Resize UIImage and change the size of UIImageView - iphone

I have this UIImageView and I have the values of its max height and max width. What I want to achieve is that I want to take the image (with any aspect ratio and any resolution) and I want it to fit in the borders, so the picture does not exceed them, but it can shrink them as it wants. (marked red in the picture):
Right now the image fits the necessary size properly, but I have 2 worries:
1. The UIImageView is not equal the size of the resized image, thus leaving red background (and I don't want that)
2. If the image is smaller that the height of my UIImageView it is not resized to be smaller, it stays the same height.
Here's my code and I know its wrong:
UIImage *actualImage = [attachmentsArray lastObject];
UIImageView *attachmentImageNew = [[UIImageView alloc] initWithFrame:CGRectMake(5.5, 6.5, 245, 134)];
attachmentImageNew.image = actualImage;
attachmentImageNew.backgroundColor = [UIColor redColor];
attachmentImageNew.contentMode = UIViewContentModeScaleAspectFit;
So how do I dynamically change the size not only of the UIImageView.image, but of the whole UIImageView, thus making its size totally adjustable to its content. Any help would be much appreciated, thanks!

When you get the width and height of a resized image Get width of a resized image after UIViewContentModeScaleAspectFit, you can resize your imageView:
imageView.frame = CGRectMake(0, 0, resizedWidth, resizedHeight);
imageView.center = imageView.superview.center;
I haven't checked if it works, but I think all should be OK

- (UIImage *)image:(UIImage*)originalImage scaledToSize:(CGSize)size
{
//avoid redundant drawing
if (CGSizeEqualToSize(originalImage.size, size))
{
return originalImage;
}
//create drawing context
UIGraphicsBeginImageContextWithOptions(size, NO, 0.0f);
//draw
[originalImage drawInRect:CGRectMake(0.0f, 0.0f, size.width, size.height)];
//capture resultant image
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
//return image
return image;
}

This is the Swift equivalent for Rajneesh071's answer, using extensions
UIImage {
func scaleToSize(aSize :CGSize) -> UIImage {
if (CGSizeEqualToSize(self.size, aSize)) {
return self
}
UIGraphicsBeginImageContextWithOptions(aSize, false, 0.0)
self.drawInRect(CGRectMake(0.0, 0.0, aSize.width, aSize.height))
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
Usage:
let image = UIImage(named: "Icon")
item.icon = image?.scaleToSize(CGSize(width: 30.0, height: 30.0))

Use the category below and then apply border from Quartz into your image:
[yourimage.layer setBorderColor:[[UIColor whiteColor] CGColor]];
[yourimage.layer setBorderWidth:2];
The category:
UIImage+AutoScaleResize.h
#import <Foundation/Foundation.h>
#interface UIImage (AutoScaleResize)
- (UIImage *)imageByScalingAndCroppingForSize:(CGSize)targetSize;
#end
UIImage+AutoScaleResize.m
#import "UIImage+AutoScaleResize.h"
#implementation UIImage (AutoScaleResize)
- (UIImage *)imageByScalingAndCroppingForSize:(CGSize)targetSize
{
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO)
{
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
{
scaleFactor = widthFactor; // scale to fit height
}
else
{
scaleFactor = heightFactor; // scale to fit width
}
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor)
{
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else
{
if (widthFactor < heightFactor)
{
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
}
UIGraphicsBeginImageContext(targetSize); // this will crop
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
{
NSLog(#"could not scale image");
}
//pop the context to get back to the default
UIGraphicsEndImageContext();
return newImage;
}
#end

