WritableBitmap memory usage - c#

I've been writing an assembly to handle some basic image manipulation and have hit a stumbling block that I am a bit stuck on resolving.
The crux of the issue is when I create a new System.Windows.Media.Imaging.WriteableBitmap, the resultant private bytes for the process jumps to an unbelievable amount.
My test console app has the following code and a couple of breakpoints to see when the memory usage spikes.
using (Stream imageStreamSource = new FileStream(#"c:\temp\input\snow.jpg", FileMode.Open, FileAccess.Read, FileShare.Read))
{
BitmapImage bmpi = new BitmapImage();
bmpi.BeginInit();
bmpi.CreateOptions = BitmapCreateOptions.None;
bmpi.StreamSource = imageStreamSource;
bmpi.EndInit();
var bmp = new WriteableBitmap(bmpi);
}
At the end of the .EndInit() call, the memory usage is only a few hundred bytes, but once the WriteableBitmap is instantiated, the memory jumps to several hundred MB.
Memory Usage shown in Visual Studio
The image I'm trying to process isn't the world's largest (4134x2924) and is less than 300KB in size. A quick calculation of what it would take in memory to represent 32bpp comes to about 40MB. Unless I'm missing something obvious, something looks wrong.
Image I'm working on as a test (snow.jpg)
I've read about possible memory leaks in WritableBitmap in older versions of Silverlight, but I'm using .net 4.0 and I've yet to see reports of a leak in this version.
Does anyone have any insight or solutions to this as it does not scale to what will be a web process eating that much memory in production?

Related

How i can free my application memory in c#?

in my c# application load form i make load like 30 picture and this make my memory full and if I add more pictures I'll get the message "that my memory is full"
how can I free my memory or increase the maximum used memory?
is there are any another way to get all my pictures to picture box without filling my memory?
1) how can I free my memory or increase the maximum used memory?
Are you receiving an OutOfMemoryException and your memory isn't filled up in your machine? This might be due to x86 compilation and you should change it to x64.
2) is there are any another way to get all my pictures to picture box without filling my memory?
Yes and no. If you are using Bitmap it will allocate the image in the memory. If you are recreating the image later with all the images together without compressing it, then you could be also losing some memory if you are not disposing the Bitmaps correctly. You could load them, compress them, and then dispose the original one, keeping the compressed/optimized one in memory.
Besides, remember to always dispose your Bitmap after using it. The GC usually takes care of them, but you should always dispose them:
using (Bitmap bitmap = new Bitmap("file.jpg")
{
// bitmap handling here
}
Of course, if you are displaying it in a picturebox you can't dispose it, but again, you are not being completely clear in your question.
Without your code I cannot provide you a better answer, and I'll gladly edit this one if you update your question.
Read:
Compress bitmap before sending over network
When do I need to use dispose() on graphics?
Update
Upon fixing your thread I've noticed you've given an image but the formatting was broken.
Read my answer and it should help you (specially the part of compression). You can also change to x64.
Update 2 - Compression code example
public void ExampleMethod()
{
pictureBox1.Image = GetCompressedFile("file.jpg", quality: 10);
}
private Image GetCompressedFile(string fileName, long quality)
{
using (Bitmap bitmap = new Bitmap(fileName))
{
return GetCompressedBitmap(bitmap, quality);
}
}
private Image GetCompressedBitmap(Bitmap bmp, long quality)
{
using (var mss = new MemoryStream())
{
EncoderParameter qualityParam = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, quality);
ImageCodecInfo imageCodec = ImageCodecInfo.GetImageEncoders().FirstOrDefault(o => o.FormatID == ImageFormat.Jpeg.Guid);
EncoderParameters parameters = new EncoderParameters(1);
parameters.Param[0] = qualityParam;
bmp.Save(mss, imageCodec, parameters);
return Image.FromStream(mss);
}
}
In the quality parameter you set the quality. 100 means 100%, 50 means 50%.
Try setting quality as 10 and see if it works.
Remove all Bitmap bmp = new Bitmap from the code, and display with your PictureBoxInstance.Image = GetCompressedFile(...);
Check the ExampleMethod().
Code based from: https://stackoverflow.com/a/48274706/4352946
You have to remember though, that even using Dispose, the memory won’t be freed right away, you should wait the GC for that.
P.S: compressing the file on-the-go you MIGHT end up with both images (the compressed and uncompressed) in the memory

