How to pass a photo between pages in Windows Phone? - c#

I know how to pass data through
NavigationService.Navigate(new Uri("/Second.xaml?msg=mesage", UriKind.Relative));
The question is, how can I pass an image selected from the library to another page?
To select an image, I use the PhotoChooserTask and in the event where it is completed I have this:
private void photoChooserTask_Completed(object sender, PhotoResult e)
{
if (e.ChosenPhoto != null)
{
BitmapImage image = new BitmapImage();
image.SetSource(e.ChosenPhoto);
this.img.Source = image;
}
}
How can I send the chosen photo to another page? Do I have to write it in a buffer, set a global variable or 'save' it in Isolated storage?

You could save your picture in IsolatedStorage first, pass the file path to another page as a string parameter, load the picture out when you need it.
Use PhoneApplicationService to save the image into State, load it when you need it.
Sample for saving into IsolatedStorage:
public static void SaveStreamToStorage(Stream imgStream, string fileName)
{
using (IsolatedStorageFile iso_storage = IsolatedStorageFile.GetUserStoreForApplication())
{
//Structure the path you want for your file.
string filePath = GetImageStorePathByFileName(fileName);
//Constants.S_STORE_PATH is the path I want to store my picture.
if (!iso_storage.DirectoryExists(Constants.S_STORE_PATH))
{
iso_storage.CreateDirectory(Constants.S_STORE_PATH);
}
//I skip the process when I find the same file.
if (iso_storage.FileExists(filePath))
{
return;
}
try
{
if (imgStream.Length > 0)
{
using (IsolatedStorageFileStream isostream = iso_storage.CreateFile(filePath))
{
BitmapImage bitmap = new BitmapImage();
bitmap.SetSource(imgStream);
WriteableBitmap wb = new WriteableBitmap(bitmap);
// Encode WriteableBitmap object to a JPEG stream.
Extensions.SaveJpeg(wb, isostream, wb.PixelWidth, wb.PixelHeight, 0, 100);
isostream.Close();
bitmap.UriSource = null;
bitmap = null;
wb = null;
}
}
}
catch(Exception e)
{
if (iso_storage.FileExists(filePath))
iso_storage.DeleteFile(filePath);
throw e;
}
}
}
Sample for reading picture from IsolatedStorage:
public static BitmapImage LoadImageFromIsolatedStorage(string imgName)
{
try
{
var bitmapImage = new BitmapImage();
//bitmapImage.CreateOptions = BitmapCreateOptions.DelayCreation;
using (var iso = IsolatedStorageFile.GetUserStoreForApplication())
{
//Check if file exists to prevent exception when trying to access the file.
if (!iso.FileExists(GetImageStorePathByFileName(imgName)))
{
return null;
}
//Since I store my picture under a folder structure, I wrote a method GetImageStorePathByFileName(string fileName) to get the correct path.
using (var stream = iso.OpenFile(GetImageStorePathByFileName(imgName), FileMode.Open, FileAccess.Read))
{
bitmapImage.SetSource(stream);
}
}
//Return the picture as a bitmapImage
return bitmapImage;
}
catch (Exception e)
{
// handle the exception
Debug.WriteLine(e.Message);
}
return null;
}

You could use a variable defined in your app.xaml.cs and call it from your other page like so (don't mind the variable names, just a code sample I use for language support):
private LanguageSingleton LanguageInstance
{
get
{
return (App.Current as App).Language;
}
}
Here is how you could define that variable:
public LanguageSingleton Language { get; set; }
I'm sure there are more ways in doing this but this is one solution.

