In my program i am creating some big pictures (Image
objects), and saving them to disk. Then I add them to a list List<Image>
but after saving 50 pictures and adding them as Image
objects to my imageList
it eats up a loooooot of memory. I tried doing this on 50 images and just saving pure image object, my program went up to 160 MB in process manager. So I must find out a way of saving the pictures and adding them to the list without the program eating up all memory.
So I have a couple of solutions and I would love to hear what you think about them or if you have any better ones.
byte[]
array of the image object.byte[]
array of the image object to string and then compress the string.I am doing this in c#.
Do not compress your images using the .Net DeflateStream or such (as there is a known issue where it actually increases the size of the data, in all cases) - save it directly to something like a .png.
Bitmap bmp;
// ...
bmp.Save("foo.png", System.Drawing.Imaging.ImageFormat.Png);
Make sure you dispose the images that you created (after you have saved them).
You can't compress the images in memory - because Windows GDI (which .Net uses) requires the images in, essentially, uncompressed bitmap form (so when you load a compressed image it will get decompressed).
You should look at loading them on-demand. Here is a class similar to ImageList
which you may find useful:
public class DelayedImagedList : Component
{
// Item1 = Dispose for the image.
// Item2 = At creation: the method to load the image. After loading: the method to return the image.
// Item3 = The original filename.
private List<Tuple<Action, Func<Image>, string>> _images = new List<Tuple<Action,Func<Image>,string>>();
private Dictionary<string, int> _imageKeyMap = new Dictionary<string, int>();
// Access images.
public Image this[string key] { get { return _images[_imageKeyMap[key]].Item2(); } }
public Image this[int index] { get { return _images[index].Item2(); } }
public int Count { get { return _images.Count; } }
// Use this to add an image according to its filename.
public void AddImage(string key, string filename) { _imageKeyMap.Add(key, AddImage(filename)); }
public int AddImage(string filename)
{
var index = _images.Count;
_images.Add(Tuple.Create<Action, Func<Image>, string>(
() => {}, // Dispose
() => // Load image.
{
var result = Image.FromFile(filename);
// Replace the method to load the image with one to simply return it.
_images[index] = Tuple.Create<Action, Func<Image>, string>(
result.Dispose, // We need to dispose it now.
() => result, // Just return the image.
filename);
return result;
},
filename));
return index;
}
// This will unload an image from memory.
public void Reset(string key) { Reset(_imageKeyMap[key]); }
public void Reset(int index)
{
_images[index].Item1(); // Dispose the old value.
var filename = _images[index].Item3;
_images[index] = Tuple.Create<Action, Func<Image>, string>(
() => { },
() =>
{
var result = Image.FromFile(filename);
_images[index] = Tuple.Create<Action, Func<Image>, string>(
result.Dispose,
() => result,
filename);
return result;
},
filename);
}
// These methods are available on ImageList.
public void Draw(Graphics g, Point pt, int index) { g.DrawImage(this[index], pt); }
public void Draw(Graphics g, int x, int y, int index) { g.DrawImage(this[index], x, y); }
public void Draw(Graphics g, int x, int y, int width, int height, int index) { g.DrawImage(this[index], x, y, width, height); }
protected override void Dispose(bool disposing)
{
if (disposing)
{
foreach (var val in _images) { val.Item1(); }
_images.Clear();
_imageKeyMap.Clear();
}
base.Dispose(disposing);
}
}
why compress? Surely you don't have to show all images at the same time (not in full resolution) - so either create smaller thumbs or show only a small subset.
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