Canvas image parsing orientation not in right sequence - javascript

i've image uploader which using canvas and trying to get orientation using load-image.all.min.js is fine. but when i choose multiple image orientation parsing function saving data not one by one.
which means if i choose 1 image. it transferring data to 'upload_canvas.php?ori='+ori with correct ori variable.
but when i choose multiple image to upload example 3 images (with orientation 1, 1, 8)
it passing data to server upload_canvas.php?ori=8, upload_canvas.php?ori=8, upload_canvas.php?ori=8. only last ori variable.
maybe orientation parsing function already looped before uploading image data to server one by one.
how to transfer image with correct orientation to server?
below my using code.
document.querySelector('form input[type=file]').addEventListener('change', function(event){
// Read files
var files = event.target.files;
var ori = 1;
// Iterate through files
for (var i = 0; i < files.length; i++) {
// Ensure it's an image
if (files[i].type.match(/image.*/)) {
//Get image orienatation
loadImage.parseMetaData(files[i], function (data) {
if (data.exif) {
ori = data.exif.get('Orientation');
console.log("ori: "+ori);
} else {ori = 1;}
});
// Load image
var reader = new FileReader();
reader.onload = function (readerEvent) {
var image = new Image();
image.onload = function (imageEvent) {
canvas.width = image.width;
canvas.height = image.height;
drawImageIOSFix(canvas.getContext('2d'),image, 0, 0, image.width, image.height, 0, 0, width, height);
// Upload image
var xhr = new XMLHttpRequest();
if (xhr.upload) {
// Update progress
xhr.upload.addEventListener('progress', function(event) {
var percent = parseInt(event.loaded / event.total * 100);
progressElement.style.width = percent+'%';
}, false);
// File uploaded / failed
xhr.onreadystatechange = function(event) {
if (xhr.readyState == 4) {
if (xhr.status == 200) {
//some code
} else {
imageElement.parentNode.removeChild(imageElement);
}
}
}
xhr.open('post', 'upload_canvas.php?t=' + Math.random()+'&ori='+ori, true);
xhr.send(canvas.toDataURL('image/jpeg'));
}
}
image.src = readerEvent.target.result;
}
reader.readAsDataURL(files[i]);
}
}
// Clear files
event.target.value = '';});

Your variable ori is a global variable, that is shared between all images. The code in the .onload functions aren't run immediately, but only after your for() loop has gone through all the images. At this point ori will contain the orientation of the last image.
To fix, move the variable and parseMetaData into the reader.onload function.
...
var reader = new FileReader();
reader.onload = function (readerEvent) {
var ori;
loadImage.parseMetaData(files[i], ...)
var image = new Image();
image.onload = function (imageEvent) {
...
Warning: Not tested!

Related

WinJS barcode reader issues(Image not loading in canvas)

