Related
I have Base64-encoded binary data in a string:
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
I would like to create a blob: URL containing this data and display it to the user:
const blob = new Blob(????, {type: contentType});
const blobUrl = URL.createObjectURL(blob);
window.location = blobUrl;
I haven't been been able to figure out how to create the BLOB.
In some cases I am able to avoid this by using a data: URL instead:
const dataUrl = `data:${contentType};base64,${b64Data}`;
window.location = dataUrl;
However, in most cases the data: URLs are prohibitively large.
How can I decode a Base64 string to a BLOB object in JavaScript?
The atob function will decode a Base64-encoded string into a new string with a character for each byte of the binary data.
const byteCharacters = atob(b64Data);
Each character's code point (charCode) will be the value of the byte. We can create an array of byte values by applying this using the .charCodeAt method for each character in the string.
const byteNumbers = new Array(byteCharacters.length);
for (let i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
You can convert this array of byte values into a real typed byte array by passing it to the Uint8Array constructor.
const byteArray = new Uint8Array(byteNumbers);
This in turn can be converted to a BLOB by wrapping it in an array and passing it to the Blob constructor.
const blob = new Blob([byteArray], {type: contentType});
The code above works. However the performance can be improved a little by processing the byteCharacters in smaller slices, rather than all at once. In my rough testing 512 bytes seems to be a good slice size. This gives us the following function.
const b64toBlob = (b64Data, contentType='', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
const blob = b64toBlob(b64Data, contentType);
const blobUrl = URL.createObjectURL(blob);
window.location = blobUrl;
Full Example:
const b64toBlob = (b64Data, contentType='', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
const blob = b64toBlob(b64Data, contentType);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
Here is a more minimal method without any dependencies or libraries.
It requires the new fetch API. (Can I use it?)
var url = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg=="
fetch(url)
.then(res => res.blob())
.then(console.log)
With this method you can also easily get a ReadableStream, ArrayBuffer, text, and JSON.
(fyi this also works with node-fetch in Node)
As a function:
const b64toBlob = (base64, type = 'application/octet-stream') =>
fetch(`data:${type};base64,${base64}`).then(res => res.blob())
But I would encourage you to don't use base64 in the first place. There are better ways to send and receive binary data. JSON isn't always the best option. it takes up more bandwidth and waste processing time (de)encodeing stuff. Us eg canvas.toBlob instead of canvas.toDataURL and use FormData to send binary files. you can also return back a multipart payload and decode it using await response.formData() that is coming from a server response. FormData can go both ways.
I did a simple performance test towards Jeremy's ES6 sync version.
The sync version will block UI for a while.
keeping the devtool open can slow the fetch performance
document.body.innerHTML += '<input autofocus placeholder="try writing">'
// get some dummy gradient image
var img=function(){var a=document.createElement("canvas"),b=a.getContext("2d"),c=b.createLinearGradient(0,0,1500,1500);a.width=a.height=3000;c.addColorStop(0,"red");c.addColorStop(1,"blue");b.fillStyle=c;b.fillRect(0,0,a.width,a.height);return a.toDataURL()}();
async function perf() {
const blob = await fetch(img).then(res => res.blob())
// turn it to a dataURI
const url = img
const b64Data = url.split(',')[1]
// Jeremy Banks solution
const b64toBlob = (b64Data, contentType = '', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
// bench blocking method
let i = 500
console.time('blocking b64')
while (i--) {
await b64toBlob(b64Data)
}
console.timeEnd('blocking b64')
// bench non blocking
i = 500
// so that the function is not reconstructed each time
const toBlob = res => res.blob()
console.time('fetch')
while (i--) {
await fetch(url).then(toBlob)
}
console.timeEnd('fetch')
console.log('done')
}
perf()
Optimized (but less readable) implementation:
function base64toBlob(base64Data, contentType) {
contentType = contentType || '';
var sliceSize = 1024;
var byteCharacters = atob(base64Data);
var bytesLength = byteCharacters.length;
var slicesCount = Math.ceil(bytesLength / sliceSize);
var byteArrays = new Array(slicesCount);
for (var sliceIndex = 0; sliceIndex < slicesCount; ++sliceIndex) {
var begin = sliceIndex * sliceSize;
var end = Math.min(begin + sliceSize, bytesLength);
var bytes = new Array(end - begin);
for (var offset = begin, i = 0; offset < end; ++i, ++offset) {
bytes[i] = byteCharacters[offset].charCodeAt(0);
}
byteArrays[sliceIndex] = new Uint8Array(bytes);
}
return new Blob(byteArrays, { type: contentType });
}
Following is my TypeScript code which can be converted easily into JavaScript and you can use
/**
* Convert BASE64 to BLOB
* #param base64Image Pass Base64 image data to convert into the BLOB
*/
private convertBase64ToBlob(base64Image: string) {
// Split into two parts
const parts = base64Image.split(';base64,');
// Hold the content type
const imageType = parts[0].split(':')[1];
// Decode Base64 string
const decodedData = window.atob(parts[1]);
// Create UNIT8ARRAY of size same as row data length
const uInt8Array = new Uint8Array(decodedData.length);
// Insert all character code into uInt8Array
for (let i = 0; i < decodedData.length; ++i) {
uInt8Array[i] = decodedData.charCodeAt(i);
}
// Return BLOB image after conversion
return new Blob([uInt8Array], { type: imageType });
}
See this example: https://jsfiddle.net/pqhdce2L/
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
var byteCharacters = atob(b64Data);
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
var blob = new Blob(byteArrays, {type: contentType});
return blob;
}
var contentType = 'image/png';
var b64Data = Your Base64 encode;
var blob = b64toBlob(b64Data, contentType);
var blobUrl = URL.createObjectURL(blob);
var img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
For all browser support, especially on Android, perhaps you can add this:
try{
blob = new Blob(byteArrays, {type : contentType});
}
catch(e){
// TypeError old Google Chrome and Firefox
window.BlobBuilder = window.BlobBuilder ||
window.WebKitBlobBuilder ||
window.MozBlobBuilder ||
window.MSBlobBuilder;
if(e.name == 'TypeError' && window.BlobBuilder){
var bb = new BlobBuilder();
bb.append(byteArrays);
blob = bb.getBlob(contentType);
}
else if(e.name == "InvalidStateError"){
// InvalidStateError (tested on FF13 WinXP)
blob = new Blob(byteArrays, {type : contentType});
}
else{
// We're screwed, blob constructor unsupported entirely
}
}
For all copy-paste lovers out there like me, here is a cooked download function which works on Chrome, Firefox and Edge:
window.saveFile = function (bytesBase64, mimeType, fileName) {
var fileUrl = "data:" + mimeType + ";base64," + bytesBase64;
fetch(fileUrl)
.then(response => response.blob())
.then(blob => {
var link = window.document.createElement("a");
link.href = window.URL.createObjectURL(blob, { type: mimeType });
link.download = fileName;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
});
}
I'm posting a more declarative way of sync Base64 converting. While async fetch().blob() is very neat and I like this solution a lot, it doesn't work on Internet Explorer 11 (and probably Edge - I haven't tested this one), even with the polyfill - take a look at my comment to Endless' post for more details.
