Cannot delete image in c# even after disposing the image [duplicate] - c#

I have this code
private void saveImage()
{
Bitmap bmp1 = new Bitmap(pictureBox.Image);
bmp1.Save("c:\\t.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);
// Dispose of the image files.
bmp1.Dispose();
}
i already have an image t.jpg at my drive "c:\".
i wanted to replace it with a new image every time my program runs. but a GDI+ error shows up
how could i fix it?

You must remove your image if that is already exists.
private void saveImage()
{
Bitmap bmp1 = new Bitmap(pictureBox.Image);
if(System.IO.File.Exists("c:\\t.jpg"))
System.IO.File.Delete("c:\\t.jpg");
bmp1.Save("c:\\t.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);
// Dispose of the image files.
bmp1.Dispose();
}

I presume you earlier loaded the c:\t.jpg image using the Image.Load method. If so, the Image object is holding an open file handle on the image file, which means that the file can't be overwritten.
Instead of using Image.Load to get the original image, load it from a FileStream that you create and dispose of.
So, instead of
Image image = Image.Load(#"c:\\t.jpg");
do this:
using(FileStream fs = new FileStream(#"c:\\t.jpg", FileMode.Open))
{
pictureBox.Image = Image.FromStream(fs);
fs.Close();
}
The file handle has been released so overwriting the file with Bitmap.Save can succeed. The code you gave in your question should therefore work. There is no need to delete the original file or dispose of the image before saving.
Additional:
If you close the FileStream as above,then calls to Image.Save will throw an exception. See here: A Generic error occurred in GDI+ in Bitmap.Save method

Related

C# How to dispose of OpenFileDialog file

I use OpenFileDialog to get the path of an image and then set it to my image source property imgSelected.Source = new BitmapImage(new Uri(filenameSteg, UriKind.Absolute)); in a WPF application.
The thing is, I need to open that file again later but I can't open it since the file is being used by another process ( System.IO.IOException -> The process cannot access the file pathToFile because it is being used by another process.).
The code that needs to access it later it as follow :
bitmapSource = JpegBitmapDecoder.Create(File.Open(filenameSteg, FileMode.Open),
BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames[0];
This bitmapSource is used to give that image to a WriteableBitmap and from there I go through the pixels.
Is there any way to dispose of a File opened with an OpenFileDialog ?
I tried to cast to to IDisposable, to use a using block and so on but this thing is persistent.
EDIT :
1 - I tried this (#ctacke answer) :
using (var stream = File.Open(filenameSteg, FileMode.Open)){
bitmapSource = JpegBitmapDecoder.Create(stream, BitmapCreateOptions.None,
BitmapCacheOption.OnLoad).Frames[0];}
But it still gives me the error about the process being already in used by another process because even though it will be disposed after, I still am trying to open the same file (filenameSteg) than I opened in the OpenFileDialog. (Or at least, that's how I see it.)
2 - I then tried this (based on #ctacke recommended link:
using (FileStream fileStream = new FileStream(filenameSteg+1, FileMode.Create)){
MemoryStream memoryStream = new MemoryStream();
BitmapImage bi = new BitmapImage();
byte[] fileBytes = File.ReadAllBytes(filenameSteg);
memoryStream.Write(fileBytes, 0, fileBytes.Length);
memoryStream.Position = 0;
bi.BeginInit();
bi.StreamSource = memoryStream;
bi.EndInit();
bitmapSource = bi;}
Note : Notice that I here ask for filenameSteg +1. That is because I wanted to test the rest of my method so I create a copy the file and simply added a 1 to its name. That being said, when using filenameSteg for real, it gave me the same error about being already in used which I again suspect is that I still am asking to open the same image that was previously opened in the OpenFileDialog.
3 - I thought of another approach which does not require me to dispose the opened image :
When I open the image for the first time in the OpenFileDialog, I store the byte array of the image in a variable so I could create the WriteableBitmap using the BitmapFactory and the byte array.
// This is in the OpenFileDialog. It is where I stock the image "pixels" in a byte array.
bytesArrayImage = File.ReadAllBytes(filenameSteg);
//And then later when I needed the WriteableBitmap, I used the byte array and the BitmapFactory
//imgSelected being the Image containing the image I opened in the OpenFileDialog, I used it's
//width and height
wb = BitmapFactory.New(Convert.ToInt32(imgSelected.Width),
Convert.ToInt32(imgSelected.Height)).FromByteArray(bytesArrayImage);
The problem with this approach is that, some pictures works fine and I can use the byte array to create the WriteableBitmap and go through it's pixels but in other cases it gives me an AccessViolationException stating : Attempted to read or write protected memory. This is often an indication that other memory is corrupt.. In other words, trying to bypass the dispose problem got me into another problem.
You should release the original image, something like this:
if(imgSelected.Source != null)
{
imgSelected.Source.Dispose;
}
imgSelected.Source = new BitmapImage(new Uri(filenameSteg, UriKind.Absolute));
Next, File.Open returns a stream, which you need to explicitly release.
using(var stream = File.Open(filenameSteg, FileMode.Open))
{
var bitmapSource = JpegBitmapDecoder.Create(stream,
BitmapCreateOptions.None, BitmapCacheOption.OnLoad).Frames[0];
}
See also: Load a BitmapSource and save using the same name in WPF -> IOException

