I use the imagePickerController to choose an image from the camera roll. I would like to copy that image to an asset catalog like Images.xcassets. How can you do that?
Image xcassets are nothing more than a collection of images coupled with a specific file/directory organisation, and a JSON catalog, so there is nothing difficult in principle in creating them:
create an appropriate directory structure (I will refer to splash images, as they are the one I have more experience about):
myimages.xcassets/
myimages.xcassets/LaunchImage.launchimage
put your images in it
create an appropriate JSON catalog (spoiler: NSJSONSerialization) and again, my example is about splash images:
"images": [
{
"scale": "2x",
"orientation": "portrait",
"minimum-system-version": "7.0",
"filename": "launch_seed_ipad_portrait.png",
"idiom": "ipad",
"extent": "full-screen"
},
[... etc ...]
}
and that's it. Point is, as bundles, image catalogs are more a facility provided to ease image organisation from the Xcode project (for instance, I created them in a context of project automation), and not something meant to be compiled within the app, so your question looks a bit like asking:
how can I create a xib from code
how can I put together a bundle from an app
etc
all operations that can be carried on, if with some considerable effort, but are unlikely to do much good (either because the app cannot use the result, or there are more convenient alternatives).
Hope this helps
SWIFT:
No the app assets, but you could save the image in "Document":
let dirPath = dirPath = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)[0]
let imagePath = (dirPath as NSString).stringByAppendingPathComponent("IMAGE.EXT")
let fileManager = NSFileManager.defaultManager()
do
{
try fileManager.createDirectoryAtPath(imagePath, withIntermediateDirectories: true, attributes: nil)
}
catch _
{
}
if let image: UIImage = UIImage(data: DATA)//OR YOUR SOURCE
{
var imageData: NSData! = UIImagePNGRepresentation(image)
if imageData == nil
{
imageData = UIImageJPEGRepresentation(image, 100)
}
if imageData == nil
{
//DO SOMETHING..
}
imageData!.writeToFile(imagePath, atomically: true)
}
And then load with:
if fileManager.fileExistsAtPath(imagePath)
{
return UIImage(contentsOfFile: imagePath)
}
That works for me, hope it helps!
Related
I am trying to save images in a directory. Images are correctly saved in the right place, but when I inspect these with the path in the finder, all the images are damaged and unsable.
damaged images
Below the static method:
static func writeImageFile(with data: Data, issue: Issue, page: Int, isThumbnail: Bool) throws -> URL {
let url = MediaFileManager.issueImagesDirectoryURL(issue: issue).ensuringDirectoryExists()
let imageURL = url.appendingPathComponent(imageName(for: page, isThumbnail: isThumbnail))
try data.write(to: imageURL)
return url
}
And the call in the class:
DispatchQueue.main.async {
guard let data = result.data else {
self.downloadDidFail(for: result.page)
return
}
do {
let writeImageFile = try MediaFileManager.writeImageFile(with: data, issue: self.issue, page: result.page, isThumbnail: false)
let writeThumbFile = try MediaFileManager.writeImageFile(with: data, issue: self.issue, page: result.page, isThumbnail: true)
print(writeImageFile)
print(writeThumbFile)
} catch let error as NSError {
print(error.localizedDescription)
}
}
I will assume, since you don't quite specify this, that you have a bunch of UIImage objects.
And I also noticed that you want your images to be saved as JPEG, which is no trouble at all, don't worry.
I would go with something like this:
if let image = UIImage(named: "example.png") {
if let data = UIImageJPEGRepresentation(image, 1.0) {
let filename = getDocumentsDirectory().appendingPathComponent("copy.png")
try? data.write(to: filename)
}
}
Where the func getDocumentsDirectory() is the following:
func getDocumentsDirectory() -> URL {
let paths = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)
return paths[0]
}
You might wonder why I used 1.0 for the second parameter in UIImageJPEGRepresentation, well that's the JPEG quality mapped between 0.0 and 1.0 (it's a float).
If you have any details that I am not aware of, please reply and I will try to help accordingly.
Hope it helps you, cheers!
Source: link
Have you tried to load the image to a UIImageView to see if the images are being properly downloaded? imageView.image = UIImage(data: data).
