I am investigating a GDI resource leak in a large application. In order to further my understanding of how these problems occur, I have created a very small application which I have deliberately made 'leaky'. Here is a simple user control which should result in the creation of 100 Pen objects:
public partial class TestControl : UserControl
{
private List pens = new List();
public TestControl()
{
InitializeComponent();
for (int i = 0; i < 100; i++)
{
pens.Add(new Pen(new SolidBrush(Color.FromArgb(255, i * 2, i * 2, 255 - i * 2))));
}
this.Paint += new PaintEventHandler(TestControl_Paint);
}
void TestControl_Paint(object sender, PaintEventArgs e)
{
for (int i = 0; i < 100; i++)
{
e.Graphics.DrawLine(pens[i], 0, i, Width, i);
}
}
}
However, when I create an instance of my object and add it to a form, looking at my application with TaskManager I currently see ~37 GDI objects. If I repeatedly add new TestObject user controls to my form, I still only see ~37 GDI objects.
What is going on here! I thought that the constructor for System.Drawing.Pen would use the GDI+ API to create a new Pen, thus using a new GDI object.
I must be going nuts here. If I cannot write a simple test application that creates GDI objects, how can I create one which leaks them!
Any help would be much appreciated.
Best Regards, Colin E.
Does the GDI+ use GDI handles? I'm not sure, though I read somewhere that there is a .NET System.Drawing implementation that relies on bare GDI.
However, maybe you can try to find your leaks with a profiler like AQTime instead.
How are you sure your large app is leaking GDI handles? Is the count in Task Manager large? If so, are you always using GDI+, or also GDI? Does your test app GDI handle count increase if you create your control multiple times?
You are not really leaking resources in your sample. Remove this code from your Load event:
for (int i = 0; i < 100; i++)
{
pens.Add(new Pen(new SolidBrush(Color.FromArgb(255, i * 2, i * 2, 255 - i * 2))));
}
Your Paint event handler should look like this:
void TestControl_Paint(object sender, PaintEventArgs e)
{
for (int i = 0; i < 100; i++)
{
e.Graphics.DrawLine(new Pen(new SolidBrush(Color.FromArgb(255, i * 2, i * 2, 255 - i * 2))), 0, i, Width, i);
}
}
Now you will be leaking in every paint call. Start minimizing/restoring your Form and see GDI objects sky rocket...
Hope this helps.
If you want to leak a GDI object from .NET, then just create a GDI object and not release it:
[DllImport("gdi32.dll", EntryPoint="CreatePen", CharSet=CharSet.Auto, SetLastError=true, ExactSpelling=true)]
private static extern IntPtr CreatePen(int fnStyle, int nWidth, int crColor);
CreatePen(0, 0, 0); //(PS_SOLID, 0=1px wide, 0=black)
Blingo blango, you're leaking GDI pens.
i don't know why you want to create GDI leaks. But your question asked how to create GDI leaks from a WinForm - so there it is.
I think the compiler only use one handle.
If I in delphi create a lot of fonts I just take memory
but if I use the WinAPI CreateFont() I take GDI objects.
Create two buttons on a form. Inside each button, add the following code. In one button, comment out the Dispose method.
Form _test = null;
for (int i = 0; i < 20; i++)
{
_test = new Form();
_test.Visible = false;
_test.Show();
_test.Hide();
_test.Dispose();
}
The button with the Dispose commented out shows you the leak. The other shows that Dispose causes the User and GDI handles to stay the same.
This is probably the best page I've found that explains it.
I think the following blog may have answered this question:
Using GDI Objects the Right Way
The GDI objects that aren't explicitly disposed should be implicitly disposed by their finalizes.
(Bob Powell has also mentioned this issue in GDI+ FAQ )
But I doubt if the CLR garbage collector can remove GDI resources so quickly that we can't even see memory usage changes from TaskManager. Maybe current GDI+ implementation doesn't use GDI.
I've tried the following piece of code to generate more GDI objects. But I still couldn't see any changes of the number of GDI handles.
void Form1_Paint(object sender, PaintEventArgs e)
{
Random r = new Random();
while (true)
{
for (int i = 0; i < 100; i++)
{
e.Graphics.DrawLine(
new Pen(new SolidBrush(Color.FromArgb(r.Next()))), 0, i, Width, i);
}
}
}
Related
I am trying to develop a software based on Kinect v2 and I need to keep the capturedframes in an array. I have a problem and I dont have any idea about it as follow.
