System Memory In Bitmap - Using Bitmap To Show Picture Box Like Slideshow Using Timer
Jul 3, 2011
I'm using Bitmap to show picture box like slideshow using Timer. For each timer interval, I've to go for new instance of Bitmap, there System memory increases to 1MB, How to resolve this, 'BG is picture box
Private Sub Timer1_Tick(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Timer1.Tic Dim img As Bitmap
img = New Bitmap(System.Drawing.Bitmap.FromFile(FileIO.FileSystem.GetFiles
how can i create a monochrome bitmap from a semi transparent bitmap in vb.net? the bmp is for a transparency mask image for an icon i'm trying to create with the CreateIconIndirect API function.
i'm using vb2008 .Net3.5, but i would prefer an answer that would also work in vb2005
The following code works with smaller images, but it throws an out of memory exception when the image is a png file, 8 bit depth, 13200x10234 pixels.
Using FS As New IO.FileStream(FileName, IO.FileMode.Open, IO.FileAccess.Read) Dim B = New Bitmap(System.Drawing.Bitmap.FromStream(FS)) End Using
I'm working on a viewer that shows an image, asks the user for a window and saves the cropped image. Here is an overview of what I'm trying to achieve: The process starts with a 30+MB pdf file containing hundreds of large technical drawings. I open the file with the pdf reader, save as png 300dpi images, then I run my application that works on the saved images. I am interested on a few details of those drawings, and I have two goals:
1) Use my viewer with a subset of details instead of the pdf reader with the full set of whole images, and 2) Pick some cropped details and insert them into another application.
I start the application, look at the first image, click delete, and keep clicking delete until I find an drawing with a detail that I need. Then I draw a rectangle, save the cropped image, and repeat with 3-4 more details on the same image. Then delete the original image, go to the next, and restart the cycle. So I start with 100 large images in my folder and end with 20 small ones. At this point I can browse them very quickly and continue with the following steps (inserting them in another application).
I am building an app that builds a bunch of cardinal splines by storing their PointF structures in arrays. As the program runs, new points are added to the arrays, and the graphics are drawn to a bitmap. I can let it run for ages and the splines just keep growing like they should with no problems. The amount of points in each spline can grow into the thousands. To speed up execution as time progresses, I don't completely redraw the splines after each pass, I simply draw the last segment of the spline to the bitmap, having let the bitmap 'record' the earlier part of the splines.
But if I pan across the scene or zoom in/out of it, then I DO have to completely redraw the splines, since the size and resolution of the display is limited to its dimensions. Panning works, no problem. But if I zoom in and out of the bitmap with the mouse wheel, after about 14 wheel clicks, I get an "Out of Memory" error. BUT...I have it set up so that whenever the mouse wheel turns, the graphics and the bitmap are disposed so that new ones can be built for the new zoom setting. So why would the program run out of memory when as far as I can tell, I am disposing of all my unused, unmanaged resources on a regular basis?
I have a grass image located here in my directory. I want to just create a Bitmap, but I am getting an error. (Parameter is not valid.) Immediate Window: A first chance exception of type 'System.ArgumentException' occurred in System.Drawing.dll
I', working on a program where there are several projects within a solution. The solution contains a forms application, a couple of class libraries, and a public interface.I'm running into a strange problem where I can access the system.drawing.bitmap namespace from the main form and from one of the class libraries, but when I try to access it from the other class library or the interface, it tells me it is not defined. I've tried importing it, and calling it directly with no luck.
my goal is to copy the content of a picturebox, to a System.Drawing.Bitmap object, called tempBMP. but i didnt even use it i just tried to declare it there's an error: Object reference not set to an instance of an object.
here's my
Private Sub Button4_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button4.Click Dim colors(sizeX - 1, sizeY - 1) As Color
I'm taking a screenshot as a System.Drawing.Bitmap and trying to send it through a network as a byte array.If I take the original screenshot and simply save it to disk, it's about 200Kb.Instead I'm saving it to a memorystream so I can write that back to a Byte Array and it's coming out over 6Mb.
I have a VB.NET Windows Forms app with a logo image on the form as a System.Drawing.Bitmap inside a PictureBox.I used the Visual Studio Designer to add the logo .bmp image so I don't currently have any VB code doing anything with it.I'd like to make the current logo a clickable object/button so when I click on it a file browser dialog opens and I can select a new image to replace the current image.The current image is a local resource and is set in a PictureBox as a System.Drawing.Bitmap.How would I replace that System.Drawing.Bitmap with a file selected from the file browser dialog?
The panel is 989 x 516. The bitmap is 989 * x, 516 * x. The error comes up when I try to increase x to more than 10. Is there some kind of limitation with the panel's size or the bitmap's size? If so, how can I work around it?
I'm trying to use a timer to play a slideshow. Private Sub Button1_Click(sender As System.Object, e As System.EventArgs) Handles Button1.Click 'playlist is a flowlayoutpanel 'pictures is also a flowlayoutpanel 'picturecheckbox is a custom control with a picturebox and a checkbox 'list is a general list(of string) [Code] .....
I want to get a bitmap from a dll and load it to a picturebox. The bitmap I want is in Windowssystem32msgina.dll, the bitmap ID is 20150. (this bitmap contains shutdown, restart picture) Here's the code:
Private Declare Function LoadLibrary Lib "KERNEL32" Alias "LoadLibraryA" (ByVal strFilePath As String) As Long Private Declare Function LoadBitmap Lib "USER32" Alias "LoadBitmapA" (ByVal hInstance As
What resources I need to look for, to generate one png image out of three? Since there are sprite generators out there, that do not do what I want, I wanted to try by myself. The user interface should not be the problem, but i have no experience of generating bitmaps, especially those with transparent backgrounds. I will do that in .net. Letīs say I have 6 png files. I want to put them into one image, where there will be two rows of images in it, so 3 in row, 2 in height, 3*2. Every image might have a little different sizes, so i would need to fill up the space with, um, nothing..
I've created a bitmap on which I use setpixel to color it in. Then I display it on a picturebox. I want to clear the bitmap form time to time, reset all its pixels. I see no bitmap.clear() method and there's nothing in the documentation that seems. Short of disposing of or setting the bitmap = nothing and creating a new one, how do I wipe a bitmap?
i want open image (png), re size and save it as png-8 with transparent i can re size and save it but this not as png-8 format !!i use this but receive this exeption
I was wondering if it is possible to get a bitmap from a gfx... I am painting straight to a panel in the paint method I DO NOT want to have to paint to a bitmap then return that bitmap then paint this bitmap on the panel - as this is a lot slower I am doing this as i need to obtain a bitmap sometimes (if the user has requested it) 1/2 way through a draw eg the user says i want the picture after it has drawn the 3rd curve (just explaining why I want to do it this way)