Related

load image from PC as stream

I am trying to load a picture from my PC as a raw image in order to use it with the Microsoft cognitive services emotion (UWP).
below is a piece of my code:
//Chose Image from PC
private async void chosefile_Click(object sender, RoutedEventArgs e)
{
//Open Dialog
FileOpenPicker open = new FileOpenPicker();
open.ViewMode = PickerViewMode.Thumbnail;
open.SuggestedStartLocation = PickerLocationId.Desktop;
open.FileTypeFilter.Add(".jpg");
open.FileTypeFilter.Add(".jpeg");
open.FileTypeFilter.Add(".gif");
open.FileTypeFilter.Add(".png");
file = await open.PickSingleFileAsync();
if (file != null)
{//imagestream is declared as IRandomAccessStream.
imagestream = await file.OpenAsync(Windows.Storage.FileAccessMode.Read);
var image = new BitmapImage();
image.SetSource(imagestream);
imageView.Source = image;
}
else
{
//
}
}
The part above works fine, it selects a photo from the pc (dialog box) and displays it in Image box.
private async void analyse_Click(object sender, RoutedEventArgs e)
{
try
{
emotionResult = await emotionServiceClient.RecognizeAsync(imagestream.AsStream());
}
catch
{
output.Text = "something is wrong in stream";
}
try {
if(emotionResult!= null)
{
Scores score = emotionResult[0].Scores;
output.Text = "Your emotions are: \n" +
"Happiness: " + score.Happiness + "\n" +
"Sadness: " + score.Sadness;
}
}
catch
{
output.Text = "Something went wrong";
}
}
I think the error is due to imagestream.AsStream()
imagestream is declared as IRandomAccessStream.
Can someone please tell me how to fix that part and if the error is in fact due to not loading the image correctly?
EDIT:
Also is there a better way to do this, instead of using stream to pass the emotionServiceClient a saved file instead of a stream?
Your problem is that you've advanced the stream position by virtue of creating the BitmapImage, so your read position is at the end by the time you call emotionServiceClient.RecognizeAsync. So you'll need to 'rewind':
var stream = imagestream.AsStreamForRead();
stream.Position = 0;
emotionResult = await emotionServiceClient.RecognizeAsync(stream);
Why not use their example, instead of trying to hold the file in memory, why don't you hold a path, and then use the path to read the stream at the time.
https://www.microsoft.com/cognitive-services/en-us/Emotion-api/documentation/GetStarted
In there example;
using (Stream imageFileStream = File.OpenRead(imageFilePath))
{
//
// Detect the emotions in the URL
//
emotionResult = await emotionServiceClient.RecognizeAsync(imageFileStream);
return emotionResult;
}
So you would be capturing imageFilePath as the result of the open file dialog.

