#functions{
public void GetThumbnailView(string originalImagePath, int height, int width)
{
//Consider Image is stored at path like "ProductImage\\Product1.jpg"
//Now we have created one another folder ProductThumbnail to store thumbnail image of product.
//So let name of image be same, just change the FolderName while storing image.
string thumbnailImagePath = originalImagePath;
originalImagePath = originalImagePath.Replace("thumb_", "");
//If thumbnail Image is not available, generate it.
if (!System.IO.File.Exists(Server.MapPath(thumbnailImagePath)))
{
System.Drawing.Image imThumbnailImage;
System.Drawing.Image OriginalImage = System.Drawing.Image.FromFile(Server.MapPath(originalImagePath));
double originalWidth = OriginalImage.Width;
double originalHeight = OriginalImage.Height;
double ratioX = (double)width / (double)originalWidth;
double ratioY = (double)height / (double)originalHeight;
double ratio = ratioX < ratioY ? ratioX : ratioY; // use whichever multiplier is smaller
// now we can get the new height and width
int newHeight = Convert.ToInt32(originalHeight * ratio);
int newWidth = Convert.ToInt32(originalWidth * ratio);
imThumbnailImage = OriginalImage.GetThumbnailImage(newWidth, newHeight,
new System.Drawing.Image.GetThumbnailImageAbort(ThumbnailCallback), IntPtr.Zero);
imThumbnailImage.Save(Server.MapPath(thumbnailImagePath), System.Drawing.Imaging.ImageFormat.Jpeg);
imThumbnailImage.Dispose();
OriginalImage.Dispose();
}
}
public bool ThumbnailCallback() { return false; }
}
in another stackowerflow question i found this code and really liked it but while using it there was a problem occured while creating the thumbnail images as shown below:
Server Error in '/' Application.
Out of memory. Description: An unhandled exception occurred during
the execution of the current web request. Please review the stack
trace for more information about the error and where it originated in
the code.
Exception Details: System.OutOfMemoryException: Out of memory.
Source Error:
Line 199: {
Line 200: System.Drawing.Image imThumbnailImage;
Line 201: System.Drawing.Image OriginalImage =
System.Drawing.Image.FromFile(Server.MapPath(originalImagePath.ToString()));
Line 202:
Line 203: double originalWidth = OriginalImage.Width;
Source File: c:\Inetpub\wwwroot\Lokal\Views\Stok\SatisRaporu.cshtml
Line: 201
my curiosity about this issue got me into the exception details and seen this :
//
// Summary:
// Creates an System.Drawing.Image from the specified file.
//
// Parameters:
// filename:
// A string that contains the name of the file from which to create the System.Drawing.Image.
//
// Returns:
// The System.Drawing.Image this method creates.
//
// Exceptions:
// System.OutOfMemoryException:
// The file does not have a valid image format.-or- GDI+ does not support the
// pixel format of the file.
//
// System.IO.FileNotFoundException:
// The specified file does not exist.
//
// System.ArgumentException:
// filename is a System.Uri.
[TargetedPatchingOptOut("Performance critical to inline this type of method across NGen image boundaries")]
public static Image FromFile(string filename);
but all my pictures in that folder has ".jpg" extention so it seems wierd to me.
if im not gonna be able to create thumbnails from ".jpg" what else i can do?
I actually want to learn about if anyone else tried this on ".jpg" files and got a problem with it? and If no problem occured what i might be doing wrong?
A little note: I do this in a view using razor syntax. I know a little about c# language and improving my knowledge about it everyday.
Edit :
How i call the function:
GetThumbnailView("../pics/thumb_" + (("0000000" + stocks.stockcode).Substring(("0000000" + stocks.stockcode).Length - 7, 7)) + ".jpg", 200, 200);
A website I work on generates its thumbnails using the WPF APIs instead of GDI+. You need to add two references to your project to enable this: WindowsBase, PresentationFramework and PresentationCore. Here’s a basic example of how the code might be used:
try
{
using (var input = File.Open(inputFilename, FileMode.Open, FileAccess.Read, FileShare.Read))
using (var thumb = File.Open(thumbFilename, FileMode.Create, FileAccess.Write, FileShare.None))
{
Thumbnail(input, thumb, 200, 100);
}
}
catch (MyException)
{
File.Delete(thumbFilename);
}
This fits the thumbnail into a 200x100 rectangle, while preserving aspect ratio.
