1254,1248,1242,1236,
1230,1222,1216,1210,1206,1198,1192,1188,1178,1172,1168,1162,
1154,1148,1144,1138,1132,1126,1120,1114,1108,1102,1096,1090,
1084,1080,1074,1068,1062,1058,1052,1048},ArrayA_IMX[256]={0};
unsigned int jm1,i;
unsigned int ip,l;
void main(void)
{
WDT_A->CTL = WDT_A_CTL_PW |WDT_A_CTL_HOLD;
VCORE();
CLK();
P1DIR |= BIT5; //CLK--AD7352 OUTPUT DIRECTION
P1DIR |= BIT7; //CHIP SELECT--AD7352 OUTPUT DIRECTION
P5DIR &= ~BIT0; //SDATAA--AD7352 INPUT DIRECTION P5.0
P5DIR &= ~BIT2; //SDATAB--AD7352 INPUT DIRECTION P5.2
while(1)
{
bit_reversal(ArrayA);
fft(ArrayA,ArrayA_IMX);
}
}
void bit_reversal(long double REX[])
{
int i,i2,n,m;
int tx,k,j;
n = 1;
m=8;
for (i=0;i<m;i++)
{
n *= 2;
}
i2 = n >> 1;
j = 0;
for (i=0;i<n-1;i++)
{
if (i < j)
{
tx = REX[i];
//ty = IMX[i];
REX[i] = REX[j];
//IMX[i] = IMX[j];
REX[j] = tx;
//IMX[j] = ty;
}
k = i2;
while (k <= j)
{
j -= k;
k >>= 1;
}
j += k;
}
}
void fft(long double REX[],long double IMX[])
{
N = 256;
nm1 = N - 1;
nd2 = N / 2;
m = log10l(N) / log10l(2);
j = nd2;
for (l = 1; l <= m; l++)
{
le = powl(2, l);
le2 = le / 2;
ur = 1;
ui = 0;
// Calculate sine and cosine values
sr = cosl(M_PI/le2);
si = -sinl(M_PI/le2);
// Loop for each sub DFT
for (j = 1; j <= le2; j++)
{
jm1 = j - 1;
// Loop for each butterfly
for (i = jm1; i <= nm1; i += le)
{
ip = i + le2;
tr = REX[ip]*ur - IMX[ip]*ui;
ti = REX[ip]*ui + IMX[ip]*ur;
REX[ip] = REX[i] - tr;
IMX[ip] = IMX[i] - ti;
REX[i] = REX[i] + tr;
IMX[i] = IMX[i] + ti;
}
tr = ur;
ur = tr*sr - ui*si;
ui = tr*si + ui*sr;
}
}
}

Color conversion RGB to HSL using Core Image Kernel Language

I'm trying to create image filter that will shift color of the image. In order to do this I need to convert rgb color to hsl and after shift, convert hsl back to rgb. I make some researches and found formulas that can help me with this task.
I implement them in my playground using Swift just to test if they are reliable and they are. I won't post Swift code here just to keep things clean, but I'll show my test results:
input: rgb (61, 117,237) or (0.24,0.46,0.93)
result:
rgb2hsl [0.613527 0.831325 0.585] or (221, 83, 58.5) //hsl
hsl2rgb [0.24 0.46 0.93] //back to rgb
Great! So far so good.
Now we need to convert our Swift code to Core Image Kernel Language (CIKL).
