The memory usage goes up until it hits System.OutOfMemory
exception. The MemoryStream instances count goes up until exception as well. I tried using using()
, doing ms.Dispose(), ms.Close(), few other as well, GC.Collect(), etc.
Is this maybe a memory leak?
while(running){
var screen = Screen.PrimaryScreen;
using(Bitmap bitmap = new Bitmap(screen.Bounds.Width, screen.Bounds.Height)) {
using(var g = Graphics.FromImage(bitmap)) {
g.CopyFromScreen(screen.Bounds.Left, screen.Bounds.Top, 0, 0, screen.Bounds.Size);
}
using(EncoderParameters encoderParams = new EncoderParameters(1)) {
encoderParams.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, ssQuality);
ImageCodecInfo[] codecs = ImageCodecInfo.GetImageDecoders();
ImageCodecInfo jgpEncoder = codecs[1];
using(var ms = new MemoryStream()) {
bitmap.Save(ms, jgpEncoder, encoderParams);
image img2 = new image();
img2.Img = Image.FromStream(ms);
binF.Serialize(client.GetStream(), img2);
}
}
}
}
VS Memory View:
Task Manager memory usage of the process:
You need to dispose of image returned from Image.FromStream(ms);
, e.g. like so:
ms.Position = 0; // Rewind the stream.
using (var image2 = Image.FromStream(ms))
{
image img2 = new image { Img = image2 };
binF.Serialize(client.GetStream(), img2);
}
This will ensure that, not only are the resources of the second image promptly disposed of, but also the MemoryStream ms
is more likely to be promptly garbage-collected. It is not happening currently because Image
keeps a reference to the stream from which it was created. This is alluded to in the docs which state:
You must keep the stream open for the lifetime of the Image.