How to solve Exe Bad access when changing device to ipad retina - iphone

we are developing ipad app,i am comparing two images through this code:
-(BOOL) compareTwoImages:(UIImage *) firstImage SecondImage:(UIImage *) secondImage
{
int count=0;
int match=0;
int mismatch=0;
// UIColor* color = nil;
CGImageRef inImage = [firstImage CGImage];
CGImageRef outImage =[secondImage CGImage];
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];//this method creates context
CGContextRef cgctx1 = [self createARGBBitmapContextFromImage:outImage];
if (cgctx == NULL) { return NO; /* error */ }
else if (cgctx1 == NULL) { return NO; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextFlush(cgctx);
CGContextFlush(cgctx1);
CGContextDrawImage(cgctx, rect, inImage);
CGContextDrawImage(cgctx1, rect, outImage);
CGContextFlush(cgctx);
CGContextFlush(cgctx1);
CGContextFlush(cgctx);
CGContextFlush(cgctx1);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
unsigned char* data1 = CGBitmapContextGetData (cgctx1);
if ((data != NULL)&&(data1 != NULL))
{
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
for( int yy=0;yy<h;yy++)
{
for (int xx=0; xx<w; xx++)
{
int offset = 4*((w*round(yy))+round(xx));
int alpha = data[offset];
int alpha1 = data1[offset];**//it is giving bad access here and finally crashing**
if( alpha >1 )
{
count++;
if( alpha1 > 1 )
{
match++;
}
}
if( (alpha1 >1 )&& (alpha < 1))
{
mismatch++;
}
// NSLog(#"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
}
}
}
// When finished, release the context
CGContextRelease(cgctx);
CGContextRelease(cgctx1);
// Free image data memory for the context
if (data) { free(data); }
if (data1) { free(data1); }
int matchPer =(int) (( (float) match/count)*100);
int misMatchPer =(int) (( (float) mismatch/count)*100);
NSLog(#"number of match px :%d mismatch px :%d total count :%d precntage %d mismathc per %d",match,mismatch,count,matchPer,misMatchPer);
if(( matchPer>70)&&(misMatchPer <2000)) {//do anything}
its is working fine in ipad when i am comparing images through this code but creating problem when i am selecting simulator hardware >>ipad retina....
i tried to catch this bad access through intruments>>zombies but unable to catch why it is crashing...

Just a thought: Are you changing the Simulator to iPad Retina while the app is already running in Simulator? If this is the case, you don't have to worry about the crash. This happens because you are abruptly trying to stop the execution of the app (any running app quits when you change the simulator version) instead of stopping it properly from Xcode.

