In my application I am using the below mentioned helper method for binding my Isolated storage image to Image control. I got this helper method from the link "Binding Image stored in the Isolated Storage to Image Control in Windows Phone"
public class IsoStoreImageSource : DependencyObject
{
public static void SetIsoStoreFileName(UIElement element, string value)
{
element.SetValue(IsoStoreFileNameProperty, value);
}
public static string GetIsoStoreFileName(UIElement element)
{
return (string)element.GetValue(IsoStoreFileNameProperty);
}
// Using a DependencyProperty as the backing store for IsoStoreFileName. This enables animation, styling, binding, etc...
public static readonly DependencyProperty IsoStoreFileNameProperty =
DependencyProperty.RegisterAttached("IsoStoreFileName", typeof(string), typeof(IsoStoreImageSource), new PropertyMetadata("", Changed));
private static void Changed(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
Image img = d as Image;
if (img != null)
{
var path = e.NewValue as string;
SynchronizationContext uiThread = SynchronizationContext.Current;
Task.Factory.StartNew(() =>
{
using (var isoStore = IsolatedStorageFile.GetUserStoreForApplication())
{
if (isoStore.FileExists(path))
{
var stream = isoStore.OpenFile(path, System.IO.FileMode.Open, FileAccess.Read);
uiThread.Post(_ =>
{
var _img = new BitmapImage();
_img.SetSource(stream);
img.Source = _img;
}, null);
}
}
});
}
}
}
I am using this inside a ListBox control. And if try with default library images everything will work as expected. But if I try with the images with large size( taken through device camera ) the app crashes.
And here is the exception what I am getting
An exception of type 'System.OutOfMemoryException' occurred in System.Windows.ni.dll but was not handled in user code
stack trace
at MS.Internal.FrameworkCallbacks.NotifyManagedDebuggerOnNativeOOM()
at MS.Internal.XcpImports.BitmapSource_SetSource(BitmapSource bitmapSource, CValue& byteStream)
at System.Windows.Media.Imaging.BitmapSource.SetSourceInternal(Stream streamSource)
at System.Windows.Media.Imaging.BitmapImage.SetSourceInternal(Stream streamSource)
at System.Windows.Media.Imaging.BitmapSource.SetSource(Stream streamSource)
at MyaPP.Common.IsoStoreImageSource.<>c__DisplayClass4.<>c__DisplayClass6.b__1(Object _)
The caching within the ListBox might be taking up your memory and this is especially noticeable with larger images. I'm not familiar with the helper method you've posted but try adding this.
if (img != null)
{
BitmapImage bitmapImage = img.Source as BitmapImage;
bitmapImage.UriSource = null;
img.Source = null;
//rest of the code ...
}
Okay, it took some time for me to return to this issue. I'll share my findings here, but I'm not considering them a real answer to the issue, but rather a workaround. However, I hope it will help somebody.
First I want to confirm OutOfMemoryException happens in certain circumstances. But, surprisingly, it depends on the page layout you're using. In fact, if your layout involves StackPanel, you'll have an exception. I guess, it comes down to the fact how MeasureOverride and ArrangeOverride methods are implemented in StackPanel (though I may be completely wrong here). It looks like when ListBox is a child to StackPanel, it tries to load all of the images before display. This, of course, causes the memory leak.
On the other hand, if you use something like Grid as a parent for list of images, then there's no such exceptions, and the memory load is reasonable.
Here's page layout that worked for me:
<Grid>
<ListBox ItemsSource="{Binding IsoStorePics}">
<ListBox.ItemTemplate>
<DataTemplate>
<Image local:IsoStoreImageSource.IsoStoreFileName="{Binding Path}" Margin="5"/>
</DataTemplate>
</ListBox.ItemTemplate>
</ListBox>
</Grid>
This is the best answer I have for you now. Please let me know if it helped.
