I am trying to generate image of my charts from my local server(I've installed highcharts on it).
Following is the code
var chart = Highcharts.charts[i];
var render_width = chart.chartWidth;
var render_height = chart.chartHeight;
// Get the cart's SVG code
var svg = chart.getSVG({
exporting: {
sourceWidth: chart.chartWidth,
sourceHeight: chart.chartHeight
}
});
// Create a canvas
var canvas = document.createElement('canvas');
canvas.height = render_height;
canvas.width = render_width;
document.body.appendChild(canvas);
// Create an image and draw the SVG onto the canvas
var image = new Image;
image.onload = function() {
canvas.getContext('2d').drawImage(this, 0, 0, render_width, render_height);
console.log(image.src);
afterPlotExport();
};
image.src = 'data:image/svg+xml;base64,' + window.btoa(svg);
}
When i'm trying to log inside onload() function i'm expecting a base64 string.But the string which is generated appears as broken image when i copy paste it to an online base64 to image converter.
Any help would be appreciated as to why the image is appearing broken?
Related
I am loading jpg image in python on the server. Then I am loading the same jpg image with javascript on the client. Finally, I am trying to compare it with the python output. But loaded data are different so images do not match. Where do I have a mistake?
Python code
from keras.preprocessing.image import load_img
from keras.preprocessing.image import img_to_array
filename = './rcl.jpg'
original = load_img(filename)
numpy_image = img_to_array(original)
print(numpy_image)
JS code
import * as tf from '#tensorflow/tfjs';
photo() {
var can = document.createElement('canvas');
var ctx = can.getContext("2d");
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
img.crossOrigin = "anonymous";
img.src = './rcl.jpg';
var tensor = tf.fromPixels(can).toFloat();
tensor.print()
}
You are drawing the image on a canvas before rendering the canvas as a tensor. Drawing on a canvas can alter the shape of the initial image. For instance, unless specified otherwise - which is the case with your code - the canvas is created with a width of 300 px and a height of 150 px. Therefore the resulting shape of the tensor will be more or less something like the following [150, 300, 3].
1- Using Canvas
Canvas are suited to resize an image as one can draw on the canvas all or part of the initial image. In that case, one needs to resize the canvas.
const canvas = document.create('canvas')
// canvas has initial width: 300px and height: 150px
canvas.width = image.width
canvas.height = image.heigth
// canvas is set to redraw the initial image
const ctx = canvas.getContext('2d')
ctx.drawImage(image, 0, 0) // to draw the entire image
One word of caution though: all the above piece should be executed after the image has finished loading using the event handler onload as the following
const im = new Image()
im.crossOrigin = 'anonymous'
im.src = 'url'
// document.body.appendChild(im) (optional if the image should be displayed)
im.onload = () => {
const canvas = document.create('canvas')
canvas.width = image.width
canvas.height = image.heigth
const ctx = canvas.getContext('2d')
ctx.drawImage(image, 0, 0)
}
or using async/await
function load(url){
return new Promise((resolve, reject) => {
const im = new Image()
im.crossOrigin = 'anonymous'
im.src = 'url'
im.onload = () => {
resolve(im)
}
})
}
// use the load function inside an async function
(async() => {
const image = await load(url)
const canvas = document.create('canvas')
canvas.width = image.width
canvas.height = image.heigth
const ctx = canvas.getContext('2d')
ctx.drawImage(image, 0, 0)
})()
2- Using fromPixel on the image directly
If the image is not to be resized, you can directly render the image as a tensor using fromPixel on the image itself
I am using jsPDF to create a PDF by looping through some HTML code to find the values it needs. I am able to get the values just fine, but when I try to insert the header_img it does not work. I have found many solutions on Google but the one I am working with now is the only one that does not throw an error.
This is the code being used to get take the url that is provided via the loop, convert it to a DataURL, and then insert the image into the PDF. It does not give me any errors, but all that is in the PDF is the black border and no image. Any ideas?
function getDataUri(url, cb) {
var image = new Image();
image.setAttribute('crossOrigin', 'anonymous'); //getting images from external domain
image.onload = function () {
console.log(url);
var canvas = document.createElement('canvas');
canvas.width = this.naturalWidth;
canvas.height = this.naturalHeight;
//next three lines for white background in case png has a transparent background
var ctx = canvas.getContext('2d');
ctx.fillStyle = '#fff'; /// set white fill style
ctx.fillRect(0, 0, canvas.width, canvas.height);
canvas.getContext('2d').drawImage(this, 0, 0);
cb(canvas.toDataURL('image/jpeg'));
};
image.src = url;
}
var pdf = new jsPDF('p', 'in', 'letter');
var left_margin = .5;
var top_margin =.5;
var height = 2.313;
var width = 3.25;
var header_img_height = 1;
//Draw border
pdf.setLineWidth(1/92);
pdf.setDrawColor(0, 0, 0);
pdf.rect(left_margin, top_margin, width, height);
//example image
var header_img = 'http://www.quotehd.com/imagequotes/authors24/jeff-olsen-quote-two-clicks-and-its-broke.jpg';
let logo = null;
//callback to get DataURL
getDataUri(header_img, function(dataUri) {
logo = dataUri;
console.log("logo=" + logo);
//Add image to PDF
pdf.addImage(logo, 'JPEG', left_margin, top_margin, header_img_height, width);
});
pdf.output('save', 'test.pdf');
<script src="https://cdnjs.cloudflare.com/ajax/libs/jspdf/1.4.1/jspdf.debug.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
I ended up solving the issue by writing a PHP script that would convert the image to Base64.
