I'm currently developing an application to help scanning and showing images here at my work.
My application is build with multiple forms, the most important forms here is my mainForm to show statistics about the current scanning and a menustrip with different functinalities. I also have ImageViewerForm with a PictureBox which shows on the secondary monitor to view the current scanned image.
I'm using a Timer to poll the folder where the images are scanned to. When a new image has been scanned and the image is unlocked, i'll grap it into a FileStream and show it in the PictureBox, see below:
public static void SetPicture(string filename, PictureBox pb)
{
try
{
Image currentImage;
//currentImage = ImageFast.FromFile(filename);
using (FileStream fsImage = new FileStream(filename, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
currentImage = ScaleImage(Image.FromStream(fsImage), new Size(pb.Width, pb.Height));
if (pb.InvokeRequired)
{
pb.Invoke(new MethodInvoker(
delegate()
{
pb.Image = currentImage;
}));
}
else
{
pb.Image = currentImage;
}
}
}
catch (Exception imageEx)
{
throw new ExceptionHandler("Error when showing image", imageEx);
}
}
public static Image ScaleImage(Image imgToResize, Size size)
{
int sourceWidth = imgToResize.Width;
int sourceHeight = imgToResize.Height;
float nPercent = 0;
float nPercentW = 0;
float nPercentH = 0;
nPercentW = ((float)size.Width / (float)sourceWidth);
nPercentH = ((float)size.Height / (float)sourceHeight);
if (nPercentH < nPercentW)
nPercent = nPercentH;
else
nPercent = nPercentW;
int destWidth = (int)(sourceWidth * nPercent);
int destHeight = (int)(sourceHeight * nPercent);
Bitmap b = new Bitmap(destWidth, destHeight);
using (Graphics g = Graphics.FromImage(b))
{
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.DrawImage(imgToResize, 0, 0, destWidth, destHeight);
}
return b;
}
This way the image shown in the PictureBox shouldn't be locked, but it is.
The problem is that the scanned image might have to be rescanned, and if I do that i'll get a sharing violation error when trying to overwrite the image file from the scanning software.
Anyone who's got an answer to what I can do?
SOLUTION
Thanks to #SPFiredrake I've got a solution to create a temp file to show in the PictureBox, leaving the original image unlocked.
public static void SetPicture(string filename, PictureBox pb)
{
try
{
Image currentImage;
//currentImage = ImageFast.FromFile(filename);
using (FileStream fsImage = new FileStream(CreateTempFile(filename), FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
currentImage = ScaleImage(Image.FromStream(fsImage), new Size(pb.Width, pb.Height));
if (pb.InvokeRequired)
{
pb.Invoke(new MethodInvoker(
delegate()
{
pb.Image = currentImage;
}));
}
else
{
pb.Image = currentImage;
}
}
}
catch (Exception imageEx)
{
throw new ExceptionHandler("Error when showing image", imageEx);
}
}
public static string CreateTempFile(string fileName)
{
if (string.IsNullOrEmpty(fileName))
throw new ArgumentNullException("fileName");
if (!File.Exists(fileName))
throw new ArgumentException("Specified file must exist!", "fileName");
string tempFile = Path.Combine(Path.GetTempPath(), Guid.NewGuid() + Path.GetExtension(fileName));
File.Copy(fileName, tempFile);
Log.New("Temp file created: " + tempFile);
return tempFile;
}
The problem here is that the image is being loaded from a FileStream, which is being locked by the PictureBox because it's holding a reference to the stream. What you should do is first load the picture into local memory (via a byte[] array) and then load the image from a MemoryStream instead. In your SetPicture method, you should try the following change and see if it works:
public static void SetPicture(string filename, PictureBox pb)
{
try
{
Image currentImage;
byte[] imageBytes = File.ReadAllBytes(filename);
using(MemoryStream msImage = new MemoryStream(imageBytes))
{
currentImage = ScaleImage(Image.FromStream(msImage), new Size(pb.Width, pb.Height));
....
}
Edit: After our conversation in Chat, updating with the fix that you ended up using:
public static void SetPicture(string filename, PictureBox pb)
{
try
{
Image currentImage;
string tempFile = Path.Combine(Path.GetTempDirectory(), Guid.NewGuid().ToString() + Path.GetExtension(filename));
File.Copy(filename, tempFile);
//currentImage = ImageFast.FromFile(filename);
using (FileStream fsImage = new FileStream(tempFile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
...
