How to free the memory after the BitmapImage is no longer needed?
Solution 1
I believe the solution you are looking for is at http://www.ridgesolutions.ie/index.php/2012/02/03/net-wpf-bitmapimage-file-locking/. In my case, I was trying to find a way to delete the file after it was created, but it appears to be a solution to both issues.
Doesn't free up memory:
var bitmap = new BitmapImage(new Uri(imageFilePath));
Frees up memory, and allows file to be deleted:
var bitmap = new BitmapImage();
var stream = File.OpenRead(imageFilePath);
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
stream.Close();
stream.Dispose();
Optionally, also freeze the BitmapImage:
bitmap.Freeze();
Solution 2
In my situation it seems that the bitmap caching was the issue. I was previously loading bitmaps like this:
Bitmap bitmap = new Bitmap();
using(var stream = new FileStream(...))
{
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.OnLoad;
bitmap.StreamSource = stream;
bitmap.EndInit();
}
bitmap.Freeze();
image.Source = bitmap;
Continuously replacing image.Source
the same way just built up memory, manually forcing garbage collection wasn't really helping.
Instead, disabling the caching and having it use the stream (requires leaving the stream open until the image is displayed) paired with manual garbage collection eliminated memory build up for me.
Stream mediaStream;
void DisposeMediaStream()
{
if (mediaStream != null)
{
mediaStream.Close();
mediaStream.Dispose();
mediaStream = null;
GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced, true);
}
}
void Update()
{
DisposeMediaStream();
var bitmap = new BitmapImage();
mediaStream = new FileStream(...);
bitmap.BeginInit();
bitmap.CacheOption = BitmapCacheOption.None;
bitmap.StreamSource = mediaStream;
bitmap.EndInit();
bitmap.Freeze();
ControlImage.Source = bitmap;
}
This way I can cycle through tons of images (like Windows Photo Viewer) and memory stays low. Note that the stream does not have to stay open once the image has actually rendered.
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AgentFire
Updated on July 09, 2022Comments
-
AgentFire almost 2 years
First, I load a
BitmapImage
into theImage
control, whice is located on theWindow
. Then I work with theImage
control and then close theWindow
.I do it 2-3 times in a minute and my memory fills up very quickly because the images do not unload from the memory for some reason when the window is closed.
So how do I unload
BitmapImage
fromImage.Source
control manually to free the RAM? -
AgentFire over 12 years
GC.Collect()
does not free the resources even when i null the reference to theBitmapImage
. -
AgentFire over 12 yearsI've tried to use
new BitmapImage(new Uri(link), new RequestCachePolicy(RequestCacheLevel.NoCacheNoStore));
but there is no difference. Memory is still in use. -
abhinav over 12 yearsHow does your reference chain look? Is it something like
Image->BitmapImage->MemoryStream->filestream->Actual bytes in memory
then you'll have to null-reference the correct object, else you'll still be using memory. -
AgentFire over 12 yearsIt looks like this:
Image.Source = new BitmapImage(new Uri(link));
-
AgentFire over 12 yearsSeems to be I need to use Image.BeginInit and .EndInit.
-
KMC about 6 yearsI tried the above code, but had to set BitmapCacheOption to OnLoad or else I cannot run Update() to add multiple images in a loop
-
zhaorufei about 6 yearsWorks for me, change bitmap.CacheOption further reduce the commited memory. BTW, stream.Close and stream.Dispose are duplicated.
-
majestzim over 5 yearsPlease note: I recall originally attempting to put the stream in a using statement, but memory continued to build up very quickly. Using stream.close and stream.dispose worked much better.
-
Clemens over 3 yearsWhen you set a BitmapImage's StreamSource, always also set
BitmapCacheOption.OnLoad
and close the stream right after EndInit, likeusing (var fs = new FileStream(...)) { ... bitmap.CacheOption = BitmapCacheOption.OnLoad; bitmap.StreamSource = fs; bitmap.EndInit(); }