DataPackageView Bitmap looses transparency - c#

Using the .NET framework, when retrieving the image from the clipboard by converting the IRandomAccessStreamReference, the transparency on .PNG images is lost. How can i prevent this?
var content = Windows.ApplicationModel.DataTransfer.Clipboard.GetContent();
if (content.Contains(StandardDataFormats.Bitmap))
{
IRandomAccessStreamReference imageReceived = await content.GetBitmapAsync();
BitmapImage bitmap = null;
using (IRandomAccessStreamWithContentType imageStream = await imageReceived.OpenReadAsync())
{
bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.StreamSource = imageStream.AsStream();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
}
}

Related

C#: Getting black image after initiliazing Image with Bitmapimage in WPF

Hi Developer,
I have an issue to display a bitmap image in my System.Windows.Controls.Image,
Am I using Pixelformat correctly?
I am able to display the image, but it shows me just a black rectangle.
I am trying to get the image from the Scanner.
Thank you very much in advance.
Bitmap b = new Bitmap(displayW, displayH, image.PixelFormat);
VCardScan.MainWindow.AppWindow.setImageSource(BitmapToImageSource(b));
public void setImageSource(BitmapImage bitmap)
{
CardBox.Source = bitmap;
}
BitmapImage BitmapToImageSource(Bitmap bitmap)
{
using (MemoryStream memory = new MemoryStream())
{
System.Console.WriteLine(bitmap.ToString());
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
BitmapImage bitmapimage = new BitmapImage();
bitmapimage.BeginInit();
bitmapimage.StreamSource = memory;
bitmapimage.CacheOption = BitmapCacheOption.OnLoad;
bitmapimage.EndInit();
return bitmapimage;
}
}

Append image to image.source in wpf

I am trying to append image to image source but after executing the code image is not displaying in my page.
Code:
Bitmap bmp = (Bitmap)data.img;
MemoryStream ms = new MemoryStream();
bmp.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ms.Position = 0;
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.StreamSource = ms;
bi.EndInit();
imgPhoto.Source = bi;
this is data.img specifications that I want to append to imhPhoto.Source.
After working around this issue, the solution for this question is:
call the function to get BitmapImage and save it in photo variable like this:
BitmapImage photo = byteToImage(byte[] buffer)
this functionto convert byte to BitmapImage
public BitmapImage byteToImage(byte[] buffer)
{
using(var ms = new MemoryStream(buffer))
{
var image = new BitmapImage();
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad;
image.StreamSource = ms;
image.EndInit();
}
return image;
}
finally, append converted photo to image source like this:
imgPhoto.Source = photo;
You can assign path like this.
//for App folder path
//var path = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetEntryAssembly().Location)+"\\Image\\pic.jpg";
//for machine path
var path = #"C:\Users\User1\Pictures\pic.jpg";
Bitmap bmp = new Bitmap(path);
MemoryStream ms = new MemoryStream();
bmp.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ms.Position = 0;
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.StreamSource = ms;
bi.EndInit();
imgPhoto.Source = bi;
If this solves your problem :
System.Drawing.Bitmap bitmap = new System.Drawing.Bitmap(#"g:\screenshot.png");
BitmapImage bi = new BitmapImage();
bi.BeginInit();
MemoryStream ms = new MemoryStream();
bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ms.Position = 0;
bi.StreamSource = ms;
bi.EndInit();
imgPhoto.Source = bi;

Outofmemory exception when do bitmapimage dispose

I have created WPF windows application for display more images using grid. My below code getting OutOfMemory Exception when I run my application.exe.
byte[] buffer = File.ReadAllBytes(path);
File.Delete(path);
if (buffer == null)
return null;
using (MemoryStream mStream = new MemoryStream(buffer))
{
BitmapImage bi = new BitmapImage();
bi.BeginInit();
bi.CacheOption = BitmapCacheOption.OnLoad;
bi.StreamSource = mStream;
bi.EndInit();
bitmap = bi;
bitmap.Freeze();
mStream.Close();
mStream.Dispose();
}
I found some solution from stackoverflow and changed my coding as following below,
BitmapImage image = new BitmapImage();
{
image.BeginInit();
// image.CreateOptions = BitmapCreateOptions.n;
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = new Uri(path);
image.EndInit();
File.Delete(path);
bitmap = image;
image.UriSource = null;
image = null;
}
But this code getting exception as that image used by another process or cant open from locked file.
I am totally confused why my application often caused by OutOfMemory or used by another process exception?
Taken from the comments, you are doing something wrong. You are initializing an obejct ob type BitmapImage and instantly declare it as null. So everything you have declared beforehand has gone down the crapper.
you should leverage the using() statements functionality here. If the code leaves this statement the GarbageCollector will automatically take over and dispose everything for you:
using(BitmapImage image = new BitmapImage())
{
image.BeginInit();
// image.CreateOptions = BitmapCreateOptions.n;
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = new Uri(path);
image.EndInit();
bitmap = image.Clone();
}

