Bit fields in C#
I have a structure which I need to populate and write to disk (several actually).
An example is:
byte-6
bit0 - original_or_copy
bit1 - copyright
bit2 - data_alignment_indicator
bit3 - PES_priority
bit4-bit5 - PES_scrambling control.
bit6-bit7 - reserved
In C I might do something like the following:
struct PESHeader {
unsigned reserved:2;
unsigned scrambling_control:2;
unsigned priority:1;
unsigned data_alignment_indicator:1;
unsigned copyright:1;
unsigned original_or_copy:1;
};
Is there any way to do this in C# that would enable me to access the bits using the struct dereferencing dot operator?
For a couple of structures, I can just do bit shifting wrapped in an accessor function.
I have loads of structures to handle in this way, so I'm looking for something that's easier to read and quicker to write.
Solution 1:
I'd probably knock together something using attributes, then a conversion class to convert suitably attributed structures to the bitfield primitives. Something like...
using System;
namespace BitfieldTest
{
[global::System.AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
sealed class BitfieldLengthAttribute : Attribute
{
uint length;
public BitfieldLengthAttribute(uint length)
{
this.length = length;
}
public uint Length { get { return length; } }
}
static class PrimitiveConversion
{
public static long ToLong<T>(T t) where T : struct
{
long r = 0;
int offset = 0;
// For every field suitably attributed with a BitfieldLength
foreach (System.Reflection.FieldInfo f in t.GetType().GetFields())
{
object[] attrs = f.GetCustomAttributes(typeof(BitfieldLengthAttribute), false);
if (attrs.Length == 1)
{
uint fieldLength = ((BitfieldLengthAttribute)attrs[0]).Length;
// Calculate a bitmask of the desired length
long mask = 0;
for (int i = 0; i < fieldLength; i++)
mask |= 1 << i;
r |= ((UInt32)f.GetValue(t) & mask) << offset;
offset += (int)fieldLength;
}
}
return r;
}
}
struct PESHeader
{
[BitfieldLength(2)]
public uint reserved;
[BitfieldLength(2)]
public uint scrambling_control;
[BitfieldLength(1)]
public uint priority;
[BitfieldLength(1)]
public uint data_alignment_indicator;
[BitfieldLength(1)]
public uint copyright;
[BitfieldLength(1)]
public uint original_or_copy;
};
public class MainClass
{
public static void Main(string[] args)
{
PESHeader p = new PESHeader();
p.reserved = 3;
p.scrambling_control = 2;
p.data_alignment_indicator = 1;
long l = PrimitiveConversion.ToLong(p);
for (int i = 63; i >= 0; i--)
{
Console.Write( ((l & (1l << i)) > 0) ? "1" : "0");
}
Console.WriteLine();
return;
}
}
}
Which produces the expected ...000101011. Of course, it needs more error checking and a slightly saner typing, but the concept is (I think) sound, reusable, and lets you knock out easily maintained structures by the dozen.
adamw
Solution 2:
By using an enum you can do this, but will look awkward.
[Flags]
public enum PESHeaderFlags
{
IsCopy = 1, // implied that if not present, then it is an original
IsCopyrighted = 2,
IsDataAligned = 4,
Priority = 8,
ScramblingControlType1 = 0,
ScramblingControlType2 = 16,
ScramblingControlType3 = 32,
ScramblingControlType4 = 16+32,
ScramblingControlFlags = ScramblingControlType1 | ScramblingControlType2 | ... ype4
etc.
}
Solution 3:
You want StructLayoutAttribute
[StructLayout(LayoutKind.Explicit, Size=1, CharSet=CharSet.Ansi)]
public struct Foo
{ [FieldOffset(0)]public byte original_or_copy;
[FieldOffset(0)]public byte copyright;
[FieldOffset(0)]public byte data_alignment_indicator;
[FieldOffset(0)]public byte PES_priority;
[FieldOffset(0)]public byte PES_scrambling_control;
[FieldOffset(0)]public byte reserved;
}
This is really a union but you can use it as a bitfield--you just have to be conscious of where in the byte the bits for each field are supposed to be. Utility functions and/or constants to AND against can help.
const byte _original_or_copy = 1;
const byte _copyright = 2;
//bool ooo = foo.original_or_copy();
static bool original_or_copy(this Foo foo)
{ return (foo.original_or_copy & _original_or_copy) == original_or_copy;
}
There is also LayoutKind.Sequential which will allow you to do it the C way.