You can try like this, Stream object will automatically disposed.
using (IsolatedStorageFile iso = IsolatedStorageFile.GetUserStoreForApplication())
{
if (iso.FileExists(imagePath))
{
using (Stream imagestream = new IsolatedStorageFileStream(imagePath, FileMode.Open, FileAccess.Read, FileShare.Read, iso))
{
BitmapImage bmp = new BitmapImage();
bmp.SetSource(imagestream);
imgControl.Source = bmp;
}
}
}
Related
While I'm using frame in Mainwindow , initially i hide an item in Mainwindows.
When i pressed a button in frame Page1 , I want to make item in mainwindow as visible.But i can't do it.I tried to updatelayout() , refresh() functions but anything is changed.Anyone has a knowledge about this??
This code is in MainWindow
private void Window_Loaded(object sender, RoutedEventArgs e)
{
müsteributton.IsEnabled = false;
string yer = "Pages/kullanicigiris.xaml";
frame1.Source = new Uri(yer, UriKind.Relative);
frame1.Margin = new Thickness(-175, 0, 0, 0);
}
This code is in kullanicigiris page
private void Dispatcher_Tick(object sender, EventArgs e)
{
i++;
if (i == 2)
{
dispatcher.Stop();
frm1 = new MainWindow();
frm1.frame1 = null;
DependencyObject currParent = VisualTreeHelper.GetParent(this);
while (currParent != null && frm1.frame1 == null)
{
frm1.frame1 = currParent as Frame;
currParent = VisualTreeHelper.GetParent(currParent);
}
// Change the page of the frame.
if (frm1.frame1 != null)
{
frm1.frame1.Source = new Uri("Window1.xaml", UriKind.Relative);
frm1.müsteributton.IsEnabled = true;
}
}
}
Thanks.
You can define a DependencyProperty in the MainWindows.
<TextBlock x:Name="textBlock" Height="399" TextWrapping="Wrap" Text="Show/ Hide" VerticalAlignment="Top" Visibility="{Binding SetVisibility, Mode=TwoWay,UpdateSourceTrigger=PropertyChanged}"/>
public static readonly DependencyProperty SetVisibilityProperty =
DependencyProperty.Register("SetVisibility", typeof(Visibility), typeof(Mainfreampage), new
PropertyMetadata(Visibility.Visible, null));
public Visibility SetVisibility
{
get { return (Visibility)GetValue(SetVisibilityProperty); }
set { SetValue(SetVisibilityProperty, value); }
}
In your page click event, you can use the following code find the MainWindows and change the DependencyProperty value.
var mw = Application.Current.Windows
.Cast<Mainfreampage>()
.FirstOrDefault(window => window is Mainfreampage) as Mainfreampage;
mw.SetVisibility = Visibility.Hidden;
Your bug is here:
frm1 = new MainWindow();
You are creating a brand new window, and then making your changes in that window.
But: that's not the window the user's looking at!
Taking the approach you've embarked on, your frame code needs to keep track of the Window object it's actually being hosted in, and then use that reference for dealing with the update.
That said, that entire approach is flawed. The navigation should be modeled in a view model data structure, activated via an ICommand object, and optionally via timer (as you seem to be doing here). Frame source and button state can be manipulated through bindings to properties in your view model data structure.
But, at the end of the day, the code you've got should work fine, once you start using the correct Window object.
I am a beginner in Xamarin.
I tried to write a simple app to save the signature with the help of Signature Pad.
A piece of code from MainPage.xaml
<controls:SignaturePadView x:Name="SignaturePAD"
Grid.Row="1"
StrokeColor="Black"
StrokeWidth="3"
BackgroundColor="Gray"
CaptionTextColor="Black"
PromptTextColor="Black"
SignatureLineColor="Black"
CaptionText="Podpis odbiorcy">
</controls:SignaturePadView>
<Button Grid.Row="2"
x:Name="SaveButton"
Text="Potwierdź"
Clicked="SaveSignature"/>
and a fragment from MainPage.xaml.cs
public partial class MainPage : ContentPage
{
public MainPage()
{
InitializeComponent();
}
public async void SaveSignature(object sender, EventArgs e)
{
Stream image = await SignaturePAD.GetImageStreamAsync(SignatureImageFormat.Png);
}
}
And my question is how can I save it into the my phone gallery?