const blobPdfFromBase64String = base64String => {
const byteArray = Uint8Array.from(
atob(base64String)
.split('')
.map(char => char.charCodeAt(0))
);
return new Blob([byteArray], { type: 'application/pdf' });
};
Bonus
If you want to print it you could do something like:
const isIE11 = !!(window.navigator && window.navigator.msSaveOrOpenBlob); // Or however you want to check it
const printPDF = blob => {
try {
isIE11
? window.navigator.msSaveOrOpenBlob(blob, 'documents.pdf')
: printJS(URL.createObjectURL(blob)); // http://printjs.crabbly.com/
} catch (e) {
throw PDFError;
}
};
Bonus x 2 - Opening a BLOB file in new tab for Internet Explorer 11
If you're able to do some preprocessing of the Base64 string on the server you could expose it under some URL and use the link in printJS :)
For image data, I find it simpler to use canvas.toBlob (asynchronous)
function b64toBlob(b64, onsuccess, onerror) {
var img = new Image();
img.onerror = onerror;
img.onload = function onload() {
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
canvas.toBlob(onsuccess);
};
img.src = b64;
}
var base64Data = 'data:image/jpg;base64,/9j/4AAQSkZJRgABAQA...';
b64toBlob(base64Data,
function(blob) {
var url = window.URL.createObjectURL(blob);
// do something with url
}, function(error) {
// handle error
});
If you can stand adding one dependency to your project there's the great blob-util npm package that provides a handy base64StringToBlob function. Once added to your package.json you can use it like this:
import { base64StringToBlob } from 'blob-util';
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
const blob = base64StringToBlob(b64Data, contentType);
// Do whatever you need with your blob...
I noticed that Internet Explorer 11 gets incredibly slow when slicing the data like Jeremy suggested. This is true for Chrome, but Internet Explorer seems to have a problem when passing the sliced data to the Blob-Constructor. On my machine, passing 5 MB of data makes Internet Explorer crash and memory consumption is going through the roof. Chrome creates the blob in no time.
Run this code for a comparison:
var byteArrays = [],
megaBytes = 2,
byteArray = new Uint8Array(megaBytes*1024*1024),
block,
blobSlowOnIE, blobFastOnIE,
i;
for (i = 0; i < (megaBytes*1024); i++) {
block = new Uint8Array(1024);
byteArrays.push(block);
}
//debugger;
console.profile("No Slices");
blobSlowOnIE = new Blob(byteArrays, { type: 'text/plain'});
console.profileEnd();
console.profile("Slices");
blobFastOnIE = new Blob([byteArray], { type: 'text/plain'});
console.profileEnd();
So I decided to include both methods described by Jeremy in one function. Credits go to him for this.
function base64toBlob(base64Data, contentType, sliceSize) {
var byteCharacters,
byteArray,
byteNumbers,
blobData,
blob;
contentType = contentType || '';
byteCharacters = atob(base64Data);
// Get BLOB data sliced or not
blobData = sliceSize ? getBlobDataSliced() : getBlobDataAtOnce();
blob = new Blob(blobData, { type: contentType });
return blob;
/*
* Get BLOB data in one slice.
* => Fast in Internet Explorer on new Blob(...)
*/
function getBlobDataAtOnce() {
byteNumbers = new Array(byteCharacters.length);
for (var i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
byteArray = new Uint8Array(byteNumbers);
return [byteArray];
}
/*
* Get BLOB data in multiple slices.
* => Slow in Internet Explorer on new Blob(...)