This way you are using the temp files to actually load the picture box, leaving the original file untouched (outside of the initial copy).
Once a Bitmap is loaded, you're not holding onto the filestream anymore, so everything should work. However, if you're talking about the instant when loading is taking place and the scanning tries to overwrite that file - always scan to a "temporary" or junk-named file (use a GUID as the name). Once scanning is complete, rename that file to JPG - which your display form will then pick up and display properly.
This way, re-scans will only involve trying to rename the temporary file multiple times with a "wait" to prevent that little area of overlap.
Your code works fine for me. I took an exact copy and called it repeatedly with the same image file.
SetPicture(#"c:\temp\logo.png", pictureBox1);
Something else is locking the file. Can you share your calling code?
I guess you're done with your work by now.
Still, I am posting in case someone else has the same issue.
I had the same problem : I load an image in a PictureBox control
picture.Image = new Bitmap(imagePath);
and when attempting to move it
File.Move(source, destination);
mscorlib throws an exception :
The process cannot access the file because it is beeing used by another process
I found a solution ( although in VB.Net rather than C# ) here PictureBox "locks" file, cannot move/delete
The author of the post clones the original image and loads the cloned image to the PictureBox control.
I slighty changed the code and came up with this :
private Bitmap CloneImage(string aImagePath) {
// create original image
Image originalImage = new Bitmap(aImagePath);
// create an empty clone of the same size of original
Bitmap clone = new Bitmap(originalImage.Width, originalImage.Height);
// get the object representing clone's currently empty drawing surface
Graphics g = Graphics.FromImage(clone);
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None;
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighSpeed;
// copy the original image onto this surface
g.DrawImage(originalImage, 0, 0, originalImage.Width, originalImage.Height);
// free graphics and original image
g.Dispose();
originalImage.Dispose();
return clone;
}
So, we code will be :
picture.Image = (Image)CloneImage(imagePath);
Doing so, I had no more exception when moving files.
I think it is a good alternative way to do that, and you don't need a temporary file.
this is Jack code but in Visual Basic .NET and the casting goes inside the function
Private Function CloneImage(aImagePath As String) As Image
' create original image
Dim originalImage As Image = New Bitmap(aImagePath)
' create an empty clone of the same size of original
Dim clone As Bitmap = New Bitmap(originalImage.Width, originalImage.Height)
' get the object representing clone's currently empty drawing surface
Dim g As Graphics = Graphics.FromImage(clone)
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.None
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighSpeed
' copy the original image onto this surface
g.DrawImage(originalImage, 0, 0, originalImage.Width, originalImage.Height)
' free graphics and original image
g.Dispose()
originalImage.Dispose()
Return CType(clone, Image)
End Function
So calling will be
picture.Image = CloneImage(imagePath)
Thank you Jack,
Response to this question from MS ...
for me is workikng ok ...
internal void UpdateLastImageDownloaded(string fullfilename)
{
this.BeginInvoke((MethodInvoker)delegate()
{
try
{
//pictureBoxImage.Image = Image.FromFile(fullfilename);
//Bitmap bmp = new Bitmap(fullfilename);
//pictureBoxImage.Image = bmp;
System.IO.FileStream fs;
// Specify a valid picture file path on your computer.
fs = new System.IO.FileStream(fullfilename, System.IO.FileMode.Open, System.IO.FileAccess.Read);
pictureBoxImage.Image = System.Drawing.Image.FromStream(fs);
fs.Close();
}
catch (Exception exc)
{
Logging.Log.WriteException(exc);
}
});
}
While trying to figure out a solution for my C# Windows Form I came across a helpful article mentioning how to load a picture in picture box without "Locking" the original picture itself but an instance of it.
Hence if you try to delete, rename or do whatever you want to the original file you won't be notified by an error message mentioning "The file it's in use by another process" or anything else!
This is a reference to the article.
To Sum Up I believe that this solution is VERY useful when handling with SMALL amount of pictures, because applying this method in larger numbers could lead to lack of memory.
