I searched all question about byte array but i always failed. I have never coded c# i am new in this side. Could you help me how to make image file from byte array.
Here is my function which stores byte in array named imageData
public void imageReady( byte[] imageData, int fWidth, int fHeight))
You'll need to get those bytes into a MemoryStream:
Bitmap bmp;
using (var ms = new MemoryStream(imageData))
{
bmp = new Bitmap(ms);
}
That uses the Bitmap(Stream stream) constructor overload.
UPDATE: keep in mind that according to the documentation, and the source code I've been reading through, an ArgumentException will be thrown on these conditions:
stream does not contain image data or is null.
-or-
stream contains a PNG image file with a single dimension greater than 65,535 pixels.
Guys thank you for your help. I think all of this answers works. However i think my byte array contains raw bytes. That's why all of those solutions didnt work for my code.
However i found a solution. Maybe this solution helps other coders who have problem like mine.
static byte[] PadLines(byte[] bytes, int rows, int columns) {
int currentStride = columns; // 3
int newStride = columns; // 4
byte[] newBytes = new byte[newStride * rows];
for (int i = 0; i < rows; i++)
Buffer.BlockCopy(bytes, currentStride * i, newBytes, newStride * i, currentStride);
return newBytes;
}
int columns = imageWidth;
int rows = imageHeight;
int stride = columns;
byte[] newbytes = PadLines(imageData, rows, columns);
Bitmap im = new Bitmap(columns, rows, stride,
PixelFormat.Format8bppIndexed,
Marshal.UnsafeAddrOfPinnedArrayElement(newbytes, 0));
im.Save("C:\\Users\\musa\\Documents\\Hobby\\image21.bmp");
This solutions works for 8bit 256 bpp (Format8bppIndexed). If your image has another format you should change PixelFormat .
And there is a problem with colors right now. As soon as i solved this one i will edit my answer for other users.
*PS = I am not sure about stride value but for 8bit it should be equal to columns.
And also this function Works for me.. This function copies 8 bit greyscale image into a 32bit layout.
public void SaveBitmap(string fileName, int width, int height, byte[] imageData)
{
byte[] data = new byte[width * height * 4];
int o = 0;
for (int i = 0; i < width * height; i++)
{
byte value = imageData[i];
data[o++] = value;
data[o++] = value;
data[o++] = value;
data[o++] = 0;
}
unsafe
{
fixed (byte* ptr = data)
{
using (Bitmap image = new Bitmap(width, height, width * 4,
PixelFormat.Format32bppRgb, new IntPtr(ptr)))
{
image.Save(Path.ChangeExtension(fileName, ".jpg"));
}
}
}
}
Can be as easy as:
var ms = new MemoryStream(imageData);
System.Drawing.Image image = Image.FromStream(ms);
image.Save("c:\\image.jpg");
Testing it out:
byte[] imageData;
// Create the byte array.
var originalImage = Image.FromFile(#"C:\original.jpg");
using (var ms = new MemoryStream())
{
originalImage.Save(ms, ImageFormat.Jpeg);
imageData = ms.ToArray();
}
// Convert back to image.
using (var ms = new MemoryStream(imageData))
{
Image image = Image.FromStream(ms);
image.Save(#"C:\newImage.jpg");
}
In addition, you can simply convert byte array to Bitmap.
var bmp = new Bitmap(new MemoryStream(imgByte));
You can also get Bitmap from file Path directly.
Bitmap bmp = new Bitmap(Image.FromFile(filePath));
This was helpful to me: https://www.tek-tips.com/viewthread.cfm?qid=1264492 (Reference answer)
I understand the question as follows:
I have a byte array that contains pixel data e.g. in RGB format (24bit/pixel)
From this raw pixel data I want to create a Bitmap
This code worked for me:
int width = ...;
int height = ...;
byte[] pixelArray = new byte[] {
// Creation of the actual data is not in the scope of this answer
};
Bitmap bmp = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
// Create a BitmapData and lock all pixels to be written
BitmapData bmpData = bmp.LockBits(
new Rectangle(0, 0, bmp.Width, bmp.Height),
ImageLockMode.WriteOnly, bmp.PixelFormat);
// Copy the data from the byte array into BitmapData.Scan0
Marshal.Copy(pixelArray, 0, bmpData.Scan0, pixelArray.Length);
// Unlock the pixels
bmp.UnlockBits(bmpData);
// Do something with your image, e.g. save it to disc
bmp.Save("c:\\temp\\mybmp.bmp", ImageFormat.Bmp);
Based on the accepted answer the OP wanted to interpret imageData byte array as the pixel buffer, rather than an already encoded bitmap stream as the most upvoted answer suggests. And though it works, it contains a lot of copies, as well as palette issues ("And there is a problem with colors right now").
