using UISaveVideoAtPathToSavedPhotosAlbum - iphone

On simulator UISaveVideoAtPathToSavedPhotosAlbum cannot save movie into photo album unless photo album is open. Can it? How can I check if Photo Album is running and run it silently from my app? Chances are that on a real iPhone/Pad it will be already running but just in case...?
My movie is in Resources of my app. I want to copy it to album. Here is the methods that I put in my AppDelegate.m to accomplish that:
-(void)downloadVideo:(NSString *)sampleMoviePath{
if (UIVideoAtPathIsCompatibleWithSavedPhotosAlbum(sampleMoviePath)){
UISaveVideoAtPathToSavedPhotosAlbum(sampleMoviePath, self, #selector(video:didFinishSavingWithError: contextInfo:), sampleMoviePath);
}
}
-(void)video:(NSString *)videoPath didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo{
NSLog(#"Finished with error: %#", error);
}
I call it like this:
NSString *sampleMediaPathFromApp = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:#"movie_01.m4v"];
[self downloadVideo:sampleMediaPathFromApp];
Error message that I get:
Finished saving video with error: Error Domain=ALAssetsLibraryErrorDomain Code=-3310 "Data unavailable" UserInfo=0x564ab10 {NSLocalizedRecoverySuggestion=Launch the Photos application, NSLocalizedDescription=Data unavailable}
Naturally, if I open Photo album and then run my app it works fine.
Thanks a lot for your input.
BG
----edits----
I have edited the code so it is more readable - sorry I do not have an answer, but it is a good question - I had to put this here or else I could not submit the changes. --jwk82

You can save it as..
ALAssetsLibrary *assetLibrary = [[ALAssetsLibrary alloc] init];
[assetLibrary writeVideoAtPathToSavedPhotosAlbum:url completionBlock:^(NSURL *assetURL, NSError *error){

Related

How to save video from HTTP to photo library in ios?

I want to download some video from HTTP into user's ios device. How could we use AVAssetsLibrary to do that? I tried but got the following error:
Video /wikipedia/commons/4/4d/F1_vid2.theora.ogv cannot be saved to the saved photos album: Error Domain=NSOSStatusErrorDomain Code=2 "This movie could not be played." UserInfo=xxxxxxxx {NSLocalizedDescription=This movie could not be played.}
Thanks a bunch!
My code is:
ALAssetsLibrary *lib = [[[ALAssetsLibrary alloc] init] autorelease];
if ([lib videoAtPathIsCompatibleWithSavedPhotosAlbum:videoURL]) {
[lib writeVideoAtPathToSavedPhotosAlbum:videoURL
completionBlock:^(NSURL *assetURL, NSError *error) {
if (!error) {
result = KIFTestStepResultSuccess;
NSLog(#"yuanzi: Completed writing videos.");
}
saved = YES;
}];
}

save image in camera roll and get asset url

for an app I'm developing, I use UIImagePickerController to shoot a picture and store it in camera roll:
- (void)imagePickerController:(UIImagePickerController*)picker didFinishPickingMediaWithInfo:(NSDictionary*)info {
//... some stuff ...
UIImageWriteToSavedPhotosAlbum([info objectForKey:#"UIImagePickerControllerOriginalImage"], nil, nil, nil);
}
the image is saved, now I need to get its reference url so I try to enumerate camera roll and get the last image, but I always get the image before the one I just shot.
Anybody has an idea how to get the reference of the just saved picture?
Thanks,
Max
This solution should fix the problem:
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
[library writeImageToSavedPhotosAlbum:((UIImage *)[info objectForKey:UIImagePickerControllerOriginalImage]).CGImage
metadata:[info objectForKey:UIImagePickerControllerMediaMetadata]
completionBlock:^(NSURL *assetURL, NSError *error) {
NSLog(#"assetURL %#", assetURL);
}];
et voila:
assetURL assets-library://asset/asset.JPG?id=1611E84C-24E2-4177-B49A-1C57B4A9C665&ext=JPG

