Fetching image from url with javascript - javascript

I am trying to show an image on my page from a different url.
<body>
<div id="container">
<br />
<canvas width="500px" height="375px" id="canvas">
</canvas>
<img src="http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png" />
</div>
<script>
var img = new Image;
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png";
var timer = setInterval(function () { MyTimer() }, 200);
function MyTimer() {
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0,500,675);
img = new Image;
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png";
}
</script>
The image on the other site is being saved every 1.5 seconds.
The result is that I cant view the image.
Any ideas why?
Thanks!

1. Cache issue
Your MyPicture.png returns Cache-Control: max-age=31536000 in HTTP response. So browser may get image from its cache on second time. You need to add query string something like thie:
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png?time=" + (new Date()).getTime();
2. Too short fetching period.
I think fetching period 200msec is too short. It's better to bind onload event handler to the image object. See How to fetch a remote image to display in a canvas?.
function copyCanvas(img) {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
}
function loadImage() {
var img = new Image();
img.onload = function () {
copyCanvas(img);
};
img.src = "http://yinoneliraz-001-site1.smarterasp.net/MyPicture.png?time=" + (new Date()).getTime();
}
3. Double buffering
I think your script intend to pre-load image. So it's better to make a double buffering.
Single Buffering version: http://jsfiddle.net/tokkonoPapa/dSJmy/1/
Double Buffering version: http://jsfiddle.net/tokkonoPapa/dSJmy/2/

You have not defined canvas. Define it first with:
var canvas = document.getElementById('canvas');
Then, use load event to draw image on to the canvas.
Checkout the fiddle, LoadImgURL which demonstrates the whole process.

Related

Execute Function After Canvas toDataURL() Function is Complete

I'm converting images to base64 using canvas. What i need to do is convert those images and then show the result to the user (original image and base64 version). Everything works as expected with small images, but when i try to convert large images (>3MB) and the conversion time increases, the base64 version is empty.
This might be is caused because the result is shown before the toDataURL() function is completed.
I need to show the result after all the needed processing has ended, for testing purposes.
Here's my code:
var convertToBase64 = function(url, callback)
{
var image = new Image();
image.onload = function ()
{
//create canvas and draw image...
var imageData = canvas.toDataURL('image/png');
callback(imageData);
};
image.src = url;
};
convertToBase64('img/circle.png', function(imageData)
{
window.open(imageData);
});
Even though i'm using image.onload() with a callback, i'm unable to show the result after the toDataURL() has been processed.
What am i doing wrong?
UPDATE: I tried both the solutions below and they didn't work. I'm using AngularJS and Electron in this project. Any way i can force the code to be synchronous? Or maybe some solution using Promises?
UPDATE #2: #Kaiido pointed out that toDataURL() is in fact synchronous and this issue is more likely due to maximum URI length. Since i'm using Electron and the image preview was for testing purposes only, i'm going to save the file in a folder and analise it from there.
Your code seems absolutely fine. Not sure why isn't working you. Maybe, there are some issues with your browser. Perhaps try using a different one. Also you could use a custom event, which gets triggered when the image conversion is competed.
// using jQuery for custom event
function convertToBase64(url) {
var image = new Image();
image.src = url;
image.onload = function() {
var canvas = document.createElement('canvas');
canvas.width = image.width;
canvas.height = image.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(image, 0, 0);
var imageData = canvas.toDataURL();
$(document).trigger('conversionCompleted', imageData);
};
};
convertToBase64('4mb.jpg');
$(document).on('conversionCompleted', function(e, d) {
window.open(d);
});
This approach might work for you. It shows the image onscreen using the native html element, then draws it to a canvas, then converts the canvas to Base64, then clears the canvas and draws the converted image onto the canvas. You can then scroll between the top image (original) and the bottom image (converted). I tried it on large images and it takes a second or two for the second image to draw but it seems to work...
Html is here:
<img id="imageID">
<canvas id="myCanvas" style="width:400;height:400;">
</canvas>
Script is here:
var ctx;
function convertToBase64(url, callback)
{
var image = document.getElementById("imageID");
image.onload = function() {
var canvas = document.getElementById("myCanvas");
canvas.width = image.naturalWidth;
canvas.height = image.naturalHeight;
ctx = canvas.getContext("2d");
ctx.drawImage(image,0,0);
var imageData = canvas.toDataURL('image/png');
ctx.fillStyle ="#FFFFFF";
ctx.fillRect(0,0,canvas.width,canvas.height);
callback(imageData);
};
image.src = url;
};
var imagename = 'images/bigfiletest.jpg';
window.onload = function () {
convertToBase64(imagename, function(imageData) {
var myImage = new Image();
myImage.src = imageData;
ctx.drawImage(myImage,0,0);
});
}
Note that I also tried it without the callback and it worked fine as well...

