I am trying to read/write files using FileStream. Code is working but After copied files all I get an empty file. String data inside the file is not copied.
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
if(saveFileDialog1.ShowDialog()==DialogResult.OK)
{
FileStream streamR = new FileStream(openFileDialog1.FileName, FileMode.Open);
byte[] buffer = new byte[streamR.Length];
streamR.Read(buffer, 0, buffer.Length);
FileStream streamW = new FileStream(saveFileDialog1.FileName,FileMode.Create);
int read_byte = 0;
while ((read_byte = streamR.Read(buffer, 0, buffer.Length)) > 0)
{
streamW.Write(buffer, 0, read_byte);
}
}
}
When using streams, you should use the 'using' command:
if (openFileDialog1.ShowDialog() == DialogResult.OK)
{
if(saveFileDialog1.ShowDialog()==DialogResult.OK)
{
using (FileStream streamR = new FileStream(openFileDialog1.FileName, FileMode.Open))
{
using (FileStream streamW = new FileStream(saveFileDialog1.FileName,FileMode.Create))
{
byte[] buffer = new byte[streamR.Length];
int read_byte = 0;
while ((read_byte = streamR.Read(buffer, 0, buffer.Length)) > 0)
{
streamW.Write(buffer, 0, read_byte);
}
}
}
}
}
It will automatically flush, close and dispose the streams for you.
What actually stops your code from working, is the flush() and close() command.
However, it's still recommended to use the 'using' command.
A second way is to wrap everything in a try finally block and dispose the stream in the finally block:
using statement FileStream and / or StreamReader - Visual Studio 2012 Warnings
Anyway, I would suggest reading some more information about streams before continuing.
On the other hand ... if it's just for copying files, it would be simpler to use the Fil.Copy method.
Edit: Also ... loading the original file completely into a byte-array can cause some extra problems when your file is quite large.
The buffer is there to read chunks from the original file and process them.
I just corrected your code to make it work ... but it's far from perfect.
I would do something along these lines:
if (openFileDialog1.ShowDialog() == DialogResult.OK
&& saveFileDialog1.ShowDialog() == DialogResult.OK){
try {
if (File.Exists(saveFileDialog1.FileName)) {
File.Delete(saveFileDialog1.FileName);
}
File.Copy(openFileDialog1.FileName, saveFileDialog1.FileName);
} catch (Exception e){
//handle or throw e
}
}
Related
I am trying to get a byte[] from a FileInfo.
Here, The FileInfo(fi) is a file I drop into my silverlight app.
So, as found on msnd, I am doing this :
byte[] b = new byte[fi.Length];
UTF8Encoding temp = new UTF8Encoding(true);
//Open the stream and read it back.
using (FileStream fs = fi.OpenRead())
{
while (fs.Read(b, 0, b.Length) > 0)
{
Console.WriteLine(temp.GetString(b));
}
}
But, do to it's protection level, I cannot use this.
So, I have done this :
byte[] b = new byte[fi.Length];
UTF8Encoding temp = new UTF8Encoding(true);
//Open the stream and read it back.
using (FileStream fs = fi.OpenRead())
{
while (fs.Read(b, 0, b.Length) > 0)
{
fs.Write(b, 0, b.Length);
}
}
But I got the message that I cannot Write from the FileStream.
Why I cannot write my File I drop into my app into a byte?
When The File is drop, it become a FileInfo.
Why I use OpenRead()? Because on the msdn, it seems it is writing the file : here
OpenWrite() rise an access error also.
Is there another way to do get yhe FileInfo document, into a byte?
To read a file into a byte[] the easies way would be:
byte[] myByteArray = File.ReadAllBytes(myFileInfo.FullName);
As #Dmitry Bychenko allready stated you try to write to a FileStream opened as readonly.
The other thing is that you want to write to the same FileStream you read from.
To solve the problem by correcting the attempt you did you can do:
byte[] b = new byte[fi.Length];
UTF8Encoding temp = new UTF8Encoding(true);
//Open the stream and read it back.
using (FileStream fs = fi.OpenRead())
{
using (MemoryStream ms = new MemoryStream(b))
{
while (fs.Read(b, 0, b.Length) > 0)
{
ms.Write(b, 0, b.Length);
}
}
}
In your case i would vote for the first example as its simple to read and hides the stream stuff perfectly.