The captured frames are processed by my processing class and the processed writable bitmap will be called as the source of the image box in my ui window which works perfectly and I have a realtime frames in my ui.
for example:
/// Color
_ProcessingInstance.ProcessColor(colorFrame);
ImageBoxRGB.Source = _ProcessingInstance.colorBitmap;
but when I want to assign this to an element of an array, all of the elements in array will be identical as the first frame!! I should mention that, this action is in the reading event which above action is there.
the code:
ColorFrames_Array[CapturingFrameCounter] = _ProcessingInstance.colorBitmap;
the equal check in intermediate window:
ColorFrames_Array[0].Equals(ColorFrames_Array[1])
true
ColorFrames_Array[0].Equals(ColorFrames_Array[2])
true
Please give me some hints about this problem. Any idea?
Thanks Yar
You are right and when I create a new instance, frames are saved correctly.
But my code was based on the Microsoft example and problem is that creating new instances makes the memory leakage because writablebitmap is not disposable.
similar problem is discussed in the following link which the frames are frizzed to the first frame and this is from the intrinsic properties of writeablebitmap:
http://www.wintellect.com/devcenter/jprosise/silverlight-s-big-image-problem-and-what-you-can-do-about-it
Therefore i use a strategy similar to the above solution and try to get a copy instead of the original bitmap frame. In this scenario, I have create a new writeblebitmap for each element of ColorFrames_Array[] at initialization step.
ColorFrames_Array = new riteableBitmap[MaximumFramesNumbers_Capturing];
for (int i=0; i < MaximumFramesNumbers_Capturing; ++i)
{
ColorFrames_Array[i] = new WriteableBitmap(color_width, color_height, 96.0, 96.0, PixelFormats.Bgr32, null);
}
and finally, use clone method to copy the bitmap frames to array elements.
ColorFrames_ArrayBuffer[CapturingFrameCounter] = _ProcessingInstance.colorBitmap.Clone();
While above solution works, but it has a huge memory leakage!!.
Therefore I use Array and .copypixel methods (of writeablebitmap) to copy the pixels of the frame to array and hold it (while the corresponding writeablebitmap will be disposed correctly without leakage).
public Array[] ColorPixels_Array;
for (int i=0; i< MaximumFramesNumbers_Capturing; ++i)
{
ColorPixels_Array[i]=new int[color_Width * color_Height];
}
colorBitmap.CopyPixels(ColorPixels_Array[Counter_CapturingFrame], color_Width * 4, 0);
Finally, when we want to save the arrays of pixels, we need to convert them new writeablebitmap instances and write them on hard.
wb = new WriteableBitmap(color_Width, color_Height, 96.0, 96.0, PixelFormats.Bgr32, null);
wb.WritePixels(new Int32Rect(0, 0, color_Width, color_Height)
, Ar_Px,
color_Width * 4, 0);
I have started working with DirectX in WPF app. My first step was to use simple library:
SharpdDX.WPF. Based on samples I've implemented WPF control drawing simple line. SharpDX.WPF uses D3DImage to render images in WPF.
Unfortunately application's memory increasing all time.
I implemented class TestControlRenderer : D3D10.
Vertex shader is initialized like:
var sizeInBytes = dataLength * sizeof(int) * 3;
var bufferDescription = new BufferDescription(
sizeInBytes,
ResourceUsage.Dynamic,
BindFlags.VertexBuffer,
CpuAccessFlags.Write,
ResourceOptionFlags.None);
using (var stream = new DataStream(sizeInBytes, true, true))
{
stream.Position = 0;
_graphDataVertexBuffer = new SharpDX.Direct3D10.Buffer(Device, stream, bufferDescription);
}
Device.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(_graphDataVertexBuffer, sizeof(int) * 3, 0));
Device.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip;
Then constant buffer with parameters used in shader:
_controlInfoConstantBuffer = new ConstantBuffer<ControlParamsShaderData>(Device);
Device.VertexShader.SetConstantBuffer(0, _controlInfoConstantBuffer.Buffer);
To init animation Reset method was overriden like that:
base.Reset(args);
if (args.RenderSize.Width == 0) return;
_drawArgs = args;
InitVertexBuffer(dataLength);
_controlInfoConstantBuffer.Value = new ControlParamsShaderData
{
SamplesInControl = dataLength,
MinSignalDataY = -1500,
MaxSignalDataY = 1500
};
Device.VertexShader.SetConstantBuffer(0, _controlInfoConstantBuffer.Buffer);
The last step is RenderScene method:
public override void RenderScene(DrawEventArgs args)
{
if (args.RenderSize.Width == 0) return;
Device.ClearRenderTargetView(RenderTargetView, Color.Transparent);
using (var stream = _graphDataVertexBuffer.Map(MapMode.WriteDiscard, SharpDX.Direct3D10.MapFlags.None))
{
for (int i = 0; i < Data.Length; i++)
{
stream.Write(new Vector3(i, Data[i], 0));
}
}
_graphDataVertexBuffer.Unmap();
Device.Draw(Data.Length, 0);
}
Rendering is controlled by DispatcherTimer where OnTickMethod updates array with points coordinates and then invoke Render() method.
