TweetFollow Us on Twitter

Jul 94 Challenge
Volume Number:10
Issue Number:7
Column Tag:Programmers’ Challenge

Programmers’ Challenge

By Mike Scanlin, MacTech Magazine Regular Contributing Author

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

Color Space Conversion

Typically, when an RGB image is compressed into JPEG data, it is first converted into separate luminance (Y) and chrominance (U and V) components. Although JPEG doesn’t specify which color space conversion to use, a commonly used one is:

Y     0.29900000   0.58700000   0.11400000     R
U  = -0.16873590  -0.33126410   0.50000000  *  G
V     0.50000000  -0.41868760  -0.08131241     B

where R, G and B are unsigned chars (0..255). For the outputs, Y is an unsigned char (0..255) while U and V are signed chars (-128..127).

The prototype of the two functions you write are:


/* 1 */
void *RGBtoYUVInit(void);

void RGBtoYUV(rPtr, gPtr, bPtr, 
              yPtr, uPtr, vPtr,
              numPixels,privateDataPtr)
unsigned char *rPtr;
unsigned char *gPtr;
unsigned char *bPtr;
unsigned char *yPtr;
  signed char *uPtr;
  signed char *vPtr;
unsigned long numPixels;
         void *privateDataPtr;

This month you’re being given a chance to have a separate initialization routine that will not be timed (only the RGBtoYUV will count towards your time). It can create whatever lookup tables RGBtoYUV may need and return a pointer to that private data. The return value from RGBtoYUVInit will be passed to RGBtoYUV as the privateDataPtr parameter. You decide what it points to (if anything).

There are two key aspects to writing RGBtoYUV. The first is that it has to be fast (as always). The second, though, is that it has to be accurate (or else when someone reconstructs the image with the inverse conversion image quality will be lost). Even though the outputs are only 8 bits, the matrix coefficients require much more than that to represent. Your output values must equal what you would get if you carried out the matrix math with complete precision and then rounded the results down to 8 bits as the last step (with .5 rounding down to zero). For instance, if R = 3, G = 17 and B = 23 then: Y = 3*.299 + 17*.587 + 23*.114 which is 13.498. When rounded this becomes 13 which is what you should return as part of the buffer that yPtr points to.

Each of the pointers to the RGB input data and YUV output data point to a buffer filled with data of one component (so there are 6 buffers total). numPixels is between 1 and 1,000,000 and is the size of each buffer. If numPixels were 100 then rPtr would point to 100 red values and gPtr and bPtr would point to 100 corresponding green and blue values. Your routine would then set the 100 bytes pointed to by yPtr to the appropriate Y values (and likewise for the U and V values, too).

The RGB and YUV buffers will be allocated for you. Your initialization routine may allocate up to 1MB of lookup tables if it wants to (it will be able to get a contiguous 1MB piece if it needs it).

TWO MONTHS AGO WINNER

We have a new first-time winner this month. Congrats to Troy Anderson (Paradise Valley, AZ) for his somewhat large but definitely fast entry in the Flip Horizontal challenge. He was faster than second place winner Bob Boonstra (Westford, MA) in every case that I tested. No small feat considering that Bob is a three-time Challenge winner. Troy also beat another three-time winner, Bill Karsh (Chicago, IL), in almost every test case. Unfortunately, Bill may have been too ecstatic with his win last month to test every possible case this month and unfortunately I had to disqualify his entry for lack of correctness.

Here are the code sizes and times. The time numbers represents the sum of the times for many different inputs (different depths, different rowBytes, etc). Numbers in parens after a person’s name indicate how many times that person has finished in the top 5 places of all previous Programmer Challenges, not including this one:

Name time code+data

Troy Anderson 759 2442

Bob Boonstra (8) 818 1564

Allen Stenger (5) 1069 1318

Michael Panchenko 2952 616

The best way to do well at the Flip Horizontal problem is to write dedicated code to handle each possible depth. That’s exactly what Troy did. He then went even further by special casing certain common cases, such as when rowBytes is a multiple of four.

Troy also solved the flip-byte problem (that exists when the depth is less than 8) the same way that almost everyone else did: with a lookup table for each case (1-bit, 2-bit and 4-bit). For example, when you’re flipping a bitmap horizontally it becomes necessary to flip all 8 bits in a byte. With a 256 element lookup table you can do this in a single lookup.

The 8-bit, 16-bit and 32-bit deep cases are all very similar. Troy reuses similar code by letting the preprocessor fill in the types of his variables (he uses the #define T for this purpose).

