Unable to load image from asset URL - iphone

I have a class that stores information about the assets on the phone (images, videos).
My class has the ResourceURLString defined as such
#property NSURL *ResourceURL;
I am setting the property while looping trough the assets on the phone as such
Item.ResourceURLString = [[asset valueForProperty:ALAssetPropertyURLs] objectForKey:[[asset valueForProperty:ALAssetPropertyRepresentations] objectAtIndex:0]];
When the user clicks on an image I want to load the image.
The code that I have is this
NSData *imageUrl = [NSData dataWithContentsOfURL:[NSURL URLWithString:[CurrentItem.ResourceURL absoluteString]]];
Img = [UIImage imageWithData:imageUrl];
But the Image is always nil
I have verified that the ResourceURL property contains the URL
assets: library://asset/asset.JPG?id=82690321-91C1-4650-8348-F3FD93D14613&ext=JPG

You can't load images in this way.
You need to use ALAssetsLibrary class for this.
Add assetslibrary framework to your project and add header files.
Use the below code for loading image:
ALAssetsLibraryAssetForURLResultBlock resultblock = ^(ALAsset *myasset)
{
ALAssetRepresentation *rep = [myasset defaultRepresentation];
CGImageRef iref = [rep fullResolutionImage];
if (iref) {
UIImage *largeimage = [UIImage imageWithCGImage:iref];
yourImageView.image = largeImage;
}
};
ALAssetsLibraryAccessFailureBlock failureblock = ^(NSError *myerror)
{
NSLog(#"Can't get image - %#",[myerror localizedDescription]);
};
NSURL *asseturl = [NSURL URLWithString:yourURL];
ALAssetsLibrary* assetslibrary = [[[ALAssetsLibrary alloc] init] autorelease];
[assetslibrary assetForURL:asseturl
resultBlock:resultblock
failureBlock:failureblock];

Since iOS 8 you can use the Photos Framework here is how to do it in Swift 3
import Photos // use the Photos Framework
// declare your asset url
let assetUrl = URL(string: "assets-library://asset/asset.JPG?id=9F983DBA-EC35-42B8-8773-B597CF782EDD&ext=JPG")!
// retrieve the list of matching results for your asset url
let fetchResult = PHAsset.fetchAssets(withALAssetURLs: [assetUrl], options: nil)
if let photo = fetchResult.firstObject {
// retrieve the image for the first result
PHImageManager.default().requestImage(for: photo, targetSize: PHImageManagerMaximumSize, contentMode: .aspectFill, options: nil) {
image, info in
let myImage = image //here is the image
}
}
Use PHImageManagerMaximumSize if you want to retrieve the original size of the picture. But if you want to retrieve a smaller or specific size you can replace PHImageManagerMaximumSize by CGSize(width:150, height:150)

As of iOS 9.0 ALAssetsLibraryis deprecated. Since iOS 8.0, this works with the PHPhotoLibrary. This is a small UIImage extension, Swift 2X.
This uses a fixed image size.
import Photos
extension UIImageView {
func imageFromAssetURL(assetURL: NSURL) {
let asset = PHAsset.fetchAssetsWithALAssetURLs([assetURL], options: nil)
guard let result = asset.firstObject where result is PHAsset else {
return
}
let imageManager = PHImageManager.defaultManager()
imageManager.requestImageForAsset(result as! PHAsset, targetSize: CGSize(width: 200, height: 200), contentMode: PHImageContentMode.AspectFill, options: nil) { (image, dict) -> Void in
if let image = image {
self.image = image
}
}
}
}
Getting the imageReferenceURL from the UIImagePickerController delegate:
func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : AnyObject]) {
imageURL = info[UIImagePickerControllerReferenceURL] as? NSURL
}
Setting the image
let imageView = UIImageView()
imageView.imageFromAssetURL(imageURL)
There might be effects I haven't encountered yet, a classic would be UITableViewCell or thread problems. I'll keep this updated, also appreciate your feedback.

