How to solve the out of memory exception in C# - c#

I'm developing a Winforms application. This code contains it to save an image to a SQL Server table. But sometimes a Out of memory exception happens when I'm returning the binary data from the table to display the image.
This is my code to convert image before save.
openImage.Filter = "Image Files(*.jpg; *.jpeg; *.gif; *.bmp)|*.jpg; *.jpeg; *.gif; *.bmp";
if (openImage.ShowDialog() == DialogResult.OK)
{
pictureBox1.Image = new Bitmap(openImage.FileName);
pictureBox1.SizeMode = PictureBoxSizeMode.CenterImage;
lblImgInfo.Text = openImage.FileName;
FRM_ImageViewer imgver = new FRM_ImageViewer(openImage.FileName);
imgver.Show();
string strFn = openImage.FileName;
FileInfo fiImage = new FileInfo(strFn);
long m_lImageFileLength =fiImage.Length;
byte[] m_barrImg = new byte[Convert.ToInt32(m_lImageFileLength)];
FileStream fs = new FileStream(strFn, FileMode.Open, FileAccess.Read, FileShare.Read);
int iBytesRead = fs.Read(m_barrImg, 0,Convert.ToInt32(m_lImageFileLength));
fs.Close();
}
and this is my code to retrieve the image from the database
// DTSelectedJobs is a DataTable in csharp.
byte[] barrImg = (byte[])DTSelectedJobs.Rows[0].ItemArray[11];
string strfn = Convert.ToString(DateTime.Now.ToFileTime());
FileStream fs2 = new FileStream(strfn, FileMode.CreateNew, FileAccess.Write);
fs2.Write(barrImg, 0, barrImg.Length);
fs2.Flush();
fs2.Close();
FRM_ImageViewer imgvwr = new FRM_ImageViewer(strfn);
imgvwr.Show();
Can someone please give me an advice how to find the error?

Bitmap inherits from Image which is Disposable, you need to dispose of your bitmap.
using(var bmp = new Bitmap(openImage.FileName))
{
pictureBox1.Image = bmp;
}
As DGibbs notes, you need to do the same for FileStream
using(var fs = new FileStream(strFn, FileMode.Open, FileAccess.Read,
FileShare.Read))
int iBytesRead = fs.Read(m_barrImg, 0,Convert.ToInt32(m_lImageFileLength));

I'm not all that familiar with winforms so bear with me but this looks incorrect to me.
You create a strfn:
string strfn = Convert.ToString(DateTime.Now.ToFileTime());
And then initialize an image viewer with... a date/time string?
FRM_ImageViewer imgvwr = new FRM_ImageViewer(strfn);
Seems like barrImg is what should be in the ctor here?
Also, FileStream implements the IDisposable interface so should be ideally wrapped in a using block:
using(FileStream fs2 = new FileStream(strfn, FileMode.CreateNew, FileAccess.Write))
{
fs2.Write(barrImg, 0, barrImg.Length);
FRM_ImageViewer imgvwr = new FRM_ImageViewer(strfn);
imgvwr.Show();
}

It's almost an year since the question was asked but let me share my thoughts since there is not an answer yet
Out of memory exception was thrown because there is not enough memory
available for your application or your application is using too much
memory than available.
I would check the following to find why the application is using too much memory
1) Make sure table returns only required data. Because size of an image is large. If your database returns a large result then, the result set may use several MB's of memory.
Assuming you are trying to view an image saved in data base, if you are displaying n images then query for the specific records.
2) Make sure you are disposing all the disposable objects like Image, Bitmap,Stream, FileStream, Pen, etc., because it may cause memory leak in your application
3) Use a memory profiler to check for memory leaks in the application.