Delete an image being used by another process

I am writing a winform application in C# to open an image and overlay another image on top of it.
The bottom image is a .jpg and the top one is a .bmp converted from .svg. The .jpg and the .svg are the only ones I want to keep in the folder. The .bmp works as a temp.
I was using the following code to overlay the images. But I am having trouble to delete the temp .bmp as it is used by another process. I think it is this combine code still have access to the last .bmp file.
Could anyone help me on this? Thanks.
private void buttonSearch_Click(object sender, EventArgs e)
{
FailInfo.Text = "";
deletebmp(strFolderPath);
...
// Check if the specified front image exists. Yes, show the file name and convert SVG to BMP. No, show the error msg.
if (File.Exists(strFilePathF))
{
labelFront.Text = strFileNameF;
var svgConvert = SvgDocument.Open(svgFilePathF);
svgConvert.Draw().Save(bmpFilePathF);
pictureBoxFront.Image = Image.FromFile(strFilePathF);
}
else
{
labelFront.Text = "Couldn't find the file!";
pictureBoxFront.Image = null;
}
// Check if the specified back image exists. Yes, show the file name and convert SVG to BMP. No, show the error msg.
if (File.Exists(strFilePathBF))
{
labelBack.Text = strFileNameBF;
strFilePathB = strFilePathBF;
pictureBoxBack.Image = Image.FromFile(strFilePathB);
labelResult.Text = "FAIL";
labelResult.BackColor = Color.FromArgb(255, 0, 0);
var svgConvert = SvgDocument.Open(svgFilePathBF);
bmpFilePathB = strFolderPath + strFileNameBF + ".bmp";
svgConvert.Draw().Save(bmpFilePathB);
svgFilePathB = svgFilePathBF;
inspectionres(svgFilePathB);
labelreason.Visible = true;
}
else if (File.Exists(strFilePathBP))
{
labelBack.Text = strFileNameBP;
strFilePathB = strFilePathBP;
pictureBoxBack.Image = Image.FromFile(strFilePathB);
labelResult.Text = "PASS";
labelResult.BackColor = Color.FromArgb(0, 255, 0);
var svgConvert = SvgDocument.Open(svgFilePathBP);
bmpFilePathB = strFolderPath + strFileNameBP + ".bmp";
svgConvert.Draw().Save(bmpFilePathB);
svgFilePathB = svgFilePathBP;
inspectionres(svgFilePathB);
labelreason.Visible = false;
}
else
{
labelBack.Text = "Couldn't find the file!";
pictureBoxBack.Image = null;
labelResult.Text = "ERROR";
labelResult.BackColor = Color.FromArgb(0, 255, 255);
labelreason.Visible = false;
}
}
//
// Overlay the SVG file on top of the JPEG file
//
private Bitmap Combine(string jpegFile, string bmpFile)
{
Image image1 = Image.FromFile(jpegFile);
Image image2 = Image.FromFile(bmpFile);
Bitmap temp = new Bitmap(image1.Width, image1.Height);
using (Graphics g = Graphics.FromImage(temp))
{
g.DrawImageUnscaled(image1, 0, 0);
g.DrawImageUnscaled(image2, 0, 0);
}
return temp;
}
//
// Show the overlaid graphic in the picturebox
//
private void checkBoxOverlay_CheckedChanged(object sender, EventArgs e)
{
try
{
if (FindFront)
if (checkBoxOverlay.Checked)
pictureBoxFront.Image = Combine(strFilePathF, bmpFilePathF);
else
pictureBoxFront.Image = Image.FromFile(strFilePathF);
else
pictureBoxFront.Image = null;
if (FindBack)
if (checkBoxOverlay.Checked)
pictureBoxBack.Image = Combine(strFilePathB, bmpFilePathB);
else
pictureBoxBack.Image = Image.FromFile(strFilePathB);
else
pictureBoxBack.Image = null;
}
catch (Exception ex)
{
MessageBox.Show("Error loading image" + ex.Message);
}
}
//
// Option of changing the image folder
//
private void buttonPath_Click(object sender, EventArgs e)
{
FolderBrowserDialog FolderBrowserDialog1 = new FolderBrowserDialog();
if (FolderBrowserDialog1.ShowDialog() == DialogResult.OK)
{
strFolderPath = FolderBrowserDialog1.SelectedPath + "\\";
}
}
//
// Pull the inspection result info from the SVG file
//
private void inspectionres(string filename)
{
XDocument document = XDocument.Load(filename);
XElement svg_Element = document.Root;
string sb = null;
var faillist = (from svg_path in svg_Element.Descendants("{http://www.w3.org/2000/svg}text") select svg_path).ToList();
foreach (var item in faillist)
{
sb += item.ToString();
}
}
//
// Delete all the .bmp files generated from .svg files
//
private void deletebmp(string path)
{
// Unload the images from the picturebox if applicable
pictureBoxFront.Image = null;
pictureBoxBack.Image = null;
string[] files = Directory.GetFiles(path, "*.bmp");
for (int i = 0; i < files.Length; i ++ )
File.Delete(files[i]);
}
}
Image implements IDisposable, so simply setting the pictureBox.Image property to null will not release resources (in your case, the file). Your Combine method also leaves the images open. You have to call Dispose before attempting to delete the file:
Image image1 = Image.FromFile(path1);
File.Delete(path1); // error - file is locked
Image image2 = Image.FromFile(path2);
image2.Dispose();
File.Delete(path2); // works
An alternative approach (and I assume you're using WinForms here, in WPF it's a little different) would be to load the bitmap from the file manually (using FromStream). Then, you can close the stream immediately and delete the file:
Image image;
using (Stream stream = File.OpenRead(path))
{
image = System.Drawing.Image.FromStream(stream);
}
pictureBox.Image = image;
File.Delete("e:\\temp\\copy1.png"); //works
Vesan's answer didn't helped me so I found an different solution.
So I can safe/open an image and if I want instantly delete the image.
i used it for my dataGridView_SelectionChanged:
private void dataGridViewAnzeige_SelectionChanged(object sender, EventArgs e)
{
var imageAsByteArray = File.ReadAllBytes(path);
pictureBox1.Image = byteArrayToImage(imageAsByteArray);
}
public Image byteArrayToImage(byte[] byteArrayIn)
{
MemoryStream ms = new MemoryStream(byteArrayIn);
Image returnImage = Image.FromStream(ms);
return returnImage;
}
All above answers are perfectly fine, but I've got a different approach.
Using Image abstract class, you will not get quite a lot of options for manipulating and resizing image.
Rather you do as follows:-
Bitmap img = new Bitmap(item);
img.SetResolution(100, 100);
Image imgNew = Image.FromHbitmap(img.GetHbitmap());
pictureBox1.Image = imgNew;
img.Dispose();

