Simple Image Processing in WinRT - c#

I'm working on a WinRT app that should require some image processing. I've done something similar so far but in Java, I would like to do some simple things in WinRT app also... But I can't seem to manage my way with the API...
Long story short, I have in xaml, on my page, an image that obtains an image with a file picker. Then when I click a "negativate" button, the image should get negativated.
Now, the method for the negativation button, I thought to look like this :
private void OnNegativateButtonClick(object sender, RoutedEventArgs e)
{
var imageToNegativate = ImagePanel.Source as WriteableBitmap ;
if (imageToNegativate == null) //Actually is ALWAYS null :(
{
//Wrong code here...
var bitmapSource = ImagePanel.Source as BitmapSource;
imageToNegativate = new WriteableBitmap(imageToNegativate.PixelWidth, imageToNegativate.PixelHeight);
}
imageToNegativate = ImageUtil.Negativate(imageToNegativate);
ImagePanel.Source = imageToNegativate;
}
This is very similar to this sample I found here but that sample project won't even load so I tried to open the files individually... My code is that method for negativation only there is something wrong with wb = new WriteableBitmap(bs); in his if (wb==null) { ... }.
What is the approach to take a WriteableBitmap from an image, do some pixel manipulation, and then set the source of the image with the new WriteableBitmap...
I'm saying about WriteableBitmap because my method for negativation uses one for input, does some processing and outputs it. (same type, WriteableBitmap.
Any suggestions or help is greatly appreciated, thank you!

The first problem is these lines of code:
var imageToNegativate = ImagePanel.Source as WriteableBitmap ;
if (imageToNegativate == null) //Actually is ALWAYS null :(
The null is telling you that ImagePanel.Source is not of type WriteableBitmap; your typecast failed. This is expected; the picker is going to give you something read-only, because read-only images are more performant (WinRT can do some optimizations if it knows the image's content isn't going to change). You only get a WriteableBitmap when you explicitly create one.
The body of your if block also doesn't make much sense -- you're trying to create a new, empty WriteableBitmap with the same size as the original image, and then you try to do an inverse-video on that empty image. Even if you got that far, you'd just get another empty image. You're not doing anything to keep the pixels from the original image.
You do need a WriteableBitmap to get access to the pixel buffer, but you need to make one that's a copy of the original image. Get rid of your cast and if block, and try this instead:
var imageToNegativate = new WriteableBitmap(ImagePanel.Source);

Joe is right in saying what is wrong with your code, but while his answer would probably work in WPF - the constructor he mentions indeed doesn't exist in WinRT/XAML. There is in fact no way to create a WriteableBitmap from a BitmapImage and the only way to attack it is to create a WriteableBitmap from the source of your BitmapImage.
One approach then would be to create a new 1x1-sized WriteableBitmap, then use its SetSource method on the source of your BitmapImage. Since the BitmapImage.UriSource property is a Uri and WriteableBitmap.SetSource() requires a Stream - you need to play with it a bit to find or download the actual image file and open a stream to read it. My toolkit has some extension methods (WriteableBitmap.FromBitmapImage()) to help you with it in case your images come from your application package and you could fairly easy expand it to also work with downloaded images.
The problem is - you get some inefficiencies that way - one is that you need to open and decode the file twice (which might be slow with large images on an ARM device - been there, done that), second is that you might need to re-download the file if it came from the network and third that there is a bug in WinRT/XAML that causes the UriSource property of a BitmapImage to become null if you set CacheMode of an associated Image control to BitmapCache, so you might need to track your sources separately anyway.
The best solution in many ways is to simply make sure you open the source image as a WriteableBitmap from the beginning, so you don't even have to create another bitmap if you want to change it anyway. In your case the user selects the image file, so there is only one file and it seems to have a pretty big chance of being processed afterwards so opening it as a WriteableBitmap sounds like the right thing to do.
Perhaps even if you want to keep both the original and processed version of the image - creating a new WriteableBitmap of same size and copying the pixels of the original might be faster (especially on an ARM device) than decoding a big image file twice.

