My app has huge memory leak and memory usage spiked from 40MB to 700MB after 1 day running. I'm coding with C# and I don't know how to stop leak. I suspect below 2 functions are main culprit.
SendLiveVideo: It captures from camera and send via socket.
ResizeImage: In order to save bandwidth it resizes image before I send out via socket.
My app calls 3-rd party library( LibImage, Libcapture) capture image from old webcams (4 cameras) and stream as video to list of LAN connected clients.
I already assigned null values to my *variables within finally statement upon exit of Sendvideo function in order to release memory, but it seems not working.
Do I need to use Dispose method instead?
this.timer_stream0.Interval = 30; /*I capture image and send to client this every 30 milseconds make it as video stream to human eye*/
this.timer_stream0.Tick += new System.EventHandler(this.timer_stream0_Tick);
private void timer_stream0_Tick(object sender, EventArgs e)
{
ThreadPool.QueueUserWorkItem(SendLiveVideo, 0);
ThreadPool.QueueUserWorkItem(SendLiveVideo, 1);
ThreadPool.QueueUserWorkItem(SendLiveVideo, 2);
ThreadPool.QueueUserWorkItem(SendLiveVideo, 3);
}
void SendLiveVideo(object state)
{
LibImage image=new LibImage();
LibCapture capture_camera=new LibCapture();
int cam = (int)state;
System.Collections.ArrayList m_workerSocketList_Video =
ArrayList.Synchronized(new System.Collections.ArrayList());
switch (cam)
{
case 0:
{
image = image0;
capture_camera = capture_camera0;
m_workerSocketList_Video = m_workerSocketList_Video0;
break;
}
case 1:
{
image = image1;
capture_camera = capture_camera1;
m_workerSocketList_Video = m_workerSocketList_Video1;
break;
}
case 2:
{
image = image2;
capture_camera = capture_camera2;
m_workerSocketList_Video = m_workerSocketList_Video2;
break;
}
default:
{
image = image3;
capture_camera = capture_camera3;
m_workerSocketList_Video = m_workerSocketList_Video3;
break;
}
}
byte[] imageData=new byte[1000 * 1000 * 10];
try
{
try
{
capture_camera.Capture(image);
}
catch
{
// objData = null;
imageData = null;
return;
}
imageData = image.SaveToMem(PNG);
var stream = new MemoryStream(imageData);
{
var bitmap = new Bitmap(stream);
bitmap = ResizeImage(bitmap, new Size(150, 112));
//stream = null;
MemoryStream streamnew = new MemoryStream();
bitmap.Save(streamnew, ImageFormat.Png);
imageData = streamnew.ToArray();
bitmap = null;
streamnew = null;
}
Socket workerSocket = null;
for (int i = 0; i < m_workerSocketList_Video.Count; i++)
{
workerSocket = (Socket)m_workerSocketList_Video[i];
if (workerSocket != null)
{
if (SocketConnected(workerSocket))
{
workerSocket.Send(imageData);
}
}
}
}
catch (SocketException se)
{
// MessageBox.Show(se.Message);
return;
}
finally
{
image = null;
capture_camera = null;
imageData = null;
m_workerSocketList_Video = null;
}
}
private Bitmap ResizeImage(Bitmap imgToResize, Size size)
{
try
{
int sourceWidth = imgToResize.Width;
int sourceHeight = imgToResize.Height;
float nPercent = 0;
float nPercentW = 0;
float nPercentH = 0;
nPercentW = ((float)size.Width / (float)sourceWidth);
nPercentH = ((float)size.Height / (float)sourceHeight);
if (nPercentH < nPercentW)
nPercent = nPercentH;
else
nPercent = nPercentW;
int destWidth = (int)(sourceWidth * nPercent);
int destHeight = (int)(sourceHeight * nPercent);
Bitmap b = new Bitmap(destWidth, destHeight, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
b.SetResolution(200, 200);
Graphics g = Graphics.FromImage((Image)b);
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.CompositingQuality = CompositingQuality.HighSpeed;
g.SmoothingMode = SmoothingMode.HighSpeed;
g.DrawImage(imgToResize, 0, 0, destWidth, destHeight);
g.Dispose();
return b;
}
Try taking a look at my SO answer here.
