How to cache images generated by imagick? - php

I am using the function below to generate an image with text on it. I am wondering how can I make it so that the image is only generated once for the user and then the image is cached in their browser. My goal is to save server resources.
Also does my imagick code look okay? I am worried i might get some kind of memory leak. Thanks for any help
function small_image($username){
$file_content = file_get_contents("https://example.com/wp-content/uploads/2019/04/image.jpg");
$imagick = new Imagick();
$imagick -> readImageBlob($file_content);
$draw = new ImagickDraw();
$pixel = new ImagickPixel( 'gray' );
$draw->setFillColor('white');
/* Font properties */
$draw->setFont('Utopia');
$draw->setFontSize( 50 );
$geo=$imagick->getImageGeometry();
$imagick->annotateImage($draw, 60, 185, 0, $username);
$imgBuff = $imagick->getImageBlob();
$imagick->clear();
$img = base64_encode($imgBuff);
$imagick -> destroy();
return "<img id='imagick-banner' width=500 alt='Embedded Image' src='data:image/png;base64,$img' />";
}

You had mentioned saving server resources, so try making the client browser do the work. A caveat of this method is that the user would have to have the correct font, or you'd have to provide the font on the website.
HTML
<canvas id="userImage"></canvas>
JavaScript
window.onload = function() {
var canvas = document.getElementById("userImage");
var context = canvas.getContext("2d");
var imageObject = new Image();
imageObject.onload = function(){
context.drawImage(imageObj, 10, 10);
context.font = "50pt Utopia";
context.fillText(username, 60, 185);
};
imageObject.src = userImageURI;
document.getElementById('userImage').appendChild(imageObject);
};
As a stricter answer using imagick try localStorage in JavaScript (have your php process it the first time and use JavaScript to decide when to ask for a new image).
localStorage.setItem("userImage", base64data);
var userImage = document.body.appendChild("img");
userImage.setAttribute('src', "data:image/png;base64, " + localStorage.getItem("userImage"));

Related

AS3 bitmapdata send to server picture is small in upperleft corner [duplicate]

This question already has answers here:
AS3 - Webcam video dimensions not carrying over into new BitmapData - defaulting to 320x240
(2 answers)
Closed 7 years ago.
Hope that the title of this post is somewhat clear. The image that I find in the folder has the proper dimensions but the actual image is in the upper left corner (small), and the rest are all white. Clearly, I'm missing some.
I have this script AS3 in place:
function snap()
{
cam = Camera.getCamera();
cam.setLoopback(true);
cam.setMode(320, 240, 15, true);
cam.setKeyFrameInterval(10);
cam.setQuality(0,80);
webcam.attachCamera(cam);
trace ('verzendt!!!');
var bitmapData:BitmapData = new BitmapData(320, 240);
bitmapData.draw(webcam);
var tojpg:JPGEncoder = new JPGEncoder();
var byteArray:ByteArray = tojpg.encode(bitmapData);
var sendHeader:URLRequestHeader = new URLRequestHeader("Content-type","application/octet-stream");
var sendReq:URLRequest = new URLRequest("http://mydomain/upload.php");
sendReq.requestHeaders.push(sendHeader);
sendReq.method = URLRequestMethod.POST;
sendReq.data = byteArray;
var sendLoader:URLLoader;
sendLoader = new URLLoader();
sendLoader.load(sendReq);
}
The receiving php:
$input = file_get_contents('php://input');
$result = file_put_contents($folder, $input);
You're right!
var trans:Matrix = new Matrix();
trans.scale(3, 3);
bitmapData.draw(v, trans );

Trying to save canvas data to server [duplicate]

