I have a HttpHandler returning an image through Response.OutputStream. I have the following code:
_imageProvider.GetImage().CopyTo(context.Response.OutputStream);
GetImage() method returns a Stream which is actually a MemoryStream instance and it is returning 0 bytes to the browser. If i change GetImage() method signature to return a MemoryStream and use the following line of code:
_imageProvider.GetImage().WriteTo(context.Response.OutputStream);
It works and the browser gets an image. So what is the difference between WriteTo and CopyTo in MemoryStream class, and what is the recommended way to make this works using Stream class in GetImage() method signature.
WriteTo() is resetting the read position to zero before copying the data - CopyTo() on the other hand will copy whatever data remains after the current position in the stream. That means if you did not reset the position yourself, no data will be read at all.
Most likely you just miss the following in your first version:
memoryStream.Position = 0;
According to reflector, this is the CopyTo() method definition:
private void InternalCopyTo(Stream destination, int bufferSize)
{
int num;
byte[] buffer = new byte[bufferSize];
while ((num = this.Read(buffer, 0, buffer.Length)) != 0)
{
destination.Write(buffer, 0, num);
}
}
I dont see any "remains mechanism" here... It copies everything from this to destination ( in blocks of buffer size ).
Related
What is the best way to copy the contents of one stream to another? Is there a standard utility method for this?
From .NET 4.5 on, there is the Stream.CopyToAsync method
input.CopyToAsync(output);
This will return a Task that can be continued on when completed, like so:
await input.CopyToAsync(output)
// Code from here on will be run in a continuation.
Note that depending on where the call to CopyToAsync is made, the code that follows may or may not continue on the same thread that called it.
The SynchronizationContext that was captured when calling await will determine what thread the continuation will be executed on.
Additionally, this call (and this is an implementation detail subject to change) still sequences reads and writes (it just doesn't waste a threads blocking on I/O completion).
From .NET 4.0 on, there's is the Stream.CopyTo method
input.CopyTo(output);
For .NET 3.5 and before
There isn't anything baked into the framework to assist with this; you have to copy the content manually, like so:
public static void CopyStream(Stream input, Stream output)
{
byte[] buffer = new byte[32768];
int read;
while ((read = input.Read(buffer, 0, buffer.Length)) > 0)
{
output.Write (buffer, 0, read);
}
}
Note 1: This method will allow you to report on progress (x bytes read so far ...)
Note 2: Why use a fixed buffer size and not input.Length? Because that Length may not be available! From the docs:
If a class derived from Stream does not support seeking, calls to Length, SetLength, Position, and Seek throw a NotSupportedException.
MemoryStream has .WriteTo(outstream);
and .NET 4.0 has .CopyTo on normal stream object.
.NET 4.0:
instream.CopyTo(outstream);
I use the following extension methods. They have optimized overloads for when one stream is a MemoryStream.
public static void CopyTo(this Stream src, Stream dest)
{
int size = (src.CanSeek) ? Math.Min((int)(src.Length - src.Position), 0x2000) : 0x2000;
byte[] buffer = new byte[size];
int n;
do
{
n = src.Read(buffer, 0, buffer.Length);
dest.Write(buffer, 0, n);
} while (n != 0);
}
public static void CopyTo(this MemoryStream src, Stream dest)
{
dest.Write(src.GetBuffer(), (int)src.Position, (int)(src.Length - src.Position));
}
public static void CopyTo(this Stream src, MemoryStream dest)
{
if (src.CanSeek)
{
int pos = (int)dest.Position;
int length = (int)(src.Length - src.Position) + pos;
dest.SetLength(length);
while(pos < length)
pos += src.Read(dest.GetBuffer(), pos, length - pos);
}
else
src.CopyTo((Stream)dest);
}
.NET Framework 4 introduce new "CopyTo" method of Stream Class of System.IO namespace. Using this method we can copy one stream to another stream of different stream class.
Here is example for this.
FileStream objFileStream = File.Open(Server.MapPath("TextFile.txt"), FileMode.Open);
Response.Write(string.Format("FileStream Content length: {0}", objFileStream.Length.ToString()));
MemoryStream objMemoryStream = new MemoryStream();
// Copy File Stream to Memory Stream using CopyTo method
objFileStream.CopyTo(objMemoryStream);
Response.Write("<br/><br/>");
Response.Write(string.Format("MemoryStream Content length: {0}", objMemoryStream.Length.ToString()));
Response.Write("<br/><br/>");
There is actually, a less heavy-handed way of doing a stream copy. Take note however, that this implies that you can store the entire file in memory. Don't try and use this if you are working with files that go into the hundreds of megabytes or more, without caution.
public static void CopySmallTextStream(Stream input, Stream output)
{
using (StreamReader reader = new StreamReader(input))
using (StreamWriter writer = new StreamWriter(output))
{
writer.Write(reader.ReadToEnd());
}
}
NOTE: There may also be some issues concerning binary data and character encodings.