*/
function getBlobDataSliced() {
var slice,
byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
slice = byteCharacters.slice(offset, offset + sliceSize);
byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
byteArray = new Uint8Array(byteNumbers);
// Add slice
byteArrays.push(byteArray);
}
return byteArrays;
}
}
The method with fetch is the best solution, but if anyone needs to use a method without fetch then here it is, as the ones mentioned previously didn't work for me:
function makeblob(dataURL) {
const BASE64_MARKER = ';base64,';
const parts = dataURL.split(BASE64_MARKER);
const contentType = parts[0].split(':')[1];
const raw = window.atob(parts[1]);
const rawLength = raw.length;
const uInt8Array = new Uint8Array(rawLength);
for (let i = 0; i < rawLength; ++i) {
uInt8Array[i] = raw.charCodeAt(i);
}
return new Blob([uInt8Array], { type: contentType });
}
In browser just
Uint8Array.from(atob(YOUR_BASE64_DATA), (c) => c.charCodeAt(0))
compare with fetch
!(async () => {
const start = performance.now();
let i = 0;
while (i++ < 1e3) {
const dataUrl =
"data:application/octet-stream;base64,H4sIAAAAAAAAA0vOzyvOz0nVy8lP10jISM3JyVdIr8osUFCpdkksSdXLyy/X0KxN0ORKHlU3qm5U3ai6UXWj6kauOgBVt1KRLwcAAA==";
body = await (await fetch(dataUrl)).blob();
}
console.log(performance.now() - start); // 508.19999999925494ms
})();
!(async () => {
const start = performance.now();
let i = 0;
while (i++ < 1e3) {
const base64Data =
"H4sIAAAAAAAAA0vOzyvOz0nVy8lP10jISM3JyVdIr8osUFCpdkksSdXLyy/X0KxN0ORKHlU3qm5U3ai6UXWj6kauOgBVt1KRLwcAAA==";
body = Uint8Array.from(atob(base64Data), (c) => c.charCodeAt(0));
}
console.log(performance.now() - start); // 7.899999998509884ms
})();
Depends on your data size, choose performance one.
Two different variations
function base64ToBlob(base64, contentType='image/png', chunkLength=512) {
const byteCharsArray = Array.from(atob(base64.substr(base64.indexOf(',') + 1)));
const chunksIterator = new Array(Math.ceil(byteCharsArray.length / chunkLength));
const bytesArrays = [];
for (let c = 0; c < chunksIterator.length; c++) {
bytesArrays.push(new Uint8Array(byteCharsArray.slice(c * chunkLength, chunkLength * (c + 1)).map(s => s.charCodeAt(0))));
}
const blob = new Blob(bytesArrays, {type: contentType});
return blob;
}
/* Not sure how it performs with big images */
async function base64ToBlobLight(base64) { return await fetch(base64).then(res => res.blob()); }
/* Test */
const base64Data = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAMAAADXqc3KAAAB+FBMVEUAAAA/mUPidDHiLi5Cn0XkNTPmeUrkdUg/m0Q0pEfcpSbwaVdKskg+lUP4zA/iLi3msSHkOjVAmETdJSjtYFE/lkPnRj3sWUs8kkLeqCVIq0fxvhXqUkbVmSjwa1n1yBLepyX1xxP0xRXqUkboST9KukpHpUbuvRrzrhF/ljbwaljuZFM4jELaoSdLtElJrUj1xxP6zwzfqSU4i0HYnydMtUlIqUfywxb60AxZqEXaoifgMCXptR9MtklHpEY2iUHWnSjvvRr70QujkC+pUC/90glMuEnlOjVMt0j70QriLS1LtEnnRj3qUUXfIidOjsxAhcZFo0bjNDH0xxNLr0dIrUdmntVTkMoyfL8jcLBRuErhJyrgKyb4zA/5zg3tYFBBmUTmQTnhMinruBzvvhnxwxZ/st+Ktt5zp9hqota2vtK6y9FemNBblc9HiMiTtMbFtsM6gcPV2r6dwroseLrMrbQrdLGdyKoobKbo3Zh+ynrgVllZulTsXE3rV0pIqUf42UVUo0JyjEHoS0HmsiHRGR/lmRz/1hjqnxjvpRWfwtOhusaz0LRGf7FEfbDVmqHXlJeW0pbXq5bec3fX0nTnzmuJuWvhoFFhm0FtrziBsjaAaDCYWC+uSi6jQS3FsSfLJiTirCOkuCG1KiG+wSC+GBvgyhTszQ64Z77KAAAARXRSTlMAIQRDLyUgCwsE6ebm5ubg2dLR0byXl4FDQzU1NDEuLSUgC+vr6urq6ubb29vb2tra2tG8vLu7u7uXl5eXgYGBgYGBLiUALabIAAABsElEQVQoz12S9VPjQBxHt8VaOA6HE+AOzv1wd7pJk5I2adpCC7RUcHd3d3fXf5PvLkxheD++z+yb7GSRlwD/+Hj/APQCZWxM5M+goF+RMbHK594v+tPoiN1uHxkt+xzt9+R9wnRTZZQpXQ0T5uP1IQxToyOAZiQu5HEpjeA4SWIoksRxNiGC1tRZJ4LNxgHgnU5nJZBDvuDdl8lzQRBsQ+s9PZt7s7Pz8wsL39/DkIfZ4xlB2Gqsq62ta9oxVlVrNZpihFRpGO9fzQw1ms0NDWZz07iGkJmIFH8xxkc3a/WWlubmFkv9AB2SEpDvKxbjidN2faseaNV3zoHXvv7wMODJdkOHAegweAfFPx4G67KluxzottCU9n8CUqXzcIQdXOytAHqXxomvykhEKN9EFutG22p//0rbNvHVxiJywa8yS2KDfV1dfbu31H8jF1RHiTKtWYeHxUvq3bn0pyjCRaiRU6aDO+gb3aEfEeVNsDgm8zzLy9egPa7Qt8TSJdwhjplk06HH43ZNJ3s91KKCHQ5x4sw1fRGYDZ0n1L4FKb9/BP5JLYxToheoFCVxz57PPS8UhhEpLBVeAAAAAElFTkSuQmCC';
const blob = base64ToBlob(base64Data);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
/**********************/
/* Test */
(async () => {
const blob = await base64ToBlobLight(base64Data);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
})();
This would prove to be much short solution.
const byteArray = new Buffer(base64String.replace(/^[\w\d;:\/]+base64\,/g, ''), 'base64');
base64String is the string containing the base 64 string.
byteArray is the array you need.
