I want to resize image at client side using JavaScript. I found 2 solutions, one is using .toDataURL() function and the other is using .toBlob() function. Both solutions are worked. Well, I just curious what is the difference between those two functions? which one is better? or when should I use .toDataURL() function or .toBlob() function?
Here is the code I used to output those two function, and I got very slightly different in image size (bytes) and image color (I'm not sure about this one). Is something wrong with the code?
<html>
<head>
<title>Php code compress the image</title>
</head>
<body>
<input id="file" type="file" onchange="fileInfo();"><br>
<div>
<h3>Original Image</h3>
<img id="source_image"/>
<button onclick="resizeImage()">Resize Image</button>
<button onclick="compressImage()">Compress Image</button>
<h1 id="source_image_size"></h1>
</div>
<div>
<h3>Resized Image</h3>
<h1> image from dataURL function </h1>
<img id="result_resize_image_dataURL"/>
<h1> image from toBlob function </h1>
<img id="result_resize_image_toBlob"/>
</div>
<div>
<fieldset>
<legend>Console output</legend>
<div id='console_out'></div>
</fieldset>
</div>
<script>
//Console logging (html)
if (!window.console)
console = {};
var console_out = document.getElementById('console_out');
var output_format = "jpg";
console.log = function(message) {
console_out.innerHTML += message + '<br />';
console_out.scrollTop = console_out.scrollHeight;
}
var encodeButton = document.getElementById('jpeg_encode_button');
var encodeQuality = document.getElementById('jpeg_encode_quality');
function fileInfo(){
var preview = document.getElementById('source_image');
var file = document.querySelector('input[type=file]').files[0];
var reader = new FileReader();
reader.addEventListener("load", function(e) {
preview.src = e.target.result;
}, false);
if (file) {
reader.readAsDataURL(file);
}
}
function resizeImage() {
var loadedData = document.getElementById('source_image');
var result_image = document.getElementById('result_resize_image_dataURL');
var cvs = document.createElement('canvas'),ctx;
cvs.width = Math.round(loadedData.width/4);
cvs.height = Math.round(loadedData.height/4);
var ctx = cvs.getContext("2d").drawImage(loadedData, 0, 0, cvs.width, cvs.height);
cvs.toBlob(function(blob) {
var newImg = document.getElementById('result_resize_image_toBlob'),
url = URL.createObjectURL(blob);
newImg.onload = function() {
// no longer need to read the blob so it's revoked
URL.revokeObjectURL(url);
};
newImg.src = url;
console.log(blob.size/1024);
}, 'image/jpeg', 0.92);
var newImageData = cvs.toDataURL('image/jpeg', 0.92);
var result_image_obj = new Image();
result_image_obj.src = newImageData;
result_image.src = result_image_obj.src;
var head = 'data:image/png;base64,';
var imgFileSize = ((newImageData.length - head.length)*3/4)/1024;
console.log(imgFileSize);
}
Edited:
Based on Result of html5 Canvas getImageData or toDataURL - Which takes up more memory?, its said that
"DataURL (BASE64) is imageData compressed to JPG or PNG, then converted to string, and this string is larger by 37% (info) than BLOB."
What is the string mean? is it same as size in bytes? using the code I provided above, the size difference is less than 1Kb (less than 1%). is .toBlob() always better than .toDataURL() function? or there is a specific condition where it would be better to use .toDataURL() function?
Definitely go with toBlob().
toDataURL is really just an early error in the specs, and had it been defined a few months later, it certainly wouldn't be here anymore, since we can do the same but better using toBlob.
toDataURL() is synchronous and will block your UI while doing the different operations
move the bitmap from GPU to CPU
conversion to the image format
conversion to base64 string
toBlob() on the other hand will only do the first bullet synchronously, but will do the conversion to image format in a non blocking manner. Also, it will simply not do the third bullet.
So in raw operations, this means toBlob() does less, in a better way.
toDataURL result takes way more memory than toBlob's.
The data-URL returned by toDataURL is an USVString, which contains the full binary data compressed in base64.
As the quote in your question said, base64 encoding in itself means that the binary data will now be ~37% bigger. But here it's not only encoded to base64, it is stored using UTF-16 encoding, which means that every ascii character will take twice the memory needed by raw ascii text, and we jump to a 174% bigger file than its original binary data...
