Convert byte[] to Point[] and back - c#

Is it possible to convert byte[] to Point? I have a canvas and the drawing obtained as Point[]; I need to store it in the database as byte[] and then retrieve it and load it again as Point[].

You can serialize your points into a binary stream to get an array of bytes:
byte[] data;
using (var ms = new MemoryStream()) {
using (var bw = new BinaryWriter(ms)) {
bw.Write(points.Length);
foreach (var p in points) {
bw.Write(p.X);
bw.Write(p.Y);
}
}
data = ms.ToArray();
}
To deserialize your bytes back into an array, reverse the process:
Point[] points;
using (var ms = new MemoryStream(data)) {
using (var r = new BinaryReader(ms)) {
int len = r.ReadInt32();
points = new Point[len];
for (int i = 0 ; i != len ; i++) {
points[i] = new Point(r.ReadInt32(), r.ReadInt32());
}
}
}

Related

how can i modify a small section of bytes in a memory stream, that was written to using binarywriter

how do i edit the first four bytes in memory stream? Imagine "bytes" in the following code is a few 100 bytes long. i need to write a place holder of say, 4 bytes of value 0 and come back and update those bytes to new values.
static MemoryStream stream = new MemoryStream();
static BinaryWriter writer = new BinaryWriter(stream);
writer.Write(bytes);
How about this solution:
static void UpdateNthLong(MemoryStream ms, long idx, long newValue)
{
var currPos = ms.Position;
try
{
var offset = sizeof(long) * idx;
ms.Position = offset;
var bw = new BinaryWriter(ms);
bw.Write(newValue);
}
finally { ms.Position = currPos; }
}
static void ShowByteArray(byte[] array)
{
Console.WriteLine("Size: {0}", array.Length);
for(int i = 0; i < array.Length; i++)
{
Console.WriteLine("{0} => {1}", i, array[i]);
}
}
static void Main(string[] args)
{
using (var ms = new MemoryStream())
{
var bw = new BinaryWriter(ms);
bw.Write(1L); // 0-th
bw.Write(2L); // 1-th
bw.Write(3L); // 2-th
bw.Write(4L); // 3-th
var bytes = ms.ToArray();
Console.WriteLine("Before update:");
ShowByteArray(bytes);
// Update 0-th
UpdateNthLong(ms, 0, 0xFFFFFFFFFFFFFF);
// Update 3-th
UpdateNthLong(ms, 3, 0xBBBBBBBBBBBBBBB);
bytes = ms.ToArray();
Console.WriteLine("After update:");
ShowByteArray(bytes);
}
}