The basic questions that differentiate implementations of "CopyStream" are:
size of the reading buffer
size of the writes
Can we use more than one thread (writing while we are reading).
The answers to these questions result in vastly different implementations of CopyStream and are dependent on what kind of streams you have and what you are trying to optimize. The "best" implementation would even need to know what specific hardware the streams were reading and writing to.
Unfortunately, there is no really simple solution. You can try something like that:
Stream s1, s2;
byte[] buffer = new byte[4096];
int bytesRead = 0;
while (bytesRead = s1.Read(buffer, 0, buffer.Length) > 0) s2.Write(buffer, 0, bytesRead);
s1.Close(); s2.Close();
But the problem with that that different implementation of the Stream class might behave differently if there is nothing to read. A stream reading a file from a local harddrive will probably block until the read operaition has read enough data from the disk to fill the buffer and only return less data if it reaches the end of file. On the other hand, a stream reading from the network might return less data even though there are more data left to be received.
Always check the documentation of the specific stream class you are using before using a generic solution.
There may be a way to do this more efficiently, depending on what kind of stream you're working with. If you can convert one or both of your streams to a MemoryStream, you can use the GetBuffer method to work directly with a byte array representing your data. This lets you use methods like Array.CopyTo, which abstract away all the issues raised by fryguybob. You can just trust .NET to know the optimal way to copy the data.
if you want a procdure to copy a stream to other the one that nick posted is fine but it is missing the position reset, it should be
public static void CopyStream(Stream input, Stream output)
{
byte[] buffer = new byte[32768];
long TempPos = input.Position;
while (true)
{
int read = input.Read (buffer, 0, buffer.Length);
if (read <= 0)
return;
output.Write (buffer, 0, read);
}
input.Position = TempPos;// or you make Position = 0 to set it at the start
}
but if it is in runtime not using a procedure you shpuld use memory stream
Stream output = new MemoryStream();
byte[] buffer = new byte[32768]; // or you specify the size you want of your buffer
long TempPos = input.Position;
while (true)
{
int read = input.Read (buffer, 0, buffer.Length);
if (read <= 0)
return;
output.Write (buffer, 0, read);
}
input.Position = TempPos;// or you make Position = 0 to set it at the start
Since none of the answers have covered an asynchronous way of copying from one stream to another, here is a pattern that I've successfully used in a port forwarding application to copy data from one network stream to another. It lacks exception handling to emphasize the pattern.
const int BUFFER_SIZE = 4096;
static byte[] bufferForRead = new byte[BUFFER_SIZE];
static byte[] bufferForWrite = new byte[BUFFER_SIZE];
static Stream sourceStream = new MemoryStream();
static Stream destinationStream = new MemoryStream();
static void Main(string[] args)
{
// Initial read from source stream
sourceStream.BeginRead(bufferForRead, 0, BUFFER_SIZE, BeginReadCallback, null);
}
private static void BeginReadCallback(IAsyncResult asyncRes)
{
// Finish reading from source stream
int bytesRead = sourceStream.EndRead(asyncRes);
// Make a copy of the buffer as we'll start another read immediately
Array.Copy(bufferForRead, 0, bufferForWrite, 0, bytesRead);
// Write copied buffer to destination stream
destinationStream.BeginWrite(bufferForWrite, 0, bytesRead, BeginWriteCallback, null);
// Start the next read (looks like async recursion I guess)
sourceStream.BeginRead(bufferForRead, 0, BUFFER_SIZE, BeginReadCallback, null);
}
private static void BeginWriteCallback(IAsyncResult asyncRes)
{
// Finish writing to destination stream
destinationStream.EndWrite(asyncRes);
}
For .NET 3.5 and before try :
MemoryStream1.WriteTo(MemoryStream2);
Easy and safe - make new stream from original source:
MemoryStream source = new MemoryStream(byteArray);
MemoryStream copy = new MemoryStream(byteArray);
The following code to solve the issue copy the Stream to MemoryStream using CopyTo
Stream stream = new MemoryStream();
//any function require input the stream. In mycase to save the PDF file as stream
document.Save(stream);
MemoryStream newMs = (MemoryStream)stream;
byte[] getByte = newMs.ToArray();
//Note - please dispose the stream in the finally block instead of inside using block as it will throw an error 'Access denied as the stream is closed'
using (var stream = GetS3ObjectStream(fooObj))
{
WriteStreamToFtp(stream, "ftp://firstserver");
WriteStreamToFtp(stream, "ftp://SecondServer");
}
First one would work, but the second one will create just an empty file
GetS3ObjectStream gets a stream for Amazon Simple storage object. It's unseakable stream and you can't change the cursor position in it.
