I'm having a problem in WPF where a window doesn't release it's file-lock on the background image file after closing, before another part of the application tries to write to the image.
So as an example; say I have a WPF app consisting of 3 windows, 1 "menu" selection window and 2 others. Both of the windows create an ImageBrush using a BitmapImage as the ImageSource (the same image).
Window A has a button that when pressed, cycles through the available background images by copying them each over the file used as the original ImageSource and creating a new ImageBrush and setting the Window.Background to the new brush.
Window B simply uses the ImageBrush to draw the Window.Background.
If Window A is launched, backgrounds switched, closed and then Window B launched, everything is fine.
If Window B is launched, closed, then Window A is launched and backgrounds switched it crashes. Trying to switch the backgrounds throws an IOException because:
"The process cannot access the file 'C:\Backgrounds\Background.png' because it is being used by another process."
So Window B must still be holding onto it somehow!? I have tried doing a GC.Collect(); GC.WaitForPendingFinalizers(); to see if that cures the problem but it doesn't.
The answer Thomas gave is correct, and works well if you have a file path, don't want to cache the bitmap, and don't want to use XAML.
However it should also be mentioned that BitmapImage has a built-in way to load the bitmap immediately by setting BitmapCacheOption:
BitmapImage img = new BitmapImage { CacheOption = BitmapCacheOption.OnLoad };
img.BeginInit();
img.UriSource = imageUrl;
img.EndInit();
or
<BitmapImage CacheOption="OnLoad" UriSource="..." />
This will load the bitmap immediately and explicitly close the stream, just as using a FileStream would, but with several differences:
It will work with any Uri, such as a pack:// Uri.
It can be used directly from XAML
The bitmap is cached in the bitmap cache, so future use of the same Uri won't go to the disk. In your particular application this may be a bad thing, but for other uses it may be a desirable feature.
I assume you're loading the image directly from the file, like that ?
BitmapImage img = new BitmapImage();
img.BeginInit();
img.UriSource = imageUrl;
img.EndInit();
Try to load it from a stream instead ; that way you can close the stream yourself after the image is loaded, so that the file isn't locked :
BitmapImage img = new BitmapImage();
using (FileStream fs = File.OpenRead(imageFilePath)
{
img.BeginInit();
img.StreamSource = fs;
img.EndInit();
}
Related
My WPF UI is keeping all of the images I use in memory. Below is the relevant retention graph. Using the ANTS Memory Profiler 8.7, I have established that none of my code is holding onto any these objects. I have written code so that multiple request for the same image create only one image, but that leaves me with the problem that there are enough images within my application to crash it when they are all loaded simultaneously. I turned off this code when I ran this memory profile. I need to flush these images. I have even resorted to manually calling GC.Collect which did not reduce the memory used. Something is holding these images and it is not my code.
Here is the code for how I expose the BitmapImage to then be bound to Image.Source. This does not contain my image-to-path dictionary caching service that is now turned off.
public BitmapImage Image
{
get
{
var image = new BitmapImage();
image.BeginInit();
image.UriSource = a_url;
image.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
image.EndInit();
image.Freeze();
return image;
}
}
// The XAML
<Image Source="{Binding Image, Mode=OneWay}"/>
NOT A DUPLICATE
I have determined that the BitmapImage is being held on to and have explicitly invoked GC.Collect which did nothing. The problem is not the GC. I also always Freeze my BitmapImage objects when I create them in code. This is not my first time around.
I can see from the object graph that you have a class called ImageAnimationController, which is holding a reference to the Image control that uses your BitmapImage as its source by a DependencyPropertyDescriptor. The ImageAnimationController uses the DependencyPropertyDescriptor to subscribe to change notifications of the Image control's Source DependencyProperty. When the ImageAnimationController class is disposed it will unsubscribe from the DependencyPropertyDescriptor notifications.