If you have the size of the image, why don't you set the frame.size of the image view to be of this size?
EDIT----
Ok, so seeing your comment I propose this:
UIImageView *imageView;
//so let's say you're image view size is set to the maximum size you want
CGFloat maxWidth = imageView.frame.size.width;
CGFloat maxHeight = imageView.frame.size.height;
CGFloat viewRatio = maxWidth / maxHeight;
CGFloat imageRatio = image.size.height / image.size.width;
if (imageRatio > viewRatio) {
CGFloat imageViewHeight = round(maxWidth * imageRatio);
imageView.frame = CGRectMake(0, ceil((self.bounds.size.height - imageViewHeight) / 2.f), maxWidth, imageViewHeight);
}
else if (imageRatio < viewRatio) {
CGFloat imageViewWidth = roundf(maxHeight / imageRatio);
imageView.frame = CGRectMake(ceil((maxWidth - imageViewWidth) / 2.f), 0, imageViewWidth, maxHeight);
} else {
//your image view is already at the good size
}
This code will resize your image view to its image ratio, and also position the image view to the same centre as your "default" position.
PS: I hope you're setting imageView.layer.shouldRasterise = YES
and imageView.layer.rasterizationScale = [UIScreen mainScreen].scale;
if you're using CALayer shadow effect ;) It will greatly improve the performance of your UI.

I think what you want is a different content mode. Try using UIViewContentModeScaleToFill. This will scale the content to fit the size of ur UIImageView by changing the aspect ratio of the content if necessary.
Have a look to the content mode section on the official doc to get a better idea of the different content mode available (it is illustrated with images).

if([[SDWebImageManager sharedManager] diskImageExistsForURL:[NSURL URLWithString:#"URL STRING1"]])
{
NSString *key = [[SDWebImageManager sharedManager] cacheKeyForURL:[NSURL URLWithString:#"URL STRING1"]];
UIImage *tempImage=[self imageWithImage:[[SDImageCache sharedImageCache] imageFromDiskCacheForKey:key] scaledToWidth:cell.imgview.bounds.size.width];
cell.imgview.image=tempImage;
}
else
{
[cell.imgview sd_setImageWithURL:[NSURL URLWithString:#"URL STRING1"] placeholderImage:nil completed:^(UIImage *image, NSError *error, SDImageCacheType cacheType, NSURL *imageURL)
{
UIImage *tempImage=[self imageWithImage:image scaledToWidth:cell.imgview.bounds.size.width];
cell.imgview.image=tempImage;
// [tableView beginUpdates];
// [tableView endUpdates];
}];
}

Related

Adjust UIImage size as per UIImageView size without losing its quality in iOS

I have one image of size 3264 × 2448 and an image view of size 768 × 1024. I want to get an image size equal to the view's size without losing image quality.
I googled for it; AspectFit not giving me proper output. I tried the following code:
- (UIImage *)imageByScalingProportionallyToSize: (CGSize)targetSize {
UIImage *sourceImage = self;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
// this is actually the interesting part:
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
if(newImage == nil) NSLog(#"could not scale image");
return newImage ;
}
Please try below code :
+ (UIImage*)imageWithImage:(UIImage*)image
scaledToSize:(CGSize)newSize;
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
specify your new size as (768,1024) and pass your original image, but make sure your height and width ratio of original image should be same as converted image ratio.
I used this article as reference for some of my projects included image resizing. UIImage+Resize category works pretty well except the significant performance hit until the resized version of image is created.
You may cache the resized version on disk to avoid resizing it again in future. Also I haven't tried yet but you can try resizing image in a background thread to avoid blocking the UI.
The dimensions of the input image isnt a multiple of your UIImageView's dimensions, and thats why aspectFit wont work here (will leave gaps on the sides most likely). if you use scaleToFill your image will warp because again your image dimensions are off. I think you will have to do something about the dimensions of one of these to preserve the image properly.