Save UIImage to Photo Album with writeImageToSavedPhotosAlbum

I'm trying to save a UIImage to Photo Album. I've tried severl methods the last one is:
-(IBAction)captureLocalImage:(id)sender{
[photoCaptureButton setEnabled:NO];
// Save to assets library
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
[library writeImageToSavedPhotosAlbum: imageView.image.CGImage metadata:nil completionBlock:^(NSURL *assetURL, NSError *error2)
{
// report_memory(#"After writing to library");
if (error2) {
NSLog(#"ERROR: the image failed to be written");
}
else {
NSLog(#"PHOTO SAVED - assetURL: %#", assetURL);
}
runOnMainQueueWithoutDeadlocking(^{
// report_memory(#"Operation completed");
[photoCaptureButton setEnabled:YES];
});
}];
}
imageView is a UIImageView which contain the image I want to save.
On log I got "PHOTO SAVED - assetURL: (null)" and the photo doesn't save to library.
What am I doing wrong?
just use this bellow line for save the image in your photo library
UIImageWriteToSavedPhotosAlbum(imageView.image,nil,nil,nil);
:)
For iOS 11+ needs Privacy - Photo Library Additions Usage Description in info.plist
Add NSPhotoLibraryAddUsageDescription in info.plist
Code:
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
Reference
Check out this sample.. which explains how to save photos using assets library..
you can even use..
UIImageWriteToSavedPhotosAlbum(UIImage *image, id completionTarget, SEL completionSelector, void *contextInfo);
cehck out his link How to save picture to iPhone photo library?
I'm using GPUImage, Apparently there is some kind of problem with the library itself.
The code above is absolutely working. If you want to read more about this issue:
GPUImagePicture with imageFromCurrentlyProcessedOutput doesn't get UIImage
Since iOS 8.1 UIKit framework has the UIImageWriteToSavedPhotosAlbum() function as vishy said.
I use it in this way:
UIImageWriteToSavedPhotosAlbum(myImage, self, "image:didFinishSavingWithError:contextInfo:", nil)
and then
func image(image: UIImage, didFinishSavingWithError error: NSError?, contextInfo:UnsafePointer<Void>) {
// check error, report image has been saved, ...
}
When you take a photo from camera, then you can save image in picker delegate:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
UIImage *image = [info valueForKey:UIImagePickerControllerEditedImage];
[library writeImageToSavedPhotosAlbum:image.CGImage metadata:[info objectForKey:UIImagePickerControllerMediaMetadata] completionBlock:^(NSURL *assetURL, NSError *error) {
...
}];
[picker dismissViewControllerAnimated:YES completion:nil];
}

ALAssetsLibrary - crash after receiving ALAssetsLibraryChangedNotification

Part of my app has a photo browser, somewhat similar to Apple's Photos app, with an initial view controller to browse photo thumbnails and a detail view that's shown when you tap on a photo.
I'm using ALAssetsLibrary to access photos, and I pass an array of ALAsset URL's to my detail view controller so you can swipe from one photo to the next.
Everything works great, until I receive an ALAssetsLibraryChangedNotification while swiping from one photo to another (in the detail view controller), which often results in a crash:
NOTIFICATION: the asset library changed // my own NSLog for when the
notification occurs
loading assets... // my own NSLog for when I start reloading assets in
the thumbnail browser
Assertion failed: (size == bytesRead), function
-[ALAssetRepresentation _imageData], file /SourceCache/AssetsLibrary/MobileSlideShow-1373.58.1/Sources/ALAssetRepresentation.m,
line 224.
The specific line of code it crashes on, is in calling [currentRep metadata] as shown here:
- (void)someMethod {
NSURL *assetURL = [self.assetURLsArray objectAtIndex:index];
ALAsset *currentAsset;
[self.assetsLibrary assetForURL:assetURL resultBlock:^(ALAsset *asset) {
[self performSelectorInBackground:#selector(configureDetailViewForAsset:) withObject:asset];
} failureBlock:^(NSError *error) {
NSLog(#"failed to retrieve asset: %#", error);
}];
}
- (void)configureDetailViewForAsset:(ALAsset *)currentAsset {
ALAssetRepresentation *currentRep = [currentAsset defaultRepresentation];
if (currentAsset != nil) {
// do some stuff
}
else {
NSLog(#"ERROR: currentAsset is nil");
}
NSDictionary *metaDictionary;
if (currentRep != nil) {
metaDictionary = [currentRep metadata];
// do some other stuff
}
else {
NSLog(#"ERROR: currentRep is nil");
}
}
I understand that once a notification is received, it invalidates any references to ALAsset and ALAssetRepresentation objects... but how am I supposed to deal with the situation where it invalidates something right in the middle of trying to access it?
I've tried setting a BOOL, right when receiving the notification to completely abort and prevent [currentRep metadata] from ever being called, but even that doesn't catch it every time:
if (self.receivedLibraryChangeNotification) {
NSLog(#"received library change notification, need to abort");
}
else {
metaDictionary = [currentRep metadata];
}
Is there anything I can do? At this point I'm almost ready to give up on using the ALAssetsLibrary framework.
(note this unresolved thread on the Apple dev forums describing the same issue: https://devforums.apple.com/message/604430 )
It seems the problem is around here:
[self.assetsLibrary assetForURL:nextURL
resultBlock:^(ALAsset *asset) {
// You should do some stuff with asset at this scope
ALAssetRepresentation *currentRep = [asset defaultRepresentation];
// Assume we have a property for that
self.assetRepresentationMetadata = [currentRep metadata];
...
// assume we have a method for that
[self updateAssetDetailsView];
}
failureBlock:^(NSError *error) {
NSLog(#"failed to retrieve asset: %#", error);
}];
Once you have got user asset it is better to copy asset information by providing necessary data to your details controller subviews or by caching for later use. It can be helpful for avoiding ALAsset invalidation troubles. When notification ALAssetsLibraryChangedNotification sent you may need to discard details controller and query the Library content from the beginning.