Basically, it is an approach of how to find the origin of the leak.
This is practically a copy-paste:
Open a memory profiler. I use perfmon. This article has some material about setting perfmon and #fmunkert also explains it rather well.
Locate an area in the code that you suspect that it is likely that the leak is in that area. This part is mostly depending on you having good guesses about the part of the code that is responsible for the issue.
Push the Leak to the extreme: Use labels and "goto" for isolating an area / function and repeat the suspicious code many times (a loop will work to. I find goto more convenient for this matter).
In the loop I have used a breakpoint that halted every 50 hits for examining the delta in the memory usage. Of course you can change the value to feet a noticeable leak change in your application.
If you have located the area that causes the leak, the memory usage should rapidly spike. If the Memory usage does not spike, repeat stages 1-4 with another area of code that you suspect being the root cause. If it does, continue to 6.
In the area you have found to be the cause, use same technique (goto + labels) to zoom in and isolate smaller parts of the area until you find the source of the leak.
Note that the down sides of this method are:
If you are allocating an object in the loop, it's disposal should be also contained in the loop.
If you have more than one source of leak, It makes it harder to spot (yet still possible)
I would use the
using(Graphics g = Graphics.FromImage((Image)b))
{
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
g.CompositingQuality = CompositingQuality.HighSpeed;
g.SmoothingMode = SmoothingMode.HighSpeed;
g.DrawImage(imgToResize, 0, 0, destWidth, destHeight);
}
return b;
pattern on each type which implements the IDisposable, this way you can't forget to dispose anything?
you have to use the using keyword whenever an IDisposable instance is used.
using (MemoryStream streamnew = new MemoryStream())
// The same goes for your bitmap instance !
you have to check on LibImage and LibCapture's implementations and the native libraries they're wrapping if it's the case.
there is no need to instantiate all those three variables image, capture_camera and m_workerSocketList_Video since you're initializing them in your switch statement unless. This will lead to significant memory loss if the classes are native wrappers around libraries that poorly manage the memory they use.
With this line of code,
imageData = image.SaveToMem(PNG);
you don't need to initiate the imageData array if the SaveToMem function returns the right buffer !
Related
I am using C#,MVC5 and I am uploading image from my web application but I realize that I have performance issues because I don't optimize them and I need to fix it and is important to keep the quality.
Below you can see the results of the report why is slow.
How can I do it?
I am saving the files into a path locally with the below code.
string imgpathvalue = ConfigurationManager.AppSettings["RestaurantPath"];
string path = System.IO.Path.Combine(Server.MapPath(imgpathvalue));
if (!Directory.Exists(path))
{
Directory.CreateDirectory(path);
}
string pic = System.IO.Path.GetFileName(restaurantImg.FileName.Replace(" ", "_").Replace("%", "_"));
path = System.IO.Path.Combine(Server.MapPath(imgpathvalue), pic);
// file is uploaded
restaurantImg.SaveAs(path);
I have try the code below but I am getting the error "A generic error occurred in GDI+."
System.Drawing.Bitmap bmpPostedImage = new System.Drawing.Bitmap(restaurantImg.InputStream);
System.Drawing.Image objImage = ResizeImages.ScaleImage(bmpPostedImage, 81);
using (var ms = new MemoryStream())
{
objImage.Save(ms, objImage.RawFormat);
//ResizeImages.getImage(ms.ToArray());
}
public static System.Drawing.Image ScaleImage(System.Drawing.Image image, int maxHeight)
{
var ratio = (double)maxHeight / image.Height;
var newWidth = (int)(image.Width * ratio);
var newHeight = (int)(image.Height * ratio);
var newImage = new Bitmap(newWidth, newHeight);
using (var g = Graphics.FromImage(newImage))
{
g.DrawImage(image, 0, 0, newWidth, newHeight);
}
return newImage;
}
You are missing some of the code to resize your image correctly. Appending is a function that correctly resizes images depending on the Width and Height Values you give to it (in this example the image gets resized to 120*120 if possible).
