C# loading binary files - c#

Please show me the best/fast methods for:
1) Loading very small binary files into memory. For example icons;
2) Loading/reading very big binary files of size 512Mb+.
3) Your common choice when you do not want to think about size/speed but must do only thing: read all bytes into memory?
Thank you!!!
P.S. Sorry for maybe trivial question. Please do not close it;)
P.S.2. Mirror of analog question for Java;

1: For very small files File.ReadAllBytes will be fine.
2: For very big files and using .net 4.0 , you can make use MemoryMapped Files.
3: If Not using .net 4.0 than , reading chunks of data would be good choice

1) I'd use a resource file rather than storing it as lots of separate files.
2) you probably want to stream the data rather than read it all at once, in which case you can use a FileStream.
3): Use ReadAllBytes:
byte[] bytes = File.ReadAllBytes(path);

1: For small, File.ReadAllBytes
2: For big, Stream (FileStream) or a BinaryReader on a Stream - the purpose being to remove the need to allocate a massive buffer, by changing the code to read small chunks consecutively
3: Go back and find the expected size; default to worst-case (#2)
Also note that I'd try to minimise the siE in the first place, perhaps via the choice of data-format, or compression.

This sample is good for both - for large files you need buffered reads.
public static byte[] ReadFile(string filePath)
{
byte[] buffer;
FileStream fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
try
{
int length = (int)fileStream.Length; // get file length
buffer = new byte[1024]; // create buffer
int count; // actual number of bytes read
int sum = 0; // total number of bytes read
// read until Read method returns 0 (end of the stream has been reached)
while ((count = fileStream.Read(buffer, sum, length - sum)) > 0)
sum += count; // sum is a buffer offset for next reading
}
finally
{
fileStream.Close();
}
return buffer;
}

Related

How to Read .DSS format audio files into Byte array

in My application, i read .DSS format audio Files into Byte Array,with following code
byte[] bt = File.ReadAllBytes(Filepath);
but i am unable to get data into Byte's. but In the Audio player it is playing ,
here how can i read the files into Byte Array.
Here i am attaching Snap, what bt have, it show's 255 for all bytes.
TIA
To ensure this is not the issue with File.ReadAllBytes, try to read file using stream, like this:
using (var fileStream = new FileStream(FilePath, FileMode.Open, FileAccess.Read))
{
byte[] buffer = new byte[fileStream.Length];
fileStream.Read(buffer, 0, (int) fileStream.Length);
// use buffer;
}
UPDATE: as it's not working too, there should be issue with your file. Try to find any process that may be blocking and using it at the moment. Also, try to open the file with any HEX editor and see if there really any meaningful data present. I'd also create clean testing app/sandbox to test if it's working.
Well, the Dss format is copyrighted, and you'll likely not find a lot of information about it.
255 or 0xFF is commonly used in Dss files to indicate that a byte is not in use. You will see many of them in the header of the Dss file, later in the audio part they will be more sparse.
That means: a value of 255 in the region of bytes 83-97 which you show does NOT mean that something went wrong.

Why is my DeflateStream not receiving data correctly over TCP?

