Converting a byte[] to a ImageSource means huge memory leak
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Hi Geeks ! I bang my head on what looked to be a ridiculously trivial problem... In a sentence: I need to display a image which is in a form of byte[] (array of byte) in a WPF ItemsControl. 'Sounds simple enough right ? I could find tens of solutions on the web, all similarly making use of a MemoryStream assigned to an BitmapImage. See snippet bellow in C# 10:
public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; }
At first it looks like it works fine. The images converted this way could be displayed in an Image WPF control. BUT: this leads to a big memory leak. Looking at the memory usage in Visual Studio it shows that neither the BitmapImage nor the MemoryStream get freed from memory. From the lines commented out, you could see I've already tried to tweak this with different options... no success. Here is the smallest code I could make to reproduce the problem: MainWindow.xaml
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Hi Geeks ! I bang my head on what looked to be a ridiculously trivial problem... In a sentence: I need to display a image which is in a form of byte[] (array of byte) in a WPF ItemsControl. 'Sounds simple enough right ? I could find tens of solutions on the web, all similarly making use of a MemoryStream assigned to an BitmapImage. See snippet bellow in C# 10:
public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; }
At first it looks like it works fine. The images converted this way could be displayed in an Image WPF control. BUT: this leads to a big memory leak. Looking at the memory usage in Visual Studio it shows that neither the BitmapImage nor the MemoryStream get freed from memory. From the lines commented out, you could see I've already tried to tweak this with different options... no success. Here is the smallest code I could make to reproduce the problem: MainWindow.xaml
You're not doing any "disposing"; that's why you have a memory leak. You need to keep a reference to the memory stream you create, then in the next go around, you check if that reference is not null; if it isn't, you dispose it before creating another stream and running with that. Your other dispose attempts were (probably) premature.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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You're not doing any "disposing"; that's why you have a memory leak. You need to keep a reference to the memory stream you create, then in the next go around, you check if that reference is not null; if it isn't, you dispose it before creating another stream and running with that. Your other dispose attempts were (probably) premature.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
Thanks for your reply Gerry! In view of your suggestion, I've added the following lines just before the ToyList.Clear() call:
foreach (var item in ToyList)
{
if (item.Data is BitmapImage img)
{
img.StreamSource.Dispose();
}
}Unfortunatly, the problem remains: there is no freeing up of those MemoryStream...
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Thanks for your reply Gerry! In view of your suggestion, I've added the following lines just before the ToyList.Clear() call:
foreach (var item in ToyList)
{
if (item.Data is BitmapImage img)
{
img.StreamSource.Dispose();
}
}Unfortunatly, the problem remains: there is no freeing up of those MemoryStream...
Well, your byte[] is a managed resource; so you might try .Dispose( true ); otherwise, I would use the debugger to follow the stream after the Dispose.
// Summary: // Releases the unmanaged resources used by the System.IO.MemoryStream class and // optionally releases the managed resources. // // Parameters: // disposing: // true to release both managed and unmanaged resources; false to release only unmanaged // resources. protected override void Dispose( bool disposing );
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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Well, your byte[] is a managed resource; so you might try .Dispose( true ); otherwise, I would use the debugger to follow the stream after the Dispose.
// Summary: // Releases the unmanaged resources used by the System.IO.MemoryStream class and // optionally releases the managed resources. // // Parameters: // disposing: // true to release both managed and unmanaged resources; false to release only unmanaged // resources. protected override void Dispose( bool disposing );
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
As the Dispose(bool) is a protected method, I couldn't use it directly in this context. Moreover, the MemoryStream documentation indicates that calling Dispose() doesn't do anything and is not necessary... Looks like it's going the wrong way... Another test I did is using the Image without ItemsCollection, directly:
This show some errors on the output console, but the Image gets display and surprisingly the BitmapImage and MemoryStream objects get freed/disposed properly. So it really looks like the problem is dependent to the use of ItemsCollection...