Another way of doing this, if the code is similar enough for each case, is to make the whole routine a macro and have it take a parameter which represents the type (byte, short, etc) that you want the code generated for. For instance, Bob Boonstra created this macro:


/* 2 */
/* Macro DoFlipHoriz 
 handles cases where a pixel is one byte, word, or longword in size.
 */
#define DoFlipHoriz(tp) \
{ \
/* loopCount=numCols/2 has already been calculated. */ \
  if (0 < loopCount) do { \
    register tp *p,*q; \
    p = (tp *)base; \
    q = p+numCols; \
    cCount = loopCount; \
    do { \
      register tp temp; \
      temp = *p; \
      *p++ = *--q; \
      *q = temp; \
    } while (--cCount); \
    base += rowBytes; \
  } while (--rCount); \
}
and then uses it like this in part of his solution:

    register short cCount,rCount,loopCount;
    rCount = numRows;
    loopCount = numCols>>1;
    if (8 == pixSize) DoFlipHoriz(uchar) 
    else if (16==pixSize) DoFlipHoriz(ushort)
    else /*if (32==pixSize)*/ DoFlipHoriz(ulong)

You’ll get 3 copies of the macro’s code, each for a different size pixel.
Here’s Troy’s winning solution:

// MacTech Magazine Programmers' Challenge
// May, 1994
// Submitted by Troy Anderson
// 
// Copyright (c) 1994 Troy L. Anderson

#include <QDOffscreen.h>

typedef unsigned char UCHAR;

prototypes
void FlipPixMapHorz( PixMapHandle thePixMapHndl);

static void Flip_Long(  PixMapHandle theMap, 
                        short rowBytes,
                        short depth,
                        Rect* area);

static void Flip_Word(  PixMapHandle theMap, 
                        short rowBytes,
                        short depth,
                        Rect* area);

static void ExchangeWords_Long( PixMapHandle theMap, 
                                short rowBytes,
                                short depth,
                                Rect* area);

static void ExchangeWords_Word( PixMapHandle theMap, 
                                short rowBytes,
                                short depth,
                                Rect* area);

static void ExchangeWords_Byte( PixMapHandle theMap, 
                                short rowBytes,
                                short depth,
                                Rect* area);


FlipPixMapHorz
// This could be made a bit faster by in-lining the functions, but this 
is much clearer,
// and not very much slower.
void FlipPixMapHorz( PixMapHandle thePixMapHndl)
{
  short   rowBytes = (**thePixMapHndl).rowBytes & 0x7fff;
  Boolean longAligned = rowBytes % 4 == 0;
  short   depth = (**thePixMapHndl).pixelSize;
  Rect    bounds = (**thePixMapHndl).bounds;
  
  switch( depth)
  {
    case  1:
    case  2:
    case  4:
      if (longAligned)
        Flip_Long(  thePixMapHndl, 
                    rowBytes,
                    depth,
                    &bounds);
      else
        Flip_Word(  thePixMapHndl,
                    rowBytes,
                    depth,
                    &bounds);
      break;

    case  8:
      ExchangeWords_Byte( thePixMapHndl,
                          rowBytes,
                          depth,
                          &bounds);
      break;
    
    case  16:
      ExchangeWords_Word( thePixMapHndl,
                          rowBytes,
                          depth,
                          &bounds);
      break;
      
    case  32:
      ExchangeWords_Long( thePixMapHndl,
                          rowBytes,
                          depth,
                          &bounds);
      break;
  }
}


ExchangeWords_Long
long word alignment version
static void ExchangeWords_Long( PixMapHandle theMap,
                                short rowBytes,
                                short depth,
                                Rect* area)
{
#undef T
#define T long

  short       rowCells = rowBytes / sizeof(T);
  short       numCells = ((area->right - area->left) * 
                      depth + sizeof(T)*8 - 1) / 
                      (sizeof(T)*8);
  T           temp;
  register T  *cellPtr1, *cellPtr2;
  T           *aRow;
  T           *firstRow = (T*)GetPixBaseAddr( theMap);
  T           *lastRow = firstRow + rowCells * 
                        (long)(area->bottom - area->top);

    // Flip the words in each row
  for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    for ( cellPtr1 = aRow + numCells-1, cellPtr2 = aRow;
        cellPtr1 > cellPtr2; 
        cellPtr1--, cellPtr2++)
      temp = *cellPtr1, // swap them 
      *cellPtr1 = *cellPtr2, 
      *cellPtr2 = temp;
}


ExchangeWords
word alignment version
static void ExchangeWords_Word( PixMapHandle theMap,
                                short rowBytes,
                                short depth,
                                Rect* area)
{
#undef T
#define T short

  short       rowCells = rowBytes / sizeof(T);
  short       numCells = ((area->right - area->left) * 
                      depth + sizeof(T)*8 - 1) / 
                      (sizeof(T)*8);
  T           temp;
  register T  *cellPtr1, *cellPtr2;
  T           *aRow;
  T           *firstRow = (T*)GetPixBaseAddr( theMap);
  T           *lastRow = firstRow + rowCells * 
                        (long)(area->bottom - area->top);

    // Flip the words in each row
  for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    for ( cellPtr1 = aRow + numCells-1, cellPtr2 = aRow;
        cellPtr1 > cellPtr2; 
        cellPtr1--, cellPtr2++)
      temp = *cellPtr1, // swap them 
      *cellPtr1 = *cellPtr2, 
      *cellPtr2 = temp;
}