(The real website doesn’t do it quite like the above. What we actually do is attempt to generate the smallest thumbnail in the file upload POST handler. We use a memory stream to hold the resulting thumbnail. If the thumbnail could be generated correctly, we save the upload and the small thumbnail, otherwise we return an error response to the client. Other thumbnail sizes are generated on the fly and cached.)
Here’s the code - note that I may have messed up a bit while transforming this into something reusable, but the core bits should all be there. Note that it saves all thumbnails as JPEG, but allows multiple input formats, including JPEG and PNG. This might or might not be OK for you.
private static void Thumbnail(Stream source, Stream destination, int maxWidth, int maxHeight)
{
int width = 0, height = 0;
BitmapFrame frame = null;
try
{
frame = BitmapDecoder.Create(source, BitmapCreateOptions.None, BitmapCacheOption.None).Frames[0];
width = frame.PixelWidth;
height = frame.PixelHeight;
}
catch
{
throw new MyException("The image file is not in any of the supported image formats.");
}
if (width > AbsoluteLargestUploadWidth || height > AbsoluteLargestUploadHeight)
throw new MyException("This image is too large");
try
{
int targetWidth, targetHeight;
ResizeWithAspect(width, height, maxWidth, maxHeight, out targetWidth, out targetHeight);
BitmapFrame targetFrame;
if (frame.PixelWidth == targetWidth && frame.PixelHeight == targetHeight)
targetFrame = frame;
else
{
var group = new DrawingGroup();
RenderOptions.SetBitmapScalingMode(group, BitmapScalingMode.HighQuality);
group.Children.Add(new ImageDrawing(frame, new Rect(0, 0, targetWidth, targetHeight)));
var targetVisual = new DrawingVisual();
var targetContext = targetVisual.RenderOpen();
targetContext.DrawDrawing(group);
var target = new RenderTargetBitmap(targetWidth, targetHeight, 96, 96, PixelFormats.Default);
targetContext.Close();
target.Render(targetVisual);
targetFrame = BitmapFrame.Create(target);
}
var enc = new JpegBitmapEncoder();
enc.Frames.Add(targetFrame);
enc.QualityLevel = 80;
enc.Save(destination);
}
catch
{
throw new MyException("The image file appears to be corrupt.");
}
}
/// <summary>Generic helper to compute width/height that fit into specified maxima while preserving aspect ratio.</summary>
public static void ResizeWithAspect(int origWidth, int origHeight, int maxWidth, int maxHeight, out int sizedWidth, out int sizedHeight)
{
if (origWidth < maxWidth && origHeight < maxHeight)
{
sizedWidth = origWidth;
sizedHeight = origHeight;
return;
}
sizedWidth = maxWidth;
sizedHeight = (int) ((double) origHeight / origWidth * sizedWidth + 0.5);
if (sizedHeight > maxHeight)
{
sizedHeight = maxHeight;
sizedWidth = (int) ((double) origWidth / origHeight * sizedHeight + 0.5);
}
}
The file extension doesn't really matter, it is the actual bytes of the image that matter. Most likely one of the jpgs is corrupt. You should catch the OutOfMemory exception on a per file basis and handle that appropriately.
Since you are trying to generate thumbnails, I suggest you have a default image to use if the thumbnail can't be generated. For example, most web browsers use a small box with a red X in it when the image is corrupt or missing.
See also:
SO#6506089
SO#1108607
SO#1644108
SO#9237457
And for those curious about why OutOfMemoryException is thrown, see the answer to this question:
Is there a reason Image.FromFile throws an OutOfMemoryException for an invalid image format?
Related
I am uploading an image and reducing the dimensions. One of the reasons to do it is that I want also to reduce the size so it is better optimised and does not load long time.
But instead of downsizing the image has been enlarged despite the dimensions have halved.