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Hi Geeks ! I bang my head on what looked to be a ridiculously trivial problem... In a sentence: I need to display a image which is in a form of byte[] (array of byte) in a WPF ItemsControl. 'Sounds simple enough right ? I could find tens of solutions on the web, all similarly making use of a MemoryStream assigned to an BitmapImage. See snippet bellow in C# 10:
public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; }
At first it looks like it works fine. The images converted this way could be displayed in an Image WPF control. BUT: this leads to a big memory leak. Looking at the memory usage in Visual Studio it shows that neither the BitmapImage nor the MemoryStream get freed from memory. From the lines commented out, you could see I've already tried to tweak this with different options... no success. Here is the smallest code I could make to reproduce the problem: MainWindow.xaml
Remove the finalizer from the
ToyItem
class. That class doesn't hold any unmanaged resources, so the only effect of adding a finalizer is to prolong the lifetime of the instance until the GC's finalizer thread runs. If you want to have the stream disposed of when the item is removed, haveToyItem
implementIDisposable
:internal sealed class ToyItem : INotifyPropertyChanged, IDisposable
{
...public void Dispose() { if (Data is BitmapImage image) { image.StreamSource.Dispose(); } Data = null; }
}
Unfortunately, the
ObservableCollection<T>
class doesn't dispose of items when they are removed. You can create a custom collection class to do that:public class DisposableObservableCollection<T>
: ObservableCollection<T>, IDisposable
where T : IDisposable
{
public DisposableObservableCollection(List<T> list) : base(list)
{
}public DisposableObservableCollection(IEnumerable<T> collection) : base(collection) { } public DisposableObservableCollection() { } protected override void SetItem(int index, T item) { T oldItem = this\[index\]; base.SetItem(index, item); oldItem?.Dispose(); } protected override void RemoveItem(int index) { T item = this\[index\]; base.RemoveItem(index); item?.Dispose(); } protected override void ClearItems() { List itemsToDispose = Items.Where(i => i != null).ToList(); base.ClearItems(); foreach (T item in itemsToDispose) { item.Dispose(); } }
}
Then you can use that collection in your viewmodel:
ObservableCollection<ToyItem> ToyList = new DisposableObservableCollection<ToyItem>();
"These people looked deep within my soul and assigned me a number based on the order in which I joined." - Homer
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Remove the finalizer from the
ToyItem
class. That class doesn't hold any unmanaged resources, so the only effect of adding a finalizer is to prolong the lifetime of the instance until the GC's finalizer thread runs. If you want to have the stream disposed of when the item is removed, haveToyItem
implementIDisposable
:internal sealed class ToyItem : INotifyPropertyChanged, IDisposable
{
...public void Dispose() { if (Data is BitmapImage image) { image.StreamSource.Dispose(); } Data = null; }
}
Unfortunately, the
ObservableCollection<T>
class doesn't dispose of items when they are removed. You can create a custom collection class to do that:public class DisposableObservableCollection<T>
: ObservableCollection<T>, IDisposable
where T : IDisposable
{
public DisposableObservableCollection(List<T> list) : base(list)
{
}public DisposableObservableCollection(IEnumerable<T> collection) : base(collection) { } public DisposableObservableCollection() { } protected override void SetItem(int index, T item) { T oldItem = this\[index\]; base.SetItem(index, item); oldItem?.Dispose(); } protected override void RemoveItem(int index) { T item = this\[index\]; base.RemoveItem(index); item?.Dispose(); } protected override void ClearItems() { List itemsToDispose = Items.Where(i => i != null).ToList(); base.ClearItems(); foreach (T item in itemsToDispose) { item.Dispose(); } }
}
Then you can use that collection in your viewmodel:
ObservableCollection<ToyItem> ToyList = new DisposableObservableCollection<ToyItem>();
"These people looked deep within my soul and assigned me a number based on the order in which I joined." - Homer
Hi Richard, Thanks a lot for this very complete answer. I've removed the finalizer and implemented the IDisposable as you suggested. I like the DisposableObservableCollection proposal. It looks very neat this way. Unfortunatly this doesn't solve the problem. The leak is just as bad as before, with Image/BitmapImage and MemoryStream never being freed. It has probabably something to do with the fact that the MemoryStream.Dispose() doesn't do anything like explain on this page. In the end the code looked like this:
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;namespace Toy
{internal class ToyItem : INotifyPropertyChanged, IDisposable { #region Boilerplate INotifyPropertyChanged protected void OnPropertyChanged(PropertyChangedEventArgs e) { PropertyChanged?.Invoke(this, e); } public void OnPropertyChanged(\[CallerMemberName\] string propertyName = "") { OnPropertyChanged(new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler? PropertyChanged; #endregion public void Dispose() { if (Data is BitmapImage image) { image.StreamSource.Dispose(); } Data = null; } /// /// Build an image from Picture bytes /// /// Picture as array of bytes /// Pictures as BitmapImage public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData, false); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; } public ImageSource? Data { get { return \_Data; } set {
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Hi Richard, Thanks a lot for this very complete answer. I've removed the finalizer and implemented the IDisposable as you suggested. I like the DisposableObservableCollection proposal. It looks very neat this way. Unfortunatly this doesn't solve the problem. The leak is just as bad as before, with Image/BitmapImage and MemoryStream never being freed. It has probabably something to do with the fact that the MemoryStream.Dispose() doesn't do anything like explain on this page. In the end the code looked like this:
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;namespace Toy
{internal class ToyItem : INotifyPropertyChanged, IDisposable { #region Boilerplate INotifyPropertyChanged protected void OnPropertyChanged(PropertyChangedEventArgs e) { PropertyChanged?.Invoke(this, e); } public void OnPropertyChanged(\[CallerMemberName\] string propertyName = "") { OnPropertyChanged(new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler? PropertyChanged; #endregion public void Dispose() { if (Data is BitmapImage image) { image.StreamSource.Dispose(); } Data = null; } /// /// Build an image from Picture bytes /// /// Picture as array of bytes /// Pictures as BitmapImage public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData, false); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; } public ImageSource? Data { get { return \_Data; } set {
I do a lot of image manipulation in UWP; but create an image from my "pixel buffer" instead of holding unto streams when I display it. I think you said you didn't want to use an image / jpg.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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I do a lot of image manipulation in UWP; but create an image from my "pixel buffer" instead of holding unto streams when I display it. I think you said you didn't want to use an image / jpg.
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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Hi Geeks ! I bang my head on what looked to be a ridiculously trivial problem... In a sentence: I need to display a image which is in a form of byte[] (array of byte) in a WPF ItemsControl. 'Sounds simple enough right ? I could find tens of solutions on the web, all similarly making use of a MemoryStream assigned to an BitmapImage. See snippet bellow in C# 10:
public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; }
At first it looks like it works fine. The images converted this way could be displayed in an Image WPF control. BUT: this leads to a big memory leak. Looking at the memory usage in Visual Studio it shows that neither the BitmapImage nor the MemoryStream get freed from memory. From the lines commented out, you could see I've already tried to tweak this with different options... no success. Here is the smallest code I could make to reproduce the problem: MainWindow.xaml
I have eventually found a "solution" to this problem. Be prepared: that empirical solution makes no real sense, but this works... :omg: Solution was to go through the following convertions: - byte[] to Bitmap using GetConverter; - Bitmap redrawn to a new Bitmap using GDI+ Graphics - Bitmap to byte[] again using ImageConverter - byte[] to ImageSource using the previously mentioned BitmapFromRaw Method. Any attempt to simplify this code lead to the memory leak to come back. No clue how this could be the way to get the GC do its job. Like in relativity, the shortest path is not always the straight one... Here is the the extra code that works for me. It makes my eyes bleed and I'm not proud of it. So again, if anyone could get something cleaner working, please propose.