ExchangeWords
byte alignment version
static void ExchangeWords_Byte( PixMapHandle theMap,
                                short rowBytes,
                                short depth,
                                Rect* area)
{
#undef T
#define T char

  short       rowCells = rowBytes / sizeof(T);
  short       numCells = ((area->right - area->left) * 
                      depth + sizeof(T)*8 - 1) / 
                      (sizeof(T)*8);
  T           temp;
  register T  *cellPtr1, *cellPtr2;
  T           *aRow;
  T           *firstRow = (T*)GetPixBaseAddr( theMap);
  T           *lastRow = firstRow + rowCells * 
                        (long)(area->bottom - area->top);

    // Flip the words in each row
  for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    for ( cellPtr1 = aRow + numCells-1, cellPtr2 = aRow;
        cellPtr1 > cellPtr2; 
        cellPtr1--, cellPtr2++)
      temp = *cellPtr1, // swap them 
      *cellPtr1 = *cellPtr2, 
      *cellPtr2 = temp;
}


Inverse tables
// Inverse tables used to flip the bits in a byte - 
// index is input, value is inverse of index

// This is the 1-bit per pixel table
static char byteFlips1[] ={ 
  0x00, 0x80, 0x40, 0xc0, 0x20, 0xa0, 0x60, 0xe0, 
  0x10, 0x90, 0x50, 0xd0, 0x30, 0xb0, 0x70, 0xf0,
  0x08, 0x88, 0x48, 0xc8, 0x28, 0xa8, 0x68, 0xe8, 
  0x18, 0x98, 0x58, 0xd8, 0x38, 0xb8, 0x78, 0xf8,
  0x04, 0x84, 0x44, 0xc4, 0x24, 0xa4, 0x64, 0xe4, 
  0x14, 0x94, 0x54, 0xd4, 0x34, 0xb4, 0x74, 0xf4, 
  0x0c, 0x8c, 0x4c, 0xcc, 0x2c, 0xac, 0x6c, 0xec, 
  0x1c, 0x9c, 0x5c, 0xdc, 0x3c, 0xbc, 0x7c, 0xfc, 
  0x02, 0x82, 0x42, 0xc2, 0x22, 0xa2, 0x62, 0xe2, 
  0x12, 0x92, 0x52, 0xd2, 0x32, 0xb2, 0x72, 0xf2, 
  0x0a, 0x8a, 0x4a, 0xca, 0x2a, 0xaa, 0x6a, 0xea, 
  0x1a, 0x9a, 0x5a, 0xda, 0x3a, 0xba, 0x7a, 0xfa, 
  0x06, 0x86, 0x46, 0xc6, 0x26, 0xa6, 0x66, 0xe6, 
  0x16, 0x96, 0x56, 0xd6, 0x36, 0xb6, 0x76, 0xf6, 
  0x0e, 0x8e, 0x4e, 0xce, 0x2e, 0xae, 0x6e, 0xee, 
  0x1e, 0x9e, 0x5e, 0xde, 0x3e, 0xbe, 0x7e, 0xfe, 
  0x01, 0x81, 0x41, 0xc1, 0x21, 0xa1, 0x61, 0xe1, 
  0x11, 0x91, 0x51, 0xd1, 0x31, 0xb1, 0x71, 0xf1, 
  0x09, 0x89, 0x49, 0xc9, 0x29, 0xa9, 0x69, 0xe9, 
  0x19, 0x99, 0x59, 0xd9, 0x39, 0xb9, 0x79, 0xf9, 
  0x05, 0x85, 0x45, 0xc5, 0x25, 0xa5, 0x65, 0xe5, 
  0x15, 0x95, 0x55, 0xd5, 0x35, 0xb5, 0x75, 0xf5, 
  0x0d, 0x8d, 0x4d, 0xcd, 0x2d, 0xad, 0x6d, 0xed, 
  0x1d, 0x9d, 0x5d, 0xdd, 0x3d, 0xbd, 0x7d, 0xfd,
  0x03, 0x83, 0x43, 0xc3, 0x23, 0xa3, 0x63, 0xe3, 
  0x13, 0x93, 0x53, 0xd3, 0x33, 0xb3, 0x73, 0xf3,
  0x0b, 0x8b, 0x4b, 0xcb, 0x2b, 0xab, 0x6b, 0xeb, 
  0x1b, 0x9b, 0x5b, 0xdb, 0x3b, 0xbb, 0x7b, 0xfb, 
  0x07, 0x87, 0x47, 0xc7, 0x27, 0xa7, 0x67, 0xe7, 
  0x17, 0x97, 0x57, 0xd7, 0x37, 0xb7, 0x77, 0xf7, 
  0x0f, 0x8f, 0x4f, 0xcf, 0x2f, 0xaf, 0x6f, 0xef, 
  0x1f, 0x9f, 0x5f, 0xdf, 0x3f, 0xbf, 0x7f, 0xff  };
              
