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  4. load a lot of Images to memory

load a lot of Images to memory

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  • L Luc Pattyn

    The OP stated "every bitmap in the memory takes about 10 times more then in the file" so I assume compression has been doing a fine job on his original images and stands a good chance of doing the same on the final images. :)

    Luc Pattyn [Forum Guidelines] [My Articles]


    DISCLAIMER: this message may have been modified by others; it may no longer reflect what I intended, and may contain bad advice; use at your own risk and with extreme care.


    L Offline
    L Offline
    Lost User
    wrote on last edited by
    #5

    Fair enough, but, who knows right? PNGOUT-ed PNGs can be a lot smaller than PNGs compressed by the .NET PNG compressor..

    L 1 Reply Last reply
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    • L Lost User

      Fair enough, but, who knows right? PNGOUT-ed PNGs can be a lot smaller than PNGs compressed by the .NET PNG compressor..

      L Offline
      L Offline
      Luc Pattyn
      wrote on last edited by
      #6

      given time the OP will tell. :)

      Luc Pattyn [Forum Guidelines] [My Articles]


      DISCLAIMER: this message may have been modified by others; it may no longer reflect what I intended, and may contain bad advice; use at your own risk and with extreme care.


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      • N nryk

        hi i want to load a lot of images to the memory. of course every bitmap in the memory takes about 10 times more then in the file; so (if there is no other way) i'm loading the image as a byte array: private byte[] FileToByteArray (string path) { byte[] bytes = null; using (System.IO.Stream stream = File.OpenRead(path)) { using (System.IO.BinaryReader reader = new BinaryReader(stream)) { bytes = reader.ReadBytes((int)reader.BaseStream.Length); } } return bytes; } and store it into a byte array variable. when i need the image i use: private Image ByteArrayToImage(byte[] byteArrayIn) { if (byteArrayIn == null) return null; MemoryStream ms = new MemoryStream(byteArrayIn); Image returnImage = Image.FromStream(ms); return returnImage; } so far so good, the problem is if the image need to be change i send it to a function and get new bitmap, now i want to save it back to byte array, so if i use: private byte[] ImageToByteArray(System.Drawing.Image imageIn) { if (imageIn == null) return null; MemoryStream ms = new MemoryStream(); imageIn.Save(ms,System.Drawing.Imaging.ImageFormat.Png); imageIn.Dispose(); return ms.ToArray(); } i get a byte array that is about 10 times bigger. so how can i get a smaller byte array?

        N Offline
        N Offline
        nryk
        wrote on last edited by
        #7

        i need the png format because i'm useing the alpha channel. how does other programs do that ? for example powerPoint ? in powerPoint i can put tens of images and the memory grows only with a few mb ?

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        • N nryk

          hi i want to load a lot of images to the memory. of course every bitmap in the memory takes about 10 times more then in the file; so (if there is no other way) i'm loading the image as a byte array: private byte[] FileToByteArray (string path) { byte[] bytes = null; using (System.IO.Stream stream = File.OpenRead(path)) { using (System.IO.BinaryReader reader = new BinaryReader(stream)) { bytes = reader.ReadBytes((int)reader.BaseStream.Length); } } return bytes; } and store it into a byte array variable. when i need the image i use: private Image ByteArrayToImage(byte[] byteArrayIn) { if (byteArrayIn == null) return null; MemoryStream ms = new MemoryStream(byteArrayIn); Image returnImage = Image.FromStream(ms); return returnImage; } so far so good, the problem is if the image need to be change i send it to a function and get new bitmap, now i want to save it back to byte array, so if i use: private byte[] ImageToByteArray(System.Drawing.Image imageIn) { if (imageIn == null) return null; MemoryStream ms = new MemoryStream(); imageIn.Save(ms,System.Drawing.Imaging.ImageFormat.Png); imageIn.Dispose(); return ms.ToArray(); } i get a byte array that is about 10 times bigger. so how can i get a smaller byte array?

          G Offline
          G Offline
          Guffa
          wrote on last edited by
          #8

          nryk wrote:

          private byte[] FileToByteArray (string path)

          Just use the File.ReadAllBytes method.

          nryk wrote:

          of course every bitmap in the memory takes about 10 times more then in the file

          nryk wrote:

          i get a byte array that is about 10 times bigger

          From that I can deduct that you either managed to change the image into an image that is ten times larger (e.g. three times larger in both x and y axis), or you have changed it into something that the Save method could not compress at all. Could you post example image files somewhere for examination?

          Despite everything, the person most likely to be fooling you next is yourself.