Related
What I'm trying to do:
Load images from a number of .png files saved to disk (if the file doesn't exist, create a new image and fill it with a given colour)
Add these images to a Canvas (they are the same size as the canvas and are expected to mostly be off screen with a portion overlapping the actual Canvas area)
Draw onto the Canvas using lines, ellipses, etc
(On save) take the Canvas and convert it to a flat image held in memory (let's call it the CanvasImage)
For each image I loaded in step 1, calculate the portion that overlaps the actual Canvas area and copy that portion of the CanvasImage into the appropriate portion of the original image
Save the resulting images to disk, overwriting the existing files
I've had different portions of this working at different times, using code I found by searching for how to do each exact step, but never the full process. I'm mostly struggling with steps 4 to 6 as I don't really understand all the different image-related classes, how you convert between them, and which to use at each step in the process. Though I'm also having some issues with step 1, as I need to be able to overwrite the files at the end.
I've read a lot of the related questions (overwriting images, converting a canvas to an image, copying a portion of an image, etc) and tried the solutions (some of which worked in more simple examples), but I'm struggling to put it all together.
Any help or advice would be greatly appreciated. If there's anything you'd like me to elaborate on I'd be happy to, and if you'd like to see some of the code I can share it (I've just tried a lot of different things so I'm not sure how useful it would be)
I've managed to solve the problem. I'll post the code below for each step I had trouble with in case anyone else will find it useful. The code here is slightly modified to suit the general case.
Step 1: Loading an image from the disk that can be overwritten
public static System.Windows.Controls.Image LoadImage(string filePath)
{
var image = new System.Windows.Controls.Image();
image.Stretch = Stretch.Uniform;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
bitmapImage.UriSource = new Uri(filePath, UriKind.Absolute);
bitmapImage.EndInit();
image.Width = bitmapImage.PixelWidth;
image.Height = bitmapImage.PixelHeight;
image.Source = bitmapImage;
return image;
}
Step 4: Convert canvas to a BitmapImage
public static BitmapImage Convert(Canvas canvas)
{
var sizeRender = new Size(canvas.ActualWidth, canvas.ActualHeight);
var dv = new DrawingVisual();
using (DrawingContext ctx = dv.RenderOpen())
{
VisualBrush vb = new VisualBrush(canvas);
ctx.DrawRectangle(vb, null, new Rect(new Point(), sizeRender));
}
var renderBitmap =
new RenderTargetBitmap(
(int)canvas.ActualWidth,
(int)canvas.ActualHeight,
96d,
96d,
PixelFormats.Pbgra32);
renderBitmap.Render(dv);
BitmapEncoder pngEncoder = new PngBitmapEncoder();
pngEncoder.Frames.Add(BitmapFrame.Create(renderBitmap));
BitmapImage bitmap;
using (var stream = new MemoryStream())
{
pngEncoder.Save(stream);
bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = stream;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
}
return bitmap;
}
Step 5: Copy a portion of an image into a different image
public static void SaveImage(Image inputImage, BitmapImage canvasImage, string fileName)
{
... Calculate the portion that overlaps (left, top, width, height) ...
var canvasImageAsBitmap = BitmapConverter.ConvertBitmapImageToBitmap(canvasImage);
var croppingRectangle = new Rectangle(left, top, width, height);
var croppedRegion = canvasImageAsBitmap.Clone(croppingRectangle, canvasImageAsBitmap.PixelFormat);
var image = BitmapConverter.ConvertBitmapImageToBitmap((BitmapImage)inputImage.Source);
var bitmap = new Bitmap((int)inputImage.Width, (int)inputImage.Height);
... Calculate the position of the cropped image in the input image (xPos, yPos) ...
using (var graphics = Graphics.FromImage(bitmap))
{
graphics.DrawImage(image, 0, 0);
graphics.DrawImage(croppedRegion, xPos, yPos);
graphics.Flush();
}
bitmap.Save(fileName);
}
This step relies on the following code to work:
public static Bitmap ConvertBitmapImageToBitmap(BitmapImage bitmapImage)
{
using (MemoryStream memoryStream = new MemoryStream())
{
BitmapEncoder encoder = new BmpBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapImage));
encoder.Save(memoryStream);
Bitmap bitmap = new Bitmap(memoryStream);
return new Bitmap(bitmap);
}
}
Step 6: Overwrite the image file to save in the disk.
