I am resizing a UIImage by changing the dimension. But it shows different dimension. For iPhone 6, I choose 1.25 time than the screen dimension which should come 937*1667. But after completing my resize operation is becomes 938*1251. I need it in declared dimension.
My code is :
NSData *imageData;
imageData=[[NSData alloc] initWithData:UIImageJPEGRepresentation((image), 1.0)];
CGSize sz;
sz.width=((isIphone4||isIphone5)?320*2.3:iPhone6?750*1.25:414*1.8);
sz.height=((isIphone4||isIphone5)?568*2.3:iPhone6?667*1.25:768*1.8);
if([imageData length]/1024>400)
image=[self resizeImage:image scaledToSize:sz];
//function call
-(UIImage *)resizeImage:(UIImage *)image scaledToSize:(CGSize)targetSize
{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = targetSize.height;
float maxWidth = targetSize.width;
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
float compressionQuality = 0.50;//50 percent compression
if (actualHeight > maxHeight || actualWidth > maxWidth)
{
if(imgRatio < maxRatio)
{
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio)
{
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else
{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
NSData *imageData = UIImageJPEGRepresentation(img, compressionQuality);
UIGraphicsEndImageContext();
return [UIImage imageWithData:imageData];
}
What could be solution for correct dimension ?
Yes, finally i solved it after few hours. I tried in a wrong way. Actually, the dimension can not be fixed when we resize in a particular memory size. The following method convert the image into ranged size (Byte) and the dimension will be define by the method itself.
NSData *imageData;
imageData=[[NSData alloc] initWithData:UIImageJPEGRepresentation((image), 1.0)];
CGFloat scale= (400*1024)/(CGFloat)[imageData length];
UIImage *small_image=[UIImage imageWithCGImage:image.CGImage scale:scale orientation:image.imageOrientation];
imageData = UIImageJPEGRepresentation(small_image, scale);
Related
Hi I am working with the UIimage, I need to crop my image to specific size, Suppose my specific size width is equal to device width and height is fixed 200.
I tried in Google lot of examples but non of those not working for me, I tried below samples
-(UIImage *)resizeImage:(UIImage *)image
{
float h=200;
float w=400;
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = h;
float maxWidth = w;
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
float compressionQuality = 0.8;//50 percent compression
if (actualHeight > maxHeight || actualWidth > maxWidth)
{
if(imgRatio < maxRatio)
{
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio)
{
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else
{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
//UIGraphicsBeginImageContextWithOptions(rect.size,NO,0.0);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
NSData *imageData = UIImageJPEGRepresentation(img, compressionQuality);
UIGraphicsEndImageContext();
return [UIImage imageWithData:imageData];
}
Below is my actual image
After cropping I am getting like below
All of my examples are stretching the image But i want with out stretching need to scale the image.Where i am missing?Please help me.
The code you are using will resize your image, We use it for image compression or image resizing.
If you want to crop an Image there are two way.
1)Allow user to edit when image is selected.
You can achieve this by adding allowEditing property to picker like,
pickerView.allowEditing = true
This will give you rectangle to crop image, you can retrieve edited image from didFinish method of picker view
2)Programatically
To crop image programatically you need to pass frame for cropping.
Here is the function i am using
func croppImage(originalImage:UIImage, toRect rect:CGRect) -> UIImage{
var imageRef:CGImageRef = CGImageCreateWithImageInRect(originalImage.CGImage, rect)
var croppedimage:UIImage = UIImage(CGImage:imageRef)
return croppedimage
}
The above code will return you cropped image.
These will crop your image into size you required.