I am trying to read/write files using ReadBytemethod. code is working but I have noticed that they are not available after process.I cant open them.I images not displaying.what am i doing wrong again and again.
if (openFileDialog1.ShowDialog() == DialogResult.OK) {
if (saveFileDialog1.ShowDialog() == DialogResult.OK) {
FileStream fsRead =
new FileStream(openFileDialog1.FileName, FileMode.Open);
FileStream fswrite =
new FileStream(saveFileDialog1.FileName, FileMode.Create);
if (fsRead.Position != fsRead.Length) {
byte b = (byte)fsRead.ReadByte();
fswrite.WriteByte(b);
}
}
}
You're only reading a single byte - I suspect you meant to write a while loop instead of an if statement:
while (fsRead.Position != fsRead.Length) {
byte b = (byte)fsRead.ReadByte();
fswrite.WriteByte(b);
}
However, that's still not very efficient. Typically it's better to read and write chunks at a time, using "I can't read any more" to indicate the end of the file:
byte[] buffer = new byte[8192];
int bytesRead;
while ((bytesRead = fsRead.Read(buffer, 0, buffer.Length)) > 0) {
fswrite.Write(buffer, 0, bytesRead);
}
However, you don't really need to do this yourself, as you can use Stream.CopyTo to do it for you:
fsRead.CopyTo(fswrite);
Note that you should also use using statements for your streams, to close them automatically at the end of the statement. I'd also use File.OpenWrite and File.OpenRead rather than calling the FileStream constructor, and just use a Stream variable:
using (Stream read = File.OpenRead(openFileDialog1.FileName),
write = File.OpenWrite(saveFileDialog1.FileName))
{
read.CopyTo(write);
}
Or just use File.Copy of course!
You need to close files after using, they are locked until that.
Best practice is to use using (var fs = new FileStream(...) { ... } construct - in that case, file streams and underlying files will be closed after using scope is finished.
So it should be something like this:
if (openFileDialog1.ShowDialog() == DialogResult.OK) {
if (saveFileDialog1.ShowDialog() == DialogResult.OK) {
using (FileStream fsRead = new FileStream(openFileDialog1.FileName, FileMode.Open))
using (FileStream fswrite = new FileStream(saveFileDialog1.FileName, FileMode.Create)) {
// your logic here
if (fsRead.Position != fsRead.Length) {
byte b = (byte)fsRead.ReadByte();
fswrite.WriteByte(b);
}
}
}
I've got a rare case where a file cannot be read from a UNC path immediately after it was written. Here's the workflow:
plupload sends a large file in chunks to a WebAPI method
Method writes the chunks to a UNC path (a storage server). This loops until the file is completely uploaded.
After a few other operations, the same method tries to read the file again and sometimes it cannot find the file
It only seems to happen after our servers have been idle for a while. If I repeat the upload a few times, it starts to work.
I thought it might be a network configuration issue, or something to do with the file not completely closing before being read again.
Here's part of the code that writes the file (is the filestream OK in this case?)
SaveStream(stream, new FileStream(fileName, FileMode.Append, FileAccess.Write));
Here's SaveStream definition:
private static void SaveStream(Stream stream, FileStream fileStream)
{
using (var fs = fileStream)
{
var buffer = new byte[1024];
var l = stream.Read(buffer, 0, 1024);
while (l > 0)
{
fs.Write(buffer, 0, l);
l = stream.Read(buffer, 0, 1024);
}
fs.Flush();
fs.Close();
}
}
Here's the code that reads the file:
var fileInfo = new FileInfo(fileName);
var exists = fileInfo.Exists;
It's the fileInfo.Exists that is returning false.
Thank you
These kind of errors are mostly due to files not closed yet.