I actually happen to have a drawing library exactly for this purpose (among others). The platform-independent core library allows you to interpret any array of primitive types as a bitmap data:
// Unlike in the accepted answer, no extra buffer allocation or
// array copy happens in the background. Note that we can specify
// a palette for the indexed format so the colors will be interpreted correctly
using var myBitmap = BitmapDataFactory.CreateBitmapData(imageData, new Size(fWidth, fHeight),
stride: fWidth, // stride is same as width because of the 8bpp pixel format
pixelFormat: KnownPixelFormat.Format8bppIndexed,
palette: Palette.Grayscale256());
myBitmap is now an IReadWriteBitmapData instance, allowing a lot of operations (just see the available extension methods). It also offers a pretty fast SetPixel method, which respects the palette so in this particular case it turns any color to grayscale. But if you know the actual pixel format you can also can use the WriteRaw<T> method to access the pixels directly.
And if you use the technology-specific packages such as the one for GDI+ or WPF, then you can simply convert your buffer into known bitmap types such as System.Drawing.Bitmap or System.Windows.Media.WriteableBitmap:
// the accepted answer creates two bitmaps due to the color problems where
// the 2nd one is a 32 bpp image. This solution is much faster, simpler, it avoids
// unnecessary allocations and uses parallel processing internally if possible
var systemBitmap = myBitmap.ToBitmap(); // or ToBitmapAsync, ToWriteableBitmap, etc.
Related
I searched all question about byte array but i always failed. I have never coded c# i am new in this side. Could you help me how to make image file from byte array.
Here is my function which stores byte in array named imageData
public void imageReady( byte[] imageData, int fWidth, int fHeight))
You'll need to get those bytes into a MemoryStream:
Bitmap bmp;
using (var ms = new MemoryStream(imageData))
{
bmp = new Bitmap(ms);
}
That uses the Bitmap(Stream stream) constructor overload.
UPDATE: keep in mind that according to the documentation, and the source code I've been reading through, an ArgumentException will be thrown on these conditions:
stream does not contain image data or is null.
-or-
stream contains a PNG image file with a single dimension greater than 65,535 pixels.
Guys thank you for your help. I think all of this answers works. However i think my byte array contains raw bytes. That's why all of those solutions didnt work for my code.
However i found a solution. Maybe this solution helps other coders who have problem like mine.
static byte[] PadLines(byte[] bytes, int rows, int columns) {
int currentStride = columns; // 3
int newStride = columns; // 4
byte[] newBytes = new byte[newStride * rows];
for (int i = 0; i < rows; i++)
Buffer.BlockCopy(bytes, currentStride * i, newBytes, newStride * i, currentStride);
return newBytes;
}
int columns = imageWidth;
int rows = imageHeight;
int stride = columns;
byte[] newbytes = PadLines(imageData, rows, columns);
Bitmap im = new Bitmap(columns, rows, stride,
PixelFormat.Format8bppIndexed,
Marshal.UnsafeAddrOfPinnedArrayElement(newbytes, 0));
im.Save("C:\\Users\\musa\\Documents\\Hobby\\image21.bmp");
This solutions works for 8bit 256 bpp (Format8bppIndexed). If your image has another format you should change PixelFormat .
And there is a problem with colors right now. As soon as i solved this one i will edit my answer for other users.
*PS = I am not sure about stride value but for 8bit it should be equal to columns.