Am working on a winjs based barcode reader application. Initially I will capture the image using camera capture API and will pass that file object to a canvas element and read its barcode using ZXing library. But the image passed to the canvas is not getting rendered completely as follows.
Following is my html code
<body>
<p>Decoding test for static images</p>
<canvas id="canvasDecode" height="200" width="200"></canvas>
<h3 id="result"></h3>
<p>Put some content here and leave the text box</p>
<input id="input" class="win-textarea" onchange="generate_barcode()">
<h3 id="content"></h3>
<canvas id="canvasEncode" height="200" width="200"></canvas>
<img class="imageHolder" id="capturedPhoto" alt="image holder" />
</body>
following is my javascript code
(function () {
"use strict";
WinJS.Binding.optimizeBindingReferences = true;
var app = WinJS.Application;
var activation = Windows.ApplicationModel.Activation;
app.onactivated = function (args) {
if (args.detail.kind === activation.ActivationKind.launch) {
if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
// TODO: This application has been newly launched. Initialize
// your application here.
var dialog = new Windows.Media.Capture.CameraCaptureUI();
var aspectRatio = { width: 1, height: 1 };
dialog.photoSettings.croppedAspectRatio = aspectRatio;
dialog.captureFileAsync(Windows.Media.Capture.CameraCaptureUIMode.photo).then(function (file) {
if (file) {
// draw the image
var canvas = document.getElementById('canvasDecode')
var ctx = canvas.getContext('2d');
var img = new Image;
img.onload = function () {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
}
img.src = URL.createObjectURL(file);
// open a stream from the image
return file.openAsync(Windows.Storage.FileAccessMode.readWrite);
}
})
.then(function (stream) {
if (stream) {
// create a decoder from the image stream
return Windows.Graphics.Imaging.BitmapDecoder.createAsync(stream);
}
})
.done(function (decoder) {
if (decoder) {
// get the raw pixel data from the decoder
decoder.getPixelDataAsync().then(function (pixelDataProvider) {
var rawPixels = pixelDataProvider.detachPixelData();
var pixels, format; // Assign these in the below switch block.
switch (decoder.bitmapPixelFormat) {
case Windows.Graphics.Imaging.BitmapPixelFormat.rgba16:
// Allocate a typed array with the raw pixel data
var pixelBufferView_U8 = new Uint8Array(rawPixels);
// Uint16Array provides a typed view into the raw 8 bit pixel data.
pixels = new Uint16Array(pixelBufferView_U8.buffer);
if (decoder.bitmapAlphaMode == Windows.Graphics.Imaging.BitmapAlphaMode.straight)
format = ZXing.BitmapFormat.rgba32;
else
format = ZXing.BitmapFormat.rgb32;
break;
case Windows.Graphics.Imaging.BitmapPixelFormat.rgba8:
// For 8 bit pixel formats, just use the returned pixel array.
pixels = rawPixels;
if (decoder.bitmapAlphaMode == Windows.Graphics.Imaging.BitmapAlphaMode.straight)
format = ZXing.BitmapFormat.rgba32;
else
format = ZXing.BitmapFormat.rgb32;
break;
case Windows.Graphics.Imaging.BitmapPixelFormat.bgra8:
// For 8 bit pixel formats, just use the returned pixel array.
pixels = rawPixels;
if (decoder.bitmapAlphaMode == Windows.Graphics.Imaging.BitmapAlphaMode.straight)
format = ZXing.BitmapFormat.bgra32;
else
format = ZXing.BitmapFormat.bgr32;
break;
}
// create a barcode reader
var reader = new ZXing.BarcodeReader();
reader.onresultpointfound = function (resultPoint) {
// do something with the resultpoint location
}
// try to decode the raw pixel data
var result = reader.decode(pixels, decoder.pixelWidth, decoder.pixelHeight, format);
// show the result
if (result) {
document.getElementById("result").innerText = result.text;
}
else {
document.getElementById("result").innerText = "no barcode found";
}
});
}
});
} else {
// TODO: This application has been reactivated from suspension.
// Restore application state here.
}
args.setPromise(WinJS.UI.processAll());
}
};
app.oncheckpoint = function (args) {
// TODO: This application is about to be suspended. Save any state
// that needs to persist across suspensions here. You might use the
// WinJS.Application.sessionState object, which is automatically
// saved and restored across suspension. If you need to complete an
// asynchronous operation before your application is suspended, call
// args.setPromise().
};
app.start();
})();
function generate_barcode() {
// get the content which the user puts into the textbox
var content = document.getElementById("input").value;
// create the barcode writer and set some options
var writer = new ZXing.BarcodeWriter();
writer.options = new ZXing.Common.EncodingOptions();
writer.options.height = 200;
writer.options.width = 200;
writer.format = ZXing.BarcodeFormat.qr_CODE;
// encode the content to a byte array with 4 byte per pixel as BGRA
var imagePixelData = writer.write(content);
// draw the pixel data to the canvas
var ctx = document.getElementById('canvasEncode').getContext('2d');
var imageData = ctx.createImageData(imagePixelData.width, imagePixelData.heigth);
var pixel = imagePixelData.pixel
for (var index = 0; index < pixel.length; index++) {
imageData.data[index] = pixel[index];
}
ctx.putImageData(imageData, 0, 0);
}
The same code worked well when I was using the file picker API. Let me knew where I went wrong.
I think that you're running into some problems with asynchronicity here. I applaud your use of chained calls to then(), but there's a hidden problem - assignment to img.src begins an asynchronous operation while the image is loaded. Your code continues on BEFORE the img.onload event has been raised, and so the closure which img.onload reaches into for the img variable (the pointer to the file URL) changes before the image has fully loaded.
Here's some code that worked for me.
// Inside handler for app.activated ...
var dialog = new Windows.Media.Capture.CameraCaptureUI();
var aspectRatio = { width: 1, height: 1 };
dialog.photoSettings.croppedAspectRatio = aspectRatio;
dialog.captureFileAsync(Windows.Media.Capture.CameraCaptureUIMode.photo)
.then(function (file) {
// draw the image
var canvas = document.getElementById('canvasDecode')
var ctx = canvas.getContext('2d');
var img = new Image;
img.onload = function () {
canvas.width = img.width;
canvas.height = img.height;
ctx.drawImage(img, 0, 0, img.width, img.height);
// open a stream from the image
decodePic(file);
}
img.onerror = function (err) {
WinJS.log && WinJS.log("Error loading image");
}
img.src = URL.createObjectURL(file);
});
And then I moved the file decoding / barcode reading stuff to a new function.
function decodePic(file) {
file.openAsync(Windows.Storage.FileAccessMode.readWrite)
.then(function (stream) {
if (stream) {
// create a decoder from the image stream
return Windows.Graphics.Imaging.BitmapDecoder.createAsync(stream);
}
})
.done(function (decoder) {
if (decoder) {
// get the raw pixel data from the decoder
decoder.getPixelDataAsync().then(function (pixelDataProvider) {
// YOUR BARCODE READING CODE HERE.
});
}
});
}
I hope this helps!

