Capture image from video file URL - image

-(void)captureImageFromUrlPath : (NSString *)urlStr {
// Import this from for these classes #import <AVFoundation/AVFoundation.h>
AVURLAsset* asset = [AVURLAsset URLAssetWithURL:[NSURL fileURLWithPath:urlStr] options:nil];
AVAssetImageGenerator* imageGenerator = [AVAssetImageGenerator assetImageGeneratorWithAsset:asset];
UIImage* image = [UIImage imageWithCGImage:[imageGenerator copyCGImageAtTime:CMTimeMake(0, 1) actualTime:nil error:nil]];
UIImageView *imageView = [[UIImageView alloc] init];
[imageView setImage:image];
[imageView setFrame:CGRectMake(0, 20, 320, 200)];
[self.view addSubview:imageView];
}

This is the best way to capture image from video file Url.

Related

addSublayer over video preview in OSX

I'm trying to add a simple text label over a video preview. The video preview works fine, but the text label is no where to be found. The compiler isn't giving me any errors or warnings either. I know I'm mixing dot notation in there, but I'm not sure if that's my root cause or not.
This is a clip from my .m file:
#interface AVRecorderDocument ()
#property (retain) AVCaptureVideoPreviewLayer *previewLayer;
#property (nonatomic, strong) NSTextField *labelVideoOverlay;
#end
- (void)windowControllerDidLoadNib:(NSWindowController *) aController
{
CALayer *previewViewLayer = [[self previewView] layer];
self.labelVideoOverlay = [[NSTextField alloc] initWithFrame:CGRectMake(100, 120, 200, 40)];
self.labelVideoOverlay.stringValue = #"TEST";
self.labelVideoOverlay.backgroundColor = [NSColor blackColor];
self.labelVideoOverlay.textColor = [NSColor whiteColor ];
[previewViewLayer setBackgroundColor:CGColorGetConstantColor(kCGColorBlack)];
AVCaptureVideoPreviewLayer *newPreviewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:[self session]];
[newPreviewLayer setFrame:[previewViewLayer bounds]];
[newPreviewLayer setAutoresizingMask:kCALayerWidthSizable | kCALayerHeightSizable];
[previewViewLayer addSublayer: self.labelVideoOverlay.layer];
[previewViewLayer addSublayer:newPreviewLayer];
[self setPreviewLayer:newPreviewLayer];
[newPreviewLayer release];
}
It looks like although you've added the video preview as a sublayer, you still need to add the overlay as a subview to your main view. I did something similar like this recently (just with an UIImageView), but the principal should still be the same.
self.overlayImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"overlaygraphic.png"]];
self.overlayImageView.translatesAutoresizingMaskIntoConstraints = NO;
[[self view] addSubview:self.overlayImageView];
So, you could do something like:
self.labelVideoOverlay = [[NSTextField alloc] initWithFrame:CGRectMake(100, 120, 200, 40)];
self.labelVideoOverlay.stringValue = #"TEST";
self.labelVideoOverlay.backgroundColor = [NSColor blackColor];
self.labelVideoOverlay.textColor = [NSColor whiteColor ];
[[self view] addSubview:self.labelVideoOverlay];