- (CGImageRef)newTransformedImage:(CGAffineTransform)transform
sourceImage:(CGImageRef)sourceImage
sourceSize:(CGSize)sourceSize
sourceOrientation:(UIImageOrientation)sourceOrientation
outputWidth:(CGFloat)outputWidth
cropSize:(CGSize)cropSize
imageViewSize:(CGSize)imageViewSize
{
CGImageRef source = [self newScaledImage:sourceImage
withOrientation:sourceOrientation
toSize:sourceSize
withQuality:kCGInterpolationNone];
CGFloat aspect = cropSize.height/cropSize.width;
CGSize outputSize = CGSizeMake(outputWidth, outputWidth*aspect);
CGContextRef context = CGBitmapContextCreate(NULL,
outputSize.width,
outputSize.height,
CGImageGetBitsPerComponent(source),
0,
CGImageGetColorSpace(source),
CGImageGetBitmapInfo(source));
CGContextSetFillColorWithColor(context, [[UIColor clearColor] CGColor]);
CGContextFillRect(context, CGRectMake(0, 0, outputSize.width, outputSize.height));
CGAffineTransform uiCoords = CGAffineTransformMakeScale(outputSize.width / cropSize.width,
outputSize.height / cropSize.height);
uiCoords = CGAffineTransformTranslate(uiCoords, cropSize.width/2.0, cropSize.height / 2.0);
uiCoords = CGAffineTransformScale(uiCoords, 1.0, -1.0);
CGContextConcatCTM(context, uiCoords);
CGContextConcatCTM(context, transform);
CGContextScaleCTM(context, 1.0, -1.0);
CGContextDrawImage(context, CGRectMake(-imageViewSize.width/2.0,
-imageViewSize.height/2.0,
imageViewSize.width,
imageViewSize.height)
, source);
CGImageRef resultRef = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGImageRelease(source);
return resultRef;
}
- (CGImageRef)newScaledImage:(CGImageRef)source withOrientation:(UIImageOrientation)orientation toSize:(CGSize)size withQuality:(CGInterpolationQuality)quality
{
CGSize srcSize = size;
CGFloat rotation = 0.0;
switch(orientation)
{
case UIImageOrientationUp: {
rotation = 0;
} break;
case UIImageOrientationDown: {
rotation = M_PI;
} break;
case UIImageOrientationLeft:{
rotation = M_PI_2;
srcSize = CGSizeMake(size.height, size.width);
} break;
case UIImageOrientationRight: {
rotation = -M_PI_2;
srcSize = CGSizeMake(size.height, size.width);
} break;
default:
break;
}
CGContextRef context = CGBitmapContextCreate(NULL,
size.width,
size.height,
8, //CGImageGetBitsPerComponent(source),
0,
CGImageGetColorSpace(source),
(CGBitmapInfo)kCGImageAlphaNoneSkipFirst //CGImageGetBitmapInfo(source)
);
CGContextSetInterpolationQuality(context, quality);
CGContextTranslateCTM(context, size.width/2, size.height/2);
CGContextRotateCTM(context,rotation);
CGContextDrawImage(context, CGRectMake(-srcSize.width/2 ,
-srcSize.height/2,
srcSize.width,
srcSize.height),
source);
CGImageRef resultRef = CGBitmapContextCreateImage(context);
CGContextRelease(context);
return resultRef;
}
///where you want to crop.
CGImageRef imageRef = [self newTransformedImage:transform
sourceImage:self.image.CGImage
sourceSize:self.image.size
sourceOrientation:self.image.imageOrientation
outputWidth:self.image.size.width
cropSize:self.photoView.cropView.frame.size
imageViewSize:self.photoView.photoContentView.bounds.size];
UIImage *image = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
Thank you. Enjoy Coding :)
Resize UIImage with custom size by checking actual image ratio for reducing image size. I have already tried this UIImageJPEGRepresentation(Image, 0.8); but problem with this is that image quality is reducing. Any help would be really appreciated. Thank you
Pass UIImage to below method which resize your image with custom height/width and you can also give compression value of image for reducing image size and Check image size before and after resizing.
Here is sample method-
-(UIImage *)resizeImage:(UIImage *)image
{
NSInteger imageActualSize = UIImageJPEGRepresentation(image,1).length;
NSLog(#"size of IMAGE before resizing: %# ", [NSByteCountFormatter stringFromByteCount:imageActualSize countStyle:NSByteCountFormatterCountStyleFile]);
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = 400.0; // your custom height
float maxWidth = 350; // your custom width
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
float compressionQuality = 0.5;//50 percent compression
if (actualHeight > maxHeight || actualWidth > maxWidth)
{
if(imgRatio < maxRatio)
{
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio)
{
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else
{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
NSData *imageData = UIImageJPEGRepresentation(img, compressionQuality);
UIGraphicsEndImageContext();
NSInteger imageReduceSize = imageData.length;
NSLog(#"size of IMAGE after resizing: %# ",[NSByteCountFormatter stringFromByteCount:imageReduceSize countStyle:NSByteCountFormatterCountStyleFile]);
return [UIImage imageWithData:imageData];
}
This will help you..:)
+ (UIImage *)resizeImage:(UIImage *)image toSize:(CGSize)newSize {
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0.0);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
very easy way to do this.