// This is the 2-bits per pixel table
static char byteFlips2[] ={ 
  0x00, 0x40, 0x80, 0xc0, 0x10, 0x50, 0x90, 0xd0, 
  0x20, 0x60, 0xa0, 0xe0, 0x30, 0x70, 0xb0, 0xf0,
  0x04, 0x44, 0x84, 0xc4, 0x14, 0x54, 0x94, 0xd4, 
  0x24, 0x64, 0xa4, 0xe4, 0x34, 0x74, 0xb4, 0xf4,
  0x08, 0x48, 0x88, 0xc8, 0x18, 0x58, 0x98, 0xd8, 
  0x28, 0x68, 0xa8, 0xe8, 0x38, 0x78, 0xb8, 0xf8, 
  0x0c, 0x4c, 0x8c, 0xcc, 0x1c, 0x5c, 0x9c, 0xdc, 
  0x2c, 0x6c, 0xac, 0xec, 0x3c, 0x7c, 0xbc, 0xfc, 
  0x01, 0x41, 0x81, 0xc1, 0x11, 0x51, 0x91, 0xd1, 
  0x21, 0x61, 0xa1, 0xe1, 0x31, 0x71, 0xb1, 0xf1, 
  0x05, 0x45, 0x85, 0xc5, 0x15, 0x55, 0x95, 0xd5, 
  0x25, 0x65, 0xa5, 0xe5, 0x35, 0x75, 0xb5, 0xf5, 
  0x09, 0x49, 0x89, 0xc9, 0x19, 0x59, 0x99, 0xd9, 
  0x29, 0x69, 0xa9, 0xe9, 0x39, 0x79, 0xb9, 0xf9, 
  0x0d, 0x4d, 0x8d, 0xcd, 0x1d, 0x5d, 0x9d, 0xdd, 
  0x2d, 0x6d, 0xad, 0xed, 0x3d, 0x7d, 0xbd, 0xfd, 
  0x02, 0x42, 0x82, 0xc2, 0x12, 0x52, 0x92, 0xd2, 
  0x22, 0x62, 0xa2, 0xe2, 0x32, 0x72, 0xb2, 0xf2, 
  0x06, 0x46, 0x86, 0xc6, 0x16, 0x56, 0x96, 0xd6, 
  0x26, 0x66, 0xa6, 0xe6, 0x36, 0x76, 0xb6, 0xf6, 
  0x0a, 0x4a, 0x8a, 0xca, 0x1a, 0x5a, 0x9a, 0xda, 
  0x2a, 0x6a, 0xaa, 0xea, 0x3a, 0x7a, 0xba, 0xfa, 
  0x0e, 0x4e, 0x8e, 0xce, 0x1e, 0x5e, 0x9e, 0xde, 
  0x2e, 0x6e, 0xae, 0xee, 0x3e, 0x7e, 0xbe, 0xfe, 
  0x03, 0x43, 0x83, 0xc3, 0x13, 0x53, 0x93, 0xd3, 
  0x23, 0x63, 0xa3, 0xe3, 0x33, 0x73, 0xb3, 0xf3, 
  0x07, 0x47, 0x87, 0xc7, 0x17, 0x57, 0x97, 0xd7, 
  0x27, 0x67, 0xa7, 0xe7, 0x37, 0x77, 0xb7, 0xf7, 
  0x0b, 0x4b, 0x8b, 0xcb, 0x1b, 0x5b, 0x9b, 0xdb, 
  0x2b, 0x6b, 0xab, 0xeb, 0x3b, 0x7b, 0xbb, 0xfb, 
  0x0f, 0x4f, 0x8f, 0xcf, 0x1f, 0x5f, 0x9f, 0xdf, 
  0x2f, 0x6f, 0xaf, 0xef, 0x3f, 0x7f, 0xbf, 0xff  };
            
