AES function in AVR Crypto Lib not compiling - cryptography

I'm trying to use the AES function in AVR Crypto Lib (http://avrcryptolib.das-labor.org/trac/wiki/AES) in my AVR project however when I copy all the required files it gives me the errors below. I'm using WinAVR on Windows and have also tried this on AVR Studio 5 with a default project without success.
main.o: In function `main':
c:\.../main.c:40: undefined reference to `aes128_init'
c:\.../main.c:41: undefined reference to `aes128_enc'
"make.exe": *** [main.elf] Error 1
It's like it doesn't even try to read the .c files in which these functions do exist. The example on the website says to call #include "aes.h" and if you look in that file it calls all the other .h files.
If I edit the .h files and tell them to include the .c files of themselves - e.g. in aes_keyschedule.h I tell it to include "aes_keyschedule.c" that sort of works and makes the `aes128_init' message go away but introduces more issues. Eventually it doesn't compile when I reach the asm .S file. Surely this isn't how it should work but I don't know how anyone else has gotten this to compile.
So I thought I'd ask - did anyone else experience this or does anyone have a very simple AES example that I can take a look at? Maybe there is something better than AVR Crypto Lib?
Thank you,
Alex

Found the issue, had to modify the makefile.
I changed SRC to the below and it all works:
SRC = $(TARGET).c aes128_dec.c aes128_enc.c aes_dec.c aes_enc.c aes_invsbox.c aes_keyschedule.c aes_sbox.c
Also, I changed ASRC to:
ASRC = gf256mul.S

Related

How do I include cufft.h file in a fortran code?

I have a Fortran code which has been made to work on CPUs, but I need to accelerate it using GPUs and I chose to do that with OpenACC.
This code uses FFTW libraries when compiled with gfortran. However, as you may know, these libraries cannot be used with nvfortran. So, I have to go with cufft libraries.
Therefore, I used this conversion giude. The problem is, fftw allows users to build a Fortran module with iso_c_binding including the file fftw.f, while cufft does not have this kind of feature and you need to include the cufft.h header.
When compiling with nvfortran (I use -cpp, -Mfree, -lcufft and -l cufftw flags, checked the include and lib directories given to -I and -L flags) I get many errors:
The paths in all the #include inside the cufft.h file are wrong and I had to change them manually
All the comments ("//") in the header files are seen as errors (had to remove them manually)
“Label field of continuation line is not blank” errors everywhere in header files, starting from line 2 (in lines 1 I solved that giving 7 spaces - but didn’t I use -Mfree for that?)
Please help me, I don’t think that the right way to do so is to change files manually…
Thanks in advance for helping
You cannot include headers for the C programming language in Fortran source code. Instead use the Fortran interfaces to any libraries you need (provided such interfaces exist).
We ship a cuFFT interface module with the compilers. You should just be able to add "use cufft".
Full documentation can be found at: https://docs.nvidia.com/hpc-sdk/compilers/fortran-cuda-interfaces/index.html#cf-fft-runtime
Example codes are shipped with the NVHPC SDK which can be found in the "<INSTALL_DIR>/Linux_x86_64/<RELEASE>/examples/CUDA-Libraries/cuFFT/"" directory

How to add .c and .h files to Atmel Studio 6?

I know there are a lot of questions on this topic, and I've looked through a fair number of them. However I am still having problems.
I started writing a test program for a prototype PCB, and now that it's grown to nearly 1000 lines I'm trying to break it up into libraries that I can use for particular functions.
I thought this would be very simple. Make .c and .h files for each library that I need. I.e. I would have OLED.h and OLED.c for functions that control an OLED display. Copy the appropriate functions/definitions into each file. Then copy these files into the solution in Atmel Studio. I put them into the src folder under the project name.
However, this doesn't work! I get an exceedingly long list of errors. All of the things that are defined in the .h file are apparently undefined as far as the compiler is concerned. I also get many error messages of the type "unknown type name int16_t/uint16_t/uint8_t/etc..." That part is really baffling to me. Why should it matter that functions are in an external library, now the compiler doesn't understand what those data types mean?
So, this is probably a stupid problem to have. I don't want Atmel Studio to control my libraries by wrapping them up in some "library project" or somethig, I want to put them in a folder of my choosing and add them when I need them. I've searched for answers to this problem and I find long tutorials about changing the compiler settings for the project, the linker settings, etc... I tried this tutorial and still no dice: http://www.engblaze.com/tutorial-using-avr-studio-5-with-arduino-projects/#setup
I also can't find a way to add something by right clicking the project and clicking "Add." It wants me to find .a files. The "Add Library" dialog box in Atmel Studio is awful, it seems.
Surely it can't be that convoluted to just add a library to an existing project and have it function normally?! I've used PICs in the past and coming to Atmel I've found horrible documentation and a weird super-slick super-fly whizz bang interface that can't leave well enough alone and obfuscates simple function. What can I do to add these libraries?
UPDATE: Seemed to answer my own question. Turns out I needed to include all of the libraries to recognize data types and whatnot into the .c file. I somehow assumed this only had to be done in the main file but obviously I was mistaken. Adding asf.h seems to work well as it includes all of the MCU specific port definitions/names and all of that. All good for now!
Adding library files to a solution should be simple. Go to the Solution Explorer, right-click on your solution, and go to "Add->Existing Item". If you want to add a pre-existing library and keep it in a separate folder from your solution, click the arrow next to "Add" and choose "Add as link". That saves many headaches due to having a duplicate copy of your library in your solution folder, and files not staying up-to-date.
You are right in saying that you need to include the necessary header files in the .c files where they are used.
The compiler compiles each C file separately, and then links them together at the end, so you got the error unknown typename int_* because the compiler had not seen the relevant header in the context of compiling that C file.
You also seem to be in some confusion as to the difference between definition and declaration.
A function is:
Declared in the header file. This means there is a function prototype, e.g. int some_func(char some_var); which tells the compiler that the function exists, but does not tell it what it is. This is necessary because the compiler only looks at one C file at a time, so needs to be told that other functions exist.
Defined in the C file.This is the actual function body, i.e. int some_func(char some_var) { do_stuff(some_var); }. After compilation of each individual C file in isolation, the linker is called to put all the pieces together and give you your final binary, which you flash to the device.
A function can be (and must be) defined only once, but may be declared many times - even in the same file, so long as the declarations are not conflicting.