Function Call:
ResizeImage("Path to the Image you want to resize",
"Path you want to save resizes copy into", 120, 120);
To make a function call like that possible we need to write our function. Which takes the image from the sourceImagePath and creates a new Bitmap.
Then it calculates the factor to resize the image and depending on if either the width or height is bigger it gets adjusted accordingly.
After that is done we create a new BitMap fromt he sourceImagePath and resize it. At the end we also need to dispose the sourceImage, the destImage and we also need to dispose of the Graphics Element g that we used for different Quality Settings.
Resize Function:
private void ResizeImage(string sourceImagePath, string destImagePath,
int wishImageWidth, int wishImageHeight)
{
Bitmap sourceImage = new Bitmap(sourceImagePath);
Bitmap destImage = null;
Graphics g = null;
int destImageWidth = 0;
int destImageHeight = 0;
// Calculate factor of image
double faktor = (double) sourceImage.Width / (double) sourceImage.Height;
if (faktor >= 1.0) // Landscape
{
destImageWidth = wishImageWidth;
destImageHeight = (int) (destImageWidth / faktor);
}
else // Port
{
destImageHeight = wishImageHeight;
destImageWidth = (int) (destImageHeight * faktor);
}
try
{
destImage = new Bitmap(sourceImage, destImageWidth, destImageHeight);
g = Graphics.FromImage(destImage);
g.InterpolationMode =
System.Drawing.Drawing2D.InterpolationMode.HighQualityBilinear;
g.SmoothingMode =
System.Drawing.Drawing2D.SmoothingMode.HighQuality;
g.PixelOffsetMode =
System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
g.CompositingQuality =
System.Drawing.Drawing2D.CompositingQuality.HighQuality;
g.DrawImage(sourceImage, 0, 0, destImageWidth, destImageHeight);
// Making sure that the file doesn't already exists.
if (File.Exists(destImagePath)) {
// If it does delete the old version.
File.Delete(destImagePath);
}
destImage.Save(destImagePath);
}
catch (Exception ex)
{
System.Diagnostics.Debug.WriteLine("*** ERROR-Terror: " + ex.Message)
}
finally
{
if (g != null) { g.Dispose(); g = null; }
if (destImage != null) { destImage.Dispose(); destImage = null; }
}
sourceImage.Dispose();
sourceImage = null;
}
I'm saving a bitmap to a file on my hard drive inside of a loop (All the jpeg files within a directory are being saved to a database). The save works fine the first pass through the loop, but then gives the subject error on the second pass. I thought perhaps the file was getting locked so I tried generating a unique file name for each pass, and I'm also using Dispose() on the bitmap after the file get saved. Any idea what is causing this error?
Here is my code:
private string fileReducedDimName = #"c:\temp\Photos\test\filePhotoRedDim";
...
foreach (string file in files)
{
int i = 0;
//if the file dimensions are big, scale the file down
Stream photoStream = File.OpenRead(file);
byte[] photoByte = new byte[photoStream.Length];
photoStream.Read(photoByte, 0, System.Convert.ToInt32(photoByte.Length));
Image image = Image.FromStream(new MemoryStream(photoByte));
Bitmap bm = ScaleImage(image);
bm.Save(fileReducedDimName + i.ToString() + ".jpg", ImageFormat.Jpeg);//error occurs here
Array.Clear(photoByte,0, photoByte.Length);
bm.Dispose();
i ++;
}
...