And also this function Works for me.. This function copies 8 bit greyscale image into a 32bit layout.
public void SaveBitmap(string fileName, int width, int height, byte[] imageData)
{
byte[] data = new byte[width * height * 4];
int o = 0;
for (int i = 0; i < width * height; i++)
{
byte value = imageData[i];
data[o++] = value;
data[o++] = value;
data[o++] = value;
data[o++] = 0;
}
unsafe
{
fixed (byte* ptr = data)
{
using (Bitmap image = new Bitmap(width, height, width * 4,
PixelFormat.Format32bppRgb, new IntPtr(ptr)))
{
image.Save(Path.ChangeExtension(fileName, ".jpg"));
}
}
}
}
Can be as easy as:
var ms = new MemoryStream(imageData);
System.Drawing.Image image = Image.FromStream(ms);
image.Save("c:\\image.jpg");
Testing it out:
byte[] imageData;
// Create the byte array.
var originalImage = Image.FromFile(#"C:\original.jpg");
using (var ms = new MemoryStream())
{
originalImage.Save(ms, ImageFormat.Jpeg);
imageData = ms.ToArray();
}
// Convert back to image.
using (var ms = new MemoryStream(imageData))
{
Image image = Image.FromStream(ms);
image.Save(#"C:\newImage.jpg");
}
In addition, you can simply convert byte array to Bitmap.
var bmp = new Bitmap(new MemoryStream(imgByte));
You can also get Bitmap from file Path directly.
Bitmap bmp = new Bitmap(Image.FromFile(filePath));
This was helpful to me: https://www.tek-tips.com/viewthread.cfm?qid=1264492 (Reference answer)
I understand the question as follows:
I have a byte array that contains pixel data e.g. in RGB format (24bit/pixel)
From this raw pixel data I want to create a Bitmap
This code worked for me:
int width = ...;
int height = ...;
byte[] pixelArray = new byte[] {
// Creation of the actual data is not in the scope of this answer
};
Bitmap bmp = new Bitmap(width, height, System.Drawing.Imaging.PixelFormat.Format32bppRgb);
// Create a BitmapData and lock all pixels to be written
BitmapData bmpData = bmp.LockBits(
new Rectangle(0, 0, bmp.Width, bmp.Height),
ImageLockMode.WriteOnly, bmp.PixelFormat);
// Copy the data from the byte array into BitmapData.Scan0
Marshal.Copy(pixelArray, 0, bmpData.Scan0, pixelArray.Length);
// Unlock the pixels
bmp.UnlockBits(bmpData);
// Do something with your image, e.g. save it to disc
bmp.Save("c:\\temp\\mybmp.bmp", ImageFormat.Bmp);
Based on the accepted answer the OP wanted to interpret imageData byte array as the pixel buffer, rather than an already encoded bitmap stream as the most upvoted answer suggests. And though it works, it contains a lot of copies, as well as palette issues ("And there is a problem with colors right now").
I actually happen to have a drawing library exactly for this purpose (among others). The platform-independent core library allows you to interpret any array of primitive types as a bitmap data:
// Unlike in the accepted answer, no extra buffer allocation or
// array copy happens in the background. Note that we can specify
// a palette for the indexed format so the colors will be interpreted correctly
using var myBitmap = BitmapDataFactory.CreateBitmapData(imageData, new Size(fWidth, fHeight),
stride: fWidth, // stride is same as width because of the 8bpp pixel format
pixelFormat: KnownPixelFormat.Format8bppIndexed,
palette: Palette.Grayscale256());
myBitmap is now an IReadWriteBitmapData instance, allowing a lot of operations (just see the available extension methods). It also offers a pretty fast SetPixel method, which respects the palette so in this particular case it turns any color to grayscale. But if you know the actual pixel format you can also can use the WriteRaw<T> method to access the pixels directly.
And if you use the technology-specific packages such as the one for GDI+ or WPF, then you can simply convert your buffer into known bitmap types such as System.Drawing.Bitmap or System.Windows.Media.WriteableBitmap:
// the accepted answer creates two bitmaps due to the color problems where
// the 2nd one is a 32 bpp image. This solution is much faster, simpler, it avoids
// unnecessary allocations and uses parallel processing internally if possible
var systemBitmap = myBitmap.ToBitmap(); // or ToBitmapAsync, ToWriteableBitmap, etc.
I want to start learning about how to tear images apart to find patterns in them but in order to do that I need to first see what makes it up. I want to take a png and convert it into a byte array so I can print it out and see if I can recognize simple patterns in the array values.
So far I have this
public MainWindow()
{
InitializeComponent();
System.Drawing.Image image;
image = System.Drawing.Image.FromFile("one.png");
byte[] imArray = imageToByteArray(image);
String bytes = "";
foreach (Char bite in imArray)
{
bytes += "-"+bite;
}
MessageBox.Show(bytes);
}
public byte[] imageToByteArray(System.Drawing.Image imageIn)
{
MemoryStream ms = new MemoryStream();
imageIn.Save(ms, System.Drawing.Imaging.ImageFormat.Gif);
return ms.ToArray();
}
But it doesn't seem to be working. It gives me a null error when the conversion method is called. I have NO clue why this isn't working because my understanding of the compenents is nill.
