difference between image bitmap and fromFile methods in c# - c#

I found out that there are two ways to read the image info using default c# library. One of them is
System.Drawing.Image image = new Bitmap("file..path");
Another one is :
Image image = Image.FromFile("file..path");
May anyone tell me which one will run faster if I need to read a lot of images(nearly 100TB data).

I found out that there are two ways to read the image info
You know, if it is just the image info you are after then I wouldn't use either function as both load the entire image into memory from disk - a rather wasteful exercise of the computer's resources.
Instead you should just load the image file header whether it be EXIF; BITMAPINFOHEADER or other depending on the image format. There are ways to load such info via .NET (see links below).
Image headers
Apart from RAW image file formats (not necessarily that which is output from SLR cameras), most image file formats have a header that can be loaded prior to loading the image raster data into memory from disk. In fact it is a generally a requirement that the header is read first because otherwise you would not know how much memory to allocate prior to loading the image.
How wide is it?
How tall?
How many bits per pixel (colour depth)?
...and so forth. These are all answered by reading the image file header first. As the name suggests, information about the image is generally near the start of the file. Exact formats and layout depends on the file format in question. See BMP; PNG resources for more info.
Here's some suggestions on loading image headers
Obtain image width and height without loading image in .NET?
Getting image dimensions without reading the entire file
Bitmap Storage

Related

Decrease Memory Usage Loading Bitmap (Win2D)

I'm writing a program that uses Win2D to load an image file and display it on the screen. However, the image file itself is about 5 Mb in size, but when I load it using CanvasBitmap.LoadAsync, the process memory jumps up to over 600MB in memory and then settles down to around 300MB. Is there any way to reduce the process memory without having to resize the image manually in an image editor? I've seen code for resizing other types of bitmaps and I was wondering if that's also possible in Win2D.
Regards,
Alex
Update (1/27/2020)
Realized that bitmaps are uncompressed image files, so the only avalible options are either to reduce the image size somehow, or use a different file format. Decided to use the later because I'm working with PDF files. They can be converted into SVG files using Inkscape. Also, SVG files conveniently happen to be supported by Win2D.

when to resize an image?

I am building a online store for hand made jewelry. Of course there is a lot of high quality pictures that i need to show, first in small sizes and when a client clicks on the image, than redirect him to a page with a same image in high quality.
What is a better way:
on saving image save two images one in low quality and the second in original quality
or
onload image use Bitmap to lower the quality?
It depends.
Resizing on demand causes a heavier server load. When a lot of people are accessing the site this might be an issue.
Resizing on upload reduces this problem.
Resizing on your client using image processing software does usually produce the best quality with low file size.
The "normal" resize-functions in .NET is far away from that quality.
Also: Consider caching. The IIS offers everything to use this, perhaps in combination with an eTag.
I would resize them on upload/addition. I would also make sure to name them appropriately to their size, like gold_ring_640_480.jpg.
Then, should I need to change the size of the preview, I would add functionality to resize it lazily on demand if a required picture size does not exist.
Image_240p exists?
not: create
save _240p
use the image
You don't need to save all image size . For my all website, I get image on the fly depend on dimension that I need. When have a request with file size, I will create a resized image on disk. In the next time, with the same request, I just check:
if file already in browse cached, I will return the header mention that website just get image from cache.
if file not in browse cache, I will check that "the file already generate in disk". If the file is available, just return the file to response
if file not in browse cache and not in disk. I will generate it and return the file content.
For image caching you can see this reference :https://developers.google.com/speed/docs/best-practices/caching
For image resize on the fly by .net: you can refer to : http://www.codeproject.com/Articles/191424/Resizing-an-Image-On-The-Fly-using-NET

Set JPEG metadata - implementation problems

Through prior research, I've found that is isn't too hard to set the MetaData properties on an image. For example, I can read a JPEG image into a Bitmap object and change its "Original Taken" date through the image's SetPropertyItem method (I've already researched the format and enumeration for doing this, too).
However, although the actual MetaData part seems easy, I am faced with a couple of irritating implementation issues:
1) When I call Save() on the bitmap, it doesn't seem that the image's original encoding settings are used. As a result, the compression level changes (presumably to some default value); I can see the file size shrink considerably after my Save() call. I know that you can customize the encoding settings for an image within the call to Save(), but honestly, I only want to change the picture's metadata; isn't there any easy way to just save the image using its original encoding settings? Even if I could directly reference the image's existing encoding settings in the Save() call, that would help.
2) Apparently, the original file is locked when you read it into a Bitmap object. As a result, I can't save the image under its original file name without a lot of messing around: currently, I'm drawing the image I read from file onto an offscreen bitmap, disposing of the original image, and then saving the offscreen bitmap. Again, this seems like an awful lot of extra work when all I want to do is update the metadata in an image file.
Any suggestions you can offer would be most appreciated... the amount of work I'm having to do just to update a JPEG file's meta data (most of which has nothing to do with the actual metadata change) leads me to wonder if I'm missing some easier or better ways of doing this.
What you want to do is edit the EXIF data. What you are doing now is recompressing the image, and this will cause quality loss, as you have noticed.
See this code sample for editing EXIF: http://www.dreamincode.net/code/snippet3144.htm