Error in Delete a file in a while loop with being used by another process error

This is a piece of my code and I want to delete a file (line 12).
But an error raises: the project cannot access the file because it is being used by another process in c# exactly in second time of the while loop. I disposed and closed every
object.
while (true)
{
string strEncrypted;
int strLenght = 0;
byte[] cryptedRGB;
string imgCamFile = Environment.CurrentDirectory + "\\___imgCam\\_sentImg\\__empImg.bmp";
if (File.Exists(#imgCamFile))
{
lock (#imgCamFile)
{
//if (camPictureBox.Image != null)
// camPictureBox.Image.Dispose();
GC.Collect();
System.IO.File.Delete(#imgCamFile);
GC.Collect();
}
}
strDataType = System.Text.Encoding.UTF8.GetBytes("Frame");
strEncrypted = clsCryption.Encrypt("Frame");
strDataType = new byte[strEncrypted.Length];
foreach (char c in strEncrypted.ToCharArray())
{
strDataType[strLenght] = (byte)c;
strLenght++;
}
if (optClient.Checked == true)
mClient.Send(strDataType);
else if (optServer.Checked == true)
mServerHandler.Send(strDataType);
MemoryStream Ms = new MemoryStream();
camPictureBox.Image.Save(Ms, System.Drawing.Imaging.ImageFormat.Bmp);
byte[] mData = Ms.GetBuffer();
Ms.Close();
Ms.Dispose();
FileStream fileStream = new FileStream(imgCamFile, FileMode.Create, FileAccess.Write);
fileStream.Write(mData, 0, mData.Length);
fileStream.Close();
fileStream.Dispose();
Bitmap bitmap = new Bitmap(imgCamFile);
Size mS = bitmap.Size;
string[,] RGB = new string[mS.Width * 3, mS.Height];
int realWodth = mS.Width * 3;
byte[] myRGB = new byte[realWodth * mS.Height];
int cCounter = 0;
int pRow = 0;
for (int y = 0; y < mS.Height; y++)
{
cCounter = 0;
for (int x = 0; x < mS.Width; x++)
{
Color pixColor = bitmap.GetPixel(x, y);
RGB[cCounter, y] = pixColor.R.ToString(); ++cCounter;
RGB[cCounter, y] = pixColor.G.ToString(); ++cCounter;
RGB[cCounter, y] = pixColor.B.ToString(); ++cCounter;
myRGB[pRow] = Byte.Parse(pixColor.R.ToString()); pRow++;
myRGB[pRow] = Byte.Parse(pixColor.G.ToString()); pRow++;
myRGB[pRow] = Byte.Parse(pixColor.B.ToString()); pRow++;
}
}
int sent;
if (optClient.Checked == true)
sent = SendVarData(mClient, myRGB);
else if (optServer.Checked == true)
sent = SendVarData(mServerHandler, myRGB);
System.Threading.Thread.Sleep(4000);
}
Why all the steps? Image -> MemoryStream -> FileStream -> BitMap
Bitmap is an Image -- are you sure that camPictureBox.Image isn't already a Bitmap and you can't do your calculations with it instead?
If not...
using(var bitmap = new Bitmap(camPictureBox.Image))
{
// do your calculations
}
... or ...
using (var ms = new MemoryStream())
{
camPictureBox.Image.Save(ms, System.Drawing.Imaging.ImageFormat.Bmp);
using (var bitmap = new Bitmap(ms))
{
// do your work
}
}
I believe this is the problem :
Bitmap bitmap = new Bitmap(imgCamFile);
You never set bitmap to null so that is keeping a lock on the path.
Imho, I agree. You should not call Garbage Collector. C# should do it automatically. Just dispose all the objects to release resources.
Remember that this is not needed:
Ms.Close();
Ms.Dispose();
fileStream.Close();
fileStream.Dispose();
Because dispose implicitly calls close.
Release the resources after using Bitmap class:
Bitmap bitmap = new Bitmap(imgCamFile);
bitmap.Dispose();

How do i DEFLATE properly? (both .NET and MONO gets it wrong)

I can't comprehend. It looks correct.
Windows gets me
21008 80373 0.2613813
80372 80372 1
Deflate on .NET isn't good (it shouldnt be 26%) but more importantly the decompressed size is 1 off. Looking at the file (its html) its missing the last >
mono (2.10.5) on ubuntu gets me
4096 80373 0.05096239
12297 12297 1
-edit- 5% is incorrect. Its 21% when done properly -end edit- 5% of the original seems proper. But the decompressed size is way to small. Looking at the file it looks like the correct html data. It just isn't decompressing it all.
Whats wrong with the code?
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.IO.Compression;
namespace DeflateTest
{
class Program
{
static void Main(string[] args)
{
string fn1 = args.First();
var fn2 = fn1 + ".out";
var fn3 = fn1 + ".outorig";
{
using (var m = new MemoryStream())
using (var d = new DeflateStream(m, CompressionMode.Compress, true))
using (var f = File.OpenRead(fn1))
{
var filelen = 0;
var b = new Byte[1024 * 4];
while (true)
{
var len = f.Read(b, 0, b.Length);
if (len <= 0)
break;
filelen += len;
d.Write(b, 0, len);
}
d.Flush();
m.Flush();
var m_arr = m.ToArray();
using (var ff = File.Create(fn2))
{
ff.Write(m_arr, 0, m_arr.Length);
}
Console.WriteLine(#"{0} {1} {2}", m_arr.Length, filelen, (float)m_arr.Length / filelen);
}
}
{
using (var f = File.OpenRead(fn2))
using (var d = new DeflateStream(f, CompressionMode.Decompress, true))
using (var m = new MemoryStream())
{
var filelen = 0;
var b = new Byte[1024 * 4];
while (true)
{
var len = d.Read(b, 0, b.Length);
if (len <= 0)
break;
filelen += len;
m.Write(b, 0, len);
}
m.Flush();
var m_arr = m.ToArray();
using (var ff = File.Create(fn3)) { ff.Write(m_arr, 0, m_arr.Length); }
Console.WriteLine(#"{0} {1} {2}", m_arr.Length, filelen, (float)m_arr.Length / filelen);
}
}
}
}
}
d.Flush(); is incorrect. The deflate stream needs to be closed. d.Close(); solves it.