I will be grateful for any help
the SignaturePad returns a stream - so you can write it to a file using normal C# I/O, like FileStream
Stream image = await SignaturePAD.GetImageStreamAsync(SignatureImageFormat.Png);
using (FileStream file = new FileStream(file_path, FileMode.Create, System.IO.FileAccess.Write))
{
image.CopyTo(file);
}
You might be able to find a plugin somewhere that would do this for you, but I would convert the stream to a byte[] like so:
using (image)
using (var memoryStream = new MemoryStream())
{
await image.CopyToAsync(memoryStream);
var picture = memoryStream.ToArray();
}
Then convert the byte[] to the native picture on each platform.
For Android use:
BitmapFactory.DecodeByteArray(picture, 0, picture.Length);
And for iOS use:
var nsData = NSData.FromArray(picture);
var uiImage = UIImage.LoadFromData(nsData);
Then you would need to add the image to the underlying gallery. Here is an example of how to achieve something like that on iOS: https://developer.xamarin.com/recipes/ios/media/video_and_photos/save_photo_to_album_with_metadata/
For Android, this post might help: Xamarin.Forms Android save image to gallery
Am trying to load ItemSource of a picker when the picker is focused.
But the data is not loaded on 1st focus.
here is the code sample
List<object> itmSrc;
Picker picker = new Picker();
itmSrc = Controls[i].ItemSource;
picker.Focused += BindItemSourceOnFocus;
public void BindItemSourceOnFocus(object sender, FocusEventArgs e)
{
var p = e.VisualElement as Picker;
p.ItemsSource = itmSrc;
}
If any other different approach is possible, let me know.
You can do it adding items on an async method, or another thread. Load the data on view focus is just transferring the issue to another place, and it gives a bad user experience at all.
If you run a code block inside a Task.Run(), for example, this code will be executed on another thread, and the interface should not hang on data loading.
Something like this:
public class MyPage : ContentPage
{
List<object> itmSrc;
Picker picker;
public MyPage()
{
// Your stuff goes here
itmSrc = new List<object>();
picker = new Picker();
StackLayout content = new StackLayout();
content.Crindren.Add(picker);
this.Content = content;
Task.Run(() => LoadData());
}
private void LoadData()
{
// Get your data from anywhere and put it on the itemSrc from here.
// Then...
picker.ItemsSource = itmSrc;
}
}
I hope it helps.
Solved: The answer was to update all of the nuget packages and target a newer version of Android. Now images loads as expected. I'm not happy with this as I was using exactly the code that Xamarin provided and targeting newer versions has deprecated some of the items the code relys on. Initial version was Xamarin.Forms v23 and I updated to V25
I have a brand new Xamarin forms project with a simple view in which I'm trying to display an image. I've tried several ways of getting an image to display and I am not having any luck at all.
I'm using <image> and I have also tried FFImageLoader control as well.
<StackLayout Orientation="Vertical">
<ff:CachedImage Source="https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg" WidthRequest="100" HeightRequest="100" />
<Button x:Name="btn" Text="Image" Clicked="Button_Clicked" />
<Frame OutlineColor="Red">
<Image x:Name="StupidImage" Source="{Binding Thumbnail}" Aspect="Fill" HeightRequest="100" WidthRequest="100" />
</Frame>
</StackLayout>
This is the current view. I've also set the Source directly to a value with no result.
I'm able to get a stream for the image. I'm able to read all of the bytes from the stream. I built a debug visualizer to display the bytes as an image. Getting the image from a source is not a problem. Getting the image control(s) to display the image is a problem.
I tried binding with a view model. When that failed, I tried that directly setting the source
StupidImage.Source = ImageSource.FromStream(() => result.Stream);
I also made a copy of the bytes and tried
StupidImage.Source = ImageSource.FromStream(() => new MemoryStream(imageBytes));
I've tried ImageSource.FromFile() and .FromUri. I tried adding an image to the project as a resource. Each try was the same, the resource was read and the bytes were available, but the image control just doesn't display it.
I thought maybe it was a size problem, so I set the size of the control. Nothing. I thought maybe it was a resolution problem, so I used a smaller image. I tried several different images of varying quality.