Upload the same image file twice - Javascript

I have an image uploader in my drawing application that I've written in Javascript. I want to allow the user to place multiple of the same image on the canvas. However, when I try to upload an image that's already on the canvas, nothing happens and a breakpoint in my event handler for the uploader never gets hit. What's going on and how can I fix it? Thanks!
Here's the code for my image handler:
function handleImage(e) {
var reader = new FileReader();
reader.onload = function(event) {
var img = new Image();
img.onload = function() {
img.className = 'drag';
img.style.left = 0;
img.style.top = 0;
context.drawImage(img, parseInt(img.style.left, 10) , parseInt(img.style.top, 10));
images.push(img);
}
img.src = event.target.result;
}
reader.readAsDataURL(e.target.files[0]);
};
I do tend to agree with Rene Pot to use the same image again (duplicate button), but you still can't prevent the user from inserting/loading the same image again. I've encountered the problem a while ago and used this bit of code to check if the image is already cached (if cached, there is no load, hence the onload won't fire either).
var img = new Image();
img.src = event.target.result;
var insertImage = function() {
img.className = 'drag';
img.style.left = 0;
img.style.top = 0;
context.drawImage(img, parseInt(img.style.left, 10) , parseInt(img.style.top, 10));
images.push(img);
}
if(img.complete){
img.onload = insertImage;
} else {
insertImage();
}
Hope that helps.

create an asynchronous each loop in jquery

This is my each loop:-
var image_obj = {};
$(".wrapper").each(function (index, data) {
var dfile = this.getElementsByClassName('image')[0];
file = dfile.files[0];
if(file != null) {
var fr = new FileReader();
fr.onload = function (e) {
img = new Image();
img.onload = function (k) {
var canvas = document.createElement("canvas");
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0);
objindex = "obj_" + index;
image_obj[objindex] = canvas.toDataURL("image/jpeg");
};
img.src = fr.result;
};
fr.readAsDataURL(file);
}
});
I need the index of my each loop to save base_64 encoded image to an object.
But the index is not showing up in order as each loop execution finishes before reaching canvas.getContext("2d");.
One big problem is that you need to declare img inside your outer function:
$(".wrapper").each(function (index, data) {
var img;
The reason is that otherwise, img is a global. The img variable captured in your onload function just contains the current value of that global, which is just whatever the most recent each call assigned it to (likely the last wrapper in the jquery object). Then when onload is called, it writes the wrong image into the canvas. By declaring the variable, you ensure that each outer function scope has its very own img variable for your onload functions to capture, which they'll then use when they're actually applied.
Edit If you want to ensure that the outputed order is right, you should just sort it out at the end, since you don't control when onload runs; that's actually the beauty of it. I'd do something like this:
ctx.drawImage(img, 0, 0);
if (typeof(image_obj.images) == "undefined")
image_obj.images = [];
image_obj.images[index] = canvas.toDataURL("image/jpeg");
Or just make image_obj itself an array and just do:
ctx.drawImage(img, 0, 0);
image_arr[index] = canvas.toDataURL("image/jpeg");
Depending on whether you need the object as a container for other stuff.
Since that's an array, not an object, the images will be in order.
Edit 2
So the problem now is that you get holes in your array if some of the files aren't there. Let's make that not happen:
var index = -1;
$(".wrapper").each(function (_, data) {
...
if(file != null) {
var fr = new FileReader();
index++;
var localIndex = index; //to capture locally
fr.onload = function (e) {
...
ctx.drawImage(img, 0, 0);
image_arr[localIndex] = canvas.toDataURL("image/jpeg");
..