public static ImageSource? BitmapFromRawNoLeak(byte\[\]? imageData) { if (imageData == null) return null; ImageSource? image = null; // byte\[\] to Bitmap TypeConverter tc = TypeDescriptor.GetConverter(typeof(Bitmap)); using (Bitmap? bmp = (Bitmap?)tc.ConvertFrom(imageData)) { if (bmp == null) return null; // Force DPI to normal (96 DPI = no rescale) to avoid ugly rescaling in WPF when image comes from format with DPI bmp.SetResolution(96, 96); using (Bitmap source = new Bitmap(bmp.Width, bmp.Height)) { if (source == null) return null; using (Graphics g = Graphics.FromImage(source)) { g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; g.DrawImage(bmp, 0, 0, bmp.Width, bmp.Height); } ImageConverter converter = new ImageConverter(); var vect = (byte\[\])converter.ConvertTo(source, typeof(byte\[\])); image = BitmapFromRaw(vect); image?.Freeze(); } } return image; }
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I have eventually found a "solution" to this problem. Be prepared: that empirical solution makes no real sense, but this works... :omg: Solution was to go through the following convertions: - byte[] to Bitmap using GetConverter; - Bitmap redrawn to a new Bitmap using GDI+ Graphics - Bitmap to byte[] again using ImageConverter - byte[] to ImageSource using the previously mentioned BitmapFromRaw Method. Any attempt to simplify this code lead to the memory leak to come back. No clue how this could be the way to get the GC do its job. Like in relativity, the shortest path is not always the straight one... Here is the the extra code that works for me. It makes my eyes bleed and I'm not proud of it. So again, if anyone could get something cleaner working, please propose.
public static ImageSource? BitmapFromRawNoLeak(byte\[\]? imageData) { if (imageData == null) return null; ImageSource? image = null; // byte\[\] to Bitmap TypeConverter tc = TypeDescriptor.GetConverter(typeof(Bitmap)); using (Bitmap? bmp = (Bitmap?)tc.ConvertFrom(imageData)) { if (bmp == null) return null; // Force DPI to normal (96 DPI = no rescale) to avoid ugly rescaling in WPF when image comes from format with DPI bmp.SetResolution(96, 96); using (Bitmap source = new Bitmap(bmp.Width, bmp.Height)) { if (source == null) return null; using (Graphics g = Graphics.FromImage(source)) { g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; g.DrawImage(bmp, 0, 0, bmp.Width, bmp.Height); } ImageConverter converter = new ImageConverter(); var vect = (byte\[\])converter.ConvertTo(source, typeof(byte\[\])); image = BitmapFromRaw(vect); image?.Freeze(); } } return image; }
I use WriteableBitmap (the UWP version) without any issues. Maybe it can help you (the other version). [WriteableBitmap Class (System.Windows.Media.Imaging) | Microsoft Docs](https://docs.microsoft.com/en-us/dotnet/api/system.windows.media.imaging.writeablebitmap?view=windowsdesktop-6.0)
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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I use WriteableBitmap (the UWP version) without any issues. Maybe it can help you (the other version). [WriteableBitmap Class (System.Windows.Media.Imaging) | Microsoft Docs](https://docs.microsoft.com/en-us/dotnet/api/system.windows.media.imaging.writeablebitmap?view=windowsdesktop-6.0)
"Before entering on an understanding, I have meditated for a long time, and have foreseen what might happen. It is not genius which reveals to me suddenly, secretly, what I have to say or to do in a circumstance unexpected by other people; it is reflection, it is meditation." - Napoleon I
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I have eventually found a "solution" to this problem. Be prepared: that empirical solution makes no real sense, but this works... :omg: Solution was to go through the following convertions: - byte[] to Bitmap using GetConverter; - Bitmap redrawn to a new Bitmap using GDI+ Graphics - Bitmap to byte[] again using ImageConverter - byte[] to ImageSource using the previously mentioned BitmapFromRaw Method. Any attempt to simplify this code lead to the memory leak to come back. No clue how this could be the way to get the GC do its job. Like in relativity, the shortest path is not always the straight one... Here is the the extra code that works for me. It makes my eyes bleed and I'm not proud of it. So again, if anyone could get something cleaner working, please propose.
