My server doesn't support the HEIF format. So I need to transform it to JPEG before uploading from my app.
I do this:
UIImage *image = [UIImage imageWithData:imageData];
NSData *data=UIImageJPEGRepresentation(image, 1.0);
But how can I know that the data is HEIF (or HEIC) ? I can look at a file:
([filePath hasSuffix:#".HEIC"] || [filePath hasSuffix:#".heic"])
But I don't think it's a good answer. Is there any other solution?
Both existing answers have good recommendations, but to attempt to tell the whole story...
UIImage doesn't represent an image file or even binary data in an image-file format. A UIImage is best thought of as an abstract representation of the displayable image encoded in that data — that is, a UIImage is the result of the decoding process. By the time you have a UIImage object, it doesn't care what file format it came from.
So, as #Ladislav's answer notes, if you have a UIImage already and you just want to get data in a particular image file format, call one of the convenience functions for getting a UIImage into a file-formatted data. As its name might suggest, UIImageJPEGRepresentation returns data appropriate for writing to a JPEG file.
If you already have a UIImage, UIImageJPEGRepresentation is probably your best bet, since you can use it regardless of the original image format.
As #ScottCorscadden implies, if you don't have a UIImage (yet) because you're working at a lower level such that you have access to the original file data, then you'll need to inspect that data to divine its format, or ask whatever source you got the data from for metadata describing its format.
If you want to inspect the data itself, you're best off reading up on the HIEF format standards. See nokiatech, MPEG group, or wikipedia.
There's a lot going on in the HEIF container format and the possible kinds of media that can be stored within, so deciding if you have not just a HEIF file, but an HEIF/HEVC file compatible with this-or-that viewer could be tricky. Since you're talking about excluding things your server doesn't support, it might be easier to code from the perspective of including only the things that your server does support. That is, if you have data with no metadata, look for something like the JPEG magic number 0xffd8ff, and use that to exclude anything that isn't JPEG.
Better, though, might be to look for metadata. If you're picking images from the Photos library with PHImageManager.requestImageData(for:options:resultHandler:), the second parameter to your result handler is the Uniform Type Identifier for the image data: for HEIF and HEIC files, public.heif, public.heif-standard, and public.heic have been spotted in the wild.
(Again, though, if you're looking for "images my sever doesn't support", you're better off checking for the formats your server does support and rejecting anything not on that list, rather than trying to identify all the possible unsupported formats.)
When you are sending to your server you are most likely decoding the UIImage and sending it as Data so just do
let data = UIImageJPEGRepresentation(image, 0.9)
Just decide what quality works best for you, here it is 0.9
A bit late to the party, but other than checking the extension (after the last dot), you can also check for the "magic number" aka file signature. Byte 5 to 8 should give you the constant "ftyp". The following 4 bytes would be the major brand, which I believe is one of "mif1", "heic" and "heix".
For example, the first 12 bytes of a .heic image would be:
00 00 00 18 66 74 79 70 6d 69 66 31
which, after removing 0s and trim the result, literally decoded to ftypmif1.
Well, you could look at magic bytes - JPEG and PNG certainly are known, and I seem to see some references that HEIF (.heic) starts with a NUL byte. If you're using any of the PHImageManager methods like requestImageDataForAsset:options:resultHandler, that resultHandler will be passed a NSString * _Nullable dataUTI reference. There's a decent WWDC video/slides on this (possibly here) that suggest if the UTI is not kUTTypeJPEG you convert it (and the slides have some lower-level sample code in swift to do it that preserve orientation too).
I should also mention, if you have control at your app layer and all uploads come from there, do all this there.