If you can suggest an easier way to make this conversion feel free to post it. Im not stuck on this code I just want a working example so I have a starting point.
Thanks!
I'd recommend starting with Bitmap to look at binary data - most other formats store data compressed, so you have no chance to understand what is inside an image by looking at the bytes.
The method you want is Bitmap.LockBits. The article also includes complete sample how to read from file and look t bits, excerpt below:
Bitmap bmp = new Bitmap("c:\\fakePhoto.jpg");
Rectangle rect = new Rectangle(0, 0, bmp.Width, bmp.Height);
BitmapData bmpData =
bmp.LockBits(rect, ImageLockMode.ReadWrite, bmp.PixelFormat);
int bytes = Math.Abs(bmpData.Stride) * bmp.Height;
byte[] rgbValues = new byte[bytes];
// Copy the RGB values into the array.
Marshal.Copy(bmpData.Scan0, rgbValues, 0, bytes);
you could try converting the image to a dataURI then converting it to a blob, heres an example of how you can convert dataURIs to blobs
Blob from DataURL?
function dataURItoBlob(dataURI) {
var byteString = atob(dataURI.split(',')[1]);
var mimeString = dataURI.split(',')[0].split(':')[1].split(';')[0];
var ab = new ArrayBuffer(byteString.length);
var ia = new Uint8Array(ab);
for (var i = 0; i < byteString.length; i++) {
ia[i] = byteString.charCodeAt(i);
}
var bb = new BlobBuilder();
bb.append(ab); return bb.getBlob(mimeString);
}
Or you can just open the file in a binary editor.
Could some rewrite the following function to use any optimized mechanism? I'm pretty sure that this is not the way to proceed, copying pixel by pixel.
I have read about AlphaBlend, or BitBlt, but I'm not used to native code.
public static Bitmap GetAlphaBitmap(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
try
{
for (int y = 0; y <= srcData.Height - 1; y++)
{
for (int x = 0; x <= srcData.Width - 1; x++)
{
Color pixelColor = Color.FromArgb(
Marshal.ReadInt32(srcData.Scan0, (srcData.Stride * y) + (4 * x)));
result.SetPixel(x, y, pixelColor);
}
}
}
finally
{
srcBitmap.UnlockBits(srcData);
}
return result;
}
IMPORTANT NOTE: The source image has a wrong pixel format (Format32bppRgb), so I need to adjust the alpha channel. This is the only mechanism that works for me.
The reason why the src image has a wrong pixel format is explained here.
I tried the following options without luck:
Creating a new image and draw the src image using the Graphics.DrawImage from src. Did not preserve the alpha.
Creating a new image using the Scan0 form src. Works fine, but has a problem when the GC dispose the src image (explained in this other post);
This solution is the only that really works, but I know that is not optimal. I need to know how to do it using the WinAPI or other optimal mechanism.
Thank you very much!
Assuming the source image does infact have 32 bits per pixel, this should be a fast enough implementation using unsafe code and pointers. The same can be achieved using marshalling, though at a performance loss of around 10%-20% if I remember correctly.
Using native methods will most likely be faster but this should already be orders of magnitude faster than SetPixel.