The regex replacement is optional and is just there to deal with prefix as in the case of dataurl string.
I'm trying to record a video (already working) using HTML5 video tag, "getUserMedia" to access the device camera and MediaRecorder API to capture the frames and Angular1 to handle the file uploading. Now I'm having trouble uploading the Blob to my PHP server which is running on Laravel, I currently have 2 ways to upload the video, first is by "ng-click" this works fine but when I programmatically upload the Blob using the same function which "ng-click" run it seems to break the mimeType of my Blob here's how my code looks.
$scope.uploader = function() {
let fData = new FormData();
let blob = new Blob($scope.chunk, { type: 'video/webm' });
fData.append('vid', blob)
$http.post(url, fData, {
transformRequest: angular.identity,
headers: {'Content-Type': undefined},
}, success, error)
})
$timeout(function() {
$scope.uploader();
}, 10000)
This issue here is when the "$scope.uploader()" is called using "ng-click" it works fine but when calling the "uploader" method using the "$timeout" it seems to change the mimeType to "application/octet-stream" which causes the issue.
Hello Try this code,
function base64ToBlob(base64Data, contentType) {
contentType = contentType || '';
var sliceSize = 1024;
var byteCharacters = atob(base64Data);
var bytesLength = byteCharacters.length;
var slicesCount = Math.ceil(bytesLength / sliceSize);
var byteArrays = new Array(slicesCount);
for (var sliceIndex = 0;sliceIndex <slicesCount;++sliceIndex) {
var begin = sliceIndex * sliceSize;
var end = Math.min(begin + sliceSize, bytesLength);
var bytes = new Array(end - begin);
for (var offset = begin, i = 0;offset <end;++i, ++offset) {
bytes[i] = byteCharacters[offset].charCodeAt(0);
}
byteArrays[sliceIndex] = new Uint8Array(bytes);
}
return new Blob(byteArrays, {
type: contentType});
}
Define scope
$scope.onFile = function(blob) {
Cropper.encode((file = blob)).then(function(dataUrl) {
$scope.dataUrl = dataUrl;
$scope.odataUrl = dataUrl;
$timeout(showCropper); // wait for $digest to set image's src
});
};
Submit method
$scope.uploadImage = function () {
if ($scope.myCroppedImage === '')
{
}
$scope.msgtype = "";
$scope.msgtxt = "";
var fd = new FormData();
var imgBlob = dataURItoBlob($scope.myCroppedImage);
fd.append('clogo', imgBlob);
fd.append('actionfile', 'editimage');
$http.post(
'../user/user_EditCompany.php',
fd, {
transformRequest: angular.identity,
headers: {
'Content-Type': undefined
}
}
)
.success(function (response) {
// console.log(response);
if (response.status == 'success')
{
//your code
}else{
//your code
}
})
.error(function (response) {
console.log('error', response);
});
};
function dataURItoBlob(dataURI) {
var binary = atob(dataURI.split(',')[1]);
var mimeString = dataURI.split(',')[0].split(':')[1].split(';')[0];
var array = [];
for (var i = 0; i < binary.length; i++) {
array.push(binary.charCodeAt(i));
}
return new Blob([new Uint8Array(array)], {
type: mimeString
});
}
Thanks, the issue was caused by upload and post limit in my php.ini.
I used a jquery plugin to crop images. The plugin will crop the image and give it to me as a base64 encoded string. In order to upload it to S3, I need to convert this into a file and pass the file into the upload function. How can I do this? I tried a lot of things including decoding the string using atob. None worked.
Here's the code of the cropping plugin ('croppie') which gives me the encoded string :
imageCropper.croppie('result', {
type: 'canvas',
size: 'viewport',
format: 'jpeg'
}).then(function (resp) {
updateAvatar(resp);
});
I pass it to a function called updateAvatar. Here's the updateAvatar function :
updateAvatar({Meteor, Slingshot}, avatar) {
const uploader = new Slingshot.Upload('userAvatarUpload');
uploader.send(avatar, function (error, downloadUrl) {
if (error) {
// Log service detailed response.
console.error('Error uploading', uploader.xhr.response);
console.log(error);
}
else {
console.log('uploaded', downloadUrl);
}
});
}
The uploader.send function expects a file or a url. It won't accept my encoded string.
The plugin which I use to upload files to S3 : https://github.com/CulturalMe/meteor-slingshot
It seems like the missing 'brick' in your code is a function that would take a base64-encoded image and convert it to a Blob.
So, I'm going to focus on that part exclusively with a short comment for each step.
The following function expects a string such as:
data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wBDAAMCAgICA...
function base64ImageToBlob(str) {
// extract content type and base64 payload from original string
var pos = str.indexOf(';base64,');
var type = str.substring(5, pos);
var b64 = str.substr(pos + 8);
// decode base64
var imageContent = atob(b64);
// create an ArrayBuffer and a view (as unsigned 8-bit)
var buffer = new ArrayBuffer(imageContent.length);
var view = new Uint8Array(buffer);
// fill the view, using the decoded base64
for(var n = 0; n < imageContent.length; n++) {
view[n] = imageContent.charCodeAt(n);
}
// convert ArrayBuffer to Blob
var blob = new Blob([buffer], { type: type });
return blob;
}
Convert the base64 string to blob, to be used in upload to S3. There are tidier ways of doing this of course! :)
Original SO Answer here: https://stackoverflow.com/a/16245768/1350913
imageCropper.croppie('result', {
type: 'canvas',
size: 'viewport',
format: 'jpeg'
}).then(function(resp) {
var contentType = 'image/png';
var s3Blob = b64toBlob(resp, contentType);
updateAvatar(s3Blob);
});
updateAvatar({
Meteor,
Slingshot
}, avatar) {
const uploader = new Slingshot.Upload('userAvatarUpload');
uploader.send(avatar, function(error, downloadUrl) {
if (error) {
// Log service detailed response.
console.error('Error uploading', uploader.xhr.response);
console.log(error);
} else {
console.log('uploaded', downloadUrl);
}
});
}
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
var b64DataString = b64Data.substr(b64Data.indexOf(',') + 1);
var byteCharacters = atob(b64DataString);
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
var blob = new Blob(byteArrays, {
type: contentType
});
return blob;
}
The base64ToFile function (.ts) converts the base64 string into a File. The codeUnits and charCodes part make sure you can read Unicode text as ASCII by converting the string such that each 16-bit unit occupies only one byte.
