C# How to dispose of OpenFileDialog file - c#

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

Related

Image.GetThumbnailImage throws OutOfMemoryException

The following C# 3.5 code throws an exception in GetThumbnailImage:
Image img = null;
Image scaledImg = null;
byte[] imageData = File.ReadAllBytes("11001.jpg");
MemoryStream stream = new MemoryStream(imageData);
img = Image.FromStream(stream);
stream.Close();
stream.Dispose();
scaledImg = img.GetThumbnailImage(64, 64, null, IntPtr.Zero);
The problem is the disposing of the stream. If I remove the Close() and Dispose() statement, everything works fine. Does anyone know why this exception is thrown? Using a callback instead of null as parameter does not change the behavior.
I don't need a solution, I can use new Bitmap(img, new Size(width, height) for scaling. This is probably better and shoud have been used from the beginning.
Edit: Sorry, I forgot to mention that the exception only occurs in WindowsXP. Win7 and Win8 seem to handle the above code just fine.
GetThumbnailImage is a native method, using the same stream you passed while creating the Image. Only the .NET methods are using the actual data from the stream (it's loaded as the last thing while creating the image from a stream).
It's a pretty typical leaky abstraction. You thought you have an Image object that already has its data loaded, but the data is only loaded in the .NET part. Any method that works directly with the GDI+ image handle will still need the stream to be live.
Another example of the same problem is while trying to save the image in a different format. When you try to save with the same format, .NET just saves the byte data it has in memory, simple. If it's not the same, it will use the GDI+ method SaveImageToFile, which again requires the original stream to be preserved.
If you don't mind having the stream alive, you can just move the Dispose after everything you do with the images produced from that stream:
using (var stream = new MemoryStream(imageData))
{
var img = Image.FromStream(stream);
var scaledImg = img.GetThumbnailImage(64, 64, null, IntPtr.Zero);
scaledImg.Save(...);
}
If you do mind, the easiest thing you can do is this:
var bmp = new Bitmap(Image.FromStream(stream));
The Bitmap constructor will copy the image data, and you no longer need to keep the stream.
I think that GetThumbnailImage uses the stream to do its job so it needs it to be open.You can do it like this :
Image img = null;
Image scaledImg = null;
byte[] imageData = File.ReadAllBytes("11001.jpg");
using(MemoryStream stream = new MemoryStream(imageData))
{
img = Image.FromStream(stream);
scaledImg = img.GetThumbnailImage(64, 64, null, IntPtr.Zero);
}
(using closes and disposes the MemoryStream but it also handles exceptional situations to avoid memory leaks)
The Image object uses lazy evaluation. As you have already closed the stream, when it actually tries to read the image in order to get the thumbnail, it's not there anymore. Hence the error.

Deleting image displayed in Windows Phone Image Control

I have the following code to display image in an Image control.
var stream = isolatedStorage.OpenFile(imageName, System.IO.FileMode.Open, System.IO.FileAccess.Read);
BitmapImage bitmapImage = new BitmapImage();
bitmapImage.SetSource(stream);
imageControl.Source = bitmapImage;
I also want to give the user option to delete the image. I have the following code for it.
myImage.Source = null;
isolatedStorage.DeleteFile(imageName);
But this results in IsolatedStorageException with the message 'Unable to delete the file'.
I can't use stream source property of the bitmap or use Cache option, since Windows phone doesn't support them.
Any other workaround?
May be you need to close the fileStream before deleting the file.
Try
stream.Close()
or something like this before deleting the file
OR
If your isolatedStorage variable is of type IsolatedStorageFile then you can directly use
isolatedStorage.DeleteFile("yourfilename.ext");

In C#, how can I know the number of frames of a TIFF file without actually loading the file?

I want to know how many frames a TIFF picture contains. However, to minimize the execution time, I would like to know this information without actually loading the full file. How can I achieve this?
For your information, I am using the following code right now:
FileStream mystream = new FileStream("mypicture.tif", FileMode.Open);
_Image _currentImg = Image.FromStream(mystream );
mystream.Close();
FrameDimension myframeDimensions = new
FrameDimension(_currentImg.FrameDimensionsList[0]);
Int32 numberOfFrames = _currentImg.GetFrameCount(myframeDimensions );

.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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