iOS : Save image with custom resolution

Hi I am try to capture a view then save as an image into Photo Library , but I need create a custom resolution for captured image , here is my code but when app saves the images the resolution is low !
UIGraphicsBeginImageContextWithOptions(self.captureView.bounds.size, self.captureView.opaque, 0.0);
[self.captureView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * screenshot = UIGraphicsGetImageFromCurrentImageContext();
CGRect cropRect = CGRectMake(0 ,0 ,1435 ,1435);
CGImageRef imageRef = CGImageCreateWithImageInRect([screenshot CGImage], cropRect);
CGImageRelease(imageRef);
UIImageWriteToSavedPhotosAlbum(screenshot , nil, nil, nil);
UIGraphicsEndImageContext();
but the resolution in iPhone is : 320 x 320 and retina is : 640 x 640
I would be grateful if you help me to fix this issue .
Your code is pretty close. What you need to do is re-render the screenshot at the custom resolution. I modified your code to do this:
UIView* captureView = self.view;
/* Capture the screen shoot at native resolution */
UIGraphicsBeginImageContextWithOptions(captureView.bounds.size, captureView.opaque, 0.0);
[captureView.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage * screenshot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
/* Render the screen shot at custom resolution */
CGRect cropRect = CGRectMake(0 ,0 ,1435 ,1435);
UIGraphicsBeginImageContextWithOptions(cropRect.size, captureView.opaque, 1.0f);
[screenshot drawInRect:cropRect];
UIImage * customScreenShot = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
/* Save to the photo album */
UIImageWriteToSavedPhotosAlbum(customScreenShot , nil, nil, nil);
Note that if capture view is not square then the image will be distorted. The saved image will always be square and 1435x1435 pixels.
have a look at this answer. The code includes rotation but nonetheless the questioner asked the same question: "How to get a […] image from an UIImageView at its full resolution?"
copied content (in case of deletion or whatever):
- (UIImage *)capturedView
{
float imageScale = sqrtf(powf(self.captureView.transform.a, 2.f) + powf(self.captureView.transform.c, 2.f));
CGFloat widthScale = self.captureView.bounds.size.width / self.captureView.image.size.width;
CGFloat heightScale = self.captureView.bounds.size.height / self.captureView.image.size.height;
float contentScale = MIN(widthScale, heightScale);
float effectiveScale = imageScale * contentScale;
CGSize captureSize = CGSizeMake(enclosingView.bounds.size.width / effectiveScale, enclosingView.bounds.size.height / effectiveScale);
NSLog(#"effectiveScale = %0.2f, captureSize = %#", effectiveScale, NSStringFromCGSize(captureSize));
UIGraphicsBeginImageContextWithOptions(captureSize, YES, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextScaleCTM(context, 1/effectiveScale, 1/effectiveScale);
[enclosingView.layer renderInContext:context];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return img;
}
First get your image in UIImage object. Create your size what ever you want and use following..
UIImage *image = // you image;
CGSize size;
if ([[UIScreen mainScreen] respondsToSelector:#selector(displayLinkWithTarget:selector:)] &&
([UIScreen mainScreen].scale == 2.0)) {
// RETINA DISPLAY
size = CGSizeMake(640, 640);
}
else {
// Non Ratina device
size = CGSizeMake(320, 320);
}
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0, 0, size.width, size.height)];
UIImage *destImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
Now you will get destImage with new resolution.
Hope this is what you are looking for :)
-(UIImage*)processImageRect:(UIImage*)image:(CGSize)sizeToForm {
// Draw image1
UIGraphicsBeginImageContext(CGSizeMake(sizeToForm.width, sizeToForm.height));
[image drawInRect:CGRectMake(0.0, 0.0, sizeToForm.width, sizeToForm.height)];
UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();
return resultingImage;
}
Go with this may solve your issue.
You can use that :
UIImageExtras.h
#interface UIImage (Extras)
-(UIImage*)imageByScalingAndCroppingForSize:(CGSize)targetSize;
#end
UIImageExtras.m
#import "UIImageExtras.h"
#implementation UIImage (Extras)
- (UIImage*)imageByScalingAndCroppingForSize:(CGSize)targetSize
{
//Image de base
UIImage *sourceImage = self;
//Image redimenssionnée
UIImage *newImage = nil;
//Taille de l'image de base
CGSize imageSize = sourceImage.size;
//Longueur et largeur
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
//Dimension désirée
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
//Echelle...
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
//Si taille des image est différentes on redimensionne de facon proportionnelle
if (CGSizeEqualToSize(imageSize, targetSize) == NO)
{
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor; // scale to fit height
else
scaleFactor = heightFactor; // scale to fit width
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
//Centre l'image
if (widthFactor > heightFactor)
{
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else if (widthFactor < heightFactor)
{
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
NSLog(#"could not scale image");
UIGraphicsEndImageContext();
return newImage;
}
#end
This worked for me. I tried with image that i got from Facebook SDK
http://pulkitgoyal.in/resizing-high-resolution-images-on-ios-without-memory-issues/
I think ALAssetRepresentation can help you.
CGSize sizePic = CGSizeMake(320, 460);
UIGraphicsBeginImageContext(sizePic);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *imagePic = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(imagePic, nil, nil, nil);
#import <ImageIO/ImageIO.h>
#import <MobileCoreServices/MobileCoreServices.h>
+ (UIImage *)resizeImage:(UIImage *)image toResolution:(int)resolution {
NSData *imageData = UIImagePNGRepresentation(image);
CGImageSourceRef src = CGImageSourceCreateWithData((__bridge CFDataRef)imageData, NULL);
CFDictionaryRef options = (__bridge CFDictionaryRef) #{
(id) kCGImageSourceCreateThumbnailWithTransform : #YES,
(id) kCGImageSourceCreateThumbnailFromImageAlways : #YES,
(id) kCGImageSourceThumbnailMaxPixelSize : #(resolution)
};
CGImageRef thumbnail = CGImageSourceCreateThumbnailAtIndex(src, 0, options);
CFRelease(src);
UIImage *img = [[UIImage alloc]initWithCGImage:thumbnail];
return img;
}

