Image onload is not getting called - javascript

I am trying to read an Image from external URL as Data URL.
Here is my code
var canvas = document.createElement('canvas'),
ctx = canvas.getContext('2d'),
img = new Image();
img.onload = function(){
canvas.height = img.height;
canvas.width = img.width;
ctx.drawImage(img, 0, 0);
console.log(canvas.toDataURL("image/jpeg"));
canvas = null;
};
img.crossOrigin = 'anonymous';
img.src = "http://pierre.chachatelier.fr/programmation/images/mozodojo-original-image.jpg";
Here onload of Image is not getting called.
But when I Remove img.crossOrigin = 'anonymous'; onload is getting called and browser throws error SecurityError: The operation is insecure.
This error is from Mozilla.
Chrome giving error -
Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.
Can't test on IE as on a Linux machine
I can't find what else is wrong with the code.

You can only apply canvas.toDataURL("image/jpeg") to a file that exists in your project. According to my idea, you can use remote image from other website to convert it to base64 image. One solution is, to save the image from the website you want to get it, then apply canvas.toDataURL() to that saved image.

I changed my code. Now I am sending the bytes from server instead of Image url using code :
URL u = new URL(url);
InputStream is = u.openStream();
byte[] = IOUtils.toByteArray(is);

Related

No image width, canvas / constructor javascript / game [duplicate]

I am trying to paint an image on a canvas before I get its dataURL(), but the data returned is like empty.
When I check it in the console, I see there is a lot of A in the string : ("data:image/png;base64,iVBO..some random chars... bQhfoAAAAAAAAAA... a lot of A ...AAAASUVORK5CYII=")
When I try to append the canvas to the document, nothing is drawn either and I don't have any error thrown in the console.
What is the problem here ?
Here is my code :
var img = new Image();
img.src = "http://somerandomWebsite/picture.png";
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0); // this doesn't seem to work
var dataURL = canvas.toDataURL(); // this will give me a lot of "A"
doSomething(dataURL);
Also, when doing a quick refresh, the image gets drawn correctly onto the canvas but I've got an error message in the console and dataURL is empty.
The message in Firefox is : "SecurityError: The operation is insecure.",
in Chrome it is "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.",
and on IE I just get "SecurityError".
What does it mean ?
You have to wait that your image has loaded before you can paint it on the canvas.
To do so, simply use the load event handler of your <img> element :
// create a new image
var img = new Image();
// declare a function to call once the image has loaded
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0);
var dataURL = canvas.toDataURL();
// now you can do something with the dataURL
doSomething(dataURL);
}
// now set the image's src
img.src = "http://somerandomWebsite/picture.png";
Also, for the canvas' context.toDataURL() and context.getImageData to work properly, you have to get your image resource in a cross-origin compliant way, otherwise the canvas is "tainted" which means that any method to get pixels data will be blocked.
If your image comes from the same server, no problem.
If your image is served from an external server, be sure that it allows yours in its cross-origin headers and set the img.crossOrigin to "use-credentials".
If the server does allow anonymous requests, you can set the img.crossOrigin to "anonymous".
Nota Bene : CORS header is sent by the server, the cross-origin attribute will only let it know that you want to use CORS to get the image data, in no way you can circumvent it if the server is not set properly.
Also some UserAgents (IE & Safari) still haven't implemented this attribute.
Edge Case : If some of your images are from your server and some are from a CORS compliant one, then you may want to use the onerror event handler which should fire if you set the cross-origin attribute to "anonymous" on a non CORS server.
function corsError(){
this.crossOrigin='';
this.src='';
this.removeEventListener('error', corsError, false);
}
img.addEventListener('error', corsError, false);

context.drawImage() doesn't work in html canvas? [duplicate]

I am trying to paint an image on a canvas before I get its dataURL(), but the data returned is like empty.
When I check it in the console, I see there is a lot of A in the string : ("data:image/png;base64,iVBO..some random chars... bQhfoAAAAAAAAAA... a lot of A ...AAAASUVORK5CYII=")
When I try to append the canvas to the document, nothing is drawn either and I don't have any error thrown in the console.
What is the problem here ?
Here is my code :
var img = new Image();
img.src = "http://somerandomWebsite/picture.png";
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0); // this doesn't seem to work
var dataURL = canvas.toDataURL(); // this will give me a lot of "A"
doSomething(dataURL);
Also, when doing a quick refresh, the image gets drawn correctly onto the canvas but I've got an error message in the console and dataURL is empty.
The message in Firefox is : "SecurityError: The operation is insecure.",
in Chrome it is "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.",
and on IE I just get "SecurityError".
What does it mean ?
You have to wait that your image has loaded before you can paint it on the canvas.
To do so, simply use the load event handler of your <img> element :
// create a new image
var img = new Image();
// declare a function to call once the image has loaded
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0);
var dataURL = canvas.toDataURL();
// now you can do something with the dataURL
doSomething(dataURL);
}
// now set the image's src
img.src = "http://somerandomWebsite/picture.png";
Also, for the canvas' context.toDataURL() and context.getImageData to work properly, you have to get your image resource in a cross-origin compliant way, otherwise the canvas is "tainted" which means that any method to get pixels data will be blocked.
If your image comes from the same server, no problem.
If your image is served from an external server, be sure that it allows yours in its cross-origin headers and set the img.crossOrigin to "use-credentials".
If the server does allow anonymous requests, you can set the img.crossOrigin to "anonymous".
Nota Bene : CORS header is sent by the server, the cross-origin attribute will only let it know that you want to use CORS to get the image data, in no way you can circumvent it if the server is not set properly.
Also some UserAgents (IE & Safari) still haven't implemented this attribute.
Edge Case : If some of your images are from your server and some are from a CORS compliant one, then you may want to use the onerror event handler which should fire if you set the cross-origin attribute to "anonymous" on a non CORS server.
function corsError(){
this.crossOrigin='';
this.src='';
this.removeEventListener('error', corsError, false);
}
img.addEventListener('error', corsError, false);