Related

OutofMemoryException with Streams in WP8

I am currently working on an app, which loads and uploads a few pictures from the isolated storage and from a Webservice (RESTFul) via Streams. The pictures themselves aren't that big (500kb - 2MB per Stream). But after a few, always different amount of operations (e.q. displaying or downloading a list of pictures) I get the outOfMemory Exception.
I also made sure, that in every case the streams are correctly closed.
using (MemoryTributary mem = new MemoryTributary(imageBytes))
{
bitmapImage.SetSource(mem);
bitmapImage.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
mem.Close();
}
In this special case we also used the downloadable class MemoryTributary which should be able to handle big data better than memoryStreams.
http://www.codeproject.com/Articles/348590/A-replacement-for-MemoryStream
Somehow I think the used resources aren't freed, although the Streams are closed, after using them.
Ok, we got it now.
The UriSource has also to be set null. Also the Source of the XAML Object has to be updated after setting null, because otherwise it seeems to keep the picture, even though the Source was set to null.

How to remove metadata from jpg and png images

This should be a pretty trivial programming task in C#, however after I have searched a while I simply cannot find anything relevant on how to remove metadata.
I want to remove jpg and png image metadata such as: folder path, shared with, owner and computer.
My application is an MVC 4 application. In my website users can upload an image I get this image at this ActionResult method
if (image != null)
{
photo.ImageFileName = image.FileName;
photo.ImageMimeType = image.ContentType;
photo.PhotoFile = new byte[image.ContentLength];
image.InputStream.Read(photo.PhotoFile, 0, image.ContentLength);
}
Photo is a property in the model, goes like this.
public byte[] PhotoFile { get; set; }
I imagine the way to remove above mentioned metadata or just all metadata, would be to use some coding like this
if (image != null)
{
image = image.RemoveAllMetaData; !!!
I dont mind using some 3rd party dll as long as it is compatible with NET 4.
Thanks.
'Metadata' here is a bit ambiguous--Do you mean the data which is required for a viewer to properly determine the image format so it can be displayed, saving only the raw image data? Or, more likely, do you mean the extra information, such as author, camera type, GPS location, etc, that is often added via the EXIF tags?
If you mean something like the EXIF data, there's a lot of programming material already on the web about how to add/modify/remove EXIF tags, and even some apps which already strips such tags: http://www.steelbytes.com/?mid=30 for example.
If you mean you just want the raw image data, you'll probably have to read and process the image first, since both JPEG and PNG do not contain simply the raw image data; It's encoded with various methods--which is why they contain metadata to tell you how to decode it in the first place. You'll have to learn/explore the JPEG and PNG data formats to extract the original raw image data (or a reasonable facsimile in the case of a "lossy" encoding).
All the above is well-documented on various websites which can be found on Google, and many include image manipulation libraries which can handle these chores for you. I suspect you just didn't know to search for something like "JPEG PNG EXIF METADATA".
BTW, EXIF applies to JPEG's, where EXIF is, loosely (and not fully technically correct) an addition of data (extension) to the end of the JPEG file, which can usually simply be truncated to remove. A quick Google search for me turned up something like libexif.sourceforge.net and other similar results.
I'm not entirely certain about the PNG format, but I believe the PNG format (which does call such items "metadata" as well) was written to include such data as part of the file format rather than an "extension" tagged on after the fact like EXIF is. PNG, however, is open source, and you can obtain libraries and code for manipulating them from the PNG website (www.libpng.org).
There's an app for that but it's written in Perl. It doesn't recompress the image and it's here http://www.sno.phy.queensu.ca/~phil/exiftool
Found it in this thread
How to remove EXIF data without recompressing the JPEG?
Do what all the social media websites do. Create a new image file, stream in the image byte data and use the file you created than the original one that was uploaded. Of course, now you will need to find out the original image's color depth and so on so that the image you create is not of a lower quality -- unless you need to do a disk or image resize as well.

JpegBitmapDecoder decode jpeg failed?