Finally the download function (.ts) downloads the converted file from your browser to your local machine.
function base64ToFile(base64data: string, myFileNameWithdotExtention: string,
fileType: string): File {
let content = decodeURIComponent(escape(window.atob(base64data)));
let fileName = myFileNameWithdotExtention;
const codeUnits = Uint16Array.from(
{ length: content.length },
( _, index) => content.charCodeAt(index)
);
const charCodes = new Uint8Array(codeUnits.buffer);
const type = fileType; // 'text/csv' for instance
const blob = new Blob([charCodes], { type });
return new File([blob], fileName, { lastModified: new Date().getTime(), type });
}
download(){
let res: string = getMyDataFromSomewhere(); // base64 string
let data = base64ToFile(res);
let element = document.createElement('a');
window.URL = window.URL || window.webkitURL;
element.setAttribute('href', window.URL.createObjectURL(data));
element.setAttribute('download', data.name);
element.style.display = 'none';
document.body.appendChild(element);
element.click();
document.body.removeChild(element);
}
I'm trying to store a canvas in my divice, reading in internet i found that i have to convert my canvas to Base64, nice, i did it...
Then i searched a function to store a base64 with cordova and just found a function that stores a Blob object, so i searched again and found a function that converts my base64 to Blob, and nice again, it apparently works, but when i go to the file explorer i'm just getting a file that says in plain text (and changing its extension to .txt ):
[object Uint8Array][object Uint8Array]
This is my final code:
function draw() {
window.requestFileSystem(window.TEMPORARY, 5 * 1024 * 1024, function (fs) {
console.log('file system open: ' + fs.name);
getSampleFile(fs.root);
}, errorHandler);
}
function getSampleFile(dirEntry) {
var canvas = document.getElementById("mycanvas");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//...some code to customize the canvas
//var mURI = canvas.toDataURL();
var mURI = canvas.toDataURL().replace(/data:image\/png;base64,/,'');
var x = Math.floor((Math.random() * 100000) + 1);
saveFile(dirEntry, b64toBlob(mURI,"image/png","512") , x+".png");
}
}
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
console.log('Estoy en B64');
var byteCharacters = atob(b64Data);
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
console.log('ByteArrays'+byteArrays);
var blob = new Blob(byteArrays, {type: contentType});
return blob;
}
function saveFile(dirEntry, fileData, fileName) {
console.log('1. DIRENTRY:'+dirEntry+', 2 FILEDATA:'+fileData+',3 FILENAME:'+fileName);
dirEntry.getFile(fileName, { create: true, exclusive: false }, function (fileEntry) {
writeFile(fileEntry, fileData);
}, errorHandler);
}
function writeFile(fileEntry, dataObj, isAppend) {
fileEntry.createWriter(function (fileWriter) {
fileWriter.onwriteend = function() {
console.log("Successful file write...");
};
fileWriter.onerror = function(e) {
console.log("Failed file write: " + e.toString());
};
fileWriter.write(dataObj);
});
}
I hope you can help me, the main goal of this is to store a picture with a watermark, so if you have another idea please tell me, thanks
Since you need to add a water mark you may refer following links
W3School Link
Jsfiddle Link
EDITED
var yourCanvas = document.getElementById('yourCanvasId');
var context = yourCanvas.getContext('2d');
var waterMarkImg = document.getElementById("waterMarkImageId");
context.drawImage(waterMarkImg, 0, 0, yourCanvas.width, yourCanvas.height);
var basse64 = yourCanvas.toDataURL();
I have Base64-encoded binary data in a string:
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
I would like to create a blob: URL containing this data and display it to the user:
const blob = new Blob(????, {type: contentType});
const blobUrl = URL.createObjectURL(blob);
window.location = blobUrl;
I haven't been been able to figure out how to create the BLOB.
In some cases I am able to avoid this by using a data: URL instead:
const dataUrl = `data:${contentType};base64,${b64Data}`;
window.location = dataUrl;
However, in most cases the data: URLs are prohibitively large.
How can I decode a Base64 string to a BLOB object in JavaScript?
The atob function will decode a Base64-encoded string into a new string with a character for each byte of the binary data.
const byteCharacters = atob(b64Data);
Each character's code point (charCode) will be the value of the byte. We can create an array of byte values by applying this using the .charCodeAt method for each character in the string.
const byteNumbers = new Array(byteCharacters.length);
for (let i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
You can convert this array of byte values into a real typed byte array by passing it to the Uint8Array constructor.
const byteArray = new Uint8Array(byteNumbers);
This in turn can be converted to a BLOB by wrapping it in an array and passing it to the Blob constructor.
const blob = new Blob([byteArray], {type: contentType});
The code above works. However the performance can be improved a little by processing the byteCharacters in smaller slices, rather than all at once. In my rough testing 512 bytes seems to be a good slice size. This gives us the following function.
const b64toBlob = (b64Data, contentType='', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
const blob = b64toBlob(b64Data, contentType);
const blobUrl = URL.createObjectURL(blob);
window.location = blobUrl;
Full Example:
const b64toBlob = (b64Data, contentType='', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
const blob = b64toBlob(b64Data, contentType);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
Here is a more minimal method without any dependencies or libraries.