Related

WP8 WriteableBitmap constructor keeps a lot of memory

I am trying to use the WriteableBitmap object because I need it for rotating images and saving images to the Isolated Storage of my app.
The problem is, it uses so much memory it eventually causes an out of memory exception.
Here is a picture of the memory usage of my App, with the picture link here for better viewing.
Here's an instance of where I use a WriteableBitmap:
WriteableBitmap picture = new WriteableBitmap(PictureCanvas, null);
using (var memoryStream = new MemoryStream())
{
picture.SaveJpeg(memoryStream, picture.PixelWidth, picture.PixelHeight, 0, 100);
using (var myIsolatedStorage = IsolatedStorageFile.GetUserStoreForApplication())
{
using (IsolatedStorageFileStream fileStream = new IsolatedStorageFileStream(Globals.OVERLAY_FILE_NAME, FileMode.Create, myIsolatedStorage))
{
fileStream.Write(memoryStream.ToArray(), 0, memoryStream.ToArray().Length);
fileStream.Close();
}
}
}
picture = picture.Crop(0, 0, 1, 1);
I try cropping the image to make it take up less memory, but that doesn't do anything.
I am using the WriteableBitmap extensions library here and in the front page it mentions a Dispose() method, but I don't see it in my App.
If someone could please tell me how to get around this problem or point me somewhere I can find a possible solution, that would be awesome!
I'm having a similar issue and still investigating but at least a small tip I can give : if possible get rid of the MemoryStream and write directly to the fileStream like so :
WriteableBitmap picture = new WriteableBitmap(PictureCanvas, null);
using (var myIsolatedStorage = IsolatedStorageFile.GetUserStoreForApplication())
using (IsolatedStorageFileStream fileStream = new IsolatedStorageFileStream(Globals.OVERLAY_FILE_NAME, FileMode.Create, myIsolatedStorage))
{
picture.SaveJpeg(fileStream, picture.PixelWidth, picture.PixelHeight, 0, 100)
}
This should buy you some memory.

Open Image from file, then release lock?

I'm using the following line of code to open an Image from a file:
pictureBox1.Image = Image.FromFile("test.png");
I expect it to lock the file, load the image to memory, set pictureBox1.Image to the copy in memory, and release the lock. In reality, the lock won't go away until I Dispose() of the Image in memory. I can not release the lock on the file on the harddrive that I am no longer using until I get rid of the file in memory that I am using.
Microsoft's site mentions it in a C#-labeled article, but their solution is written in visual basic, which is useless to me.
In summary:
I want to set pictureBox1.Image to the image stored in "test.png", then let the user edit or delete "test.png" or whatever.
The approach with stream is not correct.
See here https://stackoverflow.com/a/8701748/355264
Correct code from above link:
Image img;
using (var bmpTemp = new Bitmap("image_file_path"))
{
img = new Bitmap(bmpTemp);
}
Or better yet, use a using statement (the code below is otherwise copied from sylon's [deleted] post). This way if the Image.FromStream throws an exception, you can still be assured that the stream is immediately closed.
using (FileStream stream = new FileStream("test.png", FileMode.Open, FileAccess.Read))
{
pictureBox1.Image = Image.FromStream(stream);
}
You can also use a stream to read the image then close the stream.
FileStream stream = new FileStream("test.png", FileMode.Open, FileAccess.Read);
pictureBox1.Image = Image.FromStream(stream);
stream.Close();
The easiest ever way I found is to freeze the object that contains the Source (path to the file). All controls that can contain an image, seem to have a .Source which, if not null, it will lock the file it points to.
Now the trick is to change the Image control to a "read-only" state, which then unlocks the file.
My solution:
private Image CreatePreviewImage()
{
Image ReportImage = new Image();
Uri path = new Uri(#"C:\Folder\Image1.png");
if (File.Exists(path.OriginalString))
{
ReportImage.Name = "Report1";
ReportImage.Source = LoadImageFromFile(path);
}
return ReportImage;
}
public ImageSource LoadImageFromFile(Uri path)
{
BitmapImage bitmap = new BitmapImage();
bitmap.BeginInit();
bitmap.UriSource = path;
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
bitmap.DecodePixelWidth = 900;
bitmap.EndInit();
bitmap.Freeze(); //This is the magic line that releases/unlocks the file.
return bitmap;
}
talking open, read and release
StreamReader streamReader = new StreamReader("picture.png");
Bitmap tmpBitmap = (Bitmap)Bitmap.FromStream(streamReader.BaseStream);
streamReader.Close();
pictureBox1.Image = tmpBitmap;`

