Reputation: 483
Since two days I try to manage my images in a WPF application but I have errors and errors errors, ...
The image is show in a System.Windows.Control.Image. For this reason I try to work with variable BitMapImage.
Now I have the error : "Impossible to access close stream" and I can not find a solution.
I have created two function for convert :
public static BitmapImage ConvertToBitMapImage(byte[] bytes)
{
if (bytes == null || bytes.Length == 0) return null;
var image = new BitmapImage();
using (var mem = new MemoryStream(bytes))
{
mem.Position = 0;
image.BeginInit();
image.CreateOptions = BitmapCreateOptions.PreservePixelFormat;
image.CacheOption = BitmapCacheOption.OnLoad;
image.UriSource = null;
image.StreamSource = mem;
image.EndInit();
}
//image.Freeze();
return image;
}
public static byte[] ImageToByte(BitmapImage imageSource)
{
Stream stream = imageSource.StreamSource;
Byte[] buffer = null;
if (stream != null && stream.Length > 0)
{
using (BinaryReader br = new BinaryReader(stream))
{
buffer = br.ReadBytes((Int32)stream.Length);
}
}
return buffer;
}
In my object I have a property :
public BitmapImage MiniatureApp
{
get
{
if (IMAGES != null)
_MiniatureApp = Tools.BinaryImageConverter.ConvertToBitMapImage(IMAGES.IMAGE);
return _MiniatureApp;
}
set
{
if (this.IMAGES != null)
this.IMAGES.IMAGE = Tools.BinaryImageConverter.ImageToByte((BitmapImage)value);
else
{
IMAGES img = new IMAGES();
img.NOM = "";
img.IMAGE = Tools.BinaryImageConverter.ImageToByte((BitmapImage)value);
this.IMAGES = img;
}
NotifyPropertyChanged();
}
}
And in my main I do this :
FileStream fs = new FileStream(pathImage, FileMode.Open, FileAccess.Read);
byte[] data = new byte[fs.Length];
fs.Read(data, 0, System.Convert.ToInt32(fs.Length));
fs.Close();
VMAppareil.VMApp.CurrentAppareil.MiniatureApp = Tools.BinaryImageConverter.ConvertToBitMapImage(data);
Exist a solution for my problem or exist a best way to do this ?
Gobelet.
Upvotes: 1
Views: 5230
Reputation: 7537
I'm not really sure what you're doing with the getter-setter.
For getting a byte array from a file, I would have this:
public static byte[] FileToByteArray(string fileName)
{
byte[] fileData = null;
using (FileStream fs = new File.OpenRead(fileName))
{
var binaryReader = new BinaryReader(fs);
fileData = binaryReader.ReadBytes((int)fs.Length);
}
return fileData;
}
And once you have the bytes from that function, you can use ConvertToBitMapImage()
and assign that to the Image.Source, like this:
byte[] bytes = FileToByteArray(fileName);
YourImage.Source = ConvertToBitMapImage(bytes);
I'm not sure why you would need to convert a BitmapImage into bytes, but you should be able to call your function directly for that:
BitmapImage bImg = new BitmapImage();
bImg.Source = ConvertToBitMapImage(bytes);
byte[] bytes = ImageToByte(bImg); // these should be the same bytes as went in
Set it up like this and step through the code to see where it snags. It's possible the bytes might need encoding when you grab it in ImageToByte()
.
But also, you don't just then set the byte[]
directly to the IMAGES
or this.IMAGES.IMAGE
, because that isn't an Image
object, it's a byte[]
. Without knowing what your IMAGES
model construct looks like with its property types, it's a little vague to know what is being set to what and why, but this seems like a bad idea to over-complicate what you should just do with function calls as it is needed, without a getter-setter and an IMAGES
model in the way.
Upvotes: 0
Reputation: 341
You can fix your solution replacing the ImageToByte method with the following (borrowed from https://stackoverflow.com/a/6597746/5574010)
public static byte[] ImageToByte(BitmapImage imageSource)
{
var encoder = new JpegBitmapEncoder();
encoder.Frames.Add(BitmapFrame.Create(imageSource));
using (var ms = new MemoryStream())
{
encoder.Save(ms);
return ms.ToArray();
}
}
Your previous solution did not work because the ConvertToBitMapImage method close the stream that you assign to image.StreamSource as soon as your code exit the unit statement. When you call the ImageToByte method as part of the MiniatureApp setter the StreamSource will be close and you get an error.
Upvotes: 1