No image displayed when setting Image.Source to valid data - wpf

I'm receiving byte[] image-data (from a webcam source, transmitted over network) and want to display it in my WPF Image control.
If I set the resolution to 160x120, I see a nice tiny image being displayed.
For any other resolution though I see nada, nothing, zilch, squat.
If I write the raw bytes to disk I can see that the data is indeed a valid jpg-image.
Just to make sure it's not jpeg-incompatibility I've tested it with png- and bmp-encoding/decoding as well with the same results; still no image.
Anyone got a bright idea ?
private bool OnImage(byte[] inJpg)
{
this.Dispatch(() =>
{
//File.WriteAllBytes("h:\\tmp\\test" + sImageNum++ + ".jpg", inJpg);
using (MemoryStream ms = new MemoryStream(inJpg))
{
BitmapDecoder decoder = new JpegBitmapDecoder(ms, BitmapCreateOptions.None, BitmapCacheOption.Default);
ImageRemoteVideo.Source = decoder.Frames[0];
}
}
);
}

Assuming ImageRemoteVideo is an instance of a WPF Image control, you may be getting bit by some lazy resolve issues. The Image control has "BeginInit" and "EndInit" methods that you should probably be using. Put the BeginInit method before you set the stream, the other after you set it. Also, if I remember right, the Image class supports a StreamSource. You could try setting your MemoryStream (without disposing of it and without using the JpegBitmapDecoder) to that Property. If that works, then see if you can dispose it after the EndInit call.

I have just found a way to make it work, but I'd love it if someone can explain WHY it works :)
First off, I'm using the raw bytestream to create a BitmapImage.
BUT - if I use a "using" clause around the MemoryStream it doesn't work, if I don't it works.
So this doesn't work :
using (MemoryStream byteStream = new MemoryStream(inJpg))
{
BitmapImage image = new BitmapImage();
image.BeginInit();
image.StreamSource = byteStream;
image.EndInit();
ImageRemoteVideo.Source = image;
}
But this does :
MemoryStream byteStream = new MemoryStream(inJpg);
BitmapImage image = new BitmapImage();
image.BeginInit();
image.StreamSource = byteStream;
image.EndInit();
ImageRemoteVideo.Source = image;

Found it. It's like Brannon said a case of delayed loading.
Specifying "CacheOption = BitmapCacheOption.OnLoad;" fixes it !
Cheers !
Working version :
MemoryStream byteStream = new MemoryStream(inJpg);
{
BitmapImage image = new BitmapImage();
image.BeginInit();
image.StreamSource = byteStream;
image.CacheOption = BitmapCacheOption.OnLoad;
image.EndInit();
ImageRemoteVideo.BeginInit();
ImageRemoteVideo.Source = image;
ImageRemoteVideo.EndInit();
}

Related

WPF The Most Efficient Way of Loading Image

May be this sound stupid but, which one is the most efficient way to load image?
A
BitmapImage bmp = new BitmapImage();
using(FileStream fileStream = new FileStream(source_path, FileMode.Open))
{
bmp.BeginInit();
bmp.CacheOption = BitmapCacheOption.OnLoad;
bmp.StreamSource = fileStream;
bmp.EndInit();
if (bmp.CanFreeze)
bmp.Freeze();
images.source = bmp;
}
B
BitmapImage bmp = new BitmapImage();
bmp.BeginInit();
bmp.CacheOption = BitmapCacheOption.OnLoad;
bmp.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
bmp.UriSource = new Uri(source_path);
bmp.EndInit();
if (bmp.CanFreeze)
bmp.Freeze();
images.Source = bmp;
I remember I read somewhere that loading from a stream completely disables the cache. If thats true, does it means loading from a stream is better in term on memory management?
As far as i have understood, when you load a BitmapImage by setting its UriSource property, the image is always cached. I don't know of any way to avoid this. At least setting BitmapCreateOptions.IgnoreImageCache only ensures that an image is not retrieved from the cache, but it does not prevent that the image is stored in the cache.
The "Remarks" in BitmapCreateOptions says that
When IgnoreImageCache is selected, any existing entries in the image
cache are replaced even if they share the same Uri
My conclusion from this is that caching is only performed when an image is loaded by an Uri. In other words, if you really need to inhibit image caching, you will have to load an image by its StreamSource property.
However, if this is really "better in terms of memory management" is perhaps worth an experiment. You could try out both alternatives and see if you observe any significant difference in memory consumption.