canvas empty after adding image [duplicate]

I am trying to paint an image on a canvas before I get its dataURL(), but the data returned is like empty.
When I check it in the console, I see there is a lot of A in the string : ("data:image/png;base64,iVBO..some random chars... bQhfoAAAAAAAAAA... a lot of A ...AAAASUVORK5CYII=")
When I try to append the canvas to the document, nothing is drawn either and I don't have any error thrown in the console.
What is the problem here ?
Here is my code :
var img = new Image();
img.src = "http://somerandomWebsite/picture.png";
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0); // this doesn't seem to work
var dataURL = canvas.toDataURL(); // this will give me a lot of "A"
doSomething(dataURL);
Also, when doing a quick refresh, the image gets drawn correctly onto the canvas but I've got an error message in the console and dataURL is empty.
The message in Firefox is : "SecurityError: The operation is insecure.",
in Chrome it is "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.",
and on IE I just get "SecurityError".
What does it mean ?
You have to wait that your image has loaded before you can paint it on the canvas.
To do so, simply use the load event handler of your <img> element :
// create a new image
var img = new Image();
// declare a function to call once the image has loaded
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0);
var dataURL = canvas.toDataURL();
// now you can do something with the dataURL
doSomething(dataURL);
}
// now set the image's src
img.src = "http://somerandomWebsite/picture.png";
Also, for the canvas' context.toDataURL() and context.getImageData to work properly, you have to get your image resource in a cross-origin compliant way, otherwise the canvas is "tainted" which means that any method to get pixels data will be blocked.
If your image comes from the same server, no problem.
If your image is served from an external server, be sure that it allows yours in its cross-origin headers and set the img.crossOrigin to "use-credentials".
If the server does allow anonymous requests, you can set the img.crossOrigin to "anonymous".
Nota Bene : CORS header is sent by the server, the cross-origin attribute will only let it know that you want to use CORS to get the image data, in no way you can circumvent it if the server is not set properly.
Also some UserAgents (IE & Safari) still haven't implemented this attribute.
Edge Case : If some of your images are from your server and some are from a CORS compliant one, then you may want to use the onerror event handler which should fire if you set the cross-origin attribute to "anonymous" on a non CORS server.
function corsError(){
this.crossOrigin='';
this.src='';
this.removeEventListener('error', corsError, false);
}
img.addEventListener('error', corsError, false);

Resize cordova.camera image before sending to server [duplicate]

I am trying to paint an image on a canvas before I get its dataURL(), but the data returned is like empty.
When I check it in the console, I see there is a lot of A in the string : ("data:image/png;base64,iVBO..some random chars... bQhfoAAAAAAAAAA... a lot of A ...AAAASUVORK5CYII=")
When I try to append the canvas to the document, nothing is drawn either and I don't have any error thrown in the console.
What is the problem here ?
Here is my code :
var img = new Image();
img.src = "http://somerandomWebsite/picture.png";
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0); // this doesn't seem to work
var dataURL = canvas.toDataURL(); // this will give me a lot of "A"
doSomething(dataURL);
Also, when doing a quick refresh, the image gets drawn correctly onto the canvas but I've got an error message in the console and dataURL is empty.
The message in Firefox is : "SecurityError: The operation is insecure.",
in Chrome it is "Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': Tainted canvases may not be exported.",
and on IE I just get "SecurityError".
What does it mean ?
You have to wait that your image has loaded before you can paint it on the canvas.
To do so, simply use the load event handler of your <img> element :
// create a new image
var img = new Image();
// declare a function to call once the image has loaded
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = img.width;
canvas.height = img.height;
var context = canvas.getContext('2d');
context.drawImage(img, 0,0);
var dataURL = canvas.toDataURL();
// now you can do something with the dataURL
doSomething(dataURL);
}
// now set the image's src
img.src = "http://somerandomWebsite/picture.png";
Also, for the canvas' context.toDataURL() and context.getImageData to work properly, you have to get your image resource in a cross-origin compliant way, otherwise the canvas is "tainted" which means that any method to get pixels data will be blocked.
If your image comes from the same server, no problem.
If your image is served from an external server, be sure that it allows yours in its cross-origin headers and set the img.crossOrigin to "use-credentials".
If the server does allow anonymous requests, you can set the img.crossOrigin to "anonymous".
Nota Bene : CORS header is sent by the server, the cross-origin attribute will only let it know that you want to use CORS to get the image data, in no way you can circumvent it if the server is not set properly.
Also some UserAgents (IE & Safari) still haven't implemented this attribute.
Edge Case : If some of your images are from your server and some are from a CORS compliant one, then you may want to use the onerror event handler which should fire if you set the cross-origin attribute to "anonymous" on a non CORS server.
function corsError(){
this.crossOrigin='';
this.src='';
this.removeEventListener('error', corsError, false);
}
img.addEventListener('error', corsError, false);

