I have a image control in WPF window and its xmls is as follows:
<Image Source="{Binding Path=ImageUrl,Converter={StaticResource ImageSourceConverter}}"
Height="150" HorizontalAlignment="Left" Margin="100,15,0,0" Name="image1" Stretch="Fill" VerticalAlignment="Top" Width="200" />
At run time I change the source of Image by changing the value of bounded property. This code works fine in normal scenario. Issue appears only after internet is disconnected. If there is disconnection while downloading the image then image is not shown. Thats fine. But when internet comes back and image source is changed to another image url, image doesn't get downloaded. ImageConverter is not even called. After this point there is no way to display image in the control. Image control gets stuck.
public class ImageSourceConverter : IValueConverter
{
public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)
{
string url;
try
{
if (value is string)
url = (string)value;
else
url = ((Uri)value).AbsolutePath;
}
catch (Exception)
{
url = string.Empty;
return value;
}
BitmapImage src = new BitmapImage();
if (targetType == typeof(ImageSource))
{
if (value is string)
{
string str = (string)value;
src.BeginInit();
src.CacheOption = BitmapCacheOption.OnLoad;
src.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
src.UriSource = new Uri(str, UriKind.RelativeOrAbsolute);
src.EndInit();
return src;
}
else if (value is Uri)
{
Uri uri = (Uri)value;
return new BitmapImage(uri);
}
}
return value;
}
public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)
{
throw new NotImplementedException();
}
}
Any help will be highly appreciated.
In article about memory leaks discusses leak caused by use of downloaded BitmapImage as Image Source[7]:
Quote: "This leak is triggered because WPF does not remove internal reference to certain objects (such as LateBoundBitmapDecoder, BitmapFrameDecode, etc) which are used during web download and causes the leak.
This leak only happens when you download an image from the internet. (E.g. it does not appear when you load images from your local machine)"
...
The Fix/Workaround
The workaround is to consider downloading the BitmapImage first in other means to a temporary folder or to memory and then use the local BitmapImage . (See WebClient.DownloadFile & WebClient.DownloadData APIs)
Maybe it you will approach.
I fixed issue by downloading the image first and if it succeeds then only assign it to Image control. Posting it here in case anyone needs it.
private bool ValidImage(string url, out BitmapImage image)
{
try
{
System.Net.WebRequest request = System.Net.WebRequest.Create(url);
System.Net.WebResponse response = request.GetResponse();
System.IO.Stream responseStream = response.GetResponseStream();
Bitmap bitmap = new Bitmap();
using (MemoryStream stream = new MemoryStream())
{
bitmap.Save(stream, ImageFormat.Png);
stream.Position = 0;
BitmapImage result = new BitmapImage();
result.BeginInit();
// According to MSDN, "The default OnDemand cache option retains access to the stream until the image is needed."
// Force the bitmap to load right now so we can dispose the stream.
result.CacheOption = BitmapCacheOption.OnLoad;
result.StreamSource = stream;
result.EndInit();
result.Freeze();
image = result;
}
}
catch (Exception ex)
{
logger.Error(ex, "error downlading image");
image = null;
return false;
}
return true;
}
Related
I have a view that contains an image control that is binded to this property:
private System.Drawing.Image _sigImage;
public System.Drawing.Image sigImage
{
get { return _sigImage; }
set { _sigImage = value; RaisePropertyChanged(); }
}
I am busy implementing a a signature pad using mvvm, and want the signature to display in the image control. However i cant get it to display.
The code for die signature pad is:
DynamicCapture dc = new DynamicCaptureClass();
DynamicCaptureResult res = dc.Capture(sigCtl, "Who", "Why", null, null);
if (res == DynamicCaptureResult.DynCaptOK)
{
sigObj = (SigObj)sigCtl.Signature;
sigObj.set_ExtraData("AdditionalData", "C# test: Additional data");
try
{
byte[] binaryData = sigObj.RenderBitmap("sign", 200, 150, "image/png", 0.5f, 0xff0000, 0xffffff, 10.0f, 10.0f, RBFlags.RenderOutputBinary | RBFlags.RenderColor32BPP) as byte[];
using (MemoryStream memStream = new MemoryStream(binaryData))
{
System.Drawing.Image newImage = System.Drawing.Image.FromStream(memStream);
sigImage = newImage;
// work with image here.
// You'll need to keep the MemoryStream open for
// as long as you want to work with your new image.
memStream.Dispose();
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
The image is stored as a bitmap in the variable newImage.
How can i bind that image to the image control of sigImage?
System.Drawing.Image is not an appropriate type for the Source property of an Image element. It is WinForms, not WPF.
