I've got to interface my C++ project with a C# project and send an image to it across a named pipe. OpenCV stores matrix data in a contiguous chunk, starting at uchar* Mat::data. However, to send data across a named pipe, it must be a char*, so I just do a cast, not sure what else I'm supposed to do. It shouldn't matter, it's just data, not characters.
size_t s = frame2.elemSize() * frame2.rows * frame2.cols;
sendChars(hPipe, (char*)frame2.data, s);
On the C# side I read in the block of data to a char[] buffer. I then create a new Bitmap with the appropriate width, height, etc. and set the IntPtr to the beginning of the char[] buffer.
//in the C# forms private scope:
char[] buffer = new char[921600];
and then in a StartServer() function:
pipeServer = new NamedPipeServerStream("SamplePipe", PipeDirection.InOut);
//blah blah blah
using (StreamReader sr = new StreamReader(pipeServer))
{
sr.ReadBlock(buffer, 0, buffer.Length);
unsafe
{
fixed (char* ptr = buffer)
{
using (Bitmap image = new Bitmap(640, 480, 640*3, PixelFormat.Format24bppRgb, new IntPtr(ptr)))
{
pictureBox1.Image = image;
image.Save("test.png");
}
}
}
}
The result of this is a big red X on the C# form and the saved image looks garbled... but not just random noise. So the data's coming through and getting messed up either on the C++ end before transmission or the C# end on interpretation. I have tried to work around this by using the Bitmap constructor that reads a stream and sending an encoded image instead of the raw pixels, but that fails harder than the above method (just gives an error, no output).
How do I transfer uchar* array with pixel data from C++ to C# and then reconstruct it inside a Bitmap so that I can display it on the form?
The use of a StreamReader here seems like the wrong choice if what you're sending is actually binary data. The StreamReader is used for reading text, and will decode the data to characters with some encoding which in your case would be auto-detected (and definitely wrong).
You want to use the BinaryReader for reading binary data, or read directly from the NamedPipeServerStream using the Read() method to get a byte[] array. A char in C# is used for storing characters, and is unicode, not a single byte.
If you use stream the easiest way would be to use the SetPixel method of Bitmap to construct the image.
Related
I need to decompress the *.bin file into a certain temp-file, perform certain actions with it in the my program and then compress it. There is a function that unpacks the *.bin file. I.e., temp-file for the correct operation of the program was obtained. Function:
public void Unzlib_bin(string initial_location, string target_location)
{
byte[] data, new_data;
Inflater inflater;
inflater = new Inflater(false);
data = File.ReadAllBytes(initial_location);
inflater.SetInput(data, 16, BitConverter.ToInt32(data, 8));
new_data = new byte[BitConverter.ToInt32(data, 12)];
inflater.Inflate(new_data);
File.WriteAllBytes(target_location, new_data);
}
The question is how to pack the temp file to its original state? I'm trying to do something like the following, but the result is wrong:
public void Zlib_bin(byte[] data, int length, string target_location)
{
byte[] new_data;
Deflater deflater;
List<byte> compress_data;
compress_data = new List<byte>();
new_data = new byte[length];
deflater = new Deflater();
compress_data.AddRange(new byte[] { ... }); //8 bytes from header, it does not matter
deflater.SetLevel(Deflater.BEST_COMPRESSION);
deflater.SetInput(data, 0, data.Length);
deflater.Finish();
deflater.Deflate(new_data);
compress_data.AddRange(BitConverter.GetBytes(new_data.Length));
compress_data.AddRange(BitConverter.GetBytes(data.Length));
compress_data.AddRange(new_data);
File.WriteAllBytes(target_location, compress_data.ToArray());
}
Any ideas?
If by "the result is wrong" you mean that you are not able to compress back to exactly the same bytes, that is entirely to be expected. There is no guarantee that decompressing followed by compressing gives you the same thing, unless you are using exactly the same compression code, version of that code, and settings for that code.
There are many compressed data streams to represent the same uncompressed data, and compressors are free to use any of them, usually due to tradeoffs in execution time, memory used, and compressed ratio. That is why compressors have "levels" and other adjustments.
The only guarantee for a lossless compressor is that when you compress and then decompress that you get exactly what you started with.
If decompressing what you got gives the same uncompressed data, then all is well.
I am trying to send a .jpg file which is on my android device to my server computer.
To do this, I am converting the picture into a byte array by a java android application, and sending it as an argument to my server computer. I`m doing this by a web service call.