Add view onto UIViewController

I have made a UIImagePicker
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.allowsEditing = YES;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.cameraDevice = UIImagePickerControllerCameraDeviceFront;
picker.mediaTypes = [[NSArray alloc] initWithObjects: (NSString *) kUTTypeMovie, nil];
And I want to add a half circle to to so I do this,
CGContextRef gc = UIGraphicsGetCurrentContext();
CGContextBeginPath(gc);
CGContextAddArc(gc, 100, 100, 50, -M_PI_2, M_PI_2, 1);
CGContextClosePath(gc); // could be omitted
CGContextSetFillColorWithColor(gc, [UIColor cyanColor].CGColor);
CGContextFillPath(gc);
UIView *someView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 400, 400)];
[someView.layer renderInContext:gc];
[picker setCameraOverlayView:someView];
But then when I show the picker like so
[self presentViewController:picker animated:YES completion:NULL];
I don't see the semicircle? Why is this happening?
Thanks
Hey you are not going on proper way.
Do the below step it will help you...
See the below answer..
https://stackoverflow.com/questions/5552210/uitableviewcells-invalid-context-trying-to-draw
CircleView.h
#import <UIKit/UIKit.h>
#interface CircleView : UIView
#end
CircleView.m
#import "CircleView.h"
#implementation CircleView
- (void)drawRect:(CGRect)rect
{
CGContextRef gc = UIGraphicsGetCurrentContext();
CGContextBeginPath(gc);
CGContextAddArc(gc, 100, 100, 50, -M_PI_2, M_PI_2, 1);
CGContextClosePath(gc); // could be omitted
CGContextSetFillColorWithColor(gc, [UIColor cyanColor].CGColor);
CGContextFillPath(gc);
}
#end
Implimenttion of adding half circle in your imagepicker is here
UIImagePickerController *controller = [[UIImagePickerController alloc]init];
controller.delegate=self;
controller.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentViewController:controller animated:YES completion:^{
CircleView *someView = [[CircleView alloc] initWithFrame:CGRectMake(0, 0, 400, 400)];
[someView setBackgroundColor:[UIColor colorWithWhite:0.5 alpha:0.5]];
[controller setCameraOverlayView:someView];
}];

iOS UIImageView animationImages display remote pictures

I have three urls just like "http://xxx.x.xx.xx:8180/admin/upload/advert/advert_img.jpg",
they are pictures in the remote server.
And I have an UIImageView, I want to use:
_imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 504.0, 320.0, 40.0)];
NSArray *images = [NSArray arrayWithObjects:[UIImage imageNamed:#"advert_img"],[UIImage imageNamed:#"img01"],[UIImage imageNamed:#"img02"], nil];
_imageView.animationImages = images;
_imageView.animationDuration = 15;
[_imageView startAnimating];
to display these pictures. How can I do this? Thank you very much.
Try this :
NSArray *frames = [NSArray arrayWithObjects:
[UIImage imageWithName:#"advert_img.png"],
[UIImage imageWithName:#"img01.png"],
[UIImage imageWithName:#"img02.png"],
nil];
UIImageView *animatedIMvw = [[UIImageView alloc] init];
animatedIMvw.animationImages = frames;
[animatedIMvw startAnimating];

How to add image to view programmatically?

Say you have a UIImage *image and a UIView *v
How would you display the image on top of the view programmatically?
If you just want to add the UIImage to the UIView then you need an UIImageView inbetween the UIView and UIImage, such as:
UIImage *image = [[UIImage alloc] init];
UIView *v = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
UIImageView *iv = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 0, 0)];
[iv setImage:image];
[v addSubview:iv];
Note that the above is just dummy code and I've created all UI elements with a zero frame.
If you want to add UIImage to UIView programatically you can directly add image to view, Such as:
UIView *customView = [[UIView alloc] initWithFrame:CGRectMake(20, 20, 100, 100)];
customView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"YourImage.png"]];
[self.view addSubview:customView];

How to stretch (scale) image on a UIView?

How can i take an image and stretch it to fill the screen on my UIView (320/460)
I am loading and placing it, however as you can see, some scaling is needed.
Thank you!
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithImage:backgroundImage];
[myImageView setContentMode:UIViewContentModeScaleToFill];
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
Like I said in my comments above to Shamsiddin's post, the UIImageView needs a size to know where to stretch to. Here I'm using the same size of the UIView. I've added another answer because the code to UIView is missing. So here's the complete code.
// Area of the UIView and UIImageView
CGRect gameArea = CGRectMake(0, 0, 320, 460);
// Create UIImageView with Image
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
// Create UIView and insert subview
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
[self.view addSubview:myImageView];
try
UIView *view;
view.ContentMode = UIViewContentModeScaleToFill;
I just did this in my own iOS5 app, i needed to dynamically set the background image and scale it. Imagine you are doing this in - (void)viewWillAppear:(BOOL) animated
UIImageView *imageview = [[UIImageView alloc] initWithFrame:self.view.frame];
[imageview setContentMode:UIViewContentModeScaleAspectFill];
[imageview setImage:[UIImage imageNamed:#"Background.png"]];
[self.view addSubview:imageview];
[self.view sendSubviewToBack:imageview];
So we create the view, set it's scaling mode, add the bg image, set it as the subview in the main view and then push it to the back so it does not occupy any other subviews.
Please accept this answer.

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