How to save image stream in c#? - c#

I have a imagestream in c# and i want to save them on the hard drive using the c# code. when i trying to do that i found Out of Memory whennever i have much enough Memory.
so i am sure that my code leak the resources so can someone show me how i can do that
HttpPostedFileBase file
file.SaveAs(location);
Image image = Image.FromFile(location,false);
image.Save(location, System.Drawing.Imaging.ImageFormat.Png);
image.fromFile line [3] caused Exception that out of Memory. can someone show me how i can do this in c#.
The file come from PNG using Ajax Request are come as octet type as Mime type so how i can do that.

Assuming you want to convert the image to PNG (otherwise there's no need to save the image once, reload it and re-save it again), it might be a good idea to avoid loading the image twice. See if something like this helps:
Image.FromStream(file.InputStream, false).Save(location, System.Drawing.Imaging.ImageFormat.Png);

file.SaveAs(location);
already saved the image at the given location or threw an exception, so the following lines are unnecessary.

Bitmap bmp = new Bitmap(file.InputStream);
bmp.Save(filename, ImageFormat.Png);

Related

Need help, Im trying to compress images [duplicate]

Having a code that works for ages when loading and storing images, I discovered that I have one single image that breaks this code:
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
i.Save(i2Path, ImageFormat.Jpeg);
The exception is:
System.Runtime.InteropServices.ExternalException occurred
A generic error occurred in GDI+.
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at System.Drawing.Image.Save(String filename, ImageFormat format)
at ...
As far as I can see, there is nothing special about the image. It is approx 250 pixels in size and can be opened in e.g. Windows Image Viewer or Paint.NET:
(Since the image above, after being uploaded to Stack Overflow does not produce the error anymore, I've put the original image here)
What I discovered is that upon calling the Save method, the destination image file is being created with zero bytes.
I am really clueless on what causes the error.
My questions:
Can you think of any special thing that would hinder .NET from saving the image?
Is there any way (beside panicing) to narrow down these kind of errors?
While I still did not find out the reason what exactly caused the error when saving the image, I found a workaround to apply:
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
var i2 = new Bitmap(i);
i2.Save(i2Path, ImageFormat.Jpeg);
I.e. by copying the image internally into a Bitmap instance and saving this image instead of the original image, the error disappeared.
I'm assuming that by copying it, the erroneous parts the caused the original Save call to fail are being removed an/or normalized, thus enabling the save operation to succeed.
Interestingly, the so stored image has a smaller file on disk (16 kB) than its original source (26 kB).
First of all make sure, that the desired folder has Read/Write permissions. Changing the permissions solved this problem for me.
Solution is here, you must dispose image object to release the memory on the server.
Try use using statement. Make sure destination directory on server exists too.
The reason may be that the image is loaded lazily and the loading process is not yet finished when you try to save it.
Following what's said in this blog post (assuming you're German by the picture you linked in your question) provides a possible solution. Also this SO question's accepted answer indicates this is due to the fact the image file you're trying to save to is locked.
EDIT
For Ulysses Alves, from the linked blog entry: If you load an image using Image.FromFile() it remains locked until it is disposed of. This prevents calls to Save().
pictureBox1.Image = Image.FromFile("C:\\test\\test1.jpg");
pictureBox1.Image.Save("C:\\test\\test2.jpg");
The above code throws an error.
To make it work, you need to copy the image. The following code works:
pictureBox1.Image = Image.FromFile("C:\\test\\test1.jpg");
Image copy = pictureBox1.Image;
copy.Save("C:\\test\\test2.jpg")
I found this question because I also faced the similar error and the file was actually created with zero length (if you don't see any file, first check the permissions to write into folder as other answers suggest). Although my code was slightly different (I use stream to read the image from memory, not from file), I think my answer may be helpful to anyone facing similar problem.
It may looks counter-intuitive, but you can't really dispose memory stream until you finish with image.
NOT WORKING:
Image patternImage;
using (var ms = new MemoryStream(patternBytes)) {
patternImage = new Bitmap(ms);
}
patternImage.Save(patternFile, ImageFormat.Jpeg);
Just don't dispose the stream until you done with image.
WORKS:
using (var ms = new MemoryStream(patternBytes)) {
patternImage = new Bitmap(ms);
patternImage.Save(patternFile, ImageFormat.Jpeg);
}
What is misleading:
Error message doesn't really tell you anything
You can see the image properties, like width and height, but can't
save it
my solution was to make, write temp content (File.WriteAllText) just before saving the file
Here is the code:
var i = Image.FromFile(i1Path);
File.WriteAllText(i2Path, "empty"); // <---- magic goes here
i.Save(i2Path, ImageFormat.Jpeg);
Please try and let me know
In my case I have accidentally deleted the directory where image was getting stored.
Key Information:
// Using System.Drawing.Imaging:
new Bitmap(image).Save(memoryStream, ImageFormat.Jpeg);
You MUST Cast the Image to a Bitmap to Save it.
Using:
// Using System.Drawing.Imaging:
image.Save(memoryStream, ImageFormat.Jpeg);
WILL throw the Error:
Generic GDI+ error when saving an image
Just use the visual studio as administrator or run the application created by the code as administrator it should work smoothly.
It is user access rights issue.
I faced the same and resolved it by running visual studio as administrator.
In my case, I set validateImageData to false:
Image.FromStream(stream, validateImageData: false);
solution:
Image.FromStream(stream, validateImageData: true);
Open in the program
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
i.Save(i2Path, ImageFormat.Jpeg);
i.Dispose();

