I'm having some difficulty saving a stream of bytes from an image (in this case, a jpg) to a System.IO.MemoryStream
object. The goal is to save the System.Drawing.Image
to a MemoryStream
, and then use the MemoryStream
to write the image to an array of bytes (I ultimately need to insert it into a database). However, inspecting the variable data
after the MemoryStream
is closed shows that all of the bytes are zero... I'm pretty stumped and not sure where I'm doing wrong...
using (Image image = Image.FromFile(filename)) { byte[] data; using (MemoryStream m = new MemoryStream()) { image.Save(m, image.RawFormat); data = new byte[m.Length]; m.Write(data, 0, data.Length); } // Inspecting data here shows the array to be filled with zeros... }
Any insights will be much appreciated!
Save MemoryStream to a String Steps follows.. StreamWriter sw = new StreamWriter(memoryStream); sw. WriteLine("Your string to Memoery"); This string is currently saved in the StreamWriters buffer.
As the name suggests, a FileStream reads and writes to a file whereas a MemoryStream reads and writes to the memory. So it relates to where the stream is stored.
You needn't call either Close or Dispose . MemoryStream doesn't hold any unmanaged resources, so the only resource to be reclaimed is memory. The memory will be reclaimed during garbage collection with the rest of the MemoryStream object when your code no longer references the MemoryStream .
You can re-use the MemoryStream by Setting the Position to 0 and the Length to 0. By setting the length to 0 you do not clear the existing buffer, it only resets the internal counters.
To load data from a stream into an array, you read, not write (and you would need to rewind). But, more simply in this case, ToArray()
:
using (MemoryStream m = new MemoryStream()) { image.Save(m, image.RawFormat); data = m.ToArray(); }
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