The first function is edited:
public static byte[] ImageConvertion(){
File inputFile = new File("/storage/emulated/0/IFSpictures/icon-si_strapclamp.jpg");
byte[] data;
try{
FileInputStream input = new FileInputStream(inputFile);
ByteArrayOutputStream output = new ByteArrayOutputStream ();
byte[] buffer = new byte[65535];
int l;
while ((l = input.read(buffer)) > 0)
output.write (buffer, 0, l);
input.close();
output.close();
data = output.toByteArray();
return data;
} catch (IOException e) {
System.err.println(e);
data=null;
}
return data;
}
My web-service is written in ASP.NET (C#) language, and there is a function that takes the byte array as an argument and converts it back into an image on server computer.
[WebMethod]
public void ByteArrayToPicture(byte[] imageData)
{
using (var ms = new MemoryStream(imageData))
{
Image image = Image.FromStream(ms);
image.Save(#"C:\newImage.jpg");
}
}
However, I couldn`t do it because of the web-service side. I have debugged it that and it seems that the problem is because of the Image.FromStream() function.
I definitely don`t have any problems with passing the arguments. I think either, the language conflict or the conversion image to byte and vice-verse may be leading the problem. Does anyone has any idea or see something wrong?
I muchly appropriate any help.
Thanks.
sorry for my incomplete question, however I want to give some tips whoever is trying to do the same thing.
If anyone is trying to send an image to a server and both side has different platforms, then do not convert the image into byte array!
The reason is, in my case the image which is converted into byte array on Java differs from the byte array on C#. Therefore according to my research it is not possible to gather the image on the server side. The byte array created on Java wont have the right format on C#.
Hence anyone wants data transferring from one language to another, use Base64 encoding. Convert the image into Base64 string on one side and send it as string to the other language. Since Base64 format is same on every language there wont be any problem to reproduce it.
I sold the problem with the following codes:
Bitmap ourbitmap = BitmapFactory.decodeStream(imageStream, null, options);
ByteArrayOutputStream baos = new ByteArrayOutputStream();
ourbitmap.compress(Bitmap.CompressFormat.JPEG, 100, baos);
byte[] b = baos.toByteArray();
test = Base64.encodeToString(b, Base64.DEFAULT);
This is the code where I get the image and convert it into Base64 string on Java android application,
byte[] imageBytes = Convert.FromBase64String(Base64ImageData);
MemoryStream ms = new MemoryStream(imageBytes, 0,
imageBytes.Length);
ms.Write(imageBytes, 0, imageBytes.Length);
Image image = Image.FromStream(ms, true);
image.Save(#"D:\tmpImage.jpg");
The code above takes the Base64 type string and converts back into an image. This is written in C#.
With such an incomplete code example and such a vague problem description, it's difficult to know for sure what the problem is.
However, reviewing the code you did post, I see one bug that would be significant if this is really the code you are using. In your Java methodConvertion() method, you have this statement:
data = output.toByteArray();
The problem is that all that does is create a new byte[] object and assign the reference to your local variable named data. That object never leaves the method.
Presumably you have some other code which, after calling methodConvertion(), sends the byte[] object that is referenced by the argument you passed to that method. But that object is just going to be whatever it was before you called the method.
You should instead change your Java code so that it looks like this:
public static byte[] methodConvertion(){
File inputFile = new File("/storage/emulated/0/IFSpictures/icon-si_strapclamp.jpg");
try{
FileInputStream input = new FileInputStream(inputFile);
ByteArrayOutputStream output = new ByteArrayOutputStream ();
byte [] buffer = new byte [65536];
int l;
while ((l = input.read(buffer)) > 0)
output.write (buffer, 0, l);
input.close();
output.close();
return output.toByteArray();
} catch (IOException e) {
System.err.println(e);
return null;
}
}
And then in the caller, you should check the return value and only proceed if the value is not null, reporting the error somehow otherwise.
If that doesn't address your question, you should edit the question so that it has a better code example, and so that you are much more specific about what's wrong. What happens when you run the code, and how is that different from what you expected? Be sure to clearly state any error messages, quoting them exactly, and including any stack traces from exceptions.
im trying to send an image via network stream, i have a sendData and Getdata functions
and i always get an invalid parameter when using the Image.FromStream function
this is my code :
I am Getting the pic from the screen, then converting it to a byte[]
Inserting it to a Memory stream that i send via a networkStream.
