Screen recorder producing huge AVI files
up vote
7
down vote
favorite
I'm currently trying to make a screen recorder in C#, and so far it works but the problem is that something as simple as a 20second video will take about 1GB of space. I have it setup so a timer continuously takes screenshots with this method:
void takeScreenshot()
{
Rectangle bounds = Screen.FromControl(this).Bounds;
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}
And then it stores those pictures in a temporary folder in the D://
drive, and then when it's done it takes all the pictures and creates an AVI video out of them like this:
//Set bounds of video to screen size:
Rectangle bounds = Screen.FromControl(this).Bounds;
int width = bounds.Width;
int height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
//Create new video file:
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
//Make each screenshot into a video frame:
foreach (var imageLocation in inputImageSequence)
{
Bitmap imageFrame = System.Drawing.Image.FromFile(imageLocation) as Bitmap;
vFWriter.WriteVideoFrame(imageFrame);
imageFrame.Dispose();
}
vFWriter.Close();
}
//Delete the screenshots and temporary folder:
DeletePath(path);
Any help on reducing the inefficiency of this is appreciated, I'm fairly new to this kind of programming.
c# compression video
New contributor
add a comment |
up vote
7
down vote
favorite
I'm currently trying to make a screen recorder in C#, and so far it works but the problem is that something as simple as a 20second video will take about 1GB of space. I have it setup so a timer continuously takes screenshots with this method:
void takeScreenshot()
{
Rectangle bounds = Screen.FromControl(this).Bounds;
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}
And then it stores those pictures in a temporary folder in the D://
drive, and then when it's done it takes all the pictures and creates an AVI video out of them like this:
//Set bounds of video to screen size:
Rectangle bounds = Screen.FromControl(this).Bounds;
int width = bounds.Width;
int height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
//Create new video file:
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
//Make each screenshot into a video frame:
foreach (var imageLocation in inputImageSequence)
{
Bitmap imageFrame = System.Drawing.Image.FromFile(imageLocation) as Bitmap;
vFWriter.WriteVideoFrame(imageFrame);
imageFrame.Dispose();
}
vFWriter.Close();
}
//Delete the screenshots and temporary folder:
DeletePath(path);
Any help on reducing the inefficiency of this is appreciated, I'm fairly new to this kind of programming.
c# compression video
New contributor
add a comment |
up vote
7
down vote
favorite
up vote
7
down vote
favorite
I'm currently trying to make a screen recorder in C#, and so far it works but the problem is that something as simple as a 20second video will take about 1GB of space. I have it setup so a timer continuously takes screenshots with this method:
void takeScreenshot()
{
Rectangle bounds = Screen.FromControl(this).Bounds;
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}
And then it stores those pictures in a temporary folder in the D://
drive, and then when it's done it takes all the pictures and creates an AVI video out of them like this:
//Set bounds of video to screen size:
Rectangle bounds = Screen.FromControl(this).Bounds;
int width = bounds.Width;
int height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
//Create new video file:
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
//Make each screenshot into a video frame:
foreach (var imageLocation in inputImageSequence)
{
Bitmap imageFrame = System.Drawing.Image.FromFile(imageLocation) as Bitmap;
vFWriter.WriteVideoFrame(imageFrame);
imageFrame.Dispose();
}
vFWriter.Close();
}
//Delete the screenshots and temporary folder:
DeletePath(path);
Any help on reducing the inefficiency of this is appreciated, I'm fairly new to this kind of programming.