I have a TcpClient class on a client and server setup on my local machine. I have been using the Network stream to facilitate communications back and forth between the 2 successfully.
Moving forward I am trying to implement compression in the communications. I've tried GZipStream and DeflateStream. I have decided to focus on DeflateStream. However, the connection is hanging without reading data now.
I have tried 4 different implementations that have all failed due to the Server side not reading the incoming data and the connection timing out. I will focus on the two implementations I have tried most recently and to my knowledge should work.
The client is broken down to this request: There are 2 separate implementations, one with streamwriter one without.
textToSend = ENQUIRY + START_OF_TEXT + textToSend + END_OF_TEXT;
// Send XML Request
byte[] request = Encoding.UTF8.GetBytes(textToSend);
using (DeflateStream streamOut = new DeflateStream(netStream, CompressionMode.Compress, true))
{
//using (StreamWriter sw = new StreamWriter(streamOut))
//{
// sw.Write(textToSend);
// sw.Flush();
streamOut.Write(request, 0, request.Length);
streamOut.Flush();
//}
}
The server receives the request and I do
1.) a quick read of the first character then if it matches what I expect
2.) I continue reading the rest.
The first read works correctly and if I want to read the whole stream it is all there. However I only want to read the first character and evaluate it then continue in my LongReadStream method.
When I try to continue reading the stream there is no data to be read. I am guessing that the data is being lost during the first read but I'm not sure how to determine that. All this code works correctly when I use the normal NetworkStream.
Here is the server side code.
private void ProcessRequests()
{
// This method reads the first byte of data correctly and if I want to
// I can read the entire request here. However, I want to leave
// all that data until I want it below in my LongReadStream method.
if (QuickReadStream(_netStream, receiveBuffer, 1) != ENQUIRY)
{
// Invalid Request, close connection
clientIsFinished = true;
_client.Client.Disconnect(true);
_client.Close();
return;
}
while (!clientIsFinished) // Keep reading text until client sends END_TRANSMISSION
{
// Inside this method there is no data and the connection times out waiting for data
receiveText = LongReadStream(_netStream, _client);
// Continue talking with Client...
}
_client.Client.Shutdown(SocketShutdown.Both);
_client.Client.Disconnect(true);
_client.Close();
}
private string LongReadStream(NetworkStream stream, TcpClient c)
{
bool foundEOT = false;
StringBuilder sbFullText = new StringBuilder();
int readLength, totalBytesRead = 0;
string currentReadText;
c.ReceiveBufferSize = DEFAULT_BUFFERSIZE * 100;
byte[] bigReadBuffer = new byte[c.ReceiveBufferSize];
while (!foundEOT)
{
using (var decompressStream = new DeflateStream(stream, CompressionMode.Decompress, true))
{
//using (StreamReader sr = new StreamReader(decompressStream))
//{
//currentReadText = sr.ReadToEnd();
//}
readLength = decompressStream.Read(bigReadBuffer, 0, c.ReceiveBufferSize);
currentReadText = Encoding.UTF8.GetString(bigReadBuffer, 0, readLength);
totalBytesRead += readLength;
}
sbFullText.Append(currentReadText);
if (currentReadText.EndsWith(END_OF_TEXT))
{
foundEOT = true;
sbFullText.Length = sbFullText.Length - 1;
}
else
{
sbFullText.Append(currentReadText);
}
// Validate data code removed for simplicity
}
c.ReceiveBufferSize = DEFAULT_BUFFERSIZE;
c.ReceiveTimeout = timeOutMilliseconds;
return sbFullText.ToString();
}
private string QuickReadStream(NetworkStream stream, byte[] receiveBuffer, int receiveBufferSize)
{
using (DeflateStream zippy = new DeflateStream(stream, CompressionMode.Decompress, true))
{
int bytesIn = zippy.Read(receiveBuffer, 0, receiveBufferSize);
var returnValue = Encoding.UTF8.GetString(receiveBuffer, 0, bytesIn);
return returnValue;
}
}
EDIT
NetworkStream has an underlying Socket property which has an Available property. MSDN says this about the available property.
Gets the amount of data that has been received from the network and is
available to be read.
Before the call below Available is 77. After reading 1 byte the value is 0.
//receiveBufferSize = 1
int bytesIn = zippy.Read(receiveBuffer, 0, receiveBufferSize);
There doesn't seem to be any documentation about DeflateStream consuming the whole underlying stream and I don't know why it would do such a thing when there are explicit calls to be made to read specific numbers of bytes.
Does anyone know why this happens or if there is a way to preserve the underlying data for a future read? Based on this 'feature' and a previous article that I read stating a DeflateStream must be closed to finish sending (flush won't work) it seems DeflateStreams may be limited in their use for networking especially if one wishes to counter DOS attacks by testing incoming data before accepting a full stream.