public unsafe static Bitmap Clone32BPPBitmap(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
BitmapData resData = result.LockBits(bmpBounds, ImageLockMode.WriteOnly, result.PixelFormat);
int* srcScan0 = (int*)srcData.Scan0;
int* resScan0 = (int*)resData.Scan0;
int numPixels = srcData.Stride / 4 * srcData.Height;
try
{
for (int p = 0; p < numPixels; p++)
{
resScan0[p] = srcScan0[p];
}
}
finally
{
srcBitmap.UnlockBits(srcData);
result.UnlockBits(resData);
}
return result;
}
Here is the safe version of this method using marshalling:
public static Bitmap Copy32BPPBitmapSafe(Bitmap srcBitmap)
{
Bitmap result = new Bitmap(srcBitmap.Width, srcBitmap.Height, PixelFormat.Format32bppArgb);
Rectangle bmpBounds = new Rectangle(0, 0, srcBitmap.Width, srcBitmap.Height);
BitmapData srcData = srcBitmap.LockBits(bmpBounds, ImageLockMode.ReadOnly, srcBitmap.PixelFormat);
BitmapData resData = result.LockBits(bmpBounds, ImageLockMode.WriteOnly, result.PixelFormat);
Int64 srcScan0 = srcData.Scan0.ToInt64();
Int64 resScan0 = resData.Scan0.ToInt64();
int srcStride = srcData.Stride;
int resStride = resData.Stride;
int rowLength = Math.Abs(srcData.Stride);
try
{
byte[] buffer = new byte[rowLength];
for (int y = 0; y < srcData.Height; y++)
{
Marshal.Copy(new IntPtr(srcScan0 + y * srcStride), buffer, 0, rowLength);
Marshal.Copy(buffer, 0, new IntPtr(resScan0 + y * resStride), rowLength);
}
}
finally
{
srcBitmap.UnlockBits(srcData);
result.UnlockBits(resData);
}
return result;
}
Edit: Your source image has a negative stride, which means the scanlines are stored upside-down in memory (only on the y axis, rows still go from left to right). This effectively means that .Scan0 returns the first pixel of the last row of the bitmap.
As such I modified the code to copy one row at a time.
notice: I've only modified the safe code. The unsafe code still assumes positive strides for both images!
Try the Bitmap Clone method.
A utility class in my Codeblocks library http://codeblocks.codeplex.com allows you to transform a source image to any other image using LINQ.
See this sample here: http://codeblocks.codeplex.com/wikipage?title=Linq%20Image%20Processing%20sample&referringTitle=Home
While the sample transforms the same image format between source and destination, you could change things around, as well.
Note that I have clocked this code and it is much faster than even unsafe code for large images because it uses cached full-row read ahead.
I want to convert a byte array to an image.
This is my database code from where I get the byte array:
public void Get_Finger_print()
{
try
{
using (SqlConnection thisConnection = new SqlConnection(#"Data Source=" + System.Environment.MachineName + "\\SQLEXPRESS;Initial Catalog=Image_Scanning;Integrated Security=SSPI "))
{
thisConnection.Open();
string query = "select pic from Image_tbl";// where Name='" + name + "'";
SqlCommand cmd = new SqlCommand(query, thisConnection);
byte[] image =(byte[]) cmd.ExecuteScalar();
Image newImage = byteArrayToImage(image);
Picture.Image = newImage;
//return image;
}
}
catch (Exception) { }
//return null;
}
My conversion code:
public Image byteArrayToImage(byte[] byteArrayIn)
{
try
{
MemoryStream ms = new MemoryStream(byteArrayIn,0,byteArrayIn.Length);
ms.Write(byteArrayIn, 0, byteArrayIn.Length);
returnImage = Image.FromStream(ms,true);//Exception occurs here
}
catch { }
return returnImage;
}
When I reach the line with a comment, the following exception occurs: Parameter is not valid.
How can I fix whatever is causing this exception?
You are writing to your memory stream twice, also you are not disposing the stream after use.
You are also asking the image decoder to apply embedded color correction.
Try this instead:
using (var ms = new MemoryStream(byteArrayIn))
{
return Image.FromStream(ms);
}
Maybe I'm missing something, but for me this one-liner works fine with a byte array that contains an image of a JPEG file.
Image x = (Bitmap)((new ImageConverter()).ConvertFrom(jpegByteArray));
EDIT:
See here for an updated version of this answer: How to convert image in byte array
public Image byteArrayToImage(byte[] bytesArr)
{
using (MemoryStream memstr = new MemoryStream(bytesArr))
{
Image img = Image.FromStream(memstr);
return img;
}
}
I'd like to note there is a bug in solution provided by #isaias-b.
That solution assume that stride is equal to row length. But it is not always true. Due to memory alignments performed by GDI, stride can be greater then row length. This must be taken into account. Otherwise invalid shifted image will be generated. Padding bytes in each row will be ignored.
The stride is the width of a single row of pixels (a scan line), rounded up to a four-byte boundary.