// This is the 4-bits per pixel table
static char byteFlips4[] ={ 
  0x00, 0x10, 0x20, 0x30, 0x40, 0x50, 0x60, 0x70, 
  0x80, 0x90, 0xa0, 0xb0, 0xc0, 0xd0, 0xe0, 0xf0,
  0x01, 0x11, 0x21, 0x31, 0x41, 0x51, 0x61, 0x71, 
  0x81, 0x91, 0xa1, 0xb1, 0xc1, 0xd1, 0xe1, 0xf1, 
  0x02, 0x12, 0x22, 0x32, 0x42, 0x52, 0x62, 0x72, 
  0x82, 0x92, 0xa2, 0xb2, 0xc2, 0xd2, 0xe2, 0xf2, 
  0x03, 0x13, 0x23, 0x33, 0x43, 0x53, 0x63, 0x73, 
  0x83, 0x93, 0xa3, 0xb3, 0xc3, 0xd3, 0xe3, 0xf3, 
  0x04, 0x14, 0x24, 0x34, 0x44, 0x54, 0x64, 0x74, 
  0x84, 0x94, 0xa4, 0xb4, 0xc4, 0xd4, 0xe4, 0xf4, 
  0x05, 0x15, 0x25, 0x35, 0x45, 0x55, 0x65, 0x75, 
  0x85, 0x95, 0xa5, 0xb5, 0xc5, 0xd5, 0xe5, 0xf5, 
  0x06, 0x16, 0x26, 0x36, 0x46, 0x56, 0x66, 0x76, 
  0x86, 0x96, 0xa6, 0xb6, 0xc6, 0xd6, 0xe6, 0xf6, 
  0x07, 0x17, 0x27, 0x37, 0x47, 0x57, 0x67, 0x77, 
  0x87, 0x97, 0xa7, 0xb7, 0xc7, 0xd7, 0xe7, 0xf7, 
  0x08, 0x18, 0x28, 0x38, 0x48, 0x58, 0x68, 0x78, 
  0x88, 0x98, 0xa8, 0xb8, 0xc8, 0xd8, 0xe8, 0xf8, 
  0x09, 0x19, 0x29, 0x39, 0x49, 0x59, 0x69, 0x79, 
  0x89, 0x99, 0xa9, 0xb9, 0xc9, 0xd9, 0xe9, 0xf9, 
  0x0a, 0x1a, 0x2a, 0x3a, 0x4a, 0x5a, 0x6a, 0x7a, 
  0x8a, 0x9a, 0xaa, 0xba, 0xca, 0xda, 0xea, 0xfa, 
  0x0b, 0x1b, 0x2b, 0x3b, 0x4b, 0x5b, 0x6b, 0x7b, 
  0x8b, 0x9b, 0xab, 0xbb, 0xcb, 0xdb, 0xeb, 0xfb, 
  0x0c, 0x1c, 0x2c, 0x3c, 0x4c, 0x5c, 0x6c, 0x7c, 
  0x8c, 0x9c, 0xac, 0xbc, 0xcc, 0xdc, 0xec, 0xfc, 
  0x0d, 0x1d, 0x2d, 0x3d, 0x4d, 0x5d, 0x6d, 0x7d, 
  0x8d, 0x9d, 0xad, 0xbd, 0xcd, 0xdd, 0xed, 0xfd, 
  0x0e, 0x1e, 0x2e, 0x3e, 0x4e, 0x5e, 0x6e, 0x7e, 
  0x8e, 0x9e, 0xae, 0xbe, 0xce, 0xde, 0xee, 0xfe, 
  0x0f, 0x1f, 0x2f, 0x3f, 0x4f, 0x5f, 0x6f, 0x7f, 
  0x8f, 0x9f, 0xaf, 0xbf, 0xcf, 0xdf, 0xef, 0xff  };


Flip_Long
static void Flip_Long(  PixMapHandle theMap, 
                        short rowBytes,
                        short depth,
                        Rect* area)
{
#undef T
#define T long

  register UCHAR  temp;
  short           rowCells = rowBytes / sizeof(T);
  long            bitsPerRow = (area->right - area->left) *
                          (long)depth - 1;
  short           numCells = (bitsPerRow + sizeof(T)*8) /
                          (sizeof(T)*8);
  T*              cellPtr;
  T*              aRow;
  T*              firstRow = (T*)GetPixBaseAddr( theMap);
  T*              lastRow = firstRow + rowCells * 
                      (long)(area->bottom - area->top);
  
  register T*     cellPtr1, *cellPtr2;

  short           numBitsToShift = ((sizeof(T)*8) -
                      (bitsPerRow % (sizeof(T)*8) + 1));
  T               shiftMask;
  T*              shiftCellPtr;
  char*           flipTable;
  
  

  switch(depth)
  {
    case 1:
      flipTable = byteFlips1;
      break;
    case 2:
      flipTable = byteFlips2;
      break;
    case 4:
      flipTable = byteFlips4;
      break;
  }
            

  if (numBitsToShift)
  {
    shiftMask = (1L << numBitsToShift) - 1;

    for ( aRow = firstRow; 
        aRow < lastRow;
        aRow += rowCells)
    {
      // With each pair of cells in the row (one on the left, the other 
on the right),
      // flip the pixels in the individual cells and swap the cells with 
one another.
      for ( cellPtr1 = aRow + numCells - 1, cellPtr2 = aRow;
          cellPtr1 > cellPtr2;
          cellPtr1--, cellPtr2++)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr2)[3]];
        ((UCHAR*)cellPtr2)[3] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[((UCHAR*)cellPtr2)[2]];
        ((UCHAR*)cellPtr2)[2] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[2];
        ((UCHAR*)cellPtr1)[2] = 
            flipTable[((UCHAR*)cellPtr2)[1]];
        ((UCHAR*)cellPtr2)[1] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[3];
        ((UCHAR*)cellPtr1)[3] = 
            flipTable[((UCHAR*)cellPtr2)[0]];
        ((UCHAR*)cellPtr2)[0] = flipTable[temp];
      }
      
      // If there's an odd number of cells in the row,  there is one 
cell we haven't
      // touched.   It needs to be flipped.
      if (cellPtr1 == cellPtr2)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr1)[3]];
        ((UCHAR*)cellPtr1)[3] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[((UCHAR*)cellPtr1)[2]];
        ((UCHAR*)cellPtr1)[2] = flipTable[temp];
      }