Now, I either have to somehow restrict to use the stream object more than once or I have to to move the cursor to the beginning.
any ideas?
upd: yeah of course you can simply save the stream in temp. variable, but if you don't wanna do that, what then? is it ok to make methods that take streams and leave them with such side-effects?
what if I close and dispose the source stream in the method?
You can either re-create your stream or buffer it into a byte[] or MemoryStream before use.
Edit: I forgot to mention a solution which does not buffer:
Open the two destination streams
Open the source stream
Until the source is drained, read a buffer of N bytes and write the buffer to both destination streams (you can even do the writing in parallel using Parallel.Invoke())
Here’s an example of how it may be done reading the stream just once (without initializing a temporary copy of the stream’s contents).
This assumes that you can replace your WriteStreamToFtp call with access to the actual target stream. Note that the FtpStream constructor is placeholder code.
using (var source = GetS3ObjectStream(fooObj))
using (var target1 = new FtpStream("ftp://firstserver"))
using (var target2 = new FtpStream("ftp://SecondServer"))
{
byte[] buffer = new byte[1024];
while (true)
{
int count = source.Read(buffer, 0, buffer.Length);
if (count == 0)
break;
target1.Write(buffer, 0, count);
target2.Write(buffer, 0, count);
}
}
What is the best method to convert a Stream to a FileStream using C#.
The function I am working on has a Stream passed to it containing uploaded data, and I need to be able to perform stream.Read(), stream.Seek() methods which are methods of the FileStream type.
A simple cast does not work, so I'm asking here for help.
Read and Seek are methods on the Stream type, not just FileStream. It's just that not every stream supports them. (Personally I prefer using the Position property over calling Seek, but they boil down to the same thing.)
If you would prefer having the data in memory over dumping it to a file, why not just read it all into a MemoryStream? That supports seeking. For example:
public static MemoryStream CopyToMemory(Stream input)
{
// It won't matter if we throw an exception during this method;
// we don't *really* need to dispose of the MemoryStream, and the
// caller should dispose of the input stream
MemoryStream ret = new MemoryStream();
byte[] buffer = new byte[8192];
int bytesRead;
while ((bytesRead = input.Read(buffer, 0, buffer.Length)) > 0)
{
ret.Write(buffer, 0, bytesRead);
}
// Rewind ready for reading (typical scenario)
ret.Position = 0;
return ret;
}
Use:
using (Stream input = ...)
{
using (Stream memory = CopyToMemory(input))
{
// Seek around in memory to your heart's content
}
}
This is similar to using the Stream.CopyTo method introduced in .NET 4.
If you actually want to write to the file system, you could do something similar that first writes to the file then rewinds the stream... but then you'll need to take care of deleting it afterwards, to avoid littering your disk with files.
I have a function which extracts a file into a byte array (data).
int contentLength = postedFile.ContentLength;
byte[] data = new byte[contentLength];
postedFile.InputStream.Read(data, 0, contentLength);
Later I use this byte array to construct an System.Drawing.Image object
(where data is the byte array)
MemoryStream ms = new MemoryStream(data);
Image bitmap = Image.FromStream(ms);
I get the following exception "ArgumentException: Parameter is not valid."
The original posted file contained a 500k jpeg image...
Any ideas why this isnt working?
Note: I assure you I have a valid reason for converting to a byte array and then to a memorystream!!
That's most likely because you didn't get all the file data into the byte array. The Read method doesn't have to return as many bytes as you request, and it returns the number of bytes actually put in the array. You have to loop until you have gotten all the data:
int contentLength = postedFile.ContentLength;
byte[] data = new byte[contentLength];
for (int pos = 0; pos < contentLength; ) {
pos += postedFile.InputStream.Read(data, pos, contentLength - pos);
}
This is a common mistake when reading from a stream. I have seen this problem a lot of times.