Read file into ByteArrays of 4 bytes

I would like to know how I could read a file into ByteArrays that are 4 bytes long.
These arrays will be manipulated and then have to be converted back to a single array ready to be written to a file.
EDIT:
Code snippet.
var arrays = new List<byte[]>();
using (var f = new FileStream("file.cfg.dec", FileMode.Open))
{
for (int i = 0; i < f.Length; i += 4)
{
var b = new byte[4];
var bytesRead = f.Read(b, i, 4);
if (bytesRead < 4)
{
var b2 = new byte[bytesRead];
Array.Copy(b, b2, bytesRead);
arrays.Add(b2);
}
else if (bytesRead > 0)
arrays.Add(b);
}
}
foreach (var b in arrays)
{
BitArray source = new BitArray(b);
BitArray target = new BitArray(source.Length);
target[26] = source[0];
target[31] = source[1];
target[17] = source[2];
target[10] = source[3];
target[30] = source[4];
target[16] = source[5];
target[24] = source[6];
target[2] = source[7];
target[29] = source[8];
target[8] = source[9];
target[20] = source[10];
target[15] = source[11];
target[28] = source[12];
target[11] = source[13];
target[13] = source[14];
target[4] = source[15];
target[19] = source[16];
target[23] = source[17];
target[0] = source[18];
target[12] = source[19];
target[14] = source[20];
target[27] = source[21];
target[6] = source[22];
target[18] = source[23];
target[21] = source[24];
target[3] = source[25];
target[9] = source[26];
target[7] = source[27];
target[22] = source[28];
target[1] = source[29];
target[25] = source[30];
target[5] = source[31];
var back2byte = BitArrayToByteArray(target);
arrays.Clear();
arrays.Add(back2byte);
}
using (var f = new FileStream("file.cfg.enc", FileMode.Open))
{
foreach (var b in arrays)
f.Write(b, 0, b.Length);
}
EDIT 2:
Here is the Ugly Betty-looking code that accomplishes what I wanted. Now I must refine it for performance...
var arrays_ = new List<byte[]>();
var arrays_save = new List<byte[]>();
var arrays = new List<byte[]>();
using (var f = new FileStream("file.cfg.dec", FileMode.Open))
{
for (int i = 0; i < f.Length; i += 4)
{
var b = new byte[4];
var bytesRead = f.Read(b, 0, b.Length);
if (bytesRead < 4)
{
var b2 = new byte[bytesRead];
Array.Copy(b, b2, bytesRead);
arrays.Add(b2);
}
else if (bytesRead > 0)
arrays.Add(b);
}
}
foreach (var b in arrays)
{
arrays_.Add(b);
}
foreach (var b in arrays_)
{
BitArray source = new BitArray(b);
BitArray target = new BitArray(source.Length);
target[26] = source[0];
target[31] = source[1];
target[17] = source[2];
target[10] = source[3];
target[30] = source[4];
target[16] = source[5];
target[24] = source[6];
target[2] = source[7];
target[29] = source[8];
target[8] = source[9];
target[20] = source[10];
target[15] = source[11];
target[28] = source[12];
target[11] = source[13];
target[13] = source[14];
target[4] = source[15];
target[19] = source[16];
target[23] = source[17];
target[0] = source[18];
target[12] = source[19];
target[14] = source[20];
target[27] = source[21];
target[6] = source[22];
target[18] = source[23];
target[21] = source[24];
target[3] = source[25];
target[9] = source[26];
target[7] = source[27];
target[22] = source[28];
target[1] = source[29];
target[25] = source[30];
target[5] = source[31];
var back2byte = BitArrayToByteArray(target);
arrays_save.Add(back2byte);
}
using (var f = new FileStream("file.cfg.enc", FileMode.Open))
{
foreach (var b in arrays_save)
f.Write(b, 0, b.Length);
}
EDIT 3:
Loading a big file into byte arrays of 4 bytes wasn't the smartest idea...