My question is simply, is that memory leak or something is created on each render iteration?
I don't change backbuffer or create another objects. Only change Data array, update it to GPU and Shaders process it to display.
My case is to display about 30 wpf controls width DirectX on one screen. Controls are with simple but realtime animation. Is that possible in that way?
Most likely you are leaking resources. You can see this by setting the static configuration property
SharpDX.Configuration.EnableObjectTracking = true;
then calling
SharpDX.Diagnostics.ObjectTracker.ReportActiveObjects()
at various points in your application lifetime to see if anything is leaking (at least on the SharpDX side). You can edit your code to make sure to dispose these objects. Only enable object tracking while debugging - it hurts performance.
SharpDX used to release COM objects when the finalizer ran if the object had not already been Diposed (at least as in version 2.4.2), but later disabled that (they detail why in one of their changelogs, I forget which one).
Additionally, DirectX requires that you release objects in the reverse order they were created - this can create hard-to-debug memory leaks. So when your code is
var device = new Devie(...);
var effect = new Effec(Device, byteCode);
technique = effect.GetTechniqueByName(techniqueName);
inputLayout = new InputLayout(Device, _technique.GetPassByIndex(0).Description.Signature, ...);
then your dispose code has to be
_inputLayout.Dispose();
_technique.Dispose();
_effect.Dispose();
_device.Dispose();
I am trying to create sort of a radar. Radar is VisualCollection that consists of 360 DrawingVisual's (which represent radar beams). Radar is placed on Viewbox.
class Radar : FrameworkElement
{
private VisualCollection visuals;
private Beam[] beams = new Beam[BEAM_POSITIONS_AMOUNT]; // all geometry calculation goes here
public Radar()
{
visuals = new VisualCollection(this);
for (int beamIndex = 0; beamIndex < BEAM_POSITIONS_AMOUNT; beamIndex++)
{
DrawingVisual dv = new DrawingVisual();
visuals.Add(dv);
using (DrawingContext dc = dv.RenderOpen())
{
dc.DrawGeometry(Brushes.Black, null, beams[beamIndex].Geometry);
}
}
DrawingVisual line = new DrawingVisual();
visuals.Add(line);
// DISCRETES_AMOUNT is about 500
this.Width = DISCRETES_AMOUNT * 2;
this.Height = DISCRETES_AMOUNT * 2;
}
public void Draw(int beamIndex, Brush brush)
{
using (DrawingContext dc = ((DrawingVisual)visuals[beamIndex]).RenderOpen())
{
dc.DrawGeometry(brush, null, beams[beamIndex].Geometry);
}
}
protected override Visual GetVisualChild(int index)
{
return visuals[index];
}
protected override int VisualChildrenCount
{
get { return visuals.Count; }
}
}
Each DrawingVisual has precalculated geometry for DrawingContext.DrawGeometry(brush, pen, geometry). Pen is null and brush is a LinearGradientBrush with about 500 GradientStops. The brush gets updated every few milliseconds, lets say 16 ms for this example. And that is what gets laggy. Here goes the overall logic.