And it's not over... Every time you'll use this string somewhere, e.g as the src of a DOM element*, or when sending it through a network request, this string can get reassigned in memory once again.
*Though modern browsers seem to have mechanism to handle this exact case
You (almost) never need a data-url.
Everything you can do with a data-url, you can do the same better with a Blob and a Blob-URI.
To display, or locally link to the binary data (e.g for user to download it), use a Blob-URI, using the URL.createObjectURL() method.
It is just a pointer to the binary data held in memory that the Blob itself points to. This means you can duplicate the blob-URI as many times as you wish, it will always be a ~100 chars UTF-16 string, and the binary data will not move.
If you wish to send the binary data to a server, send it as binary directly, or through a multipart/formdata request.
If you wish to save it locally, then use IndexedDB, which is able to save binary files. Storing binary files in LocalStorage is a very bad idea as the Storage object has to be loaded at every page-load.
The only case you may need data-urls is if you wish to create standalone documents that need to embed binary data, accessible after the current document is dead. But even then, to create a data-url version of the image from your canvas, use a FileReader to which you'd pass the Blob returned by canvas.toBlob(). That would make for a complete asynchronous conversion, avoiding your UI to be blocked for no good reasons.
Related
I have a requirement to convert an input image (blob) to base64 image. Im aware the size will increase by approx 1.37.
However i have noticed when using the firereader.readAsDataUrl the size of the image is extremely large when compared to the built in base64 command line tool you have on macOS.
https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsDataURL
Steps to reproduce:
Download this free sample image https://wall.alphacoders.com/big.php?i=685897 make sure to click the Download button (Downlaod Original 8000x600). Do not use right click save as because the image will be compressed
Use the jsfiddle to pick the above downloaded image and check the console log for the size of the base 64. https://jsfiddle.net/b7nkw8j9/ you can see the size is 11.2mb.
Now if your on mac use the base64 command line tool to convert the above downloaded image to base64 and check the file size there. You will see the base64 size here is. 5.9mb. base64 -w 0 downloaded_image.jpg > downloaded_image.base64
This is the function i am using in my code to convert an input file image to base64.
async convertToBase64(file) {
if (file === undefined) {
throw new Error("File could not be found");
}
const fileReader = new FileReader();
return new Promise((resolve, reject) => {
fileReader.readAsDataURL(file);
fileReader.onerror = (error) => {
reject("Input: File could not be read:" + error);
};
fileReader.onloadend = () => {
resolve(fileReader.result);
};
});
}
Why does the filereader.readAsDataURL make the image base64 output extremely large.
How can i make this more efficient?
I have 5,882,455 bytes for the FileReader vs 5,882,433 bytes for base64 output, if you add the 22 bytes from data:image/png;base64,, we're not too far.
However to the question How can i make this more efficient?, just don't use a data URL here. Whatever you've been told you need it too, it was a lie (I'm 99% percent sure).
Instead you should always prefer to work with the Blob directly.
To display it, use a blob URL:
inp.onchange = e => {
img.src = URL.createObjectURL(inp.files[0]);
};
<input type="file" id="inp">
<img id="img" src="" height="200" alt="Image preview..." accept="image/*">
To send it to your server, send the Blob directly, either through a FormData or, directly from xhr.send() or as the body of a fetch request.
The only case can think of where you would need a data URL version of a binary file on the front end is to generate a standalone document which would need to embed that binary file. For all other use cases I met in my career, Blob where far better suited.
For the message that gets printed in the Chrome's tooltip, that's the size of the USVString that the browser has to hold in memory. It's twice the size of the file you have on disk, because USVStrings are encoded in UTF-16, even though this string holds only ASCII characters.
However, to be sent to your server, or to be saved as a text file, it will generally be reencoded in an 8 bit encoding, and retrieve it's normal size.
So don't take this tooltip as a mean to tell you how big your data is, it's only the size it does take in the browser's allocated memory, but outside, it won't be the same at all.
