I need to convert the image to/from Base64.
All working fine for JPG files, but if I upload PNG and then open it in the app it leads to the crash with error
"Unexpectedly found nil while unwrapping an Optional value"
while trying to create Data from the encoded string
Here is my code:
For Encoding:
static func base64Convert(base64String: String?) -> UIImage {
var decodedImage = #imageLiteral(resourceName: "no_prof_image")
if ((base64String?.isEmpty)! || (base64String?.contains("null"))!) {
return decodedImage
}else {
if let imageBase64String = base64String,
let dataDecoded = Data(base64Encoded: imageBase64String, options: .ignoreUnknownCharacters) {
decodedImage = UIImage(data: dataDecoded) ?? #imageLiteral(resourceName: "no_prof_image")
}
return decodedImage
}
}
For Decoding:
static func makeProfileBase64FromImage(image: UIImage) -> String? {
var imageData : Data?
if let jpegData = UIImageJPEGRepresentation(image, 1.0) {
imageData = jpegData
} else if let pngData = UIImagePNGRepresentation(image) {
imageData = pngData
}
return imageData?.base64EncodedString()
}
What I tried:
1) All encoding options
2) All decoding options
3) Swap UIImageJPEGRepresentation to UIImagePNGRepresentation. It leads to the same error but with jpg images.
UPDATE
Here is code how I send data to the server:
var imageToSend : String = "null"
if profileImage.image != #imageLiteral(resourceName: "no_prof_image"),
let validImage = profileImage.image,
let imageBase64 = AppUtils.makeProfileBase64FromImage(image: validImage) {
imageToSend = imageBase64
}
let parameters : Parameters = [
"image": imageToSend
]
Alamofire.request(AppUtils.API_URL + "update_profile.php", method: .post, parameters: parameters)
.validate().responseData() {response in
switch response.result {
case .success:
//...Some stuff
break
case .failure:
//...Some stuff
break
}
}
Part of the string that came to the server:
/9j/4AAQSkZJRgABAQAASABIAAD/4QBYRXhpZgAATU0AKgAAAAgAAgESAAMAAAABAAEAAIdpAAQAAAABAAAAJgAAAAAAA6ABAAMAAAABAAEAAKACAAQAAAABAAABkKADAAQAAAABAAABkAAAAAD/7QA4UGhvdG9zaG9wIDMuMAA4QklNBAQAAAAAAAA4QklNBCUAAAAAABDUHYzZjwCyBOmACZjs+EJ+/8AAEQgBkAGQAwERAAIRAQMRAf/EAB8AAAEFAQEBAQEBAAAAAAAAAAABAgMEBQYHCAkKC//EALUQAAIBAwMCBAMFBQQEAAABfQECAwAEEQUSITFBBhNRYQcicRQygZGhCCNCscEVUtHwJDNicoIJChYXGBkaJSYnKCkqNDU2Nzg5OkNERUZHSElKU1RVVldYWVpjZGVmZ2hpanN0dXZ3eHl6g4SFhoeIiYqSk5SVlpeYmZqio6Slpqeoqaqys7S1tre4ubrCw8TFxsfIycrS09TV1tfY2drh4uPk5ebn6Onq8fLz9PX29/j5+v/EAB8BAAMBAQEBAQEBAQEAAAAAAAABAgMEBQYHCAkKC//E
UPDATED CODE IN THE QUESTION
For now, the code doesn't have force unwrap. But now I always gets standard #imageLiteral(resourceName: "no_prof_image"). (Before, at least jpg works fine :) )
Quite obviously, you use UIImageJPEGRepresentation for .jpeg images, but for .png images you should use UIImagePNGRepresentation
Also, don't use force unwrapping.
static func makeBase64FromImage(image: UIImage) -> String? {
var imageData : Data?
if let jpegData = UIImageJPEGRepresentation(image, 1.0) {
imageData = jpegData
} else if let pngData = UIImagePNGRepresentation(image) {
imageData = pngData
}
return imageData?.base64EncodedString()
}
Looks like your issue is your PNG data size which is much bigger than JPEG data. So your server might have a size limit for your image upload.