This is just the line bitmap.Save(fileName); shown in Step 5, which works due to the implementation of Step 1
My application is used to store scanned images, with additional information, to an SQL Database. Because I use a picturebox to accomplish this there is an issue I've become aware of with the picturebox holding open resources. This is preventing me from doing anything with the original file until I close my form. I have tried various ways to dispose of the picturebox with no success. Need help with the following code to release the resources held by the picturebox.
using (OpenFileDialog GetPhoto = new OpenFileDialog())
{
GetPhoto.Filter = "images | *.jpg";
if (GetPhoto.ShowDialog() == DialogResult.OK)
{
pbPhoto.Image = Image.FromFile(GetPhoto.FileName);
txtPath.Text = GetPhoto.FileName;
txtTitle.Text = System.IO.Path.GetFileNameWithoutExtension(GetPhoto.FileName);
((MainPage)MdiParent).tsStatus.Text = txtPath.Text;
//GetPhoto.Dispose(); Tried this
//GetPhoto.Reset(); Tried this
//GC.Collect(): Tried this
}
}
Saving the image to my database uses the following:
MemoryStream stream = new MemoryStream();
pbPhoto.Image.Save(stream, System.Drawing.Imaging.ImageFormat.Jpeg);
byte[] pic = stream.ToArray();
It's usually FromFile() that causes locking issues: (not the PictureBox itself)
The file remains locked until the Image is disposed.
Change:
pbPhoto.Image = Image.FromFile(GetPhoto.FileName);
To:
using (FileStream fs = new FileStream(GetPhoto.FileName, FileMode.Open))
{
if (pbPhoto.Image != null)
{
Image tmp = pbPhoto.Image;
pbPhoto.Image = null;
tmp.Dispose();
}
using (Image img = Image.FromStream(fs))
{
Bitmap bmp = new Bitmap(img);
pbPhoto.Image = bmp;
}
}
This should make a copy of the image for use in the PictureBox and release the file itself from any locks.
I am trying to add some text on top of a photo take by the camera, and here is the method I am using, but unfortunately I either get a closedStream error, or that there is cross-thread access when I try use the dispatcher. Could someone please explain me what is going wrong?
void cam_CaptureImageAvailable(object sender, Microsoft.Devices.ContentReadyEventArgs e)
{
DateTime dt = DateTime.Now;
string fileName = dt.Year.ToString() + dt.Month.ToString() + dt.Day.ToString() + dt.Hour.ToString() + dt.Minute.ToString() + dt.Second.ToString() + ".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);
Deployment.Current.Dispatcher.BeginInvoke(() =>
{
// load photo to writable bitmap
WriteableBitmap writeableBitmap = PictureDecoder.DecodeJpeg(e.ImageStream);
writeableBitmap.Invalidate();
var renderText = new TextBlock
{
Text = "Hello World",
FontSize = 72,
Foreground = new SolidColorBrush(Colors.White),
FontWeight = FontWeights.Black,
Width = 500,
Height = 100
};
writeableBitmap.Render(renderText, new TranslateTransform() { X = 100, Y = 300 });
writeableBitmap.Invalidate();
using (var ms = new MemoryStream())
{
writeableBitmap.SaveJpeg(ms, 1024, 768, 0, 100);
ms.Seek(0, SeekOrigin.Begin);
library.SavePicture("x" + fileName, ms);
}
// e.ImageStream.Close();
});
// 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();
}
}
With the code above I get the following error: Cannot access a closed Stream.
If i remove the Dispatcher, I get this error: Invalid cross-thread access.
Thanks.
place ui less code outside dispatcher scope.
or save your e.ImageStream to other stream can be gotted in dispatcher scope.
First, what is occurring?
Dispatcher.BeginInvoke postpones your code and tells the UI thread to execute it whenever it's available. Therefore, your e.ImageStream.Close(); line is executed before the code inside of the BeginInvoke. So when you're trying to read the contents of the stream, it's already closed.
Two ways to solve that:
Remove the e.ImageStream.Close(); from the finally block. But I don't know if the stream will remain open anyway.
If 1. doesn't work, copy the contents of the stream to a MemoryStream, then use this stream to create the WriteableBitmap:
var stream = new MemoryStream();
e.ImageStream.CopyTo(stream);
In both case, don't forget to close the stream when you're done creating the WriteableBitmap.
I am trying to make/use a smaller image than the one taken with the camera to display in parts of my program (due to memory issues...)
Unfortunately I don't seem to be able to find ways to make a smaller image/thumbnail on the mobile device - the way it is possible in normal windows...
Is there a way to make a smaller image on Win Mobile 6.5/Compact Framework?
For example - these do not work on Win Mobile
What is the "best" way to create a thumbnail using ASP.NET?
This looks promising - but i want to just put the image on a PictureBox - and not sure how to use this to make it work.