The basic flaw I can think of looking at your code is a possible misunderstanding of how network stream and compression works.
I think your code might work, if you kept working with one DeflateStream. However, you use one in your quick read and then you create another one.
I will try to explain my reasoning on an example. Assume you have 8 bytes of original data to be sent over the network in a compressed way. Now let's assume for sake of an argument, that each and every byte (8 bits) of original data will be compressed to 6 bits in compressed form. Now let's see what your code does to this.
From the network stream, you can't read less than 1 byte. You can't take 1 bit only. You take 1 byte, 2 bytes, or any number of bytes, but not bits.
But if you want to receive just 1 byte of the original data, you need to read first whole byte of compressed data. However, there is only 6 bits of compressed data that represent the first byte of uncompressed data. The last 2 bits of the first byte are there for the second byte of original data.
Now if you cut the stream there, what is left is 5 bytes in the network stream that do not make any sense and can't be uncompressed.
The deflate algorithm is more complex than that and thus it makes perfect sense if it does not allow you to stop reading from the NetworkStream at one point and continue with new DeflateStream from the middle. There is a context of the decompression that must be present in order to decompress the data to their original form. Once you dispose the first DeflateStream in your quick read, this context is gone, you can't continue.
So, to resolve your issue, try to create only one DeflateStream and pass it to your functions, then dispose it.
This is broken in many ways.
You are assuming that a read call will read the exact number of bytes you want. It might read everything in one byte chunks though.
DeflateStream has an internal buffer. It can't be any other way: Input bytes do not correspond 1:1 to output bytes. There must be some internal buffering. You must use one such stream.
Same issue with UTF-8: UTF-8 encoded strings cannot be split at byte boundaries. Sometimes, your Unicode data will be garbled.
Don't touch ReceiveBufferSize, it does not help in any way.
You cannot reliably flush a deflate stream, I think, because the output might be at a partial byte position. You probably should devise a message framing format in which you prepend the compressed length as an uncompressed integer. Then, send the compressed deflate stream after the length. This is decodable in a reliable way.
Fixing these issues is not easy.
Since you seem to control client and server you should discard all of this and not devise your own network protocol. Use a higher-level mechanism such as web services, HTTP, protobuf. Anything is better than what you have there.
Basically there are a few things wrong with the code I posted above. First is that when I read data I'm not doing anything to make sure the data is ALL being read in. As per microsoft documentation
The Read operation reads as much data as is available, up to the
number of bytes specified by the size parameter.
In my case I was not making sure my reads would get all the data I expected.
This can be accomplished simply with this code.
byte[] data= new byte[packageSize];
bytesRead = _netStream.Read(data, 0, packageSize);
while (bytesRead < packageSize)
bytesRead += _netStream.Read(data, bytesRead, packageSize - bytesRead);
On top of this problem I had a fundamental issue with using DeflateStream - namely I should not use DeflateStream to write to the underlying NetworkStream. The correct approach is to first use the DeflateStream to compress data into a ByteArray, then send that ByteArray using the NetworkStream directly.
Using this approach helped to correctly compress data over the network and property read the data on the other end.
You may point out that I must know the size of the data, and that is true. Every call has a 8 byte 'header' that includes the size of the compressed data and the size of the data when it is uncompressed. Although I think the second was utimately not needed.
The code for this is here. Note the variable compressedSize serves 2 purposes.
int packageSize = streamIn.Read(sizeOfDataInBytes, 0, 4);
while (packageSize!= 4)
{
packageSize+= streamIn.Read(sizeOfDataInBytes, packageSize, 4 - packageSize);
}
packageSize= BitConverter.ToInt32(sizeOfDataInBytes, 0);
With this information I can correctly use the code I showed you first to get the contents fully.
Once I have the full compressed byte array I can get the incoming data like so:
var output = new MemoryStream();
using (var stream = new MemoryStream(bufferIn))
{
using (var decompress = new DeflateStream(stream, CompressionMode.Decompress))
{
decompress.CopyTo(output);;
}
}
output.Position = 0;
var unCompressedArray = output.ToArray();
output.Close();
output.Dispose();
return Encoding.UTF8.GetString(unCompressedArray);

