AX.25 protocol interfering with sending data packet - arduino

I am very sorry to not be able to provide code for this question but it is more of a logical situation. My termination sequence for the AX.25 protocol is "111111" which is six 1s. So if this sequence of 1s is found inside my data packet, it will denote the end of the packet file and send it without correctly sending the rest of the packet. I will do my best to explain my conclusions and test results such that you can understand my dilemma.
***Programming in Arduino******
byte 1 contains 8 bits. Look below and attempt to picture a byte in a rectangular box. right next to it is byte 2 which also contains 8 bits.
Situation 1:
||_1_0_1_1_1_0_1_0_ ||_1_1_1_1_1_1_0_0_||
Attempted Solution 1: you could simply change 1 into 0 and keep track of it.
Situation 2:
||_1_0_1_1_1_0_1_1_ ||_1_1_1_1_0_0_1_0_||
Attempted Solution 2: attempted solution 1 breaks apart. and I am stuck here.
Individually the bytes are safe from activating AX.25 termination sequence but combined bytes results in a problem.
Here is a list of possible cases:
1) six 1s = termination sequence activated for end of packet
2) six 1s inside actual data of packet = premature termination
3) if 1s are changed to 0s than a sequence of six 0s can be a problem in reverting changes back
4) can only read 1 byte at a time (EEPROM) due to memory limitations
5) if six 1s occur between two bytes will also prematurely activate termination sequence.
Thank you in advance for any kind of help.

The solution mandated by the ax.25 protocol is bit stuffing.
Conceptually, any time the receiver sees five sequential one bits and a zero bit, it assumes that the zero bit has been stuffed by the sender (to break up erroneous frame sequences in the data), and removes it before emitting the received data. The only sequence of six 1-bits that can have been sent un-stuffed is the framing sequence; all data will have been sent stuffed. The receiver must always de-stuff.
To stuff or unstuff will generally require a couple of bytes of working ram (or a couple of bytes of registers), although there might be creative ways around that.
To quote the official TAPR protocol standard:
"In order to ensure that the flag bit sequence mentioned above does not appear accidentally anywhere else in a frame, the sending station monitors the bit sequence for a group of five or more contiguous “1” bits. Any time five contiguous “1” bits are sent, the sending station inserts a “0” bit after the fifth “1” bit. During frame reception, any time five contiguous “1” bits are received, a “0” bit immediately following five “1” bits is discarded."
A google search for AX.25 bit stuffing should return as much detail as you might need.

Related

Why does Bpf allow ether[0:2] and ether[0:4] but not ether[0:3]?

Why does Berkeley Packet Filter allow filtering on ether[0:2] and ether[0:4] but not ether[0:3] which is the vendor?tcpdump 'ether[0:3] = 0x000000' returns with
tcpdump: data size must be 1, 2, or 4
This is confirmed by the pcap-filter man page (search for “byte offset”), although it does not provide additional information either.
My guess would be that libpcap refuses to create a program that compares three bytes at a time because the classic BPF programs it generates do not have instructions to directly support such comparisons. It can load one byte, one half-word (two bytes) or one word (four bytes) into one of the registers and compare it to a value, but it is not able to work with three-byte long values.
I suppose the workaround would be to compare the value in two steps, ether[0:2] then ether[2].

1's complement checksum even bit errors

I am trying to wrap my head around 1's complement checksum error detection as is used in UDP.
My understanding with simplified example for an UDP-like 1's complement checksum error checking algorithm operating on 8 bit words (I know UDP uses 16 bit words):
Sum all 8 bit words of data, carry the MSB rollover to the LSB.
Take 1's complement of this sum, set checksum, send datagram
Receiver adds with carry rollover all received 8 bit words of data in the incoming datagram, adds checksum.
If sum = 0xFF, no errors. Else, error occurred, throw away packet.
It is obvious that this algorithm can detect 1 bit errors and by extension any odd-numbered bit errors. If just one bit in an 8-bit data word is corrupted, the sum + checksum will never equal 0xFF. A plain and simple example would be A = 00000000, B = 00000001, then ~(A + B) = 11111110. If A(receiver) = 00000001, B(reciever) = 00000001, the sum + checksum would be 0x00 != 0xFF
My question is:
It's not too clear to me if this can detect 2 bit errors. My intuition says no, and a simple example is taking A = 00000001, B = 00000000, then sum + checksum would be 0xFF, but there are two total errors in A and B from sender to receiver. If the 2 bit error occurred in the same word, theres a chance it could be detected, but it doesn't seem guaranteed.
How robust is UDP error checking? Does it work for even numbers of bit errors?
Some even-bit changes can be detected, some can't.
Any error that changes the sum will be detected. So a 2-bit error that changes the sum will be detected, but a 2-bit error that does not change the sum will not be detected.
A 2-bit error in a single word (single byte in your simplified example) will change the value of that word, which will change the sum, and therefore will always be detected. Most 2-bit errors across different words will be detected, but a 2-bit error that changes the same bit in different directions (one 0->1, the other 1->0) in different words will not change the sum -- the change in value created by one of the changed bits will be cancelled out by the equal-but-opposite change in value created by the other changed bit -- and therefore that error will not be detected.
Because this checksum is simply an addition, it will also fail to detect the insertion or removal of words whose arithmetic value is zero (and since this is a one's complement computation, that means words whose content is all 0s or all 1s).
It will also fail to detect transpositions of words, (because a+b gives the same sum as b+a), or more generally it will fail to detect errors that add the same amount to one word as they subtract from the other (because a+b gives the same sum as (a+n)+(b-n), e.g. 3+3=4+2=5+1). You could consider the transposition and cancelling-error cases to be made up of multiple pairs of same-bit changes.