This is my function:
public Image ScaleProportionally(Image imgPhoto, int shortestEdge = 0)
{
float sourceWidth = imgPhoto.Width;
float sourceHeight = imgPhoto.Height;
float destHeight = 0;
float destWidth = 0;
int sourceX = 0;
int sourceY = 0;
int destX = 0;
int destY = 0;
if (shortestEdge > 0)
{
if(sourceWidth < sourceHeight)
{
destWidth = shortestEdge;
destHeight = (float)(sourceHeight * shortestEdge / sourceWidth);
}
else
{
destWidth = (float)(shortestEdge * sourceWidth) / sourceHeight;
destHeight = shortestEdge;
}
Bitmap bmPhoto = new Bitmap((int)destWidth, (int)destHeight,
PixelFormat.Format32bppPArgb);
bmPhoto.SetResolution(imgPhoto.HorizontalResolution, imgPhoto.VerticalResolution);
Graphics grPhoto = Graphics.FromImage(bmPhoto);
grPhoto.InterpolationMode = InterpolationMode.Low;
grPhoto.CompositingQuality = CompositingQuality.AssumeLinear;
grPhoto.DrawImage(imgPhoto,
new Rectangle(destX, destY, (int)destWidth, (int)destHeight),
new Rectangle(sourceX, sourceY, (int)sourceWidth, (int)sourceHeight),
GraphicsUnit.Pixel);
grPhoto.Dispose();
return bmPhoto;
}
else
{
return imgPhoto;
}
}
I originally had this below for InterpolationMode and CompositingQuality but changing them as above didn't really reduced the size of scaled photo:
grPhoto.InterpolationMode = InterpolationMode.HighQualityBicubic;
grPhoto.CompositingQuality = CompositingQuality.HighSpeed;
Original image has 546KB while scaled has 1MB almost twice the size.
How to reduce the size on rescaling?
I am using .NET 4.5
EDIT
Save file function:
public int CreateAndSaveMedia(HttpPostedFileBase file, string fileName, string mediaType, string caption, int folderId, Dictionary<string,string> additionalProperties = null)
{
// Create temp mediaitem folder
string mediaDirectory = System.Web.HttpContext.Current.Server.MapPath($"~/media/");
var path = Path.Combine(mediaDirectory, fileName);
file.SaveAs(path);
Image imgOriginal = Image.FromFile(path);
//pass in whatever value you want
Image imgActual = _imageService.ScaleProportionally(imgOriginal, 450);
imgOriginal.Dispose();
imgActual.Save(path);
imgActual.Dispose();
// Open file and assign media url to media content
FileStream s = new FileStream(path, FileMode.Open);
// Save media content
IMedia media = _mediaService.CreateMedia(caption, folderId, mediaType);
_mediaService.Save(media);
media.SetValue("umbracoFile", Path.GetFileName(path), s);
if (additionalProperties != null)
{
foreach (var itm in additionalProperties)
{
media.SetValue(itm.Key, itm.Value);
}
}
_mediaService.Save(media);
// Get media Id
int mediaId = media.Id;
s.Close();
System.IO.File.Delete(path);
return mediaId;
}
EDIT
Following #Nyerguds's comment I specifically set the new image type to jpg and it made a total difference:
imgActual.Save(path, System.Drawing.Imaging.ImageFormat.Jpeg);
Thanks!
You're not setting a type when saving, which makes the Image.Save default to either the detected type of the original image, or to PNG if it can't save in the exact format detected from the input.
The compression you get out of png depends a lot on what is in the image; png isn't very good at compressing complex images like photos, and resizing it to smaller size might in fact increase said complexity. Also, the .Net framework's png compression algorithms aren't as good as those in actual graphics manipulation programs.
For reducing size, you may want to specifically re-save as jpeg.
This can be done in two ways. The simple way is to just specify Jpeg as save type:
imgActual.Save(path, ImageFormat.Jpeg);
A more advanced method is to use the JPEG encoder. If you do this, you can set the save quality (inverse of compression rate, really) of the image, as percentage (values from 1 to 100). Unfortunately, though, there's no simple method to get it; you need to retrieve it by GUID by going over the full list of available encoders:
Int32 quality = 80;
ImageCodecInfo jpegEncoder = ImageCodecInfo.GetImageDecoders().First(c => c.FormatID == ImageFormat.Jpeg.Guid);
EncoderParameters encparams = new EncoderParameters(1);
encparams.Param[0] = new EncoderParameter(Encoder.Quality, quality);
imgActual.Save(path, jpegEncoder, encparams);
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 a page that sends html5 canvas data, encoded as a base64 bmp image (using this algorithm http://devpro.it/code/216.html) to a serverside process that converts it into a System.Drawing.Image object and does some operations on it.
In my local environment, this works just fine, but on my ec2 instance I get the following error:
System.ArgumentException: Parameter is not valid. at
System.Drawing.Image.FromStream(Stream stream, Boolean
useEmbeddedColorManagement, Boolean validateImageData) at
System.Drawing.Image.FromStream(Stream stream, Boolean
useEmbeddedColorManagement)
My code looks as follows:
System.Drawing.Image image = null;
string b64string = "...";
byte[] sf = Convert.FromBase64String(b64string );
using (MemoryStream s = new MemoryStream(sf, 0, sf.Length))
{
image = System.Drawing.Image.FromStream(s, false);
}
...