A generic error occurred in GDI+ during Bitmap.Save

First off, I've read through the existing StackOverflow answers on this specific issue. The consensus from those answers seems to be about permissions or existing files, etc... I've eliminated all of those issues.
Basically, the flow here is as follows:
The app takes a 24-bit PNG file and reading it into a Bitmap object, bmpOriginal.
The app saves bmpOriginal to a memory stream using the JPG encoder (obtained from looping through ImageCodecInfo.GetImageEncoders() until I found the one with the "image/jpeg" MimeType.
The app creates a new Bitmap, bmpOptimized, from the memory stream in step 2 and displays it in a PictureBox. So far, so good - everything works exactly as intended and I can even see JPG compression artifacts in the new Bitmap, so I know the encoder is working.
Later on in the code flow, the user clicks a button and it should save bmpOptimized to a new file, using the Bitmap.Save() method.
When I run this, it throws an error about "A generic error occurred in GDI+".
I double-checked to make sure the folder was writeable and that the file didn't already exist. In fact, the app actually does create a file in the right location, but it's empty (0 bytes).
The only other thing that seemed odd was that the bmpOriginal and bmpOptimized both have the same RawFormat value:
{[ImageFormat: b96b3caf-0728-11d3-9d7b-0000f81ef32e]}
...even though bmpOriginal comes from the PNG and bmpOptimized is from the encoded JPEG.
EDIT:
The code looks like this:
public Bitmap bmpOriginal;
public Bitmap bmpOptimized;
...
// Step 1
bmpOriginal = new Bitmap("foo.png");
// Step 2
using(MemoryStream ms = new MemoryStream())
{
ImageCodecInfo _jpgEncoder = _getEncoder("image/jpeg");
EncoderParameters _encoderParams = new EncoderParameters(1);
_encoderParams.Param[0] = new EncoderParameter(Encoder.Quality, 70L);
bmpOriginal.Save(ms, _jpgEncoder, _encoderParams);
// Step 3
bmpOptimized = new Bitmap(ms);
}
And then later on when the user clicks the button for step 4:
bmpOptimized.Save("bar.jpg");
...that's where the error happens.
Note that this edit is simply adding in the simplified version of the flow, since people are apparently downvoting this question for lack of source code. The one person who commented actually provided the correct answer - I needed to preserve the MemoryStream until after I saved the optimized bitmap.
Try this below
Please check whether memory stream didn't disposed until bmpOptimized image getting save in the desired location. If problem persist, then Check if path exists.