Then I gave up on the image control and I got the FFImageLoading nuget package and gave it a direct url to an image. Same example that FFImageLoading examples used. Still no image.
I tried the emulator and I tried 2 different physical devices. Same result.
I also tried setting an image on a button using btn.Image = "whatever.jpg" with the same result.
This is the result every time. I'm lost. How do I get images to display?
EDIT:
I did get this to work, but only on the emulator
<Image x:Name="StupidImage" Source="https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg" />
and same for
StupidImage.Source = ImageSource.FromUri(new Uri("https://static.pexels.com/photos/104827/cat-pet-animal-domestic-104827.jpeg"));
EDIT 2 - Clarification
My goal is to allow the user to select a photo from the device and then display a preview of it.
If you want to use images in you app you can load them into your Shared Project, like
Make sure you change the Build Action to Embedded resource
Then in your code
image.Source = ImageSource.FromResource("App5.Images.useravatar.png");
Note the Resource name.
And XAML
<ContentPage.Content>
<StackLayout>
<Image x:Name="image" WidthRequest="50"/>
</StackLayout>
</ContentPage.Content>
Just a few things you can take off the list:
[x] Adding a image from Visual studio :
Right click on the correct folder
select Add >> New File ...
NB: you have to add it with visual studio and not just throw it in the folder. Visual studio needs to know about it
[x] When Adding the image is it in the correct place :
For android: it has to be in
ProjectName.Driod.Resources.drawable folder
For ios: it has to be in
ProjectName.iOS.Resources folder
[x] Naming Convention
Its always best to use .png , all lowercase , no spaces or special char on both android and ios
with ios you normally get 3 images of the same image with the following namting convention
theman.png
theman#2x.png
theman#3x.png
They are all the same image just different sizes
[x] Showing it in xaml :
<StackLayout>
<Image Source="thedog.png" HeightRequest="100" WidthRequest="100" />
</StackLayout>
In your example you used a frame , how about a stacklayout ? a frame has more requirements.
for MVVM you can change Source with the following , dont forget that twoway :)
Source="{Binding Thumbnail, Mode=TwoWay}"
NB This is VERY basic explanations
You can try implementing the CrossMedia Plugin.
Then in your button clicked code section, put the following:
Button_Clicked.Clicked += async (sender, args) =>
{
if ( !CrossMedia.Current.IsPickPhotoSupported )
{
DisplayAlert("Error message here", "More message", "OK");
return;
}
var file = await Plugin.Media.CrossMedia.Current.PickPhotoAsync(new Plugin.Media.Abstractions.PickMediaOptions
{
PhotoSize = Plugin.Media.Abstractions.PhotoSize.Medium
});
if (file == null)
return;
image.Source = ImageSource.FromStream(() =>
{
var stream = file.GetStream();
file.Dispose();
return stream;
});
};
Once the button is clicked, the gallery/directory will be displayed. You can choose the photo you want. Once you hit OK the image will be displayed in the Image control/tag. I'm not sure if this is the solution you are looking for. Hopes it gets you on the right direction.
