Loading images into a Grid asynchronously - c#

I'm developing a small application which will get RAW image files, convert them to low quality JPEG's then load those JPEG's as thumbnails into a Grid.
My problem: I am having issues with the UI getting blocked while the images are being converted. I am dynamically adding controls to host those images in the grid just after the conversion is taking place for each image. Also I am binding those images to my Image control's Source with my ControlProperties ViewModel in code-behind.
My coding:
Here I am creating a new instance of my ControlProperties view model and inside I am doing the image conversion at the ImageSource.
cp = new ControlProperties()
{
ImageId = controlCount += 1, ImageSource = ThumbnailCreator.CreateThumbnail(imagePath)
};
My question:
Seeing as the images take a while to load, I am in need to get full control of my UI while they are being converted and added into my grid, but I am not getting it right at all. Can someone please help me with some advice or coding snippets to get me going please?
My ThumbnailCreator class
using System;
using System.IO;
using System.Threading.Tasks;
using System.Windows.Media.Imaging;
namespace SomeProjName
{
public class ThumbnailCreator
{
private static string imageLocation;
private static int currentImage;
public static BitmapImage CreateThumbnail(string oldImagePath)
{
ConvertHighQualityRAWImage(oldImagePath);
if (imageLocation != string.Empty && imageLocation != null)
return OpenImage(imageLocation);
else return null;
}
//Creates low quality JPG image from RAW image
private static void ConvertHighQualityRAWImage(string oldImagePath)
{
BitmapImage image = new BitmapImage(new Uri(oldImagePath));
var encoder = new JpegBitmapEncoder() { QualityLevel = 17 };
encoder.Frames.Add(BitmapFrame.Create(image));
using (var filestream = new FileStream(GetImageLocation(), FileMode.Create))
encoder.Save(filestream);
image.UriSource = null;
image.StreamSource = null;
image = null;
GC.WaitForPendingFinalizers();
GC.Collect();
}
//Returns low quality JPG thumbnail to calling method
private static BitmapImage OpenImage(string imagePath)
{
BitmapImage image = new BitmapImage();
image.BeginInit();
image.DecodePixelWidth = 283;
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = new Uri(imagePath, UriKind.Relative);
image.EndInit();
DeleteImage();
return image;
}
private static string GetImageLocation()
{
imageLocation = Directory.CreateDirectory(Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "thumbnails")).FullName + GetCurrentImage();
return imageLocation;
}
private static string GetCurrentImage()
{
return "\\" + (currentImage += 1).ToString() + ".jpg";
}
private static void DeleteImage()
{
if (File.Exists(imageLocation))
File.Delete(imageLocation);
}
}
}

You don't need to save your thumbnails to file. Use a MemoryStream instead:
public class ThumbnailCreator
{
public static BitmapImage CreateThumbnail(string imagePath)
{
BitmapFrame source;
using (var stream = new FileStream(imagePath, FileMode.Open, FileAccess.Read))
{
source = BitmapFrame.Create(
stream, BitmapCreateOptions.None, BitmapCacheOption.OnLoad);
}
var encoder = new JpegBitmapEncoder() { QualityLevel = 17 };
encoder.Frames.Add(BitmapFrame.Create(source));
var bitmap = new BitmapImage();
using (var stream = new MemoryStream())
{
encoder.Save(stream);
stream.Position = 0;
bitmap.BeginInit();
bitmap.DecodePixelWidth = 283;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
return bitmap;
}
The intermediate encoding and decoding pass doesn't even seem to be necessary, so you could simply write this:
public class ThumbnailCreator
{
public static BitmapImage CreateThumbnail(string imagePath)
{
var bitmap = new BitmapImage();
using (var stream = new FileStream(imagePath, FileMode.Open, FileAccess.Read))
{
bitmap.BeginInit();
bitmap.DecodePixelWidth = 283;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
return bitmap;
}
}
If you want to call the CreateThumbnail method asynchronously, use Task.Run():
cp.ImageSource = await Task.Run(() => ThumbnailCreator.CreateThumbnail(fileName));