I'm working on a generative art project where I would like to allow users to save the resulting images from an algorithm. The general idea is:
Create an image on an HTML5 Canvas using a generative algorithm
When the image is completed, allow users to save the canvas as an image file to the server
Allow the user to either download the image or add it to a gallery of pieces of produced using the algorithm.
However, I’m stuck on the second step. After some help from Google, I found this blog post, which seemed to be exactly what I wanted:
Which led to the JavaScript code:
function saveImage() {
var canvasData = canvas.toDataURL("image/png");
var ajax = new XMLHttpRequest();
ajax.open("POST", "testSave.php", false);
ajax.onreadystatechange = function() {
console.log(ajax.responseText);
}
ajax.setRequestHeader("Content-Type", "application/upload");
ajax.send("imgData=" + canvasData);
}
and corresponding PHP (testSave.php):
<?php
if (isset($GLOBALS["HTTP_RAW_POST_DATA"])) {
$imageData = $GLOBALS['HTTP_RAW_POST_DATA'];
$filteredData = substr($imageData, strpos($imageData, ",") + 1);
$unencodedData = base64_decode($filteredData);
$fp = fopen('/path/to/file.png', 'wb');
fwrite($fp, $unencodedData);
fclose($fp);
}
?>
But this doesn’t seem to do anything at all.
More Googling turns up this blog post which is based off of the previous tutorial. Not very different, but perhaps worth a try:
$data = $_POST['imgData'];
$file = "/path/to/file.png";
$uri = substr($data,strpos($data, ",") + 1);
file_put_contents($file, base64_decode($uri));
echo $file;
This one creates a file (yay) but it’s corrupted and doesn’t seem to contain anything. It also appears to be empty (file size of 0).
Is there anything really obvious that I’m doing wrong? The path where I’m storing my file is writable, so that isn’t an issue, but nothing seems to be happening and I’m not really sure how to debug this.
Edit
Following Salvidor Dali’s link I changed the AJAX request to be:
function saveImage() {
var canvasData = canvas.toDataURL("image/png");
var xmlHttpReq = false;
if (window.XMLHttpRequest) {
ajax = new XMLHttpRequest();
}
else if (window.ActiveXObject) {
ajax = new ActiveXObject("Microsoft.XMLHTTP");
}
ajax.open("POST", "testSave.php", false);
ajax.setRequestHeader("Content-Type", "application/x-www-form-urlencoded");
ajax.onreadystatechange = function() {
console.log(ajax.responseText);
}
ajax.send("imgData=" + canvasData);
}
And now the image file is created and isn’t empty! It seems as if the content type matters and that changing it to x-www-form-urlencoded allowed the image data to be sent.
The console returns the (rather large) string of base64 code and the datafile is ~140 kB. However, I still can’t open it and it seems to not be formatted as an image.
Here is an example of how to achieve what you need:
Draw something (taken from canvas tutorial)
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// begin custom shape
context.beginPath();
context.moveTo(170, 80);
context.bezierCurveTo(130, 100, 130, 150, 230, 150);
context.bezierCurveTo(250, 180, 320, 180, 340, 150);
context.bezierCurveTo(420, 150, 420, 120, 390, 100);
context.bezierCurveTo(430, 40, 370, 30, 340, 50);
context.bezierCurveTo(320, 5, 250, 20, 250, 50);
context.bezierCurveTo(200, 5, 150, 20, 170, 80);
// complete custom shape
context.closePath();
context.lineWidth = 5;
context.fillStyle = '#8ED6FF';
context.fill();
context.strokeStyle = 'blue';
context.stroke();
</script>
Convert canvas image to URL format (base64)
// script
var dataURL = canvas.toDataURL();
Send it to your server via Ajax
$.ajax({
type: "POST",
url: "script.php",
data: {
imgBase64: dataURL
}
}).done(function(o) {
console.log('saved');
// If you want the file to be visible in the browser
// - please modify the callback in javascript. All you
// need is to return the url to the file, you just saved
// and than put the image in your browser.
});
Save base64 on your server as an image (here is how to do this in PHP, the same ideas is in every language. Server side in PHP can be found here):
I played with this two weeks ago, it's very simple. The only problem is that all the tutorials just talk about saving the image locally. This is how I did it:
1) I set up a form so I can use a POST method.
2) When the user is done drawing, he can click the "Save" button.
3) When the button is clicked I take the image data and put it into a hidden field. After that I submit the form.
document.getElementById('my_hidden').value = canvas.toDataURL('image/png');
document.forms["form1"].submit();
4) When the form is submited I have this small php script:
<?php
$upload_dir = somehow_get_upload_dir(); //implement this function yourself
$img = $_POST['my_hidden'];
$img = str_replace('data:image/png;base64,', '', $img);
$img = str_replace(' ', '+', $img);
$data = base64_decode($img);
$file = $upload_dir."image_name.png";
$success = file_put_contents($file, $data);
header('Location: '.$_POST['return_url']);
?>
I think you should convert the image to base64 and then to Blob and send it to the server. When you use base64 images, a lot of lines will be sent to server. With blob, it's only the file.
You can use this code bellow:
function dataURLtoBlob(dataURL) {
let array, binary, i, len;
binary = atob(dataURL.split(',')[1]);
array = [];
i = 0;
len = binary.length;
while (i < len) {
array.push(binary.charCodeAt(i));
i++;
}
return new Blob([new Uint8Array(array)], {
type: 'image/png'
});
};
And canvas code here:
const canvas = document.getElementById('canvas');
const file = dataURLtoBlob( canvas.toDataURL() );
After that you can use ajax with Form:
const fd = new FormData;
fd.append('image', file);
$.ajax({
type: 'POST',
url: '/url-to-save',
data: fd,
processData: false,
contentType: false
});
The code in CoffeeScript syntax:
dataURLtoBlob = (dataURL) ->
# Decode the dataURL
binary = atob(dataURL.split(',')[1])
# Create 8-bit unsigned array
array = []
i = 0
while i < binary.length
array.push binary.charCodeAt(i)
i++
# Return our Blob object
new Blob([ new Uint8Array(array) ], type: 'image/png')
And canvas code here:
canvas = document.getElementById('canvas')
file = dataURLtoBlob(canvas.toDataURL())
After that you can use ajax with Form:
fd = new FormData
# Append our Canvas image file to the form data
fd.append 'image', file
$.ajax
type: 'POST'
url: '/url-to-save'
data: fd
processData: false
contentType: false
Send canvas image to PHP:
var photo = canvas.toDataURL('image/jpeg');
$.ajax({
method: 'POST',
url: 'photo_upload.php',
data: {
photo: photo
}
});
Here's PHP script:
photo_upload.php
<?php
$data = $_POST['photo'];
list($type, $data) = explode(';', $data);
list(, $data) = explode(',', $data);
$data = base64_decode($data);
mkdir($_SERVER['DOCUMENT_ROOT'] . "/photos");
file_put_contents($_SERVER['DOCUMENT_ROOT'] . "/photos/".time().'.png', $data);
die;
?>
I've worked on something similar.
Had to convert canvas Base64-encoded image to Uint8Array Blob.
function b64ToUint8Array(b64Image) {
var img = atob(b64Image.split(',')[1]);
var img_buffer = [];
var i = 0;
while (i < img.length) {
img_buffer.push(img.charCodeAt(i));
i++;
}
return new Uint8Array(img_buffer);
}
var b64Image = canvas.toDataURL('image/jpeg');
var u8Image = b64ToUint8Array(b64Image);
var formData = new FormData();
formData.append("image", new Blob([ u8Image ], {type: "image/jpg"}));
var xhr = new XMLHttpRequest();
xhr.open("POST", "/api/upload", true);
xhr.send(formData);
If you want to save data that is derived from a Javascript canvas.toDataURL() function, you have to convert blanks into plusses. If you do not do that, the decoded data is corrupted:
<?php
$encodedData = str_replace(' ','+',$encodedData);
$decocedData = base64_decode($encodedData);
?>
http://php.net/manual/ro/function.base64-decode.php
In addition to Salvador Dali's answer:
on the server side don't forget that the data comes in base64 string format. It's important because in some programming languages you need to explisitely say that this string should be regarded as bytes not simple Unicode string.
Otherwise decoding won't work: the image will be saved but it will be an unreadable file.
I just made an imageCrop and Upload feature with
https://www.npmjs.com/package/react-image-crop
to get the ImagePreview ( the cropped image rendering in a canvas)
https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob
canvas.toBlob(function(blob){...}, 'image/jpeg', 0.95);
I prefer sending data in blob with content type image/jpeg rather than toDataURL ( a huge base64 string`
My implementation for uploading to Azure Blob using SAS URL
axios.post(azure_sas_url, image_in_blob, {
headers: {
'x-ms-blob-type': 'BlockBlob',
'Content-Type': 'image/jpeg'
}
})