It looks like this ImageAnimationController class is a component of an open source library called WPF Animated GIF. I can't see how you are using this library as you have not included the source, but I imagine that somewhere you have either something like this:
ImageBehavior.SetAnimatedSource(img, image);
Or this:
<Image gif:ImageBehavior.AnimatedSource="{Binding Image}" />
I am not familiar with this library or your code, but I imagine that you will need to ensure that this attached behaviour is correctly detached and disposed of.
I'm using a thread to get an image from a website and shoot it back to the parent form (WPF) to display. I ran into an issue and have managed to debug it to this example:
public void Watch()
{
while (true)
{
Bitmap bmp = new Bitmap(1, 1);
BitmapImage bmpImg = new BitmapImage();
this.SetImage(bmp, bmpImg);
}
}
public delegate void SetImageCallback(Bitmap bmp, BitmapImage bmpImg);
private void SetImage(Bitmap bmp, BitmapImage bmpImg)
{
if (!this.imgVideo.Dispatcher.CheckAccess())
{
SetImageCallback del = new SetImageCallback(SetImage);
this.Dispatcher.Invoke(del, bmp, bmpImg);
}
else
{
Bitmap bitmap = bmp;
BitmapImage bitmapImage = bmpImg;
}
}
Keep in mind that Watch() runs on its own thread. If I use the bitmap object (which I can use with PictureBox in Window Forms) everything works great. That is, debugging this code, when I get to the line
Bitmap bitmap = bmp;
And inspect the variable bmp, everything is great and works as expected. HOWEVER, when I get to the next line
BitmapImage bitmapImage = bmpImg;
And inpsect the variable bmpImage, I get a ton of System.InvalidOperationException's. When this is in practice and gets assigned to a WPF Image object, it says that "The calling thread cannot access this object because a different thread owns it." Why am I running into this issue with WPF BitmapImages (which are required to set an ImageSource) but NOT in Windows Forms Bitmap objects (which can be used to set a PictureBox)? How do I fix this in WPF?
Most objects in WPF are of this category: they cannot be shared between different threads. However certain low-level resources such as brushes and bitmaps are derived from a special class called Freezable that if frozen can be shared between different threads. Of course once an object is frozen is can no longer be modified in any way. To freeze a freezable object simply call Freeze and this will prevent cross-thread exceptions.
Instead of
if (!this.imgVideo.Dispatcher.CheckAccess())
{
SetImageCallback del = new SetImageCallback(SetImage);
this.Dispatcher.Invoke(del, bmp, bmpImg);
}
try using :
if (!App.Current.Dispatcher.CheckAccess())
App.Current.Dispatcher.Invoke(DispatcherPriority.Normal, new Action<CustomObject>(SetImage),CustomeObjectInstance );
Here Cutom object will be a wrapper class wrapping
Bitmap bmp, BitmapImage bmpImg
Obviously, your SetImage signature will change to
SetImage(CutomObject custObj)
I have not tested the code but this may solve the issue.
Let us know if this works so that some poor soul can be benefitted from this post.
All the best!
Sid
I have a project which requires be to convert an in memory System.Drawing.Bitmap into an in memory BitmapImage so I can bind the BitmapImage to an Image control via XAML. The problem I am running into is during the conversion the original bitmap gets shrunk and is very blurry.
This is very bad because the original bitmap is a bar code and I need this bar code to stay readable. Is there anything I can do to preserve the integrity of my bitmap? Or is it possible to bind a System.Drawing.Bitmap to an WPF Image control without first saving the bitmap and using a URI?
Also can anyone explain to me the difference between all these image formats? It seems as if there are a ton of them, they reside in numerous namespaces and it is a pain to convert between them.
EDIT.....
public static BitmapImage GetBitmapImage(Bitmap bmp)
{
MemoryStream ms = new MemoryStream();
bmp.Save(ms, ImageFormat.Bmp);
BitmapImage bmpI = new BitmapImage();
bmpI.BeginInit();
bmpI.StreamSource = ms;
bmpI.EndInit();
ms.Close();
ms.Dispose();
return bmpI;
}
Have you tried different bitmap scaling modes?
For example:
Image RenderOptions.BitmapScalingMode="HighQuality" ...