And here it is:
float hue2rgb(float f1, float f2, float hue) {
if (hue < 0) {
hue += 1.0;
}
else if (hue > 1) {
hue -= 1.0;
}
float res;
if (6*hue<1) {
res = f1 + (f2 - f1) * 6 * hue;
}
else if (2*hue<1) {
res = f2;
}
else if (3*hue<2) {
res = f1 + (f2 - f1) * (2.0/3.0 - hue) * 6;
}
else {
res = f1;
}
return res;
}
vec3 hsl2rgb(vec3 hsl) {
vec3 rgb;
if (hsl.y == 0) {
rgb = vec3(hsl.z,hsl.z,hsl.z);
}
else {
float f2;
if (hsl.z < 0.5) {
f2 = hsl.z * (1.0 + hsl.y);
}
else {
f2 = hsl.z + hsl.y - hsl.y * hsl.z;
}
float f1 = 2 * hsl.z - f2;
float r = hue2rgb(f1, f2, hsl.x + 1.0/3.0);
float g = hue2rgb(f1, f2, hsl.x);
float b = hue2rgb(f1, f2, hsl.x - 1.0/3.0);
rgb = vec3(r,g,b);
}
return rgb;
}
vec3 rgb2hsl(vec3 rgb) {
float maxC = max(rgb.x, max(rgb.y,rgb.z));
float minC = min(rgb.x, min(rgb.y,rgb.z));
float l = (maxC + maxC)/2.0;
float h = 0;
float s = 0;
if (maxC != minC) {
float d = maxC - minC;
s = l > 0.5 ? d / (2.0 - maxC - minC) : d / (maxC + minC);
if (maxC == rgb.x) {
h = (rgb.y - rgb.z) / d + (rgb.y < rgb.z ? 6.0 : 0);
} else if (maxC == rgb.y) {
h = (rgb.z - rgb.x) / d + 2.0;
}
else {
h = (rgb.x - rgb.y) / d + 4.0;
}
h /= 6.0;
}
return vec3(h,s,l);
}
And here comes the problem. I'm not able to get right values using this functions in my filter. To check everything I made a Quartz Composer Patch.
Since I didn't find any print/log option in CIKL, I made this to check if my conversions work right:
The logic of this patch: my filter takes color as an input, convert it to hsl and back to rgb and returns it; image input ignored for now.
Kernel func of my filter:
kernel vec4 kernelFunc(__sample pixel, __color color) {
vec3 vec = color.rgb;
vec3 hsl = rgb2hsl(vec);
return vec4(hsl2rgb(hsl), 1);
}
Filter includes functions listed above.
The result I see in the viewer is:
Image on the right is cropped constant color image from the input color.
The left image is the output from our filter.
Digital color picker returns rgb (237, 239.7, 252) for left image.
I have no more ideas how to debug this thing and find a problem. Any help will be highly appreciated. Thanks.
I found the problem. It was me, converting code from Swift to CIKL I made a stupid mistake that was very hard to find, because you have no print / log tools in CIKL or I don't know about it.
Anyway, the problem was in the rgb2hsl function:
float l = (maxC + maxC)/2.0; // WRONG
it should be:
float l = (maxC + minC)/2.0;
Hope it'll help someone in the future.

New to classes and my class doesn't work. Why doesn't it?

In my program, I want to have triangles that spin and follow your mouse position. I had it working but it was ugly because I didn't use any classes (I'm new) and just pasted the triangle over and changed the variables. This is the class I came up with.
class Enemy {
float x = random(-width, 0);
float y = random(0, height);
float x1;
float x2 = -20;
float x3 = 20;
float y1 = (+(sqrt(3)/3)*40);
float y2 = (-(sqrt(3)/3)*40);
float y3 = (-(sqrt(3)/3)*40);
float speed;
float slope;
float atanSlope;
Enemy(float tempSpeed) {
speed = tempSpeed;
}
void rotateEnemy() {
float x1Rotated = rotateX(x1, y1, theta2, 0);
y1 = rotateY(x1, y1, theta2, 0);
x1 = x1Rotated;
float x2Rotated = rotateX(x2, x2, theta2, 0);
x2 = rotateY(x2, x2, theta2, 0);
x2 = x2Rotated;
float x3Rotated = rotateX(x3, x3, theta2, 0);
x3 = rotateY(x3, x3, theta2, 0);
x3 = x3Rotated;
}
void move() {
slope = (y - mouseY)/(x-mouseX);
atanSlope = atan(slope);
if (slope < 0 && mouseY < y ) {
x += cos(atanSlope)*(speed + speedChange);
y += sin(atanSlope)*(speed + speedChange);
} else if (slope >= 0 && mouseY < y) {
x -= cos(atanSlope)*(speed + speedChange);
y -= sin(atanSlope)*(speed + speedChange);
} else if (slope > 0) {
x += cos(atanSlope)*(speed + speedChange);
y += sin(atanSlope)*(speed + speedChange);
} else {
x -= cos(atanSlope)*(speed + speedChange);
y -= sin(atanSlope)*(speed + speedChange);
}
}
void drawEnemy() {