It requires the new fetch API. (Can I use it?)
var url = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg=="
fetch(url)
.then(res => res.blob())
.then(console.log)
With this method you can also easily get a ReadableStream, ArrayBuffer, text, and JSON.
(fyi this also works with node-fetch in Node)
As a function:
const b64toBlob = (base64, type = 'application/octet-stream') =>
fetch(`data:${type};base64,${base64}`).then(res => res.blob())
But I would encourage you to don't use base64 in the first place. There are better ways to send and receive binary data. JSON isn't always the best option. it takes up more bandwidth and waste processing time (de)encodeing stuff. Us eg canvas.toBlob instead of canvas.toDataURL and use FormData to send binary files. you can also return back a multipart payload and decode it using await response.formData() that is coming from a server response. FormData can go both ways.
I did a simple performance test towards Jeremy's ES6 sync version.
The sync version will block UI for a while.
keeping the devtool open can slow the fetch performance
document.body.innerHTML += '<input autofocus placeholder="try writing">'
// get some dummy gradient image
var img=function(){var a=document.createElement("canvas"),b=a.getContext("2d"),c=b.createLinearGradient(0,0,1500,1500);a.width=a.height=3000;c.addColorStop(0,"red");c.addColorStop(1,"blue");b.fillStyle=c;b.fillRect(0,0,a.width,a.height);return a.toDataURL()}();
async function perf() {
const blob = await fetch(img).then(res => res.blob())
// turn it to a dataURI
const url = img
const b64Data = url.split(',')[1]
// Jeremy Banks solution
const b64toBlob = (b64Data, contentType = '', sliceSize=512) => {
const byteCharacters = atob(b64Data);
const byteArrays = [];
for (let offset = 0; offset < byteCharacters.length; offset += sliceSize) {
const slice = byteCharacters.slice(offset, offset + sliceSize);
const byteNumbers = new Array(slice.length);
for (let i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
const byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
const blob = new Blob(byteArrays, {type: contentType});
return blob;
}
// bench blocking method
let i = 500
console.time('blocking b64')
while (i--) {
await b64toBlob(b64Data)
}
console.timeEnd('blocking b64')
// bench non blocking
i = 500
// so that the function is not reconstructed each time
const toBlob = res => res.blob()
console.time('fetch')
while (i--) {
await fetch(url).then(toBlob)
}
console.timeEnd('fetch')
console.log('done')
}
perf()
Optimized (but less readable) implementation:
function base64toBlob(base64Data, contentType) {
contentType = contentType || '';
var sliceSize = 1024;
var byteCharacters = atob(base64Data);
var bytesLength = byteCharacters.length;
var slicesCount = Math.ceil(bytesLength / sliceSize);
var byteArrays = new Array(slicesCount);
for (var sliceIndex = 0; sliceIndex < slicesCount; ++sliceIndex) {
var begin = sliceIndex * sliceSize;
var end = Math.min(begin + sliceSize, bytesLength);
var bytes = new Array(end - begin);
for (var offset = begin, i = 0; offset < end; ++i, ++offset) {
bytes[i] = byteCharacters[offset].charCodeAt(0);
}
byteArrays[sliceIndex] = new Uint8Array(bytes);
}
return new Blob(byteArrays, { type: contentType });
}
Following is my TypeScript code which can be converted easily into JavaScript and you can use
/**
* Convert BASE64 to BLOB
* #param base64Image Pass Base64 image data to convert into the BLOB
*/
private convertBase64ToBlob(base64Image: string) {
// Split into two parts
const parts = base64Image.split(';base64,');
// Hold the content type
const imageType = parts[0].split(':')[1];
// Decode Base64 string
const decodedData = window.atob(parts[1]);
// Create UNIT8ARRAY of size same as row data length
const uInt8Array = new Uint8Array(decodedData.length);
// Insert all character code into uInt8Array
for (let i = 0; i < decodedData.length; ++i) {
uInt8Array[i] = decodedData.charCodeAt(i);
}
// Return BLOB image after conversion
return new Blob([uInt8Array], { type: imageType });
}
See this example: https://jsfiddle.net/pqhdce2L/
function b64toBlob(b64Data, contentType, sliceSize) {
contentType = contentType || '';
sliceSize = sliceSize || 512;
var byteCharacters = atob(b64Data);
var byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
var slice = byteCharacters.slice(offset, offset + sliceSize);
var byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
var byteArray = new Uint8Array(byteNumbers);
byteArrays.push(byteArray);
}
var blob = new Blob(byteArrays, {type: contentType});
return blob;
}
var contentType = 'image/png';
var b64Data = Your Base64 encode;
var blob = b64toBlob(b64Data, contentType);
var blobUrl = URL.createObjectURL(blob);
var img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
For all browser support, especially on Android, perhaps you can add this:
try{
blob = new Blob(byteArrays, {type : contentType});
}
catch(e){
// TypeError old Google Chrome and Firefox
window.BlobBuilder = window.BlobBuilder ||
window.WebKitBlobBuilder ||
window.MozBlobBuilder ||
window.MSBlobBuilder;
if(e.name == 'TypeError' && window.BlobBuilder){
var bb = new BlobBuilder();
bb.append(byteArrays);
blob = bb.getBlob(contentType);
}
else if(e.name == "InvalidStateError"){
// InvalidStateError (tested on FF13 WinXP)
blob = new Blob(byteArrays, {type : contentType});
}
else{
// We're screwed, blob constructor unsupported entirely
}
}
For all copy-paste lovers out there like me, here is a cooked download function which works on Chrome, Firefox and Edge:
window.saveFile = function (bytesBase64, mimeType, fileName) {
var fileUrl = "data:" + mimeType + ";base64," + bytesBase64;
fetch(fileUrl)
.then(response => response.blob())
.then(blob => {
var link = window.document.createElement("a");
link.href = window.URL.createObjectURL(blob, { type: mimeType });
link.download = fileName;
document.body.appendChild(link);
link.click();
document.body.removeChild(link);
});
}
I'm posting a more declarative way of sync Base64 converting. While async fetch().blob() is very neat and I like this solution a lot, it doesn't work on Internet Explorer 11 (and probably Edge - I haven't tested this one), even with the polyfill - take a look at my comment to Endless' post for more details.