Here's a text file with a sample b64string that I'm using to test: https://docs.google.com/leaf?id=0BzVLGmig1YZ3MTM0ODBiNjItNzk4Yi00MzI5LWI5ZWMtMzU1OThlNWEyMTU5&hl=en_US
I've also tried the following and had the same results:
System.Drawing.ImageConverter converter = new System.Drawing.ImageConverter();
image = converter.ConvertFrom(sf) as System.Drawing.Image;
Any insight would be greatly appreciated!
I still don't know the real cause of your problem, but i guess it is related with a image format which Image class doesn't recognize. After inspecting the binary data a little bit, I could be able to form your image. I hope this helps.
Bitmap GetBitmap(byte[] buf)
{
Int16 width = BitConverter.ToInt16(buf, 18);
Int16 height = BitConverter.ToInt16(buf, 22);
Bitmap bitmap = new Bitmap(width, height);
int imageSize = width * height * 4;
int headerSize = BitConverter.ToInt16(buf, 10);
System.Diagnostics.Debug.Assert(imageSize == buf.Length - headerSize);
int offset = headerSize;
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
bitmap.SetPixel(x, height - y - 1, Color.FromArgb(buf[offset + 3], buf[offset], buf[offset + 1], buf[offset + 2]));
offset += 4;
}
}
return bitmap;
}
private void Form1_Load(object sender, EventArgs e)
{
using (FileStream f = File.OpenRead("base64.txt"))
{
byte[] buf = Convert.FromBase64String(new StreamReader(f).ReadToEnd());
Bitmap bmp = GetBitmap(buf);
this.ClientSize = new Size(bmp.Width, bmp.Height);
this.BackgroundImage = bmp;
}
}
The posted code seems correct. I have tested it and it works fine.
The exception "System.ArgumentException: Parameter is not valid." without any other hint (especially not the name of the parameter) is a wrapper for GDI+ (the underlying technology behind .NET Image class) standard InvalidParameter error, which does not tell use exactly what parameter is invalid.
So, following the FromStream code with .NET Reflector, we can see that the parameters used in GDI+ calls are essentially ... the input stream.
So my guess is the input stream you provide is sometimes invalid as an image? You should save the failing input streams (using File.SaveAllBytes(sf) for example) for further investigation.
This could happen if sf contained invalid image data. Verify the validity of the data you're passing into the stream, and see if that fixes your issue.
when I create a bitmap like this:
var testImage = new Bitmap(320, 240);
var testDataLock = testImage.LockBits(new Rectangle(new Point(), testImage.Size),
System.Drawing.Imaging.ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
unsafe
{
var aaa = CamData.ToArray();
UInt32 lOffset = 0;
UInt32 lPos = 0;
byte* lDst = (byte*)testDataLock.Scan0;
byte bitshift = 8;
fixed (UInt16* lSrc = aaa)
{
while (lOffset < testImage.Width * testImage.Height)
{
lDst[lPos] = (byte)(lSrc[lOffset] >> bitshift);
lDst[lPos + 1] = lDst[lPos];
lDst[lPos + 2] = lDst[lPos];
lOffset++;
lPos += 3;
// take care of the padding in the destination bitmap
if ((lOffset % testImage.Width) == 0)
lPos += (UInt32)testDataLock.Stride - (uint)(testImage.Width * 3);
}
}
}
testImage.UnlockBits(testDataLock);
testImage.Save(#"H:\Test.bmp");
I alway get an error while trying to open this file with an visualisation lib:
Unknown file type! H:\test.bmp is not a Windows BMP file!
but in windows I can open the file with the viewer etc... there are no problems
does anybody know why I get this error?
thanks
you can save a System.Drawing.Bitmap to a valid windows .bmp like this:
//bmp is a System.Drawing.Bitmap
bmp.Save("MyBitmap.bmp", ImageFormat.Bmp);
The second parameter (which you did not include) specifies the format in which the bitmap must be saved.
Also, be sure to check if your visualisation lib supports 24Bit Per Pixel bitmaps,
since this is the format you are creating your bitmap in.
see:
PixelFormat.Format24bppRgb
As you can read at MSDN in the Remarks section your image will be saved as PNG if no encoder is specified.