c# compression video
New contributor
I'm currently trying to make a screen recorder in C#, and so far it works but the problem is that something as simple as a 20second video will take about 1GB of space. I have it setup so a timer continuously takes screenshots with this method:
void takeScreenshot()
{
Rectangle bounds = Screen.FromControl(this).Bounds;
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
//Dispose of bitmap:
bitmap.Dispose();
}
}
And then it stores those pictures in a temporary folder in the D://
drive, and then when it's done it takes all the pictures and creates an AVI video out of them like this:
//Set bounds of video to screen size:
Rectangle bounds = Screen.FromControl(this).Bounds;
int width = bounds.Width;
int height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
//Create new video file:
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
//Make each screenshot into a video frame:
foreach (var imageLocation in inputImageSequence)
{
Bitmap imageFrame = System.Drawing.Image.FromFile(imageLocation) as Bitmap;
vFWriter.WriteVideoFrame(imageFrame);
imageFrame.Dispose();
}
vFWriter.Close();
}
//Delete the screenshots and temporary folder:
DeletePath(path);
Any help on reducing the inefficiency of this is appreciated, I'm fairly new to this kind of programming.
c# compression video
c# compression video
New contributor
New contributor
edited Nov 28 at 7:24
t3chb0t
33.8k746108
33.8k746108
New contributor
asked Nov 28 at 3:26
BenCompSci
363
363
New contributor
New contributor
add a comment |
add a comment |
3 Answers
3
active
oldest
votes
up vote
11
down vote
takeScreenshot()
- Based on the .NET Naming Guidelines methods should be named using
PascalCase
casingtakeScreenshot()
=>TakeScreenshot()
- You are enclosing the usage of the
Bitmap
inside ausing
statement which is the way to go but callingDispose()
on thatBitmap
is superfluous because that is what ausing
statement is doing.
If you have two
using
statements without any code between you can stack them which saves one level of indentation like so (already removed theDispose()
)
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
}
- Comments should explain why something is done in the way it is done. Let the code itself tell what is done by using meaningful named things. In this way your comments won't lie like e.g
//Create and save screenshot:
which isn't what that code does. Saving yes but no creating of a screenshot is taking place.
Creating the video
- Try to be consistent. Here you create a
Bitmap
and callDispose()
instead of using ausing
statement. In addition, sometime you usevar
and sometimes you use the concrete type although the type is seen at first glance. - If you are using the
as
operator you should always add anull
check for that object because anas
operator won't throw an exception but the resulting object may benull
which will trigger an exception somewhere else.
Implementing these points will look like this:
Rectangle bounds = Screen.FromControl(this).Bounds;
var width = bounds.Width;
var height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
foreach (var imageLocation in inputImageSequence)
{
using(var imageFrame = (Bitmap)System.Drawing.Image.FromFile(imageLocation))
{
vFWriter.WriteVideoFrame(imageFrame);
}
}
vFWriter.Close();
}
DeletePath(path);
My guess about the big file size is that you are using the VideoCodec.Raw
. Try to change it to some other codec and see if this helps.
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
add a comment |
up vote
7
down vote
You could write the screenshots directly to the video stream. This could save you a lot of disk space depending on your capture time.
To make the video file smaller you need to use a codec that compresses the output like MPEG-4.
Finally you could encapsulate the recording in its own class:
public sealed class ScreenRecorder : IDisposable
{
private readonly VideoFileWriter videoFileWriter = new VideoFileWriter();
private readonly string videoFilePath;
private readonly Rectangle bounds;
public ScreenRecorder(string videoFilePath, Rectangle bounds, int frameRate = 5, VideoCodec videoCodec = VideoCodec.MPEG4)
{
if (string.IsNullOrWhiteSpace(videoFilePath))
{
throw new ArgumentException("Must be a valid filename", nameof(videoFilePath));
}
if(frameRate < 1)
{
throw new ArgumentOutOfRangeException(nameof(frameRate));
}
this.videoFilePath = videoFilePath;
this.bounds = bounds;
videoFileWriter.Open(videoFilePath, bounds.Width, bounds.Height, frameRate, videoCodec);
}
public void TakeScreenshot()
{
if (disposed)
{
throw new ObjectDisposedException(nameof(ScreenRecorder));
}
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
videoFileWriter.WriteVideoFrame(bitmap);
}
}
public void Stop() => Dispose();
#region IDisposable Support
private bool disposed = false; // To detect redundant calls
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
videoFileWriter.Dispose();
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
add a comment |
up vote
3
down vote
Using string concatenation for creating file paths opens you up to a whole lot of headache. Should you use /
, //
, or
\
? The answer depends on the environment you are running in. Luckily, the Path
class can do all this logic for us:
Instead of
path + "//screenshot-" + fileCount + ".jpeg";
you could do
Path.Combine(path, $"screenshot-{fileCount}.jpeg");
and instead of
outputPath+"//video.avi"
Path.Combine(outputPath, "video.avi")
This way you don't have to worry about using the right fileseparator.