Related

Image Circular Wrap in iOS

I have a problem - I want to create a circular wrap function which will wrap an image as depicted below:
This is available in OSX however is not available on iOS.
My logic so far has been:
Split the image up into x sections and for each section:
Rotate alpha degrees
Scale the image in the x axis to create a diamond shaped 'warped' effect of the image
Rotate back 90 - atan((h / 2) / (w / 2))
Translate the offset
My problem is that this seems inaccurate and I have been unable to mathematically figure out how to do this correctly - any help would be massively appreciated.
Link to OSX docs for CICircularWrap:
https://developer.apple.com/library/archive/documentation/GraphicsImaging/Reference/CoreImageFilterReference/index.html#//apple_ref/doc/filter/ci/CICircularWrap
Since CICircularWrap is not supported on iOS (EDIT: it is now - check answer below), one has to code his own effect for now. Probably the simplest way is to compute the transformation from polar to cartesian coordinate systems and then interpolate from the source image. I've come up with this simple (and frankly quite slow - it can be much optimised) algorithm:
#import <QuartzCore/QuartzCore.h>
CGContextRef CreateARGBBitmapContext (size_t pixelsWide, size_t pixelsHigh)
{
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (int)(pixelsWide * 4);
bitmapByteCount = (int)(bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}
CGImageRef circularWrap(CGImageRef inImage,CGFloat bottomRadius, CGFloat topRadius, CGFloat startAngle, BOOL clockWise, BOOL interpolate)
{
if(topRadius < 0 || bottomRadius < 0) return NULL;
// Create the bitmap context
int w = (int)CGImageGetWidth(inImage);
int h = (int)CGImageGetHeight(inImage);
//result image side size (always a square image)
int resultSide = 2*MAX(topRadius, bottomRadius);
CGContextRef cgctx1 = CreateARGBBitmapContext(w,h);
CGContextRef cgctx2 = CreateARGBBitmapContext(resultSide,resultSide);
if (cgctx1 == NULL || cgctx2 == NULL)
{
return NULL;
}
// Get image width, height. We'll use the entire image.
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx1, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
int *data1 = CGBitmapContextGetData (cgctx1);
int *data2 = CGBitmapContextGetData (cgctx2);
int resultImageSize = resultSide*resultSide;
double temp;
for(int *p = data2, pos = 0;pos<resultImageSize;p++,pos++)
{
*p = 0;
int x = pos%resultSide-resultSide/2;
int y = -pos/resultSide+resultSide/2;
CGFloat phi = modf(((atan2(x, y)+startAngle)/2.0/M_PI+0.5),&temp);
if(!clockWise) phi = 1-phi;
phi*=w;
CGFloat r = ((sqrtf(x*x+y*y))-topRadius)*h/(bottomRadius-topRadius);
if(phi>=0 && phi<w && r>=0 && r<h)
{
if(!interpolate || phi >= w-1 || r>=h-1)
{
//pick the closest pixel
*p = data1[(int)r*w+(int)phi];
}
else
{
double dphi = modf(phi, &temp);
double dr = modf(r, &temp);
int8_t* c00 = (int8_t*)(data1+(int)r*w+(int)phi);
int8_t* c01 = (int8_t*)(data1+(int)r*w+(int)phi+1);
int8_t* c10 = (int8_t*)(data1+(int)r*w+w+(int)phi);
int8_t* c11 = (int8_t*)(data1+(int)r*w+w+(int)phi+1);
//interpolate components separately
for(int component = 0; component < 4; component++)
{
double avg = ((*c00 & 0xFF)*(1-dphi)+(*c01 & 0xFF)*dphi)*(1-dr)+((*c10 & 0xFF)*(1-dphi)+(*c11 & 0xFF)*dphi)*dr;
*p += (((int)(avg))<<(component*8));
c00++; c10++; c01++; c11++;
}
}
}
}
CGImageRef result = CGBitmapContextCreateImage(cgctx2);
// When finished, release the context
CGContextRelease(cgctx1);
CGContextRelease(cgctx2);
// Free image data memory for the context
if (data1) free(data1);
if (data2) free(data2);
return result;
}
Use the circularWrap function with parameters:
CGImageRef inImage the source image
CGFloat bottomRadius the bottom side of the source image will transform into a circle with this radius
CGFloat topRadius the same for the top side of the source image, this can be larger or smaler than the bottom radius. (results in wraping around top/bottom of the image)
CGFloat startAngle the angle in which the left and right sides of the source image will transform. BOOL clockWise direction of rendering
BOOL interpolate a simple anti-aliasing algorithm. Only the inside of the image is interpolated
some samples (top left is the source image):
with code:
image1 = [UIImage imageWithCGImage:circularWrap(sourceImage.CGImage,0,300,0,YES,NO)];
image2 = [UIImage imageWithCGImage:circularWrap(sourceImage.CGImage,100,300,M_PI_2,NO,YES)];
image3 = [UIImage imageWithCGImage:circularWrap(sourceImage.CGImage,300,200,M_PI_4,NO,YES)];
image4 = [UIImage imageWithCGImage:circularWrap(sourceImage.CGImage,250,300,0,NO,NO)];
enjoy! :)
Apple have added CICircularWrap to iOS 9
https://developer.apple.com/library/mac/documentation/GraphicsImaging/Reference/CoreImageFilterReference/index.html#//apple_ref/doc/filter/ci/CICircularWrap
Wraps an image around a transparent circle.
Localized Display Name
Circular Wrap Distortion
Availability
Available in OS X v10.5 and later and in iOS 9 and later.