But I also detect that you're saving Data instead of the image, in order to make sure that you're saving an image I would try the following
static func writeImageFile(with data: Data, issue: Issue, page: Int, isThumbnail: Bool) throws -> URL {
let url = MediaFileManager.issueImagesDirectoryURL(issue: issue).ensuringDirectoryExists()
let imageURL = url.appendingPathComponent(imageName(for: page, isThumbnail: isThumbnail))
let image = UIImage(data: data)
let imgData = UIImageJPEGRepresentation(image, 1)
try imgData.write(to: imageURL)
return url
}
Yes, it might have unnecessary steps, worth trying, this way we're making sure that it's saved as Jpeg. But again, I would check if the images are being properly downloaded first.
I'm trying to use an AVAudioPlayerNode to play sounds from the Assets.xcassets asset catalog, but I can't figure out how to do it.
I've been using AVAudioPlayer, which can be initialized with an NSDataAsset like this:
let sound = NSDataAsset(name: "beep")!
do {
let player = try AVAudioPlayer(data: sound.data, fileTypeHint: AVFileTypeWAVE)
player.prepareToPlay()
player.play()
} catch {
print("Failed to create AVAudioPlayer")
}
I want to use an AVAudioPlayerNode instead (for pitch shifting and other reasons). I can create the engine and hook up the node OK:
var engine = AVAudioEngine()
func playSound(named name: String) {
let mixer = engine.mainMixerNode
let playerNode = AVAudioPlayerNode()
engine.attach(playerNode)
engine.connect(playerNode, to: mixer, format: mixer.outputFormat(forBus: 0))
// play the file (this is what I don't know how to do)
}
It looks like the method to use for playing the file is playerNode.scheduleFile(). It takes an AVAudioFile, so I thought I'd try to make one. But the initializer for AVAudioFile wants a URL. As far as I can tell, assets in the asset catalog are not available by URL. I can get the data directly using NSDataAsset, but there doesn't seem to be any way to use it to populate an AVAudioFile.
Is it possible to play sounds from the asset catalog with an AVAudioPlayerNode? And if so, how?
OK so your problem is that you would like to get a URL from a file in your Asset catalog right?
I've looked around but only found this answer
As it says
It basically just gets image from assets, saves its data to disk and return file URL
You should probably change it to look for MP3 files (or WAV or whatever you prefer, maybe that could be an input parameter)
So you could end up with something like:
enum SoundType: String {
case mp3 = "mp3"
case wav = "wav"
}
class AssetExtractor {
static func createLocalUrl(forSoundNamed name: String, ofType type: SoundType = .mp3) -> URL? {
let fileManager = FileManager.default
let cacheDirectory = fileManager.urls(for: .cachesDirectory, in: .userDomainMask)[0]
let url = cacheDirectory.appendingPathComponent("\(name).\(type)")
guard fileManager.fileExists(atPath: url.path) else {
guard
let image = UIImage(named: name),
let data = UIImagePNGRepresentation(image)
else { return nil }
fileManager.createFile(atPath: url.path, contents: data, attributes: nil)
return url
}
return url
}
}
Maybe a bit far fetched but I haven't found any other options.
Hope that helps you.
I'm using KingFisher https://github.com/onevcat/Kingfisher
library so i can cache the images and if there is anyone familiar with it i want some hints.
So i have the following code
let myCache = ImageCache(name: recipesClass.objectId!)
let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)
let optionInfo: KingfisherOptionsInfo = [
.DownloadPriority(0.5),
.CallbackDispatchQueue(queue),
.Transition(ImageTransition.Fade(1)),
.TargetCache(myCache)
]
if let imageFile = recipesClass[RECIPES_COVER] as? PFFile {
let URL = NSURL(string: imageFile.url!)!
cell.coverImage.kf_setImageWithURL(URL, placeholderImage: nil,
optionsInfo: optionInfo,
progressBlock: { receivedSize, totalSize in
print("\(indexPath.row + 1): \(receivedSize)/\(totalSize)")
},
completionHandler: { image, error, cacheType, imageURL in
print("\(indexPath.row + 1): Finished")
})
} else {
cell.coverImage.image = UIImage(named:"logo")
}
When i first enter the View it loads normally the images with this good anymation. But i also have a refresh button which makes a query to Parse and it checks if there is any new Recipe and then it reloads the data from the collection view and it prints "Finished"
Does this means that it downloads the images again? Or it loads them from Cache??
I'm asking because it appends the images in a different way inside the cells rather than the first time that it loads.
Any idea?