add a comment |
3 Answers
3
active
oldest
votes
3 Answers
3
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
11
down vote
takeScreenshot()
- Based on the .NET Naming Guidelines methods should be named using
PascalCase
casingtakeScreenshot()
=>TakeScreenshot()
- You are enclosing the usage of the
Bitmap
inside ausing
statement which is the way to go but callingDispose()
on thatBitmap
is superfluous because that is what ausing
statement is doing.
If you have two
using
statements without any code between you can stack them which saves one level of indentation like so (already removed theDispose()
)
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
}
- Comments should explain why something is done in the way it is done. Let the code itself tell what is done by using meaningful named things. In this way your comments won't lie like e.g
//Create and save screenshot:
which isn't what that code does. Saving yes but no creating of a screenshot is taking place.
Creating the video
- Try to be consistent. Here you create a
Bitmap
and callDispose()
instead of using ausing
statement. In addition, sometime you usevar
and sometimes you use the concrete type although the type is seen at first glance. - If you are using the
as
operator you should always add anull
check for that object because anas
operator won't throw an exception but the resulting object may benull
which will trigger an exception somewhere else.
Implementing these points will look like this:
Rectangle bounds = Screen.FromControl(this).Bounds;
var width = bounds.Width;
var height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
foreach (var imageLocation in inputImageSequence)
{
using(var imageFrame = (Bitmap)System.Drawing.Image.FromFile(imageLocation))
{
vFWriter.WriteVideoFrame(imageFrame);
}
}
vFWriter.Close();
}
DeletePath(path);
My guess about the big file size is that you are using the VideoCodec.Raw
. Try to change it to some other codec and see if this helps.
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
add a comment |
up vote
11
down vote
takeScreenshot()
- Based on the .NET Naming Guidelines methods should be named using
PascalCase
casingtakeScreenshot()
=>TakeScreenshot()
- You are enclosing the usage of the
Bitmap
inside ausing
statement which is the way to go but callingDispose()
on thatBitmap
is superfluous because that is what ausing
statement is doing.
If you have two
using
statements without any code between you can stack them which saves one level of indentation like so (already removed theDispose()
)
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
}
- Comments should explain why something is done in the way it is done. Let the code itself tell what is done by using meaningful named things. In this way your comments won't lie like e.g
//Create and save screenshot:
which isn't what that code does. Saving yes but no creating of a screenshot is taking place.
Creating the video
- Try to be consistent. Here you create a
Bitmap
and callDispose()
instead of using ausing
statement. In addition, sometime you usevar
and sometimes you use the concrete type although the type is seen at first glance. - If you are using the
as
operator you should always add anull
check for that object because anas
operator won't throw an exception but the resulting object may benull
which will trigger an exception somewhere else.
Implementing these points will look like this:
Rectangle bounds = Screen.FromControl(this).Bounds;
var width = bounds.Width;
var height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
foreach (var imageLocation in inputImageSequence)
{
using(var imageFrame = (Bitmap)System.Drawing.Image.FromFile(imageLocation))
{
vFWriter.WriteVideoFrame(imageFrame);
}
}
vFWriter.Close();
}
DeletePath(path);
My guess about the big file size is that you are using the VideoCodec.Raw
. Try to change it to some other codec and see if this helps.
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
add a comment |
up vote
11
down vote
up vote
11
down vote
takeScreenshot()
- Based on the .NET Naming Guidelines methods should be named using
PascalCase
casingtakeScreenshot()
=>TakeScreenshot()
- You are enclosing the usage of the
Bitmap
inside ausing
statement which is the way to go but callingDispose()
on thatBitmap
is superfluous because that is what ausing
statement is doing.