If you wanna check the size of binary data generated here is a better fiddle, which will convert USVStrings to UTF-8 and keep binary as binary (e.g if you pass an ArrayBuffer to it):
function previewFile() {
var preview = document.querySelector('img');
var file = document.querySelector('input[type=file]').files[0];
var reader = new FileReader();
reader.addEventListener("load", function () {
console.log(new Blob([reader.result]).size);
preview.src = reader.result;
}, false);
if (file) {
reader.readAsDataURL(file);
}
}
<!-- Learn about this code on MDN: https://developer.mozilla.org/en-US/docs/Web/API/FileReader/readAsDataURL -->
<input type="file" onchange="previewFile()"><br>
<img src="" height="200" alt="Image preview...">
i'm trying to use localStorage to save an image, or multiple images for retrieval at a later date to upload to a server.
The current camera code is as follows:
function capturePhoto() {
navigator.camera.getPicture(onCameraSuccess, onCameraFail, {quality: 70, destinationType : Camera.DestinationType.DATA_URL});
}
function onCameraSuccess(imageData) {
//In our success call we want to first process the image to save in our image box on the screen.
var image = document.getElementById('image');
image.src = "data:image/jpeg;base64," + imageData;
//Create a new canvas for our image holder
var imgCanvas = document.createElement("canvas"),
imgContext = imgCanvas.getContext("2d");
// Make sure canvas is as big as the picture
imgCanvas.width = image.width;
imgCanvas.height = image.height;
// Draw image into canvas element
imgContext.drawImage(image, 0, 0, image.width, image.height);
// Get canvas contents as a data URL
var imgAsDataURL = imgCanvas.toDataURL("image/png");
// Save image into localStorage
try {
// localStorage.setItem(“savedImage”, imgAsDataURL);
localStorage.setItem("savedImage", imageData);
alert('Image Saved');
}
catch (e) {
alert("Storage failed: " + e);
}
var imageStorage = localStorage.getItem("savedImage");
// myCardHolder= document.getElementById(“m1-cardStorage-image1″);
// Reuse existing Data URL from localStorage
var imageInfo = document.getElementById('image');
imageInfo.src = "data:image/jpeg;base64," + imageStorage;
}
This triggers the camera, and the image captured is displayed into
<img id="image" src=""></img>
It also draws a canvas to output the image into. What i'm really trying to achieve is to capture the images base64 data to be able to store it into an array so that it may be uploaded/downloaded from a server.
Ideally i'd like to completely avoid having to display the image to the user, and simply store the images data
I may have misunderstood the localStorage/camera api a little, so any pointers would be great.
Does the image HAVE to be output into an element before the data can be stored? If i could just output it into the canvas that may never have to be shown, and extract the data from the canvas element?
Does the image HAVE to be output into an element before the data can be stored?
Not at all, in this case anyways. You are already receiving the image as base64 data so just store that directly.
Problems:
datauris can be chopped by the browser if too long
if not chopped by browser on string level, the data can be chopped by localstorage itself which has a size limit (i think it's currently around 5 mb for most browsers but there is no standard here)
a string uses two bytes per char so the storage is in effect the half
A better local storage is to use indexedDB.
When you read the base64 data, then you have to use an Image to show the data. Just prefix as you do with data:... etc. and remember to use correct file type.
Last year I was trying to solve the same problem, I don't have the code right now but I followed kind of the approach taken on this answer:
How to convert image into base64 string using javascript
Remember that localStorage has a limit of 5 MB, so if you save a lot of images in b64 you can reach that limit easily. (which was my case), so I had to move my storage to somewhere else, like a sqlite or something like that.
I'm using an image that I much previously had made by
var patternImageAsDataURL= canvasObject.toDataURL('image/png');
In a later stage I want to make a canvas pattern object. The following code doesn't work - I assume the image is simply not loaded when going to the last line, where it is needed in the createPattern function.
var img = document.createElement('img');
img.src = patternImageAsDataURL;
// canvasctx was created somewhere else in the program
pattern = canvasctx.createPattern(img,'repeat');
I get the error: NS_ERROR_NOT_AVAILABLE: on the last line. (And when using console.log on width and heigth of img between the two last lines, I see when it's not working the dimensions are 0.)
When later on the same operation is done with the same dataURL, it does work. Though the image (img) should always be created anew. (Only reason I can see it's because of some internal optimization in Firefox. But that's offtopic here, unless someone does know the answer.) The width and height when printing them out to the console are correct then.