P.S. what i want to do is that in each cell i want to cache the image with the object ID of each recipe so when the cell loads and it has the image cached with this unique object id, to load it from cache and not to download it.
try this code:
var imageView:UIImageView!
let mCa = ImageCache(name: "my_cache")
let imagePath = getImagePath("image url")
imageView.kf_setImageWithURL(NSURL(string: imagePath)!,placeholderImage: UIImage(named: "DefaultImageName"),optionsInfo: [.TargetCache(mCa)])
I am trying to load images that I have downloaded using Alamofire to the documents directory. I store the filenames in a Realm database. Once it is time to display the image I take the path to the documents directory and append the filename. This path doesn't seem to work for building a UIImage though.
if let name = playlist.RLMsongs[indexPath.row].name, let imageURL = playlist.RLMsongs[indexPath.row].album?.image?.getImageURL(.SmallImage), let fileName = playlist.RLMsongs[indexPath.row].album?.image?.smallLocalFileName {
cell.songName.text = name
let range = imageURL.rangeOfString("http")
if let theRange = range where theRange.startIndex == imageURL.startIndex { // imageURL starts with "http" (remote url)
cell.albumImage.sd_setImageWithURL(NSURL(string: imageURL), placeholderImage: UIColor.imageFromColor(UIColor.grayColor())) {
_ in
cell.albumImage.fadeIn(completion: nil)
}
} else {
cell.albumImage.image = UIImage(named: fileName) // images still do not load
// tried this first -> cell.albumImage.sd_setImageWithURL(NSURL(fileURLWithPath: imageURL), placeholderImage: UIColor.imageFromColor(UIColor.grayColor()))
}
}
Here is the bit that builds the path (imageURL above):
let documentsDir = NSFileManager.defaultManager().URLsForDirectory(.DocumentDirectory, inDomains: .UserDomainMask)[0]
let path = documentsDir.URLByAppendingPathComponent(localFile).path
return path
As per TiM's recommendation I checked the value of imageURL on a breakpoint and it looks just fine:
imageURL: "/Users/danielnall/Library/Developer/CoreSimulator/Devices/0B8D64B5-9593-4F86-BBD3-E408682C5C0F/data/Containers/Data/Application/011E4805-40EB-4221-9D7D-1C1D64660186/Documents/75.9226ecd6893cb01a306c974d9d8ffd62803109c1.png"
This is the full path on the simulator and is only missing the file schema (file://) which for the use of NSURL fileURLWithPath should be just fine I think.
If you already have the PNG file in Documents then all you need to do is this.
(Assuming that cell.albumImage is UIImageView)
let imageFileName = "75.9226ecd6893cb01a306c974d9d8ffd62803109c1.png"
cell.albumImage.image = UIImage(named: imageFileName)
Check if file exists:
func fileExists(filePath: String) -> Bool {
let filemanager = NSFileManager.defaultManager()
if filemanager.fileExistsAtPath(filePath) {
return true
}
return false
}
I ended up finding the solution to the problem which was unrelated to the direction of this question. Turned out that the issue was in my override of the prepareForReuse method in my UITableViewCell class. Thank you for everyone's suggestions though.
I am trying to create an iOS Photo Extension which compresses images, and this is finishContentEditingWithCompletionHandler function:
func finishContentEditingWithCompletionHandler(completionHandler: ((PHContentEditingOutput!) -> Void)!) {
dispatch_async(dispatch_get_global_queue(CLong(DISPATCH_QUEUE_PRIORITY_DEFAULT), 0)) {
atomically: true)
let url = self.input?.fullSizeImageURL
if let imageUrl = url {
var fullImage = UIImage(contentsOfFile:
imageUrl.path!)
//Just compresses the image
let renderedJPEGData =
UIImageJPEGRepresentation(fullImage, self.comprestionRatioFloat)
var currentFilter = "FakeFilter"
renderedJPEGData.writeToURL(
output.renderedContentURL,
atomically: true)
let archivedData =
NSKeyedArchiver.archivedDataWithRootObject(
currentFilter)
output.adjustmentData = PHAdjustmentData(formatIdentifier:"MyApp.Ext", formatVersion:"1.0", data:archivedData)
}
completionHandler?(output)
// Clean up temporary files, etc.
}
}
When I test it on the device it says "Unable to Save Changes", Is there anything wrong?
Finally I've found out it's because the output image is almost the same as input. A little scaling down the output image fixed the problem.