I have over 68 million arrays being processed and manipulated. I really wonder if its possible to load it into a single array and still have the bit manipulation work. :/
Here's another way, similar to #igofed's solution:
var arrays = new List<byte[]>();
using (var f = new FileStream("test.txt", FileMode.Open))
{
for (int i = 0; i < f.Length; i += 4)
{
var b = new byte[4];
var bytesRead = f.Read(b, i, 4);
if (bytesRead < 4)
{
var b2 = new byte[bytesRead];
Array.Copy(b, b2, bytesRead);
arrays.Add(b2);
}
else if (bytesRead > 0)
arrays.Add(b);
}
}
//make changes to arrays
using (var f = new FileStream("test-out.txt", FileMode.Create))
{
foreach (var b in arrays)
f.Write(b, 0, b.Length);
}
Regarding your "Edit 3" ... I'll bite, although it's really a diversion from the original question.
There's no reason you need Lists of arrays, since you're just breaking up the file into a continuous list of 4-byte sequences, looping through and processing each sequence, and then looping through and writing each sequence. You can do much better. NOTE: The implementation below does not check for or handle input files whose lengths are not exactly multiples of 4. I leave that as an exercise to you, if it is important.
To directly address your comment, here is a single-array solution. We'll ditch the List objects, read the whole file into a single byte[] array, and then copy out 4-byte sections of that array to do your bit transforms, then put the result back. At the end we'll just slam the whole thing into the output file.
byte[] data;
using (Stream fs = File.OpenRead("E:\\temp\\test.bmp")) {
data = new byte[fs.Length];
fs.Read(data, 0, data.Length);
}
byte[] element = new byte[4];
for (int i = 0; i < data.Length; i += 4) {
Array.Copy(data, i, element, 0, element.Length);
BitArray source = new BitArray(element);
BitArray target = new BitArray(source.Length);
target[26] = source[0];
target[31] = source[1];
// ...
target[5] = source[31];
target.CopyTo(data, i);
}
using (Stream fs = File.OpenWrite("E:\\temp\\test_out.bmp")) {
fs.Write(data, 0, data.Length);
}
All of the ugly initial read code is gone since we're just using a single byte array. Notice I reserved a single 4-byte array before the processing loop to re-use, so we can save the garbage collector some work. Then we loop through the giant data array 4 bytes at a time and copy them into our working array, use that to initialize the BitArrays for your transforms, and then the last statement in the block converts the BitArray back into a byte array, and copies it directly back to its original location within the giant data array. This replaces BitArrayToByteArray method, since you did not provide it. At the end, writing is also easy since it's just slamming out the now-transformed giant data array.
When I ran your original solution I got an OutOfMemory exception on my original test file of 100MB, so I used a 44MB file. It consumed 650MB in memory and ran in 30 seconds. The single-array solution used 54MB of memory and ran in 10 seconds. Not a bad improvement, and it demonstrates how bad holding onto millions of small array objects is.
Here is what you want:
using (var reader = new StreamReader("inputFileName"))
{
using (var writer = new StreamWriter("outputFileName"))
{
char[] buff = new char[4];
int readCount = 0;
while((readCount = reader.Read(buff, 0, 4)) > 0)
{
//manipulations with buff
writer.Write(buff);
}
}
}
IEnumerable<byte[]> arraysOf4Bytes = File
.ReadAllBytes(path)
.Select((b,i) => new{b, i})
.GroupBy(x => x.i / 4)
.Select(g => g.Select(x => x.b).ToArray())