A generic error occurred in GDI+ at System.Drawing.Image.Save

Exception:
A generic error occurred in GDI+.
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at System.Drawing.Image.Save(String filename, ImageFormat format)
at System.Drawing.Image.Save(String filename)
Code:
byte[] bitmapData = new byte[imageText.Length];
MemoryStream streamBitmap;
bitmapData = Convert.FromBase64String(imageText);
streamBitmap = new MemoryStream(bitmapData);
System.Drawing.Image img = Image.FromStream(streamBitmap);
img.Save(path);
We convert a base64 string into a MemoryStream and then create a System.Drawing.Image (Image.FromStream(streamBitmap)).
At the end the image is saved in a temp file.
The strange thing is that the problem seems to occur when the activity (number of concurrent users) is high on the web server and the problem is solved temporarily after an IISRESET or an application pool recycle...
==> Garbage collector issue ?
I already checked the permission of the TEMP folder...
When you are loading an imagefrom a Stream, You have to keep the stream open for the lifetime of the image, see this MSDN Image.FromStream.
I think the exception is caused because the memory stream gets closed even before the image gets disposed. You can change your code like this:
byte[] bitmapData = new byte[imageText.Length];
bitmapData = Convert.FromBase64String(imageText);
using (var streamBitmap = new MemoryStream(bitmapData))
{
using (img = Image.FromStream(streamBitmap))
{
img.Save(path);
}
}
Here are some links to threads discussing similar problems:
gdi+ error saving image from webpage
When drawing an image: System.Runtime.InteropServices.ExternalException: A generic error occurred in GDI
Make sure that the path you specified is valid. Using the previous answer (with the usings on the memory stream) you may still get this exact error "Generic Error in GDI+" if the file path does not exist. The file will be created, the directory path must exist.
I encountered the same exception message when saving an image. It turned out my code was fine and doing what it was supposed to do.
The problem was that the hard drive was full, thus the new image couldn't be created. I only noticed this when trying to save the project I was working on, as it didn't have space to save.
In my case, Below snippet works fine where ConvertedImageString is Base64Image string received from API and I convert that into a related image with a format and will save it to a physical file folder on Server.
Edit: The above error occurs might be because of wrong file path on which you are trying to Save image
string converted = ConvertedImageString.Replace('-', '+');
converted = converted.Replace('_', '/');
using (MemoryStream ms = new MemoryStream(Convert.FromBase64String(ConvertedImageString)))
{
using (Bitmap bm1 = new Bitmap(ms))
{
newFileName = id + ".jpg";
newFileName = CleanFileName(newFileName);
newFileName = newFileName.Replace(" ", "_");
Path = Path + newFileName;
bm1.Save(Path, ImageFormat.Jpeg);
}
}
When you call "Image.FromFile" or "Image.Save" the image object will hold a lock on the file until it is explicitly disposed. If you perform another "Image.Save" or "Image.FromFile" on the same filename, you may get the "generic error" exception. It depends on whether the garbage collector has disposed the image, so the results are inconsistent.
If you don't need the image after a "Save" action, you should immediately dispose it. If you do need the image, Image.Clone will make a copy which does not hold a lock on the source file.
I have experienced this problem in an Image Library Editing application, and this was a solution.
I was getting this error because the folder I was trying to save the image to, did not exist. And image.Save(string path), does not create the folder automatically. So this is something you have to create the folder programatically
if (Directory.Exists(folderToUpload) == false)
{
Directory.CreateDirectory(folderToUpload);
}
Then you should be able to save the image to desired location.
This error is due to the image is already in use. Wherever you use the image convert the image into string base 64 format and use it. This will resolve the error.

