This blog
post
appears to descibe what you are seeing, and the proposed solution was to
create an implementation of Stream that wraps another
stream.
The Dispose method of this wrapper class needs to release the wrapped stream,
so that it can be garbage collected. once the BitmapImage is initialised with
this wrapper stream, the wrapper stream can be disposed, releasing the
underlying stream, and allowing the large byte array itself to be freed.
The BitmapImage keeps a reference to the source stream so it keeps the
MemoryStream object alive. Unfortunately, even though MemoryStream.Dispose
has been invoked, it doesn’t release the byte array that the memory stream
wraps. So, in this case, bitmap is referencing stream, which is referencing
buffer, which may be taking up a lot of space on the large object heap.
There isn’t a true memory leak; when there are no more references to bitmap,
all these objects will (eventually) be garbage collected. But since bitmap
has already made its own private copy of the image (for rendering), it seems
rather wasteful to have the now-unnecessary original copy of the bitmap
still in memory.
Also, what version of .NET are you using? Prior to .NET 3.5 SP1, there was a
known issue where a BitmapImage could cause a memory
leak. The workaround was to call
Freeze on the
BitmapImage.