Final Solution:
I just want to add this comment to Clemens solution. I also use the Garbage Collector to stop massive memory usage build-up when loading a lot of images. Here is the final method that I use to create the thumbnails.
public static BitmapImage CreateThumbnail(string imagePath)
{
var bitmap = new BitmapImage();
using (var stream = new FileStream(imagePath, FileMode.Open, FileAccess.Read))
{
bitmap.BeginInit();
bitmap.DecodePixelWidth = 283;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
GC.WaitForPendingFinalizers();
GC.Collect();
return bitmap;
}

Related

How can i clear the memory after converting BitmapImage to Byte

I have two functions: one to convert from image to byte and other to convert from byte to bitmapImage.
So, when I open the window with that images, I convert from byte to bitmapImage and it works great, but when I close and open it again it just keeps on memory and if I continue to do that time and time again it just throws an exception Out Of Memory exception
Image to byte->
private byte[] ConvertImageToBinary(Image img)
{
using (MemoryStream ss = new MemoryStream())
{
img.Save(ss, System.Drawing.Imaging.ImageFormat.Jpeg);
var s = ss.ToArray();
var jpegQuality = 50;
Image image;
using (var inputStream = new MemoryStream(s))
{
image = Image.FromStream(inputStream);
var jpegEncoder = System.Drawing.Imaging.ImageCodecInfo.GetImageDecoders()
.First(c => c.FormatID == System.Drawing.Imaging.ImageFormat.Jpeg.Guid);
var encoderParameters = new System.Drawing.Imaging.EncoderParameters(1);
encoderParameters.Param[0] = new System.Drawing.Imaging.EncoderParameter(System.Drawing.Imaging.Encoder.Quality, jpegQuality);
Byte[] outputBytes;
using (var outputStream = new MemoryStream())
{
image.Save(outputStream, jpegEncoder, encoderParameters);
return outputBytes = outputStream.ToArray();
}
}
}
}
Byte to bitmap ->
public BitmapImage ConvertBinaryToImage(byte[] array)
{
var image = new BitmapImage();
using (var ms = new MemoryStream(array))
{
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad; // here
image.StreamSource = ms;
image.EndInit();
image.Freeze();
}
return image;
}
When I open the WindowDragAndDrop it loads all the images
But when I close it it still uses the same amount of memory
Image is indeed disposable (https://learn.microsoft.com/en-us/dotnet/api/system.drawing.image?view=netframework-4.8), so you also need:
using (var image = Image.FromStream(inputStream)){
}
Around everywhere you use Image objects.

WPF BitmapImage - EndInit() throwing NotSupportedException

I have to convert BitmapImage (JPEG inside) to byte[] and then back.
Here is my code:
using System.IO;
using System.Windows.Media.Imaging;
public class CImageConverter
{
//
public BitmapImage ByteArray_To_BitmapImage(byte[] _binaryData)
{
BitmapImage _bitmapImage = new BitmapImage();
//
_bitmapImage.BeginInit();
_bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
_bitmapImage.StreamSource = new MemoryStream(_binaryData);
_bitmapImage.EndInit();
//
return _bitmapImage;
}
//
public byte[] BitmapImage_To_ByteArray(BitmapImage _bitmapImage)
{
byte[] bytes;
//
using(MemoryStream ms = new MemoryStream())
{
JpegBitmapEncoder encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(_bitmapImage));
encoder.Save(ms);
bytes = ms.ToArray();
}
//
return bytes;
}
}
It seems that BitmapImage_To_ByteArray working properly.
But ByteArray_To_BitmapImage throwing NotSupportedException in EndInit() method.
The message is (translated with web-translator):
Could not locate the image processing component which is suitable to
complete this operation.
I found similar questions on the internet, but the answers do not work. The usual answer is "I tried your code - I have everything working fine."
I also found this suggestion, but did not understood, how to use it.
Thanks for your help!
public BitmapImage ToImage(byte[] array)
{
using (var ms = new System.IO.MemoryStream(array))
{
var image = new BitmapImage();
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad; // here
image.StreamSource = ms;
image.EndInit();
return image;
}
}
Have you tried this?

