Node.js Buffer() is crashing my program for some reason - node.js

I'm trying to get an image from a URL and load it into canvas using node.js. My code gets to the point where I convert the stream into a Buffer, then exits. No errors, no warnings, just exits. Does anyone know why this might be?
bkurl = 'some_url'
const response = await fetch(bkurl);
response.arrayBuffer().then(async (data) => {
//This prints
console.log(Buffer(data));
const background = new CanvasImport.Image();
background.src = Buffer(data);
//This does not
console.log(background.src)
context.drawImage(background, 0, 0, canvas.width, canvas.height);

Related

How to get image stream with out saving image using gm module to post the stream data to the another server

I'm trying to get stream of a crop image to send to another service(API) that accepts only stream in post. But, i'm unable to get the stream from gm module. I tried following
gm(main.png')
.crop(width, height/6, 0, (height/6)*1)
.toBuffer('webp', (err, buffer) => {
const { Readable } = require('stream');
const readableInstanceStream = new Readable({
read() {
this.push(binary);
this.push(null);
}
});
console.log(readableInstanceStream)
});
But, that not giving the buffer. So, please help me to get the stream of cropped image.
Using stream(), we can get stream of a image and that can be assign to variable. Following is the example code
var cropped_image = gm(main.png')
.crop(width, height/6, 0, (height/6)*1)
.stream('png');

Nodejs sharp library toFile method not going into callback code

I am using the sharp nodejs library found here: https://github.com/lovell/sharp. I am trying to take several screenshots, and then piece the images together using the sharp library.
Here is my code. I am using puppeteer to take screenshots of the page, saving in memory as a binary file and combining those binary files together using sharp's composite() method.
let pagePath = 'path/to/file.png';
let maxScreenshotHeight = 2000;
// Loop over sections of the screen that are of size maxScreenshotHeight.
for (let ypos = 0; ypos < contentSize.height; ypos += maxScreenshotHeight) {
const height = Math.min(contentSize.height - ypos, maxScreenshotHeight);
let image = await page.screenshot({
encoding: 'binary',
clip: {
x: 0,
y: ypos,
width: contentSize.width,
height
}
});
composites.push({input: image, gravity: 'southeast'});
}
sharp()
.composite(composites)
.toFile(pagePath, function(err) {
if (err) {
console.log('fail');
return;
}
console.log('complete');
});
However, in the toFile callback, nothing ever gets logged. Console logging works, as I've added logs before and after the toFile statement, but it seems that this function call never completes. I want to create a png file that I can later download.
How can I merge these multiple screenshots and store them on the server for a later download? Am I using toFile incorrectly?

Node project exiting without error on Canvas.createCanvas()

I am making a Discord bot, and i want it to send a picture at a specific event (that is irrelevant). I'm facing a weird problem: whenever i try to use Canvas.createCanvas(x,y) my Node project exits without any error in logs (as im using it through batch, it just restarts and prints the 'ready' line). I think that the code is irrelevant here, because it just fails to do createCanvas.
I have tried adding console.log('line N') on each line with text, and from my testing it only comes to line 2. So line 3 (createCanvas) is not processed.
client.on('guildMemberAdd', async member => { //canvas IS defined earlier
const channel = 'channel id';
if (!channel) return;
const canvas = createCanvas(600, 600);
const ctx = canvas.getContext('2d');
const background = await loadImage('./images/welcome.png');
ctx.drawImage(background, 0, 0, canvas.width, canvas.height);
ctx.strokeStyle = '#676767';
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(125, 125, 100, 0, Math.PI * 2, true);
ctx.closePath();
ctx.clip();
const { body: buffer } = await snekfetch.get(member.user.displayAvatarURL);
const avatar = await loadImage(buffer);
ctx.drawImage(avatar, 25, 25, 200, 200);
const attachment = new Discord.Attachment(canvas.toBuffer(), 'welcome-image.png');
channel.send(attachment);
});
I expect it to actually create the canvas and do the operations, but instead it just restarts the bot. Any help here?