private void SendData()
{
StreamWriter swWriter = new StreamWriter(this._nsClient);
// BinaryFormatter bfFormater = new BinaryFormatter();
// this method
lock (this._secLocker)
{
while (this._bShareScreen)
{
// Check if you need to send the screen
if (this._bShareScreen)
{
MemoryStream msStream = new MemoryStream();
this._imgScreenSend = new Bitmap(this._imgScreenSend.Width, this._imgScreenSend.Height);
// Send an image code
swWriter.WriteLine(General.IMAGE);
swWriter.Flush();
// Copy image from screen
this._grGraphics.CopyFromScreen(0, 0, 0, 0, this._sizScreenSize);
this._imgScreenSend.Save(msStream, System.Drawing.Imaging.ImageFormat.Jpeg);
msStream.Seek(0, SeekOrigin.Begin);
// Create the pakage
byte[] btPackage = msStream.ToArray();
// Send its langth
swWriter.WriteLine(btPackage.Length.ToString());
swWriter.Flush();
// Send the package
_nsClient.Write(btPackage, 0, btPackage.Length);
_nsClient.Flush();
}
}
}
}
private void ReciveData()
{
StreamReader srReader = new StreamReader(this._nsClient);
string strMsgCode = String.Empty;
bool bContinue = true;
//BinaryFormatter bfFormater = new BinaryFormatter();
DataContractSerializer x = new DataContractSerializer(typeof(Image));
// Lock this method
lock (this._objLocker)
{
while (bContinue)
{
// Get the next msg
strMsgCode = srReader.ReadLine();
// Check code
switch (strMsgCode)
{
case (General.IMAGE):
{
// Read bytearray
int nSize = int.Parse(srReader.ReadLine().ToString());
byte[] btImageStream = new byte[nSize];
this._nsClient.Read(btImageStream, 0, nSize);
// Get the Stream
MemoryStream msImageStream = new MemoryStream(btImageStream, 0, btImageStream.Length);
// Set seek, so we read the image from the begining of the stream
msImageStream.Position = 0;
// Build the image from the stream
this._imgScreenImg = Image.FromStream(msImageStream); // Error Here
Part of the problem is that you're using WriteLine() which adds Environment.NewLine at the end of the write. When you just call Read() on the other end, you're not dealing with that newline properly.
What you want to do is just Write() to the stream and then read it back on the other end.
The conversion to a string is strange.
What you're doing, when transferring an image, is sending an array of bytes. All you need to do is send the length of the expected stream and then the image itself, and then read the length and the byte array on the other side.
The most basic and naive way of transferring a byte array over the wire is to first send an integer that represents the length of the array, and read that length on the receiving end.
Once you now know how much data to send/receive, you then send the array as a raw array of bytes on the wire and read the length that you previously determined on the other side.
Now that you have the raw bytes and a size, you can reconstruct the array from your buffer into a valid image object (or whatever other binary format you've just sent).
Also, I'm not sure why that DataContractSerializer is there. It's raw binary data, and you're already manually serializing it to bytes anyway, so that thing isn't useful.
One of the fundamental problems of network programming using sockets and streams is defining your protocol, because the receiving end can't otherwise know what to expect or when the stream will end. That's why every common protocol out there either has a very strictly defined packet size and layout or else does something like sending length/data pairs, so that the receiving end knows what to do.
If you implement a very simple protocol such as sending an integer which represents array length and reading an integer on the receiving end, you've accomplished half the goal. Then, both sender and receiver are in agreement as to what happens next. Then, the sender sends exactly that number of bytes on the wire and the receiver reads exactly that number of bytes on the wire and considers the read to be finished. What you now have is an exact copy of the original byte array on the receiving side and you can then do with it as you please, since you know what that data was in the first place.
If you need a code example, I can provide a simple one or else there are numerous examples available on the net.
Trying to keep it short:
the Stream.Read function (which you use) returns an int that states how many bytes were read, this is return to you so you could verify that all the bytes you need are received.
something like:
int byteCount=0;
while(byteCount < nSize)
{
int read = this._nsClient.Read(btImageStream, byteCount, nSize-byteCount);
byteCount += read;
}
this is not the best code for the job
I'm creating a simple proxy server. The problem I'm facing is that when I request an image, instead of getting (first 4 bytes):
ÿØÿà
I get:
����
I'm using char array to store the data. Do I need to use a byte instead of char?
I'm using async sockets, this is what I have in onRecieve callback:
System.Text.Decoder d = System.Text.Encoding.UTF8.GetDecoder();
int charLen = d.GetChars(socketData.dataBuffer, 0, iRx, chars, 0);
Can anyone please point me at the right direction?
UPDATE:
I did use the socketData.buffer suggestion, but now all I get is numbers, no characters. This is what I'm doing:
Collecting all the data from socketData.buffer and place it into an List
Loop through the list and write out all the data to browser, like this:
Stream clientStream = client.GetStream();
Stream outStream = clientStream;
StreamWriter myResponseWriter = new StreamWriter(outStream);
for(int i=0; i<myList.Count; i++){
myResponseWriter.Write(myList[i]);
}
myResponseWrite.Flush();
Output I'm getting is 728484804749464932504848327975131067108105101110116583278101..
EDIT2:
BinaryWriter solved my second problem.
