Here is my code for styling an image. In the iOS4.3 & above version the code works fine, but in iOS 6, it crashes.
-(UIImage *)grayImage:(UIImage *)image
{
CGImageRef img= image.CGImage;//imageSelected.CGImage;//self.originalPhoto.CGImage;
CFDataRef dataref=CGDataProviderCopyData(CGImageGetDataProvider(img));
int length=CFDataGetLength(dataref);
UInt8 *data=(UInt8 *)CFDataGetBytePtr(dataref);
for(int index=0;index<length;index+=4){
Byte grayScale =
(Byte)(data[index+3]*.11 +
data[index + 2] * .59 +
data[index + 1] * .3);
//set the new image's pixel to the grayscale version
data[index+1] = grayScale;// Code Crash here , By SIGABRAT (Exe_Bad_Access)
data[index+2] = grayScale;
data[index+3] = grayScale;
}
// .. Take image attributes
size_t width=CGImageGetWidth(img);
size_t height=CGImageGetHeight(img);
size_t bitsPerComponent=CGImageGetBitsPerComponent(img);
size_t bitsPerPixel=CGImageGetBitsPerPixel(img);
size_t bytesPerRow=CGImageGetBytesPerRow(img);
// .. Do the pixel manupulation
CGColorSpaceRef colorspace=CGImageGetColorSpace(img);
CGBitmapInfo bitmapInfo=CGImageGetBitmapInfo(img);
CFDataRef newData=CFDataCreate(NULL,data,length);
CGDataProviderRef provider=CGDataProviderCreateWithCFData(newData);
// .. Get the Image out of this raw data
CGImageRef newImg=CGImageCreate(width,height,bitsPerComponent,bitsPerPixel,bytesPerRow,colorspace,bitmapInfo,provider,NULL,true,kCGRenderingIntentDefault);
// .. Prepare the image from raw data
UIImage* rawImage = [[UIImage alloc] initWithCGImage:newImg] ;
// .. done with all,so release the references
CFRelease(newData);
CGImageRelease(newImg);
CGDataProviderRelease(provider);
CFRelease(dataref);
return rawImage;
}
What is wrong in this code?
Please use CFMutableDataRef in place of CFDataRef as below
CFDataRef m_DataRef = CGDataProviderCopyData(CGImageGetDataProvider(inImage));
//->write this:
CFMutableDataRef m_DataRef = CFDataCreateMutableCopy(0, 0, CGDataProviderCopyData(CGImageGetDataProvider(inImage)));
UInt8 * m_PixelBuf = (UInt8 *) CFDataGetBytePtr(m_DataRef);
//->write this
UInt8 *m_PixelBuf=(UInt8 *)CFDataGetMutableBytePtr(m_DataRef);
Related
I'm trying to call UIImagePNGRepresentation in other than main thread, but I'm getting only the EXC_BAD_ACCESS exception.
Here is code
UIImage *imageToSave = [UIImage imageWithCGImage:imageRef];
dispatch_queue_t taskQ = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(taskQ,
^{
NSData *binaryImage = UIImagePNGRepresentation(imageToSave);
if (![binaryImage writeToFile:destinationFilePath atomically:YES]) {
SCASSERT(assCodeCannotCreateFile, #"Write of image file failed!");
};
});
Exception occours when trying to access imageToSave variable.
EDIT:
I want to save OpenGL sceene to PNG file, there is code of whole function
- (void)saveImage:(NSString *)destinationFilePath {
NSUInteger width = (uint)self.frame.size.width;
NSUInteger height = (uint)self.frame.size.height;
NSUInteger myDataLength = width * height * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *)malloc(myDataLength);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *)malloc(myDataLength);
for (int y = 0; y <height; y++) {
for (int x = 0; x <width * 4; x++) {
buffer2[((int)height - 1 - y) * (int)width * 4 + x] = buffer[y * 4 * (int)width + x];
}
}
JFFree(buffer);
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGImageAlphaPremultipliedLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorSpaceRef,
bitmapInfo,
provider,
NULL,
NO,
renderingIntent);
UIImage *imageToSave = [UIImage imageWithCGImage:imageRef];
dispatch_queue_t taskQ = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0);
dispatch_async(taskQ,
^{
NSData *binaryImage = UIImagePNGRepresentation(imageToSave);
if (![binaryImage writeToFile:destinationFilePath atomically:YES]) {
SCASSERT(assCodeCannotCreateFile, #"Write of image file failed!");
};
});
// release resources
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
CGImageRelease(imageRef);
JFFree(buffer2);
}
leave out the CGImageRelease call because the UIImage doesnt retain the CGImageRef
see imageWithCGImage and memory
How to save the 3D transformed image on the photo album? I am using CATransform3DRotate for change the transform. I am not able to save the image. Image saving code.