How to show black empty space in CGContext for iOS

I have an image that is 640x480 pixels and I need to crop and center it into a 596x596 px UIImage. Any empty space should be black (it should be black above and below the image). Right now i'm cropping it like this...
-(UIImage*)cropImage:(UIImage *)theImage toFitSize:(CGSize)theSize
{
CGFloat CROP_X = floorf((theImage.size.width-theSize.width)/2);
CGFloat CROP_Y = floorf((theImage.size.height-theSize.height)/2);
CGRect imageRect = CGRectMake(CROP_X, CROP_Y, theSize.width, theSize.height);
UIGraphicsBeginImageContext(imageRect.size);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 0, 0, 0, 1);
CGRect drawRect = CGRectMake(-imageRect.origin.x, -imageRect.origin.y, theImage.size.width, theImage.size.height);
CGContextClipToRect(context, CGRectMake(0, 0, imageRect.size.width, imageRect.size.height));
[theImage drawInRect:drawRect];
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return finalImage;
}
And I also tried
- (UIImage *)croppedImage:(CGRect)bounds
{
CGImageRef imageRef = CGImageCreateWithImageInRect([self CGImage], bounds);
UIImage *croppedImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
return croppedImage;
}
But the empty space comes out as transparent. How do i do this?
Thanks
Do you really need to alter the image? If you're just going to present the clipped image, you can configure the UIImageView backgroundColor property to get the desired effect.
CGRect largerRect = CGRectMake(/* larger rect */);
CGRect smallerRect = CGRectMake(/* smaller rect */);
UIImage *croppedImage = [self cropImage:largerImage toFitSize:smallerRect];
// make the view the original size
UIImageView *imageView = [[UIImageView alloc] initWithFrame:largerRect];
imageView.image = croppedImage;
// center the cropped image and give it a loud background color
imageView.contentMode = UIViewContentModeCenter;
imageView.backgroundColor = [UIColor redColor];
this is resize image working code you only use resizeimage function and image is resize as you want width height
-`-(UIImage *)resizeImage:(UIImage *)image{
float width = image.size.width;
float height = image.size.height;
float maxSide = 310;
if (width >= height && width > maxSide)
{
width = maxSide;
height = (height*(width/image.size.width));
}
else{
if (height > maxSide)
{
height = maxSide;
width = (width * (height/image.size.height));
}
}
if ((int)width % 2 != 0)
{
width-- ;
}
if ((int)height %2 !=0)
{
height-- ;
}
UIImage *newImage;
if (width != image.size.width)
newImage = [self scaleImage:image ToSize:CGSizeMake(width,height)];
else
newImage = image;
return newImage;}- (UIImage*)scaleImage:(UIImage*)image ToSize:(CGSize)targetSize{
if (image == nil)
return nil;
UIImage *sourceImage = image;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO)
{
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor > heightFactor)
scaleFactor = widthFactor; // scale to fit height
else
scaleFactor = heightFactor; // scale to fit width
scaledWidth = width * scaleFactor;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor > heightFactor)
{
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
}
else
if (widthFactor < heightFactor)
{
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize); // this will crop
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
if(newImage == nil)
{
}
UIGraphicsEndImageContext();
return newImage;
}
`