translate(x, y);
triangle(x1, y1, x2, x2, x3, x3);
translate(-x, -y);
}
void collisionDetect() {
if (abs(mouseX-x) + abs(mouseY-y) < 80)
if (isDeadly) {
respawn();
energy -= height/16;
points += 500;
} else
energy = 0;
}
void respawn() {
int ranQuadrant1 = (int)random(0, 2);
int ranSide1 = (int)random(0, 2);
if (ranQuadrant1 == 0)
if (ranSide1 == 0)
x = random(0, -width/2);
else {
x = random(width, 3*width/2);
y = random(-height/2, 3*height/2);
} else
if (ranSide1 == 0)
y = random(0, -height/2);
else {
y = random(height, 3*height/2);
x = random(-width/2, 3*width/2);
}
}
}
And I use it like this
ArrayList<Enemy> enemies = new ArrayList<Enemy>();
void setup() {
for (i = 0; i<difficulty; i++);
enemies.add(new Enemy(i*5));
for (i = 0; i<enemies.size()-1; i++)
enemies.get(i).respawn();
}
void draw() {
for(i = enemies.size()-1; i>=0; i--) {
enemies.get(i).rotateEnemy();
enemies.get(i).move();
enemies.get(i).drawEnemy();
enemies.get(i).collisionDetect();
}
When I run it, the triangles don't draw. Not only that, some ellipses I wrote that come right after trying to draw the triangles don't draw either. The square that follows your mouse along with a timer and other things DO draw though. Please help. Thank you!
Now, this isn't the whole program. I'm making a game for a project and these triangles are the enemies.
If you want to see the whole program for context/if I didn't put enough, I put it in a pastebin: https://pastebin.com/Bfd4Fk6t
Okay I figured it out, turns out I'm a dummy.
Look at the rotateEnemy function for the 2nd and 3rd points. There are no y's only x's. I was using a lot of find and replace when copying it over so I must have gotten rid of the y's and replaced them with x's. Another error is in drawEnemy, I draw the triangle with parameters (x1,y1,x2,x2,x3,x3). No y's again. Geez I'm a smart guy lol.

How to change direction of X Value?

I'm using Eclipse IDE, and I am trying to change the direction of an X axis.
So I use(simplified) :
int x = 50;
while (true){
synchronized(c){
c.clear();
X = X+5;
}
if (X == 500 ){
X = X-5;
}
It will go to 500, then to 495 then keep going to 500 like a bump. I want it to change the direction to X-5;? How can I do that?
So you need to use (simplified)
int x = 50;
int inc = 5;
while (true) {
synchronized (c) {
c.clear();
x = x + inc;
}
if (x >= 500) {
inc = -5;
}
if (x <= 0) {
inc = 5;
}
}

Best Way to Add 3 Numbers (or 4, or N) in Java - Kahan Sums?

I found a completely different answer to this question, the whole original question makes no sense anymore. However, the answer way be useful, so I modify it a bit...
I want to sum up three double numbers, say a, b, and c, in the most numerically stable way possible.
I think using a Kahan Sum would be the way to go.
However, a strange thought occured to me: Would it make sense to:
First sum up a, b, and c and remember the (absolute value of the) compensation.
Then sum up a, c, b
If the (absolute value of the) compensation of the second sum is smaller, use this sum instead.
Proceed similar with b, a, c and other permutations of the numbers.
Return the sum with the smallest associated absolute compensation.
Would I get a more "stable" Addition of three numbers this way? Or does the order of numbers in the sum have no (use-able) impact on the compensation left at the end of the Summation? With (use-able) I mean to ask whether the compensation value itself is stable enough to contain Information that I can use?
(I am using the Java programming language, although I think this does not matter here.)
Many thanks,
Thomas.
I think I found a much more reliable way to solve the "Add 3" (or "Add 4" or "Add N" numbers problem.
First of all, I implemented my idea from the original post. It resulted into quite some big code which seemed, initially, to work. However, it failed in the following case: add Double.MAX_VALUE, 1, and -Double.MAX_VALUE. The result was 0.