Deleting Image that's in PictureBox

I've searched and read a lot of the different ways to do this... and tried many of them.
When the program loads it loads printmark.png into the picture box.
Of course every time I try to delete the PNG file it says it's in use. As you can see I've tried both the Image.FileFrom and the picturebox.Load method.
This is the code I have.
private void GetCurrentLogos()
{
Image CurrentWM = Image.FromFile(#"C:\pics\logo.png");
Image CurrentPM = Image.FromFile(#"C:\pics\printmark.png");
pbWatermark.Image = CurrentWM;
pbPrintmark.Image = CurrentPM;
//pbWatermark.Load(#"C:\pics\logo.png");
//pbPrintmark.Load(#"C:\pics\printmark.png");
}
private void btnSetPM_Click(object sender, EventArgs e)
{
if (listView1.SelectedItems.Count > 0)
{
ListViewItem item = listView1.SelectedItems[0];
txtNewPM.Text = item.Tag.ToString();
pbPrintmark.Image.Dispose();
pbPrintmark.Image = null;
pbPrintmark.Refresh();
Application.DoEvents();
renameMark("printmark.png", txtNewPM.Text);
}
}
private void renameMark(string MarkType, string FileName)
{
string path = txtPath.Text;
string FullSource = path + FileName;
string FullDest = path + MarkType;
if(File.Exists(FullDest))
{
File.Delete(FullDest);
}
System.IO.File.Copy(FullSource, FullDest);
}
See Image.FromFile():
The file remains locked until the Image is disposed.
To get around this, pass the returned image to a new Bitmap so that the original lock gets released:
Image tmp = Image.FromFile(#"C:\pics\logo.png");
Image CurrentWM = new Bitmap(tmp);
tmp.Dispose();
As noted in some of the answers to this question, an image created by Image.FromFile keeps the underlying file open. This is by design, as the MSDN documentation says ("The file remains locked until the Image is disposed."). You can get around this by loading the file into a MemoryStream, then creating the image from that stream.
tmp.Dispose(); didnt worked for me so maybe u need also a different solution.
I used it for my dataGridView_SelectionChanged:
private void dataGridViewAnzeige_SelectionChanged(object sender, EventArgs e)
{
var imageAsByteArray = File.ReadAllBytes(path);
pictureBox1.Image = byteArrayToImage(imageAsByteArray);
}
public Image byteArrayToImage(byte[] byteArrayIn)
{
MemoryStream ms = new MemoryStream(byteArrayIn);
Image returnImage = Image.FromStream(ms);
return returnImage;
}