store image in arrayList

Here is what I am trying to do: Thread B will download some images and store those images in a shared resource: Static ArrayList IMBuffer; thread A will take an image from IMBuffer and do something with it. The following is what I got:
Thread B:
// do something
System.Net.WebClient myWebClient = new System.Net.WebClient();
try
{ myWebClient.DownloadFile(pth, "BufferImg"); }
catch
{ // some stuff }
// add new dled image to IMBuffer
fs = new FileStream("BufferImg", FileMode.Open, FileAccess.Read);
Image img = Image.FromStream(fs);
lock (IMBuffer)
{ IMBuffer.Add(img); }
img.Dispose();
lock (IMRequest) { IMRequest.RemoveAt(0); }
myWebClient.Dispose();
//fs.Dispose();
// File.Delete("BufferImg");
// do something else
Thread A:
// do something
Image nextImg;
lock (IMBuffer)
{
nextImg = (Image)IMBuffer[0];
nextImg.Save(DLedIM);
}
// do something else
and here is the problem I am running to; since the images in IMBuffer was opened using a filestream, when the stream is disposed, the line: nextImg.Save(DLedIM); is causing "file is been used by another process" error. However if fs.Dispose(); line is commented out, then the program is locking up "BufferImg", as the result, it won't be able to download image to "BufferImg" after the first time. What should I do to fix this problem? Or is there a simpler way to accomplish what I am trying to do?
This should work:
byte[] buffer;
using (FileStream fs = new FileStream("BufferImg", FileMode.Open, FileAccess.Read))
{
buffer = new byte[fs.Length];
fs.Read(buffer, 0, (int)fs.Length);
}
using(Image img = Image.FromStream(new MemoryStream(buffer))
{
//...
}
Using a MemoryStream you avoid having to hold on to the FileStream - at this point the image does not have any connection at all to the file and hence you shouldn't have any problem with file locking.
Instead of implementing your own multithread producer/consumer workflow (and then having to debug it), why not just use an existing threadsafe (nay, concurrent) queue provided by .NET? Could save you a lot of trial and even more errors.
Details here: Thread-safe blocking queue implementation on .NET

WPF: How can I use a picture while I'm showing it?

I'm trying to do so but the program throws this exception:
An unhandled exception of type 'System.IO.IOException' occurred in mscorlib.dll
Additional information: The process cannot access the file 'C:\Users\Roy\documents\visual studio 2010\Projects\Assignment3\Assignment3\bin\Debug\Images\Chrysanthemum.jpg' because it is being used by another process.
Is there a way to use it while it's open?
code:
if (imgAddMessage.Source != null)
{
BitmapImage src = (BitmapImage)imgAddMessage.Source;
if (!Directory.Exists("Images"))
{
Directory.CreateDirectory("Images");
}
FileStream stream = new FileStream("Images/" + imageName, FileMode.Create, FileAccess.ReadWrite);
JpegBitmapEncoder encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(src));
encoder.Save(stream);
stream.Close();
}
Two things.
1) Your posted code doesn't have a using statement around the FileStream nor does it call Dispose on it.
2) Whatever piece of code that is showing the picture that you are trying to save, must use FileAccess.Read, because only a single piece of code can hold a write lock on a file. Better yet, if it's your own program that is showing the file, just cache the image into memory and show the image based on the bytes in memory. Then you'll hold no locks on the file and can do whatever you want with it later on...
Just curious if your still having issues.
Did you try the following?
if (imgAddMessage.Source != null)
{
string imageDirectory = "pack://application:,,,/Images";
BitmapImage src = (BitmapImage)imgAddMessage.Source;
if (!Directory.Exists(imageDirectory))
Directory.CreateDirectory(imageDirectory);
using (FileStream stream = new FileStream(Path.Combine(imageDirectory, imageName), FileMode.Create, FileAccess.ReadWrite))
{
JpegBitmapEncoder encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(src));
encoder.Save(stream);
}
}
And as #Marco said you must have read/write permission

