StreamReader to file? - c#

I have an input stream wrapped in a System.IO.StreamReader... I wish to write the content of the stream to a file (i.e. StreamWriter).
The length of the inputstream is unknown. Could be a few bytes and to gigabytes in length.
How is this done the easiest that does not take up too much memory?

Something like this:
public static void CopyText(TextReader input, TextWriter output)
{
char[] buffer = new char[8192];
int length;
while ((length = input.Read(buffer, 0, buffer.Length)) > 0)
{
output.Write(buffer, 0, length);
}
}
Note that this is very similar to what you'd write to copy the contents of one stream to another - this just happens to be text data instead of binary data.

Related

Copy stream content on two destinations

I know it's possible to copy one stream to another with sourceStream.CopyTo(targetStream); but I want to copy content of sourceStream to two destination streams in two different Tasks. When I call this method two times, in second time stream is empty.
Is that possible at all? A simple way is to load stream content to memory then copy it on targets, but it may cause OutOfMemoryException.
If it matters I'm using .Net 4.5
If you're copying it to two destinations at the same time, then something like:
byte[] buffer = new byte[SOME_SIZE];
int bytesRead;
while((bytesRead = source.Read(buffer, 0, buffer.Length)) > 0)
{
dest1.Write(buffer, 0, bytesRead);
dest2.Write(buffer, 0, bytesRead);
}
This iterates through the input stream once, writing each chunk to two outputs. This is pretty much what CopyTo does internally - the only difference is the second output.
Copy stream as many times using the method below:
private static Stream CopyStream(Stream inputStream)
{
const int readSize = 256;
byte[] buffer = new byte[readSize];
MemoryStream ms = new MemoryStream();
int count = inputStream.Read(buffer, 0, readSize);
while (count > 0)
{
ms.Write(buffer, 0, count);
count = inputStream.Read(buffer, 0, readSize);
}
ms.Position = 0;
return ms;
}
Use it as:
Stream destStream1 = CopyStream(sourceStream);
Stream destStream2 = CopyStream(sourceStream);

C# read and write a file with a given buffer length and cut overflow

i want read a file in 1MB chunks with a FileStream and write it back with another FileStream.
The problem i have, is that the file with ~2.9MB get up to ~3.9MB because the last buffer is to big for the data (so it gets filled with \0 i think).
Is there a way to cut the overflow of the last buffer?
public static void ReadAndWriteFileStreamTest() {
string outputFile = "output.dat";
string inputFile = "input.dat";
using (FileStream fsOut = File.OpenWrite(outputFile))
{
using (FileStream fsIn = File.OpenRead(inputFile))
{
//read in ~1 MB chunks
int bufferLen = 1000000;
byte[] buffer = new byte[bufferLen];
long bytesRead;
do
{
bytesRead = fsIn.Read(buffer, 0, bufferLen);
fsOut.Write(buffer, 0, buffer.Length);
} while (bytesRead != 0);
}
}
}
Any help would be great! :)
PROBLEM:
fsOut.Write(buffer, 0, buffer.Length);
writes all bytes from the buffer, while you read only bytesRead amount.
SOLUTION:
You should use bytesRead as third parameter of FileStream.Write - count - amount of actually read bytes to avoid writing of bytes that aren't actually read.
do
{
bytesRead = fsIn.Read(buffer, 0, buffer.Length);
fsOut.Write(buffer, 0, bytesRead );
} while (bytesRead != 0);

Ionic.zlib stops compressing when the compressed file has reached 65536 bytes? - C#