C# Best approach to send screen difference over socket

I am working on screen sharing project. I am sending only screen differences over socket comparing previous and actual buffer. It working
I am sending 8 to 9 FPS to client using Format16bppRgb555 to reduce overall bytes size of Bitmap
byte[] wholescreensize= new byte[1360 * 768 * 2];// Its around 2 Mb
My problem Is when full screen is changed.
I am getting about 45-60 kb of PNG image using below function
45kb * 10 (FPS) = 450 kb
It is possible to reduce beyond 45 kb.
I am not interested to reduce FPS as it live screen sharing app.
JPEG Compression or LZ4/GZIP also not making much difference as PNG image already compressed
private void SendImgDiffToClient(byte[] contents,Rectangle rectangle)
{
//Converting Small Portion to Bitmap.Bcoz Image.FromStrem not working here error Parameter is not Valid
byte[] byteArrayout = new byte[contents.Length];
var bitmap = new Bitmap(rectangle.Width, rectangle.Height, PixelFormat.Format16bppRgb555);
var bitmap_data = bitmap.LockBits(new Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.WriteOnly, PixelFormat.Format16bppRgb555);
Marshal.Copy(contents, 0, bitmap_data.Scan0, byteArrayout.Length);
bitmap.UnlockBits(bitmap_data);
//Converting Small Bitmap to Png Byte Array and Sending to Client
using (MemoryStream ms = new MemoryStream())
{
Image msImage = (Image)bitmap;
msImage.Save(ms, ImageFormat.Png);
msImage.Dispose();
byteArrayout = ms.ToArray();
}
SendtoClient(byteArrayout);
}
My Questing is what is a best approach to reduce bytes in such scenario.
Video streaming is essentially what you're doing; and modern video compression algorithms have lots of enhancements. Perhaps they can track or move an artifact, or otherwise distort said artifact as part of their functionality. Perhaps they can stream the data in a progressively building manner, so that static items eventually acquire more detail (similar to progressive jpeg images.) They do lots of things all at the same time. You can try to research them further, and take inspiration from them, or you could pick and use one.
This is to say that many people here seem to prefer the solution of using a readily available video compression library. Especially if you are worried about streaming bandwidth.
If you don't want to use an existing video library, then you have to decide how much effort you want to put in, versus how sloppy you want to be with consuming more bandwidth than otherwise necessary.

Large Amounts of Byte[] Kept in Memory by StreamAsIStream Instances

I have been memory-profiling a C# .NET WPF application, and I have found that there is a large number of Byte[] instances staying in memory. They are predominantly kept alive by instances of StreamAsIStream handles, which reference System.IO.MemoryStream instances, which finally reference the System.Byte[] instances.
These System.Byte[] instances amount to over 5mb of memory, so I'd like to understand why they're sitting in memory and if there's anything I can do to get rid of them (unless they're necessary, of course).
I've tried to do some research on my own, but I have been unable to find much. The only thing I've seen pertains to the use of ElementHost when hosting WinForms elements in a WPF application, but ElementHost is not used throughout the program.
I was able to put breakpoints in the constructor of SystemAsIStream and found that these objects are instantiated when I create new instances of BitmapImage using streams, but they appear to persist even after the BitmapImage instances have been GC'd.
I have also used WinDBG to try to examine the SystemAsIStream instances, but I am not very experienced with using that program. The most I could gather was that the instances are strong handles, but I basically knew that already.
Does anybody have any idea why this might be happening and what I can do about it? Even more information about StreamAsIStream would be appreciated.
Further information: I'm using .NET 4.0 and my target platform is x86.
Edit: the BitmapImage instances are created with the following code:
public static BitmapImage BitmapImageFrom(Stream stream)
{
BitmapImage image = new BitmapImage();
image.BeginInit();
image.CreateOptions = BitmapCreateOptions.None;
image.StreamSource = stream;
image.EndInit();
return image;
}
The stream is from the following:
stream = Application.GetResourceStream(new Uri(string.Format(#"pack://application:,,,/Images/{0}/{1}", folder, imageName))).Stream;
I've tried creating the BitmapImages by setting their CacheOption field to BitmapCacheOption.OnLoad and disposing of the stream, but that doesn't seem to make a difference (could be wrong -- I may have done it wrong or something).