          N 1 Reply Last reply
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          • G Guffa

            nryk wrote:

            private byte[] FileToByteArray (string path)

            Just use the File.ReadAllBytes method.

            nryk wrote:

            of course every bitmap in the memory takes about 10 times more then in the file

            nryk wrote:

            i get a byte array that is about 10 times bigger

            From that I can deduct that you either managed to change the image into an image that is ten times larger (e.g. three times larger in both x and y axis), or you have changed it into something that the Save method could not compress at all. Could you post example image files somewhere for examination?

            Despite everything, the person most likely to be fooling you next is yourself.

            N Offline
            N Offline
            nryk
            wrote on last edited by
            #9

            i managed to see the problem: i'm loading jpg files, but in my app i need it as png file ( because of the alpha channel )so when i save it to the memoryStreem as ImageFormat.Png the png is less compressed,is it possible to compress the png file to something like 0.5 mb - 1 mb like jpg ?

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            • N nryk

              i need the png format because i'm useing the alpha channel. how does other programs do that ? for example powerPoint ? in powerPoint i can put tens of images and the memory grows only with a few mb ?

              D Offline
              D Offline
              Dave Kreskowiak
              wrote on last edited by
              #10

              Once you create the Bitmap object, in memory, the image is no longer compressed, but is a full 32-bit render of what the file says it should look like.

              A guide to posting questions on CodeProject[^]
              Dave Kreskowiak Microsoft MVP Visual Developer - Visual Basic
                   2006, 2007, 2008

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              • N nryk

                i managed to see the problem: i'm loading jpg files, but in my app i need it as png file ( because of the alpha channel )so when i save it to the memoryStreem as ImageFormat.Png the png is less compressed,is it possible to compress the png file to something like 0.5 mb - 1 mb like jpg ?

                L Offline
                L Offline
                Lost User
                wrote on last edited by
                #11

                That's hard when the source is a jpg. The PNG will preserve all the JPG compression artifacts resulting in a much bigger file (compared to what it would have been if the original source had directly been PNG-compressed) which essentially doesn't contain any extra useful information - except possibly for the Alpha channel (if present).

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                • N nryk

                  i managed to see the problem: i'm loading jpg files, but in my app i need it as png file ( because of the alpha channel )so when i save it to the memoryStreem as ImageFormat.Png the png is less compressed,is it possible to compress the png file to something like 0.5 mb - 1 mb like jpg ?

                  G Offline
                  G Offline
                  Guffa
                  wrote on last edited by
                  #12

                  No, there is no lossy compression for PNG. The high compression rate of JPEG is simply done by throwing away the data that has least visual impact on the result. It would of course be possible to write your own compression algorithm that does that, but it would be very hard to get the same quality - compression ratio as JPEG compression, as the compression used in a PNG is not at all designed for lossy compression. Another alternative that is a bit more promising would be to extract the color data and alpha channel separately, and compress the color data as a regular JPEG image and the alpha data as a grayscale JPEG image.

                  Despite everything, the person most likely to be fooling you next is yourself.

                  N 1 Reply Last reply
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                  • G Guffa

                    No, there is no lossy compression for PNG. The high compression rate of JPEG is simply done by throwing away the data that has least visual impact on the result. It would of course be possible to write your own compression algorithm that does that, but it would be very hard to get the same quality - compression ratio as JPEG compression, as the compression used in a PNG is not at all designed for lossy compression. Another alternative that is a bit more promising would be to extract the color data and alpha channel separately, and compress the color data as a regular JPEG image and the alpha data as a grayscale JPEG image.

                    Despite everything, the person most likely to be fooling you next is yourself.

                    N Offline
                    N Offline
                    nryk
                    wrote on last edited by
                    #13

                    Guffa wrote:

                    Another alternative that is a bit more promising would be to extract the color data and alpha channel separately, and compress the color data as a regular JPEG image and the alpha data as a grayscale JPEG image.

                    and how do i do that ? and how do i combine them together later ? is it with LockBits? and run through every "Pixel" ? is there any other file type like png that have the alpha channel and still remain small size ?

                    G 1 Reply Last reply
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                    • N nryk

                      Guffa wrote:

                      Another alternative that is a bit more promising would be to extract the color data and alpha channel separately, and compress the color data as a regular JPEG image and the alpha data as a grayscale JPEG image.

                      and how do i do that ? and how do i combine them together later ? is it with LockBits? and run through every "Pixel" ? is there any other file type like png that have the alpha channel and still remain small size ?

                      G Offline
                      G Offline
                      Guffa
                      wrote on last edited by
                      #14

                      Yes, you would use LockBits to get access to the pixel data. No, there isn't any image format with alpha channel and the compression ratio of JPEG, at least not supported by the .NET framework.

                      Despite everything, the person most likely to be fooling you next is yourself.

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