#njuffa's comments inspired me dig somewhat deeper and at http://code.activestate.com/recipes/393090-binary-floating-point-summation-accurate-to-full-p/, I found that in Python, this problem has been solved quite nicely. To see the full code, I downloaded the Python source (Python 3.5.1rc1 - 2015-11-23) from https://www.python.org/getit/source/, where we can find the following method (under PYTHON SOFTWARE FOUNDATION LICENSE VERSION 2):
static PyObject*
math_fsum(PyObject *self, PyObject *seq)
{
PyObject *item, *iter, *sum = NULL;
Py_ssize_t i, j, n = 0, m = NUM_PARTIALS;
double x, y, t, ps[NUM_PARTIALS], *p = ps;
double xsave, special_sum = 0.0, inf_sum = 0.0;
volatile double hi, yr, lo;
iter = PyObject_GetIter(seq);
if (iter == NULL)
return NULL;
PyFPE_START_PROTECT("fsum", Py_DECREF(iter); return NULL)
for(;;) { /* for x in iterable */
assert(0 <= n && n <= m);
assert((m == NUM_PARTIALS && p == ps) ||
(m > NUM_PARTIALS && p != NULL));
item = PyIter_Next(iter);
if (item == NULL) {
if (PyErr_Occurred())
goto _fsum_error;
break;
}
x = PyFloat_AsDouble(item);
Py_DECREF(item);
if (PyErr_Occurred())
goto _fsum_error;
xsave = x;
for (i = j = 0; j < n; j++) { /* for y in partials */
y = p[j];
if (fabs(x) < fabs(y)) {
t = x; x = y; y = t;
}
hi = x + y;
yr = hi - x;
lo = y - yr;
if (lo != 0.0)
p[i++] = lo;
x = hi;
}
n = i; /* ps[i:] = [x] */
if (x != 0.0) {
if (! Py_IS_FINITE(x)) {
/* a nonfinite x could arise either as
a result of intermediate overflow, or
as a result of a nan or inf in the
summands */
if (Py_IS_FINITE(xsave)) {
PyErr_SetString(PyExc_OverflowError,
"intermediate overflow in fsum");
goto _fsum_error;
}
if (Py_IS_INFINITY(xsave))
inf_sum += xsave;
special_sum += xsave;
/* reset partials */
n = 0;
}
else if (n >= m && _fsum_realloc(&p, n, ps, &m))
goto _fsum_error;
else
p[n++] = x;
}
}
if (special_sum != 0.0) {
if (Py_IS_NAN(inf_sum))
PyErr_SetString(PyExc_ValueError,
"-inf + inf in fsum");
else
sum = PyFloat_FromDouble(special_sum);
goto _fsum_error;
}
hi = 0.0;
if (n > 0) {
hi = p[--n];
/* sum_exact(ps, hi) from the top, stop when the sum becomes
inexact. */
while (n > 0) {
x = hi;
y = p[--n];
assert(fabs(y) < fabs(x));
hi = x + y;
yr = hi - x;
lo = y - yr;
if (lo != 0.0)
break;
}
/* Make half-even rounding work across multiple partials.
Needed so that sum([1e-16, 1, 1e16]) will round-up the last
digit to two instead of down to zero (the 1e-16 makes the 1
slightly closer to two). With a potential 1 ULP rounding
error fixed-up, math.fsum() can guarantee commutativity. */
if (n > 0 && ((lo < 0.0 && p[n-1] < 0.0) ||
(lo > 0.0 && p[n-1] > 0.0))) {
y = lo * 2.0;
x = hi + y;
yr = x - hi;
if (y == yr)
hi = x;
}
}
sum = PyFloat_FromDouble(hi);
_fsum_error:
PyFPE_END_PROTECT(hi)
Py_DECREF(iter);
if (p != ps)
PyMem_Free(p);
return sum;
}
This summation method is different from Kahan's method, it uses a variable number of compensation variables. When adding the ith number, at most i additional compensation variables (stored in the array p) get used. This means if I want to add 3 numbers, I may need 3 additional variables. For 4 numbers, I may need 4 additional variables. Since the number of used variables may increase from n to n+1 only after the nth summand is loaded, I can translate the above code to Java as follows:
/**
* Compute the exact sum of the values in the given array
* {#code summands} while destroying the contents of said array.