If you have two
using
statements without any code between you can stack them which saves one level of indentation like so (already removed theDispose()
)
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
}
- Comments should explain why something is done in the way it is done. Let the code itself tell what is done by using meaningful named things. In this way your comments won't lie like e.g
//Create and save screenshot:
which isn't what that code does. Saving yes but no creating of a screenshot is taking place.
Creating the video
- Try to be consistent. Here you create a
Bitmap
and callDispose()
instead of using ausing
statement. In addition, sometime you usevar
and sometimes you use the concrete type although the type is seen at first glance. - If you are using the
as
operator you should always add anull
check for that object because anas
operator won't throw an exception but the resulting object may benull
which will trigger an exception somewhere else.
Implementing these points will look like this:
Rectangle bounds = Screen.FromControl(this).Bounds;
var width = bounds.Width;
var height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
foreach (var imageLocation in inputImageSequence)
{
using(var imageFrame = (Bitmap)System.Drawing.Image.FromFile(imageLocation))
{
vFWriter.WriteVideoFrame(imageFrame);
}
}
vFWriter.Close();
}
DeletePath(path);
My guess about the big file size is that you are using the VideoCodec.Raw
. Try to change it to some other codec and see if this helps.
takeScreenshot()
- Based on the .NET Naming Guidelines methods should be named using
PascalCase
casingtakeScreenshot()
=>TakeScreenshot()
- You are enclosing the usage of the
Bitmap
inside ausing
statement which is the way to go but callingDispose()
on thatBitmap
is superfluous because that is what ausing
statement is doing.
If you have two
using
statements without any code between you can stack them which saves one level of indentation like so (already removed theDispose()
)
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
//Create and save screenshot:
string name = path + "//screenshot-" + fileCount + ".jpeg";
bitmap.Save(name, ImageFormat.Jpeg);
inputImageSequence.Add(name);
fileCount++;
}
- Comments should explain why something is done in the way it is done. Let the code itself tell what is done by using meaningful named things. In this way your comments won't lie like e.g
//Create and save screenshot:
which isn't what that code does. Saving yes but no creating of a screenshot is taking place.
Creating the video
- Try to be consistent. Here you create a
Bitmap
and callDispose()
instead of using ausing
statement. In addition, sometime you usevar
and sometimes you use the concrete type although the type is seen at first glance. - If you are using the
as
operator you should always add anull
check for that object because anas
operator won't throw an exception but the resulting object may benull
which will trigger an exception somewhere else.
Implementing these points will look like this:
Rectangle bounds = Screen.FromControl(this).Bounds;
var width = bounds.Width;
var height = bounds.Height;
var framRate = 5;
using (var vFWriter = new VideoFileWriter())
{
vFWriter.Open(outputPath+"//video.avi", width, height, framRate, VideoCodec.Raw);
foreach (var imageLocation in inputImageSequence)
{
using(var imageFrame = (Bitmap)System.Drawing.Image.FromFile(imageLocation))
{
vFWriter.WriteVideoFrame(imageFrame);
}
}
vFWriter.Close();
}
DeletePath(path);
My guess about the big file size is that you are using the VideoCodec.Raw
. Try to change it to some other codec and see if this helps.
edited Nov 28 at 13:02
Glorfindel
2541614
2541614
answered Nov 28 at 5:43
Heslacher
44.7k460155
44.7k460155
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
add a comment |
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
@Glorfindel thanks for the edits.
– Heslacher
Nov 28 at 13:03
add a comment |
up vote
7
down vote
You could write the screenshots directly to the video stream. This could save you a lot of disk space depending on your capture time.
To make the video file smaller you need to use a codec that compresses the output like MPEG-4.