If you're using Photos framework and are importing images from photo library, there's a solution that was mentioned briefly during WWDC17. First, import core services:
import MobileCoreServices
Then, when you request the image, check the UTType that is returned as a second parameter to your block:
// asset: PHAsset
PHImageManager.default().requestImageData(for: asset, options: nil) { imageData, dataUTI, orientation, info in
guard let dataUTI = dataUTI else { return }
if !(UTTypeConformsTo(dataUTI as CFString, kUTTypeJPEG) || UTTypeConformsTo(dataUTI as CFString, kUTTypePNG)) {
// imageData is neither JPG not PNG, possibly subject for transcoding
}
}
Other UTTypes can be found here
Related
I want to build an iOS 10 app that lets you shoot a RAW (.dng) image, edit it, and then saved the edited .dng file to the camera roll. By combining code from Apple's 2016 "AVCamManual" and "RawExpose" sample apps, I've gotten to the point where I have a CIFilter containing the RAW image along with the edits.
However, I can't figure out how to save the resulting CIImage to the camera roll as a .dng file. Is this possible?
A RAW file is "raw" output direct from a camera sensor, so the only way to get it is directly from a camera. Once you've processed a RAW file, what you have is by definition no longer "raw", so you can't go back to RAW.
To extend the metaphor presented at WWDC where they introduced RAW photography... a RAW file is like the ingredients for a cake. When you use Core Image to create a viewable image from the RAW file, you're baking the cake. (And as noted, there are many different ways to bake a cake from the same ingredients, corresponding to the possible options for processing RAW.) But you can't un-bake a cake — there's no going back to original ingredients, much less a way that somehow preserves the result of your processing.
Thus, the only way to store an image processed from a RAW original is to save the processed image in a bitmap image format. (Use JPEG if you don't mind lossy compression, PNG or TIFF if you need lossless, etc.)
If you're writing the results of an edit to PHPhotoLibrary, use JPEG (high quality / less compressed if you prefer), and Photos will store your edit as a derived result, allowing the user to revert to the RAW original. You can also describe the set of filters you applied in PHAdjustmentData saved with your edit — with adjustment data, another instance of your app (or Photos app extension) can reconstruct the edit using the original RAW data plus the filter settings you save, then allow a user to alter the filter parameters to create a different processed image.
Note: There is a version of the DNG format called Linear DNG that supports non-RAW (or "not quite RAW") images, but it's rather rare in practice, and Apple's imaging stack doesn't support it.
Unfortunately DNG isn't supported as an output format in Apple's ImageIO framework. See the output of CGImageDestinationCopyTypeIdentifiers() for a list of supported output types:
(
"public.jpeg",
"public.png",
"com.compuserve.gif",
"public.tiff",
"public.jpeg-2000",
"com.microsoft.ico",
"com.microsoft.bmp",
"com.apple.icns",
"com.adobe.photoshop-image",
"com.adobe.pdf",
"com.truevision.tga-image",
"com.sgi.sgi-image",
"com.ilm.openexr-image",
"public.pbm",
"public.pvr",
"org.khronos.astc",
"org.khronos.ktx",
"com.microsoft.dds",
"com.apple.rjpeg"
)
This answer comes late, but it may help others with the problem. This is how I saved a raw photo to the camera roll as a .dng file.
Just to note, I captured the photo using the camera with AVFoundation.
import Photos
import AVFoundation
//reading in the photo data in as a data object
let photoData = AVCapturePhotoOutput.dngPhotoDataRepresentation(forRawSampleBuffer: sampleBuffer, previewPhotoSampleBuffer: previewPhotoSampleBuffer)
// put it into a temporary file
let temporaryDNGFileURL = NSURL(fileURLWithPath: NSTemporaryDirectory()).appendingPathComponent("temp.dng")!
try! photoData?.write(to: temporaryDNGFileURL)
// get access to photo library
PHPhotoLibrary.requestAuthorization { status in
if status == .authorized {
// Perform changes to the library
PHPhotoLibrary.shared().performChanges({
let options = PHAssetResourceCreationOptions()
options.shouldMoveFile = true
//Write Raw:
PHAssetCreationRequest.forAsset().addResource(with: .photo, fileURL: temporaryDNGFileURL, options: options)
}, completionHandler: { success, error in
if let error = error { print(error) }
})
}
else { print("cant access photo album") }
}
Hope it helps.