public static ImageSource? BitmapFromRawNoLeak(byte\[\]? imageData) { if (imageData == null) return null; ImageSource? image = null; // byte\[\] to Bitmap TypeConverter tc = TypeDescriptor.GetConverter(typeof(Bitmap)); using (Bitmap? bmp = (Bitmap?)tc.ConvertFrom(imageData)) { if (bmp == null) return null; // Force DPI to normal (96 DPI = no rescale) to avoid ugly rescaling in WPF when image comes from format with DPI bmp.SetResolution(96, 96); using (Bitmap source = new Bitmap(bmp.Width, bmp.Height)) { if (source == null) return null; using (Graphics g = Graphics.FromImage(source)) { g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; g.DrawImage(bmp, 0, 0, bmp.Width, bmp.Height); } ImageConverter converter = new ImageConverter(); var vect = (byte\[\])converter.ConvertTo(source, typeof(byte\[\])); image = BitmapFromRaw(vect); image?.Freeze(); } } return image; }
Starwer wrote:
using (Bitmap source = new Bitmap(bmp.Width, bmp.Height))
{
if (source == null) return null;The result of
new Bitmap(...)
can never benull
. If the constructor fails for some reason, you will get an exception, not anull
object.
"These people looked deep within my soul and assigned me a number based on the order in which I joined." - Homer
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Hi Richard, Thanks a lot for this very complete answer. I've removed the finalizer and implemented the IDisposable as you suggested. I like the DisposableObservableCollection proposal. It looks very neat this way. Unfortunatly this doesn't solve the problem. The leak is just as bad as before, with Image/BitmapImage and MemoryStream never being freed. It has probabably something to do with the fact that the MemoryStream.Dispose() doesn't do anything like explain on this page. In the end the code looked like this:
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;namespace Toy
{internal class ToyItem : INotifyPropertyChanged, IDisposable { #region Boilerplate INotifyPropertyChanged protected void OnPropertyChanged(PropertyChangedEventArgs e) { PropertyChanged?.Invoke(this, e); } public void OnPropertyChanged(\[CallerMemberName\] string propertyName = "") { OnPropertyChanged(new PropertyChangedEventArgs(propertyName)); } public event PropertyChangedEventHandler? PropertyChanged; #endregion public void Dispose() { if (Data is BitmapImage image) { image.StreamSource.Dispose(); } Data = null; } /// /// Build an image from Picture bytes /// /// Picture as array of bytes /// Pictures as BitmapImage public static ImageSource? BitmapFromRaw(byte\[\]? imageData) { if (imageData == null) return null; var image = new BitmapImage(); var mem = new MemoryStream(imageData, false); //mem.Position = 0; image.BeginInit(); //image.CreateOptions = BitmapCreateOptions.PreservePixelFormat; //image.CacheOption = BitmapCacheOption.None; //image.UriSource = null; image.StreamSource = mem; image.EndInit(); //mem.Close(); //mem.Dispose(); image.Freeze(); return image; } public ImageSource? Data { get { return \_Data; } set {
While Dispose doesn't release the buffer of the MemoryStream, it is possible to do so as long as it is not closed - and you created it so it is expandable (even though you want to do the opposite). stream.Length = 0; stream.Capacity = 0; This will clear the internal buffer and allow it to be garbage collected. You can of course also make your own Stream implementation that wraps a MemoryStream - then you can clear the reference to the MemoryStream on dispose. A bit tedious with the many methods in a stream, but not exactly difficult.
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While Dispose doesn't release the buffer of the MemoryStream, it is possible to do so as long as it is not closed - and you created it so it is expandable (even though you want to do the opposite). stream.Length = 0; stream.Capacity = 0; This will clear the internal buffer and allow it to be garbage collected. You can of course also make your own Stream implementation that wraps a MemoryStream - then you can clear the reference to the MemoryStream on dispose. A bit tedious with the many methods in a stream, but not exactly difficult.