Convert.ToBase64String Method and its inverse FromBase64String can help you go between byte arrays and strings, if that's how you want to transfer the data, say if you were planning to attach it to a plain text email for instance.
I've written several ints, char[]s and the such to a data file with BinaryWriter in C#. Reading the file back in (in C#) with BinaryReader, I can recreate all of the pieces of the file perfectly.
However, attempting to read them back in with C++ yields some scary results. I was using fstream to attempt to read back the data and the data was not reading in correctly. In C++, I set up an fstream with ios::in|ios::binary|ios::ate and used seekg to target my location. I then read the next four bytes, which were written as the integer "16" (and reads correctly into C#). This reads as 1244780 in C++ (not the memory address, I checked). Why would this be? Is there an equivalent to BinaryReader in C++? I noticed it mentioned on msdn, but that's Visual C++ and intellisense doesn't even look like c++, to me.
Example code for writing the file (C#):
public static void OpenFile(string filename)
{
fs = new FileStream(filename, FileMode.Create);
w = new BinaryWriter(fs);
}
public static void WriteHeader()
{
w.Write('A');
w.Write('B');
}
public static byte[] RawSerialize(object structure)
{
Int32 size = Marshal.SizeOf(structure);
IntPtr buffer = Marshal.AllocHGlobal(size);
Marshal.StructureToPtr(structure, buffer, true);
byte[] data = new byte[size];
Marshal.Copy(buffer, data, 0, size);
Marshal.FreeHGlobal(buffer);
return data;
}
public static void WriteToFile(Structures.SomeData data)
{
byte[] buffer = Serializer.RawSerialize(data);
w.Write(buffer);
}
I'm not sure how I could show you the data file.
Example of reading the data back (C#):
BinaryReader reader = new BinaryReader(new FileStream("C://chris.dat", FileMode.Open));
char[] a = new char[2];
a = reader.ReadChars(2);
Int32 numberoffiles;
numberoffiles = reader.ReadInt32();
Console.Write("Reading: ");
Console.WriteLine(a);
Console.Write("NumberOfFiles: ");
Console.WriteLine(numberoffiles);
This I want to perform in c++. Initial attempt (fails at first integer):
fstream fin("C://datafile.dat", ios::in|ios::binary|ios::ate);
char *memblock = 0;
int size;
size = 0;
if (fin.is_open())
{
size = static_cast<int>(fin.tellg());
memblock = new char[static_cast<int>(size+1)];
memset(memblock, 0, static_cast<int>(size + 1));
fin.seekg(0, ios::beg);
fin.read(memblock, size);
fin.close();
if(!strncmp("AB", memblock, 2)){
printf("test. This works.");
}
fin.seekg(2); //read the stream starting from after the second byte.
int i;
fin >> i;
Edit: It seems that no matter what location I use "seekg" to, I receive the exact same value.
You realize that a char is 16 bits in C# rather than the 8 it usually is in C. This is because a char in C# is designed to handle Unicode text rather than raw data. Therefore, writing chars using the BinaryWriter will result in Unicode being written rather than raw bytes.
This may have lead you to calculate the offset of the integer incorrectly. I recommend you take a look at the file in a hex editor, and if you cannot work out the issue post the file and the code here.
EDIT1
Regarding your C++ code, do not use the >> operator to read from a binary stream. Use read() with the address of the int that you want to read to.
int i;
fin.read((char*)&i, sizeof(int));
EDIT2
Reading from a closed stream is also going to result in undefined behavior. You cannot call fin.close() and then still expect to be able to read from it.
This may or may not be related to the problem, but...
When you create the BinaryWriter, it defaults to writing chars in UTF-8. This means that some of them may be longer than one byte, throwing off your seeks.
You can avoid this by using the 2 argument constructor to specify the encoding. An instance of System.Text.ASCIIEncoding would be the same as what C/C++ use by default.
There are many thing going wrong in your C++ snippet. You shouldn't mix binary reading with formatted reading:
// The file is closed after this line. It is WRONG to read from a closed file.
fin.close();
if(!strncmp("AB", memblock, 2)){
printf("test. This works.");
}
fin.seekg(2); // You are moving the "get pointer" of a closed file
int i;
// Even if the file is opened, you should not mix formatted reading
// with binary reading. ">>" is just an operator for reading formatted data.
// In other words, it is for reading "text" and converting it to a
// variable of a specific data type.
fin >> i;
If it's any help, I went through how the BinaryWriter writes data here.
It's been a while but I'll quote it and hope it's accurate:
Int16 is written as 2 bytes and padded.
Int32 is written as Little Endian and zero padded
Floats are more complicated: it takes the float value and dereferences it, getting the memory address's contents which is a hexadecimal