xcode import filename collision

Let's say I'm trying to use one and only one 3rd-party library in an xcode project - a pretty typical scenario, seemingly harmless.
I plug in the path location of my include files to the project's "header file search path" setting. I haven't even modified any code to make use of the code in the library yet.
It turns out that the project couldn't compile.
Xcode complained something like "Cannot find interface declaration for NSObject", which is pretty absurd. By examining the Build Result, the complained error comes from a header file of the 3rd-party library - it looks something like
So it is indicated in the Build Result that xcode is mistaken that Foundation.h is referring to the assert.h of that 3rd-party library instead of the iOS' built-in assert.h (4th sub-item)
Is there a way to fix the collision of the file names of #import include files?
(Needless to say, I'm new to obj-c -___-)

Inconsistent dll linkage

Im getting several warnings saying I have inconsistent dll linkages despite me classifying the header of my dll like so:
#ifdef MY_ENGINE_EXPORTS
#define ENGINE __declspec(dllexport)
#else
#define ENGINE __declspec(dllimport)
#endif
It works fine to get rid of the errors when I add MY_ENGINE_EXPORTS to the preprocessor definitions but I was under the impression that this should be done automatically on build/export. Am I wording it wrong? I included an underscore because the project is 2 words e.g "my engine". I've tried it as both MY_ENGINE_EXPORTS and MYENGINE_EXPORTS but neither seems to work.
As I say I can just add it to preprocessor definitions but it's bugging me why it doesn't behave as it should.
I figured it was a predefined macro that the environment created for dll projects
Yes, that does happen when you use the Win32 Project template to get the DLL project started. The wizard will automatically add the PROJECTNAME_EXPORTS preprocessor definition for you.
The wrinkle is that it cannot use a space in the symbol so it cannot use "MY PROJECT_EXPORTS". It will drop the space and make it MYPROJECT_EXPORTS. Which doesn't match with the one you used, MY_PROJECT_EXPORTS. Nothing a quick Edit + Replace can't fix of course.

Adding GLM to project in Xcode 4

I am trying to add GLM to a project in Xcode 4, but I cannot get it to compile. I have added the glm files to my project through the add files dialog.
I get a lexical/preprocessor issue and Xcode cannot find the file <cmath>.
I am not sure what I need to tweak to get this to build.
I have seen How do I add OpenGL Mathematics (GLM) to Xcode 4? already.
All you need to do is add the files to the project and #import "glm.hpp" (for Objective-C++; for simple C++ it should just be #include "glm.hpp").
A couple things to be careful of:
The OpenGL Mathematics library, when you download it, comes with a bunch of stuff you don't need (test code, extraneous utilities). Adding these to your project will result in compile errors which I could not get rid of. The only directory you need is the glm/ directory; you can delete the test/, util/, doc/, and bench/ directories. If you were trying to follow "How do I add OpenGL Mathematics (GLM) to Xcode 4?" and were still having problems, this may be the thing which was tripping you up.
The OpenGL Mathematics documentation tells you to include the or files. In Xcode 4, you should include them like "glm.hpp" or "*.hpp". Xcode will find the files no matter where in the project they are. Supposedly you can add a user-defined build setting "USE_HEADERMAP" and set it to "NO" to disable this, but I didn't have any luck with that.
And, just in case, note that your code files using the OpenGL Mathematics library must be Objective C++ files (ending in ".mm"), not the default/plain Objective C files (ending in ".m"). It is very much a C++ library after all... :-)
I hope that help. I was just working through this myself, and I haven't had the chance to really push this (e.g. I've basically just added a mat4 object or two and made sure things still compiled), but it seems to be working.
I ran into the same problem and I solved it remaning my ViewController.m to ViewController.mm. Change the extension to .mm tells XCode that the file may contain C++ code inside. The article Write Object-C Code explains this in the Classes and Objects section.