How to find reason for Generic GDI+ error when saving an image?

Having a code that works for ages when loading and storing images, I discovered that I have one single image that breaks this code:
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
i.Save(i2Path, ImageFormat.Jpeg);
The exception is:
System.Runtime.InteropServices.ExternalException occurred
A generic error occurred in GDI+.
at System.Drawing.Image.Save(String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)
at System.Drawing.Image.Save(String filename, ImageFormat format)
at ...
As far as I can see, there is nothing special about the image. It is approx 250 pixels in size and can be opened in e.g. Windows Image Viewer or Paint.NET:
(Since the image above, after being uploaded to Stack Overflow does not produce the error anymore, I've put the original image here)
What I discovered is that upon calling the Save method, the destination image file is being created with zero bytes.
I am really clueless on what causes the error.
My questions:
Can you think of any special thing that would hinder .NET from saving the image?
Is there any way (beside panicing) to narrow down these kind of errors?
While I still did not find out the reason what exactly caused the error when saving the image, I found a workaround to apply:
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
var i2 = new Bitmap(i);
i2.Save(i2Path, ImageFormat.Jpeg);
I.e. by copying the image internally into a Bitmap instance and saving this image instead of the original image, the error disappeared.
I'm assuming that by copying it, the erroneous parts the caused the original Save call to fail are being removed an/or normalized, thus enabling the save operation to succeed.
Interestingly, the so stored image has a smaller file on disk (16 kB) than its original source (26 kB).
First of all make sure, that the desired folder has Read/Write permissions. Changing the permissions solved this problem for me.
Solution is here, you must dispose image object to release the memory on the server.
Try use using statement. Make sure destination directory on server exists too.
The reason may be that the image is loaded lazily and the loading process is not yet finished when you try to save it.
Following what's said in this blog post (assuming you're German by the picture you linked in your question) provides a possible solution. Also this SO question's accepted answer indicates this is due to the fact the image file you're trying to save to is locked.
EDIT
For Ulysses Alves, from the linked blog entry: If you load an image using Image.FromFile() it remains locked until it is disposed of. This prevents calls to Save().
pictureBox1.Image = Image.FromFile("C:\\test\\test1.jpg");
pictureBox1.Image.Save("C:\\test\\test2.jpg");
The above code throws an error.
To make it work, you need to copy the image. The following code works:
pictureBox1.Image = Image.FromFile("C:\\test\\test1.jpg");
Image copy = pictureBox1.Image;
copy.Save("C:\\test\\test2.jpg")
I found this question because I also faced the similar error and the file was actually created with zero length (if you don't see any file, first check the permissions to write into folder as other answers suggest). Although my code was slightly different (I use stream to read the image from memory, not from file), I think my answer may be helpful to anyone facing similar problem.
It may looks counter-intuitive, but you can't really dispose memory stream until you finish with image.
NOT WORKING:
Image patternImage;
using (var ms = new MemoryStream(patternBytes)) {
patternImage = new Bitmap(ms);
}
patternImage.Save(patternFile, ImageFormat.Jpeg);
Just don't dispose the stream until you done with image.
WORKS:
using (var ms = new MemoryStream(patternBytes)) {
patternImage = new Bitmap(ms);
patternImage.Save(patternFile, ImageFormat.Jpeg);
}
What is misleading:
Error message doesn't really tell you anything
You can see the image properties, like width and height, but can't
save it
my solution was to make, write temp content (File.WriteAllText) just before saving the file
Here is the code:
var i = Image.FromFile(i1Path);
File.WriteAllText(i2Path, "empty"); // <---- magic goes here
i.Save(i2Path, ImageFormat.Jpeg);
Please try and let me know
In my case I have accidentally deleted the directory where image was getting stored.
Key Information:
// Using System.Drawing.Imaging:
new Bitmap(image).Save(memoryStream, ImageFormat.Jpeg);
You MUST Cast the Image to a Bitmap to Save it.
Using:
// Using System.Drawing.Imaging:
image.Save(memoryStream, ImageFormat.Jpeg);
WILL throw the Error:
Generic GDI+ error when saving an image
Just use the visual studio as administrator or run the application created by the code as administrator it should work smoothly.
It is user access rights issue.
I faced the same and resolved it by running visual studio as administrator.
In my case, I set validateImageData to false:
Image.FromStream(stream, validateImageData: false);
solution:
Image.FromStream(stream, validateImageData: true);
Open in the program
const string i1Path = #"c:\my\i1.jpg";
const string i2Path = #"c:\my\i2.jpg";
var i = Image.FromFile(i1Path);
i.Save(i2Path, ImageFormat.Jpeg);
i.Dispose();