Image.Save(..) throws a GDI+ exception because the memory stream is closed

i've got some binary data which i want to save as an image. When i try to save the image, it throws an exception if the memory stream used to create the image, was closed before the save. The reason i do this is because i'm dynamically creating images and as such .. i need to use a memory stream.
this is the code:
[TestMethod]
public void TestMethod1()
{
// Grab the binary data.
byte[] data = File.ReadAllBytes("Chick.jpg");
// Read in the data but do not close, before using the stream.
Stream originalBinaryDataStream = new MemoryStream(data);
Bitmap image = new Bitmap(originalBinaryDataStream);
image.Save(#"c:\test.jpg");
originalBinaryDataStream.Dispose();
// Now lets use a nice dispose, etc...
Bitmap2 image2;
using (Stream originalBinaryDataStream2 = new MemoryStream(data))
{
image2 = new Bitmap(originalBinaryDataStream2);
}
image2.Save(#"C:\temp\pewpew.jpg"); // This throws the GDI+ exception.
}
Does anyone have any suggestions to how i could save an image with the stream closed? I cannot rely on the developers to remember to close the stream after the image is saved. In fact, the developer would have NO IDEA that the image was generated using a memory stream (because it happens in some other code, elsewhere).
I'm really confused :(
As it's a MemoryStream, you really don't need to close the stream - nothing bad will happen if you don't, although obviously it's good practice to dispose anything that's disposable anyway. (See this question for more on this.)
However, you should be disposing the Bitmap - and that will close the stream for you. Basically once you give the Bitmap constructor a stream, it "owns" the stream and you shouldn't close it. As the docs for that constructor say:
You must keep the stream open for the
lifetime of the Bitmap.
I can't find any docs promising to close the stream when you dispose the bitmap, but you should be able to verify that fairly easily.
A generic error occurred in GDI+.
May also result from incorrect save path!
Took me half a day to notice that.
So make sure that you have double checked the path to save the image as well.
Perhaps it is worth mentioning that if the C:\Temp directory does not exist, it will also throw this exception even if your stream is still existent.
Copy the Bitmap. You have to keep the stream open for the lifetime of the bitmap.
When drawing an image: System.Runtime.InteropServices.ExternalException: A generic error occurred in GDI
public static Image ToImage(this byte[] bytes)
{
using (var stream = new MemoryStream(bytes))
using (var image = Image.FromStream(stream, false, true))
{
return new Bitmap(image);
}
}
[Test]
public void ShouldCreateImageThatCanBeSavedWithoutOpenStream()
{
var imageBytes = File.ReadAllBytes("bitmap.bmp");
var image = imageBytes.ToImage();
image.Save("output.bmp");
}
I had the same problem but actually the cause was that the application didn't have permission to save files on C. When I changed to "D:\.." the picture has been saved.
You can try to create another copy of bitmap:
using (var memoryStream = new MemoryStream())
{
// write to memory stream here
memoryStream.Position = 0;
using (var bitmap = new Bitmap(memoryStream))
{
var bitmap2 = new Bitmap(bitmap);
return bitmap2;
}
}
This error occurred to me when I was trying from Citrix. The image folder was set to C:\ in the server, for which I do not have privilege. Once the image folder was moved to a shared drive, the error was gone.
A generic error occurred in GDI+. It can occur because of image storing paths issues,I got this error because my storing path is too long, I fixed this by first storing the image in a shortest path and move it to the correct location with long path handling techniques.
I was getting this error, because the automated test I was executing, was trying to store snapshots into a folder that didn't exist. After I created the folder, the error resolved
One strange solution which made my code to work.