This may or may not help I'll add some code, one of the surprising things about Xamarin forms and Android and using a memory stream.. is that the device density multiplier is still applied even if you aren't using a resource(If I am remembering correctly) so I would imagine if you are looking at the ADB interface you will see memory issues which is why you cant display an image... I solved this previously via sampling
The way I solved it was creating a new Image subclass -ResourceImage,
public class ResourceImage :Image
{
public enum SourceTypes{
Database,
File,
Function,
}
private bool _LoadAct = false;
public bool LoadAct { get{
return _LoadAct;
}
set{ _LoadAct = value; OnPropertyChanged ("LoadAct");
}
}
public Func<Stream> Func{ get; set; }
public SourceTypes SourceType{ get; set;}
public string ResName{ get; set;}
public ResourceImage ()
{
}
public ResourceImage (string name)
{
ResName = name;
}
public ResourceImage(Func<Stream> func){
SourceType = SourceTypes.Function;
Func = func;
}
}
then in the Android Renderer : I did the following
public class ResourceImageRenderer : ImageRenderer
{
protected override void OnElementChanged (ElementChangedEventArgs<Image> e)
{
base.OnElementChanged (e);
if (e.OldElement == null)
{
var el = (ResourceImage)Element;
if (el.SourceType == ResourceImage.SourceTypes.Database) {
//Ignore for now
} else if (el.SourceType == ResourceImage.SourceTypes.File) {
using (global::Android.Graphics.BitmapFactory.Options options = new global::Android.Graphics.BitmapFactory.Options ()) {
options.InJustDecodeBounds = false;
options.InSampleSize = 1;//calculateInSampleSize (options, outS.X / 4, outS.Y / 4);
var gd = Context.Resources.GetIdentifier (el.ResName.Split (new char[]{ '.' }) [0], "drawable", Context.PackageName);
using (global::Android.Graphics.Rect rt = new global::Android.Graphics.Rect (0, 0, 0, 0)) {
var bitmap = global::Android.Graphics.BitmapFactory.DecodeResource (Context.Resources, gd, options);//DecodeStream (ms, rt, options);
bitmap.Density = global::Android.Graphics.Bitmap.DensityNone;
Control.SetImageDrawable (new global::Android.Graphics.Drawables.BitmapDrawable (bitmap));
}
}
} else if (el.SourceType == ResourceImage.SourceTypes.Function) {
new Task (() => {
var ms = el.Func();
if(ms == null)return;
global::Android.Graphics.BitmapFactory.Options options = new global::Android.Graphics.BitmapFactory.Options ();
options.InJustDecodeBounds = false;
options.InSampleSize = 2;//calculateInSampleSize (options, outS.X / 4, outS.Y / 4);
ms.Position = 0;
Device.BeginInvokeOnMainThread(()=>{
using (global::Android.Graphics.Rect rt = new global::Android.Graphics.Rect (0, 0, 0, 0)) {
try{
var bitmap = global::Android.Graphics.BitmapFactory.DecodeStream (ms, rt, options);
bitmap.Density = global::Android.Graphics.Bitmap.DensityNone;
Control.SetImageDrawable (new global::Android.Graphics.Drawables.BitmapDrawable (bitmap));
}catch(Exception eee){
}
}
});
}).Start();
}
}
}
Looking back at the code(haven't touched it in years.) there are plenty of places for improvement, I had to add the sampling to solve the same issue , users were selecting images to display in a messaging app and it worked perfectly on iOS just never displayed on Android
This is how I allow a user to select an image and then display it on a page.
I call my image service Select Image method passing in a callback method
await _imageService.SelectImage(ImageSelected);
This is my SelectImage method. There is some permission checking at the start. It uses the Media Plugin to display the gallery and allow the user to select an image.
public async Task SelectImage(Action<MediaFile> imageAction)
{
var allowed = await _permissionService.CheckOrRequestStoragePermission();
if (!allowed) return;
if (!_media.IsPickPhotoSupported)
{
throw new GalleryUnavailableException("Gallery unavailable");
}
var file = await _media.PickPhotoAsync(new PickMediaOptions
{
PhotoSize = PhotoSize.Small,
CompressionQuality = 92
});
imageAction(file);
}
It returns a MediaFile
Here is the Image Selected callback method
private void ImageSelected(MediaFile image)
{
if (image == null)
{
return;
}
ChosenImage = new IncidentImage
{
ImageBytes = image.ToByteArray()
};
}
ChosenImage is a Property in my view model
public IncidentImage ChosenImage {get; set;}
I use PropertyChanged.Fody to trigger property changed notifications but you can also use INotifyPropertyChanged.