- (UIImage *)resizeImage:(UIImage*)image newSize:(CGSize)newSize {
CGRect newRect = CGRectIntegral(CGRectMake(0, 0, newSize.width, newSize.height)); //CGSize is 51*51
CGImageRef imageRef = image.CGImage;
UIGraphicsBeginImageContextWithOptions(newSize, NO, 0);
CGContextRef context = UIGraphicsGetCurrentContext();
// Set the quality level to use when rescaling
CGContextSetInterpolationQuality(context, kCGInterpolationHigh);
CGAffineTransform flipVertical = CGAffineTransformMake(1, 0, 0, -1, 0, newSize.height);
CGContextConcatCTM(context, flipVertical);
// Draw into the context; this scales the image
CGContextDrawImage(context, newRect, imageRef);
// Get the resized image from the context and a UIImage
CGImageRef newImageRef = CGBitmapContextCreateImage(context);
UIImage *newImage = [UIImage imageWithCGImage:newImageRef];
CGImageRelease(newImageRef);
UIGraphicsEndImageContext();
NSLog(#"size of resizeimage is %#",NSStringFromCGSize(newImage.size)); // here i get 102*102
return newImage;
}
I enter cgsize that is 51*51,
and after resize when i check the size its give me 102*102.
why?Please solve my problem.
Look at your UIGraphicsBeginImageContextWithOptions(newSize, NO, 0);, from Apple documentation the scale parameter means :
The scale factor to apply to the bitmap. If you specify a value of 0.0, the scale factor is set to the scale factor of the device’s main screen.
So if it's a retina display, it's normal.
I have followed this method to resize image
-(UIImage *)resizeImage:(UIImage *)image newSize:(CGSize)newSize
{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = newSize.height;
float maxWidth = newSize.width;
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
if (actualHeight > maxHeight || actualWidth > maxWidth)
{
if(imgRatio < maxRatio)
{
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio)
{
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else
{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
NSLog(#"size of resizeimage is %#",NSStringFromCGSize(img.size));
NSLog(#"size of original is %#",NSStringFromCGSize(image.size));
return img;
}
I need help resizing a UIImage.
For example: I'm displaying a lot images in a UICollection View, but the size of those images is 2 to 4 MB. I need compress or resize those images.
I found this: How to compress/resize image on iPhone OS SDK before uploading to a server? but I don't understand how to implement it.
Not quite sure if you want to resize or compress or both.
Below is the code for just compression :
Use JPEG Compression in two simple steps:
1) Convert UIImage to NSData
UIImage *rainyImage =[UImage imageNamed:#"rainy.jpg"];
NSData *imgData= UIImageJPEGRepresentation(rainyImage,0.1 /*compressionQuality*/);
this is lossy compression and image size is reduced.
2) Convert back to UIImage;
UIImage *image=[UIImage imageWithData:imgData];
For scaling you can use answer provided by Matteo Gobbi. But scaling might not be a the best alternative. You would rather prefer to have a thumbnail of the actual image by compression because scaling might make look your image bad on a retina display device.
I wrote this function to scale an image:
- (UIImage *)scaleImage:(UIImage *)image toSize:(CGSize)newSize {
CGSize actSize = image.size;
float scale = actSize.width/actSize.height;
if (scale < 1) {
newSize.height = newSize.width/scale;
} else {
newSize.width = newSize.height*scale;
}
UIGraphicsBeginImageContext(newSize);
[image drawInRect:CGRectMake(0, 0, newSize.width, newSize.height)];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return newImage;
}
The use is easy, for example:
[self scaleImage:yourUIImage toSize:CGMakeSize(300,300)];
lowResImage = [UIImage imageWithData:UIImageJPEGRepresentation(highResImage, quality)];
-(UIImage *) resizeImage:(UIImage *)orginalImage resizeSize:(CGSize)size
{
CGFloat actualHeight = orginalImage.size.height;
CGFloat actualWidth = orginalImage.size.width;
float oldRatio = actualWidth/actualHeight;
float newRatio = size.width/size.height;
if(oldRatio < newRatio)
{
oldRatio = size.height/actualHeight;
actualWidth = oldRatio * actualWidth;
actualHeight = size.height;
}
else
{
oldRatio = size.width/actualWidth;
actualHeight = oldRatio * actualHeight;
actualWidth = size.width;
}
CGRect rect = CGRectMake(0.0,0.0,actualWidth,actualHeight);
UIGraphicsBeginImageContext(rect.size);
[orginalImage drawInRect:rect];
orginalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return orginalImage;
}
//this image you can add it to imageview.....
I'm building an app that lets the user take a photo or select one from the library on the iPhone and upload it to the Parse backend.
The problem I'm facing is regarding to the size of the file.
I've read about what big players like Facebook, Twitter, Instagram, and Google do regarding resolution and file size but I can't get close to that.
I'm sure they have the best code and tools to do that but I'll be happy to implement it as good as possible with iOS regular processes.