$img_src = urldecode($_GET['url']);
$img_str = base64_encode(file_get_contents($img_src));
echo 'data:' . getimagesize($img_src)['mime'] . ';base64,' . $img_str;
Then using jQuery, I passed the url to the PHP script and got the Base64 data in return:
function getBase64(url) {
var out = '';
$.ajax({
url: 'get-dataurl.php?url=' + encodeURI(url),
async: false,
dataTye: 'text',
success: function(data) {
out = data;
}
});
return out;
}
Certainly was not ideal, but it works.
You can encode the image to base64, you would use this tool or any similar and replace it on your code.
First part of my application loads picture with file chooser from my file system and draws image to canvas. I take that canvas and convert it to data URL and also save it in my database.
var imgData = canvas.toDataURL("image/jpg");
factory.saveData(imgData); // execute some java code
Here is the problem. I can't redraw that image, my javascript:
var pic = new Image();
pic.onload = function() {
ctx.drawImage(pic, 0, 0); // ctx = canvas.getContext("2d")
};
// This data url is copy/pasted from database for simplicity
pic.src = "data:image/png;base64,iVBOR..........ElFTkSuQmCC";
Onload function is called but I just get transparent image.
Probably has something to do with the fact that getDataFromDatabase() is asynchronous so you're returning a promise object to pic.src instead of the data url. Fix this by using a then call on getDataFromDatabase and using the result on pic.src like this:
var pic = new Image();
var pic.onload = function() {
ctx.drawImage(pic, 0, 0);
};
getDataFromDatabase().then(dataUrl => {
pic.src = dataUrl;
});
Here's a full example of this in action. I draw to a canvas, store the canvas data as a base64 data url into a variable, save it into a mock DB using closures, then reload the data from a simulated asynchronous function call by using a promise.
const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
// Initialize canvas to a random image
const imageUrl = 'https://cdn.sstatic.net/Sites/stackoverflow/company/img/logos/so/so-logo.svg?v=a010291124bf';
const initialImage = new Image();
initialImage.src = imageUrl;
initialImage.onload = function() {
ctx.drawImage(initialImage, 0, 0);
}
// Convert canvas to base64 data url
const imageData = canvas.toDataURL('image/png');
const getDataFromDatabase = saveData(imageData);
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Redraw the image
const pic = new Image();
getDataFromDatabase().then(data => {
pic.src = data;
});
pic.onload = function() {
ctx.drawImage(pic, 0, 0);
}
function saveData(image) {
return function getDataFromDatabase() {
return new Promise(resolve => {
resolve(image);
});
}
}
<canvas id="myCanvas">
</canvas>
Edit: It shouldn't really matter where you get the image data from. If the data is not malformed, it should draw to the canvas. Here's an example identical to the way you're loading image data (from a hardcoded data url):
const imageData = 'data:image/png;base64,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';
const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');
const image = new Image();
image.onload = function() {
ctx.drawImage(image, 0, 0);
}
image.src = imageData;
<canvas id="myCanvas">
</canvas>
I suggest you check your image data using a base64 image decoder to see if your image data is malformed or not. If your data url is valid, then something else I can suggest is ensuring your canvas width and height are equal to or greater than the image's width and height or else it'll be hidden (if the image you're supplying has empty space / padding).
function getImageBase64Data(_id)
{
var c = document.createElement('CANVAS');
var ctx = c.getContext("2d");
var img = document.getElementById(_id);
ctx.drawImage(img, 0, 0);
var dataURL = c.toDataURL();
return dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
}
I'm using HTML5 canvas to obtain base64-encoded image data. However, the resulting base64 encoded string is different and smaller than encoding the original image file with external software.
I suspect what is drawn on the canvas is the the resized/compressed image data rendered on the page, not the original source data. Is this the case, and how could I obtain the original bytes of the image? It is essential, that original bytes aren't manipulated in any way.
To make it shown without compress, change the height/width for canvas itself:
var img = new Image(); // var img = document.getElementById(_id);
img.onload = function() {
var c = document.createElement('canvas');
c.width = img.width;
c.height = img.height;
// ... other stuff
};
I am creating an app that allows the user to take the photo. The photo taken is drawn onto a canvas and tagged with the current date and other user specific information once the editing of the image is done on the canvas, I am able to get the image as DataUri but the app requires the image to be saved to the phones local file-system and get back the path of the saved location on the device file-system. The following is the code for the getting the dataURI:
var canvas = $('#myCanvas')[0];
var context = canvas.getContext('2d');
var imageObj = new Image();
var scale = 0.2;
var imgWidth, imgHeight;
imageObj.src = "data:image/jpeg;base64," + imageData;
imageObj.onload = function() {
var mpImg = new MegaPixImage(imageObj);
if (z.globals.deviceType == "iPhone") {
imgWidth = imageObj.width,
imgHeight = imageObj.height;
mpImg.render(document.getElementById('canvas'), { width: imgWidth * scale, height: imgHeight * scale });
} else {
canvas.width = 670;
canvas.height = 500;
context.drawImage(imageObj, 0, 0, 670, 500);
}
var dateTaken = new Date();
context.fillStyle = "#FFFFFF";
context.fillText(toString(dateTaken), 0, 30);
largeImg.src = canvas.toDataURL();
Is there a way using Phonegap to save the dataURI to device file system and get the filepath back.
I tried the canvas2ImagePlugin.js but it saves the image to gallery but does not return the file path.
Any suggestion would be appreciated.
Indeed, canvas2ImagePlugin returns the URI of the saved file.
It's the argument passed to the success callback refered as "msg" in the doc.
window.canvas2ImagePlugin.saveImageDataToLibrary(
function(msg){
console.log("Imaged saved to URI : "+msg);
},
function(err){
console.log(err);
},
document.getElementById('myCanvas')
);
It returns something like this :
Imaged saved to URI :/storage/sdcard1/Pictures/c2i_1862014144659.png