Thanks
Here's the scale image code: (this seems to be working ok)
protected Bitmap ScaleImage(System.Drawing.Image Image)
{
//reduce dimensions of image if appropriate
int destWidth;
int destHeight;
int sourceRes;//resolution of image
int maxDimPix;//largest dimension of image pixels
int maxDimInch;//largest dimension of image inches
Double redFactor;//factor to reduce dimensions by
if (Image.Width > Image.Height)
{
maxDimPix = Image.Width;
}
else
{
maxDimPix = Image.Height;
}
sourceRes = Convert.ToInt32(Image.HorizontalResolution);
maxDimInch = Convert.ToInt32(maxDimPix / sourceRes);
//Assign size red factor based on max dimension of image (inches)
if (maxDimInch >= 17)
{
redFactor = 0.45;
}
else if (maxDimInch < 17 && maxDimInch >= 11)
{
redFactor = 0.65;
}
else if (maxDimInch < 11 && maxDimInch >= 8)
{
redFactor = 0.85;
}
else//smaller than 8" dont reduce dimensions
{
redFactor = 1;
}
destWidth = Convert.ToInt32(Image.Width * redFactor);
destHeight = Convert.ToInt32(Image.Height * redFactor);
Bitmap bm = new Bitmap(destWidth, destHeight,
PixelFormat.Format24bppRgb);
bm.SetResolution(Image.HorizontalResolution, Image.VerticalResolution);
Graphics grPhoto = Graphics.FromImage(bm);
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
grPhoto.DrawImage(Image,
new Rectangle(0, 0, destWidth, destHeight),
new Rectangle(0, 0, Image.Width, Image.Height),
GraphicsUnit.Pixel);
grPhoto.Dispose();
return bm;
}
If I'm reading the code right, your i variable is zero every time through the loop.
It is hard to diagnose exactly what is wrong, I would recommend that you use using statements to ensure that your instances are getting disposed of properly, but it looks like they are.
I originally thought it might be an issue with the ScaleImage. So I tried a different resize function (C# GDI+ Image Resize Function) and it worked, but i is always set to zero at beginning of each loop. Once you move i's initialization outside of the loop your scale method works as well.
private void MethodName()
{
string fileReducedDimName = #"c:\pics";
int i = 0;
foreach (string file in Directory.GetFiles(fileReducedDimName, "*.jpg"))
{
//if the file dimensions are big, scale the file down
using (Image image = Image.FromFile(file))
{
using (Bitmap bm = ScaleImage(image))
{
bm.Save(fileReducedDimName + #"\" + i.ToString() + ".jpg", ImageFormat.Jpeg);//error occurs here
//this is all redundant code - do not need
//Array.Clear(photoByte, 0, photoByte.Length);
//bm.Dispose();
}
}
//ResizeImage(file, 50, 50, fileReducedDimName +#"\" + i.ToString()+".jpg");
i++;
}
}
I have the following code
int oswidth = 0;
int osheight = 0;
if (comboBox3.SelectedIndex == 0)
{
oswidth = Convert.ToInt32(textBox5.Text.ToString());
osheight = Convert.ToInt32(textBox6.Text.ToString());
}
else if (comboBox3.SelectedIndex == 1)
{
oswidth = 38 * Convert.ToInt32(textBox5.Text.ToString());
osheight = 38 * Convert.ToInt32(textBox6.Text.ToString());
}
Bitmap oldimg = new Bitmap(pictureBox3.Image);
Bitmap objBitmap = new Bitmap(oldimg, new Size(oswidth, osheight));
objBitmap.Save(pictureBox3.ImageLocation.ToString(), ImageFormat.Jpeg);
The problem is when the selected index is 0 it works fine
but when the selected index is 1 i get a error "Parameter is not valid."
i tried different images but same error. is it the multiply by 32 thing
The Parameter is not valid error message when trying to create a Bitmap usually means that you are trying to allocate too much memory to it. The bitmap requires bit-depth*width*height/8 bytes of contiguous memory, and there just isn't enough available to satisfy that.