Raspberry Pi and framebuffer input with mono

I'm trying to render a bitmap in Memory using mono. This image should be displayed on Adafruits 2.8" touch TFT (320*240). The Programm is developed with Visual Studio 2013 Community Edition. I want to host a ASP.NET Web Api and Show
some data on the Display. The ASP.NET part is working fine and the image is rendered. My idea was to write the Image to the framebuffer Input, but doing this I get an Exception saying that file is to large. I'm just writing raw data without BMP Header. Has someone managed doing this? Maybe creation of image is
wrong.
It seems as something is happening because the display changes and I can see white areas which might be from my image.
I don't want to use any extra libraries to keep it simple. So my idea is to use FBI directly. Does anyone know this problem and the solution?
Here is some of my code:
using (Bitmap bmp = new Bitmap(240, 320, PixelFormat.Format16bppRgb555))
{
[...]
Byte[] image = null;
using(MemoryStream memoryStream = new MemoryStream())
{
bitmap.Save(memoryStream, ImageFormat.Bmp);
Byte[] imageTemp = memoryStream.GetBuffer();
//Remove BMP header
image = new Byte[imageTemp.Length - 54];
Buffer.BlockCopy(imageTemp, 54, image, 0, image.Length);
//153600 byte
using (FileStream fb1 = new FileStream("/dev/fb1", FileMode.Open, FileAccess.ReadWrite, FileShare.ReadWrite))
{
fb1.Write(image, 0, image.Length);
fb1.Close();
}
}
}
Take a look at http://computerstruggles.blogspot.de/2013/02/how-to-program-directfb-in-c-on.html - the idea is to install the directfb library and use it from C# with PInvoke. The blog's author uses a mini wrapper in C to make using it even easier. BTW why don't you like to install additional libraries and to profit from the work others have done for you?
You may be running out of memory when the MemoryStream reallocates memory. When it needs to grow, it doubles in size. With this large of a write, the internal buffer is probably exceeding available memory. See Why does C# memory stream reserve so much memory? for more information.