iPhone App - Display pixel data present in buffer on screen

I have the source code for a video decoder application written in C, which I'm now porting on iphone.
My problem is as follows:
I have RGBA pixel data for a frame in a buffer that I need to display on the screen. My buffer is of type unsigned char. (I cannot change it to any other data type as the source code is too huge and not written by me.)
Most of the links I found on the net say about how to "draw and display pixels" on the screen or how to "display pixels present in an array", but none of then say how to "display pixel data present in a buffer".
I'm planning to use quartz 2D. All I need to do is just display the buffer contents on the screen. No modifications! Although my problem sounds very simple, there isn't any API that I could find to do the same. I couldn't find any appropriate link or document that was useful enough.
Kindly help!
Thanks in advance.
You can use the CGContext data structure to create a CGImage from raw pixel data. I've quickly written a basic example:
- (CGImageRef)drawBufferWidth:(size_t)width height:(size_t)height pixels:(void *)pixels
{
unsigned char (*buf)[width][4] = pixels;
static CGColorSpaceRef csp = NULL;
if (!csp) {
csp = CGColorSpaceCreateDeviceRGB();
}
CGContextRef ctx = CGBitmapContextCreate(
buf,
width,
height,
8, // 8 bits per pixel component
width * 4, // 4 bytes per row
csp,
kCGImageAlphaPremultipliedLast
);
CGImageRef img = CGBitmapContextCreateImage(ctx);
CGContextRelease(ctx);
return img;
}
You can call this method like this (I've used a view controller):
- (void)viewDidLoad
{
[super viewDidLoad];
const size_t width = 320;
const size_t height = 460;
unsigned char (*buf)[width][4] = malloc(sizeof(*buf) * height);
// fill up `buf` here
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
buf[y][x][0] = x * 255 / width;
buf[y][x][1] = y * 255 / height;
buf[y][x][2] = 0;
buf[y][x][3] = 255;
}
}
CGImageRef img = [self drawBufferWidth:320 height:460 pixels:buf];
self.imageView.image = [UIImage imageWithCGImage:img];
CGImageRelease(img);
}

convert image to pixels format and back to UIImage format changes image in iPhone

I have firstly convert the image to raw pixels and again convert the pixels back to UIImage, after converting the image it changes it color and also become some transparent, I have tried a lot but not able to get the problem. Here is my code:
-(UIImage*)markPixels:(NSMutableArray*)pixels OnImage:(UIImage*)image{
CGImageRef inImage = image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
int r = 3;
int p = 2*r+1;
unsigned char* data = CGBitmapContextGetData (cgctx);
int i = 0;
while (data[i]&&data[i+1]) {
// NSLog(#"%d",pixels[i]);
i++;
}
NSLog(#"%d %zd %zd",i,w,h);
NSLog(#"%ld",sizeof(CGBitmapContextGetData (cgctx)));
for(int i = 0; i< pixels.count-1 ; i++){
NSValue*touch1 = [pixels objectAtIndex:i];
NSValue*touch2 = [pixels objectAtIndex:i+1];
NSArray *linePoints = [self returnLinePointsBetweenPointA:[touch1 CGPointValue] pointB:[touch2 CGPointValue]];
for(NSValue *touch in linePoints){
NSLog(#"point = %#",NSStringFromCGPoint([touch CGPointValue]));
CGPoint location = [touch CGPointValue];
for(int i = -r ; i<p ;i++)
for(int j= -r; j<p;j++)
{
if(i<=0 && j<=0 && i>image.size.height && j>image.size.width)
continue;
NSInteger index = (location.y+i) * w*4 + (location.x+j)* 4;
index = 0;
data[index +3] = 125;
}
}
}
// When finished, release the context
CGContextRelease(cgctx);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGDataProviderRef dp = CGDataProviderCreateWithData(NULL, data, w*h*4, NULL);
CGImageRef img = CGImageCreate(w, h, 8, 32, 4*w, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big, dp, NULL, NO, kCGRenderingIntentDefault);
UIImage* ret_image = [UIImage imageWithCGImage:img];
CGImageRelease(img);
CGColorSpaceRelease(colorSpace);
// Free image data memory for the context
if (data) { free(data); }
return ret_image;
}
First one is original image and second image is after applying this code.
You have to ask the CGImageRef if it uses alpha or not, and the format of the components per pixel - look at all the CGImageGet... functions. Most likely the image is not ARGB but BGRA.
I often create and render pure green images then print out the first pixel to insure I got it right (BGRA -> 0 255 0 255) etc. It really gets confusing with host order etc and alpha first or last (does that mean before host order is applied before or after?)
EDIT: You told the CGDataProviderCreateWithData to use 'kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big', but I don't see you asking the original image for how its configured. My guess is that changing 'kCGBitmapByteOrder32Big' to 'kCGBitmapByteOrder32Little' will fix your problem but the alpha may be wrong too.
Images can have different values for alpha and byte order so you really need to ask the original image how its configured then adapt to that (or remap the bytes in memory to whatever format you want.)