While I will quite soon program some pattern handling service, that should solve this, my question is in general and for speed concerns and for simplicity. (If I use some code with like 20 to 50 objects with patterns, I would prefer a lean solution over a memory or time saving function.)
Could I somehow use the dataURL more directly (and faster) for the
createPattern function?
And:
Could I force the program to wait after the img.src = patternImageAsDataURL; command until the image is loaded, and then to go on processing the code? (Like in the synchronous mode of the XMLrequests.)
(Using the onload event of the image isn't feasible in the current program flow.)
This is running on Firefox 32, Win 7.
A faster, more direct way to create a pattern
You can use a second canvas element as the source for a pattern.
This allows you to completely skip the interim step of creating an ImageURL and Image from your source canvas so your pattern creation will be faster.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
// Make a temporary canvas to be the template for a pattern
var pc=document.createElement('canvas');
var px=pc.getContext('2d');
pc.width=4;
pc.height=4;
px.fillStyle='palegreen';
px.fillRect(0,0,2,2);
px.fillRect(2,2,2,2);
// Use the temporary canvas as the image source for "createPattern"
var pattern=ctx.createPattern(pc,'repeat');
ctx.fillStyle=pattern;
ctx.fillRect(50,50,100,75);
ctx.strokeRect(50,50,100,75);
body{ background-color: ivory; }
#canvas{border:1px solid red;}
<h4>Using a temporary canvas as source for a Pattern.</h4>
<canvas id="canvas" width=300 height=300></canvas>
Option 1 - Canvas as image source
The obvious is of course to use the canvas itself as image source for the pattern.
createPattern() can take image, canvas, context (although not all browsers allow this) or even video as source.
CanvasPattern createPattern(CanvasImageSource image,
[TreatNullAs=EmptyString] DOMString repetition);
where CanvasImageSource is defined as:
typedef (HTMLImageElement or
HTMLVideoElement or
HTMLCanvasElement or
CanvasRenderingContext2D or
ImageBitmap) CanvasImageSource;
This is also the only way that will allow you to not use onload at some point later (provided the pattern is generated and not drawn in from an image/video source).
You cannot deal with asynchronous behavior without using callbacks (or promises), and expect the program to work properly. Period.
Option 2 - Data-URIs
If you for some reason cannot use the original canvas as source, you have to deal with the image asynchronously. Add a onload handler for it and continue from inside it:
var img = document.createElement('img');
img.onload = function() {
pattern = canvasctx.createPattern(this, 'repeat');
// continue from here..
};
img.src = patternImageAsDataURL;
Note that the process of this is relative slow due to the additional encoding/decoding process on top of the image handling itself. You can find more details about this in this answer.
Option 3 - Blob and object-URL
A Blob lets you store the data in binary form. This is preferred over storing the binary data as encoded string as with data-URIs. This will be faster to embed as well as extract compared to data-URIs.
You can use URL form with the Blob and use that as image source.
First create the Blob directly from canvas:
var patternImageAsBlob = canvas.toBlob(...); //IE: msToBlob()
This is also an asynchronous call so you need to take that into account.
For example:
var patternAsBlob;
canvas.toBlob(function(blob) {
patternAsBlob = blob;
// continue from here
}
Then when you need it as an image, generate an Object-URL for it like this:
var img = new Image(),
url = URL.createObjectURL(patternAsBlob);
img.onload = function() {
URL.revokeObjectURL(url); // clean up by removing the url object
pattern = canvasctx.createPattern(this, 'repeat');
// continue from here..
};
img.src = url;
Tips
If you have several images to load and set, it would be better to make an image loader to load in all resources to an array, when done create the patterns.
This will simplify the asynchronous chain-calling (optionally use promises, but this is not yet supported in IE without a polyfill).
You may need a polyfill for toBlob in older browser. One can be found here.
You may need to "unprefix" the createObjectURL(), here is one way:
var domURL = self.URL || self.webkitURL || self;
var url = domURL.createObjectURL( ... );
I'm trying to produce the same base64 data for an image file in both JavaScript and in Ruby. Unfortunately both are outputting two very different values.