OutOfMemory Exception when loading lots of Images from Isolated storage

EDIT: I keep getting OutOfMemoryException was unhandled,
I think it's how I am saving the image to isolated storage ,I think this is where I can solve my problem how do I reduce the size of the image before I save it? (added code where I save Image)
I am opening images from Isolated storage sometimes over 100 images and I want to loop over them images but I get a OutOfMemory Exception when there is around 100 to 150 images loaded in to a storyboard. How can I handle this exception, I have already brought down the resolution of the images. How can I handle this exception and stop my app from crashing?
I get the exception at this line here
image.SetSource(isStoreTwo.OpenFile(projectFolder + "\\MyImage" + i + ".jpg", FileMode.Open, FileAccess.Read));//images from isolated storage
here's my code
private void OnLoaded(object sender, RoutedEventArgs e)
{
IsolatedStorageFile isStoreTwo = IsolatedStorageFile.GetUserStoreForApplication();
try
{
storyboard = new Storyboard
{
//RepeatBehavior = RepeatBehavior.Forever
};
var animation = new ObjectAnimationUsingKeyFrames();
Storyboard.SetTarget(animation, projectImage);
Storyboard.SetTargetProperty(animation, new PropertyPath("Source"));
storyboard.Children.Add(animation);
for (int i = 1; i <= savedCounter; i++)
{
BitmapImage image = new BitmapImage();
image.SetSource(isStoreTwo.OpenFile(projectFolder + "\\MyImage" + i + ".jpg", FileMode.Open, FileAccess.Read));//images from isolated storage
var keyframe = new DiscreteObjectKeyFrame
{
KeyTime = KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(100 * i)),
Value = image
};
animation.KeyFrames.Add(keyframe);
}
}
catch (OutOfMemoryException exc)
{
//throw;
}
Resources.Add("ProjectStoryBoard", storyboard);
storyboard.Begin();
}
EDIT This is how I am saving the image to Isolated storage, I think this is where I can solve my problem, How do I reduce the size of the image when saving it to isolated storage?
void cam_CaptureImageAvailable(object sender, Microsoft.Devices.ContentReadyEventArgs e)
{
string fileName = folderName+"\\MyImage" + savedCounter + ".jpg";
try
{
// Save picture to the library camera roll.
//library.SavePictureToCameraRoll(fileName, e.ImageStream);
// Set the position of the stream back to start
e.ImageStream.Seek(0, SeekOrigin.Begin);
// Save picture as JPEG to isolated storage.
using (IsolatedStorageFile isStore = IsolatedStorageFile.GetUserStoreForApplication())
{
using (IsolatedStorageFileStream targetStream = isStore.OpenFile(fileName, FileMode.Create, FileAccess.Write))
{
// Initialize the buffer for 4KB disk pages.
byte[] readBuffer = new byte[4096];
int bytesRead = -1;
// Copy the image to isolated storage.
while ((bytesRead = e.ImageStream.Read(readBuffer, 0, readBuffer.Length)) > 0)
{
targetStream.Write(readBuffer, 0, bytesRead);
}
}
}
}
finally
{
// Close image stream
e.ImageStream.Close();
}
}
I would appreciate if you could help me thanks.
It doesn't matter how large your images are on disk because when you load them into memory they're going to be uncompressed. The memory required for the image will be approximately (stride * height). stride is width * bitsPerPixel)/8, and then rounded up to the next multiple of 4 bytes. So an image that's 1024x768 and 24 bits per pixel will take up about 2.25 MB.
You should figure out how large your images are, uncompressed, and use that number to determine the memory requirements.
You are getting the OutOfMemory Exception because you are storing all the images in memory at the same time in order to create your StoryBoard. I don't think you will be able to overcome the uncompressed bitmap size that the images require to be displayed on screen.
So to get past this we must think about your goal rather than trying to fix the error. If your goal is to show a new image in sequence every X ms then you have a few options.
Keep using StoryBoards but chain them using the OnCompleted event. This way you don't have to create them all at once but can just generate the next few. It might not be fast enough though if you're changing images every 100ms.
Use CompositionTarget.Rendering as mentioned in my answer here. This would probably take the least amount of memory if you just preload the next one (as opposed to having them all preloaded as your current solution does). You'd need to manually check the elapsed time though.
Rethink what you're doing. If you state what you are going after people might have more alternatives.
To answer the edit at the top of your post, try ImageResizer. There's a NuGet package, and a HanselBlog episode on it. Obviously , this is Asp.Net based, but I'm sure you could butcher it to work in your scenario.
Tackling these kind of problems at design layer usually works better.
Making application smart about the running environment via some configurations makes your application more robust. For example you can define some variables like image size, image count, image quality... based on available memory and set these variables at run-time in your App. So your application always works; fast on high memory machines and slow on low memory ones; but never crash. (Don't believe working in managed environment means no worry about the environment... Design always matters)
Also there are some known design patterns like Lazy Loading you can benefit from.
I don't know about windows phone in particular, but in .net winforms, you need to use a separate thread when doing a long-running task. Are you using a BackgroundWorker or equivalent? The finalizer thread can become blocked, which will prevent the resources for the images from being disposed. Using a separate thread from the UI thread will allow will allow the Dispose method to be run automatically.
Ok, an image (1024x768) has at least a memsize of 3 mb (argb)
Don't know how ObjectAnimationUsingKeyFrames works internal. Maybe you can force the gc by destroying the instances of BitmapImage (and KeyFrames) without loss of its data in the animation.
(not possible, see comments!)
Based on one of your comments, you are building a Time Lapse app. Commercial time-lapse apps for WP7 compress the images to video, not stills. e.g. Time Lapse Pro
The whole point of video playback is to reduce similar, or time-related, images to highly compressed stream that do not require massive amounts of memory to play back.
If you can add the ability to encode to video, in your app, you will avoid the problem of trying to emulate a video player (using 100s of single full-resolution frames as a flick-book).
Processing the images into video server-side may be another option (but not as friendly as in-camera).

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