const blobPdfFromBase64String = base64String => {
const byteArray = Uint8Array.from(
atob(base64String)
.split('')
.map(char => char.charCodeAt(0))
);
return new Blob([byteArray], { type: 'application/pdf' });
};
Bonus
If you want to print it you could do something like:
const isIE11 = !!(window.navigator && window.navigator.msSaveOrOpenBlob); // Or however you want to check it
const printPDF = blob => {
try {
isIE11
? window.navigator.msSaveOrOpenBlob(blob, 'documents.pdf')
: printJS(URL.createObjectURL(blob)); // http://printjs.crabbly.com/
} catch (e) {
throw PDFError;
}
};
Bonus x 2 - Opening a BLOB file in new tab for Internet Explorer 11
If you're able to do some preprocessing of the Base64 string on the server you could expose it under some URL and use the link in printJS :)
For image data, I find it simpler to use canvas.toBlob (asynchronous)
function b64toBlob(b64, onsuccess, onerror) {
var img = new Image();
img.onerror = onerror;
img.onload = function onload() {
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
canvas.toBlob(onsuccess);
};
img.src = b64;
}
var base64Data = 'data:image/jpg;base64,/9j/4AAQSkZJRgABAQA...';
b64toBlob(base64Data,
function(blob) {
var url = window.URL.createObjectURL(blob);
// do something with url
}, function(error) {
// handle error
});
If you can stand adding one dependency to your project there's the great blob-util npm package that provides a handy base64StringToBlob function. Once added to your package.json you can use it like this:
import { base64StringToBlob } from 'blob-util';
const contentType = 'image/png';
const b64Data = 'iVBORw0KGgoAAAANSUhEUgAAAAUAAAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO9TXL0Y4OHwAAAABJRU5ErkJggg==';
const blob = base64StringToBlob(b64Data, contentType);
// Do whatever you need with your blob...
I noticed that Internet Explorer 11 gets incredibly slow when slicing the data like Jeremy suggested. This is true for Chrome, but Internet Explorer seems to have a problem when passing the sliced data to the Blob-Constructor. On my machine, passing 5 MB of data makes Internet Explorer crash and memory consumption is going through the roof. Chrome creates the blob in no time.
Run this code for a comparison:
var byteArrays = [],
megaBytes = 2,
byteArray = new Uint8Array(megaBytes*1024*1024),
block,
blobSlowOnIE, blobFastOnIE,
i;
for (i = 0; i < (megaBytes*1024); i++) {
block = new Uint8Array(1024);
byteArrays.push(block);
}
//debugger;
console.profile("No Slices");
blobSlowOnIE = new Blob(byteArrays, { type: 'text/plain'});
console.profileEnd();
console.profile("Slices");
blobFastOnIE = new Blob([byteArray], { type: 'text/plain'});
console.profileEnd();
So I decided to include both methods described by Jeremy in one function. Credits go to him for this.
function base64toBlob(base64Data, contentType, sliceSize) {
var byteCharacters,
byteArray,
byteNumbers,
blobData,
blob;
contentType = contentType || '';
byteCharacters = atob(base64Data);
// Get BLOB data sliced or not
blobData = sliceSize ? getBlobDataSliced() : getBlobDataAtOnce();
blob = new Blob(blobData, { type: contentType });
return blob;
/*
* Get BLOB data in one slice.
* => Fast in Internet Explorer on new Blob(...)
*/
function getBlobDataAtOnce() {
byteNumbers = new Array(byteCharacters.length);
for (var i = 0; i < byteCharacters.length; i++) {
byteNumbers[i] = byteCharacters.charCodeAt(i);
}
byteArray = new Uint8Array(byteNumbers);
return [byteArray];
}
/*
* Get BLOB data in multiple slices.
* => Slow in Internet Explorer on new Blob(...)
*/
function getBlobDataSliced() {
var slice,
byteArrays = [];
for (var offset = 0; offset < byteCharacters.length; offset += sliceSize) {
slice = byteCharacters.slice(offset, offset + sliceSize);
byteNumbers = new Array(slice.length);
for (var i = 0; i < slice.length; i++) {
byteNumbers[i] = slice.charCodeAt(i);
}
byteArray = new Uint8Array(byteNumbers);
// Add slice
byteArrays.push(byteArray);
}
return byteArrays;
}
}
The method with fetch is the best solution, but if anyone needs to use a method without fetch then here it is, as the ones mentioned previously didn't work for me:
function makeblob(dataURL) {
const BASE64_MARKER = ';base64,';
const parts = dataURL.split(BASE64_MARKER);
const contentType = parts[0].split(':')[1];
const raw = window.atob(parts[1]);
const rawLength = raw.length;
const uInt8Array = new Uint8Array(rawLength);
for (let i = 0; i < rawLength; ++i) {
uInt8Array[i] = raw.charCodeAt(i);
}
return new Blob([uInt8Array], { type: contentType });
}
In browser just
Uint8Array.from(atob(YOUR_BASE64_DATA), (c) => c.charCodeAt(0))
compare with fetch
!(async () => {
const start = performance.now();
let i = 0;
while (i++ < 1e3) {
const dataUrl =
"data:application/octet-stream;base64,H4sIAAAAAAAAA0vOzyvOz0nVy8lP10jISM3JyVdIr8osUFCpdkksSdXLyy/X0KxN0ORKHlU3qm5U3ai6UXWj6kauOgBVt1KRLwcAAA==";
body = await (await fetch(dataUrl)).blob();
}
console.log(performance.now() - start); // 508.19999999925494ms
})();
!(async () => {
const start = performance.now();
let i = 0;
while (i++ < 1e3) {
const base64Data =
"H4sIAAAAAAAAA0vOzyvOz0nVy8lP10jISM3JyVdIr8osUFCpdkksSdXLyy/X0KxN0ORKHlU3qm5U3ai6UXWj6kauOgBVt1KRLwcAAA==";
body = Uint8Array.from(atob(base64Data), (c) => c.charCodeAt(0));
}
console.log(performance.now() - start); // 7.899999998509884ms
})();
Depends on your data size, choose performance one.