In MainWindow() constructor I create the radar and start a background thread:
private Radar radar;
public MainWindow()
{
InitializeComponent();
radar = new Radar();
viewbox.Child = radar;
Thread t = new Thread(new ThreadStart(Run));
t.Start();
}
In Run() method there is an infinite loop, where random brush is generated, Dispatcher.Invoke() is called and a delay for 16 ms is set:
private int beamIndex = 0;
private Random r = new Random();
private const int turnsPerMinute = 20;
private static long delay = 60 / turnsPerMinute * 1000 / (360 / 2);
private long deltaDelay = delay;
public void Run()
{
int beginTime = Environment.TickCount;
while (true)
{
GradientStopCollection gsc = new GradientStopCollection(DISCRETES_AMOUNT);
for (int i = 1; i < Settings.DISCRETES_AMOUNT + 1; i++)
{
byte color = (byte)r.Next(255);
gsc.Add(new GradientStop(Color.FromArgb(255, 0, color, 0), (double)i / (double)DISCRETES_AMOUNT));
}
LinearGradientBrush lgb = new LinearGradientBrush(gsc);
lgb.StartPoint = Beam.GradientStarts[beamIndex];
lgb.EndPoint = Beam.GradientStops[beamIndex];
lgb.Freeze();
viewbox.Dispatcher.Invoke(new Action( () =>
{
radar.Draw(beamIndex, lgb);
}));
beamIndex++;
if (beamIndex >= BEAM_POSITIONS_AMOUNT)
{
beamIndex = 0;
}
while (Environment.TickCount - beginTime < delay) { }
delay += deltaDelay;
}
}
Every Invoke() call it performs one simple thing: dc.DrawGeometry(), which redraws the beam under current beamIndex. However, sometimes it seems, like before UI updates, radar.Draw() is called few times and instead of drawing 1 beam per 16 ms, it draws 2-4 beams per 32-64 ms. And it is disturbing. I really want to achieve smooth movement. I need one beam to get drawn per exact period of time. Not this random stuff. This is the list of what I have tried so far (nothing helped):
placing radar in Canvas;
using Task, BackgroundWorker, Timer, custom Microtimer.dll and setting different Thread Priorities;
using different ways of implementing delay: Environment.TickCount, DateTime.Now.Ticks, Stopwatch.ElapsedMilliseconds;
changing LinearGradientBrush to predefined SolidColorBrush;
using BeginInvoke() instead of Invoke() and changing Dispatcher Priorities;
using InvalidateVisuals() and ugly DoEvents();
using BitmapCache, WriteableBitmap and RenderTargetBitmap (using DrawingContext.DrawImage(bitmap);
working with 360 Polygon objects instead of 360 DrawingVisuals. This way I could avoid using Invoke() method. Polygon.FillProperty of each polygon was bound to ObservableCollection, and INotifyPropertyChanged was implemented. So simple line of code {brushCollection[beamIndex] = (new created and frozen brush)} led to polygon FillProperty update and UI was getting redrawn. But still no smooth movement;
probably there were few more little workarounds I could forget about.
What I did not try:
use tools to draw 3D (Viewport) to draw 2D radar;
...
So, this is it. I am begging for help.
EDIT: These lags are not about PC resources - without delay radar can do about 5 full circles per second (moving pretty fast). Most likely it is something about multithread/UI/Dispatcher or something else that I am yet to understand.
EDIT2: Attaching an .exe file so you could see what is actually going on: https://dl.dropboxusercontent.com/u/8761356/Radar.exe
EDIT3: DispatcherTimer(DispatcherPriority.Render) did not help aswell.
For smooth WPF animations you should make use of the
CompositionTarget.Rendering event.
No need for a thread or messing with the dispatcher. The event will automatically be fired before each new frame, similar to HTML's requestAnimationFrame().
In the event update your WPF scene and you're done!
There is a complete example available on MSDN.
You can check some graphics bottleneck using the WPF Performance Suite:
http://msdn.microsoft.com/es-es/library/aa969767(v=vs.110).aspx
Perforator is the tool that will show you performance issues. Maybe you are using a low performance VGA card?
while (Environment.TickCount - beginTime < delay) { }
delay += deltaDelay;
The sequence above blocks the thread. Use instead "await Task.Delay(...)" which doesn't block the thread like its counterpart Thread.Sleep(...).
I'm trying to make pretty effect with not using Storyboard or another ready/already done stuff in WPF.
I want to make smooth effect, where on some event (like click) the UI element resizes for 2-3 seconds and bluring with changing color. All these items I want to make in smooth pretty way.
I have prepared such class to render each frame of my effect:
public static class ApplicationHelper
{
[SecurityPermissionAttribute(SecurityAction.Demand,
Flags=SecurityPermissionFlag.UnmanagedCode)]
public static void DoEvents(DispatcherPriority priority)
{
DispatcherFrame frame = new DispatcherFrame();
DispatcherOperation oper = Dispatcher.CurrentDispatcher.