The only way to get DNG data as of the writing of this response (iOS 10.1) is:
AVCapturePhotoOutput.dngPhotoDataRepresentation(forRawSampleBuffer: CMSampleBuffer, previewPhotoSampleBuffer: CMSampleBuffer?)
Noting the OP refers to Core Image. As mentioned by rickster, CI works on processed image data, therefore only offers processed image results (JPEG, TIFF):
CIContext.writeJPEGRepresentation(of:to:colorSpace:options:)
CIContext.writeTIFFRepresentation(of:to:format:colorSpace:options:)
My question is a very simple one. How can i get the extension type of a UIImage? I can only get the image as UIImage and not as its name. The image can be static, or can be taken from the phone gallery or even from a file path. If someone could do a little help in that, it would be grateful.
-(returnType)functionName : (argument)UIImage
{
// code to get the extension//
return extension(as string)
}
this is how i wish to have it. I tried passing NSData. But either i need to do the JPEG representation or PNG representation. In both case i will either receive a jpeg extension or a png extension. Even if i pass a gif, it will be shown either jpeg or png. :( ... Please help
Once you have a UIImage you no longer have any concept of an image type.
If you read encoded image data from a file (or other source) into an NSData object you can inspect the data to determine the image's type. But once you have a UIImage you have an abstract image bitmap that has no type.
Remember, a UIImage can be created in memory. It never started out as a file and it never had a specific type. It's just an image. Even if you load a UIImage from a file, any association with the original file is lost. It's not until you choose to convert the UIImage to a specific format do you get a type.
Is there a way to get raw data of image from UIPasteboard instead of UIImage if it's copied by another app such as photos or mobile safari?
I'm currently facing wired differences between IOS 6.0 and IOS 6.1(7.0 also)
In IOS 6.0, UIPasteboard's item of the copied image by photos or mobile safari contains raw data of the image.
But In IOS 6.1 and above, it contains UIImage instead of raw data.
In IOS 6.0, copied item of UIPasteboard is below
Printing description of array:
<__NSArrayM 0x8a804c0>(
{
"com.compuserve.gif" = <47494638 39614002 ...... 3b3a2000 3b>;
"public.url" = "url of the image....";
}
)
In IOS 6.1 and above, it contains UIImage instead of raw data.
Printing description of array:
<__NSArrayM 0xa25b7b0>(
{
"com.compuserve.gif" = "<UIImage: 0x9429570>";
"public.url" = "url of the image...";
}
)
If that image format is PNG or JPEG, it's not that bad.
(I still have to compress again if it's JEPG though.)
But when I try to paste animated gif image, it becomes more complicated.
I don't know even it's passible to create animated gif image from normal UIImage.
I can download again from original url, but downloading data that I already have seems not good solution I think.
And also, if it's copied from photos app, there's no such url. (there's some mysterious uri named "com.apple.mobileslideshow.asset-object-id-uri" that is undocumented instead of url)
There seems a workaround, because when I try to do exactly same action between photos and email app, It works properly
Any suggestions?
Well now, I figured it out myself.
You can simply get raw (binary)data of the image form general pasteboard by sending
dataForPasteboardType:(NSSting*)PasteboardType message to general pasteboard, if it's copied from Apple's built-in Mobile Safari or Photos App. (#"com.compuserve.gif" for the pasteboard type in my case)
I myself feel a bit foolish for not having checked all the passible methods sooner. :(
My confusion comes from items property of the UIPasteboard.
I thought that items are containing all of data of current pasteboard. So I try to save that array from pasteboard and want to use it later, but I were totally wrong.
As documented in UIPasteboard Class Reference, the items property contains dictionary with key being the representation type and the "value" the object associated with that type.