Converting BitmapImage to Bitmap and vice versa

I have BitmapImage in C#. I need to do operations on image. For example grayscaling, adding text on image, etc.
I have found function in stackoverflow for grayscaling which accepts Bitmap and returns Bitmap.
So I need to convert BitmapImage to Bitmap, do operation and convert back.
How can I do this? Is this best way?
There is no need to use foreign libraries.
Convert a BitmapImage to Bitmap:
private Bitmap BitmapImage2Bitmap(BitmapImage bitmapImage)
{
// BitmapImage bitmapImage = new BitmapImage(new Uri("../Images/test.png", UriKind.Relative));
using(MemoryStream outStream = new MemoryStream())
{
BitmapEncoder enc = new BmpBitmapEncoder();
enc.Frames.Add(BitmapFrame.Create(bitmapImage));
enc.Save(outStream);
System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(outStream);
return new Bitmap(bitmap);
}
}
To convert the Bitmap back to a BitmapImage:
[System.Runtime.InteropServices.DllImport("gdi32.dll")]
public static extern bool DeleteObject(IntPtr hObject);
private BitmapImage Bitmap2BitmapImage(Bitmap bitmap)
{
IntPtr hBitmap = bitmap.GetHbitmap();
BitmapImage retval;
try
{
retval = (BitmapImage)Imaging.CreateBitmapSourceFromHBitmap(
hBitmap,
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally
{
DeleteObject(hBitmap);
}
return retval;
}
Here's an extension method for converting a Bitmap to BitmapImage.
public static BitmapImage ToBitmapImage(this Bitmap bitmap)
{
using (var memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage;
}
}
If you just need to go from BitmapImage to Bitmap it's quite easy,
private Bitmap BitmapImage2Bitmap(BitmapImage bitmapImage)
{
return new Bitmap(bitmapImage.StreamSource);
}
using System.Windows.Interop;
...
private BitmapImage Bitmap2BitmapImage(Bitmap bitmap)
{
BitmapSource i = Imaging.CreateBitmapSourceFromHBitmap(
bitmap.GetHbitmap(),
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
return (BitmapImage)i;
}
I've just been trying to use the above in my code and I believe that there is a problem with the Bitmap2BitmapImage function (and possibly the other one as well).
using (MemoryStream ms = new MemoryStream())
Does the above line result in the stream being disposed of? Which means that the returned BitmapImage loses its content.
As I'm a WPF newbie I'm not sure that this is the correct technical explanation, but the code didn't work in my application until I removed the using directive.
Here the async version.
public static Task<BitmapSource> ToBitmapSourceAsync(this Bitmap bitmap)
{
return Task.Run(() =>
{
using (System.IO.MemoryStream memory = new System.IO.MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
BitmapImage bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze();
return bitmapImage as BitmapSource;
}
});
}
Thanks Guillermo Hernandez, I created a variation of your code that works. I added the namespaces in this code for reference.
System.Reflection.Assembly theAsm = Assembly.LoadFrom("My.dll");
// Get a stream to the embedded resource
System.IO.Stream stream = theAsm.GetManifestResourceStream(#"picture.png");
// Here is the most important part:
System.Windows.Media.Imaging.BitmapImage bmi = new BitmapImage();
bmi.BeginInit();
bmi.StreamSource = stream;
bmi.EndInit();
This converts from System.Drawing.Bitmap to BitmapImage:
MemoryStream ms = new MemoryStream();
YOURBITMAP.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp);
BitmapImage image = new BitmapImage();
image.BeginInit();
ms.Seek(0, SeekOrigin.Begin);
image.StreamSource = ms;
image.EndInit();