*
* #param summands
* the summand array – will be summed up and destroyed
* #return the accurate sum of the elements of {#code summands}
*/
private static final double __destructiveSum(final double[] summands) {
int i, j, n;
double x, y, t, xsave, hi, yr, lo;
boolean ninf, pinf;
n = 0;
lo = 0d;
ninf = pinf = false;
for (double summand : summands) {
xsave = summand;
for (i = j = 0; j < n; j++) {
y = summands[j];
if (Math.abs(summand) < Math.abs(y)) {
t = summand;
summand = y;
y = t;
}
hi = summand + y;
yr = hi - summand;
lo = y - yr;
if (lo != 0.0) {
summands[i++] = lo;
}
summand = hi;
}
n = i; /* ps[i:] = [summand] */
if (summand != 0d) {
if ((summand > Double.NEGATIVE_INFINITY)
&& (summand < Double.POSITIVE_INFINITY)) {
summands[n++] = summand;// all finite, good, continue
} else {
if (xsave <= Double.NEGATIVE_INFINITY) {
if (pinf) {
return Double.NaN;
}
ninf = true;
} else {
if (xsave >= Double.POSITIVE_INFINITY) {
if (ninf) {
return Double.NaN;
}
pinf = true;
} else {
return Double.NaN;
}
}
n = 0;
}
}
}
if (pinf) {
return Double.POSITIVE_INFINITY;
}
if (ninf) {
return Double.NEGATIVE_INFINITY;
}
hi = 0d;
if (n > 0) {
hi = summands[--n];
/*
* sum_exact(ps, hi) from the top, stop when the sum becomes inexact.
*/
while (n > 0) {
x = hi;
y = summands[--n];
hi = x + y;
yr = hi - x;
lo = y - yr;
if (lo != 0d) {
break;
}
}
/*
* Make half-even rounding work across multiple partials. Needed so
* that sum([1e-16, 1, 1e16]) will round-up the last digit to two
* instead of down to zero (the 1e-16 makes the 1 slightly closer to
* two). With a potential 1 ULP rounding error fixed-up, math.fsum()
* can guarantee commutativity.
*/
if ((n > 0) && (((lo < 0d) && (summands[n - 1] < 0d)) || //
((lo > 0d) && (summands[n - 1] > 0d)))) {
y = lo * 2d;
x = hi + y;
yr = x - hi;
if (y == yr) {
hi = x;
}
}
}
return hi;
}
This function will take the array summands and add up the elements while simultaneously using it to store the compensation variables. Since we load the summand at index i before the array element at said index may become used for compensation, this will work.
Since the array will be small if the number of variables to add is small and won't escape the scope of our method, I think there is a decent chance that it will be allocated directly on the stack by the JIT, which may make the code quite fast.
I admit that I did not fully understand why the authors of the original code handled infinities, overflows, and NaNs the way they did. Here my code deviates from the original. (I hope I did not mess it up.)
Either way, I can now sum up 3, 4, or n double numbers by doing:
public static final double add3(final double x0, final double x1,
final double x2) {
return __destructiveSum(new double[] { x0, x1, x2 });
}
public static final double add4(final double x0, final double x1,
final double x2, final double x3) {
return __destructiveSum(new double[] { x0, x1, x2, x3 });
}
If I want to sum up 3 or 4 long numbers and obtain the precise result as double, I will have to deal with the fact that doubles can only represent longs in -9007199254740992..9007199254740992L. But this can easily be done by splitting each long into two parts:
public static final long add3(final long x0, final long x1,
final long x2) {
double lx;
return __destructiveSum(new long[] {new double[] { //
lx = x0, //
(x0 - ((long) lx)), //
lx = x1, //
(x1 - ((long) lx)), //
lx = x2, //
(x2 - ((long) lx)), //
});
}
public static final long add4(final long x0, final long x1,
final long x2, final long x3) {
double lx;
return __destructiveSum(new long[] {new double[] { //
lx = x0, //
(x0 - ((long) lx)), //
lx = x1, //
(x1 - ((long) lx)), //
lx = x2, //
(x2 - ((long) lx)), //
lx = x3, //
(x3 - ((long) lx)), //
});
}
I think this should be about right. At least I can now add Double.MAX_VALUE, 1, and -Double.MAX_VALUE and get 1 as result.