I am trying to convert bitmap Image to Byte array. I have select all the image by using MediaLibrary class and added it into a list of bitmap images. Here is my code
using (IsolatedStorageFile store = IsolatedStorageFile.GetUserStoreForApplication())
{
if (!store.DirectoryExists("ImagesZipFolder"))
{
store.CreateDirectory("ImagesZipFolder");
for (int i = 0; i < imgname.Count(); i++)
{
using (IsolatedStorageFileStream stream = new IsolatedStorageFileStream(#"ImagesZipFolder\" + imgname[i], System.IO.FileMode.CreateNew, store))
{
byte[] bytes = null;
using (MemoryStream ms = new MemoryStream())
{
WriteableBitmap wBitmap = new WriteableBitmap(ImgCollection[i]);
wBitmap.SaveJpeg(ms, wBitmap.PixelWidth, wBitmap.PixelHeight, 0, 100);
stream.Seek(0, SeekOrigin.Begin);
bytes = ms.GetBuffer();
stream.Write(bytes, 0, bytes.Length);
}
// byte[] bytes = Encoding.UTF8.GetBytes(imgname[i]);//new byte[ImgCollection[i].PixelWidth * ImgCollection[i].PixelHeight * 4];
// stream.Write(bytes, 0, bytes.Length);
}
}
}
else {
directory = true;
}
}
Basically what I am trying to do is, selecting all images or photo from device and create a zip file of that images. I was successful in creating a zip file of images. When I extract that file there is some images, but the problem is when I double click on image, I can't see that image. I think the problem is in reading the bytes of image. I am not getting what's wrong? Is my code is correct ?
Perhaps you can try the below. I know this code maintains the image, so if you have no luck using this, you may have a different issue.
// Convert the new image to a byte[]
ImageConverter converter = new ImageConverter();
byte[] newBA = (byte[])converter.ConvertTo(newImage, typeof(byte[]));
The ImageConverter is of the System.Drawing namespace.
Update:
http://msdn.microsoft.com/en-GB/library/system.windows.media.imagesourceconverter.convertto.aspx
You should be able to use this in place of the System.Drawing type I suggested.
There is no need to save the WriteableBitmap to a MemoryStream and then copy it to an IsolatedStorageFileStream. Just save the bitmap directly to the IsolatedStorageFileStream.
using (IsolatedStorageFileStream stream = new IsolatedStorageFileStream(#"ImagesZipFolder\" + imgname[i], System.IO.FileMode.CreateNew, store))
{
WriteableBitmap wBitmap = new WriteableBitmap(ImgCollection[i]);
wBitmap.SaveJpeg(stream, wBitmap.PixelWidth, wBitmap.PixelHeight, 0, 100);
}
This will allow you to save on memory as well. If you really want to save memory, you could reuse the WriteableBitmap.
Related
I have the following code trying to compress a bitmap and use it for uploading.
Bitmap bitmap1 = BitmapFactory.DecodeByteArray(imageFileByte, 0, imageFileByte.Length);
byte[] compressedData = null;
using (var stream = new MemoryStream())
{
bitmap1.Compress(Bitmap.CompressFormat.Jpeg, 50, stream);
compressedData = stream.ToArray();
}
//load compressed bitmap from memory
using (var anotherStream = new MemoryStream(compressedData))
{
var compressedBitmap = BitmapFactory.DecodeStream(anotherStream);
}
When I debug, bitmap1 on line 1 shows 3021330 bytes, when come to the compressedData on line 6, it did shrink to 70128 bytes.
Now I want to convert again the compressedData to a bitmap again since it is a byte array but not a bitmap, when it comes to line 11, the compressedBitmap shows exactly same number of bytes with the bitmap1.
How can I actually use the bitmap that has already been compressed?
Is it possible to compress a bitmap and save the compressed one as a bitmap again?
Thanks for any comment.
I have the following code to convert image to base64:
private void btnSave_Click(object sender, RoutedEventArgs e)
{
StreamResourceInfo sri = null;
Uri uri = new Uri("Checked.png", UriKind.Relative);
sri = Application.GetResourceStream(uri);
BitmapImage bitmap = new BitmapImage();
bitmap.SetSource(sri.Stream);
WriteableBitmap wb = new WriteableBitmap(bitmap);
MemoryStream ms = new MemoryStream();
wb.SaveJpeg(ms, bitmap.PixelWidth, bitmap.PixelHeight, 0, 100);
byte[] imageBytes = ms.ToArray();
base64 = System.Convert.ToBase64String(imageBytes);
}
And the following code to get Bitmap image form base 64:
public static BitmapImage base64image(string base64string)
{
byte[] fileBytes = Convert.FromBase64String(base64string);
using (MemoryStream ms = new MemoryStream(fileBytes, 0, fileBytes.Length))
{
ms.Write(fileBytes, 0, fileBytes.Length);
BitmapImage bitmapImage = new BitmapImage();
bitmapImage.SetSource(ms);
return bitmapImage;
}
}
So when i convert and deconvert it is blank.