From Wcf streaming service to directly to disk

I have got a wcf service that sends me streams (large ones usually). As the client application my role is to get a stream over WCF and save it to disk. I've written some code but it seems like first getting the stream into ram and then write it to disk from ram. I want to safely get the stream and writing it directly to disk while not filling the ram with huge files. What is the good way of doing this? Here is what I did until now:
Stream sourceStream = SsClient.GetFile(FolderId, Helper.GetISession());
using (var targetStream = new FileStream(thisComputerPath, FileMode.OpenOrCreate, FileAccess.Write, FileShare.None))
{
//read from the input stream in 65000 byte chunks
const int bufferLen = 65000;
var buffer = new byte[bufferLen];
int count;
while ((count = sourceStream.Read(buffer, 0, bufferLen)) > 0)
{
// save to output stream
targetStream.Write(buffer, 0, count);
}
targetStream.Close();
sourceStream.Close();
}
I hope I could explain my problem clear enough. Excuse me for my english by the way.
I don't mind using ram for buffering purposes or something like that, i just don't want it to be filled with 1-2 gb of streams each time as it would give clients computer hard times if it just has 2 gb of ram.
Did you check the following posts
How to Save a Stream
and
Writing large stream to a file
Let us know incase of any queries on these implementations.

Reliable way to convert a file to a byte[]

I found the following code on the web:
private byte [] StreamFile(string filename)
{
FileStream fs = new FileStream(filename, FileMode.Open,FileAccess.Read);
// Create a byte array of file stream length
byte[] ImageData = new byte[fs.Length];
//Read block of bytes from stream into the byte array
fs.Read(ImageData,0,System.Convert.ToInt32(fs.Length));
//Close the File Stream
fs.Close();
return ImageData; //return the byte data
}
Is it reliable enough to use to convert a file to byte[] in c#, or is there a better way to do this?
byte[] bytes = System.IO.File.ReadAllBytes(filename);
That should do the trick. ReadAllBytes opens the file, reads its contents into a new byte array, then closes it. Here's the MSDN page for that method.
byte[] bytes = File.ReadAllBytes(filename)
or ...
var bytes = File.ReadAllBytes(filename)
Not to repeat what everyone already have said but keep the following cheat sheet handly for File manipulations:
System.IO.File.ReadAllBytes(filename);
File.Exists(filename)
Path.Combine(folderName, resOfThePath);
Path.GetFullPath(path); // converts a relative path to absolute one
Path.GetExtension(path);
All these answers with .ReadAllBytes(). Another, similar (I won't say duplicate, since they were trying to refactor their code) question was asked on SO here: Best way to read a large file into a byte array in C#?
A comment was made on one of the posts regarding .ReadAllBytes():
File.ReadAllBytes throws OutOfMemoryException with big files (tested with 630 MB file
and it failed) – juanjo.arana Mar 13 '13 at 1:31
A better approach, to me, would be something like this, with BinaryReader:
public static byte[] FileToByteArray(string fileName)
{
byte[] fileData = null;
using (FileStream fs = File.OpenRead(fileName))
{
var binaryReader = new BinaryReader(fs);
fileData = binaryReader.ReadBytes((int)fs.Length);
}
return fileData;
}
But that's just me...
Of course, this all assumes you have the memory to handle the byte[] once it is read in, and I didn't put in the File.Exists check to ensure the file is there before proceeding, as you'd do that before calling this code.
looks good enough as a generic version. You can modify it to meet your needs, if they're specific enough.
also test for exceptions and error conditions, such as file doesn't exist or can't be read, etc.
you can also do the following to save some space:
byte[] bytes = System.IO.File.ReadAllBytes(filename);
Others have noted that you can use the built-in File.ReadAllBytes. The built-in method is fine, but it's worth noting that the code you post above is fragile for two reasons:
Stream is IDisposable - you should place the FileStream fs = new FileStream(filename, FileMode.Open,FileAccess.Read) initialization in a using clause to ensure the file is closed. Failure to do this may mean that the stream remains open if a failure occurs, which will mean the file remains locked - and that can cause other problems later on.
fs.Read may read fewer bytes than you request. In general, the .Read method of a Stream instance will read at least one byte, but not necessarily all bytes you ask for. You'll need to write a loop that retries reading until all bytes are read. This page explains this in more detail.
string filePath= #"D:\MiUnidad\testFile.pdf";
byte[] bytes = await System.IO.File.ReadAllBytesAsync(filePath);