      // Slide the pixels to the left
      for ( shiftCellPtr = aRow;
          shiftCellPtr < aRow + rowCells;
          shiftCellPtr++)
      {
        // shift the bits over
        *shiftCellPtr <<= numBitsToShift;
          
        // bring in the bits from the next cell - garbage will be brought 
in during
        // the last iteration, but it’s put into the last cell, outside 
the bounds of the 
        // image (but still in the data area)
        *shiftCellPtr |= shiftMask & 
                        (*(shiftCellPtr+1) >> 
                          (sizeof(T)*8 - numBitsToShift));
      }
    }
  }
  else  // no need to shift pixels, otherwise, just the same as previous 
loop
    for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    {
      // With each pair of cells in the row (one on the  left, the other 
on the right),
      // flip the pixels in the individual cells and swap the cells with 
one another.
      for ( cellPtr1 = aRow + numCells - 1, cellPtr2 = aRow;
            cellPtr1 > cellPtr2;
            cellPtr1--, cellPtr2++)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] =
            flipTable[((UCHAR*)cellPtr2)[3]];
        ((UCHAR*)cellPtr2)[3] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[((UCHAR*)cellPtr2)[2]];
        ((UCHAR*)cellPtr2)[2] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[2];
        ((UCHAR*)cellPtr1)[2] = 
            flipTable[((UCHAR*)cellPtr2)[1]];
        ((UCHAR*)cellPtr2)[1] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[3];
        ((UCHAR*)cellPtr1)[3] = 
            flipTable[((UCHAR*)cellPtr2)[0]];
        ((UCHAR*)cellPtr2)[0] = flipTable[temp];
      }
      
      // If there are an odd number of cells in the row,
      // there is one cell we haven't touched.
      // It needs to be flipped.
      if (cellPtr1 == cellPtr2)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr1)[3]];
        ((UCHAR*)cellPtr1)[3] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[((UCHAR*)cellPtr1)[2]];
        ((UCHAR*)cellPtr1)[2] = flipTable[temp];
      }
    }
  }
}


Flip_Word
static void Flip_Word(  PixMapHandle theMap, 
                        short rowBytes,
                        short depth,
                        Rect* area)
{
#undef T
#define T short

  register UCHAR  temp;
  short           rowCells = rowBytes / sizeof(T);
  long            bitsPerRow = (area->right - area->left) *
                          (long)depth - 1;
  short           numCells = (bitsPerRow + sizeof(T)*8) /
                          (sizeof(T)*8);
  T*              cellPtr;
  T*              aRow;
  T*              firstRow = (T*)GetPixBaseAddr( theMap);
  T*              lastRow = firstRow + rowCells * 
                      (long)(area->bottom - area->top);
  
  register T*     cellPtr1, *cellPtr2;

  short           numBitsToShift = ((sizeof(T)*8) -
                      (bitsPerRow % (sizeof(T)*8) + 1));
  T               shiftMask;
  T*              shiftCellPtr;
  char*           flipTable;
  
  

  switch(depth)
  {
    case 1:
      flipTable = byteFlips1;
      break;
    case 2:
      flipTable = byteFlips2;
      break;
    case 4:
      flipTable = byteFlips4;
      break;
  }
            

  if (numBitsToShift)
  {
    shiftMask = (1L << numBitsToShift) - 1;

    for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    {
      // With each pair of cells in the row (one on the left, the other 
on the right),
      // flip the pixels in the individual cells and swap the cells with 
one another.
      for ( cellPtr1 = aRow + numCells - 1, cellPtr2 = aRow;
          cellPtr1 > cellPtr2;
          cellPtr1--, cellPtr2++)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr2)[1]];
        ((UCHAR*)cellPtr2)[1] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] =
            flipTable[((UCHAR*)cellPtr2)[0]];
        ((UCHAR*)cellPtr2)[0] = flipTable[temp];
      }
      
      // If there's an odd number of cells in the row, there is one cell 
we haven't
      // touched.   It needs to be flipped.
      if (cellPtr1 == cellPtr2)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr1)[1]];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[temp];
      }

      // Slide the pixels to the left
      for ( shiftCellPtr = aRow;
          shiftCellPtr < aRow + rowCells;
          shiftCellPtr++)
      {
      // shift the bits over
        *shiftCellPtr <<= numBitsToShift;
          