I know that deconverter works, because, when i give him exact string:
string base64="iVBORw0KGgoAAAANSUhEUgAAACQAAAAkCAQAAABLCVATAAACH0lEQVR42q3WoZKrMBQGYGRkIpHEoY9DMrh1nUGtzxPcGV7gCsTaK3iBCqa2ipmrVqLrWrmytjL3nBwoEGD30ja/6JaSj/wp3SEIXjpUoB+Oeg0zpoR+NsyoDVOgi39cbYHAy4MQTc0wOYZepxRBUkn9UxxEiNnXxyYwd6w/438hSddHJilv1tqv664Shle1DeJaJihPV9uNQ+NWBRK2QVSr+GjtaFzOIpdjKFShnoY+Gv0N0u0OVLexY48NQ+68JchdpQu/o1piVMu6faJdwjNWIAYyl55bqGUtbndO53TzCIpUpCkdlEm+V3J3Ir8r3uops2+FkTmvx832IGJwN97xS/5Ti0LQ/WLwtbxMal2ueAwvc2c8CAgSJip5U4+tKHECMlUzq2UcA9EyROuJi6/71dtzWAfVcq0Jw1CsYh13kDDteVoirE+zWtLVinQ8ZAS5YlVlvRHWfi3pakUQL0OOwmp/W/vN6Gt5zBIkzEezxnCtMJsxDIECTYmhp3bej4HHzaalNMyAnzE0UBKp6Z1Do2pwd3JkAH6CxlTs/bZOZ661yMwhohDLQqREMWz8UAvWoUQleggehG5dSPUbv28GJlnKHGJsqPi7vuG/MGTyCGslOtkCOayrGOa/indajdudb6FUpXoepgiLHIIMriddyzrkMBhGAqlOH4U2hKCT2j0NdU8jFbzpZ3LQlh9srPqEQ1Y9lEP2CVa99KHvH8mnrGGdl9V9AAAAAElFTkSuQmCC";
Which is my Checked.png converted in online converter. It decompreses perfectly.
And this is my base64, which i get by converting:
"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"
My problem is that string which i get as base64 from my code - is incorrect *What i did wrong?*
What about trying:
public static BitmapImage base64image(string base64string)
{
byte[] fileBytes = Convert.FromBase64String(base64string);
using (MemoryStream ms = new MemoryStream(fileBytes))
{
Image streamImage = Image.FromStream(ms);
context.Response.ContentType = "image/jpeg";
streamImage.Save(context.Response.OutputStream, ImageFormat.Jpeg);
return streamImage;
}
}
I agree with Alexei that your code for reading the image in does look a little strange. I've recently written some code for a similar task that I was doing which might point you in the right direction:
string fileContent = null;
/* Check the file actually has some content to display to the user */
if (uploadFile != null && uploadFile.ContentLength > 0)
{
byte[] fileBytes = new byte[uploadFile.ContentLength];
int byteCount = uploadFile.InputStream.Read(fileBytes, 0, (int)uploadFile.ContentLength);
if (byteCount > 0)
{
fileContent = CreateBase64Image(fileBytes);
}
}
private string CreateBase64Image(byte[] fileBytes)
{
Image streamImage;
/* Ensure we've streamed the document out correctly before we commit to the conversion */
using (MemoryStream ms = new MemoryStream(fileBytes))
{
/* Create a new image, saved as a scaled version of the original */
streamImage = ScaleImage(Image.FromStream(ms));
}
using (MemoryStream ms = new MemoryStream())
{
/* Convert this image back to a base64 string */
streamImage.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
return Convert.ToBase64String(ms.ToArray());
}
}
not an answer: more of a long comment ... OP states that decoding code works perfectly fine, also it looks suspicios. Also code assumed to be verified to work on PNG images, but saving code explicitly produces valid JPG with SaveJpeg call...
Your code that creates stream for reading looks strange - you create stream over existing byte array, than write the same bytes into that stream, and that pass that stream without seeking back to 0 to some method.
Potential fix (assuming BitampImage can accept JPG stream):
don't call Write at all as stream already have the bytes you want
set ms.Position = 0 after writing to the stream.
Note: I'm not sure if it is OK to dispose stream that is a source for BitmapImage, you may need to remove using too.
I have a WPF Image with a source assign from picture dialog;
this.imgProduct.Source = new BitmapImage(new Uri(op.FileName));
How can I retieve the source, convert it to byte array and save it into database?
