I wrote a logic to stream an image to a phone where you can save it. The code works on the web browser. But when I tried it on the phone, it will save the image, but I cannot view the image. I think the image is too big on the phone.
When I save the image on the web browser, I noticed the image size is 2KB. The image size on the phone is 40KB. I copied the image that was generated from the web browser to the phone, and I was able to view it.
Am I missing something for the phone? Does the logic work the same on the phone?
string mappath = Server.MapPath("~/TestData/test.jpg");
Bitmap bitmap = new Bitmap(mappath);
using (MemoryStream ms = new MemoryStream())
Response.BufferOutput = false; HttpContext.Current.Response.Clear();
HttpContext.Current.Response.ContentType = "image/jpeg";
bitmap.SetPixel(10, 10, Color.Red);
The probable answer is that not all jpegs are the same: some have more aggressive compression applied.
Rather than loading the image as a bitmap, then sending that down, try reading the file using File.ReadAllBytes and send it directly to the phone using Response.BinaryWrite instead - see if that improves the size difference. Then try again, changing your single pixel and writing it to a new file server side both before and after.
Thank you for your suggestion I will try it out today. I was able to view the file that was downloaded to the phone. The file contains the current html page instead of the image. Do you why it download the current html page instead of the image?
I tried your suggestion to use file.ReadAllBytes, and send it directly using Response.BinaryWrite. The result was the same. It downloaded the current HTML page instead of the image. The image file is very small.
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