Uploading canvas image data results in a blank image

I'm using an ajax query to upload canvas image data, along with a few other variables. Here's what the relevant code looks like on the client side:
front_content = document.getElementById("front_paint_canvas").toDataURL("image/png");
ajaxHandler.open("POST", "upload_card", true);
ajaxHandler.setRequestHeader("Content-type","application/x-www-form-urlencoded");
ajaxHandler.send("name="+name+"&front_content="+front_content);
And here's what I have on the server side:
$front_content = substr($_POST['front_content'], strpos($_POST['front_content'], ",")+1);
$decodedData=base64_decode($front_content);
$fp = fopen( getcwd().'/assets/img/canvas.png', 'wb' );
fwrite( $fp, $decodedData);
fclose( $fp );
This creates a file that appears to be the right size, and is also of the right dimensions. However, the file is blank. None of the image data that was in the canvas shows up. What's being done wrong here?
When using jQuery.post() see: http://api.jquery.com/jQuery.post/ the ""application/x-www-form-urlencoded" content-type is not needed:
javascript:
// save canvas image as data url (png format by default)
var dataURL = canvas.toDataURL();
$.post("canvasdata.php", { data: dataURL } );
php:
//see: How to save a html5 Canvas.toDataURl string as a png on a php backend string-as-a-png-on-a-php-backend
file_put_contents('test.png', base64_decode(substr($_POST['data'], strpos($_POST['data'], ",")+1)));
update
If you don't use jquery use this:
// save canvas image as data url (png format by default)
var dataURL = canvas.toDataURL();
//$.post("canvasdata.php", { data: dataURL } );
var ajaxHandler = new XMLHttpRequest();
ajaxHandler.open("POST", "canvasdata.php", true);
//ajaxHandler.setRequestHeader("Content-type","application/x-www-form-urlencoded");
//ajaxHandler.send("name=test&data="+dataURL);
var formData = new FormData();
formData.append("name", "test");
formData.append("data", dataURL);
ajaxHandler.send(formData);