A Generic error occurs at GDI+ at Bitmap.Save() after using SaveFileDialog

I use the following code block with some more code inside the using block:
using (System.Drawing.Bitmap tempImg =
(System.Drawing.Bitmap)tempObj.GetData(System.Windows.Forms.DataFormats.Bitmap))
{
// ...
tempImg.Save("..\\..\\testdata\\tempImg.bmp", ImageFormat.Bmp);
// ...
}
But I still get the error:
A Generic Error occured at GDI+
only after I make some action which is not related to the code inside the using block. In other times this works well.
Also the tempImg.bmp is a temporary file, so I delete the tempImg.bmp within the using block itself.
Since the tempImg is inside the using and this it's disposed, I think the locking problem should be solved.
Can someone please let me know what is the mistake in this code?
Edit:
System.Drawing.Image to System.Drawing.Bitmap as the type of tempImg.
Edit:
I have identified I get this error only after SaveFileDialog is created and user clicks on 'Save'.
Finally I could find what was wrong in my code and would like to mention it here as I think it may be useful to someone....
As I have given a relative path in tempImg.Save, and after the user clicks 'Save' in SaveFileDialog, the actual path for tempImg.Save become :
Path specified by SaveFileDialog + the relative path
automatically.
Thus if the path does not exist, this error occurs.
Thanks every one for the answers.
I also had once this problem- it happens because the bitmap locks and you can't save it( if you want I can find the exact explanation) so anyway a fix around is this:
Create a new bitmap the size of the original bitmap you have- copy the original bitmap to the new created bitmap and then dispose the original bitmap and save the new one.
Bitmap bm3 = new Bitmap(bm2);
And then save.
This is usually an indicator that something else, potentially some other thread in your own application, already has the target file that you're trying to save locked at the file system level. If you look at the inner exception I believe it should mention this. If it's not directly in the InnerException Another way to confirm this (or discover what it might really be instead) is to turn on first chance exceptions in the debugger and watch for what exception is being thrown "underneath" Save and then being turned into this generic exception.
Tried all the solutions given here, but in vain. Found the solution eventually.
Dispose any Graphics applied on image: g.dispose();
Make sure save path exists: System.IO.Directory.Exists(dir);
Is this an ASP.NET application?
A Generic Error occured at GDI+ in asp.net mostly because of missing target folder / access permissions.
Also your code could be simplified to :
using (Image image= dataObject.GetImage())
{
if (image != null)
{
image.Save("test.bmp");
}
}
In my case it was an ASP.NET application in which I replaced a single DLL, and I had to simply re-start the application pool after deployment. Then it worked fine.
This is code sample from Microsoft Forums.
// new image with transparent Alpha layer
using (var bitmap = new Bitmap(330, 18, PixelFormat.Format32bppArgb))
{
using (var graphics = Graphics.FromImage(bitmap))
{
// add some anti-aliasing
graphics.SmoothingMode = SmoothingMode.AntiAlias;
using (var font = new Font("Arial", 14.0f, GraphicsUnit.Pixel))
{
using (var brush = new SolidBrush(Color.White))
{
// draw it
graphics.DrawString(user.Email, font, brush, 0, 0);
}
}
}
// setup the response
Response.Clear();
Response.ContentType = "image/png";
Response.BufferOutput = true;
// write it to the output stream
bitmap.Save(Response.OutputStream, ImageFormat.Png);
Response.Flush();
}
I am trying to save image from resource and it gives me too GDI error when I directly use the method Bitmap.Save(filepath).
I think We can use the same below code for any other bitmap image by cloning it.
Private void SaveResourceImage() {
object resBmpObject = Resource.Image1.Clone();//Bitmap Image from resource file
//object resBmpObject = anyBmpImage.clone(); //for image other than resource image
Bitmap resBmpImage = (Bitmap)resBmpObject;
resBmpImage.Save(destFilePath, System.Drawing.Imaging.ImageFormat.Png);
resBmpImage.dispose();
}
Dispose your bitMap object after save image:
bitMap.Dispose()
oimg.Dispose()
bitMap = Nothing
oimg = Nothing
In my case, i was saving the bitmap file on the same location as the source,
So that's the problem.
I save the bitmap to the new location and all fine now.
I was facing the same issue, by changing image type ".bmp" to ".png" its work form me