Is there a way to measure skin tone of an object from an iphone app

Im trying to find a way to programme/buy an app to use the iphone to detect someones skin tone against an objective scale using RGB froma phot they take of themselves. Anyone got any pointers?
I think the objections to this are correct - its going to be pretty hard work to calibrate it. However, any solution is going to rely on being able to get the colour of a specific pixel in an image (in this case a UIImageView...)
- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
UIColor* color = nil;
CGImageRef inImage = self.image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
if (data != NULL) {
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((w*round(point.y))+round(point.x));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
NSLog(#"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
This code is from a colourPicker class which carries the following (c)
// Created by markj on 3/6/09.
// Copyright 2009 Mark Johnson. All rights reserved.
The full article is here
http://www.markj.net/iphone-uiimage-pixel-color/

iPhone Objective C: UIImage - Region of Interest

Is there any way to get the min rectangle area which contains all the non-transparent part of an UIImage?
Reading pixel by pixel to check where alpha == 0 ...isn't a good way I believe.
Any better way?
Many thanks for reading
I don't think there's a way to do this without examining the image pixel by pixel. Where are the images coming from? If you control them, you can at least do the pixel by pixel part only once and then either cache the information or distribute it along with the images if people are downloading them.
Okay here is my ugly solution to this problem. I hope there is a better way to do this.
- (CGRect) getROIRect:(UIImage*)pImage {
CGRect roiRect = {{0,0}, {0,0}};
int vMaxX = -999;
int vMinX = 999;
int vMaxY = -999;
int vMinY = 999;
int x,y;
CGImageRef inImage = pImage.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return roiRect; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data ;
BOOL tSet = NO;
data= CGBitmapContextGetData (cgctx);
if (data != NULL) {
for (x=0;x<w;x++) {
for (y=0;y<h;y++) {
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((w*round(y))+round(x));
int alpha = data[offset];
if (alpha > 0) {
tSet = YES;
if (x > vMaxX) {
vMaxX = x;
}
if (x < vMinX) {
vMinX = x;
}
if (y > vMaxY) {
vMaxY = y;
}
if (y < vMinY) {
vMinY = y;
}
}
}
}
}
if (!tSet) {
vMaxX = w;
vMinX = 0;
vMaxY = h;
vMinY = 0;
}
// When finished, release the context
CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
CGRect roiRect2 = {{vMinX,vMinY},{vMaxX - vMinX,vMaxY - vMinY}};
return roiRect2;
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
//colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (bitmapData, pixelsWide, pixelsHigh, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}