UPDATE: For the RTM version you have to use SetSourceAsync method of the BitmapImage or WritableBitmap. A synchronous call just blocks the execution.
It seems to be a very common need among the Windows 8 (metro) developers to convert byte array to an IRandomAccessStream (i.e. when you want to set the source of a BitmapImage).
Here is what seems to work:
1) First we declare a wrapper class for a MemoryStream:
class MemoryRandomAccessStream : IRandomAccessStream
{
private Stream m_InternalStream;
public MemoryRandomAccessStream(Stream stream)
{
this.m_InternalStream = stream;
}
public MemoryRandomAccessStream(byte[] bytes)
{
this.m_InternalStream = new MemoryStream(bytes);
}
public IInputStream GetInputStreamAt(ulong position)
{
this.m_InternalStream.Seek((long)position, SeekOrigin.Begin);
return this.m_InternalStream.AsInputStream();
}
public IOutputStream GetOutputStreamAt(ulong position)
{
this.m_InternalStream.Seek((long)position, SeekOrigin.Begin);
return this.m_InternalStream.AsOutputStream();
}
public ulong Size
{
get { return (ulong)this.m_InternalStream.Length; }
set { this.m_InternalStream.SetLength((long)value); }
}
public bool CanRead
{
get { return true; }
}
public bool CanWrite
{
get { return true; }
}
public IRandomAccessStream CloneStream()
{
throw new NotSupportedException();
}
public ulong Position
{
get { return (ulong)this.m_InternalStream.Position; }
}
public void Seek(ulong position)
{
this.m_InternalStream.Seek((long)position, 0);
}
public void Dispose()
{
this.m_InternalStream.Dispose();
}
public Windows.Foundation.IAsyncOperationWithProgress<IBuffer, uint> ReadAsync(IBuffer buffer, uint count, InputStreamOptions options)
{
var inputStream = this.GetInputStreamAt(0);
return inputStream.ReadAsync(buffer, count, options);
}
public Windows.Foundation.IAsyncOperation FlushAsync()
{
var outputStream = this.GetOutputStreamAt(0);
return outputStream.FlushAsync();
}
public Windows.Foundation.IAsyncOperationWithProgress<uint, uint> WriteAsync(IBuffer buffer)
{
var outputStream = this.GetOutputStreamAt(0);
return outputStream.WriteAsync(buffer);
}
}
2) Then you can either use an extension method that will convert the bytes or memory stream (i.e. public static IRandomAccessStream AsRandomAccessStream(this byte[] byteArray) ), or you can directly use this class to convert the byte array to IRandomAccessStream:
// // We create the random access stream MemoryStream stream = new MemoryStream(imageBytes); var randomAccessStream = new MemoryRandomAccessStream(stream); // or // var randomAccessStream = new InMemoryRandomAccessStream(imageBytes); BitmapImage bitmapImage = new BitmapImage(); bitmapImage.SetSourceAsync(randomAccessStream); image.Source = bitmapImage;
Good luck everyone…
.jpg)