Try passing the fileName to SaveStream and then use it as follows:
private static void SaveStream(Stream stream, string fileName)
{
using (var fs = new FileStream(fileName, FileMode.Append, FileAccess.Write))
{
var buffer = new byte[1024];
var l = stream.Read(buffer, 0, 1024);
while (l > 0)
{
fs.Write(buffer, 0, l);
l = stream.Read(buffer, 0, 1024);
}
fs.Flush();
} // end of using will close and dispose fs properly
}
Can anyone tell me why the following code doesnt work? I am using the SharpZipLib API for the Zip streams, latest version DL'ed today from their site. Im attempting to use this logic to merge the contents of one zip file into another, without having to perform IO on the disk, as the intended zip files may contain reserved file names for windows. I have tried this with multiple different source and destination zip files (those that contain reserved names and those that dont). The code does not throw any exception, and if you inspect the buffer prior to each write operation, you can see that it contains real data, yet after the entire operation finishes the size of the target zip file has not changed, and you can explore it to confirm that no new files (the ones the code is supposed to add) have actually been added to the destination file. :(
public static void CopyToZip(string inArchive, string outArchive)
{
ZipOutputStream outStream = null;
ZipInputStream inStream = null;
try
{
outStream = new ZipOutputStream(File.OpenWrite(outArchive));
outStream.IsStreamOwner = false;
inStream = new ZipInputStream(File.OpenRead(inArchive));
ZipEntry currentEntry = inStream.GetNextEntry();
while (currentEntry != null)
{
byte[] buffer = new byte[1024];
ZipEntry newEntry = new ZipEntry(currentEntry.Name);
newEntry.Size = currentEntry.Size;
newEntry.DateTime = currentEntry.DateTime;
outStream.PutNextEntry(newEntry);
int size = 0;
while ((size = inStream.Read(buffer, 0, buffer.Length)) > 0)
{
outStream.Write(buffer, 0, size);
}
outStream.CloseEntry();
currentEntry = inStream.GetNextEntry();
}
outStream.IsStreamOwner = true;
}
catch (Exception e)
{
throw e;
}
finally
{
try { outStream.Close(); }
catch (Exception ignore) { }
try { inStream.Close(); }
catch (Exception ignore) { }
}
}
I ended up doing this using a different API. DotNet zip from http://dotnetzip.codeplex.com/. Here is the implementation:
public static void CopyToZip(string inArchive, string outArchive, string tempPath)
{
ZipFile inZip = null;
ZipFile outZip = null;
try
{
inZip = new ZipFile(inArchive);
outZip = new ZipFile(outArchive);
List<string> tempNames = new List<string>();
List<string> originalNames = new List<string>();
int I = 0;
foreach (ZipEntry entry in inZip)
{
if (!entry.IsDirectory)
{
string tempName = Path.Combine(tempPath, "tmp.tmp");
string oldName = entry.FileName;
byte[] buffer = new byte[4026];
Stream inStream = null;
FileStream stream = null;
try
{
inStream = entry.OpenReader();
stream = new FileStream(tempName, FileMode.Create, FileAccess.ReadWrite);
int size = 0;
while ((size = inStream.Read(buffer, 0, buffer.Length)) > 0)
{
stream.Write(buffer, 0, size);
}
inStream.Close();
stream.Flush();
stream.Close();
inStream = new FileStream(tempName, FileMode.Open, FileAccess.Read);
outZip.AddEntry(oldName, inStream);
outZip.Save();
}
catch (Exception exe)
{
throw exe;
}
finally
{
try { inStream.Close(); }
catch (Exception ignore) { }
try { stream.Close(); }
catch (Exception ignore) { }
}
}
}
}
catch (Exception e)
{
throw e;
}
}
One issue that I see is that you are opening the output zip file using File.OpenWrite(), which will replace the existing output file rather than merging new entries into it.
There is an example on the SharpDevelop Wiki that gives an example of updating a zip file using memory streams. It can be found at http://wiki.sharpdevelop.net/SharpZipLib_Updating.ashx#Updating_a_zip_file_in_memory_1
The following is some simpler code that will read from the input zip and write to the output zip, which potentially already exists. It does not require writing temporary data to the filesystem.
public static void CopyToZip(string inArchive, string outArchive)
{
using (inZip = new ZipFile(inArchive),
outZip = new ZipFile(outArchive))
{
Func<String,Func<String,Stream>> getInStreamReturner = (name) => {
return new Func<String,Stream>(a){ return inZip[a].OpenReader(); };
};
foreach (ZipEntry entry in inZip)
{
if (!entry.IsDirectory)
{
string zipEntryName = entry.FileName;
outZip.AddEntry(zipEntryName,
getInStreamReturner(zipEntryName),
(name, stream) => stream.Close() );
}
}
outZip.Save();
}
}
Notes:
This approach uses the ZipFile.AddEntry overload that accepts two delegates: an opener and a closer. These functions get called at the time of ZipFile.Save. The former delegate needs to open and return the stream that contains the data to be zipped. The latter delegate needs to just close the stream.