At this point of time, The "value" refers really "value" of the representation, not the data of that type. This meaning of the "value" is the same as the value of thesetValue: forPasteboardType: method.
On the other words, you cannot retrieve raw(binary) data of the image from items property, even if you set the image to the pasteboard by sending setData: forPasteboardType: message.(I tested it on IOS 7)
In addition, raw data of the image from items property in IOS 6.0 seems a bug of that OS version. (This may not true, it's just my opinion)
You can get NSData from UIPasteboard if you specify right PasteboardType:
NSData* pasteData = [[UIPasteboard generalPasteboard] dataForPasteboardType:(NSString*)kUTTypeJPEG];
Do not forget to import
<MobileCoreServices/MobileCoreServices.h>
The UIPasteBoard will contain whatever is placed in it. It's up to the app that is copying to the paste board to put the contents in the proper format. The app can place items as raw binary data or as objects such as UIImage in the paste board.
If you're getting something different between iOS versions, you're probably using different versions of the app or it's simply copying things differently.
You're right that you can't represent an animated GIF in a UIImage because a UIImage only contains a single image. Perhaps the app is just copying the first frame's bitmap data in that case?
You can convert a UIImage to raw JPEG data using UIImageJPEGRepresentation.
In my application I have to send images of different formats to the server (it must be all file formats that can be read by the UIImage class) https://developer.apple.com/library/ios/#documentation/uikit/reference/UIImage_Class/Reference/Reference.html
And the problem is: I don't know when I should use each of this methods. Of course it's obvious that for .png images I need to use UIImagePNGRepresentation and for .jpg/.jpeg UIImageJPEGRepresentation. But what about other formats (.tiff,.gif , etc.)? There are only two methods for image manipulations and so many formats.
You say:
Of course it's obvious that for .png images I need to use UIImagePNGRepresentation and for .jpg/.jpeg UIImageJPEGRepresentation.
No, that's not necessarily the case. If you have some original "digital asset", rather than creating a UIImage and then using one of those two functions to create the NSData that you'll upload, you will often just load the NSData from the original asset and bypass the round-trip to a UIImage at all. If you do this, you don't risk any loss of data that converting to a UIImage, and then back again, can cause.
There are some additional considerations, though:
Meta data:
These UIImageXXXRepresentation functions strip the image of its meta data. Sometimes that's a good thing (e.g. you don't want to upload photos of your children or expensive gadgets the include the GPS locations where malcontents could identify where the shot was taken). In other cases, you don't want the meta data to be thrown away (e.g. date of the original shot, which camera, etc.).
You should make an explicit decision as to whether you want meta data stripped or not. If not, don't round-trip your image through a UIImage, but rather use the original asset.
Image quality loss and/or file size considerations:
I'm particularly not crazy about UIImageJPEGRepresentation because it a lossy compression. Thus, if you use a compressionQuality value smaller than 1.0, you can lose some image quality (modest quality loss for values close to 1.0, more significant quality loss with lower compressionQuality values). And if you use a compressionQuality of 1.0, you mitigate much of the JPEG image quality loss, but the resulting NSData can often be bigger than the original asset (at least if the original was, itself, a compressed JPEG or PNG), resulting in slower uploads.
UIImagePNGRepresentation doesn't introduce compression-based data loss, but depending upon the image, you may still lose data (e.g. if the original file was a 48-bit TIFF or used a colorspace other than sRGB).
It's a question of whether you are ok with some image quality loss and/or larger file size during the upload process.
Image size:
Sometimes you don't want to upload the full resolution image. For example, you might be using a web service that wants images no bigger than 800px per side. Or if you're uploading a thumbnail, they might want something even smaller (e.g. 32px x 32px). By resizing images, you can make the upload much smaller and thus much faster (though with obvious quality loss). But if you use an image resizing algorithm, then creating a PNG or JPEG using these UIImageXXXRepresentation functions would be quite common.