canvas.toDataURL() SecurityError

So I'm using google maps and I get the picture so it looks like this
<img id="staticMap"
src="http://maps.googleapis.com/maps/api/staticmap?center=Brooklyn+Bridge,New+York,NY&zoom=13&size=600x300&maptype=roadmap
&markers=color:blue%7Clabel:S%7C40.702147,-74.015794&markers=color:green%7Clabel:G%7C40.711614,-74.012318
&markers=color:red%7Ccolor:red%7Clabel:C%7C40.718217,-73.998284&sensor=false">
I need to save it. I have found this:
function getBase64FromImageUrl(URL) {
var img = new Image();
img.src = URL;
img.onload = function() {
var canvas = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
alert(dataURL.replace(/^data:image\/(png|jpg);base64,/, ""));
};
}
But I get this problem:
Uncaught SecurityError: Failed to execute 'toDataURL' on 'HTMLCanvasElement': tainted canvases may not be exported.
I searched for fixes. I found a sample here How to use CORS but still I can't tie these 2 pieces of code together to make it work. Maybe I'm doing it the wrong way and there is a simpler way to do it? I'm trying to save this pic so that I can transfer the data to my server. So maybe someone did something like this and knows how to make .toDataURL() work as I need it?
Unless google serves this image with the correct Access-Control-Allow-Origin header, then you wont be able to use their image in canvas. This is due to not having CORS approval. You can read more about this here, but it essentially means:
Although you can use images without CORS approval in your canvas,
doing so taints the canvas. Once a canvas has been tainted, you can no
longer pull data back out of the canvas. For example, you can no
longer use the canvas toBlob(), toDataURL(), or getImageData()
methods; doing so will throw a security error.
This protects users from having private data exposed by using images
to pull information from remote web sites without permission.
I suggest just passing the URL to your server-side language and using curl to download the image. Be careful to sanitise this though!
EDIT:
As this answer is still the accepted answer, you should check out #shadyshrif's answer, which is to use:
var img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.src = url;
This will only work if you have the correct permissions, but will at least allow you to do what you want.
Just use the crossOrigin attribute and pass 'anonymous' as the second parameter
var img = new Image();
img.setAttribute('crossOrigin', 'anonymous');
img.src = url;
This method will prevent you from getting an 'Access-Control-Allow-Origin' error from the server you are accessing to.
var img = new Image();
var timestamp = new Date().getTime();
img.setAttribute('crossOrigin', 'anonymous');
img.src = url + '?' + timestamp;
Try the code below ...
<img crossOrigin="anonymous"
id="imgpicture"
fall-back="images/penang realty,Apartment,house,condominium,terrace house,semi d,detached,
bungalow,high end luxury properties,landed properties,gated guarded house.png"
ng-src="https://www.google.com/images/branding/googlelogo/2x/googlelogo_color_272x92dp.png"
height="220"
width="200"
class="watermark">
In my case I was using the WebBrowser control (forcing IE 11) and I could not get past the error. Switching to CefSharp which uses Chrome solved it for me.
I had the same error message. I had the file in a simple .html, when I passed the file to php in Apache it worked
html2canvas(document.querySelector('#toPrint')).then(canvas => {
let pdf = new jsPDF('p', 'mm', 'a4');
pdf.addImage(canvas.toDataURL('image/png'), 'PNG', 0, 0, 211, 298);
pdf.save(filename);
});
if the picture from the 3rd party site didn't set the header for cors ("access-control-allow-origin"), you can never download the picture file through chrome,
even if you use the setAttribute('crossOrigin', 'anonymous');
Here are some suggestions
hack chrome (use an extension, this will only work on your machine)
proxy the image through a service running on your site. The browser will see the domain as your site. This requires your service to request the image from the 3rd party.
By using fabric js we can solve this security error issue in IE.
function getBase64FromImageUrl(URL) {
var canvas = new fabric.Canvas('c');
var img = new Image();
img.onload = function() {
var canvas1 = document.createElement("canvas");
canvas1.width = this.width;
canvas1.height = this.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL({format: "png"});
};
img.src = URL;
}

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