setRequestHeader Error When Saving Canvas as Image on Server

I have a highcharts svg which I have converted to a png via canvg and displayed on the webpage. I would like to then send this png to the server to create a link to the image. I was following the answer code on another topic:
Renaming an image created from an HTML5 canvas
My javascript code is the following:
var timeout = window.setTimeout(function() {
canvg(document.getElementById('canvas'), chart.getSVG());
}, 10000);
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("images/png");
document.write('<img src="'+img+'"/>');
saveDataURL(img)
function saveDataURL(canvas) {
var request = new XMLHttpRequest();
request.onreadystatechange = function () {
if (request.readyState === 4 && request.status === 200) {
window.location.href = request.responseText;
}
};
request.setRequestHeader("Content-type","application/x-www-form-urlencoded");
request.open("POST", "saveDataURL.php", true);
request.send("dataURL=" + canvas.toDataURL());
}
My php called saveDataURL.php is then:
$dataURL = $_POST["dataURL"];
$encodedData = explode(',', $dataURL)[1];
$decodedData = base64_decode($encodedData);
file_put_contents("temp/faizan.png", $decodedData);
echo "http://whichchart.com/temp/faizan.png";
In firefox 12 the following error is thrown up at the "request.setRequestHeader" line:
Component returned failure code: 0x804b000f (NS_ERROR_IN_PROGRESS) [nsIXMLHttpRequest.setRequestHeader]
http://whichchart.com/oil.js
Line 102
In chrome the error on the same line is:
Uncaught Error: INVALID_STATE_ERR: DOM Exception 11
saveDataURLoil.js:106
(anonymous function)
The example can be viewed here: whichchart.com. Can you help? Thanks.
Ok, so I found a different solution after much searching. The link is here:
http://permadi.com/blog/2010/10/html5-saving-canvas-image-data-using-php-and-ajax/
Assuming you have a canvas called testCanvas, this javascript and php will work:
var canvasData = testCanvas.toDataURL("image/png");
var ajax = new XMLHttpRequest();
ajax.open("POST",'testSave.php',false);
ajax.setRequestHeader('Content-Type', 'application/upload');
ajax.send(canvasData );
<?php
if (isset($GLOBALS["HTTP_RAW_POST_DATA"]))
{
// Get the data
$imageData=$GLOBALS['HTTP_RAW_POST_DATA'];
// Remove the headers (data:,) part.
// A real application should use them according to needs such as to check image type
$filteredData=substr($imageData, strpos($imageData, ",")+1);
// Need to decode before saving since the data we received is already base64 encoded
$unencodedData=base64_decode($filteredData);
//echo "unencodedData".$unencodedData;
// Save file. This example uses a hard coded filename for testing,
// but a real application can specify filename in POST variable
$fp = fopen( 'test.png', 'wb' );
fwrite( $fp, $unencodedData);
fclose( $fp );
}
?>

Flash AS3 PNGEncoder With Base64 and PHP Not Working

I am trying to utilize the PNGEncoder with the dynamicfash Base64 to send a Base64 String to PHP and save the PNG File but for some reason that i cannot figure out, the PNG file is never readable. It is there and has a size (contains data) but cannot be opened by anything so is not a valid png file. Here is my code...
var target:MovieClip = new MovieClip();
target.graphics.beginFill(0xff0000,5.0);
target.graphics.drawRect(0,0,100,100);
target.graphics.endFill();
var bdata:BitmapData = new BitmapData(100, 100);
bdata.draw(target);
var stream:ByteArray = PNGEncoder.encode(bdata);
var byteArrayAsString:String = Base64.encodeByteArray(stream);
var request:URLRequest = new URLRequest("pngsave.php");
request.method = URLRequestMethod.POST;
var variables:URLVariables = new URLVariables();
variables.fileName = "testing.png";
variables.image = byteArrayAsString;
request.data = variables;
navigateToURL(request, "_blank");
and the PHP Code...
<?php
header('Content-Type: image/png');
header("Content-Disposition: attachment; filename=".$_POST['fileName']);
echo base64_decode($_POST["image"]);
?>
Any ideas on what I am doing wrong here?
With FlashPlayer 10 (which has >95% adoption rate) you don't need to send the png data to a php page. Just use FileReference.save() instead.

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