I've got to following function which is called to change the resolution of an image. I want to do this so uploaded image with for example 300dpi will be modified to 72dpi (for web). This question is related to another question here on SO where i'm working on.
I'm creation an extension method for this to be able to use this function on more places in my application, instead of only when uploading new files. (See above mentioned question)
public static byte[] SetDpiTo72(this byte[] imageToFit, string mimeType, Size newSize)
{
using (MemoryStream memoryStream = new MemoryStream(), newMemoryStream = new MemoryStream())
{
memoryStream.Write(imageToFit, 0, imageToFit.Length);
var originalImage = new Bitmap(memoryStream);
using (var canvas = Graphics.FromImage(originalImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage((Image)originalImage,0,0, newSize.Width, newSize.Height);
newBitmap.SetResolution(72, 72);
newBitmap.Save(newMemoryStream, ImageFunctions.GetEncoderInfo(mimeType), null);
}
return newMemoryStream.ToArray();
}
}
The mentioned extension methode is being called in a function similar to the situation below;
if (newSize.Width > originalImage.Width && newSize.Height > originalImage.Height)
{
newSize.Width = originalImage.Width;
newSize.Height = originalImage.Height;
uploadedFileBuffer = uploadedFileBuffer.SetDpiTo72(uploadedFile.ContentType, newSize);
return CreateFile(newSize, uploadedFile, uploadedFileBuffer);
}
The bytearray coming in is the file as an bytearray. It already has the correct size, but I want to change the resolution to 72dpi. However after exectution and saving the image the resolution is still the originale entered resolution, which is 300dpi. How can I do this?
UPDATE AFTER SEVERAL ANSWERS:
public static byte[] SetDpiTo72(this byte[] imageToFit, string mimeType, Size newSize)
{
using (MemoryStream memoryStream = new MemoryStream(), newMemoryStream = new MemoryStream())
{
memoryStream.Write(imageToFit, 0, imageToFit.Length);
var originalImage = new Bitmap(memoryStream);
using (var canvas = Graphics.FromImage(originalImage))
{
canvas.SmoothingMode = SmoothingMode.AntiAlias;
canvas.InterpolationMode = InterpolationMode.HighQualityBicubic;
canvas.PixelOffsetMode = PixelOffsetMode.HighQuality;
canvas.DrawImage((Image)originalImage,0,0, newSize.Width, newSize.Height);
originalImage.SetResolution(72, 72);
var epQuality = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 75);
var epParameters = new EncoderParameters(1);
epParameters.Param[0] = epQuality;
Image newimg = Image.FromStream(memoryStream);
//Getting an GDI+ exception after the execution of this line.
newimg.Save("C:\\test1234.jpg", ImageFunctions.GetEncoderInfo(mimeType), epParameters);
originalImage.Save("test.jpg", ImageFormat.Jpeg);
//This line give me an Argumentexception - Parameter is not valid.
//originalImage.Save(newMemoryStream, ImageFunctions.GetEncoderInfo(mimeType), epParameters);
//newMemoryStream.Close();
}
return newMemoryStream.ToArray();
}
}
The stackstrace which comes with the exception is telling me the following;
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at Extensions.ByteArrayExtensions.SetDpiTo72(Byte[] imageToFit, String mimeType, Size newSize) in C:\Website\Project\Extensions\ByteArrayExtensions.cs:line 356
at CMS.Presentation.FileFunctions.CreateFullsizeImage(HttpPostedFileBase uploadedFile, Size newSize, Byte[] uploadedFileBuffer) in C:\Website\Project\CMS.Presentation\FileFunctions.cs:line 197
at CMS.Presentation.FileFunctions.CreateFile(HttpPostedFileBase uploadedFile, INodeService nodeservice, Guid userId, Node parentNode) in C:\Website\Project\CMS.Presentation\FileFunctions.cs:line 53
In the mean time I've also developed another function (see below) resizing just a bitmap. And this seem to work correctly. I can't use this function with my current implementation though because it returns just an Bitmap. Or should i change everything to work with bitmaps?
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
Bitmap resizedImage;
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
resizedImage = (Bitmap)image.GetThumbnailImage(newDimensions.Width, newDimensions.Height, null, IntPtr.Zero);
}
resizedImage.SetResolution(72,72);
return resizedImage;
}
Ok, I tried it only on files on harddrive, but it should work with streams too.
Bitmap bitmap = new Bitmap(loadFrom);
Bitmap newBitmap = new Bitmap(bitmap);
newBitmap.SetResolution(72, 72);
newBitmap.Save(saveTo);
Took me a while, but I finally found the problem!