resize picture c# for web

Goal:
I have lots of pictures in many sizes (both dimensions and file size)
I'd like to convert these files twice:
thumbnail-size pictures
pictures that will look OK on a web page and will be as close to a full screen as possible... and keeping the file size under 500KB.
HTML Questions:
A. What is the best file format to use (jpg, png or other) ?
B. What is the best configuration for web ... as small as possible file size with reasonable quality?
C# Questions
A Is there a good way to achieve this conversion using C# code (if yes, how)?
Try the code in this small C# app for resizing and compressing the graphics. I have reused this code for use in an ASP.NET site without too much work, hopefully you can make use of it. You can run the app to check quality fits your needs etc.
http://blog.bombdefused.com/2010/08/bulk-image-optimizer-in-c-full-source.html
You can pass the image twice, specifying dimensions for a thumbnail, and then again for your display image. It can handle multiple formats (jpg, png, bmp, tiff, gif), and reduce file size significantly without loosing noticeable quality.
On .jpg vs .png, generally jpg is better as you will get a smaller file size than with png. I've generally used this code passing a quality of 90%, which reduces file size significantly, but still looks perfect.
I think PNG is better format for WEB than JPEG that always uses lossy JPG compression, but its degree is selectable, for higher quality and larger files, or lower quality and smaller files. PNG uses ZIP compression which is lossless, and slightly more effective than LZW (slightly smaller files).
In C# you can use System.Drawing namespace types to load, resize and convert mages. This namespace wraps GDI+ API.
A. For graphics I would use png and for fotos jpg.
B. Configuration?
C. There are tons of post that explain that:
http://www.codeproject.com/KB/GDI-plus/imgresizoutperfgdiplus.aspx
Resizing an Image without losing any quality

How to create an image from a raw data of DICOM image

I have a raw pixel data in a byte[] from a DICOM image.
Now I would like to convert this byte[] to an Image object.
I tried:
Image img = Image.FromStream(new MemoryStream(byteArray));
but this is not working for me. What else should I be using ?
One thing to be aware of is that a dicom "image" is not necessarily just image data. The dicom file format contains much more than raw image data. This may be where you're getting hung up. Consider checking out the dicom file standard which you should be able to find linked on the wikipedia article for dicom. This should help you figure out how to parse out the information you're actually interested in.
You have to do the following
Identify the PIXEL DATA tag from the file. You may use FileStream to read byte by byte.
Read the pixel data
Convert it to RGB
Create a BitMap object from the RGB
Use Graphics class to draw the BitMap on a panel.
The pixel data usually (if not always) ends up at the end of the DICOM data. If you can figure out width, height, stride and color depth, it should be doable to skip to the (7FE0,0010) data element value and just grab the succeeding bytes. This is the trick that most normal image viewers use when they show DICOM images.
There is a C# library called EvilDicom (http://rexcardan.com/evildicom/) that can be used to pull the image out of a DICOM file. It has a tutorial on how to do it on the website.
You should use GDCM.
Grassroots DiCoM is a C++ library for DICOM medical files. It is automatically wrapped to python/C#/Java (using swig). It supports RAW, JPEG 8/12/16bits (lossy/lossless), JPEG 2000, JPEG-LS, RLE and deflated (zlib).
It is portable and is known to run on most system (Win32, linux, MacOSX).
http://gdcm.sourceforge.net/wiki/index.php/GDCM_Release_2.4
See for example:
http://gdcm.sourceforge.net/html/DecompressImage_8cs-example.html
Are you working with a pure standard DICOM File? I've been maintainning a DICOM parser for over a two years and I came across some realy strange DICOM files that didn't completely fulfill the standard (companies implementing their "own" twisted standard DICOM files) . flush you byte array into a file and test whether your image viewer(irfanview, picassa or whatever) can show it. If your code is working with a normal JPEG stream then from my experience , 99.9999% chance that this simply because the file voilate the standard in some strange way ( and believe me , medical companies does that a lot)
Also note that DICOM standard support several variants of the JPEG standard . could be that the Bitmap class doesn't support the data you get from the DICOM file. Can you please write down the transfer syntax?
You are welcome to send me the file (if it's not big) yossi1981#gmail.com , I can check it out , There was a time I've been hex-editing DICOM file for a half a year.
DICOM is a ridiculous specification and I sincerely hope it gets overhauled in the near future. That said Offis has a software suite "DCMTK" which is fairly good at converting dicoms with the various popular encodings. Just trying to skip ahead in the file x-bytes will probably be fine for a single file but if you have a volume or several volumes a more robust strategy is in order. I used DCMTK's conversion code and just grabbed the image bits before they went into a pnm. The file you'll be looking for in DCMTK is dcm2pnm or possibly dcmj2pnm depending on the encoding scheme.
I had a problem with the scale window that I fixed with one of the runtime flags. DCMTK is open source and comes with fairly simple build instructions.

Categories