WPF 3.5 RenderTargetBitmap memory hog

Posted by kingRauk on Stack Overflow See other posts from Stack Overflow or by kingRauk
Published on 2012-06-01T09:07:55Z Indexed on 2012/06/01 10:41 UTC
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I have a 3.5 WPF application that use's RenderTargetBitmap.

It eat's memory like a big bear.

It's is a know problem in 3.5 that RenderTargetBitmap.Render has memory problems.

Have find some solutions for it, but i doesnt help. https://connect.microsoft.com/VisualStudio/feedback/details/489723/rendertargetbitmap-render-method-causes-a-memory-leak

Program takes too much memory And more...

Does anyway have any more ideas to solve it...

static Image Method(FrameworkElement e, int width, int height)
{
    const int dpi = 192;

    e.Width = width;
    e.Height = height;

    e.Arrange(new Rect(0, 0, width, height));
    e.UpdateLayout();

    if(element is Graph)
        (element as Graph).UpdateComponents();

    var bitmap = new RenderTargetBitmap((int)(width*dpi/96.0),
                                                     (int)(height*dpi/96.0),
                                                     dpi,
                                                     dpi,
                                                     PixelFormats.Pbgra32);

    bitmap.Render(element);

    var encoder = new PngBitmapEncoder();

    encoder.Frames.Add(BitmapFrame.Create(bitmap));

    using (var stream = new MemoryStream())
    {
        encoder.Save(stream);
        element.Clip = null;
        Dispose(element);
        bitmap.Freeze();

        DisposeRender(bitmap);
        bitmap.Clear();

        GC.Collect();
        GC.WaitForPendingFinalizers();
        return System.Drawing.Image.FromStream(stream);

    }
}

public static void Dispose(FrameworkElement element)
{
        GC.Collect();
        GC.WaitForPendingFinalizers();
        GC.Collect();
}

public static void DisposeRender(RenderTargetBitmap bitmap)
{
        if (bitmap != null) bitmap.Clear();
        bitmap = null;
        GC.Collect();
        GC.WaitForPendingFinalizers();
}

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