<img>width returns 0 under heavy load

The below handleFiles method is being passed files from both drag and drop and a file input. After it gets the data url for a given file it passes it to the processImage function. This function creates a new image and sets the src and file for that image. I then take different actions based on the width of the incoming image and insert the image into the dom. However, I noticed when dropping in a bunch of images imageWidth will get set to 0. I have confirmed the image.src is correctly set and that dropping the same image in by itself works fine. I also have confirmed that if I remove the width calculations the image does display correctly on the page. When I enter the debugger I can confirm that immediately after imageWidth is set to 0 i.width returns a correct value. At first I thought it might be a threading issue in Chrome, but then when I saw it happen in FireFox as well I became alarmed. I have not been able to pinpoint a certain threshold, but the more load you put on the browser the less likely it is to correctly get the width.
I am seeing the problem in both FireFox 16.0.2 and Chrome 23.0.1271.95.
function handleFiles(files) {
for (var i = 0; i < files.length; i++) {
var file = files[i];
if( !isImage(file) ) {
continue;
}
var reader = new FileReader();
reader.onloadend = function(e) {
var dataURL = e.target.result;
processImage(file, dataURL);
}
reader.readAsDataURL(file);
}
}
function processImage(file, dataURL) {
var i = new Image();
i.src = dataURL;
i.file = file;
//console.log(i);
var maxWidth = 600;
var imageWidth = i.width;
......
}
As with all images, they may need time to load before they will tell you their width:
var i = new Image();
i.onload = function() {
//console.log(i);
var maxWidth = 600;
var imageWidth = this.width;
}
i.src = dataURL;
i.file = file;
The width (and height) might be 0 because it's not loaded yet.
Try adding the load event like so:
function processImage(file, dataURL) {
var i = new Image();
i.addEventListener("load", function () {
var maxWidth = 600;
var imageWidth = i.width;
......
});
i.src = dataURL;
i.file = file;
}

image,onload event not working in chrome

I'm using html5 to create drag and drop image upload functionality. This works great for me in firefox but in chrome the image onload event only fires the first time. If I drag multiple images in only the first works and if I drag a second in it fails. I believe the problem is with the image onload.
here is the way my code works I have removed the irrelevant sections:
var img = document.createElement("img");
var reader = new FileReader();
var canvas = document.createElement("canvas");
var canvasData;
var ctx = canvas.getContext("2d");
var myFiles;
var i = 0;
reader.onload = (function (aImg)
{
return function (e)
{
aImg.src = e.target.result;
};
})(img);
img.onload = function (){
//resizes image
//draws it to the canvas
//posts to server
i++;
if(i < myFiles.length){
processNext(i);
}
}
function processNext(filei) {
var file = myFiles[filei];
img.file = file;
reader.readAsDataURL(file);
}
i = 0;
myFiles = files;
processNext(0);
Does anyone know why this works in firefox but not chrome?
Explanation from chromium tracker:
This is not a bug. WebKit is just more strict. You must instantiate a new Image() object before the replacement, like this:
var photo = document.getElementById('image_id');
var img = new Image();
img.addEventListener('load', myFunction, false);
img.src = 'http://newimgsource.jpg';
photo.src = img.src;
source: http://code.google.com/p/chromium/issues/detail?id=7731#c12
This is strange, none of the above worked for me. I was defining the image variable as local and change it to global and it started working. Does this make sense? Can somebody explain it?
This didnt worked for me:
function loadImage() {
var ImageToLoad = new Image();
ImageToLoad.onload = function() {
console.log("finish loading");
};
ImageToLoad.src = "myimage.png";
}
This did work:
var ImageToLoad = new Image();
function loadImage() {
ImageToLoad.onload = function() {
console.log("finish loading");
};
ImageToLoad.src = "myimage.png";
}

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