Delete a photo from the user's photo library?

Is there a way I can delete an image that is loaded into my app from a UIImagePickerController?
I want to be able to delete the image from the user's photo library when the user performs a specific action.
I am prompting the user to choose a image from their library, then it gets loaded into my app at which point the app does some shnazzy animation, then actually deletes the image.
Please help!
Apple doesn't actually allow you to delete from the photo library through an API. The user has to actually go to the Photos app and delete it manually themselves. Apple does allow you write to the photo library:
To save a still image to the user’s
Saved Photos album, use the
UIImageWriteToSavedPhotosAlbum
function. To save a movie to the
user’s Saved Photos album, use the
UISaveVideoAtPathToSavedPhotosAlbum
function.
But for deleting and editing/overriding an existing photo, Apple doesn't have anything like that right now.
Actually, you can delete photos saved by your app (saved to photo library with UIImageWriteToSavedPhotosAlbum API call).
The documented API [ALAsset setImageData:metadata:completionBlock:] works.
1). Add an image "photo.jpg" to your project
2). Save an image to asset library:
ALAssetsLibrary *lib = [ALAssetsLibrary new];
UIImage *image = [UIImage imageNamed:#"photo.jpg"];
[lib writeImageToSavedPhotosAlbum:image.CGImage metadata:#{} completionBlock:^(NSURL *assetURL, NSError *error) {
NSLog(#"Write image %# to asset library. (Error %#)", assetURL, error);
}];
3). Go to default gallery, you will find photo.jpg in your "Saved Photos" album.
4). Delete this image from asset library:
ALAssetsLibrary *lib = [ALAssetsLibrary new];
[lib enumerateGroupsWithTypes:ALAssetsGroupSavedPhotos usingBlock:^(ALAssetsGroup *group, BOOL *stop) {
[group enumerateAssetsUsingBlock:^(ALAsset *asset, NSUInteger index, BOOL *stop) {
if(asset.isEditable) {
[asset setImageData:nil metadata:nil completionBlock:^(NSURL *assetURL, NSError *error) {
NSLog(#"Asset url %# should be deleted. (Error %#)", assetURL, error);
}];
}
}];
} failureBlock:^(NSError *error) {
}];
5). Go to default gallery, you will find photo.jpg has already been deleted.
Yes we can delete a photo. We can use PHAssetChangeRequest for this operation.
From Apple:
A request to create, delete, change metadata for, or edit the content of a Photos asset, for use in a photo library change block.
class func deleteAssets(_ assets: NSFastEnumeration)
where assets:
An array of PHAsset objects to be deleted.
PHAssetChangeRequest.deleteAssets([assetToDelete])
So, you could use the above code to delete assets.
below is swift 3 code,
PHPhotoLibrary.shared().performChanges({
let imageAssetToDelete = PHAsset.fetchAssets(withALAssetURLs: imageUrls as! [URL], options: nil)
PHAssetChangeRequest.deleteAssets(imageAssetToDelete)
}, completionHandler: {success, error in
print(success ? "Success" : error )
})