For Swift 5
fetchAssets(withALAssetURLs) will be removed in a future release. Hence we using fetchAssets to get image from asset local identifier
extension UIImageView {
func imageFromLocalIdentifier(localIdentifier: String, targetSize: CGSize) {
let fetchOptions = PHFetchOptions()
// sort by date desending
fetchOptions.sortDescriptors = [NSSortDescriptor(key: "creationDate", ascending: false)]
// fetch photo with localIdentifier
let results = PHAsset.fetchAssets(withLocalIdentifiers: [localIdentifier], options: fetchOptions)
let manager = PHImageManager.default()
results.enumerateObjects { (thisAsset, _, _) in
manager.requestImage(for: thisAsset, targetSize: targetSize, contentMode: .aspectFit, options: nil, resultHandler: {(image, _) in
DispatchQueue.main.async {[weak self] in
self?.image = image
}
})
}
}
}
Update
let image = UIImage(data: NSData(contentsOf: imageURL as URL)! as Data)

ALAsset *asset = "asset array index"
[tileView.tileImageView setImage:[UIImage imageWithCGImage:[asset thumbnail]]];

Related

CGImageSource to CGImage?

I got this following code that access a PHAsset. I need to pass a CGImage out of this:
let imageManager = PHImageManager.defaultManager()
imageManager.requestImageDataForAsset(self.asset!, options: nil, resultHandler:{
(data, responseString, imageOriet, info) -> Void in
let imageData: NSData = data!
if let imageSource = CGImageSourceCreateWithData(imageData, nil) {
let imageProperties = CGImageSourceCopyPropertiesAtIndex(imageSource, 0, nil)! as NSDictionary
//How do I create a CGImage now?
}
})
I need to extract a CGImage out of this. Having trouble getting there...
Once you have the image source you can create an image using CGImageSourceCreateImageAtIndex:
let image = CGImageSourceCreateImageAtIndex(imageSource, 0, nil)

How to Handle Image Orientation

I have an issue on capture image from camera. When I capture the image from camera using UIImagePickerController and after Capturing I save the image in my document directory and display it on my custom collectionView. But the problem is when I capture image and save it to document directory and when I load the image in my collectionView it display for the user on wrong orientation how can I handle the image orientation? I tried to save image as JPEG its work good but it support only one orientation. I want to save image as png because it support all orientation.
My code:
func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : AnyObject]) {
let image = info[UIImagePickerControllerOriginalImage] as! UIImage
// handle image orientation
//end
// code for save image in document directory from camera roll
let fileManager = NSFileManager.defaultManager()
do {
let document = try fileManager.URLForDirectory(.DocumentDirectory, inDomain: .UserDomainMask, appropriateForURL: nil, create: false)
let getFolders = try fileManager.contentsOfDirectoryAtURL(document, includingPropertiesForKeys: nil, options: .SkipsHiddenFiles)
var maxImageNumber:Int = 0 // for get the max number image in document directory
for folder in getFolders {
if folder.lastPathComponent! == albumName {
let getImagesCheck = try fileManager.contentsOfDirectoryAtURL(folder, includingPropertiesForKeys: nil, options: .SkipsHiddenFiles)
let getImages = try fileManager.contentsOfDirectoryAtURL(folder, includingPropertiesForKeys: nil, options: .SkipsHiddenFiles)
if getImages.count <= 0 {
let imageUrl = folder.URLByAppendingPathComponent("Image \(getImagesCheck.count + 1).png")
if let convertImage = UIImagePNGRepresentation(image) {
convertImage.writeToURL(imageUrl, atomically: true)
}
}else {
// continue save images
let getImages_else = try fileManager.contentsOfDirectoryAtURL(folder, includingPropertiesForKeys: nil, options: .SkipsHiddenFiles)
for img in getImages_else {
let getImageName = img.lastPathComponent!
let arrayOne = getImageName.componentsSeparatedByString(".")
let arrayTwo = arrayOne[0].componentsSeparatedByString(" ")
let getImageNumber = Int(arrayTwo[1])
if getImageNumber! > maxImageNumber {
maxImageNumber = getImageNumber!
}
}
let imageUrl = folder.URLByAppendingPathComponent("Image \(maxImageNumber + 1).png")
if let convertImage = UIImagePNGRepresentation(image) {
convertImage.writeToURL(imageUrl, atomically: true)
}
}
}
}
}catch {
print(error)
}
self.dismissViewControllerAnimated(true, completion: nil)
}