zlib from C++ to C#(How to convert byte[] to stream and stream to byte[])

My task is to decompress a packet(received) using zlib and then use an algoritm to make a picture from the data
The good news is that I have the code in C++,but the task is to do it in C#
C++
//Read the first values of the packet received
DWORD image[200 * 64] = {0}; //used for algoritm(width always = 200 and height always == 64)
int imgIndex = 0; //used for algoritm
unsigned char rawbytes_[131072] = {0}; //read below
unsigned char * rawbytes = rawbytes_; //destrination parameter for decompression(ptr)
compressed = r.Read<WORD>(); //the length of the compressed bytes(picture)
uncompressed = r.Read<WORD>(); //the length that should be after decompression
width = r.Read<WORD>(); //the width of the picture
height = r.Read<WORD>(); //the height of the picture
LPBYTE ptr = r.GetCurrentStream(); //the bytes(file that must be decompressed)
outLen = uncompressed; //copy the len into another variable
//Decompress
if(uncompress((Bytef*)rawbytes, &outLen, ptr, compressed) != Z_OK)
{
printf("Could not uncompress the image code.\n");
Disconnect();
return;
}
//Algoritm to make up the picture
// Loop through the data
for(int c = 0; c < (int)height; ++c)
{
for(int r = 0; r < (int)width; ++r)
{
imgIndex = (height - 1 - c) * width + r;
image[imgIndex] = 0xFF000000;
if(-((1 << (0xFF & (r & 0x80000007))) & rawbytes[((c * width + r) >> 3)]))
image[imgIndex] = 0xFFFFFFFF;
}
}
I'm trying to do this with zlib.NET ,but all demos have that code to decompress(C#)
private void decompressFile(string inFile, string outFile)
{
System.IO.FileStream outFileStream = new System.IO.FileStream(outFile, System.IO.FileMode.Create);
zlib.ZOutputStream outZStream = new zlib.ZOutputStream(outFileStream);
System.IO.FileStream inFileStream = new System.IO.FileStream(inFile, System.IO.FileMode.Open);
try
{
CopyStream(inFileStream, outZStream);
}
finally
{
outZStream.Close();
outFileStream.Close();
inFileStream.Close();
}
}
public static void CopyStream(System.IO.Stream input, System.IO.Stream output)
{
byte[] buffer = new byte[2000];
int len;
while ((len = input.Read(buffer, 0, 2000)) > 0)
{
output.Write(buffer, 0, len);
}
output.Flush();
}
My problem:I don't want to save the file after decompression,because I have to use the algoritm shown in the C++ code.
How to convert the byte[] array into a stream similiar to the one in the C# zlib code to decompress the data and then how to convert the stream back into byte array?
Also,How to change the zlib.NET code to NOT save files?
Just use MemoryStreams instead of FileStreams:
// Assuming inputData is a byte[]
MemoryStream input = new MemoryStream(inputData);
MemoryStream output = new MemoryStream();
Then you can use output.ToArray() afterwards to get a byte array out.
Note that it's generally better to use using statements instead of a single try/finally block - as otherwise if the first call to Close fails, the rest won't be made. You can nest them like this:
using (MemoryStream output = new MemoryStream())
using (Stream outZStream = new zlib.ZOutputStream(output))
using (Stream input = new MemoryStream(bytes))
{
CopyStream(inFileStream, outZStream);
return output.ToArray();
}
I just ran into this same issue.
For Completeness... (since this stumped me for several hours)
In the case of ZLib.Net you also have to call finish(), which usually happens during Close(), before you call return output.ToArray()
Otherwise you will get an empty/incomplete byte array from your memory stream, because the ZStream hasn't actually written all of the data yet:
public static void CompressData(byte[] inData, out byte[] outData)
{
using (MemoryStream outMemoryStream = new MemoryStream())
using (ZOutputStream outZStream = new ZOutputStream(outMemoryStream, zlibConst.Z_DEFAULT_COMPRESSION))
using (Stream inMemoryStream = new MemoryStream(inData))
{
CopyStream(inMemoryStream, outZStream);
outZStream.finish();
outData = outMemoryStream.ToArray();
}
}
public static void DecompressData(byte[] inData, out byte[] outData)
{
using (MemoryStream outMemoryStream = new MemoryStream())
using (ZOutputStream outZStream = new ZOutputStream(outMemoryStream))
using (Stream inMemoryStream = new MemoryStream(inData))
{
CopyStream(inMemoryStream, outZStream);
outZStream.finish();
outData = outMemoryStream.ToArray();
}
}
In this example I'm also using the zlib namespace:
using zlib;
Originally found in this thread:
ZLib decompression
I don't have enough points to vote up yet, so...
Thanks to Tim Greaves for the tip regarding finish before ToArray
And Jon Skeet for the tip regarding nesting the using statements for streams (which I like much better than try/finally)

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