UIImageWriteToSavedPhotosAlbum(newImage, nil, nil, nil);
Is it possible to save the 3D Transformed image? Please help me.Thanks in advance.
-(UIImage *) glToUIImage {
NSInteger myDataLength = 320 * 480 * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y < 480; y++)
{
for(int x = 0; x < 320 * 4; x++)
{
buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * 320;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
return myImage;
}
-(void)captureToPhotoAlbum {
UIImage *image = [self glToUIImage];
UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
}
also see full tutorial for save openGL Image in photoAlbum from this link
and also see my blog with this post.. captureimagescreenshot-of-view
2 . also use ALAssetsLibrary to save image
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
[library writeImageToSavedPhotosAlbum:[image CGImage] orientation:(ALAssetOrientation)[image imageOrientation] completionBlock:^(NSURL *assetURL, NSError *error){
if (error) {
// TODO: error handling
} else {
// TODO: success handling
}
}];
[library release];
UIImageWriteToSavedPhotosAlbum(UIImage *image, id completionTarget, SEL completionSelector, void *contextInfo);
You only need completionTarget, completionSelector and contextInfo if you want to be notified when the image is done saving, otherwise you can pass in nil.
ok then try like this..
UIGraphicsBeginImageContext(YOUR_VIEW.frame.size);
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
It will capture your view as like screenshot and save to photo album
YOUR_VIEW = paas your edited image's superview..
I am making video of screen but crashes on this line.
CFDataGetBytes(image, CFRangeMake(0, CFDataGetLength(image)), destPixels);
Note: It will work if the pixel buffer is contiguous and has the same bytesPerRow as the input data
So I am providing my code that grabs frames from the camera - maybe it will help After grabbing the data, I put it on a queue for further processing. I had to remove some of the code as it was not relevant to you - so what you see here has pieces you should be able to use.
- (void)captureOutput:(AVCaptureVideoDataOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
#autoreleasepool {
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//NSLog(#"PE: value=%lld timeScale=%d flags=%x", prStamp.value, prStamp.timescale, prStamp.flags);
/*Lock the image buffer*/
CVPixelBufferLockBaseAddress(imageBuffer,0);
NSRange captureRange;
/*Get information about the image*/
uint8_t *baseAddress = (uint8_t *)CVPixelBufferGetBaseAddress(imageBuffer);
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
size_t width = CVPixelBufferGetWidth(imageBuffer);
// Note Apple sample code cheats big time - the phone is big endian so this reverses the "apparent" order of bytes
CGContextRef newContext = CGBitmapContextCreate(NULL, width, captureRange.length, 8, bytesPerRow, colorSpace, kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Little); // Video in ARGB format
assert(newContext);
uint8_t *newPtr = (uint8_t *)CGBitmapContextGetData(newContext);
size_t offset = captureRange.location * bytesPerRow;
memcpy(newPtr, baseAddress + offset, captureRange.length * bytesPerRow);
CVPixelBufferUnlockBaseAddress(imageBuffer, 0);
CMTime prStamp = CMSampleBufferGetPresentationTimeStamp(sampleBuffer); // when it was taken?
//CMTime deStamp = CMSampleBufferGetDecodeTimeStamp(sampleBuffer); // now?
NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys:
[NSValue valueWithBytes:&saveState objCType:#encode(saveImages)], kState,
[NSValue valueWithNonretainedObject:(__bridge id)newContext], kImageContext,
[NSValue valueWithBytes:&prStamp objCType:#encode(CMTime)], kPresTime,
nil ];
dispatch_async(imageQueue, ^
{
// could be on any thread now
OSAtomicDecrement32(&queueDepth);
if(!isCancelled) {
saveImages state; [(NSValue *)[dict objectForKey:kState] getValue:&state];
CGContextRef context; [(NSValue *)[dict objectForKey:kImageContext] getValue:&context];
CMTime stamp; [(NSValue *)[dict objectForKey:kPresTime] getValue:&stamp];
CGImageRef newImageRef = CGBitmapContextCreateImage(context);
CGContextRelease(context);
UIImageOrientation orient = state == saveOne ? UIImageOrientationLeft : UIImageOrientationUp;
UIImage *image = [UIImage imageWithCGImage:newImageRef scale:1.0 orientation:orient]; // imageWithCGImage: UIImageOrientationUp UIImageOrientationLeft
CGImageRelease(newImageRef);
NSData *data = UIImagePNGRepresentation(image);
// NSLog(#"STATE:[%d]: value=%lld timeScale=%d flags=%x", state, stamp.value, stamp.timescale, stamp.flags);
{
NSString *name = [NSString stringWithFormat:#"%d.png", num];
NSString *path = [[wlAppDelegate snippetsDirectory] stringByAppendingPathComponent:name];
BOOL ret = [data writeToFile:path atomically:NO];
//NSLog(#"WROTE %d err=%d w/time %f path:%#", num, ret, (double)stamp.value/(double)stamp.timescale, path);
if(!ret) {
++errors;
} else {
dispatch_async(dispatch_get_main_queue(), ^
{
if(num) [delegate progress:(CGFloat)num/(CGFloat)(MORE_THAN_ONE_REV * SNAPS_PER_SEC) file:path];
} );
}
++num;
}
} else NSLog(#"CANCELLED");
} );
}
}
i'm studying iOS programming.
i have to handling an image.
i must make an image to BMP file. but iOS doesn't support to make BMP file.
so i think that maybe i use a pointer i can make BMP file.
i make a header for BMP. and put it in an NSData object.
now i left saving image data's to that NSData.(i'll say bmpData)
here's start my wondering.
i have to have image which size is 128 x 64.
i get the UIImage from a context. (i'll say image1)
and i make a CGSize which is 128 x 64.
i make a context2 using that size, drawing an image1
now i get the UIImage from a context2, which size is 128 x 64, resized image1.
and i make an UIImageView and use image2, it works fine. good. image2 is made well.
so i declared a pointer, which is unsigned char *.
unsigned char *bmpDataPointer = (unsigned char *)image2;
and i use for loop
for(int i = 0; i < 64; ++i)
{
for(int j = 0 ; j < 128; ++j)
{
// dataObj and bmpData are different NSData object
// dataObj just contain bitmap data to check my pointer works fine or not.
[dataObj appendBytes:&(bitmapDataPointer[i*1 + j]) length:sizeof(char)];
}
}
and i make a UIImage to check that data is valid, it fails.
UIImage *createdImageUsedByaPointer = [UIImage imageWithData:dataObj];
if(createdImageUsedByaPointer == nil)
{
NSLog(#"nil!");
}
ok run. then string nil will be presented.
why is that? i make context size 128 x 64, so i loop 128 x 64 times.
but it works bad.
how can i fix that??
how can i handling an UIImage to use a pointer??
anybody knows about that please help me.
Don't know why you need .bmp format but ImageMagick will handle export.
Use this lib ImageMagick for iOS and the code below.
UIImage *img9 = [UIImage imageNamed:#"00009_face.jpg"];
MagickWand *bmpWand = NewMagickWand();
NSData *bmpObj = UIImagePNGRepresentation(img9);
MagickSetFormat(bmpWand, "bmp");
MagickReadImageBlob(bmpWand, [bmpObj bytes], [bmpObj length]);
size_t bmp_size;
unsigned char * bmp_image = MagickGetImagesBlob(bmpWand, &bmp_size);
NSData *bmpData = [[[NSData alloc] initWithBytes:bmp_image length:bmp_size] autorelease];
free(bmp_image);
DestroyMagickWand(bmpWand);
NSArray *pathsArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString * documentDirectory = [pathsArray objectAtIndex:0];
NSString * bmpPath = [documentDirectory stringByAppendingPathComponent:#"test2.bmp"];
[bmpData writeToFile:bmpPath atomically:NO];
NSLog(#"bmpPath %#", bmpPath);
Why are you going in that much complexity?
You can create bitmap context as follows:
CGContextRef context = CGBitmapContextCreate(data, width, height,
bitsPerComponent,
bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGImageRef imageRef = CGBitmapContextCreateImage(context);
UIImage *result = [UIImage imageWithCGImage:imageRef];
here data is ur image's NSData
I have an NSData object, which contains RGB values for an image. I want to turn that into a UIImage (given the width and the height). Then I want to convert that UIImage back into an NSData object identical to the one I started with.
Please help me I've been trying for hours now.