UIImagepickercontrollerreferenceurl returns nil

After picking image from camera this method gets called.
- (void) imagePickerController: (UIImagePickerController *) picker
didFinishPickingMediaWithInfo: (NSDictionary *) info {
[picker dismissModalViewControllerAnimated: YES];
// cameraImage.image = [info objectForKey:
// UIImagePickerControllerOriginalImage];
NSLog(#"%#",info);
NSURL *url = [info valueForKey:UIImagePickerControllerReferenceURL];
NSLog(#"%#",url);
NSLog(#"%#",[info valueForKey:UIImagePickerControllerMediaURL]);
}
I get the image from UIImagePickerControllerOriginalImage. But UIImagePickerControllerReferenceURL returns nil. I do not know what am i doing wrong. Please help.
Thanks
There is no Reference URL because the photo does not exist on the file system until you actually save it.
MediaURL is only used for movies. It is the URL for the compressed version of the movie, saved on a temp folder, accessible by your application.
I had the same problem for getting the file name for chosen photos. For newly taken pictures UIImagePickerControllerReferenceURL would return nil since NSURL does not exist so i assign a default name. It referenceUrl exists i get the filename with help of PHImageManager which was introduced in Photos Framework.
func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [String : AnyObject]) {
self.selectedIndex = 1
var fileName = UIImage.defaultFileName()
//Pic is comming from library so url exists
if let referenceUrl = info[UIImagePickerControllerReferenceURL] as? NSURL, image = info[UIImagePickerControllerOriginalImage] as? UIImage {
if #available(iOS 8.0, *) {
let phAsset = PHAsset.fetchAssetsWithALAssetURLs([referenceUrl], options: nil).lastObject as! PHAsset
PHImageManager.defaultManager().requestImageDataForAsset(phAsset, options: PHImageRequestOptions(), resultHandler: { (imagedata, dataUTI, orientation, info) in
if info!.keys.contains(NSString(string: "PHImageFileURLKey")) {
let path = info![NSString(string: "PHImageFileURLKey")] as! NSURL
fileName = path.lastPathComponent!
}
self.addDocumentDelegate?.tabBarControllerDidTakePicture(self, image: image, fileName: fileName)
AppRoot.sharedInstance.dismissModalViewController(true, completion: nil)
})
} else {
self.addDocumentDelegate?.tabBarControllerDidTakePicture(self, image: image, fileName: fileName)
AppRoot.sharedInstance.dismissModalViewController(true, completion: nil)
}
} else if let image = info[UIImagePickerControllerOriginalImage] as? UIImage { //Pic is comming from Camera so url does not exists
self.addDocumentDelegate?.tabBarControllerDidTakePicture(self, image: image, fileName: fileName)
AppRoot.sharedInstance.dismissModalViewController(true, completion: nil)
}
}

UIImageWriteToSavedPhotosAlbum save as PNG with transparency?