.NET BitmapSource is locking file

I am using this C# code to access an image file in order to read metadata from it.
BitmapSource img = BitmapFrame.Create(uri);
Unfortunately the image file specified by uri becomes locked until the program ends. How do I prevent the image from being locked?
maybe this could help ?
edit
BitmapSource img = BitmapFrame.Create(uri,BitmapCreateOptions.None,BitmapCacheOption.OnLoad);
BitmapCreateOptions.None = default option
BitmapCacheOption.OnLoad = Caches the entire image into memory at load time. All requests for image data are filled from the memory store.
from here
If you want to be able to delete/change the file immediately afterwards, read the whole file into memory, and then give it the MemoryStream instead. For example:
MemoryStream data = new MemoryStream(File.ReadAllBytes(file));
BitmapSource bitmap = BitmapFrame.Create(data);
You can also use generic stream:
Stream stream = File.OpenRead(filename);
Bitmap template = new Bitmap(stream); // or (Bitmap) Bitmap.FromStream(stream)
stream.Close();

Saving a modified image to the original file using GDI+

I was loading a Bitmap Image from a File. When I tried to save the Image to another file I got the following error "A generic error occurred in GDI+". I believe this is because the file is locked by the image object.
Ok so tried calling the Image.Clone function. This still locks the file.
hmm. Next I try loading a Bitmap Image from a FileStream and load the image into memory so GDI+ doesn't lock the file. This works great except I need to generate thumbnails using Image.GetThumbnailImage method it throws an out of memory exception. Apparently I need to keep the stream open to stop this exception but if I keep the stream open then the file remains locked.
So no good with that method. In the end I created a copy of the file. So now I have 2 versions of the file. 1 I can lock and manipulate in my c# program. This other original file remains unlocked to which I can save modifications to. This has the bonus of allowing me to revert changes even after saving them because I'm manipulating the copy of the file which cant change.
Surely there is a better way of achieving this without having to have 2 versions of the image file. Any ideas?
Well if you're looking for other ways to do what you're asking, I reckon it should work to create a MemoryStream, and read out the FileStream to it, and load the Image from that stream...
var stream = new FileStream("original-image", FileMode.Open);
var bufr = new byte[stream.Length];
stream.Read(bufr, 0, (int)stream.Length);
stream.Dispose();
var memstream = new MemoryStream(bufr);
var image = Image.FromStream(memstream);
Or something prettier to that extent.
Whether or not that's the way you should go about solving that problem, I don't know. :)
I've had a similar problem and wound up fixing it like this.
I have since found an alternative method to clone the image without locking the file. Bob Powell has it all plus more GDI resources.
//open the file
Image i = Image.FromFile(path);
//create temporary
Image t=new Bitmap(i.Width,i.Height);
//get graphics
Graphics g=Graphics.FromImage(t);
//copy original
g.DrawImage(i,0,0);
//close original
i.Dispose();
//Can now save
t.Save(path)
I had a similar problem. But I knew, that I will save the image as a bitmap-file. So I did this:
public void SaveHeightmap(string path)
{
if (File.Exists(path))
{
Bitmap bitmap = new Bitmap(image); //create bitmap from image
image.Dispose(); //delete image, so the file
bitmap.Save(path); //save bitmap
image = (Image) bitmap; //recreate image from bitmap
}
else
//...
}
Sure, thats not the best way, but its working :-)

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