Hey, I'm having problems compressing files with Ionic.zlib, I'm very new to C# so the problem may be easily solvable. If I compress a large file, let's say 500kb in size then once the compressed file has reached 65536 bytes it will stop, if I then decompress the file theres a lot of data missing :/. I can fix this by setting the buffer to like 4,000,000, but I heard that it's best to have it set to 0x4000.
ZlibStream compressor = new ZlibStream(gsc_stream, CompressionMode.Compress, CompressionLevel.BestCompression, true);
byte[] buffer = new byte[0x4000];
Int32 n;
int previous = Convert.ToInt32(zone.Position);
while ((n = compressor.Read(buffer, 0, buffer.Length)) != 0)
{
zone.Write(buffer, 0, n);
}
zone.Flush();
compressor.Flush();
Looks like you have it the other way around.
If you're trying to compress the file in the stream gsc_stream and write the result into the stream zone then correct code would be:
using (ZlibStream compressor = new ZlibStream(zone, CompressionMode.Compress, CompressionLevel.BestCompression, true))
{
byte[] buffer = new byte[0x4000];
int n;
while ((n = gsc_stream.Read(buffer, 0, buffer.Length)) != 0)
{
compressor.Write(buffer, 0, n);
}
zone.Flush();
compressor.Flush();
}

Possible ways to persist a string array to a stream without using serialization?

What are possible ways to save string arrays to a stream without using serialization?
I'm particularly interested in strings since their lengths may vary. I also should be able to restore the array from stream.
And, more importantly, I would like to be able to read only slices of an array without reading full array into memory, because potentially my arrays can be huge.
P.S. I know that there exist databases, that I shouldn't reinvent the wheel, etc, but I have my reasons to opt for hand made solution.
Thank you.
Well, saving data to a stream is serialization; the real trick is: what kind. For example, I assume you're talking about things like XmlSerializer or BinaryFormatter that require you to deserialize the whole thing, but that isn't always necessary.
By writing each string with a length-prefix, you should be able to seek past items you don't want pretty easily. The other option is to write (separately) an index of offsets, but that is sometimes overkill.
As a basic example, s here is "jkl", without it reading the entire stream or deserializing the unwanted strings; note that it could be optimized by (for example) using a variable-length encoding for the int (length), which would also fix the current assumption that endianness is the same between reader and writer:
static void Main()
{
byte[] raw;
using (MemoryStream ms = new MemoryStream())
{
// serialize all
List<string> data = new List<string> {
"abc", "def", "ghi", "jkl", "mno", "pqr" };
foreach (string s in data)
{
byte[] buffer = Encoding.UTF8.GetBytes(s);
byte[] lenBuffer = BitConverter.GetBytes(buffer.Length);
ms.Write(lenBuffer, 0, lenBuffer.Length);
ms.Write(buffer, 0, buffer.Length);
}
raw = ms.ToArray();
}
using (MemoryStream ms = new MemoryStream(raw))
{
int offset = 3, len;
byte[] buffer = new byte[128];
while (offset-- > 0)
{
Read(ms, ref buffer, 4);
len = BitConverter.ToInt32(buffer, 0);
ms.Seek(len, SeekOrigin.Current); // assume seekable, but
// easy to read past if not
}
Read(ms, ref buffer, 4);
len = BitConverter.ToInt32(buffer, 0);
Read(ms, ref buffer, len);
string s = Encoding.UTF8.GetString(buffer, 0, len);
}
}
static void Read(Stream stream, ref byte[] buffer, int count)
{
if (buffer.Length < count) buffer = new byte[count];
int offset = 0;
while (count > 0)
{
int bytes = stream.Read(buffer, offset, count);
if (bytes <= 0) throw new EndOfStreamException();
offset += bytes;
count -= bytes;
}
}

How do I convert a Stream into a byte[] in C#? [duplicate]