And IncidentImage is a class I use to both store and display images
public class IncidentImage
{
[PrimaryKey, AutoIncrement]
public int Id { get; set; }
public int IncidentDetailsId { get; set; }
public byte[] ImageBytes { get; set; }
[Ignore]
public ImageSource ImageSource
{
get
{
ImageSource retval = null;
try
{
if (ImageBytes != null)
{
retval = ImageSource.FromStream(() => new MemoryStream(ImageBytes));
}
}
catch (Exception e)
{
Debug.WriteLine(e);
}
return retval;
}
}
}
And here is the XAML
<Image Source="{Binding ChosenImage.ImageSource}"
Aspect="AspectFit"/>
Is it possible to bind the image present in the Isolates storage to image control through xaml. I found some implementations like getting the image through the property and binding that into xaml control. But this is not the implementation what I am searching for. My question is like, writing an attach property and helper method to fetch the content from Isolated storage. I found a similar implementation in LowProfileImage class, used in windows phone 7. But I think it is deprecated now. If anyone tried similar implementations please help me to achieve the same. Also if implementation have any performance drains please mention that info too.
Yes, it is possible to use images from isolated storage in the app UI. It requires loading the image from the file into the BitmapImage and then binding ImageSource of your control to that BitmapImage. I'm using the following approach:
First, there's a method to load image asynchronously:
private Task<Stream> LoadImageAsync(string filename)
{
return Task.Factory.StartNew<Stream>(() =>
{
if (filename == null)
{
throw new ArgumentException("one of parameters is null");
}
Stream stream = null;
using (var isoStore = IsolatedStorageFile.GetUserStoreForApplication())
{
if (isoStore.FileExists(filename))
{
stream = isoStore.OpenFile(filename, System.IO.FileMode.Open, FileAccess.Read);
}
}
return stream;
});
}
Then it can be used like this:
public async Task<BitmapSource> FetchImage()
{
BitmapImage image = null;
using (var imageStream = await LoadImageAsync(doc.ImagePath))
{
if (imageStream != null)
{
image = new BitmapImage();
image.SetSource(imageStream);
}
}
return image;
}
And finally you just assign return value of FetchImage() method to some of your view model's property, to which the UI element is bound. Of course, your view model should properly implement INotifyPropertyChanged interface for this approach to work reliably.
If you want to use attached properties approach, here's how you do it:
public class IsoStoreImageSource : DependencyObject
{
public static void SetIsoStoreFileName(UIElement element, string value)
{
element.SetValue(IsoStoreFileNameProperty, value);
}
public static string GetIsoStoreFileName(UIElement element)
{
return (string)element.GetValue(IsoStoreFileNameProperty);
}
// Using a DependencyProperty as the backing store for IsoStoreFileName. This enables animation, styling, binding, etc...
public static readonly DependencyProperty IsoStoreFileNameProperty =
DependencyProperty.RegisterAttached("IsoStoreFileName", typeof(string), typeof(IsoStoreImageSource), new PropertyMetadata("", Changed));
private static void Changed(DependencyObject d, DependencyPropertyChangedEventArgs e)
{
Image img = d as Image;
if (img != null)
{
var path = e.NewValue as string;
SynchronizationContext uiThread = SynchronizationContext.Current;
Task.Factory.StartNew(() =>
{
using (var isoStore = IsolatedStorageFile.GetUserStoreForApplication())
{
if (isoStore.FileExists(path))
{
var stream = isoStore.OpenFile(path, System.IO.FileMode.Open, FileAccess.Read);
uiThread.Post(_ =>
{
var _img = new BitmapImage();
_img.SetSource(stream);
img.Source = _img;
}, null);
}
}
});
}
}
}
And then in XAML:
<Image local:IsoStoreImageSource.IsoStoreFileName="{Binding Path}" />
Some limitations of this approach:
It only works on Image control, though you can change this to a whichever type you want. It's just not very generic.
Performance-wise, it will use a thread from the threadpool every time image source is changed. It's the only way to do asynchronous read from isolated storage on Windows Phone 8 right now. And you definitely don't want to do this synchronously.
But it has one one important advantage:
It works! :)
I like the above approach but there is a simpler more hacky way of doing it if you are interested.
You can go into your xaml and bind the image source to an string property then put the file path into the property dynamically.
<!-- XAML CODE -->
<Image Source="{Binding imagePath}"/>
//Behind property
public String imagePath { get; set; }
load your path into the image path then bind the image source to the image path string. You might have to do an INotifyPropertyChanged but this method should work with proper binding.