Regarding your encoding method The second condition else if let pngData = UIImagePNGRepresentation(image) will never be executed. You have to choose which one you would like to use PNG or JPEG data representations (JPEG most times due to the size limit). Btw this would be much easier using optional chaining.
return UIImageJPEGRepresentation(image, 1)?.base64EncodedString()
Swift 4.2 Xcode 10 or later
return image.jpegData(compressionQuality: 1)?.base64EncodedString()
As #mag_zbc suggested, start with:
static func makeBase64FromImage(image: UIImage) -> String? {
var imageData : Data?
if let jpegData = UIImageJPEGRepresentation(image, 1.0) {
imageData = jpegData
} else if let pngData = UIImagePNGRepresentation(image) {
imageData = pngData
}
return imageData?.base64EncodedString()
}
Then, update this code to:
var imageToSend : String = "null"
if profileImage.image != #imageLiteral(resourceName: "no_prof_image"),
let validImage = profileImage.image,
let imageBase64 = AppUtils.makeBase64FromImage(image: validImage) {
imageToSend = imageBase64
}
let parameters : Parameters = [
"image": imageToSend
]
...
In general, you want to avoid using "!" anywhere unless you can 100% confirm that in any and all cases the value will always be defined. In this case, I believe the issue was your code being called with profileImage.image == nil
A profileImage.image being nil would != to the image literal, and therefore would have entered the conditional if you defined. Then by forcing it to be unwrapped with "!" you tried to unwrap nil.
Good luck!
I have an array of images in my codes that are [UIImage] but I want to convert them to base64 - I couldn't ! - I found similar questions but when I used their answers I received Fatal Error
for i in 0...tinyViewController.imageUpload.count - 1 {
print(i)
let imageData = UIImageJPEGRepresentation(tinyViewController.imageUpload[i] , 1)
let base64String = (imageData! as Data).base64EncodedString(options: NSData.Base64EncodingOptions(rawValue: 0))
print(base64String)
}
Try this function to convert each UIImage to base64 String. I used it in my project. It works perfect for me.
func base64(from image: UIImage) -> String? {
let imageData = UIImagePNGRepresentation(image)
if let imageString = imageData?.base64EncodedString(options: .endLineWithLineFeed) {
return imageString
}
return nil
}
So, do this:
for i in 0...tinyViewController.imageUpload.count - 1 {
print(i)
print(base64(from: tinyViewController.imageUpload[i]))
}
I've an image (captureImage) which is taken by camera and resized. I use UIImageJPEGRepresentation to compress image, after the compression, image's size is increased. Is it normal behaviour or I'm doing compression/resizing in wrong way?
if let image = captureImage {
print(image.size) // (700, 700)
let compressedImageData = UIImageJPEGRepresentation(image, 0.3)!
let compressedImage = UIImage(data: compressedImageData)!
print(compressedImage.size) // (3024, 3024)
}
Yes this code is for image compression
let compressedImageData = UIImageJPEGRepresentation(image, 0.3)!
One way for getting the file size is by saving into document directory.
For example -
let filePath = fileURL
var fileSize : UInt64
do {
//return [FileAttributeKey : Any]
let attr = try FileManager.default.attributesOfItem(atPath: filePath.path)
fileSize = attr[FileAttributeKey.size] as! UInt64
//if you convert to NSDictionary, you can get file size old way as well.
let dict = attr as NSDictionary
fileSize = dict.fileSize()
print(fileSize)
} catch {
print("Error: \(error)")
}
How do you encode an image to base64 in Swift 3.0?
I tried to do it this way:
let imageData = UIImageJPEGRepresentation(globalImage!, 75)
let string64 = imageData!.base64EncodedString()
where globalImage is my image. I successfully sent the data to my web server but when I try to load the image it's not in a form that my computer can recognize.