How to free the memory after the BitmapImage is no longer needed?

First, I load a BitmapImage into the Image control, whice is located on the Window.
Then I work with the Image control and then close the Window.
I do it 2-3 times in a minute and my memory fills up very quickly because the images do not unload from the memory for some reason when the window is closed.
So how do I unload BitmapImage from Image.Source control manually to free the RAM?
I believe the solution you are looking for is at http://www.ridgesolutions.ie/index.php/2012/02/03/net-wpf-bitmapimage-file-locking/. In my case, I was trying to find a way to delete the file after it was created, but it appears to be a solution to both issues.
Doesn't free up memory:
var bitmap = new BitmapImage(new Uri(imageFilePath));
Frees up memory, and allows file to be deleted:
var bitmap = new BitmapImage();
var stream = File.OpenRead(imageFilePath);
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
stream.Close();
stream.Dispose();
Optionally, also freeze the BitmapImage:
bitmap.Freeze();
In my situation it seems that the bitmap caching was the issue. I was previously loading bitmaps like this:
Bitmap bitmap = new Bitmap();
using(var stream = new FileStream(...))
{
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
image.Source = bitmap;
Continuously replacing image.Source the same way just built up memory, manually forcing garbage collection wasn't really helping.
Instead, disabling the caching and having it use the stream (requires leaving the stream open until the image is displayed) paired with manual garbage collection eliminated memory build up for me.
Stream mediaStream;
void DisposeMediaStream()
{
if (mediaStream != null)
{
mediaStream.Close();
mediaStream.Dispose();
mediaStream = null;
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced, true);
}
}
void Update()
{
DisposeMediaStream();
var bitmap = new BitmapImage();
mediaStream = new FileStream(...);
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.None;
bitmap.StreamSource = mediaStream;
bitmap.EndInit();
bitmap.Freeze();
ControlImage.Source = bitmap;
}
This way I can cycle through tons of images (like Windows Photo Viewer) and memory stays low. Note that the stream does not have to stay open once the image has actually rendered.
You can set the object to null, so that the BitmapImage object is no longer referenced.
In this situation, the GC should take care of freeing up resources.
You can call GC.Collect but it can affect performance if used too often.
You can call Dispose() on the images in the window's Closed event. I think it may also be possible to optimise your memory footprint using different caching options.
Edit:
You can't call Dispose(), instead, you might consider BitmapCacheOption.None. The image will be read directly from disk and not cached in memory.

Convert memory stream to BitmapImage?

I have an image that was originally a PNG that I have converted to a byte[] and saved in a database. Originally, I simply read the PNG into a memory stream and converted the stream into a byte[]. Now I want to read the byte[] back and convert it to a BitmapImage, so that I can bind a WPF Image control to it.
I am seeing a lot of contradictory and confusing code online to accomplish the task of converting a byte[] to a BitmapImage. I am not sure whether I need to add any code due to the fact that the image was originally a PNG.
How does one convert a stream to a BitmapImage?
This should do it:
using (var stream = new MemoryStream(data))
{
var bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = stream;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
}
The BitmapCacheOption.OnLoad is important in this case because otherwise the BitmapImage might try to access the stream when loading on demand and the stream might already be closed.
Freezing the bitmap is optional but if you do freeze it you can share the bitmap across threads which is otherwise impossible.
You don't have to do anything special regarding the image format - the BitmapImage will deal with it.
using (var stream = new MemoryStream(data))
{
var bi = BitmapFrame.Create(stream , BitmapCreateOptions.IgnoreImageCache, BitmapCacheOption.OnLoad);
}

How to save a WPF BitmapSource image to a file?

