I'm creating an application (Windows Form) that allows the user to take a screenshot based on the locations they choose (drag to select area). I wanted to add a little "preview pane" thats zoomed in so the user can select the area they want more precisely (larger pixels). On a mousemove event i have a the following code...
private void falseDesktop_MouseMove(object sender, MouseEventArgs e)
{
zoomBox.Image = showZoomBox(e.Location);
zoomBox.Invalidate();
bmpCrop.Dispose();
}
private Image showZoomBox(Point curLocation)
{
Point start = new Point(curLocation.X - 50, curLocation.Y - 50);
Size size = new Size(100, 90);
Rectangle rect = new Rectangle(start, size);
Image selection = cropImage(falseDesktop.Image, rect);
return selection;
}
private static Bitmap bmpCrop;
private static Image cropImage(Image img, Rectangle cropArea)
{
if (cropArea.Width != 0 && cropArea.Height != 0)
{
Bitmap bmpImage = new Bitmap(img);
bmpCrop = bmpImage.Clone(cropArea, bmpImage.PixelFormat);
bmpImage.Dispose();
return (Image)(bmpCrop);
}
return null;
}
The line that fails and has the Out of Memory exception is:
bmpCrop = bmpImage.Clone(cropArea, bmpImage.PixelFormat);
Basically what this does is it takes a 100x90 rectangle around the mouse pointer and pulls that into the zoomBox, which is a picturebox control. However, in the process, i get an Out Of Memory error. What is it that i am doing incorrectly here?
Thanks for your assistance.
Out of memory in C# imaging, is usually sign of wrong rect or point - a bit of red herring. I bet start
has negative X or Y when error happens or the Size.Hight + Y or Size.Width + X is bigger than Hight or width of the image.
MSDN explains that an OutOfMemoryException
means
rect
is outside of the source bitmap bounds
where rect
is the first parameter to the Bitmap.Clone
method.
So check that the cropArea
parameter is not larger than your image.
In GDI+ an OutOfMemoryException
does not really mean "out of memory"; the GDI+ error code OufOfMemory
has been overloaded to mean different things. The reasons for this are historic and a well described by Hans Passant in another answer.
Use the Bitmap object like this:
using (Bitmap bmpImage = new Bitmap(img))
{
// Do something with the Bitmap object
}
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