In short, if I'm trying to minimize the data/quality loss, I would upload the original asset if it's in a format that the server accepts, and I'd use UIImagePNGRepresentation (or UIImageJPGRepresentation with quality setting of 1.0) if the original asset was not in a format accepted by the server. But the choice of using these UIImageXXXRepresentation functions is a question of your business requirements and what the server accepts.
Rob points out a lot of very good things to consider when working with images (+1), however here is an example of how to create tiff's and gif's as you asked:
First, you need to link to the ImageIO library (under the Build Phases of your app).
Next you need to #import <ImageIO/ImageIO.h> at the top of your file.
Then, the following code will convert the image for you:
// Get a reference to the image that you already have stored on disk somehow.
// If it isn't stored on disk, then you can use CGImageSourceCreateWithData() to create it from an NSData representation of your image.
NSURL *url = [[NSBundle mainBundle] URLForResource:#"01" withExtension:#"jpg"];
CGImageSourceRef src = CGImageSourceCreateWithURL((__bridge CFURLRef)(url), NULL);
// Create a URL referencing the Application Support Directory. We will save the new image there.
NSFileManager *fm = [NSFileManager defaultManager];
NSURL *suppurl = [fm URLForDirectory:NSApplicationSupportDirectory
inDomain:NSUserDomainMask
appropriateForURL:nil
create:YES
error:NULL];
// Append the name of the output file to the app support directory
// For tiff change the extension in the next line to .tiff
NSURL *gifURL = [suppurl URLByAppendingPathComponent:#"mytiff.gif"];
// Create the destination for the new image
// For tiff, use #"public.tiff" for the second argument of the next line (instead of #com.compuserve.gif".
CGImageDestinationRef dest = CGImageDestinationCreateWithURL((__bridge CFURLRef)gifURL,
(CFStringRef)#"com.compuserve.gif",
1,
NULL);
CGImageDestinationAddImageFromSource(dest, src, 0, NULL);
// Write the image data to the URL.
bool ok = CGImageDestinationFinalize(dest);
if (!ok)
NSLog(#"Unable to create gif file.");
// Cleanup
CFRelease(src);
CFRelease(dest);
This was adapted from the code in this book.
I am using AVFoundation to capture still images from camera (capturing still images and not video frame) using captureStillImageAsynchronouslyFromConnection. This gives to me a buffer of type CMSSampleBuffer, which I am calling imageDataSampleBuffer.
As far as I have understood, this buffer can contain any type of data related to media, and the type of data is determined when I am configuring the output settings.
for output settings, I make a dictionary with value: AVVideoCodecJPEG for key: AVVideoCOdecKey.
There is no other codec option. But when I read the AVFoundation Programming Guide>Media Capture, I can see that 420f, 420v, BGRA, jpeg are the available encoded formats supported for iPhone 3gs (which i am using)
I want to get the yuv420 (i.e. 420v) formatted image data into the imageSampleBuffer. Is that possible?
if I print the availableImageDataCodecTypes, I get only JPEG
if I print availableImageDataCVPixelFormatTypes, I get three numbers 875704422, 875704438, 1111970369.
Is it possible that these three numbers map to 420f, 420v, BGRA?
If yes, which key should I modify in my output settings?
I tried putting the value: [NSNumber numberWithInt:875704438] for key: (id)kCVPixelBufferPixelFormatTypeKey.
Would it work?
If yes, how do I extract this data from the imageSampleBuffer?
Also, In which format is UIImage stored? Can it be any format? Is it just NSData with some extra info which makes it interpreted as an image?
I have been trying to use this method :
Raw image data from camera like "645 PRO"
I am saving the data using writeToFile and I have been trying to open it using irfan view.
But I am unable to verify whether or not the saved file is in yuv format ot not because irfan view gives error that it is unable to read the headers.