In this case, it looks like it's because you're multiplying its dimensions by 38 (and therefore multiplying the size in memory by 38^2).
You could utilize the following method:
private static void ResizeImage(string file, double vscale, double hscale, string output)
{
using(var source = Image.FromFile(file))
{
var width = (int)(source.Width * vscale);
var height = (int)(source.Height * hscale);
using(var image = new Bitmap(width, height, PixelFormat.Format24bppRgb))
using(var graphic = Graphics.FromImage(image))
{
graphic.SmoothingMode = SmoothingMode.AntiAlias;
graphic.InterpolationMode = InterpolationMode.HighQualityBicubic;
graphic.PixelOffsetMode = PixelOffsetMode.HighQuality;
graphic.DrawImage(source, new Rectangle(0, 0, width, height));
image.Save(output);
}
}
}
You can tailor this however you'd like, but it should meet your needs.
Important: The reason vscale and hscale are separate is to not follow scaling. You can easily combine them so you can scale accordingly. The other thing to remember, is your using a value of 32. Try using a value of .32 which will treat it more like a percent, which will scale. Also it won't increase the memory drastically causing your error.
I have doubts that this part of code causes memory leak:
public FileResult ShowCroppedImage(int id, int size)
{
string path = "~/Uploads/Photos/";
string sourceFile = Server.MapPath(path) + id + ".jpg";
MemoryStream stream = new MemoryStream();
var bitmap = imageManipulation.CropImage(sourceFile, size, size);
bitmap.Save(stream, System.Drawing.Imaging.ImageFormat.Jpeg);
Byte[] bytes = stream.ToArray();
return File(bytes, "image/png");
}
How could I make a test to see if this piece of code is the cause?
EDIT:
public Image CropImage(string sourceFile, int newWidth, int newHeight)
{
Image img = Image.FromFile(sourceFile);
Image outimage;
int sizeX = newWidth;
int sizeY = newHeight;
MemoryStream mm = null;
double ratio = 0;
int fromX = 0;
int fromY = 0;
if (img.Width < img.Height)
{
ratio = img.Width / (double)img.Height;
newHeight = (int)(newHeight / ratio);
fromY = (img.Height - img.Width) / 2;
}
else
{
ratio = img.Height / (double)img.Width;
newWidth = (int)(newWidth / ratio);
fromX = (img.Width - img.Height) / 2;
}
if (img.Width == img.Height)
fromX = 0;
Bitmap result = new Bitmap(sizeX, sizeY);
//use a graphics object to draw the resized image into the bitmap
Graphics grPhoto = Graphics.FromImage(result);
//set the resize quality modes to high quality
grPhoto.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
grPhoto.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
grPhoto.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
//draw the image into the target bitmap
//now do the crop
grPhoto.DrawImage(
img,
new System.Drawing.Rectangle(0, 0, newWidth, newHeight),
new System.Drawing.Rectangle(fromX, fromY, img.Width, img.Height),
System.Drawing.GraphicsUnit.Pixel);
// Save out to memory and get an image from it to send back out the method.
mm = new MemoryStream();
result.Save(mm, System.Drawing.Imaging.ImageFormat.Jpeg);
img.Dispose();
result.Dispose();
grPhoto.Dispose();
outimage = Image.FromStream(mm);
return outimage;
}
I would write it as
public FileResult ShowCroppedImage(int id, int size)
{
string path = "~/Uploads/Photos/";
string sourceFile = Server.MapPath(path) + id + ".jpg";
using (MemoryStream stream = new MemoryStream())
{
using (Bitmap bitmap = imageManipulation.CropImage(sourceFile, size, size))
{
bitmap.Save(stream, System.Drawing.Imaging.ImageFormat.Jpeg);
Byte[] bytes = stream.ToArray();
return File(bytes, "image/png");
}
}
}
to ensure that stream.Dispose & bitmap.Dispose are called.
Might want to call stream.dispose(); after Byte[] bytes = stream.ToArray();.