I'm using UIImageWriteToSavedPhotosAlbum to save a UIImage to the user's photo album. The problem is that the image doesn't have transparency and is a JPG. I've got the pixel data set correctly to have transparency, but there doesn't seem to be a way to save in a transparency-supported format. Ideas?
EDIT: There is no way to accomplish this, however there are other ways to deliver PNG images to the user. One of which is to save the image in the Documents directory (as detailed below). Once you've done that, you can email it, save it in a database, etc. You just can't get it into the photo album (for now) unless it is a lossy non-transparent JPG.
As pointed out on this SO question there is a simple way to save pngs in your Photo Albums:
UIImage* image = ...; // produce your image
NSData* imageData = UIImagePNGRepresentation(image); // get png representation
UIImage* pngImage = [UIImage imageWithData:imageData]; // rewrap
UIImageWriteToSavedPhotosAlbum(pngImage, nil, nil, nil); // save to photo album
This is a problem I have noticed before and reported on the Apple Developer Forums about a year ago. As far as I know it is still an open issue.
If you have a moment, please take the time to file a feature request at Apple Bug Report. If more people report this issue, it is more likely that Apple will fix this method to output non-lossy, alpha-capable PNG.
EDIT
If you can compose your image in memory, I think something like the following would work or at least get you started:
- (UIImage *) composeImageWithWidth:(NSInteger)_width andHeight:(NSInteger)_height {
CGSize _size = CGSizeMake(_width, _height);
UIGraphicsBeginImageContext(_size);
// Draw image with Quartz 2D routines over here...
UIImage *_compositeImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return _compositeImage;
}
//
// cf. https://developer.apple.com/iphone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/FilesandNetworking/FilesandNetworking.html#//apple_ref/doc/uid/TP40007072-CH21-SW20
//
- (BOOL) writeApplicationData:(NSData *)data toFile:(NSString *)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
if (!documentsDirectory) {
NSLog(#"Documents directory not found!");
return NO;
}
NSString *appFile = [documentsDirectory stringByAppendingPathComponent:fileName];
return ([data writeToFile:appFile atomically:YES]);
}
// ...
NSString *_imageName = #"myImageName.png";
NSData *_imageData = [NSData dataWithData:UIImagePNGRepresentation([self composeImageWithWidth:100 andHeight:100)];
if (![self writeApplicationData:_imageData toFile:_imageName]) {
NSLog(#"Save failed!");
}
In Swift 5:
func pngFrom(image: UIImage) -> UIImage {
let imageData = image.pngData()!
let imagePng = UIImage(data: imageData)!
return imagePng
}
I created an extension of UIImage with safe unwrapping:
Extension
extension UIImage {
func toPNG() -> UIImage? {
guard let imageData = self.pngData() else {return nil}
guard let imagePng = UIImage(data: imageData) else {return nil}
return imagePng
}
}
Usage:
let image = //your UIImage
if let pngImage = image.toPNG() {
UIImageWriteToSavedPhotosAlbum(pngImage, nil, nil, nil)
}
As an alternative to creating a secondary UIImage for UIImageWriteToSavedPhotosAlbum the PNG data can be written directly using the PHPhotoLibrary.
Here is a UIImage extension named 'saveToPhotos' which does this:
extension UIImage {
func saveToPhotos(completion: #escaping (_ success:Bool) -> ()) {
if let pngData = self.pngData() {
PHPhotoLibrary.shared().performChanges({ () -> Void in
let creationRequest = PHAssetCreationRequest.forAsset()
let options = PHAssetResourceCreationOptions()
creationRequest.addResource(with: PHAssetResourceType.photo, data: pngData, options: options)
}, completionHandler: { (success, error) -> Void in
if success == false {
if let errorString = error?.localizedDescription {
print("Photo could not be saved: \(errorString))")
}
completion(false)
}
else {
print("Photo saved!")
completion(true)
}
})
}
else {
completion(false)
}
}
}
To use:
if let image = UIImage(named: "Background.png") {
image.saveToPhotos { (success) in
if success {
// image saved to photos
}
else {
// image not saved
}
}
}