Here are the encoding and decoding methods.
func encodeImageToBase64(image : UIImage) -> String{
let imageData : Data = UIImagePNGRepresentation(image)! as Data
let strBase64 = imageData.base64EncodedString(options: Data.Base64EncodingOptions.init(rawValue: 0))
return strBase64
}
func decodeBase64ToImage(base64 : String) -> UIImage{
let dataDecoded : NSData = NSData(base64Encoded: base64, options: NSData.Base64DecodingOptions(rawValue: 0))!
let decodedimage : UIImage = UIImage(data: dataDecoded as Data)!
return decodedimage
}
Your second parameter is 75, it should be 0.7
let imageData = UIImageJPEGRepresentation(globalImage!, 0.7)
I'm trying to save a UIImage to NSData and then read the NSData back to a new UIImage in Swift. To convert the UIImage to NSData I'm using the following code:
let imageData: NSData = UIImagePNGRepresentation(myImage)
How do I convert imageData (i.e., NSData) back to a new UIImage?
UIImage(data:imageData,scale:1.0) presuming the image's scale is 1.
In swift 4.2, use below code for get Data().
image.pngData()
Thanks. Helped me a lot. Converted to Swift 3 and worked
To save: let data = UIImagePNGRepresentation(image)
To load: let image = UIImage(data: data)
Use imageWithData: method, which gets translated to Swift as UIImage(data:)
let image : UIImage = UIImage(data: imageData)
Now in Swift 4.2 you can use pngData() new instance method of UIImage to get the data from the image
let profileImage = UIImage(named:"profile")!
let imageData = profileImage.pngData()
Details
Xcode 10.2.1 (10E1001), Swift 5
Solution 1
guard let image = UIImage(named: "img") else { return }
let jpegData = image.jpegData(compressionQuality: 1.0)
let pngData = image.pngData()
Solution 2.1
extension UIImage {
func toData (options: NSDictionary, type: CFString) -> Data? {
guard let cgImage = cgImage else { return nil }
return autoreleasepool { () -> Data? in
let data = NSMutableData()
guard let imageDestination = CGImageDestinationCreateWithData(data as CFMutableData, type, 1, nil) else { return nil }
CGImageDestinationAddImage(imageDestination, cgImage, options)
CGImageDestinationFinalize(imageDestination)
return data as Data
}
}
}
Usage of solution 2.1
// about properties: https://developer.apple.com/documentation/imageio/1464962-cgimagedestinationaddimage
let options: NSDictionary = [
kCGImagePropertyOrientation: 6,
kCGImagePropertyHasAlpha: true,
kCGImageDestinationLossyCompressionQuality: 0.5
]
// https://developer.apple.com/documentation/mobilecoreservices/uttype/uti_image_content_types
guard let data = image.toData(options: options, type: kUTTypeJPEG) else { return }
let size = CGFloat(data.count)/1000.0/1024.0
print("\(size) mb")
Solution 2.2
extension UIImage {
func toJpegData (compressionQuality: CGFloat, hasAlpha: Bool = true, orientation: Int = 6) -> Data? {
guard cgImage != nil else { return nil }
let options: NSDictionary = [
kCGImagePropertyOrientation: orientation,
kCGImagePropertyHasAlpha: hasAlpha,
kCGImageDestinationLossyCompressionQuality: compressionQuality
]
return toData(options: options, type: .jpeg)
}
func toData (options: NSDictionary, type: ImageType) -> Data? {
guard cgImage != nil else { return nil }
return toData(options: options, type: type.value)
}
// about properties: https://developer.apple.com/documentation/imageio/1464962-cgimagedestinationaddimage
func toData (options: NSDictionary, type: CFString) -> Data? {
guard let cgImage = cgImage else { return nil }
return autoreleasepool { () -> Data? in
let data = NSMutableData()
guard let imageDestination = CGImageDestinationCreateWithData(data as CFMutableData, type, 1, nil) else { return nil }
CGImageDestinationAddImage(imageDestination, cgImage, options)
CGImageDestinationFinalize(imageDestination)
return data as Data
}
}
// https://developer.apple.com/documentation/mobilecoreservices/uttype/uti_image_content_types