      // bring in the bits from the next cell - garbage will be brought 
in during last 
      // iteration, but it’s put into the last
        // cell, outside the bounds of the image (but still in the data 
area)
        *shiftCellPtr |= shiftMask & 
                        (*(shiftCellPtr+1) >> 
                          (sizeof(T)*8 - numBitsToShift));
      }
    }
  }
  else  // no need to shift pixels, otherwise,  just the same as previous 
loop
    for ( aRow = firstRow; aRow < lastRow; aRow += rowCells)
    {
      // With each pair of cells in the row (one on the 
      // left, the other on the right), flip the pixels
      // in the individual cells and swap the cells with
       // one another.
      for ( cellPtr1 = aRow + numCells - 1, cellPtr2 = aRow;
            cellPtr1 > cellPtr2;
            cellPtr1--, cellPtr2++)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr2)[1]];
        ((UCHAR*)cellPtr2)[1] = flipTable[temp];
        
        temp = ((UCHAR*)cellPtr1)[1];
        ((UCHAR*)cellPtr1)[1] = 
            flipTable[((UCHAR*)cellPtr2)[0]];
        ((UCHAR*)cellPtr2)[0] = flipTable[temp];
      }
      
      // If there are an odd number of cells in the row,
      // there is one cell we haven't touched.
      // It needs to be flipped.
      if (cellPtr1 == cellPtr2)
      {
        temp = ((UCHAR*)cellPtr1)[0];
        ((UCHAR*)cellPtr1)[0] = 
            flipTable[((UCHAR*)cellPtr1)[1]];
        ((UCHAR*)cellPtr1)[1] = flipTable[temp];
      }
    }
  }
}
 
AAPL
$423.00
Apple Inc.
+0.00
MSFT
$34.59
Microsoft Corpora
+0.00
GOOG
$900.68
Google Inc.
+0.00

MacTech Search:
Community Search:

Software Updates via MacUpdate

Default Folder X 4.5.9 - Enhances Open a...
Default Folder X attaches a toolbar to the right side of the Open and Save dialogs in any OS X-native application. The toolbar gives you fast access to various folders and commands. You just click... Read more
The Cave 1.0.1 - Adventure game featurin...
The Cave is an adventure game that offers a unique blend of fast-paced action, mind-bending puzzles, and winning humor. Assemble your team and embark on a journey into the shadowy underworld. Once... Read more
Apple Java 2013-004 - For OS X 10.7 and...
Apple Java for OS X 2013-004 supersedes all previous versions of Java for OS X. This release updates the Apple-provided system Java SE 6 to version 1.6.0_51 and is for OS X versions 10.7 or later.... Read more
Google Chrome 27.0.1453.116 - Modern and...
Google Chrome is a Web browser by Google, created to be a modern platform for Web pages and applications. It utilizes very fast loading of Web pages and has a V8 engine, which is a custom built... Read more
EarthDesk 6.2 - Striking animated image...
EarthDesk replaces your static desktop picture with a rendered image of Earth showing correct sun, moon and city illumination. With an Internet connection, EarthDesk displays near real-time global... Read more
Apple Configurator 1.3 - Configure and d...
Apple Configurator makes it easy for anyone to mass configure and deploy iPhone, iPad, and iPod touch in a school, business, or institution. Three simple workflows let you prepare new iOS devices... Read more
Apple Java for Mac OS X 10.6 Update 16 -...
Apple Java for Mac OS X 10.6 Update 16 delivers improved security, reliability, and compatibility by updating Java SE 6 to 1.6.0_51.Version Update 16: See http://support.apple.com/kb/HT5744 for more... Read more
Neat 4.0.3 - Digital filing system for r...
Neat (formerly NeatWorks) is a powerful scanning and digital filing system that enables you to scan and organize receipts, business cards, and documents. Unlike other scanning software, NeatWorks... Read more
Adobe Muse CC 5.0 - Design and publish H...
Adobe Muse enables designers to create websites as easily as creating a layout for print. Design and publish original HTML pages using the latest Web standards, and without writing code. Now in beta... Read more
Adobe Creative Cloud 1.0 - Everything ne...
Adobe Creative Cloud costs $49.99/month (or less if you're a previous Creative Suite customer). Creative Suite 6 is still available for purchase (without a monthly plan) if you prefer. Introducing... Read more