This code should be work. I have also implemented this code. For that I have used OpenNETCF.Drawing.dll.
barray = GetImage(filepath);
if (barray != null)
{
ms.Write(barray, 0, barray.Length - 1);
imageBitmap = CreateThumbnail(ms, new Size(PreviewImageWidth, PreviewImageHeight));
bm = ImageUtils.IBitmapImageToBitmap(imageBitmap);
// m_CurrentImageID = Convert.ToInt32(lstPic.ToList()[index].Id);
PictureBox ib = ((PictureBox)this.imagePanel.Controls[(nIndex * 2) + 1]);
ib.Image = bm;
}
private byte[] GetImage(string FilePath)
{
byte[] barray;
if (File.Exists(FilePath))
{
FileInfo _fileInfo = new FileInfo(FilePath);
long _NumBytes = _fileInfo.Length;
FileStream _FStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read);
BinaryReader _BinaryReader = new BinaryReader(_FStream);
barray = _BinaryReader.ReadBytes(Convert.ToInt32(_NumBytes));
_FStream.Flush();
_FStream.Dispose();
return barray;
}
else
{
return null;
}
}
public IBitmapImage CreateThumbnail(Stream stream, Size size)
{
IBitmapImage imageBitmap;
ImageInfo ii;
IImage image;
ImagingFactory factory = new ImagingFactoryClass();
try
{
factory.CreateImageFromStream(new StreamOnFile(stream), out image);
image.GetImageInfo(out ii);
factory.CreateBitmapFromImage(image, (uint)size.Width, (uint)size.Height, ii.PixelFormat, InterpolationHint.InterpolationHintDefault, out imageBitmap);
return imageBitmap;
}
catch (Exception ex)
{
CreateLogFiles Err = new CreateLogFiles();
Err.ErrorLog(ex.Message);
return null;
}
finally
{
imageBitmap = null;
image = null;
factory = null;
}
}
This should work:
this.pictureBox1.Image = System.Drawing.Image.FromFile(#"\path to image").GetThumbnailImage(100, 100, null, IntPtr.Zero);
but the quality of thumbnail may not be as good. For quality thumbnail images you could refer to this post here
I loaded an image into a Picture Box using:
picturebox1.Image = Image.FromFile()
and I save it by using:
Bitmap bm = new Bitmap(pictureBox1.Image);
bm.Save(FileName, ImageFormat.Bmp);
It works perfectly fine when creating a new file, but when I try to replace the existing image, I get thrown the following runtime error:
A generic error occurred in GDI+
So what can I do to solve this problem??
That because the image file is used by your picturebox1.Image, try to save it to different file path instead:
picturebox1.Image = Image.FromFile(FileName);
Bitmap bm = new Bitmap(pictureBox1.Image);
bm.Save(#"New File Name", ImageFormat.Bmp);
Edit: You could also add a copy from the image at the first place like:
picturebox1.Image = new Bitmap(Image.FromFile(FileName));
Bitmap bm = new Bitmap(pictureBox1.Image);
bm.Save(FileName, ImageFormat.Bmp);//no error will occurs here.
The FromFile method locks the file, so use the Image.FromStream() method for reading the image:
byte[] bytes = System.IO.File.ReadAllBytes(filename);
System.IO.MemoryStream ms = new System.IO.MemoryStream(bytes);
pictureBox1.Image = Image.FromStream(ms);
Then save like you were before.
This can also happen if the path does not exist.
You could create the dir with:
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(FileName));
When either a Bitmap object or an Image object is constructed from a file, the file remains locked for the lifetime of the object. As a result, you cannot change an image and save it back to the same file where it originated. http://support.microsoft.com/?id=814675
A generic error occurred in GDI+, JPEG Image to MemoryStream:
Image.Save(..) // throws a GDI+ exception because the memory stream is closed
http://alperguc.blogspot.in/2008/11/c-generic-error-occurred-in-gdi.html
EDIT: Just writing from memory. Saving to an 'intermediary' MemoryStream should work:
For example, replace this:
Bitmap newBitmap = new Bitmap(thumbBMP);
thumbBMP.Dispose();
thumbBMP = null;
newBitmap.Save("~/image/thumbs/" + "t" + objPropBannerImage.ImageId, ImageFormat.Jpeg);
with something like:
string outputFileName = "...";
using (MemoryStream memory = new MemoryStream())
{
using (FileStream fs = new FileStream(outputFileName, FileMode.Create, FileAccess.ReadWrite))
{
thumbBMP.Save(memory, ImageFormat.Jpeg);
byte[] bytes = memory.ToArray();
fs.Write(bytes, 0, bytes.Length);
}
}
try this.
picturebox1.Image = Image.FromFile(FileName);
Bitmap bm = new Bitmat(pictureBox1.Image);
Image img = (Image)b;
img.Save(FileName, ImageFormat.Bmp);
Just like #Jalal Aldeen Saa'd said, the picture box is using the file and locked from file replacement.