Thanks for your answer. I've tried the fllowing:
stream.Length = 0;
stream.Capacity = 0;But I coudn't access those properties from a MemoryStream. So I've actually followed your advice and developped my own Stream implementation. This allowed to track what was called at least. This unfortunately didn't solve the problem. I could only see that the Close() function was called, that I could clear the Buffer that was stored there. However the finalized never gets called, giving a hint that the parent ImageSource or Image never get freed either. Moreover, using my own Stream prevents me from freezing the ImageSource (I don't know why). Here follows the implementation of the Stream I used:
public class ManagedMemoryStream : Stream
{
private int Id;
private static int Index = 0;
private static int Counter = 0;private byte\[\]? Buffer; public override bool CanRead => true; public override bool CanSeek => false; public override bool CanWrite => false; public override long Length => \_Length; private long \_Length; public override long Position { get; set; } public override void Close() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Close {Id} / {Counter}"); base.Close(); Dispose(true); Buffer = null; } public ManagedMemoryStream(byte\[\] buffer) { Id = Index++; System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Construct {Id} / {++Counter}"); Buffer = buffer; \_Length = Buffer.Length; } ~ManagedMemoryStream() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Finalize {Id} / {--Counter}"); Dispose(false); } public override void Flush() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Flush {Id} / {Counter}"); } public override int Read(byte\[\] buffer, int offset, int count) { //System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Read {Id}, {offset}, {count} / {Counter}"); if (count == 0 || Buffer is null) return 0; int remaining = (int)(Buffer.Length - Position); if (count > remaining) count = remaining; Array.Copy(Buffer, Position, buffer, offset, count); Position += count;
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Thanks for your answer. I've tried the fllowing:
stream.Length = 0;
stream.Capacity = 0;But I coudn't access those properties from a MemoryStream. So I've actually followed your advice and developped my own Stream implementation. This allowed to track what was called at least. This unfortunately didn't solve the problem. I could only see that the Close() function was called, that I could clear the Buffer that was stored there. However the finalized never gets called, giving a hint that the parent ImageSource or Image never get freed either. Moreover, using my own Stream prevents me from freezing the ImageSource (I don't know why). Here follows the implementation of the Stream I used:
public class ManagedMemoryStream : Stream
{
private int Id;
private static int Index = 0;
private static int Counter = 0;private byte\[\]? Buffer; public override bool CanRead => true; public override bool CanSeek => false; public override bool CanWrite => false; public override long Length => \_Length; private long \_Length; public override long Position { get; set; } public override void Close() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Close {Id} / {Counter}"); base.Close(); Dispose(true); Buffer = null; } public ManagedMemoryStream(byte\[\] buffer) { Id = Index++; System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Construct {Id} / {++Counter}"); Buffer = buffer; \_Length = Buffer.Length; } ~ManagedMemoryStream() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Finalize {Id} / {--Counter}"); Dispose(false); } public override void Flush() { System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Flush {Id} / {Counter}"); } public override int Read(byte\[\] buffer, int offset, int count) { //System.Diagnostics.Debug.WriteLine($"ManagedMemoryStream: Read {Id}, {offset}, {count} / {Counter}"); if (count == 0 || Buffer is null) return 0; int remaining = (int)(Buffer.Length - Position); if (count > remaining) count = remaining; Array.Copy(Buffer, Position, buffer, offset, count); Position += count;
Strange, I see Length and Capacity exposed here: Reference Source[^] and they are on the interface, so short of throwing NotSupportedException or similar they should not be able to stop you. :) The finalizer not being called is expected - not as in "it should not be called", but as in "if it had been called the original code you had would not leak" I have no idea why your stream stops the image freezing. There might have some "magic" detecting if it is an instance of MemoryStream - for example kicking it into synchronous initialization, but that is not something I have looked into for many years.