Open the image in paint and save it as a new file with same format(.jpg). Now try with this new file and it works. It clearly explains you that the file might be corrupted in someway.
This can help only if your code has every other bugs fixed
It has also appeared with me when I was trying to save an image into path
C:\Program Files (x86)\some_directory
and the .exe wasn't executed to run as administrator, I hope this may help someone who has same issue too.
For me the code below crashed with A generic error occurred in GDI+on the line which Saves to a MemoryStream. The code was running on a web server and I resolved it by stopping and starting the Application Pool that was running the site.
Must have been some internal error in GDI+
private static string GetThumbnailImageAsBase64String(string path)
{
if (path == null || !File.Exists(path))
{
var log = ContainerResolver.Container.GetInstance<ILog>();
log.Info($"No file was found at path: {path}");
return null;
}
var width = LibraryItemFileSettings.Instance.ThumbnailImageWidth;
using (var image = Image.FromFile(path))
{
using (var thumbnail = image.GetThumbnailImage(width, width * image.Height / image.Width, null, IntPtr.Zero))
{
using (var memoryStream = new MemoryStream())
{
thumbnail.Save(memoryStream, ImageFormat.Png); // <= crash here
var bytes = new byte[memoryStream.Length];
memoryStream.Position = 0;
memoryStream.Read(bytes, 0, bytes.Length);
return Convert.ToBase64String(bytes, 0, bytes.Length);
}
}
}
}
I came across this error when I was trying a simple image editing in a WPF app.
Setting an Image element's Source to the bitmap prevents file saving.
Even setting Source=null doesn't seem to release the file.
Now I just never use the image as the Source of Image element, so I can overwrite after editing!
EDIT
After hearing about the CacheOption property(Thanks to #Nyerguds) I found the solution:
So instead of using the Bitmap constructor I must set the Uri after setting CacheOption BitmapCacheOption.OnLoad.(Image1 below is the Wpf Image element)
Instead of
Image1.Source = new BitmapImage(new Uri(filepath));
Use:
var image = new BitmapImage();
image.BeginInit();
image.CreateOptions = BitmapCreateOptions.IgnoreImageCache;
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = new Uri(filepath);
image.EndInit();
Image1.Source = image;
See this: WPF Image Caching
Try this code:
static void Main(string[] args)
{
byte[] data = null;
string fullPath = #"c:\testimage.jpg";
using (MemoryStream ms = new MemoryStream())
using (Bitmap tmp = (Bitmap)Bitmap.FromFile(fullPath))
using (Bitmap bm = new Bitmap(tmp))
{
bm.SetResolution(96, 96);
using (EncoderParameters eps = new EncoderParameters(1))
{
eps.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 100L);
bm.Save(ms, GetEncoderInfo("image/jpeg"), eps);
}
data = ms.ToArray();
}
File.WriteAllBytes(fullPath, data);
}
private static ImageCodecInfo GetEncoderInfo(string mimeType)
{
ImageCodecInfo[] encoders = ImageCodecInfo.GetImageEncoders();
for (int j = 0; j < encoders.Length; ++j)
{
if (String.Equals(encoders[j].MimeType, mimeType, StringComparison.InvariantCultureIgnoreCase))
return encoders[j];
}
return null;
}
I used imageprocessor to resize images and one day I got "A generic error occurred in GDI+" exception.
After looked up a while I tried to recycle the application pool and bingo it works. So I note it here, hope it help ;)
Cheers
I was getting this error today on a server when the same code worked fine locally and on our DEV server but not on PRODUCTION. Rebooting the server resolved it.
public static byte[] SetImageToByte(Image img)
{
ImageConverter converter = new ImageConverter();
return (byte[])converter.ConvertTo(img, typeof(byte[]));
}
public static Bitmap SetByteToImage(byte[] blob)
{
MemoryStream mStream = new MemoryStream();
byte[] pData = blob;
mStream.Write(pData, 0, Convert.ToInt32(pData.Length));
Bitmap bm = new Bitmap(mStream, false);
mStream.Dispose();
return bm;
}

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