I'm creating and application that needs to add and remove a lot of UIElement
to a Canvas
.
Basically a Canvas
contains a collection of UIElement
and automatically renders/updates it on the screen depending what it contains.
In order to avoid having a tons of UIElements
who overlap each others on the screen I prefer to add all of them on a secondary Canvas
then create a Image
from it (thanks to WritableBitmap
). Finally I add this Image
on my current Canvas
.
By allowing to have only few image on my Canvas I expect to have better performance.
Unfortunately it seems I can't delete completely the WritableBitmap
, even if I set it to null
.
The following code illustrates it :
//My constructor
public WP8Graphics()
{
//Here my collection DataBinded with the Canvas from the Mainpage
this.UIElements = new ObservableCollection<UIElement>();
//The secondary Canvas
GraphicCanvas = new Canvas();
GraphicCanvas.Height = MainPage.CurrentCanvasHeight;
GraphicCanvas.Width = MainPage.CurrentCanvasWidth;
}
///This method can be hit thousand times, it basically create a rectangle
public void fillRect(int x, int y, int width, int height)
{
// some code
// CREATE THE RECTANGLE rect
GraphicCanvas.Children.Add(rect); // My secondary Canvas
WriteableBitmap wb1 = new WriteableBitmap(GraphicCanvas, null);
wb1.Invalidate();
WriteableBitmap wb2 = new WriteableBitmap((int)MainPage.CurrentCanvasWidth, (int)MainPage.CurrentCanvasHeight);
for (int i = 0; i < wb2.Pixels.Length; i++)
{
wb2.Pixels[i] = wb1.Pixels[i];
}
wb2.Invalidate();
wb1 = null;
Image thumbnail = new Image();
thumbnail.Height = MainPage.CurrentCanvasHeight;
thumbnail.Width = MainPage.CurrentCanvasWidth;
thumbnail.Source = wb2;
this.UIElements.Add(thumbnail);
}
After something like 24 WriteableBitmap
created a OutOfMemoryException appears.
I read many articles about this problem and in my case it seems the WriteableBitmap
depends on my GraphicCanvas and remains because there still have a reference to it. I can't delete my Graphic Canvas nor set myImage source to null.
I have 2 question :
I hope to be enough clear and easy to read.
Thank you for reading.
EDITED with atomaras suggestion, but still the same problem
WriteableBitmap wb1 = new WriteableBitmap(GraphicCanvas, null);
This line still throws OutOfMemoryException.
You need to copy the pixels of the original writeablebitmap (that will hold on to the GraphicsCanvas) to a new writeablebitmap.
Take a look at this great post http://www.wintellect.com/blogs/jprosise/silverlight-s-big-image-problem-and-what-you-can-do-about-it
Also why do you keep all of the writeablebitmaps in the UIElements collection? Wouldn't the latest one suffice? Cant you clear the UIElements collection right before adding the latest/new bitmap?