Use System.Windows.Media.ImageSource instead
private ImageSource sigImage;
public ImageSource SigImage
{
get { return sigImage; }
set { sigImage = value; RaisePropertyChanged(); }
}
and assign a BitmapImage or BitmapFrame to the property, which is directly created from the MemoryStream. BitmapCacheOption.OnLoad has to be set in order to enable closing the stream immediately after decoding the bitmap.
var bitmapImage = new BitmapImage();
using (var memStream = new MemoryStream(binaryData))
{
bitmapImage.BeginInit();
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.StreamSource = memStream;
bitmapImage.EndInit();
}
bitmapImage.Freeze();
SigImage = bitmapImage;
The Binding would look like shown below, provided an instance of the class with the SigImage property is assigned to the DataContext of the view.
<Image Source="{Binding SigImage}"/>
Since WPF has built-in type conversion from string, Uri and byte[] to ImageSource, you may as well declare the source property as byte[]
private byte[] sigImage;
public byte[] SigImage
{
get { return sigImage; }
set { sigImage = value; RaisePropertyChanged(); }
}
and assign a value like
SigImage = binaryData;
without manually creating a BitmapImage or BitmapFrame, or changing the Binding.
I am trying to load an Image in Silverlight, but i keep getting a null pointer exception when i assign it to this.Image1.Source. I've looked over similiar stack questions, but none of them solve the problem. My image file is in a folder right next to the xap file.
public MainPage()
{
Uri uri = new Uri("Content/button.png", UriKind.Relative);
var image = new BitmapImage { UriSource = new Uri("Content/button.png", UriKind.Relative) };
try
{
BitmapImage img = new BitmapImage(uri);
this.image1.Source = image;
}
catch (Exception e)
{
string problem = e.Message;
}
InitializeComponent();
}
Ok, i've found the problem, i was trying to assign image to image1.Source, but image1 was not yet created - it is created in the InitilizeComponent() function.
My application loads a lot of images in a BackgroundWorker to stay usable. My Image control is bound to a property named "ImageSource". If this is null it's loaded in the background and raised again.
public ImageSource ImageSource
{
get
{
if (imageSource != null)
{
return imageSource;
}
if (!backgroundImageLoadWorker.IsBusy)
{
backgroundImageLoadWorker.DoWork += new DoWorkEventHandler(bw_DoWork);
backgroundImageLoadWorker.RunWorkerCompleted +=
new RunWorkerCompletedEventHandler(bw_RunWorkerCompleted);
backgroundImageLoadWorker.RunWorkerAsync();
}
return imageSource;
}
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
bitmap = new BitmapImage();
bitmap.BeginInit();
try
{
bitmap.CreateOptions = BitmapCreateOptions.DelayCreation;
bitmap.DecodePixelWidth = 300;
MemoryStream memoryStream = new MemoryStream();
byte[] fileContent = File.ReadAllBytes(imagePath);
memoryStream.Write(fileContent, 0, fileContent.Length);
memoryStream.Position = 0;
bitmap.StreamSource = memoryStream;
}
finally
{
bitmap.EndInit();
}
bitmap.Freeze();
e.Result = bitmap;
}
void bw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
BitmapSource bitmap = e.Result as BitmapSource;
if (bitmap != null)
{
Dispatcher.CurrentDispatcher.BeginInvoke(
(ThreadStart)delegate()
{
imageSource = bitmap;
RaisePropertyChanged("ImageSource");
}, DispatcherPriority.Normal);
}
}
This is all well so far but my users can change the images in question. They choose a new image in an OpenDialog, the old image file is overwritten with the new and ImageSource is raised again which loads the new image with the same filename again:
public string ImagePath
{
get { return imagePath; }
set
{
imagePath= value;
imageSource = null;
RaisePropertyChanged("ImageSource");
}
}
On some systems the overwriting of the old file results in an exception:
"a generic error occured in GDI+" and "The process cannot access the file..."
I tried a lot of things like loading with BitmapCreateOptions.IgnoreImageCache and BitmapCacheOption.OnLoad. This raised Exceptions when loading them:
Key cannot be null.
Parameter name: key
If I try this without the BackgroundWorker on the UI thread it works fine. Am I doing something wrong? Isn't it possible to load the images in the background while keeping the files unlocked?
Well, it seems all of the above works. I simplified the example for the question and somehow on the way lost the problem.
The only difference I could see in my code is that the loading of the image itself was delegated to a specific image loader class which somehow created the problem. When I removed this dependency the errors disappeared.