enum ImageType {
case image // abstract image data
case jpeg // JPEG image
case jpeg2000 // JPEG-2000 image
case tiff // TIFF image
case pict // Quickdraw PICT format
case gif // GIF image
case png // PNG image
case quickTimeImage // QuickTime image format (OSType 'qtif')
case appleICNS // Apple icon data
case bmp // Windows bitmap
case ico // Windows icon data
case rawImage // base type for raw image data (.raw)
case scalableVectorGraphics // SVG image
case livePhoto // Live Photo
var value: CFString {
switch self {
case .image: return kUTTypeImage
case .jpeg: return kUTTypeJPEG
case .jpeg2000: return kUTTypeJPEG2000
case .tiff: return kUTTypeTIFF
case .pict: return kUTTypePICT
case .gif: return kUTTypeGIF
case .png: return kUTTypePNG
case .quickTimeImage: return kUTTypeQuickTimeImage
case .appleICNS: return kUTTypeAppleICNS
case .bmp: return kUTTypeBMP
case .ico: return kUTTypeICO
case .rawImage: return kUTTypeRawImage
case .scalableVectorGraphics: return kUTTypeScalableVectorGraphics
case .livePhoto: return kUTTypeLivePhoto
}
}
}
}
Usage of solution 2.2
let compressionQuality: CGFloat = 0.4
guard let data = image.toJpegData(compressionQuality: compressionQuality) else { return }
printSize(of: data)
let options: NSDictionary = [
kCGImagePropertyHasAlpha: true,
kCGImageDestinationLossyCompressionQuality: compressionQuality
]
guard let data2 = image.toData(options: options, type: .png) else { return }
printSize(of: data2)
Problems
Image representing will take a lot of cpu and memory resources. So, in this case it is better to follow several rules:
- do not run jpegData(compressionQuality:) on main queue
- run only one jpegData(compressionQuality:) simultaneously
Wrong:
for i in 0...50 {
DispatchQueue.global(qos: .utility).async {
let quality = 0.02 * CGFloat(i)
//let data = image.toJpegData(compressionQuality: quality)
let data = image.jpegData(compressionQuality: quality)
let size = CGFloat(data!.count)/1000.0/1024.0
print("\(i), quality: \(quality), \(size.rounded()) mb")
}
}
Right:
let serialQueue = DispatchQueue(label: "queue", qos: .utility, attributes: [], autoreleaseFrequency: .workItem, target: nil)
for i in 0...50 {
serialQueue.async {
let quality = 0.02 * CGFloat(i)
//let data = image.toJpegData(compressionQuality: quality)
let data = image.jpegData(compressionQuality: quality)
let size = CGFloat(data!.count)/1000.0/1024.0
print("\(i), quality: \(quality), \(size.rounded()) mb")
}
}
Links
UTI Image Content Types
CGImageDestinationAddImage(::_:)
Thinking about Memory: Converting UIImage to Data in Swift
Different resize technics
To save as data:
From StoryBoard, if you want to save "image" data on the imageView of MainStoryBoard, following codes will work.
let image = UIImagePNGRepresentation(imageView.image!) as NSData?
To load "image" to imageView:
Look at exclamation point "!", "?" closely whether that is quite same as this one.
imageView.image = UIImage(data: image as! Data)
"NSData" type is converted into "Data" type automatically during this process.
Image to Data:-
if let img = UIImage(named: "xxx.png") {
let pngdata = img.pngData()
}
if let img = UIImage(named: "xxx.jpeg") {
let jpegdata = img.jpegData(compressionQuality: 1)
}
Data to Image:-
guard let image = UIImage(data: pngData) else { return }
For safe execution of code, use if-let block with Data to prevent app crash & , 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(self)
}
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...
}
}
Swift 5
let the image you create as UIImage be image
image.pngData() as NSData?
Use this for a simple solution
static var UserProfilePhoto = UIImage()
guard let image = UIImage(named: "Photo") else { return }
guard let pngdata = image.pngData() else { return }
UserProfilePhoto = UIImage(data: pngdata)!