In my opinion, the easiest way to get rid of all those burdens is to create a user control, then put a
WindowsFormsHost
on to that control. After that you put a windows forms image to the host, and in the underlying code of the user control, you can create a dependency property to bind data and update changes to the image control.
Cheers.
I am having some difficulties getting images contained in a FlowDocument to show when the FlowDocument is saved as an XPS document.
Here is what I do:
Create an image using the Image control of WPF. I set the image source bracketed by calls to BeginInit/EndInit.
Add the image to the FlowDocument wrapping it in a BlockUIContainer.
Save the FlowDocument object to an XPS file using a modified version of this code.
If I then view the saved file in the XPS viewer, the image is not shown. The problem is that the images are not loaded until actually shown on the screen by WPF so they are not saved to the XPS file. Hence, there is a workaround: If I first show the document on screen using the FlowDocumentPageViewer and then save the XPS file afterwards, the image is loaded and shows up in the XPS file. This works even if the FlowDocumentPageViewer is hidden. But that gives me another challenge. Here is what I wish to do (in pseudocode):
void SaveDocument()
{
AddFlowDocumentToFlowDocumentPageViewer();
SaveFlowDocumentToXpsFile();
}
This of course does not work since the FlowDocumentPageViewer never gets a chance to show its contents before the document is saved to the XPS file. I tried wrapping SaveFlowDocumentToXpsFile in a call to Dispatcher.BeginInvoke but it did not help.
My questions are:
Can I somehow force the images to load before saving the XPS file without actually showing the document on screen? (I tried fiddling with BitmapImage.CreateOptions with no luck).
If there is no solution to question #1, is there a way to tell when FlowDocumentPageViewer has finished loading its contents so that I know when it is save to create the XPS file?
The eventual solution was the same as you came to, which is to put the document in a viewer and briefly show it on screen. Below is the helper method that I wrote to do this for me.
private static string ForceRenderFlowDocumentXaml =
#"<Window xmlns=""http://schemas.microsoft.com/netfx/2007/xaml/presentation""
xmlns:x=""http://schemas.microsoft.com/winfx/2006/xaml"">
<FlowDocumentScrollViewer Name=""viewer""/>
</Window>";
public static void ForceRenderFlowDocument(FlowDocument document)
{
using (var reader = new XmlTextReader(new StringReader(ForceRenderFlowDocumentXaml)))
{
Window window = XamlReader.Load(reader) as Window;
FlowDocumentScrollViewer viewer = LogicalTreeHelper.FindLogicalNode(window, "viewer") as FlowDocumentScrollViewer;
viewer.Document = document;
// Show the window way off-screen
window.WindowStartupLocation = WindowStartupLocation.Manual;
window.Top = Int32.MaxValue;
window.Left = Int32.MaxValue;
window.ShowInTaskbar = false;
window.Show();
// Ensure that dispatcher has done the layout and render passes
Dispatcher.CurrentDispatcher.Invoke(DispatcherPriority.Loaded, new Action(() => {}));
viewer.Document = null;
window.Close();
}
}
Edit: I just added window.ShowInTaskbar = false to the method as if you were quick you could see the window appear in the taskbar.
The user will never "see" the window as it is positioned way off-screen at Int32.MaxValue - a trick that was common back in the day with early multimedia authoring (e.g. Macromedia/Adobe Director).
For people searching and finding this question, I can tell you that there is no other way to force the document to render.
HTH,
Couple things...
You sure the image is sized before its written? Usually you have to call Measure on the control so that it may size itself accordingly (infinity lets the control expand to its Width and Height)
image.Measure(new Size(double.PositiveInfinity, double.PositiveInfinity));
Also, sometimes you have to bump the UI thread so that everything gets updated in the control
Dispatcher.Invoke(DispatcherPriority.Render, new Action(() =>{}));
You do not have to display the document in order to have images saved into the xps. Are you calling commit on the XpsSerializationManager?