Here are some things I've looked at/tried though probably didn't too them right cause it didn't work:
CGImageCreate
CGBitmapContextCreateWithData
CGBitmapContextGetData
CGDataProviderCopyData(CGImageGetDataProvider(imageRef))
Thanks!
Here is my current code:
NSMutableData *rgb; //made earlier
double len = (double)[rgb length];
len /= 3;
len += 0.5;
len = (int)len;
int diff = len*3-[rgb length];
NSString *str = #"a";
NSData *a = [str dataUsingEncoding:NSUTF8StringEncoding];
for(int i =0; i < diff; i++) {
[toEncode appendData:a]; //so if my data is RGBRGBR it will turn into RGBRGBR(97)(97)
}
size_t width = (size_t)len;
size_t height = 1;
CGContextRef ctx;
CFDataRef m_DataRef;
m_DataRef = (__bridge CFDataRef)toEncode;
UInt8 * m_PixelBuf = (UInt8 *) CFDataGetBytePtr(m_DataRef);
vImage_Buffer src;
src.data = m_PixelBuf;
src.width = width;
src.height = height;
src.rowBytes = 3 * width;
vImage_Buffer dst;
dst.width = width;
dst.height = height;
dst.rowBytes = 4 * width;
vImageConvert_RGB888toARGB8888(&src, NULL, 0, &dst, NO, kvImageNoFlags);
// free(m_PixelBuf);
// m_PixelBuf = dst.data;
// NSUInteger lenB = len * (4/3);
/*
UInt8 * m_Pixel = malloc(sizeof(UInt8) * lenB);
int z = 0;
for(int i = 0; i < lenB; i++) {
if(i % 4==0) {
m_Pixel[i] = 0;
} else {
m_Pixel[i] = m_PixelBuf[z];
z++;
}
}*/
// Byte tmpByte;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
/*
ctx = CGBitmapContextCreate(m_PixelBuf,
width,
height,
8,
4*width,
colorSpace,
kCGImageAlphaPremultipliedFirst );
*/
size_t w = (size_t)len;
ctx = CGBitmapContextCreate(dst.data,
w,
height,
8,
4*width,
colorSpace,
kCGImageAlphaNoneSkipFirst );
CGImageRef imageRef = CGBitmapContextCreateImage (ctx);
UIImage* rawImage = [UIImage imageWithCGImage:imageRef];
CGContextRelease(ctx);
I get this error:<Error>: CGBitmapContextCreate: invalid data bytes/row: should be at least 324 for 8 integer bits/component, 3 components, kCGImageAlphaNoneSkipFirst.
TO UIImage from NSData:
[UIImage imageWithData:]
More on UIImage
TO NSData from UIImage:
UIImage *img = [UIImage imageNamed:#"some.png"];
NSData *dataObj = UIImageJPEGRepresentation(img, 1.0);
More on UIImageJPEGRepresentation()
The basic procedure would be to create a bitmap context using CGBitmapContextCreateWithData and then creating a CGImageRef from that with CGBitmapContextCreateImage. The parameters for creating the bitmap context depend on how your raw data is laid out in memory. Not all kinds of raw data are supported by Quartz.
The documentation on CGBitmapContextCreateWithData is quite detailed, and this is the most challenging part, getting the CGImageRef from the context and wrapping that in a UIImage (imageWithCGImage:) is trivial afterwards.
If your data is in RGB format, you will want to create a bitmap using CGBitmapContextCreate with CGColorSpaceCreateDeviceRGB and using kCGImageAlphaNone.
The error stating that rowBytes needs to be at least 324; dividing that by 4 is 81 which implies that 'width' is smaller than 'w', and that w=81. The two values should match.
Try replacing width and w with a small number like 5 to validate this. I would also note that you should be allocating dst.data via malloc prior to calling vImageConvert_RGB888toARGB8888.
Consider using CGImageCreate() instead of creating a bitmapcontext:
// this will automatically free() dst.data when destData is dealloc
NSData *destData = [NSData dataWithBytesNoCopy:dst.data length:4*width*height];
CGDataProviderRef provider = CGDataProviderCreateWithCFData((__bridge CFDataRef)destData);
CGImageRef imageRef = CGImageCreate(width,
height,
8, //bits per component
8*4, //bits per pixel
4*width, //bytesPerRow
colorSpace, //colorspace
kCGImageAlphaNoneSkipFirst,
provider, //CGDataProviderRef
NULL, //decode
false, //should interpolate
kCGRenderingIntentDefault //intent
);