This question already has answers here:
Creating a byte array from a stream
(18 answers)
Closed 6 years ago.
Is there a simple way or method to convert a Stream into a byte[] in C#?
The shortest solution I know:
using(var memoryStream = new MemoryStream())
{
sourceStream.CopyTo(memoryStream);
return memoryStream.ToArray();
}
Call next function like
byte[] m_Bytes = StreamHelper.ReadToEnd (mystream);
Function:
public static byte[] ReadToEnd(System.IO.Stream stream)
{
long originalPosition = 0;
if(stream.CanSeek)
{
originalPosition = stream.Position;
stream.Position = 0;
}
try
{
byte[] readBuffer = new byte[4096];
int totalBytesRead = 0;
int bytesRead;
while ((bytesRead = stream.Read(readBuffer, totalBytesRead, readBuffer.Length - totalBytesRead)) > 0)
{
totalBytesRead += bytesRead;
if (totalBytesRead == readBuffer.Length)
{
int nextByte = stream.ReadByte();
if (nextByte != -1)
{
byte[] temp = new byte[readBuffer.Length * 2];
Buffer.BlockCopy(readBuffer, 0, temp, 0, readBuffer.Length);
Buffer.SetByte(temp, totalBytesRead, (byte)nextByte);
readBuffer = temp;
totalBytesRead++;
}
}
}
byte[] buffer = readBuffer;
if (readBuffer.Length != totalBytesRead)
{
buffer = new byte[totalBytesRead];
Buffer.BlockCopy(readBuffer, 0, buffer, 0, totalBytesRead);
}
return buffer;
}
finally
{
if(stream.CanSeek)
{
stream.Position = originalPosition;
}
}
}
I use this extension class:
public static class StreamExtensions
{
public static byte[] ReadAllBytes(this Stream instream)
{
if (instream is MemoryStream)
return ((MemoryStream) instream).ToArray();
using (var memoryStream = new MemoryStream())
{
instream.CopyTo(memoryStream);
return memoryStream.ToArray();
}
}
}
Just copy the class to your solution and you can use it on every stream:
byte[] bytes = myStream.ReadAllBytes()
Works great for all my streams and saves a lot of code!
Of course you can modify this method to use some of the other approaches here to improve performance if needed, but I like to keep it simple.
In .NET Framework 4 and later, the Stream class has a built-in CopyTo method that you can use.
For earlier versions of the framework, the handy helper function to have is:
public static void CopyStream(Stream input, Stream output)
{
byte[] b = new byte[32768];
int r;
while ((r = input.Read(b, 0, b.Length)) > 0)
output.Write(b, 0, r);
}
Then use one of the above methods to copy to a MemoryStream and call GetBuffer on it:
var file = new FileStream("c:\\foo.txt", FileMode.Open);
var mem = new MemoryStream();
// If using .NET 4 or later:
file.CopyTo(mem);
// Otherwise:
CopyStream(file, mem);
// getting the internal buffer (no additional copying)
byte[] buffer = mem.GetBuffer();
long length = mem.Length; // the actual length of the data
// (the array may be longer)
// if you need the array to be exactly as long as the data
byte[] truncated = mem.ToArray(); // makes another copy
Edit: originally I suggested using Jason's answer for a Stream that supports the Length property. But it had a flaw because it assumed that the Stream would return all its contents in a single Read, which is not necessarily true (not for a Socket, for example.) I don't know if there is an example of a Stream implementation in the BCL that does support Length but might return the data in shorter chunks than you request, but as anyone can inherit Stream this could easily be the case.
It's probably simpler for most cases to use the above general solution, but supposing you did want to read directly into an array that is bigEnough:
byte[] b = new byte[bigEnough];
int r, offset;
while ((r = input.Read(b, offset, b.Length - offset)) > 0)
offset += r;
That is, repeatedly call Read and move the position you will be storing the data at.
Byte[] Content = new BinaryReader(file.InputStream).ReadBytes(file.ContentLength);
byte[] buf; // byte array
Stream stream=Page.Request.InputStream; //initialise new stream
buf = new byte[stream.Length]; //declare arraysize
stream.Read(buf, 0, buf.Length); // read from stream to byte array
Ok, maybe I'm missing something here, but this is the way I do it:
public static Byte[] ToByteArray(this Stream stream) {
Int32 length = stream.Length > Int32.MaxValue ? Int32.MaxValue : Convert.ToInt32(stream.Length);