The problem lied in the ResizeImage function I used. In the 'GetThumbnailImage' to be specific. I ran into another problem with blurry images, which was explainable because GetThumbnailImage would stretch up the created ThumbNail to the desired size. And the resolution off the thumbnail never changes.
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
Bitmap resizedImage;
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
resizedImage = (Bitmap)image.GetThumbnailImage(newDimensions.Width, newDimensions.Height, null, IntPtr.Zero);
}
resizedImage.SetResolution(72,72);
return resizedImage;
}
By modifying the function above to the function below I was able to solve the problem using Graphics.DrawImage to redraw the new image before rendering it. Also the GenerateImageDimensions was slightly modified. This taken together the problem was solved.
private static Bitmap ResizeImage(Image image, int width, int height)
{
var frameCount = image.GetFrameCount(new FrameDimension(image.FrameDimensionsList[0]));
var newDimensions = ImageFunctions.GenerateImageDimensions(image.Width, image.Height, width, height);
var resizedImage = new Bitmap(newDimensions.Width, newDimensions.Height);
if (frameCount > 1)
{
//we have a animated GIF
resizedImage = ResizeAnimatedGifImage(image, width, height);
}
else
{
//we have a normal image
using (var gfx = Graphics.FromImage(resizedImage))
{
gfx.SmoothingMode = SmoothingMode.HighQuality;
gfx.InterpolationMode = InterpolationMode.HighQualityBicubic;
gfx.PixelOffsetMode = PixelOffsetMode.HighQuality;
var targRectangle = new Rectangle(0, 0, newDimensions.Width, newDimensions.Height);
var srcRectangle = new Rectangle(0, 0, image.Width, image.Height);
gfx.DrawImage(image, targRectangle, srcRectangle, GraphicsUnit.Pixel);
}
}
return resizedImage;
}
By "changing the resolution", do you actually mean you want to reduce the number of pixels in the image by 72/300? I.e. change a 4000x3000 image to 960x720?
If so, I can't see where your code actually does that. The overload of DrawImage() you're using does this:
Draws the specified image, using its original physical size, at the location specified by a coordinate pair.
Which is exactly what is happening.
Try one of the other overloads such as this one:
Draws the specified Image at the specified location and with the specified size.
for example:
// Create image.
Image newImage = Image.FromFile("SampImag.jpg");
// Create coordinates for upper-left corner of image and for size of image.
int x = 0;
int y = 0;
int width = 450;
int height = 150;
// Draw image to screen.
e.Graphics.DrawImage(newImage, x, y, width, height);
EDIT: per the comments, I understand the OP wants to reduce file size without reducing pixel count. Therefore the files must be recompressed.
I've borrowed some sample code from here:
ImageCodecInfo iciJpegCodec = null;
// This will specify the image quality to the encoder. Change the value of 75 from 0 to 100, where 100 is best quality, but highest file size.
EncoderParameter epQuality = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 75);
// Get all image codecs that are available
ImageCodecInfo[] iciCodecs = ImageCodecInfo.GetImageEncoders();
// Store the quality parameter in the list of encoder parameters
EncoderParameters epParameters = new EncoderParameters(1);
epParameters.Param[0] = epQuality;
// Loop through all the image codecs
for (int i = 0; i < iciCodecs.Length; i++)
{
// Until the one that we are interested in is found, which is image/jpeg
if (iciCodecs[i].MimeType == "image/jpeg")
{
iciJpegCodec = iciCodecs[i];
break;
}
}
// Create a new Image object from the current file
Image newImage = Image.FromFile(strFile);
// Get the file information again, this time we want to find out the extension
FileInfo fiPicture = new FileInfo(strFile);
// Save the new file at the selected path with the specified encoder parameters, and reuse the same file name
newImage.Save(outputPath + "\\" + fiPicture.Name, iciJpegCodec, epParameters);
Rob, I believe that issue with your code is at saving the image - the actual digital image data would be certain number of dots/pixels i.e. (m x n) and setting resolution at bitmap wouldn't/shouldn't change the number dots (and hence physical byte size of image). The resolution information will be stored in the image header (to be used by programs while printing/editing images) - what happens if you store the new bitmap to file instead of mem stream
newBitmap.Save("c:\test.png", ImageFormat.Png);
Check dpi for above file from file -> properties -> summary (advanced). It should be 72 dpi.