任务:我有两台显示器。我需要在#1上展示#2的内容。换句话说,第一台显示器只不过是第二台显示器。
当前解决方案:每隔约100毫秒制作一次屏幕截图并重新渲染。 以下方法负责捕获屏幕截图:
private BitmapSource MakeScreenshot(Screen screen)
{
using (var screenBmp = new Bitmap(screen.Bounds.Width, screen.Bounds.Height, PixelFormat.Format32bppArgb))
{
using (var bmpGraphics = Graphics.FromImage(screenBmp))
{
bmpGraphics.CopyFromScreen(screen.Bounds.X, screen.Bounds.Y, 0, 0, screen.Bounds.Size);
return
Imaging.CreateBitmapSourceFromHBitmap(
screenBmp.GetHbitmap(),
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
}
}
之后我使用Start(...)方法从第二个屏幕到第一个屏幕运行我的“反射”:
public void Start(int delay, int period)
{
if (_timer != null) throw new InvalidOperationException();
_timer = new System.Threading.Timer(
_ =>
{
_placeholder
.Dispatcher
.Invoke(() =>
{
_placeholder.Source = MakeScreenshot(_targetScreen); // re-render new screenshot
});
},
null,
delay,
period);
}
问题:经过大约30-40秒的漂亮运行后,它失败并出现OutOfMemoryException。我在这里调查了一些帖子,但没有发现我的问题。
答案 0 :(得分:3)
那是因为你在这里泄漏了内存:
Imaging.CreateBitmapSourceFromHBitmap(
screenBmp.GetHbitmap(), // < here
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
调用screenBmp.GetHbitmap()
后,您需要释放GDI位图使用的内存。改变这样:
private BitmapSource MakeScreenshot(Screen screen)
{
using (var screenBmp = new Bitmap(screen.Bounds.Width, screen.Bounds.Height, PixelFormat.Format32bppArgb))
{
using (var bmpGraphics = Graphics.FromImage(screenBmp))
{
bmpGraphics.CopyFromScreen(screen.Bounds.X, screen.Bounds.Y, 0, 0, screen.Bounds.Size);
var handle = screenBmp.GetHbitmap();
try {
return
Imaging.CreateBitmapSourceFromHBitmap(
handle,
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
}
finally {
DeleteObject(handle);
}
}
}
}
[System.Runtime.InteropServices.DllImport("gdi32.dll")]
public static extern bool DeleteObject(IntPtr hObject);
它不应该再泄漏。