How can I make the large image into small with as good quality as the original image?

I am using imagview with size of 80X80 to display large image (1024 X 780).
While placing the large image into the imageview, the image looks squeezed, compressed something not like the quality one.
My question is, how can I make the large image into small with as good quality as the original image ?
In the image view, please make the imageview.mode as centre not scale to fit or any other.
I believe this would put ur any scaled image at finest quality in ur 80x80 dimension.
In this case, you should do proper Scaling of the Image that u want to show in the ImageView
- (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize
{
UIImage *sourceImage = chosenImage;
UIImage *newImage = nil;
CGSize imageSize = sourceImage.size;
CGFloat width = imageSize.width;
CGFloat height = imageSize.height;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGFloat scaleFactor = 0.0;
CGFloat scaledWidth = targetWidth;
CGFloat scaledHeight = targetHeight;
CGPoint thumbnailPoint = CGPointMake(0.0,0.0);
if (CGSizeEqualToSize(imageSize, targetSize) == NO) {
CGFloat widthFactor = targetWidth / width;
CGFloat heightFactor = targetHeight / height;
if (widthFactor < heightFactor)
scaleFactor = widthFactor;
else
scaleFactor = heightFactor;
scaledWidth = width * scaleFactor*1;
scaledHeight = height * scaleFactor;
// center the image
if (widthFactor < heightFactor) {
thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5;
} else if (widthFactor > heightFactor) {
thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5;
}
}
UIGraphicsBeginImageContext(targetSize);
CGRect thumbnailRect = CGRectZero;
thumbnailRect.origin = thumbnailPoint;
thumbnailRect.size.width = scaledWidth;
thumbnailRect.size.height = scaledHeight;
[sourceImage drawInRect:thumbnailRect];
newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage ;
}
[imageView setContentMode:UIViewContentModeScaleAspectFill];
You should however consider resizing the image and saving it on the disk if you want to use it more then once.
To resize the image:
The simplest way to resize an UIImage?
UIImage resize (Scale proportion)
UIImage: Resize, then Crop
etc..
Going from 1034x780 into 80x80 is virtually impossible to keep the quality, as there isn't enough space to capture all the details.
You can try to scale it:
+ (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize;
{
UIGraphicsBeginImageContext( newSize );
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
you can set image mode [imageView setContentMode:UIViewContentModeScaleAspectFill];
imageView.autoresizingMask = ( UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight );
[imageView setClipsToBounds:YES];