Latest Forum Discussions

See All

Calendars+ by Readdle Goes Free For A Ve...
Calendars+ by Readdle Goes Free For A Very Limited Time Posted by Andrew Stevens on June 19th, 2013 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Modern Combat 4: Zero Hour Has A Meltdow...
Modern Combat 4: Zero Hour Has A Meltdown, Gets New Maps, Multiplayer Modes, and More Posted by Andrew Stevens on June 19th, 2013 [ permalink ] | Read more »
XCOM: Enemy Unknown – Commander’s Log: H...
Part of the series 148Apps Goes Deep on XCOM: Enemy Unknown I’m still haunted by visions of a parallel world (classified as Xbox 360) as it wasn’t long ago that I was in charge of the XCOM project and led a squadron of soldiers against an alien... | Read more »
Rovio Stars: The Angry Birds’ New Publis...
Rovio Entertainment, creators of Angry Birds, has a new publishing initiative called Rovio Stars that will see its first titles Icebreaker and Tiny Thief released soon. Kalle Kaivola, Senior Vice President of Product & Publishing at Rovio... | Read more »
Favorite Four: Soccer Games
As a soccer fan, I’m getting twitchy. The Confederations Cup might be helping a little, but I miss the English Premier League week in, week out. This is where I sink time into FIFA 13 on my console in order to counteract the problem. What about... | Read more »
Knights of Pen & Paper Adds More Dun...
Knights of Pen & Paper Adds More Dungeons and Loot In Free Update Posted by Andrew Stevens on June 19th, 2013 [ permalink ] | Read more »
Froot ‘n’ Nutz Review
Froot ‘n’ Nutz Review By Blake Grundman on June 19th, 2013 Our Rating: :: VISUALLY DICEYUniversal App - Designed for iPhone and iPad While Froot ‘n’ Nutz may not look very modern, it is very likable.   | Read more »
148Apps Goes Deep on XCOM: Enemy Unknown
XCOM: Enemy Unknown will be released tonight for iPad and iPhone. And we’re very excited. While XCOM isn’t the first console game to be ported over to iOS, it is one of the most ambitious. XCOM: Enemy Unknown while first released for XBox 360 and... | Read more »
A Cautionary Tail – An Interactive Book...
A Cautionary Tail – An Interactive Book That Teaches Self-Acceptance Posted by Andrew Stevens on June 19th, 2013 [ permalink ] | Read more »
XCOM: Enemy Unknown – Cheats, Tips, and...
The X-Com series, particularly the earlier games, are notoriously unforgiving. Although while XCOM: Enemy Unknown has been modernized, and is therefore more player friendly, it’s no slouch either. In fact, even on the Normal difficulty there’s a... | Read more »

Price Scanner via MacPrices.net

Smaller Tablets Forecast To Get Even More Popular...
The DisplaySearch Blog’s Richard Shim notes that tablet PCs with screen sizes smaller than 9 inches are currently forecast to account for 66% of tablet PC shipments for the year but that share is... Read more
Updated iPad Price Trackers
We’ve updated our iPad Price Tracker and our iPad mini Price Tracker with the latest information on prices and availability from Apple and other resellers. Read more
Apple refurbished iPod nanos available for $99
The Apple Store has Apple Certified Refurbished 16GB iPod nanos available for $99 including free shipping and Apple’s standard one-year warranty. That’s $50 off the cost of new nanos. All colors are... Read more
iFixIt Tears Down mid-2013 11.6-inch MacBook Air
iFixIt Chief Information Architect Miroslav Djuric says: The epic week of disassembly continues: Today, the MacBook Air 11″ found its way onto our teardown table and was soon just another Apple in... Read more
Mature Consumers Know When They Need a PC
Tech.Pinions’ Ben Bajarin sensibly observes that one of the fundamental characteristics of a mature market is mature consumers – mature in the sense that they know what they want and more importantly... Read more
Windows 8 Continues Ascension in User Popularity R...
Softpedia’s Bogdan Popa notes that Windows 8 is now the fourth most popular operating system in the world, and according to some new statistics, it continues to gain new users every day. Popa cites... Read more
Apple iOS and OS X Updates Put Bluetooth Smart Rea...
From its Worldwide Developers Conference last week, Apple announced unprecedented integration of Bluetooth technology into its operating systems – a move that sets the bar for Bluetooth integration... Read more
Buy a 13″ MacBook Pro, get AppleCare for as little...
Adorama has 13″ MacBook Pros bundled with 3-year AppleCare Protection Plans for as little as $40 extra (AppleCare has an MSRP of $249 for 13-inch MacBook Pros). Shipping is free, and Adorama charges... Read more
Updated MacBook Price Trackers
We’ve updated our MacBook Price Trackers with the latest information on prices, bundles, and availability on MacBook Airs, MacBook Pros, and the MacBook Pros with Retina Displays from Apple’s... Read more
Save $140 on the 15″ 2.3GHz MacBook Pro
B&H Photo has the 15″ 2.3GHz MacBook Pro on sale for $1659 including free shipping. Their price is $140 off MSRP. B&H will include free copies of Parallels Desktop, Bento Database, and LoJack... Read more

Jobs Board

*Apple* At-Home Team Manager - Apple (U...
Changing the world is all in a day's work at Apple . If you love innovation, here's your chance to make a career of it. You'll work hard. But the job comes with more than Read more
*Apple* Retail - Manager - Apple (Unite...
Job SummaryKeeping an Apple Store thriving requires a diverse set of leadership skills, and as a Manager, youre a master of them all. In the stores fast-paced, dynamic Read more
*Apple* - Solution Architect - CompuCom...
Job Location: US-TX-Dallas Posted Date: 4/18/2013 Overview: The Apple Solution Architect (SA) will be responsible for supporting pre-sales and post-sales solutions in Read more
*Apple* Support Technician; Mid-level -...
A Kforce client in Washington, DC area is seeking an Apple Support Technician. This contractor will have the following types of responsibilities including, but not Read more
Systems Engineer - *Apple* TV - Apple...
Job Summary The Apple TV team is looking for an experienced engineer with a passion for delivering first in class home entertainment solutions. The individual must be Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.