Finally you could encapsulate the recording in its own class:
public sealed class ScreenRecorder : IDisposable
{
private readonly VideoFileWriter videoFileWriter = new VideoFileWriter();
private readonly string videoFilePath;
private readonly Rectangle bounds;
public ScreenRecorder(string videoFilePath, Rectangle bounds, int frameRate = 5, VideoCodec videoCodec = VideoCodec.MPEG4)
{
if (string.IsNullOrWhiteSpace(videoFilePath))
{
throw new ArgumentException("Must be a valid filename", nameof(videoFilePath));
}
if(frameRate < 1)
{
throw new ArgumentOutOfRangeException(nameof(frameRate));
}
this.videoFilePath = videoFilePath;
this.bounds = bounds;
videoFileWriter.Open(videoFilePath, bounds.Width, bounds.Height, frameRate, videoCodec);
}
public void TakeScreenshot()
{
if (disposed)
{
throw new ObjectDisposedException(nameof(ScreenRecorder));
}
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
videoFileWriter.WriteVideoFrame(bitmap);
}
}
public void Stop() => Dispose();
#region IDisposable Support
private bool disposed = false; // To detect redundant calls
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
videoFileWriter.Dispose();
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
add a comment |
up vote
7
down vote
You could write the screenshots directly to the video stream. This could save you a lot of disk space depending on your capture time.
To make the video file smaller you need to use a codec that compresses the output like MPEG-4.
Finally you could encapsulate the recording in its own class:
public sealed class ScreenRecorder : IDisposable
{
private readonly VideoFileWriter videoFileWriter = new VideoFileWriter();
private readonly string videoFilePath;
private readonly Rectangle bounds;
public ScreenRecorder(string videoFilePath, Rectangle bounds, int frameRate = 5, VideoCodec videoCodec = VideoCodec.MPEG4)
{
if (string.IsNullOrWhiteSpace(videoFilePath))
{
throw new ArgumentException("Must be a valid filename", nameof(videoFilePath));
}
if(frameRate < 1)
{
throw new ArgumentOutOfRangeException(nameof(frameRate));
}
this.videoFilePath = videoFilePath;
this.bounds = bounds;
videoFileWriter.Open(videoFilePath, bounds.Width, bounds.Height, frameRate, videoCodec);
}
public void TakeScreenshot()
{
if (disposed)
{
throw new ObjectDisposedException(nameof(ScreenRecorder));
}
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
videoFileWriter.WriteVideoFrame(bitmap);
}
}
public void Stop() => Dispose();
#region IDisposable Support
private bool disposed = false; // To detect redundant calls
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
videoFileWriter.Dispose();
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
add a comment |
up vote
7
down vote
up vote
7
down vote
You could write the screenshots directly to the video stream. This could save you a lot of disk space depending on your capture time.
To make the video file smaller you need to use a codec that compresses the output like MPEG-4.
Finally you could encapsulate the recording in its own class:
public sealed class ScreenRecorder : IDisposable
{
private readonly VideoFileWriter videoFileWriter = new VideoFileWriter();
private readonly string videoFilePath;
private readonly Rectangle bounds;
public ScreenRecorder(string videoFilePath, Rectangle bounds, int frameRate = 5, VideoCodec videoCodec = VideoCodec.MPEG4)
{
if (string.IsNullOrWhiteSpace(videoFilePath))
{
throw new ArgumentException("Must be a valid filename", nameof(videoFilePath));
}
if(frameRate < 1)
{
throw new ArgumentOutOfRangeException(nameof(frameRate));
}
this.videoFilePath = videoFilePath;
this.bounds = bounds;
videoFileWriter.Open(videoFilePath, bounds.Width, bounds.Height, frameRate, videoCodec);
}
public void TakeScreenshot()
{
if (disposed)
{
throw new ObjectDisposedException(nameof(ScreenRecorder));
}
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
videoFileWriter.WriteVideoFrame(bitmap);
}
}
public void Stop() => Dispose();
#region IDisposable Support
private bool disposed = false; // To detect redundant calls
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
videoFileWriter.Dispose();
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
You could write the screenshots directly to the video stream. This could save you a lot of disk space depending on your capture time.