In WPF, the System.Windows.Clipboard.getImage() function returns a BitmapSource object. As a newbie in WPF coming from a WinForms background, its not clear to me how to save this image to a file. What are the steps I must take?
You need to use an encoder (subclass of BitmapEncoder). For instance, to save it to the PNG format, you do something like that :
public static void SaveClipboardImageToFile(string filePath)
{
var image = Clipboard.GetImage();
using (var fileStream = new FileStream(filePath, FileMode.Create))
{
BitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(image));
encoder.Save(fileStream);
}
}
By the way, note that there's a bug in Clipboard.GetImage. It shouldn't be a problem if you just save the image to a file, but it will be if you want to display it.
EDIT : the bug mentioned above seems to be fixed in 4.0
This clears up the BitmapFrame.Create issue that you have.
public static void SaveClipboardImageToFile(string filePath)
{
//var image = Clipboard.GetImage();
BitmapSource image = (BitmapSource)Clipboard.GetImage();
using (var fileStream = new FileStream(filePath, FileMode.Create))
{
BitmapEncoder encoder = new PngBitmapEncoder();
//encoder.Frames.Add(BitmapFrame.Create(image));
encoder.Frames.Add(BitmapFrame.Create(image As BitmapSource));
encoder.Save(fileStream);
}
}

How to render an <image> in a background WPF process?

I'm taking Silverlight XAML and sending it to a web service that renders the XAML in a STA thread and generates a PNG image. All the XAML renders correctly except the <image> entries which 'appear' to load correctly when their Source property is set in WPF but the PNG does not show the referenced image - what am I doing wrong ?
The core of the code that I am using is as below. The value object is a DTO from Silverlight that contains the XAML in the string that ends up as the sXAML local property and the Image URI is in the value.ImageURL property.
var canvas = (FrameworkElement)XamlReader.Load(new XmlTextReader(new StringReader(sXAML)));
var obj = canvas.FindName("BGImage");
Image img = null;
if (obj != null)
{
img = obj as Image;
img.ImageFailed += img_ImageFailed;
img.Source = new BitmapImage(new Uri(value.ImageURL, UriKind.Absolute));
}
canvas.Arrange(new Rect(new Size(463d, 381d)));
canvas.UpdateLayout();
var mem = new MemoryStream();
var bmp = new RenderTargetBitmap(463, 381, 96d, 96d, PixelFormats.Pbgra32);
bmp.Render(canvas);
var encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bmp));
encoder.Save(mem);
FileStream fs = new FileStream("D:\\out.png", FileMode.Create);
mem.WriteTo(fs);
fs.Close();
NB: The img_ImageFailed event handler is never invoked indicating that the img Source assignment was successful in some way.
Things I would try:
1) In your WPF app, if you 'render' your dynamically loaded Canvas to display in a Window, does it all work (images included)?
2) Have you tried attaching a Loaded handler to the img object to see when the image is actually loaded?
3) Assuming #1 works - where are the images located (are they on the internet/local web server)? If you put a breakpoint in the code on
bmp.Render(canvas);
and wait a while before stepping on - does the image then appear in the rendered output?
I suspect the image is being 'downloaded' asynchronously and you are rendering the Canvas too early, before the Image object has resolved its source.
[UPDATE 29-Jan-09]
possible solution
I copied you code down exactly and gave it a try. When I used a 'local' image location (eg. "c:\images\splash.jpg") the image was rendered fine in the output jpeg. When I used a URL (eg. "http://localhost/images/splash.jpg") it did NOT appear (as you describe).
So I modified your code as follows (to try and FORCE the image to be downloaded - will only work for http: image references) --
if (obj != null)
{
img = obj as Image;
// new stuff
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.StreamSource = getCachedURLStream(new Uri(ImageURL));
bi.EndInit();
img.BeginInit();
img.Source = bi;
img.EndInit();
//img.ImageFailed += img_ImageFailed;
//img.Loaded += new RoutedEventHandler(img_Loaded);
//img.Source = new BitmapImage(new Uri(ImageURL, UriKind.Absolute));
}
public static Stream getCachedURLStream(Uri url)
{
HttpWebRequest webrequest = (HttpWebRequest)WebRequest.Create(url);
WebResponse response;
webrequest.CachePolicy = new RequestCachePolicy(RequestCacheLevel.Default);
response = webrequest.GetResponse();
Stream s = response.GetResponseStream();
BufferedStream bs = new BufferedStream(s, 8192);
return bs;
}
(the getCachedURLStream method is from synchronous image loading - it's kinda extraneous but I just wanted a quick chunk of code to test) and it seemed to then work (image visible in JPEG). Maybe that will work in your scenario?

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