Byte[] buffer = new Byte[length];
stream.Read(buffer, 0, length);
return buffer;
}
if you post a file from mobile device or other
byte[] fileData = null;
using (var binaryReader = new BinaryReader(Request.Files[0].InputStream))
{
fileData = binaryReader.ReadBytes(Request.Files[0].ContentLength);
}
Stream s;
int len = (int)s.Length;
byte[] b = new byte[len];
int pos = 0;
while((r = s.Read(b, pos, len - pos)) > 0) {
pos += r;
}
A slightly more complicated solution is necesary is s.Length exceeds Int32.MaxValue. But if you need to read a stream that large into memory, you might want to think about a different approach to your problem.
Edit: If your stream does not support the Length property, modify using Earwicker's workaround.
public static class StreamExtensions {
// Credit to Earwicker
public static void CopyStream(this Stream input, Stream output) {
byte[] b = new byte[32768];
int r;
while ((r = input.Read(b, 0, b.Length)) > 0) {
output.Write(b, 0, r);
}
}
}
[...]
Stream s;
MemoryStream ms = new MemoryStream();
s.CopyStream(ms);
byte[] b = ms.GetBuffer();
"bigEnough" array is a bit of a stretch. Sure, buffer needs to be "big ebough" but proper design of an application should include transactions and delimiters. In this configuration each transaction would have a preset length thus your array would anticipate certain number of bytes and insert it into correctly sized buffer. Delimiters would ensure transaction integrity and would be supplied within each transaction. To make your application even better, you could use 2 channels (2 sockets). One would communicate fixed length control message transactions that would include information about size and sequence number of data transaction to be transferred using data channel. Receiver would acknowledge buffer creation and only then data would be sent.
If you have no control over stream sender than you need multidimensional array as a buffer. Component arrays would be small enough to be manageable and big enough to be practical based on your estimate of expected data. Process logic would seek known start delimiters and then ending delimiter in subsequent element arrays. Once ending delimiter is found, new buffer would be created to store relevant data between delimiters and initial buffer would have to be restructured to allow data disposal.
As far as a code to convert stream into byte array is one below.
Stream s = yourStream;
int streamEnd = Convert.ToInt32(s.Length);
byte[] buffer = new byte[streamEnd];
s.Read(buffer, 0, streamEnd);
Quick and dirty technique:
static byte[] StreamToByteArray(Stream inputStream)
{
if (!inputStream.CanRead)
{
throw new ArgumentException();
}
// This is optional
if (inputStream.CanSeek)
{
inputStream.Seek(0, SeekOrigin.Begin);
}
byte[] output = new byte[inputStream.Length];
int bytesRead = inputStream.Read(output, 0, output.Length);
Debug.Assert(bytesRead == output.Length, "Bytes read from stream matches stream length");
return output;
}
Test:
static void Main(string[] args)
{
byte[] data;
string path = #"C:\Windows\System32\notepad.exe";
using (FileStream fs = File.Open(path, FileMode.Open, FileAccess.Read))
{
data = StreamToByteArray(fs);
}
Debug.Assert(data.Length > 0);
Debug.Assert(new FileInfo(path).Length == data.Length);
}
I would ask, why do you want to read a stream into a byte[], if you are wishing to copy the contents of a stream, may I suggest using MemoryStream and writing your input stream into a memory stream.
You could also try just reading in parts at a time and expanding the byte array being returned:
public byte[] StreamToByteArray(string fileName)
{
byte[] total_stream = new byte[0];
using (Stream input = File.Open(fileName, FileMode.Open, FileAccess.Read))
{
byte[] stream_array = new byte[0];
// Setup whatever read size you want (small here for testing)
byte[] buffer = new byte[32];// * 1024];
int read = 0;
while ((read = input.Read(buffer, 0, buffer.Length)) > 0)
{
stream_array = new byte[total_stream.Length + read];
total_stream.CopyTo(stream_array, 0);
Array.Copy(buffer, 0, stream_array, total_stream.Length, read);
total_stream = stream_array;
}
}
return total_stream;
}

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