To make the video file smaller you need to use a codec that compresses the output like MPEG-4.
Finally you could encapsulate the recording in its own class:
public sealed class ScreenRecorder : IDisposable
{
private readonly VideoFileWriter videoFileWriter = new VideoFileWriter();
private readonly string videoFilePath;
private readonly Rectangle bounds;
public ScreenRecorder(string videoFilePath, Rectangle bounds, int frameRate = 5, VideoCodec videoCodec = VideoCodec.MPEG4)
{
if (string.IsNullOrWhiteSpace(videoFilePath))
{
throw new ArgumentException("Must be a valid filename", nameof(videoFilePath));
}
if(frameRate < 1)
{
throw new ArgumentOutOfRangeException(nameof(frameRate));
}
this.videoFilePath = videoFilePath;
this.bounds = bounds;
videoFileWriter.Open(videoFilePath, bounds.Width, bounds.Height, frameRate, videoCodec);
}
public void TakeScreenshot()
{
if (disposed)
{
throw new ObjectDisposedException(nameof(ScreenRecorder));
}
using (Bitmap bitmap = new Bitmap(bounds.Width, bounds.Height))
{
using (Graphics g = Graphics.FromImage(bitmap))
{
//Add screen to bitmap:
g.CopyFromScreen(new Point(bounds.Left, bounds.Top), Point.Empty, bounds.Size);
}
videoFileWriter.WriteVideoFrame(bitmap);
}
}
public void Stop() => Dispose();
#region IDisposable Support
private bool disposed = false; // To detect redundant calls
void Dispose(bool disposing)
{
if (!disposed)
{
if (disposing)
{
videoFileWriter.Dispose();
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
}
#endregion
}
edited Nov 28 at 10:19
answered Nov 28 at 9:33
Johnbot
2,169716
2,169716
add a comment |
add a comment |
up vote
3
down vote
Using string concatenation for creating file paths opens you up to a whole lot of headache. Should you use /
, //
, or
\
? The answer depends on the environment you are running in. Luckily, the Path
class can do all this logic for us:
Instead of
path + "//screenshot-" + fileCount + ".jpeg";
you could do
Path.Combine(path, $"screenshot-{fileCount}.jpeg");
and instead of
outputPath+"//video.avi"
Path.Combine(outputPath, "video.avi")
This way you don't have to worry about using the right fileseparator.
add a comment |
up vote
3
down vote
Using string concatenation for creating file paths opens you up to a whole lot of headache. Should you use /
, //
, or
\
? The answer depends on the environment you are running in. Luckily, the Path
class can do all this logic for us:
Instead of
path + "//screenshot-" + fileCount + ".jpeg";
you could do
Path.Combine(path, $"screenshot-{fileCount}.jpeg");
and instead of
outputPath+"//video.avi"
Path.Combine(outputPath, "video.avi")
This way you don't have to worry about using the right fileseparator.
add a comment |
up vote
3
down vote
up vote
3
down vote
Using string concatenation for creating file paths opens you up to a whole lot of headache. Should you use /
, //
, or
\
? The answer depends on the environment you are running in. Luckily, the Path
class can do all this logic for us:
Instead of
path + "//screenshot-" + fileCount + ".jpeg";
you could do
Path.Combine(path, $"screenshot-{fileCount}.jpeg");
and instead of
outputPath+"//video.avi"
Path.Combine(outputPath, "video.avi")
This way you don't have to worry about using the right fileseparator.
Using string concatenation for creating file paths opens you up to a whole lot of headache. Should you use /
, //
, or
\
? The answer depends on the environment you are running in. Luckily, the Path
class can do all this logic for us:
Instead of
path + "//screenshot-" + fileCount + ".jpeg";
you could do
Path.Combine(path, $"screenshot-{fileCount}.jpeg");
and instead of
outputPath+"//video.avi"
Path.Combine(outputPath, "video.avi")
This way you don't have to worry about using the right fileseparator.
answered Nov 28 at 14:22
JAD
6491320
6491320
add a comment |
add a comment |
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