Take image from video playing on windows media player in C#

In my windows application I use Windows Media Player dlls to play a video.
In my form I have a button to take a picture of the current video frame.
I did a lot of tests and code examinations but I couldn't find out why taking a picture of the current frame fails.
I tried this code, but the resulting image was black:
private Graphics g = null;
private void btnTakePicture_Click(object sender, EventArgs e)
{
if (!string.IsNullOrEmpty(axWMVMovie.URL))
{
axWMVMovie.Ctlcontrols.pause();
if (saveFileDialog1.ShowDialog() == DialogResult.OK)
{
System.Drawing.Image ret = null;
try
{
Bitmap bitmap = new Bitmap(axWMVMovie.Width, axWMVMovie.Height);
{
g = Graphics.FromImage(bitmap);
{
Graphics gg = axWMVMovie.CreateGraphics();
{
timerTakePicFromVideo.Start();
}
}
using (MemoryStream ms = new MemoryStream())
{
bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ret = System.Drawing.Image.FromStream(ms);
ret.Save(saveFileDialog1.FileName);
}
}
}
catch
{
}
}
}
}
private void timerTakePicFromVideo_Tick(object sender, EventArgs e)
{
timerTakePicFromVideo.Stop();
g.CopyFromScreen(axWMVMovie.PointToScreen(new System.Drawing.Point()).X,
axWMVMovie.PointToScreen(new System.Drawing.Point()).Y, 0, 0,
new System.Drawing.Size(axWMVMovie.Width, axWMVMovie.Height));
}
I use Timer because when the user selects the save path, function takes image from the file user specified in save file dialog. Video format is WMV.
I took your code and modified it. I put the code to capture the photo a little bit up and now it works. I create the picture right before the saveFileDialog pops up, so you will really get only the picture and not the saveFileDialog within your pic.
if (!string.IsNullOrEmpty(axWindowsMediaPlayer1.URL))
{
axWindowsMediaPlayer1.Ctlcontrols.pause();
System.Drawing.Image ret = null;
try
{
// take picture BEFORE saveFileDialog pops up!!
Bitmap bitmap = new Bitmap(axWindowsMediaPlayer1.Width, axWindowsMediaPlayer1.Height);
{
Graphics g = Graphics.FromImage(bitmap);
{
Graphics gg = axWindowsMediaPlayer1.CreateGraphics();
{
//timerTakePicFromVideo.Start();
this.BringToFront();
g.CopyFromScreen(
axWindowsMediaPlayer1.PointToScreen(
new System.Drawing.Point()).X,
axWindowsMediaPlayer1.PointToScreen(
new System.Drawing.Point()).Y,
0, 0,
new System.Drawing.Size(
axWindowsMediaPlayer1.Width,
axWindowsMediaPlayer1.Height)
);
}
}
// afterwards save bitmap file if user wants to
if (saveFileDialog1.ShowDialog() == DialogResult.OK)
{
using (MemoryStream ms = new MemoryStream())
{
bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ret = System.Drawing.Image.FromStream(ms);
ret.Save(saveFileDialog1.FileName);
}
}
}
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
}
With previous answer a trick to avoid getting the controls on the capture is to do this before you capture :
string uimode_previus = axWindowsMediaPlayer2.uiMode;
axWindowsMediaPlayer2.uiMode = "none";
then when capture is done set the uimode back to previous like this :
axWindowsMediaPlayer2.uiMode = uimode_previus ;
In that way you only get the actual shoot from the current frame.
it is a little workaround but it does the job.
Here is working example
private void button8_Click_1(object sender, EventArgs e)
{
string uimode_previus = axWindowsMediaPlayer2.uiMode;
axWindowsMediaPlayer2.uiMode = "none";
if (!string.IsNullOrEmpty(axWindowsMediaPlayer2.URL))
{
ret = null;
try
{
// take picture BEFORE saveFileDialog pops up!!
Bitmap bitmap = new Bitmap(axWindowsMediaPlayer2.Width, axWindowsMediaPlayer2.Height);
{
Graphics g = Graphics.FromImage(bitmap);
{
Graphics gg = axWindowsMediaPlayer2.CreateGraphics();
{
//timerTakePicFromVideo.Start();
this.BringToFront();
g.CopyFromScreen(axWindowsMediaPlayer2.PointToScreen(
new System.Drawing.Point()).X,
axWindowsMediaPlayer2.PointToScreen(
new System.Drawing.Point()).Y,
0, 0,
new System.Drawing.Size(
axWindowsMediaPlayer2.Width - 0,
axWindowsMediaPlayer2.Height - 0)
);
}
}
// afterwards save bitmap file if user wants to
try
{
using (MemoryStream ms = new MemoryStream())
{
string rute = axWindowsMediaPlayer2.URL.ToString().Replace(".", "Review_."); //
bitmap.Save(ms, System.Drawing.Imaging.ImageFormat.Png);
ret = new Bitmap(System.Drawing.Image.FromStream(ms));
ret.Save(rute.Replace(".mp4", ".Png"));
}
// open captured frame in new form
TeamEasy.ShowPictureForm spf = new ShowPictureForm();
spf.ImagePictureBox.Image = ret;
spf.ShowDialog();
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
}
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
}
axWindowsMediaPlayer2.uiMode = uimode_previus;
// restore the UImode of player
}