How to resize the image programmatically in objective-c in iphone

I have an application where I am displaying large images in a small space.
The images are quite large, but I am only displaying them in 100x100 pixel frames.
My app is responding slowly because of the size fo the images I am using.
To improve performance, how can I resize the images programmatically using Objective-C?
Please find the following code.
- (UIImage *)imageWithImage:(UIImage *)image convertToSize:(CGSize)size {
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0, 0, size.width, size.height)];
UIImage *destImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return destImage;
}
This code is for just change image scale not for resizing. You have to set CGSize as your image width and hight so the image will not stretch and it arrange at the middle.
- (UIImage *)imageWithImage:(UIImage *)image scaledToFillSize:(CGSize)size
{
CGFloat scale = MAX(size.width/image.size.width, size.height/image.size.height);
CGFloat width = image.size.width * scale;
CGFloat height = image.size.height * scale;
CGRect imageRect = CGRectMake((size.width - width)/2.0f,
(size.height - height)/2.0f,
width,
height);
UIGraphicsBeginImageContextWithOptions(size, NO, 0);
[image drawInRect:imageRect];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
My favorite way to do this is with CGImageSourceCreateThumbnailAtIndex (in the ImageIO framework). The name is a bit misleading.
Here's an excerpt of some code from a recent app of mine.
CGFloat maxw = // whatever;
CGFloat maxh = // whatever;
CGImageSourceRef src = NULL;
if ([imageSource isKindOfClass:[NSURL class]])
src = CGImageSourceCreateWithURL((__bridge CFURLRef)imageSource, nil);
else if ([imageSource isKindOfClass:[NSData class]])
src = CGImageSourceCreateWithData((__bridge CFDataRef)imageSource, nil);
// if at double resolution, double the thumbnail size and use double-resolution image
CGFloat scale = 1;
if ([[UIScreen mainScreen] scale] > 1.0) {
scale = 2;
maxw *= 2;
maxh *= 2;
}
// load the image at the desired size
NSDictionary* d = #{
(id)kCGImageSourceShouldAllowFloat: (id)kCFBooleanTrue,
(id)kCGImageSourceCreateThumbnailWithTransform: (id)kCFBooleanTrue,
(id)kCGImageSourceCreateThumbnailFromImageAlways: (id)kCFBooleanTrue,
(id)kCGImageSourceThumbnailMaxPixelSize: #((int)(maxw > maxh ? maxw : maxh))
};
CGImageRef imref = CGImageSourceCreateThumbnailAtIndex(src, 0, (__bridge CFDictionaryRef)d);
if (NULL != src)
CFRelease(src);
UIImage* im = [UIImage imageWithCGImage:imref scale:scale orientation:UIImageOrientationUp];
if (NULL != imref)
CFRelease(imref);
If you are using a image on different sizes and resizing each time it will degrade your app performance. Solution is don't resize them just use button in place of imageview. and just set the image on button it will resize automatically and you will get great performance.
I was also resizing images while setting it on cell but my app got slow So I used Button in place of imageview (not resizing images programatically button is doing this job) and it is working perfectly fine.
-(UIImage *)scaleImage:(UIImage *)image toSize:. (CGSize)targetSize
{
//If scaleFactor is not touched, no scaling will occur
CGFloat scaleFactor = 1.0;
//Deciding which factor to use to scale the image (factor = targetSize / imageSize)
if (image.size.width > targetSize.width ||
image.size.height > targetSize.height || image.size.width == image.size.height)
if (!((scaleFactor = (targetSize.width /
image.size.width)) > (targetSize.height /
image.size.height))) //scale to fit width, or
scaleFactor = targetSize.height / image.size.height; // scale to fit heigth.
Since the code ran perfectly fine in iOS 4, for backwards compatibility I added a check for OS version and for anything below 5.0 the old code would work.
- (UIImage *)resizedImage:(CGSize)newSize interpolationQuality:(CGInterpolationQuality)quality {
BOOL drawTransposed;
CGAffineTransform transform = CGAffineTransformIdentity;
if ([[[UIDevice currentDevice] systemVersion] floatValue] >= 5.0) {