Joining Binary files that have been split via download

I am trying to join a number of binary files that were split during download. The requirement stemmed from the project http://asproxy.sourceforge.net/. In this project author allows you to download files by providing a url.
The problem comes through where my server does not have enough memory to keep a file that is larger than 20 meg in memory.So to solve this problem i modified the code to not download files larger than 10 meg's , if the file is larger it would then allow the user to download the first 10 megs. The user must then continue the download and hopefully get the second 10 megs. Now i have got all this working , except when the user needs to join the files they downloaded i end up with corrupt files , as far as i can tell something is either being added or removed via the download.
I am currently join the files together by reading all the files then writing them to one file.This should work since i am reading and writing in bytes. The code i used to join the files is listed here http://www.geekpedia.com/tutorial201_Splitting-and-joining-files-using-C.html
I do not have the exact code with me atm , as soon as i am home i will post the exact code if anyone is willing to help out.
Please let me know if i am missing out anything or if there is a better way to do this , i.e what could i use as an alternative to a memory stream. The source code for the original project which i made changes to can be found here http://asproxy.sourceforge.net/download.html , it should be noted i am using version 5.0. The file i modified is called WebDataCore.cs and i modified line 606 to only too till 10 megs of data had been loaded the continue execution.
Let me know if there is anything i missed.
Thanks
You shouldn't split for memory reasons... the reason to split is usually to avoid having to re-download everything in case of failure. If memory is an issue, you are doing it wrong... you shouldn't be buffering in memory, for example.
The easiest way to download a file is simply:
using(WebClient client = new WebClient()) {
client.DownloadFile(remoteUrl, localPath);
}
Re your split/join code - again, the problem is that you are buffering everything in memory; File.ReadAllBytes is a bad thing unless you know you have small files. What you should have is something like:
byte[] buffer = new byte[8192]; // why not...
int read;
while((read = inStream.Read(buffer, 0, buffer.Length)) > 0)
{
outStream.Write(buffer, 0, read);
}
This uses a moderate buffer to pump data between the two as a stream. A lot more efficient. The loop says:
try to read some data (at most, the buffer-size)
(this will read at least 1 byte, or we have reached the end of the stream)
if we read something, write this many bytes from the buffer to the output
In the end i have found that by using a FTP request i was able to get arround the memory issue and the file is saved correctly.
Thanks for all the help
That example is loading each entire chunk into memory, instead you could do something like this:
int bufSize = 1024 * 32;
byte[] buffer = new byte[bufSize];
using (FileStream outputFile = new FileStream(OutputFileName, FileMode.OpenOrCreate,
FileAccess.Write, FileShare.None, bufSize))
{
foreach (string inputFileName in inputFiles)
{
using (FileStream inputFile = new FileStream(inputFileName, FileMode.Append,
FileAccess.Write, FileShare.None, buffer.Length))
{
int bytesRead = 0;
while ((bytesRead = inputFile.Read(buffer, 0, buffer.Length)) != 0)
{
outputFile.Write(buffer, 0, bytesRead);
}
}

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