Bad RawFormat when loading emf file

I'm trying to load an emf file in to an Image Object, however the RawFormat is always incorrect {[ImageFormat: b96b3cac-0728-11d3-9d7b-0000f81ef32e]} instead of Emf. I've tried loading from a file stream and memory stream. I've also tried creating a MetaFile object instead of an Image but to no avail. Is this a bug or there some other trick I don't know about?
MemoryStream stream = new MemoryStream(imageData);//imageData is a byte array
Image tempImage = Image.FromStream(stream);
Does this help?
System.Drawing.Imaging.ImageFormat.Emf.Guid = {b96b3cac-0728-11d3-9d7b-0000f81ef32e}
Dan

Saving a modified image to the original file using GDI+

I was loading a Bitmap Image from a File. When I tried to save the Image to another file I got the following error "A generic error occurred in GDI+". I believe this is because the file is locked by the image object.
Ok so tried calling the Image.Clone function. This still locks the file.
hmm. Next I try loading a Bitmap Image from a FileStream and load the image into memory so GDI+ doesn't lock the file. This works great except I need to generate thumbnails using Image.GetThumbnailImage method it throws an out of memory exception. Apparently I need to keep the stream open to stop this exception but if I keep the stream open then the file remains locked.
So no good with that method. In the end I created a copy of the file. So now I have 2 versions of the file. 1 I can lock and manipulate in my c# program. This other original file remains unlocked to which I can save modifications to. This has the bonus of allowing me to revert changes even after saving them because I'm manipulating the copy of the file which cant change.
Surely there is a better way of achieving this without having to have 2 versions of the image file. Any ideas?
Well if you're looking for other ways to do what you're asking, I reckon it should work to create a MemoryStream, and read out the FileStream to it, and load the Image from that stream...
var stream = new FileStream("original-image", FileMode.Open);
var bufr = new byte[stream.Length];
stream.Read(bufr, 0, (int)stream.Length);
stream.Dispose();
var memstream = new MemoryStream(bufr);
var image = Image.FromStream(memstream);
Or something prettier to that extent.
Whether or not that's the way you should go about solving that problem, I don't know. :)
I've had a similar problem and wound up fixing it like this.
I have since found an alternative method to clone the image without locking the file. Bob Powell has it all plus more GDI resources.
//open the file
Image i = Image.FromFile(path);
//create temporary
Image t=new Bitmap(i.Width,i.Height);
//get graphics
Graphics g=Graphics.FromImage(t);
//copy original
g.DrawImage(i,0,0);
//close original
i.Dispose();
//Can now save
t.Save(path)
I had a similar problem. But I knew, that I will save the image as a bitmap-file. So I did this:
public void SaveHeightmap(string path)
{
if (File.Exists(path))
{
Bitmap bitmap = new Bitmap(image); //create bitmap from image
image.Dispose(); //delete image, so the file
bitmap.Save(path); //save bitmap
image = (Image) bitmap; //recreate image from bitmap
}
else
//...
}
Sure, thats not the best way, but its working :-)

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