// Apprently in iOS 5 the image is already correctly rotated, so we don't need to rotate it manually
drawTransposed = NO;
} else {
switch (self.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
drawTransposed = YES;
break;
default:
drawTransposed = NO;
}
transform = [self transformForOrientation:newSize];
}
return [self resizedImage:newSize
transform:transform
drawTransposed:drawTransposed
interpolationQuality:quality];
}
You can use this.
[m_Image.layer setMinificationFilter:kCAFilterTrilinear];
This thread is old, but it is what I pulled up when trying to solve this problem. Once the image is scaled it was not displaying well in my container even though I turned auto layout off. The easiest way for me to solve this for display in a table row, was to paint the image on a white background that had a fixed size.
Helper function
+(UIImage*)scaleMaintainAspectRatio:(UIImage*)sourceImage :(float)i_width :(float)i_height
{
float newHeight = 0.0;
float newWidth = 0.0;
float oldWidth = sourceImage.size.width;
float widthScaleFactor = i_width / oldWidth;
float oldHeight = sourceImage.size.height;
float heightScaleFactor = i_height / oldHeight;
if (heightScaleFactor > widthScaleFactor) {
newHeight = oldHeight * widthScaleFactor;
newWidth = sourceImage.size.width * widthScaleFactor;
} else {
newHeight = sourceImage.size.height * heightScaleFactor;
newWidth = oldWidth * heightScaleFactor;
}
// return image in white rect
float cxPad = i_width - newWidth;
float cyPad = i_height - newHeight;
if (cyPad > 0) {
cyPad = cyPad / 2.0;
}
if (cxPad > 0) {
cxPad = cxPad / 2.0;
}
CGSize size = CGSizeMake(i_width, i_height);
UIGraphicsBeginImageContextWithOptions(CGSizeMake(size.width, size.height), YES, 0.0);
[[UIColor whiteColor] setFill];
UIRectFill(CGRectMake(0, 0, size.width, size.height));
[sourceImage drawInRect:CGRectMake((int)cxPad, (int)cyPad, newWidth, newHeight)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
// will return scaled image at actual size, not in white rect
// UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight));
// [sourceImage drawInRect:CGRectMake(0, 0, newWidth, newHeight)];
// UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// UIGraphicsEndImageContext();
// return newImage;
}
I called this like this from my table view cellForRowAtIndexPath
PFFile *childsPicture = [object objectForKey:#"picture"];
[childsPicture getDataInBackgroundWithBlock:^(NSData *imageData, NSError *error) {
if (!error) {
UIImage *largePicture = [UIImage imageWithData:imageData];
UIImage *scaledPicture = [Utility scaleMaintainAspectRatio:largePicture :70.0 :70.0 ];
PFImageView *thumbnailImageView = (PFImageView*)[cell viewWithTag:100];
thumbnailImageView.image = scaledPicture;
[self.tableView reloadData];
}
}];
Hello from the end of 2018.
Solved with next solution (you need only last line, first & second are just for explanation):
NSURL *url = [NSURL URLWithString:response.json[0][#"photo_50"]];
NSData *data = [NSData dataWithContentsOfURL:url];
UIImage *image = [UIImage imageWithData:data scale:customScale];
'customScale' is scale which you want (>1 if image must be smaller, <1 if image must be bigger).
This c method will resize your image with cornerRadius "Without effecting image's quality" :
UIImage *Resize_Image(UIImage *iImage, CGFloat iSize, CGFloat icornerRadius) {
CGFloat scale = MAX(CGSizeMake(iSize ,iSize).width/iImage.size.width, CGSizeMake(iSize ,iSize).height/iImage.size.height);
CGFloat width = iImage.size.width * scale;
CGFloat height = iImage.size.height * scale;
CGRect imageRect = CGRectMake((CGSizeMake(iSize ,iSize).width - width)/2.0f,(CGSizeMake(iSize ,iSize).height - height)/2.0f,width,height);
UIGraphicsBeginImageContextWithOptions(CGSizeMake(iSize ,iSize), NO, 0);
[[UIBezierPath bezierPathWithRoundedRect:imageRect cornerRadius:icornerRadius] addClip];
[iImage drawInRect:imageRect];
UIImage *ResizedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return ResizedImage;
}
This is how to use :
UIImage *ResizedImage = Resize_Image([UIImage imageNamed:#"image.png"], 64, 14.4);
I do not remember where i took the first 4 lines ..