Get Imagesource from Memorystream in c# wpf

How can I get ImageSource from MemoryStream in WPF using c# ? or convert MemoryStream to ImageSource to display it as image in wpf ?
using (MemoryStream memoryStream = ...)
{
var imageSource = new BitmapImage();
imageSource.BeginInit();
imageSource.StreamSource = memoryStream;
imageSource.EndInit();
// Assign the Source property of your image
image.Source = imageSource;
}
Additional to #Darin Dimitrov answer if you disposed the stream before assigning to Image.Source nothing will show, so be careful
For example, the Next method will not work, From one of my projects using LiteDB
public async Task<BitmapImage> DownloadImage(string id)
{
using (var stream = new MemoryStream())
{
var f = _appDbManager.DataStorage.FindById(id);
f.CopyTo(stream);
var imageSource = new BitmapImage {CacheOption = BitmapCacheOption.OnLoad};
imageSource.BeginInit();
imageSource.StreamSource = stream;
imageSource.EndInit();
return imageSource;
}
}
you can not use returned imageSource from the last function
But this implementation will work
public async Task<BitmapImage> DownloadImage(string id)
{
// TODO: [Note] Bug due to memory leaks, if we used Using( var stream = new MemoryStream()), we will lost the stream, and nothing will shown
var stream = new MemoryStream();
var f = _appDbManager.DataStorage.FindById(id);
f.CopyTo(stream);
var imageSource = new BitmapImage {CacheOption = BitmapCacheOption.OnLoad};
imageSource.BeginInit();
imageSource.StreamSource = stream;
imageSource.EndInit();
return imageSource;
}

InteropBitmap to BitmapImage

I'm trying to Convert a Bitmap (SystemIcons.Question) to a BitmapImage so I can use it in a WPF Image control.
I have the following method to convert it to a BitmapSource, but it returns an InteropBitmapImage, now the problem is how to convert it to a BitmapImage. A direct cast does not seem to work.
Does anybody know how to do it?
CODE:
public BitmapSource ConvertToBitmapSource()
{
int width = SystemIcons.Question.Width;
int height = SystemIcons.Question.Height;
object a = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(SystemIcons.Question.ToBitmap().GetHbitmap(), IntPtr.Zero, System.Windows.Int32Rect.Empty, BitmapSizeOptions.FromWidthAndHeight(width, height));
return (BitmapSource)a;
}
property to return BitmapImage: (Bound to my Image Control)
public BitmapImage QuestionIcon
{
get
{
return (BitmapImage)ConvertToBitmapSource();
}
}
InteropBitmapImage inherits from ImageSource, so you can use it directly in an Image control. You don't need it to be a BitmapImage.
You should be able to use:
public BitmapImage QuestionIcon
{
get
{
using (MemoryStream ms = new MemoryStream())
{
System.Drawing.Bitmap dImg = SystemIcons.ToBitmap();
dImg.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
ms.Position = 0;
System.Windows.Media.Imaging.BitmapImage bImg = new System.Windows.Media.Imaging.BitmapImage();
bImg.BeginInit();
bImg.StreamSource = new MemoryStream(ms.ToArray());
bImg.EndInit();
return bImg;
}
}
}
public System.Windows.Media.Imaging.BitmapImage QuestionIcon
{
get
{
using (MemoryStream ms = new MemoryStream())
{
System.Drawing.Bitmap dImg = SystemIcons.ToBitmap();
dImg.Save(ms, System.Drawing.Imaging.ImageFormat.Jpeg);
ms.Position = 0;
var bImg = new System.Windows.Media.Imaging.BitmapImage();
bImg.BeginInit();
bImg.StreamSource = ms;
bImg.EndInit();
return bImg;
}
}
}

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