Fixed code:
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
public static class ImageExtensions
{
public static Image ImageFromRawBgraArray(this byte[] arr, int width, int height, PixelFormat pixelFormat)
{
var output = new Bitmap(width, height, pixelFormat);
var rect = new Rectangle(0, 0, width, height);
var bmpData = output.LockBits(rect, ImageLockMode.ReadWrite, output.PixelFormat);
// Row-by-row copy
var arrRowLength = width * Image.GetPixelFormatSize(output.PixelFormat) / 8;
var ptr = bmpData.Scan0;
for (var i = 0; i < height; i++)
{
Marshal.Copy(arr, i * arrRowLength, ptr, arrRowLength);
ptr += bmpData.Stride;
}
output.UnlockBits(bmpData);
return output;
}
}
To illustrate what it can lead to, let's generate PixelFormat.Format24bppRgb gradient image 101x101:
var width = 101;
var height = 101;
var gradient = new byte[width * height * 3 /* bytes per pixel */];
for (int i = 0, pixel = 0; i < gradient.Length; i++, pixel = i / 3)
{
var x = pixel % height;
var y = (pixel - x) / width;
gradient[i] = (byte)((x / (double)(width - 1) + y / (double)(height - 1)) / 2d * 255);
}
If we will copy entire array as-is to address pointed by bmpData.Scan0, we will get following image. Image shifting because part of image was written to padding bytes, that was ignored. Also that is why last row is incomplete:
But if we will copy row-by-row shifting destination pointer by bmpData.Stride value, valid imaged will be generated:
Stride also can be negative:
If the stride is positive, the bitmap is top-down. If the stride is negative, the bitmap is bottom-up.
But I didn't worked with such images and this is beyond my note.
Related answer: C# - RGB Buffer from Bitmap different from C++
All presented answers assume that the byte array contains data in a known file format representation, like: gif, png or jpg. But i recently had a problem trying to convert byte[]s, containing linearized BGRA information, efficiently into Image objects. The following code solves it using a Bitmap object.
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
public static class Extensions
{
public static Image ImageFromRawBgraArray(
this byte[] arr, int width, int height)
{
var output = new Bitmap(width, height);
var rect = new Rectangle(0, 0, width, height);
var bmpData = output.LockBits(rect,
ImageLockMode.ReadWrite, output.PixelFormat);
var ptr = bmpData.Scan0;
Marshal.Copy(arr, 0, ptr, arr.Length);
output.UnlockBits(bmpData);
return output;
}
}
This is a slightly variation of a solution which was posted on this site.
In one line:
Image.FromStream(new MemoryStream(byteArrayIn));
try (UPDATE)
MemoryStream ms = new MemoryStream(byteArrayIn,0,byteArrayIn.Length);
ms.Position = 0; // this is important
returnImage = Image.FromStream(ms,true);
there is a simple approach as below, you can use FromStream method of an image to do the trick,
Just remember to use System.Drawing;
// using image object not file
public byte[] imageToByteArray(Image imageIn)
{
MemoryStream ms = new MemoryStream();
imageIn.Save(ms,System.Drawing.Imaging.ImageFormat.Gif);
return ms.ToArray();
}
public Image byteArrayToImage(byte[] byteArrayIn)
{
MemoryStream ms = new MemoryStream(byteArrayIn);
Image returnImage = Image.FromStream(ms);
return returnImage;
}
One liner:
Image bmp = (Bitmap)((new ImageConverter()).ConvertFrom(imageBytes));
You haven't declared returnImage as any kind of variable :)
This should help:
public Image byteArrayToImage(byte[] byteArrayIn)
{
try
{
MemoryStream ms = new MemoryStream(byteArrayIn,0,byteArrayIn.Length);
ms.Write(byteArrayIn, 0, byteArrayIn.Length);
Image returnImage = Image.FromStream(ms,true);
}
catch { }
return returnImage;
}
This is inspired by Holstebroe's answer, plus comments here: Getting an Image object from a byte array
Bitmap newBitmap;
using (MemoryStream memoryStream = new MemoryStream(byteArrayIn))
using (Image newImage = Image.FromStream(memoryStream))
newBitmap = new Bitmap(newImage);
return newBitmap;
Most of the time when this happens it is bad data in the SQL column. This is the proper way to insert into an image column:
INSERT INTO [TableX] (ImgColumn) VALUES (
(SELECT * FROM OPENROWSET(BULK N'C:\....\Picture 010.png', SINGLE_BLOB) as tempimg))
Most people do it incorrectly this way:
INSERT INTO [TableX] (ImgColumn) VALUES ('C:\....\Picture 010.png'))
First Install This Package:
Install-Package SixLabors.ImageSharp -Version 1.0.0-beta0007
[SixLabors.ImageSharp][1]
[1]: https://www.nuget.org/packages/SixLabors.ImageSharp
Then use Below Code For Cast Byte Array To Image :
Image<Rgba32> image = Image.Load(byteArray);
For Get ImageFormat Use Below Code:
IImageFormat format = Image.DetectFormat(byteArray);
For Mutate Image Use Below Code:
image.Mutate(x => x.Resize(new Size(1280, 960)));
I suggest using ImageSharp
Image<Bgra32> image = SixLabors.ImageSharp.Image.LoadPixelData<Bgra32>
(byteArray
, pageWidth
, pageHeight);
Im currently trying to use writeablebitmap to take a IntPtr of a scan of images and turn each one into a Bitmap. Im wanting to use writeablebitmap because im having an issue with standard gdi
GDI+ System.Drawing.Bitmap gives error Parameter is not valid intermittently
There is a method on a WriteableBitmap that called WritePixels
http://msdn.microsoft.com/en-us/library/aa346817.aspx
Im not sure what I set for the buffer and the stride every example I find it shows the stride as 0 although that throws an error. When I set the stride to 5 the image appear black. I know this may not be the most efficient code but any help would be appreciated.