disposing generic list of bitmapimages

How can i dispose all the images in a generic list in WPF?
Here is my try:
//piclist is a global variable pointing to a folder on harddrive
foreach (string s in this.piclist)
{
this.picsToDisplay.Add(this.BitmapFromUri(new Uri(s)));
}
private BitmapImage LoadImage(string myImageFile)
{
BitmapImage myRetVal = null;
if (myImageFile != null)
{
BitmapImage image = new BitmapImage();
using (FileStream stream = File.OpenRead(myImageFile))
{
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad;
image.StreamSource = stream;
image.EndInit();
}
myRetVal = image;
}
return myRetVal;
}
and this is how i clear and dispose everything:
if (this.picsToDisplay.Count > 0)
{
foreach (BitmapImage b in this.picsToDisplay)
b.StreamSource.Dispose();
this.picsToDisplay.Clear();
}
Array.ForEach(Directory.GetFiles(this.tempPics),
delegate(string path) { File.Delete(path); });
It crashes first at b.StreamSource.Dispose();
Saying that streamsource is null 'reference not set to an instance of an object'
If i comment out that line, it crashes at this part: File.Delete(path);
With the message that the picture i'm trying to delete is in use.
The pictures getting displayed in an image control in WPF.
Its source is already set to NULL before i proceed to dispose etc.
What am i missing guys?
============
EDIT
private void btnLoadPictures_Click(object sender, EventArgs e)
{
this.ClearPicturesFromList();
DirectoryInfo Dir = new DirectoryInfo(this.pictures);
List<string> stringList = new List<string>();
FileInfo[] picList = Dir.GetFiles();
stringList = (from FI in picList
where FI.LastWriteTime.Date.ToString("dd-MM-yyyy") ==
this.dpPictureDate.SelectedDate.Value.ToString("dd-MM-yyyy")
select (FI.FullName)).ToList();
try
{
if (Directory.Exists(this.tempPics))
{
if (stringList.Count > 0)
{
foreach (string s in stringList)
{
string destFolder = System.IO.Path.Combine(this.tempPics, System.IO.Path.GetFileName(s));
File.Copy(s, destFolder, true);
}
DirectoryInfo Dir2 = new DirectoryInfo(this.tempPics);
FileInfo[] pics = Dir2.GetFiles();
this.picsInTempFolder = (from FI in pics
select (FI.FullName)).ToList();
foreach (string s in this.picsInTempFolder)
{
this.picsToDisplay.Add(this.LoadImage(s));
}
this.indexCounter = 0;
this.imgBox.Source = (BitmapImage)this.picsToDisplay[this.indexCounter];
this.tbxPictureName.Text = System.IO.Path.GetFileName(this.picsInTempFolder[this.indexCounter]);
stringList.Clear();
pics = null;
}
}
}
catch (Exception exp)
{
this.WriteToRichTextBox(exp.ToString());
}
}
pressing the clearimages button for the first time, i get the exception about the file being in use. doing it the second time, actually works fine.
putting a thread.sleep between clearing all lists and stuff than delete the files in the temp directory doenst work. but somehow it needs a sort of delay.
try this method for loading images
private BitmapImage LoadImage(string myImageFile)
{
BitmapImage myRetVal = null;
if (myImageFile != null)
{
BitmapImage image = new BitmapImage();
using (FileStream stream = File.OpenRead(myImageFile))
{
image.BeginInit();
image.CacheOption = BitmapCacheOption.OnLoad;
image.StreamSource = stream;
image.EndInit();
}
myRetVal = image;
}
return myRetVal;
}

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