//unlock file by clearing it from picture box
if (picturebox1.Image != null)
{
picturebox1.Image.Dispose();
picturebox1.Image = null;
}
//put back the picture inside the pictureBox?
try this it will work
public void SavePicture()
{
Bitmap bm = new Bitmap(this.myBitmap)
bm.Save("Output\\out.bmp" ,System.Drawing.Imaging.ImageFormat.Bmp );
}
This can also happen if you forget to add the filename:
bm.Save(#"C:\Temp\Download", System.Drawing.Imaging.ImageFormat.Png);
And can be fixed by adding the file name:
bm.Save(#"C:\Temp\Download\Image.png", System.Drawing.Imaging.ImageFormat.Png);
Note: You don't actually have to add the extension for it to work.
Try this:
private void LoadPictureBoxWithImage( string ImagePath)
{
Stream objInputImageStream = null;
BitmapData bmdImageData = null;
Bitmap bmpSrcImage = null, bmTemp = null;
byte[] arrImageBytes = null;
int bppModifier = 3;
try
{
objInputImageStream = new MemoryStream();
using (FileStream objFile = new FileStream(ImagePath, FileMode.Open, FileAccess.Read))
{
objFile.CopyTo(objInputImageStream);
}
bmpSrcImage = new Bitmap(objInputImageStream);
bppModifier = bmpSrcImage.PixelFormat == PixelFormat.Format24bppRgb ? 3 : 4;
//reda from byte[] to bitmap
bmdImageData = bmpSrcImage.LockBits(new Rectangle(0, 0, bmpSrcImage.Width, bmpSrcImage.Height), ImageLockMode.ReadOnly, bmpSrcImage.PixelFormat);
arrImageBytes = new byte[Math.Abs(bmdImageData.Stride) * bmpSrcImage.Height];
System.Runtime.InteropServices.Marshal.Copy(bmdImageData.Scan0, arrImageBytes, 0, arrImageBytes.Length);
bmpSrcImage.UnlockBits(bmdImageData);
pbSetup.Image = (Bitmap)bmpSrcImage.Clone();
pbSetup.Refresh();
}
catch (Exception ex)
{
throw new Exception("Error in Function " + System.Reflection.MethodInfo.GetCurrentMethod().Name + "; " + ex.Message);
}
finally
{
if (objInputImageStream != null)
{
objInputImageStream.Dispose();
objInputImageStream = null;
}
if (bmdImageData != null)
{
bmdImageData = null;
}
if (bmpSrcImage != null)
{
bmpSrcImage.Dispose();
bmpSrcImage = null;
}
if (bmTemp != null)
{
bmTemp.Dispose();
bmTemp = null;
}
if (arrImageBytes != null)
{
arrImageBytes = null;
}
}
}
A generic error occurred in GDI+
I also faced the same issue. I tried so many ways to fix this issue. Finally, I found a place where I have gone wrong. The problem is that I used space in the file path, which is not acceptable. Now it is working fine after removing the space in front of C after the apostrophe:
"SupplyItems":"C:\\inetpub\\HIBMS_Ver1\\BarcodeImages\\Supply\\"
instead... I used below one.
"SupplyItems":" C:\\inetpub\\HIBMS_Ver1\\BarcodeImages\\Supply\\"
Minor mistake but took a long time to find and to fix it.
Note that images created by Image.Clone() will still cause GDI+ errors as shown by the BAD code below, you must use the Image.FromStream() method for reading the image as shown in the solution on this page.
//BAD CODE: the image we will try to save AFTER the original image has been cloned and disposed
Image clonedImage;
//load image from file, clone it then dispose
using (var loadedFromDiskImage = Image.FromFile(filePath))
{
clonedImage = (Image) loadedFromDiskImage.Clone();
}
//you might think the new image can be saved given the original is disposed
//but this doesn't seem to be the way Clone() works
//expect GDI+ error in line below:
clonedImage.Save(filePath);