It is necessary to define the getInStreamReturner Func , in order to open the right stream at the time of ZipFile.Save. Bear in mind that the zipEntryName changes value each time through the loop. Also ZipEntry.OpenReader() opens a stream on the actual zip data, which reads-and-decompresses as it goes. You can have only one of those open, at any one time, per ZipFile. getInStreamReturner creates a new function each time through the loop, thereby creating a closure to retain the value of the zipEntryName for reference at the time of ZipFile.Save.
This approach will fail if there are name clashes between the inArchive and outArchive. To avoid that you'd need to check for that and somehow avoid it. Either contrive a new, unique name, or skip adding entries with duplicate names into the outarchive.
I haven't tested this.
While this approach does not write to the filesystem, it does decompress and recompress file data. There is an open request to provide a feature to DotNetZip to migrate entries without that decompress/recompress jump. I haven't implemented that yet.
I get a text file from a mainframe and sometimes there are some 0x0D injected into the middle of the text lines.
The previos programmer created a method using the FileStream class. This method works fine but is taking around 30 minutes to go thru the entire file.
My thought was to pass the text lines that are needed (about 25 lines) to a method to decrease the processing time.
I've been working with the MemoryStream class but am having issue where it does not find the 0x0D control code.
Here is the current FileStream method:
private void ReplaceFileStream(string strInputFile)
{
FileStream fileStream = new FileStream(strInputFile, FileMode.Open, FileAccess.ReadWrite);
byte filebyte;
while (fileStream.Position < fileStream.Length)
{
filebyte = (byte)fileStream.ReadByte();
if (filebyte == 0x0D)
{
filebyte = 0x20;
fileStream.Position = fileStream.Position - 1;
fileStream.WriteByte(filebyte);
}
}
fileStream.Close();
}
and here is the MemoryStream method:
private void ReplaceMemoryStream(string strInputLine)
{
byte[] byteArray = Encoding.ASCII.GetBytes(strInputLine);
MemoryStream fileStream = new MemoryStream(byteArray);
byte filebyte;
while (fileStream.Position < fileStream.Length)
{
filebyte = (byte)fileStream.ReadByte();
if (filebyte == 0x0D)
{
filebyte = 0x20;
fileStream.Position = fileStream.Position - 1;
fileStream.WriteByte(filebyte);
}
}
fileStream.Close();
}
As I have not used the MemoryStream class before am not that familar with it. Any tips or ideas?
I don't know the size of your files, but if they are small enough that you can load the whole thing in memory at once, then you could do something like this:
private void ReplaceFileStream(string strInputFile)
{
byte[] fileBytes = File.ReadAllBytes(strInputFile);
bool modified = false;
for(int i=0; i < fileBytes.Length; ++i)
{
if (fileByte[i] == 0x0D)
{
fileBytes[i] = 0x20;
modified = true;
}
}
if (modified)
{
File.WriteAllBytes(strInputFile, fileBytes);
}
}
If you can't read the whole file in at once, then you should switch to a buffered reading type of setup, here is an example that reads from the file, writes to a temp file, then in the end copies the temp file over the original file. This should yield better performance then reading a file one byte at a time:
private void ReplaceFileStream(string strInputFile)
{
string tempFile = Path.GetTempFileName();
try
{
using(FileStream input = new FileStream(strInputFile,
FileMode.Open, FileAccess.Read))
using(FileStream output = new FileStream(tempFile,
FileMode.Create, FileAccess.Write))
{
byte[] buffer = new byte[4096];
bytesRead = input.Read(buffer, 0, 4096);
while(bytesRead > 0)
{
for(int i=0; i < bytesRead; ++i)
{
if (buffer[i] == 0x0D)
{
buffer[i] = 0x20;
}
}
output.Write(buffer, 0, bytesRead);
bytesRead = input.Read(buffer, 0, 4096);
}
output.Flush();
}
File.Copy(tempFile, strInputFile);
}
finally
{
if (File.Exists(tempFile))
{
File.Delete(tempFile);
}
}
}
if your replacement code does not find the 0x0D in the stream and the previous method with the FileStream does it, I think it could be because of the Encoding you are using to get the bytes of the file, you can try with some other encoding types.
otherwise your code seems to be fine, I would use a using around the MemoryStream to be sure it gets closed and disposed, something like this:
using(var fileStream = new MemoryStream(byteArray))
{
byte filebyte;
// your while loop...
}
looking at your code I am not 100% sure the changes you make to the memory stream will be persisted; Actually I think that if you do not save it after the changes, your changes will be lost. I can be wrong in this but you should test and see, if it does not save you should use StreamWriter to save it after the changes.