Bitmap to image conversion shows a white image only

I do have some problems to display an image (uEye-Cam) in a wpf-Image form. The displayed image is completely white. Below is my used code:
//Get Cam Bitmap Image
var cam = new uEye.Camera();
cam.Init();
cam.Memory.Allocate();
cam.Acquisition.Capture(uEye.Defines.DeviceParameter.DontWait);
Int32 s32MemId;
cam.Memory.GetActive(out s32MemId);
cam.Memory.Lock(s32MemId);
Bitmap bitmap;
cam.Memory.ToBitmap(s32MemId, out bitmap);
//WPF Image control
var image1 = new System.Windows.Controls.Image();
//convert System.Drawing.Image to WPF image
var bmp = new System.Drawing.Bitmap(bitmap);
IntPtr hBitmap = bmp.GetHbitmap();
System.Windows.Media.ImageSource wpfBitmap = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(hBitmap, IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions());
image1.Source = wpfBitmap;
image1.Stretch = System.Windows.Media.Stretch.UniformToFill;
image1.Visibility = Visibility.Visible;
DeleteObject(hBitmap);
Is there anything wrong with the image1 properties maybe or..?
Thanks
WPF bitmap to image conversion shows a black image only
I've had good results with converting every new frame to a bitmap as in the question:
Bitmap bmp;
cam.Memory.ToBitmap(s32MemId, out bmp);
And then converting this to a BitmapImage using:
BitmapImage bitmapImage = null;
using (System.IO.MemoryStream memory = new System.IO.MemoryStream())
{
bitmapImage = new BitmapImage();
bmp.Save(memory, System.Drawing.Imaging.ImageFormat.Bmp);
memory.Position = 0;
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
}
And then locking and freezing (as in How do you pass a BitmapImage from a background thread to the UI thread in WPF?) the BitmapImage to set it as the source of the Image control using:
Object tempLock = new Object();
BitmapImage lastBitmapImage = null;
lock (tempLock)
{
lastBitmapImage = bitmapImage.Clone();
}
lastBitmapImage.Freeze();
Finally, the BitmapImage is set as the souce of the Image control with:
this.Dispatcher.Invoke(new Action(() =>
{
imageDisplay.Source = lastBitmapImage;
}));

Fill WPF rectangle with Image

I created new WPF control, added a Rectangle to it, and everyhing works alright, its drawn like it should be. But I just cant paint the rectangle with an actual Image.
BitmapImage bi = GetImage();
ImageBrush imgBrush= new ImageBrush(bi);
this.rectangle.Fill = imgBrush;
But this code just makes the rectangle transparent, except the stroke.
This is the GetImage() method:
BitmapImage bi;
using (MemoryStream ms = new MemoryStream())
{
bi = new BitmapImage();
bi.CacheOption = BitmapCacheOption.OnLoad;
texture.SaveAsPng(ms, texture.Width, texture.Height);
ms.Seek(0, SeekOrigin.Begin);
bi.BeginInit();
bi.StreamSource = ms;
bi.EndInit();
ms.Close();
}
return bi;
texture is an Texture2D class, that is made before this code.
If I return Bitmap insted of BitmapImage here and then save that Bitmap the picture is drawn correctly.
Thank you for your help
This is the correct way to convert Bitmap to BitmapImage:
using(MemoryStream memory = new MemoryStream())
{
bitmap.Save(memory, ImageFormat.Png);
memory.Position = 0;
BitmapImage bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
}
Thanks to "Pawel Lesnikowski", he posted the anwser in the following topic:
Load a WPF BitmapImage from a System.Drawing.Bitmap

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