NSData to UIImage

I'm trying to save a UIIMage and then retrieve it and display it. I've been successful by saving an image in the bundle, retrieving it from there and displaying. My problem comes from when I try to save an image to disk (converting it to NSData), then retrieving it. I convert the image to NSData like so...
NSData* topImageData = UIImageJPEGRepresentation(topImage, 1.0);
then I write it to disk like so...
[topImageData writeToFile:topPathToFile atomically:NO];
then I tried to retrieve it like so...
topSubView.image = [[UIImage alloc] initWithContentsOfFile:topPathToFile];
which returns no image (the size is zero). so then I tried...
NSData *data = [[NSData alloc] initWithContentsOfFile:topPathToFile];
topSubView.image = [[UIImage alloc] initWithData:data];
to no avail. When I step through the debugger I do see that data contains the correct number of bytes but I'm confused as to why my image is not being created. Am I missing a step? Do I need to do something with NSData before converting to an image?
Try this code. This worked for me.
Saving the data.
create path to save the image.
let libraryDirectory = NSSearchPathForDirectoriesInDomains(.libraryDirectory,
.userDomainMask,
true)[0]
let libraryURL = URL(fileURLWithPath: libraryDirectory, isDirectory: true)
let fileURL = libraryURL.appendingPathComponent("image.data")
convert the image to a Data object and save it to the file.
let data = UIImageJPEGRepresentation(myImage, 1.0)
try? data?.write(to: fileURL)
retrieving the saved image
let newImage = UIImage(contentsOfFile: fileURL.relativePath)
Create an imageview and load it with the retrieved image.
let imageView = UIImageView(image: newImage)
self.view.addSubview(imageView)
You should be able to use class methods of UIImage
[UIImage imageWithContentsOfFile:topPathToFile];
OR
[UIImage imageWithData:data];
Did that not work?
Hope this helps!
Just in case this helps someone, from iOS6 we have the imageWithData:scale method. To get an UIImage with the right scale from an NSData object, use that method, declaring the scale you use to store the original image. For example:
CGFloat screenScale = [[UIScreen mainScreen] scale];
UIImage *image = [UIImage imageWithData:myimage scale:screenScale];
Here, myimage is the NSData object where you stored the original image. In the example, I used the scale of the screen. If you use another scale for the original image, use that value instead.
Check this out: http://www.nixwire.com/getting-uiimage-to-work-with-nscoding-encodewithcoder/.
It has exactly what I think the solution to your problem is. You can't just make an image out of NSData, even though that's what common sense suggests. You have to use UIImagePNGRepresentation. Let me know if this helps.
Use if-let block with Data to prevent app crash & safe execution of code, as function UIImagePNGRepresentation returns an optional value.
if let img = UIImage(named: "TestImage.png") {
if let data:Data = UIImagePNGRepresentation(img) {
// Handle operations with data here...
}
}
Note: Data is Swift 3+ class. Use Data instead of NSData with
Swift 3+
Generic image operations (like png & jpg both):
if let img = UIImage(named: "TestImage.png") { //UIImage(named: "TestImage.jpg")
if let data:Data = UIImagePNGRepresentation(img) {
handleOperationWithData(data: data)
} else if let data:Data = UIImageJPEGRepresentation(img, 1.0) {
handleOperationWithData(data: data)
}
}
*******
func handleOperationWithData(data: Data) {
// Handle operations with data here...
if let image = UIImage(data: data) {
// Use image...
}
}
By using extension:
extension UIImage {
var pngRepresentationData: Data? {
return UIImagePNGRepresentation(img)
}
var jpegRepresentationData: Data? {
return UIImageJPEGRepresentation(self, 1.0)
}
}
*******
if let img = UIImage(named: "TestImage.png") { //UIImage(named: "TestImage.jpg")
if let data = img.pngRepresentationData {
handleOperationWithData(data: data)
} else if let data = img.jpegRepresentationData {
handleOperationWithData(data: data)
}
}
*******
func handleOperationWithData(data: Data) {
// Handle operations with data here...
if let image = UIImage(data: data) {
// Use image...
}
}