FlowDocument fd = new FlowDocument();
fd.Blocks.Add(new Paragraph(new Run("This is a test")));
string image = #"STRING_PATH";
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.UriSource = new Uri(image, UriKind.RelativeOrAbsolute);
bi.CacheOption = BitmapCacheOption.OnLoad;
bi.EndInit();
MemoryStream ms = new MemoryStream();
Package pkg = Package.Open(ms, FileMode.Create, FileAccess.ReadWrite);
Uri pkgUri = bi.UriSource;
PackageStore.AddPackage(pkgUri, pkg);
Image img = new Image();
img.Source = bi;
BlockUIContainer blkContainer = new BlockUIContainer(img);
fd.Blocks.Add(blkContainer);
DocumentPaginator paginator = ((IDocumentPaginatorSource)fd).DocumentPaginator;
using (XpsDocument xps = new XpsDocument(#"STRING PATH WHERE TO SAVE FILE", FileAccess.ReadWrite, CompressionOption.Maximum))
{
using (XpsSerializationManager serializer = new XpsSerializationManager(new XpsPackagingPolicy(xps), false))
{
serializer.SaveAsXaml(paginator);
serializer.Commit();
}
}
I was able to address this by throwing the flowdocument into a viewer, and then do a measure/arrange.
FlowDocumentScrollViewer flowDocumentScrollViewer = new FlowDocumentScrollViewer();
flowDocumentScrollViewer.Document = flowDocument;
flowDocumentScrollViewer.Measure(new Size(Double.PositiveInfinity, Double.PositiveInfinity));
flowDocumentScrollViewer.Arrange(new Rect(new Point(0, 0), new Point(Double.MaxValue, Double.MaxValue)));
I'm trying to resize an image in Silverlight 3 that has been submitted by a user via the OpenFileDialog control. I can grab the contents of the file and put it into a WriteableBitmap object and then display it on the screen just fine into an Image control. The Image control will even resize it to fit the size of the image control for me which is great.
The problem is the in memory image is still the original full resolution image, I kinda need to resize it in memory because I have a bunch of expensive operations I need to perform on it on a per pixel basis. So far I have the following code...
public partial class MainPage : UserControl
{
public MainPage()
{
InitializeComponent();
btnUploadPhoto.Click += new RoutedEventHandler(UploadPhoto_Click);
}
private void UploadPhoto_Click(object sender, RoutedEventArgs e)
{
OpenFileDialog dialog = new OpenFileDialog();
dialog.Filter = "Image files (*.png;*.jpg;*.gif;*.bmp)|*.png;*.jpg;*.gif;*.bmp";
if (dialog.ShowDialog() == true)
{
WriteableBitmap bitmap = new WriteableBitmap(500, 500);
bitmap.SetSource(dialog.File.OpenRead());
imgMainImage.Source = bitmap;
txtMessage.Text = "Image size: " + bitmap.PixelWidth + " x " + bitmap.PixelHeight;
}
}
}
Problem is the WriteableBitmap class doesn't have a Resize method on it, and setting the height and width in the constructor doesn't seem to have any effect.
What you can do is create a new Image element and set its source to a Writeable bitmap created from the stream. Don't add this Image element to the visual tree. Create another WriteableBitmap of the final size you want. Then call Render on this WriteableBitmap passing the Image element and a ScaleTransform to resize the image to the appropriate size. You can then use the second WriteableBitmap as the source for a second Image element and add that to the visual tree. You can then allow the first Image and WriteableBitmap objects to get GCed so you get the memory back.
Have you looked at the WriteableBitmapEx project? It's an open source project with a tonne of extension methods for the WriteableBitmap class. Here's how you resize:
BitmapImage image = new BitmapImage();
image.SetSource(dialog.File.OpenRead());
WriteableBitmap bitmap = new WriteableBitmap(image);
WriteableBitmap resizedBitmap = bitmap.Resize(500, 500, WriteableBitmapExtensions.Interpolation.Bilinear);
// For uploading
byte[] data = resizedBitmap.ToByteArray();
I have used FJCore with some success, it's an open source C# imaging toolkit from Occipital. Includes in-memory resizing capability.
Also check out ImageMagick.