In an app I need to serialize an image through a binarywriter, and to get it in an other app to display it.
Here is a part of my "serialization" code :
FileStream fs = new FileStream(file, FileMode.Create, FileAccess.Write);
BinaryWriter bin = new BinaryWriter(fs);
bin.Write((short)this.Animations.Count);
for (int i = 0; i < this.Animations.Count; i++)
{
MemoryStream stream = new MemoryStream();
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(Animations[i].Image));
encoder.Save(stream);
stream.Seek(0, SeekOrigin.Begin);
bin.Write((int)stream.GetBuffer().Length);
bin.Write(stream.GetBuffer());
stream.Close();
}
bin.Close();
And here is the part of my deserialization that load the image :
FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read);
BinaryReader bin = new BinaryReader(fs);
int animCount = bin.ReadInt16();
int imageBytesLenght;
byte[] imageBytes;
BitmapSource img;
for (int i = 0; i < animCount; i++)
{
imageBytesLenght = bin.ReadInt32();
imageBytes = bin.ReadBytes(imageBytesLenght);
img = new BitmapImage();
MemoryStream stream = new MemoryStream(imageBytes);
BitmapDecoder dec = new PngBitmapDecoder(stream, BitmapCreateOptions.PreservePixelFormat, BitmapCacheOption.Default);
img = dec.Frames[0];
stream.Close();
}
bin.Close();
When I use this method, I load the image (it seems to be stored in the "img" object) but it can't be displayed.
Has somedy an idea?
Thanks
KiTe
UPD :
I already do this : updating my binding, or even trying to affect it directly through the window code behing. None of these approaches work :s
However, when I add this :
private void CreateFile(byte[] bytes)
{
FileStream fs = new FileStream(Environment.CurrentDirectory + "/" + "testeuh.png", FileMode.Create, FileAccess.Write);
fs.Write(bytes, 0, bytes.Length);
fs.Close();
}
at the end of you function, it perfectly create the file, which can be read without any problems ... So I don't know where the problem can be.
UPD 2 :
A weird things happens.
Here is the binding I use :
<Image x:Name="imgSelectedAnim" Width="150" Height="150" Source="{Binding ElementName=lstAnims, Path=SelectedItem.Image}" Stretch="Uniform" />
(the list is itself binded on an observableCollection).
When I create manually the animation through the app, it works (the image is displayed).
But when I load it, it is not displayed (I look at my code, there are not any "new" which could break up my binding, since there are others properties binded the same way and they does not fail).
Moreover, I've put a breakpoint on the getter/setter of the properties Image of my animation.
When it is created, no problems, it has the good informations.
But when it is retreived through the getter, it return a good image the first time, and then and image with pixelWidth, pixelHeight, width, height of only 1 but without going through the setter anymore !
Any idea?
UPD3
tried what you said like this :
Added a property TEST in my viewModel :
private BitmapSource test;
public BitmapSource TEST { get { return test; } set { test = value; RaisePropertyChanged("TEST"); } }
then did it :
img = getBmpSrcFromBytes(bin.ReadBytes(imageBytesLenght));
TEST = img;
(in the code showed and modified before)
and my binding :
<Image x:Name="imgSelectedAnim" Width="150" Height="150" Source="{Binding Path=TEST}" Stretch="Uniform" />
(datacontext is set to my ViewModel)
And it still doesn't work and does the weird image modification (pixW, pixH, W and H set to 1)
FINAL UPD:
It seems I finally solved the problem. Here is simply what I did :
byte[] bytes = bin.ReadBytes(imageBytesLenght);
MemoryStream mem = new MemoryStream(bytes);
img = new BitmapImage();
img.BeginInit();
img.StreamSource = mem;
img.EndInit();
the strange thing is that it didn't work the first time, maybe it is due to an architectural modification within my spriteanimation class, but I don't think it is.
Well, thank you a lot to Eugene Cheverda for his help
At the first, I think you should store your images in a list of BitmapSource and provide reverse encoding of image for using stream as BitmapImage.StreamSource:
FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read);
BinaryReader bin = new BinaryReader(fs);
int animCount = bin.ReadInt16();
int imageBytesLenght;
byte[] imageBytes;
List<BitmapSource> bitmaps = new List<BitmapSource>();
for (int i = 0; i < animCount; i++)
{
imageBytesLenght = bin.ReadInt32();
imageBytes = bin.ReadBytes(imageBytesLenght);
bitmaps.Add(getBmpSrcFromBytes(imageBytes));
}
bin.Close();
UPD
In code above use func written below:
private BitmapSource getBmpSrcFromBytes(byte[] bytes)
{
using (var srcStream = new MemoryStream(bytes))
{
var dec = new PngBitmapDecoder(srcStream, BitmapCreateOptions.PreservePixelFormat,
BitmapCacheOption.Default);
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(dec.Frames[0]);
BitmapImage bitmapImage = null;
bool isCreated;
try
{
using (var ms = new MemoryStream())
{
encoder.Save(ms);
bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = ms;
bitmapImage.EndInit();
isCreated = true;
}
}
catch
{
isCreated = false;
}
return isCreated ? bitmapImage : null;
}
}
Hope this helps.