I'm using the following code to Decode Jpge image
UnmanagedMemoryStream^ mStream = gcnew UnmanagedMemoryStream(_jpegDataBuff, _buffLength);
JpegBitmapDecoder^ decoder = gcnew JpegBitmapDecoder(mStream, BitmapCreateOptions::PreservePixelFormat, BitmapCacheOption::OnLoad);
BitmapSource^ bitmapSource = decoder->Frames[0];
I use the bitmapSource to display on control of WPF, but sometimes the the result as below
I have searched very much on internet, but I did not solve it yet!
Someone can help me?
Many Thanks,
T&T
From the looks of it I would say that either JPEG source is incomplete or invalid. The only exceptions JpegBitmapDecoder throws are ArgumentNullException (stream is null) and FileFormatException. The file format is most probably detected by analyzing file header. The JIF/JFIF file structure holds image description information in a relatively small header followed by a "raw" data.
I guess that decoder is built resilient to ignore invalid (rendered last before gray) and/or missing (rendered gray) blocks. I think the only way to detect is to either analyze final image (maybe checking that last 8x8px block doesn't have same color?) or source (maybe counting data blocks?).

ImageResizer get resized image

I'm new with Imageresizer from imageresizing.net and i can't figure out how to get the resized image. I need the resized image because i need to add a watermark to it. I need the bitmap of the resized image.
Code:
string fileName = Path.Combine(Server.MapPath("~/Content/Gags"), System.Guid.NewGuid().ToString());
var ResizedImage = ImageBuilder.Current.Build(new ImageJob(UploadGagModel.file, fileName, new Instructions("maxwidth=556&maxheight=1500"), false, true));
I'm using ASP.NET MVC 4 C#
Thanks in advance, if i wasn't clear enough then please tell me!
Avoid using System.Drawing directly at all costs - it is fraught with memory leaks, concurrency issues, and encoding bugs. ImageResizer handles and avoids these for you, and offers a Watermarking plugin as well as SampleOverlay sample plugins to show you how to safely create your own if Watermark can't support your needs.
If, despite my warning, you want to get a Bitmap result, you can pass typeof(Bitmap) as the 'destination' parameter to ImageJob, and access the Bitmap instance from the .Result property.
Other consequences:
The Bitmap instance will not be disposed reliably unless you dispose it within a finally(){} block (use a temporary variable to cross the scope boundary).
ImageResizer will not help you with encoding the result. If you call .Save(), you will get gigantic jpeg files, and no 8-bit PNG or animated gif support.
You will not be able to take advantage of any other pipelines (WIC, FreeImage, etc). Most of our future development will be on better pipelines than GDI+/System.Drawing.

How do I store arbitrary binary data in a binary serialized class?

Using C#/.NET for my application, I've got a series of classes in my main data model that represent "binary" (as opposed to text) content. I've got a inheritance setup like this:
Basically, the abstract class BinaryContent contains a MemoryStream that stores arbitrary binary data. That data is read from a file on disk. Each type of binary data I plan to store will be a derived type, such as ImageContent and FontContent. Those derived types will interpret the binary data in BinaryContent.Content. ImageContent for example, would create a BitmapImage (stored in an ImageSource) from the MemoryStream. FontContent would of course create a font from the BinaryContent.Content. I chose this way of doing things because I wanted to be able to basically store a copy of the content file (ie an image) and not have to rely on the file being in a particular location on disk time after time.
I'm also storing instances of these classes in a "project file" using binary serialization. I've done this to basically "package" everything together. I'm having trouble when I attempt to deserialize the MemoryStream, it seems. The problem happens when I create the image from the MemoryStream. When the following method runs after deserialization, a FileFormatexception occurs.
private void RefreshImageFromContent()
{
BitmapImage image = null;
if (Content != null &&
Content.Length != 0L)
{
image = new BitmapImage();
image.BeginInit();
image.StreamSource = Content;
image.EndInit(); //throws FileFormatException
}
Image = image;
}
The FileFormatException message is:
"The image cannot be decoded. The image header might be corrupted."
Inner Exception: "Exception from HRESULT: 0x88982F61"
My best guess right now is that something is happening to corrupt the data in BinaryContent.Content when during serialization or deserialization.
This leads me to ask 2 questions.
Does anyone have any suggestions to fix this problem?
Does anyone have other suggested ways to store arbitrary binary data that is going to be (de)serialized?
Please feel free to ask for clarification on anything about my question.
Thanks.
What is the content.Position at image.StreamSource = Content;?
It is likely that the position of the stream is not set to the start (or the correct position in thw stream).

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