This is what I'm doing right now:
- (UIImage *)normalResImageForAsset:(ALAsset*)asset
{
// Convert ALAsset to UIImage
UIImage *image = [self highResImageForAsset:asset];
// Determine output size
CGFloat maxSize = 1024.0f;
CGFloat width = image.size.width;
CGFloat height = image.size.height;
CGFloat newWidth = width;
CGFloat newHeight = height;
// If any side exceeds the maximun size, reduce the greater side to 1200px and proportionately the other one
if (width > maxSize || height > maxSize) {
if (width > height) {
newWidth = maxSize;
newHeight = (height*maxSize)/width;
} else {
newHeight = maxSize;
newWidth = (width*maxSize)/height;
}
}
// Resize the image
CGSize newSize = CGSizeMake(newWidth, newHeight);
UIGraphicsBeginImageContext(newSize);
[image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
// Set maximun compression in order to decrease file size and enable faster uploads & downloads
NSData *imageData = UIImageJPEGRepresentation(newImage, 0.0f);
UIImage *processedImage = [UIImage imageWithData:imageData];
return processedImage;
}
I'm trying to make 1024px the maximun allowed size (both with ot height) to start some restrictions there and then I'm applying maximun compression to reduce size.
This works and cuts aproximately 50% of the image size without really damaging JPEGs but it's still a lot. Specially if photos are taken with the phone's camera and uploaded. The processed image can still easly have 1MB size which is way too much.
I'm guessing that I could be missing some useful step or using the wrong technique.
Any feedback would be greatly appreciated.
I had a similar problem and I also thought that the compression wasn't working. It turned out elsewhere in my code I was writing the file out to disk using different compression. You might be doing the same thing with the data this function returns. A good way to check that indeed the compression is effective is to do something like this:
NSData *imgData1 = UIImageJPEGRepresentation(newImage, 1.0f);
NSLog(#"1.0 size: %d", imgData1.length);
NSData *imgData2 = UIImageJPEGRepresentation(newImage, 0.7f);
NSLog(#"0.7 size: %d", imgData2.length);
NSData *imgData3 = UIImageJPEGRepresentation(newImage, 0.4f);
NSLog(#"0.4 size: %d", imgData3.length);
NSData *imgData4 = UIImageJPEGRepresentation(newImage, 0.0f);
NSLog(#"0.0 size: %d", imgData4.length);
// Don't convert NSData back to UIImage before writing to disk
[imgData4 writeToFile:imagePath atomically:YES];
I'm using an image that is 640x480 and I get file sizes ranging from 325 kB (for 1.0) down to 18 kB (for 0.0)
Swift-3 Version of #codeMonkey :-
It work perfect in compression of image .
func compressImage() -> UIImage {
let oldImage = UIImage(named: "background.jpg")
var imageData = Data(UIImagePNGRepresentation(oldImage!)! )
print("***** Uncompressed Size \(imageData.description) **** ")
imageData = UIImageJPEGRepresentation(oldImage!, 0.025)!
print("***** Compressed Size \(imageData.description) **** ")
let image = UIImage(data: imageData)
return image!
}
Please Try below answer.
+(UIImage *)compressImage:(UIImage *)image{
float actualHeight = image.size.height;
float actualWidth = image.size.width;
float maxHeight = 1136.0f;
float maxWidth = 640.0f;
float imgRatio = actualWidth/actualHeight;
float maxRatio = maxWidth/maxHeight;
float compressionQuality = 1;//50 percent compression
if (actualHeight > maxHeight || actualWidth > maxWidth){
if(imgRatio < maxRatio){
//adjust width according to maxHeight
imgRatio = maxHeight / actualHeight;
actualWidth = imgRatio * actualWidth;
actualHeight = maxHeight;
}
else if(imgRatio > maxRatio){
//adjust height according to maxWidth
imgRatio = maxWidth / actualWidth;
actualHeight = imgRatio * actualHeight;
actualWidth = maxWidth;
}
else{
actualHeight = maxHeight;
actualWidth = maxWidth;
}
}else{
actualHeight = maxHeight;
actualWidth = maxWidth;
compressionQuality = 1;
}
CGRect rect = CGRectMake(0.0, 0.0, actualWidth, actualHeight);
UIGraphicsBeginImageContext(rect.size);
[image drawInRect:rect];
UIImage *img = UIGraphicsGetImageFromCurrentImageContext();
NSData *imageData = UIImageJPEGRepresentation(img, compressionQuality);
UIGraphicsEndImageContext();
return [UIImage imageWithData:imageData];
}