In Ruby I do this:
Base64.encode64(File.binread('test.png'));
And then in JavaScript:
var image = new Image();
image.src = 'http://localhost:8000/test.png';
$(image).load(function() {
var canvas, context, base64ImageData;
canvas = document.createElement('canvas');
context = canvas.getContext('2d');
canvas.width = this.width;
canvas.height = this.height;
context.drawImage(this, 0, 0);
imageData = canvas.toDataURL('image/png').replace(/data:image\/[a-z]+;base64,/, '');
console.log(imageData);
});
Any idea why these outputs are different?
When you load the image in Ruby the binary file without any modifications will be encoded directly to base-64.
When you load an image in the browser it will apply some processing to the image before you will be able to use it with canvas:
ICC profile will be applied (if the image file contains that)
Gamma correction (where supported)
By the time you draw the image to canvas, the bitmap values has already been changed and won't necessarily be identical to the bitmap that was encoded before loading it as image (if you have an alpha channel in the file this may affect the color values when drawn to canvas - canvas is a little peculiar at this..).
As the color values are changed the resulting string from canvas will naturally also be different, before you even get to the stage of re-encoding the bitmap (as PNG is loss-less the encoding/compressing should be fairly identical, but factors may exist depending on the browser implementation that will influence that as well. to test, save out a black unprocessed canvas as PNG and compare with a similar image from your application - all values should be 0 incl. alpha and at the same size of course).
The only way to avoid this is to deal with the binary data directly. This is of course a bit overkill (in general at least) and a relative slow process in a browser.
A possible solution that works in some cases, is to remove any ICC profile from the image file. To save an image from Photoshop without ICC choose "Save for web.." in the file menu.
The browser is re-encoding the image as you save the canvas.
It does not generate an identical encoding to the file you rendered.
So I actually ended up solving this...
Fortunately I am using imgcache.js to cache images in the local filesystem using the FileSystem API. My solution is to use this API (and imgcache.js makes it easy) to get the base64 data from the actual cached copy of the file. The code looks like this:
var imageUrl = 'http://localhost:8000/test.png';
ImgCache.init(function() {
ImgCache.cacheFile(imageUrl, function() {
ImgCache.getCachedFile(imageUrl, function(url, fileEntry) {
fileEntry.file(function(file) {
var reader = new FileReader();
reader.onloadend = function(e) {
console.log($.md5(this.result.replace(/data:image\/[a-z]+;base64,/, '')));
};
reader.readAsDataURL(file);
});
});
});
});
Also, and very importantly, I had to remove line breaks from the base64 in Ruby:
Base64.encode64(File.binread('test.png')).gsub("\n", '');
I wanted to know if there was anyone out there that knows how
canvas.toDataURL("image/png");
works? I want to understand better because at times it seems to really slow my computer down.
Is there a way to optimize the base64 image before during or after to get better performance ?
function base64(url) {
var dataURL;
var img = new Image(),
canvas = document.createElement("canvas"),
ctx = canvas.getContext("2d"),
src = url;
img.crossOrigin = "Anonymous";
img.onload = function () {
canvas.height = img.height;
canvas.width = img.width;
ctx.drawImage(img, 0, 0);
var dataURL = canvas.toDataURL('image/png');
preload(dataURL);
canvas = null;
};
img.src = url;
}
Basically this is my function but I wanted to see if there was a way to make this process perform better or if there was an alternative to canvas.toDataURL('image/png');
thanks
toDataURL() does the following when called (synchronously):
Creates a file header based on the file type requested or supported (defaults to PNG)
Compresses the bitmap data based on file format
Encodes the resulting binary file to Base-64 string
Prepends the data-uri header and returns the result
When setting a data-uri as source (asynchronously):
String is verified
Base-64 part is separated and decoded to binary format
Binary file verified then parsed and uncompressed
Resulting bitmap set to Image element and proper callbacks invoked
These are time-consuming steps and as they are internal we cannot tap into them for any reason. As they are pretty optimized as they are given the context they work in there is little we can do to optimize them.
You can experiment with different compression schemes by using JPEG versus PNG. They are using very different compression techniques and depending on the image size and content one can be better than the other in various situations.
My 2 cents..
The high performance alternative is canvas.toBlob. It is extremely fast, asynchronous, and produces a blob which can also be swapped to disk, and is subjectly speaking simply far more useful.
Unfortunately it is implemented in Firefox, but not in chrome.
Having carefully bench-marked this, there is no way around because canvas.toDataURL itself is the bottleneck by orders of magnitude.