UPD #2
Your binding is incorrect. You may be should bind selected item to for example CurrentImageSource. And then this CurrentImageSource bind to Image control.
Code:
public class MyViewModel : INotifyPropertyChanged
{
public ObservableCollection<BitmapSource> ImagesCollection { get; set; }
private BitmapSource _currentImage;
public BitmapSource CurrentImage
{
get { return _currentImage; }
set
{
_currentImage = value;
raiseOnPropertyChanged("CurrentImage");
}
}
private void raiseOnPropertyChanged(string propertyName)
{
if (PropertyChanged != null)
PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
}
public event PropertyChangedEventHandler PropertyChanged;
}
Then:
<ListBox ItemsSource="{Binding ImagesCollection}" SelectedItem="{Binding CurrentImage}"/>
<Image Source="{Binding CurrentImage}"/>
ADDED
Here is the sample project in which implemented technique as I described above.
It creates animations collection and represent them in listbox, selected animation is displayed in Image control using its Image property.
What I want to say is that if you cannot obtain image as it should be, you need to search problems in serialization/deserialization.
I have a View that contains an image control.
<Image
x:Name="img"
Height="100"
Margin="5"
Source="{Binding Path=ImageFullPath Converter={StaticResource ImagePathConverter}}"/>
The binding uses a converter that does nothing interesting except set BitmapCacheOption to "OnLoad", so that the file is unlocked when I attempt to rotate it.
public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture)
{
// value contains the full path to the image
string val = (string)value;
if (val == null)
return null;
// load the image, specify CacheOption so the file is not locked
BitmapImage image = new BitmapImage();
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = new Uri(val);
image.EndInit();
return image;
}
Here is my code to rotate the image. val is always 90 or -90, and path is the full path to the .tif file I want to rotate.
internal static void Rotate(int val, string path)
{
//cannot use reference to what is being displayed, since that is a thumbnail image.
//must create a new image from existing file.
Image image = new Image();
BitmapImage logo = new BitmapImage();
logo.BeginInit();
logo.CacheOption = BitmapCacheOption.OnLoad;
logo.UriSource = new Uri(path);
logo.EndInit();
image.Source = logo;
BitmapSource img = (BitmapSource)(image.Source);
//rotate tif and save
CachedBitmap cache = new CachedBitmap(img, BitmapCreateOptions.None, BitmapCacheOption.OnLoad);
TransformedBitmap tb = new TransformedBitmap(cache, new RotateTransform(val));
TiffBitmapEncoder encoder = new TiffBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(tb)); //cache
using (FileStream file = File.OpenWrite(path))
{
encoder.Save(file);
}
}
The issue I am experiencing is when I get the BitmapCacheOption to BitmapCacheOption.OnLoad, the file is not locked however rotate does not always rotate the image (I believe it is using the original cached value each time).
If I use BitmapCacheOption.OnLoad so the file is not locked, how can I update the Image control once the image has been rotated? The original value seems to be cached in memory.
Is there a better alternative for rotating an image that is currently being displayed in the view?
Yet another year later, I needed to do this and found the following solution:
If you have an image element:
<grid>
<stackpanel>
<Image Name="img" Source="01.jpg"/>
<Button Click="Button_Click" Content="CLICK"/>
</stackpanel>
</grid>
you can rotate it in code-behind:
private double rotateAngle = 0.0;
private void RotateButton_Click(object sender, RoutedEventArgs e)
{
img.RenderTransformOrigin = new Point(0.5, 0.5);
img.RenderTransform = new RotateTransform(rotateAngle+=90);
}
Or, assuming your image element is called img:
private double RotateAngle = 0.0;
private void Button_Click(object sender, RoutedEventArgs e)
{
TransformedBitmap TempImage = new TransformedBitmap();
TempImage.BeginInit();
TempImage.Source = MyImageSource; // MyImageSource of type BitmapImage
RotateTransform transform = new RotateTransform(rotateAngle+=90);
TempImage.Transform = transform;
TempImage.EndInit();
img.Source = TempImage ;
}