Two different variations
function base64ToBlob(base64, contentType='image/png', chunkLength=512) {
const byteCharsArray = Array.from(atob(base64.substr(base64.indexOf(',') + 1)));
const chunksIterator = new Array(Math.ceil(byteCharsArray.length / chunkLength));
const bytesArrays = [];
for (let c = 0; c < chunksIterator.length; c++) {
bytesArrays.push(new Uint8Array(byteCharsArray.slice(c * chunkLength, chunkLength * (c + 1)).map(s => s.charCodeAt(0))));
}
const blob = new Blob(bytesArrays, {type: contentType});
return blob;
}
/* Not sure how it performs with big images */
async function base64ToBlobLight(base64) { return await fetch(base64).then(res => res.blob()); }
/* Test */
const base64Data = 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAMAAADXqc3KAAAB+FBMVEUAAAA/mUPidDHiLi5Cn0XkNTPmeUrkdUg/m0Q0pEfcpSbwaVdKskg+lUP4zA/iLi3msSHkOjVAmETdJSjtYFE/lkPnRj3sWUs8kkLeqCVIq0fxvhXqUkbVmSjwa1n1yBLepyX1xxP0xRXqUkboST9KukpHpUbuvRrzrhF/ljbwaljuZFM4jELaoSdLtElJrUj1xxP6zwzfqSU4i0HYnydMtUlIqUfywxb60AxZqEXaoifgMCXptR9MtklHpEY2iUHWnSjvvRr70QujkC+pUC/90glMuEnlOjVMt0j70QriLS1LtEnnRj3qUUXfIidOjsxAhcZFo0bjNDH0xxNLr0dIrUdmntVTkMoyfL8jcLBRuErhJyrgKyb4zA/5zg3tYFBBmUTmQTnhMinruBzvvhnxwxZ/st+Ktt5zp9hqota2vtK6y9FemNBblc9HiMiTtMbFtsM6gcPV2r6dwroseLrMrbQrdLGdyKoobKbo3Zh+ynrgVllZulTsXE3rV0pIqUf42UVUo0JyjEHoS0HmsiHRGR/lmRz/1hjqnxjvpRWfwtOhusaz0LRGf7FEfbDVmqHXlJeW0pbXq5bec3fX0nTnzmuJuWvhoFFhm0FtrziBsjaAaDCYWC+uSi6jQS3FsSfLJiTirCOkuCG1KiG+wSC+GBvgyhTszQ64Z77KAAAARXRSTlMAIQRDLyUgCwsE6ebm5ubg2dLR0byXl4FDQzU1NDEuLSUgC+vr6urq6ubb29vb2tra2tG8vLu7u7uXl5eXgYGBgYGBLiUALabIAAABsElEQVQoz12S9VPjQBxHt8VaOA6HE+AOzv1wd7pJk5I2adpCC7RUcHd3d3fXf5PvLkxheD++z+yb7GSRlwD/+Hj/APQCZWxM5M+goF+RMbHK594v+tPoiN1uHxkt+xzt9+R9wnRTZZQpXQ0T5uP1IQxToyOAZiQu5HEpjeA4SWIoksRxNiGC1tRZJ4LNxgHgnU5nJZBDvuDdl8lzQRBsQ+s9PZt7s7Pz8wsL39/DkIfZ4xlB2Gqsq62ta9oxVlVrNZpihFRpGO9fzQw1ms0NDWZz07iGkJmIFH8xxkc3a/WWlubmFkv9AB2SEpDvKxbjidN2faseaNV3zoHXvv7wMODJdkOHAegweAfFPx4G67KluxzottCU9n8CUqXzcIQdXOytAHqXxomvykhEKN9EFutG22p//0rbNvHVxiJywa8yS2KDfV1dfbu31H8jF1RHiTKtWYeHxUvq3bn0pyjCRaiRU6aDO+gb3aEfEeVNsDgm8zzLy9egPa7Qt8TSJdwhjplk06HH43ZNJ3s91KKCHQ5x4sw1fRGYDZ0n1L4FKb9/BP5JLYxToheoFCVxz57PPS8UhhEpLBVeAAAAAElFTkSuQmCC';
const blob = base64ToBlob(base64Data);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
/**********************/
/* Test */
(async () => {
const blob = await base64ToBlobLight(base64Data);
const blobUrl = URL.createObjectURL(blob);
const img = document.createElement('img');
img.src = blobUrl;
document.body.appendChild(img);
})();
This would prove to be much short solution.
const byteArray = new Buffer(base64String.replace(/^[\w\d;:\/]+base64\,/g, ''), 'base64');
base64String is the string containing the base 64 string.
byteArray is the array you need.
The regex replacement is optional and is just there to deal with prefix as in the case of dataurl string.