Calculation of data delta

I'm writing a server that sends a "coordinates buffer" of game objects to clients every 300ms. But I don't want to send the full data each time. For example, suppose I have an array with elements that change over time:
0 0 100 50 -100 -50 at time t
0 10 100 51 -101 -50 at time t + 300ms
You can see that only the 2nd, 4th, and 5th elements have changed.
What is the right way to send not all the elements, but only the delta? Ideally I'd like a function that returns the complete data the first time and empty data when there are no changes.
Thanks.
Are you looking to optimize for efficiency, or is this a learning exercise? Some thoughts:
Unless there's a lot of data, it's probably easiest, and not terribly inefficient, to send all the data each time.
If you send deltas for all of the data points each time, you won't save much by sending zeroes for unchanged points instead of re-sending the previous vales.
If you send data for only those points that change, you'll need to provide an index for each value. For example, if point 3 increases by 5 and point 8 decreases by 2, then you might send 3 5 8 -2. But now, since you're sending two values for each point that changes, you'll only win if fewer than half the points change.
If the values change relatively slowly, as compared to the rate at which you transmit updates, you might increase efficiency by transmitting the delta for each data point, but using only a few bits. For example, with 4 bits you can transmit values from -8 to +7. That would work as long as the deltas are never larger than that, or if it's ok to transmit several deltas before they "catch up" to the actual values.
It may not be worthwhile to have 2 different mechanisms: one to send the initial values, and another to send deltas. If you can tolerate the lag, it may make more sense to assume some constant initial value for every point, and then transmit only deltas.
There are lots of options. If most data isn't changing, just send (index,value) pairs of the changed elements. If most values change but the changes are small, compute deltas and gzip (or run length encode, or lots of other possibilities) the result.

Control sum in network connection

i'm making network application which doesn't send good data every time (most of time they are broken) so i tought to make control sum. At the end of data i will add control sum to check if they are valid. So i'm not sure is that a good idea to multiply every data (they are from 1 to 100) by 100, 100^2, 100^3..., and sum them.
Do you have any suggestion what to do, without making really big number(there are many data in the every packet).
Example:
Data: 1,4,2,77,12,32,5,52,23
My solution:1,4,2,77,12,32,5,52,23, 100+40000+2000000+ 77*10^4 ...
When client receive the packet he will check if last data is equal to sum of other datas.
Is there any better solution?
Multiplying the data results in a very large number to transmit, and not a lot of confidence that the numbers are correct. And addition runs into potential overflow issues. That is why it is customary to use an xor.
Or you can read up on http://en.wikipedia.org/wiki/Error-correcting_code to get even fancier solutions that can detect, and sometimes correct, small numbers of errors.
Best explanation here:
http://www.textfiles.com/programming/crc.txt
CRC functions will be available in you language's networking library.
Because 128 is 10000000 in binary, there is only 1 bit for subnetting, and there are 7 bits for hosts. We're going to subneting the Class C network address 192.168.10.0.
192.168.10.0 = Network address
255.255.255.128= Subnet mask

TCP sequence number question

This is more of a theoretical question than an actual problem I have.
If I understand correctly, the sequence number in the TCP header of a packet is the index of the first byte in the packet in the whole stream, correct? If that is the case, since the sequence number is an unsigned 32-bit integer, then what happens after more than FFFFFFFF = 4294967295 bytes are transferred? Will the sequence number wrap around, or will the sender send a SYN packet to restart at 0?
The sequence number loops back to 0. Source:
TCP sequence numbers and receive
windows behave very much like a clock.
The receive window shifts each time
the receiver receives and acknowledges
a new segment of data. Once it runs
out of sequence numbers, the sequence
number loops back to 0.
Also see chapter 4 of RFC 1323.
It wraps. RFC 793:
It is essential to remember that the actual sequence number space is finite, though very large. This space ranges from 0 to 2**32 - 1. Since the space is finite, all arithmetic dealing with sequence numbers must be performed modulo 2**32. This unsigned arithmetic preserves the relationship of sequence numbers as they cycle from 2**32 - 1 to 0 again. There are some subtleties to computer modulo arithmetic, so great care should be taken in programming the comparison of such values. The symbol "=<" means "less than or equal" (modulo 2**32).
Read more: http://www.faqs.org/rfcs/rfc793.html#ixzz0lcD37K7J
The sequence number is not actually the "index of the first byte in the packet in the whole stream" since sequence numbers deliberately start at a random value (this is to stop a form of attack known as the TCP Sequence Prediction Attack).
No SYN is required, the sequence number simply loops back to zero again once it gets to the limit.

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