javascript- unable to convert canvas to image data

guys!
I'm trying to make a demo using which a user will be able to capture an image from the web camera enabled through his browser and this image will be saved in the backend by passing it to a PHP service using AJAX call.
I'm able to capture as canvas but not being to convert it into image data.
I'm getting canvas is undefined error
Setup is pretty simple.
HTML
<video id="videoElement" autoplay></video>
<button id="snap">Snap Photo</button>
<canvas id="canvas" style="display:none" ></canvas>
JAVASCRIPT
// Grab elements, create settings, etc.
var video = document.getElementById('videoElement');
// Get access to the camera!
if(navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
// Not adding `{ audio: true }` since we only want video now
navigator.mediaDevices.getUserMedia({ video: true }).then(function(stream) {
video.src = window.URL.createObjectURL(stream);
video.play();
});
}
// Elements for taking the snapshot
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var video = document.getElementById('videoElement');
// Trigger photo take
document.getElementById("snap").addEventListener("click", function() {
var cann= context.drawImage(video, 0, 0, 640, 480); //draw canvas
//then convert canvas to image so i can obtain dataurl
//and pass it to another function using AJAX
var img= convertCanvasToImage(cann);
console.log(img);
});
// Converts canvas to an image
function convertCanvasToImage(canvas)
{
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
I'm pretty new to this field. I have one more question. Will this work on latest browsers?
Can anyone help me figure out the mistake I made?
FIDDLE
Reference:
https://davidwalsh.name/browser-camera
https://davidwalsh.name/convert-canvas-image
Just call this
var img= convertCanvasToImage();
function convertCanvasToImage()
{
var image = new Image();
image.src = canvas.toDataURL("image/png");
return image;
}
No need to pass canvas as you defined canvas above. But if you have convertCanvasToImage function in another file then you can use
var img= convertCanvasToImage(canvas);
This may help.
function demoFromHTML() {
html2canvas(document.getElementById("talltweets"), {
onrendered: function(canvas) {
var imageData = canvas.toDataURL('image/png',1.0);
}
});
}
Pass canvas object instead of cann
var img= convertCanvasToImage(canvas);
If you can try to avoid dataURL and use blob instead - it will save you more memory and load images faster
$canvas.toBlob(function(blob){
var url = URL.createObjectURL(blob)
var img = new Image
img.onload = function() {
URL.revokeObjecURL(this.src)
}
img.src = url
console.log(blob)
console.log(url)
})
<canvas id="$canvas">
there is polyfills you can use to support canvas#toBlob

context.drawImage behaving weirdly

I have:
<canvas id='canvas' width="300" height="409" style="border:2px solid darkblue" >
</canvas>
And then:
<script type="text/javascript">
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var image = new Image();
image.src = 'http://4.bp.blogspot.com/...-21+Kingfisher.JPG';
alert(image.src);
context.drawImage(image, 0, 0, 300, 400);
</script>
In IE 10, the image is painted as "to be expected". However, when I remove that alert statement, the picture is not painted!
In Chrome, no image is painted on my local PC, whether with or without the alert statement.
What could be happening? The fiddle is here
That is because loading images is an asynchronous operation. The alert call helps the browser to wait a bit so the image loading can finish. Therefor the image will be available at drawImage that follows.
The correct way to implement this is to use the code this way:
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var image = new Image(); //document.createElement('img'); for Chrome due to issue
// add a onload handler that gets called when image is ready
image.onload = function () {
context.drawImage(this, 0, 0, 300, 400);
}
// set source last so onload gets properly initialized
image.src = 'http://4.bp.blogspot.com/...-21+Kingfisher.JPG';
The draw operation inside the callback for onload could just as easily have been a function call:
image.onload = nextStep;
// ...
function nextStep() {
/// draw image and other things...
}

canvas to image shows as no image (blank)

I'm working on converting a canvas to an image using dataurl. I have the following code that outputs no error in console. Seems to work somewhat, but when i access the dataurl it shows a blank image.
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var imageObj = new Image();
imageObj.onload = function() {
var myImage = context.drawImage(imageObj, 0, 0);
var myImg = canvas.toDataURL("image/png");
document.getElementById("canvasimg").setAttribute("src", myImg);
};
imageObj.src = "http://img801.imageshack.us/img801/5641/3cc67ca1a74049ce99bc92b.png";
};
<canvas id="myCanvas" width="578" height="400"></canvas>
<img id="canvasimg" alt="" src="">
Look at what you are doing. You are drawing the image when the image loads, but you are converting it to a data url before the image has been drawn! Move that toDataURL call and the setAttribute call INSIDE the onload function.
Testing the code you have posted, I get a Security Error raised. Which is to be expected. The canvas has a clean-origin flag, and once that flag is false, you can't pull data out of it.
Here's a more detailed, related question
Documentation linked to in the answer

Display Image using canvas in JavaScript/jQuery

I have the following code :
function createImage(source) {
var pastedImage = new Image();
pastedImage.onload = function() {
document.write('<br><br><br>Image: <img src="'+pastedImage.src+'" height="700" width="700"/>');
}
pastedImage.src = source;
}
Here I am displaying the image through html image tag which I wrote in document.write and provide appropriate height and width to image.
My question is can it possible to displaying image into the canvas instead of html img tag? So that I can drag and crop that image as I want?
But how can I display it in canvas?
Further I want to implement save that image using PHP but for now let me know about previous issue.
Try This
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image(); // Create new img element
img.onload = function(){
// execute drawImage statements here This is essential as it waits till image is loaded before drawing it.
ctx.drawImage(img , 0, 0);
};
img.src = 'myImage.png'; // Set source path
Make sure the image is hosted in same domain as your site. Read this for Javascript Security Restrictions Same Origin Policy.
E.g. If your site is http://example.com/
then the Image should be hosted on http://example.com/../myImage.png
if you try http://facebook.com/..image/ or something then it will throw security error.
Use
CanvasRenderingContext2D.drawImage.
function createImage(source) {
var ctx = document.getElementById('canvas').getContext('2d');
var pastedImage = new Image();
pastedImage.onload = function(){
ctx.drawImage(pastedImage, 0, 0);
};
pastedImage = source;
}
Also MDN seems to be have nice examples.

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