BeginInvoke(priority,
new DispatcherOperationCallback(ExitFrameOperation),
frame);
Dispatcher.PushFrame(frame);
if (oper.Status != DispatcherOperationStatus.Completed)
{
oper.Abort();
}
}
private static object ExitFrameOperation(object obj)
{
((DispatcherFrame)obj).Continue = false;
return null;
}
[SecurityPermissionAttribute(SecurityAction.Demand,
Flags=SecurityPermissionFlag.UnmanagedCode)]
public static void DoEvents()
{
DoEvents(DispatcherPriority.Background);
}
}
Here I'm trying to make it work with DispatcherTimer:
void vb1_click(object sender, System.Windows.Input.MouseButtonEventArgs e)
{
DispatcherTimer dt = new DispatcherTimer();
dt.Interval = new TimeSpan(0, 0, 0, 0, 500);
dt.Tick += new System.EventHandler(dt_Tick);
dt.Start();
}
void dt_Tick(object sender, System.EventArgs e)
{
for(int i = 0; i < 20; i++)
{
this.vb2_blur_eff.Radius = (double)i;
ApplicationHelper.DoEvents();
}
}
The main problem is, that when I'm launcing it, I'm only waiting and at the final time ( when must last frame be rendered ) , I'm getting in a very quick speed all frames, but perviously there was nothing.
How to solve it and make perfect smooth effect in pure C# way with not using some ready/done stuff?
Thank you!
The ApplicationHelper.DoEvents() in dt_Tick probably does nothing, since there are no events to process. At least not the ones you're probably expecting.
If I'm not mistaken, your code will just quickly set the Radius to 0, then 1, 2, and so on in quick succession, and finally to 19. All of that will happen every 500 milliseconds (on every Tick, that is).
I think you might believe that each Tick will only set Radius to one value and then wait for the next Tick, but it does not. Every Tick will set the Radius to all the values, ending at 19. That is one possible explanation for what you're experiencing.
I would also like to comment on the DoEvents approach. It's most likely a bad idea. Whenever I see a DoEvents I get chills up my spine. (It reminds me of some seriously bad Visual Basic 5/6 code I stumbled across 10-15 years ago.) As I see it, an event handler should return control of the GUI thread as quickly as possible. If the operation takes a not insignificant amount of time, then you should delegate that work to a worker thread. And nowadays, you have plenty of options for writing asynchronous code.
I'm working on a personal project that creates an single image from a grid of images. It takes a while to generate the image and doesn't refresh everytime only once the code is done executing. How can the make the interface still functional (not locked up) when its generating the image.
So to start:
I have a N x N grid of identifiers, based on the identifier I draw a specific image at (x,y) with a given scaled height and width.
This image is regenerated each iteration and needs to be updated on the WPF. It is also bound to the ImageSource of the Image on the xaml side
My issue is 'How do I improve performance of generating this large image' and 'How do I refresh the image as many times as I need to (per generation).
for (int i = 0; i < numberOfIterations; i++)
{
// Do Some Work
UpdateImage();
}
...
BitmapImage imgFlower = new BitmapImage(new Uri(#"Images\Flower.bmp", UriKind.Relative));
BitmapImage imgPuppy = new BitmapImage(new Uri(#"Images\Puppy.bmp", UriKind.Relative));
ImageSource GeneratedImage{ get{ GenerateImage(); } set; }
...
void UpdateImage() { OnPropertyChanged("GeneratedImage"); }
...
ImageSource GenerateImage()
{
RenderTargetBitmap bmp = new RenderTargetBitmap(223, 223, 96, 96, PixelFormats.Pbgra32);
DrawingVisual drawingVisual = new DrawingVisual();
using (DrawingContext drawingContext = drawingVisual.RenderOpen())
{
double scaleRatio = CalculateScaleRatio();
DrawGridOfImages(drawingContext, scaleRatio);
}
bmp.Render(drawingVisual);
return bmp;
}
...
DrawGridOfImages(...)
{
double x,y;
for (int r = 0; r < NumberOfRows; r++)
{
x = r * scaleRatio;
for (int c = 0; c < NumberOfColumns; c++)
{
y = c * scaleRatio;
switch (imageOccupancy[r, c])
{
case Flower: drawingContext.DrawImage(imgFlower, new Rect(x,y,scaleRatio,scaleRation));
case Puppy: drawingContext.DrawImage(imgPuppy, new Rect(x,y,scaleRatio,scaleRatio));
}
}
}
}
There are two ways. To first and most beneficial would be to improve the perceived performance, do this by generating the image on a worker thread and use events to update the image on the UI thread at key points so your users can see the progress.
To improve actual performance, if you are targeting and using multicore systems you can try parallel functions if your iterations can actually be performed in parallel. This will require some work and a different mindset but will help if you put the effort in. I'd recommend studying PLINQ to get started.