//create bitmap header
bmi = new BITMAPINFOHEADER();
//create initial rectangle
Int32Rect rect = new Int32Rect(0, 0, 0, 0);
//create duplicate intptr to use while in global lock
dibhand = dibhandp;
bmpptr = GlobalLock(dibhand);
//get the pixel sizes
pixptr = GetPixelInfo(bmpptr);
//create writeable bitmap
var wbitm = new WriteableBitmap(bmprect.Width, bmprect.Height, 96.0, 96.0, System.Windows.Media.PixelFormats.Bgr32, null);
//draw the image
wbitm.WritePixels(rect, dibhandp, 10, 0);
//convert the writeable bitmap to bitmap
var stream = new MemoryStream();
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(wbitm));
encoder.Save(stream);
byte[] buffer = stream.GetBuffer();
var bitmap = new System.Drawing.Bitmap(new MemoryStream(buffer));
GlobalUnlock(dibhand);
GlobalFree(dibhand);
GlobalFree(dibhandp);
GlobalFree(bmpptr);
dibhand = IntPtr.Zero;
return bitmap;
An efficient way to work on Bitmaps in C# is to pass temporarily in unsafe mode (I know I don't answer the question exactly but I think the OP did not manage to use Bitmap, so this could be a solution anyway). You just have to lock bits and you're done:
unsafe private void GaussianFilter()
{
// Working images
using (Bitmap newImage = new Bitmap(width, height))
{
// Lock bits for performance reason
BitmapData newImageData = newImage.LockBits(new Rectangle(0, 0, newImage.Width,
newImage.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
byte* pointer = (byte*)newImageData.Scan0;
int offset = newImageData.Stride - newImageData.Width * 4;
// Compute gaussian filter on temp image
for (int j = 0; j < InputData.Height - 1; ++j)
{
for (int 0 = 1; i < InputData.Width - 1; ++i)
{
// You browse 4 bytes per 4 bytes
// The 4 bytes are: B G R A
byte blue = pointer[0];
byte green = pointer[1];
byte red = pointer[2];
byte alpha = pointer[3];
// Your business here by setting pointer[i] = ...
// If you don't use alpha don't forget to set it to 255 else your whole image will be black !!
// Go to next pixels
pointer += 4;
}
// Go to next line: do not forget pixel at last and first column
pointer += offset;
}
// Unlock image
newImage.UnlockBits(newImageData);
newImage.Save("D:\temp\OCR_gray_gaussian.tif");
}
}
This is really much more efficient than SetPixel(i, j), you just have to be careful about pointer limits (and not forget to unlock data when you're done).
Now to answer your question about stride: the stride is the length in bytes of a line, it is a multiple of 4. In my exemple I use the format Format32bppArgb which uses 4 bytes per pixel (R, G, B and alpha), so newImageData.Stride and newImageData.Width * 4 are always the same. I use the offset in my loops only to show where it would be necessary.
But if you use another format, for instance Format24bppRgb which uses 3 bytes per pixel (R, G and B only), then there may be an offset between stride and width. For an image 10 * 10 pixels in this format, you will have a stride of 10 * 3 = 30, + 2 to reach nearest multiple of 4, i.e. 32.