Edit:
With the check for an early end of stream, as Matthew suggested, the code would be:
int contentLength = postedFile.ContentLength;
byte[] data = new byte[contentLength];
for (int pos = 0; pos < contentLength; ) {
int len = postedFile.InputStream.Read(data, pos, contentLength - pos);
if (len == 0) {
throw new ApplicationException("Upload aborted.");
}
pos += len;
}
You're not checking the return value of postedFile.InputStream.Read. It is not at all guaranteed to fill the array on the first call. That will leave a corrupt JPEG in data (0's instead of file content).
Have you checked the return value from the Read() call to verify that is actually reading all of the content? Perhaps Read() is only returning a portion of the stream, requiring you to loop the Read() call until all of the bytes are consumed.
Any reason why you don't simply do this:
Image bitmap = Image.FromStream(postedFile.InputStream);
I have had problems loading images in .NET that were openable by more robust image libraries. It's possible that the specific jpeg image you have is not supported by .NET. jpeg files are not just one type of encoding, there's a variety of possible compression schemes allowed.
You could try it with another image that you know is in a supported format.
Can someone provide some light on how to do this? I can do this for regular text or byte array, but not sure how to approach for a pdf. do i stuff the pdf into a byte array first?
Use File.ReadAllBytes to load the PDF file, and then encode the byte array as normal using Convert.ToBase64String(bytes).
Byte[] fileBytes = File.ReadAllBytes(#"TestData\example.pdf");
var content = Convert.ToBase64String(fileBytes);
There is a way that you can do this in chunks so that you don't have to burn a ton of memory all at once.
.Net includes an encoder that can do the chunking, but it's in kind of a weird place. They put it in the System.Security.Cryptography namespace.
I have tested the example code below, and I get identical output using either my method or Andrew's method above.
Here's how it works: You fire up a class called a CryptoStream. This is kind of an adapter that plugs into another stream. You plug a class called CryptoTransform into the CryptoStream (which in turn is attached to your file/memory/network stream) and it performs data transformations on the data while it's being read from or written to the stream.
Normally, the transformation is encryption/decryption, but .net includes ToBase64 and FromBase64 transformations as well, so we won't be encrypting, just encoding.
Here's the code. I included a (maybe poorly named) implementation of Andrew's suggestion so that you can compare the output.
class Base64Encoder
{
public void Encode(string inFileName, string outFileName)
{
System.Security.Cryptography.ICryptoTransform transform = new System.Security.Cryptography.ToBase64Transform();
using(System.IO.FileStream inFile = System.IO.File.OpenRead(inFileName),
outFile = System.IO.File.Create(outFileName))
using (System.Security.Cryptography.CryptoStream cryptStream = new System.Security.Cryptography.CryptoStream(outFile, transform, System.Security.Cryptography.CryptoStreamMode.Write))
{
// I'm going to use a 4k buffer, tune this as needed
byte[] buffer = new byte[4096];
int bytesRead;
while ((bytesRead = inFile.Read(buffer, 0, buffer.Length)) > 0)
cryptStream.Write(buffer, 0, bytesRead);
cryptStream.FlushFinalBlock();
}
}
public void Decode(string inFileName, string outFileName)
{
System.Security.Cryptography.ICryptoTransform transform = new System.Security.Cryptography.FromBase64Transform();
using (System.IO.FileStream inFile = System.IO.File.OpenRead(inFileName),
outFile = System.IO.File.Create(outFileName))
using (System.Security.Cryptography.CryptoStream cryptStream = new System.Security.Cryptography.CryptoStream(inFile, transform, System.Security.Cryptography.CryptoStreamMode.Read))
{
byte[] buffer = new byte[4096];
int bytesRead;
while ((bytesRead = cryptStream.Read(buffer, 0, buffer.Length)) > 0)
outFile.Write(buffer, 0, bytesRead);
outFile.Flush();
}
}
// this version of Encode pulls everything into memory at once
// you can compare the output of my Encode method above to the output of this one
// the output should be identical, but the crytostream version
// will use way less memory on a large file than this version.
public void MemoryEncode(string inFileName, string outFileName)
{
byte[] bytes = System.IO.File.ReadAllBytes(inFileName);
System.IO.File.WriteAllText(outFileName, System.Convert.ToBase64String(bytes));
}
}
I am also playing around with where I attach the CryptoStream. In the Encode method,I am attaching it to the output (writing) stream, so when I instance the CryptoStream, I use its Write() method.
When I read, I'm attaching it to the input (reading) stream, so I use the read method on the CryptoStream. It doesn't really matter which stream I attach it to. I just have to pass the appropriate Read or Write enumeration member to the CryptoStream's constructor.