Given the question was how to detect memory leaks/usage, I'd recommend writing a method that calls your function recording the memory usage before and after:
public void SomeTestMethod()
{
var before = System.GC.GetTotalMemory(false);
// call your method
var used = before - System.GC.GetTotalMemory(false);
var unreclaimed = before - System.GC.GetTotalMemory(true);
}
Before will measure the memory usage before your function runs. The used variable will hold how much memory your function used before the garbage collector was run and unreclaimed will tell you how many bytes your function used even after trying to clean up your objects.
I suspect used will be high and unreclaimed will not - putting a using around your memory stream as the other posters suggest should make them closer although bear in mind you still have a byte array holding on to memory.
I'm trying to thumb an image as fast as possible regardless of the usage of resources to be used in my ImageList and listview and this is currently how i'm doing it but it seems to be slow:
public Image toThumbs(string file, int width, int height)
{
image = null;
aspectRatio = 1;
fullSizeImg = null;
try
{
fullSizeImg = Image.FromFile(file);
float w = fullSizeImg.Width;
float h = fullSizeImg.Height;
aspectRatio = w / h;
int xp = width;
int yp = height;
if (fullSizeImg.Width > width && fullSizeImg.Height > height)
{
if ((float)xp / yp > aspectRatio)
{
xp = (int)(yp * aspectRatio);
}
else
{
yp = (int)(xp / aspectRatio);
}
}
else if (fullSizeImg.Width != 0 && fullSizeImg.Height != 0)
{
xp = fullSizeImg.Width;
yp = fullSizeImg.Height;
}
image = new Bitmap(width, height);
graphics = Graphics.FromImage(image);
graphics.FillRectangle(Brushes.White, ((width - xp) / 2), (height - yp), xp, yp);
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
graphics.DrawImage(fullSizeImg, new Rectangle(((width - xp) / 2), (height - yp), xp, yp));
graphics.Dispose();
fullSizeImg.Dispose();
}
catch (Exception)
{
image = null;
}
return image;
}
I'm not sure if the computation is the one that is slowing down the thumbnailing or maybe the classes itself that are being used are slow, if that is the case then what other alternatives can be use maybe a different computation or i need to import other classes or is there a third party libraries that can be used or i need to do a dll import or something? Please help me.
Edit: Just found a solution here
http://www.vbforums.com/showthread.php?t=342386
it extracts a thumbnail from a file
without reading the whole file. I was able to reduce the time about 40% when i used this.
Your calculations happen in fractions of a second. The call to DrawImage is most likely the slowest part of this (as that one is doing the scaling).
If you're needing this thumbnail image exactly once then I don't see much room for improvement here. If you're calling that method on the same image more than once, you should cache the thumbnails.
I use this mechanism which seems to be very fast.
BitmapFrame bi = BitmapFrame.Create(new Uri(value.ToString()), BitmapCreateOptions.DelayCreation, BitmapCacheOption.OnDemand);
// If this is a photo there should be a thumbnail image, this is VERY fast
if (bi.Thumbnail != null)
{
return bi.Thumbnail;
}
else
{
// No thumbnail so make our own (Not so fast)
BitmapImage bi2 = new BitmapImage();
bi2.BeginInit();
bi2.DecodePixelWidth = 100;
bi2.CacheOption = BitmapCacheOption.OnLoad;
bi2.UriSource = new Uri(value.ToString());
bi2.EndInit();
return bi2;
}
Hope this helps.
Out of curiosity, have you tried the GetThumbnailImage method on System.Drawing.Bitmap? It might at least be worth comparing to your current implementation.
This may seem like to much of an obvious answer but have you tried just using Image.GetThumbnailImage()?
You don't get as much control over the quality of the result but if speed is your main concern?
Your thumbnail extraction that gets you the big speed up relies on the image having a thumbnail already embedded in it.
To speed up the original you might find that changing:-
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
to
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.Low;
Might help.