Thank you
You have to convert BitmapImage into the byte[] then save it to the database.
var imageSource = this.imgProduct.Source as BitmapImage;
var stream = imageSource.StreamSource;
Byte[] buffer = null;
if (stream != null && stream.Length > 0)
{
using (BinaryReader br = new BinaryReader(stream))
{
buffer = br.ReadBytes((Int32)stream.Length);
}
}
// write buffer to the database
P.S. I haven't tested the code but I think it works!
As long as you have access to the image file in op.FileName it would be very easy to get the file content by e.g.
byte[] imageBuffer = File.ReadAllBytes(op.FileName);
If the image is loaded from a file Uri (as in your example) you could also do this:
byte[] imageBuffer = File.ReadAllBytes(image.UriSource.AbsolutePath);
If you only have the BitmapImage without information about the file that it was loaded from (e.g. when it was loaded from a temporary file or a web resource), you would have to encode it by one of WPFs BitmapEncoders:
byte[] imageBuffer;
PngBitmapEncoder encoder = new PngBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(image));
using (MemoryStream stream = new MemoryStream())
{
encoder.Save(stream);
imageBuffer = stream.GetBuffer();
}
I'm trying to do image processing on wp7,
and now i finished convertImagetoBytes and convertByteToBitmapImage.
I suppose I can change the values in the byte array to do some image processing work,
but it turns out to be a black image in the picturebox.
(Now I just wanna process .jpg images)
convertImagetoBytes
byte[] data = null;
using (MemoryStream stream = new MemoryStream())
{
WriteableBitmap wBitmap = new WriteableBitmap(bitmapImage);
wBitmap.SaveJpeg(stream, wBitmap.PixelWidth, wBitmap.PixelHeight, 0, 100);
stream.Seek(0, SeekOrigin.Begin);
data = stream.GetBuffer();
}
convertBytestoImage
MemoryStream stream = new MemoryStream(bytes);
stream.Position = 0;
BitmapImage bi = new BitmapImage();
bi.SetSource(stream);
return bi;
now if i change the values in the byte array,just like this(grayscale)
for (int i = 0; i < bytesCount; i+=4)
{
colorTemp = data[i+2];
data[i+1 ] =data[i+2]= data[i + 3] = (byte)colorTemp;
}
the image turns out to be black.
You've saved it as a JPEG - but you appear to be trying to change it as if it were raw data. You can't just mess around with the data of a JPEG file to fake greyscale.
By the way, you should use stream.ToArray instead of stream.GetBuffer() as the latter will usually be larger than the real data.
You should also look into using René Schulte's WriteableBitmapEx library.
And consider reading this article about a Windows Phone Picture Effects Application
I have a BitmapImage that I'm using in a WPF application, I later want to save it to a database as a byte array (I guess it's the best way), how can I perform this conversion?
Or, alternatively, is there a better way to save a BitmapImage (or any of its base classes, BitmapSource or ImageSource) to a data repository?
To convert to a byte[] you can use a MemoryStream:
byte[] data;
JpegBitmapEncoder encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(bitmapImage));
using(MemoryStream ms = new MemoryStream())
{
encoder.Save(ms);
data = ms.ToArray();
}
Instead of the JpegBitmapEncoder you can use whatever BitmapEncoder you like as casperOne said.
If you are using MS SQL you could also use a image-Column as MS SQL supports that datatype, but you still would need to convert the BitmapImage somehow.
You will have to use an instance of a class that derives from BitmapEncoder (such as BmpBitmapEncoder) and call the Save method to save the BitmapSource to a Stream.
You would choose the specific encoder depending on the format you want to save the image in.
write it to a MemoryStream, then you can access the bytes from there.
something kinda like this:
public Byte[] ImageToByte(BitmapImage imageSource)
{
Stream stream = imageSource.StreamSource;
Byte[] buffer = null;
if (stream != null && stream.Length > 0)
{
using (BinaryReader br = new BinaryReader(stream))
{
buffer = br.ReadBytes((Int32)stream.Length);
}
}
return buffer;
}
You can give a formate of bitmap:
Image bmp = new Bitmap(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height);
Graphics.FromImage(bmp).CopyFromScreen(new Point(0, 0), new Point(0, 0), Screen.PrimaryScreen.Bounds.Size);
MemoryStream m = new MemoryStream();
bmp.Save(m, System.Drawing.Imaging.ImageFormat.Png);
byte[] imageBytes = m.ToArray();
string base64String = Convert.ToBase64String(imageBytes);
Just use a MemoryStream.
byte[] data = null;
using(MemoryStream ms = new MemoryStream())
{
bitmapImage.Save(ms);
data = ms.ToArray();
}