Add image as frame to a gif

So I want to create a gif and add an image as a frame. I am using gifencoder. I've seen the examples and its pretty easy to add colors, txt etc, but I couldnt figure out how to do the same with an image. Do I need something like the png file stream.
ex: from website for color frame
let canvas = new Canvas(width, height);
var ctx = canvas.getContext('2d');
red rectangle
ctx.fillStyle = '#ff0000';
ctx.fillRect(0, 0, 320, 240);
encoder.addFrame(ctx);
Edit:
I tried doing something like below and while the frames appear on my log as wanted the frames dont get added, no errors. Before someone suggests to convert to base64 the png/gif this module cant add such frames, that being said if you have another in mind that does please go ahead and say so.
fs.createReadStream('test.gif')
.pipe(new GIFDecoder) //gif-stream
.pipe(concat(function(frames) { //concat-frames
console.log(frames);
for (var i=0; i<frames.length; i++) {
encoder.addFrame(frames[i]);
}
}));
whatever I have tried at best I get just a black gif, nothing more.
Edit 2:
Okay so the reason I am trying to add from from a gif the frame, was because it simply seemed easier. Below is the progress I have done trying to get an image, convert it to RGBA (i noticed the module accepts rgba format, not rgb, perhaps that's why it was always black) and afterwards add the frame. Adding the frame if I have the data is extremely easy as I simply call a method and push the data in, so I am going to leave that out.
var request = require('request').defaults({ encoding: null });
request.get('https://upload.wikimedia.org/wikipedia/commons/0/01/Quinlingpandabearr.jpg', function (error, response, body) {
if (!error && response.statusCode == 200) {
var img = new Canvas(105, 159);
var context = img.getContext('2d');
img.src = "data:" + response.headers["content-type"] + ";base64," + new Buffer(body).toString('base64');
var img_to_rgba = context.getImageData(0, 0, img.width, img.height);
console.log(img_to_rgba); //always returns 0, like my pic is completely black, its not.
}
});
I've added an image as a frame to a gif, along side a blue square.
Here is the full code, tested and working fine for me:
var GIFEncoder = require('gifencoder');
var Canvas = require('canvas');
var fs = require('fs');
var encoder = new GIFEncoder(320, 240);
encoder.createReadStream().pipe(fs.createWriteStream('myanimated.gif'));
encoder.start();
encoder.setRepeat(0);
encoder.setDelay(500);
encoder.setQuality(10);
var canvas = new Canvas(320, 240);
var ctx = canvas.getContext('2d');
// blue rectangle frame
ctx.fillStyle = '#0000ff';
ctx.fillRect(0, 0, 320, 240);
encoder.addFrame(ctx);
// image frame
var data = fs.readFileSync(__dirname + '/image.jpg');
var img = new Canvas.Image;
img.src = data;
ctx.drawImage(img, 0, 0, 320, 240);
encoder.addFrame(ctx);
encoder.finish();
Note that I'm using readFileSync this time, but you can use readFile too as in my other answer, depending on your code.
I've also change the size of the loaded image, to fit the square.
You can load the image onto the canvas with fs.readFile:
fs.readFile(__dirname + '/image.jpg', function(err, data) {
if (err) throw err;
var img = new canvas.Image;
img.src = data;
ctx.drawImage(img, 0, 0, img.width, img.height);
})

Node.js thumbnailer using Imagemagick: nondeterministic corruption

I have a Node.js server which dynamically generates and serves small (200x200) thumbnails from images (640x640) in a database (mongodb). I'm using the node-imagemagick module for thumbnailing.
My code works roughly 95% of the time; about 1 in 20 (or fewer) thumbnailed images are corrupt on the client (iOS), which reports:
JPEG Corrupt JPEG data: premature end of data segment
For the corrupt images, the client displays the top 50% - 75% of the image, and the remainder is truncated.
The behavior is non-deterministic and the specific images which are corrupt changes on a per-request basis.
I'm using the following code to resize the image and output the thumbnail:
im.resize({
srcData: image.imageData.buffer,
width: opt_width,
}, function(err, stdout) {
var responseHeaders = {};
responseHeaders['content-type'] = 'image/jpeg';
responseHeaders['content-length'] = stdout.length;
debug('Writing ', stdout.length, ' bytes.');
response.writeHead(200, responseHeaders);
response.write(stdout, 'binary');
response.end();
});
What could be wrong, here?
Notes:
The problem is not an incorrect content-length header. When I omit the header, the result is the same.
When I do not resize the image, the full-size image always seems to be fine.
In researching this I found this and this StackOverflow questions, which both solved the problem by increasing the buffer size. In my case the images are very small, so this seems unlikely to be responsible.
I was originally assigning stdout to a new Buffer(stdout, 'binary') and writing that. Removing it ('binary' will be deprecated) made no difference.
The problem seems to have been due to a slightly older version of node-imagemagick (0.1.2); upgrading to 0.1.3 was the solution.
In case this is helpful to anyone, here's the code I used to make Node.js queue up and handle client requests one at a time.
// Set up your server like normal.
http.createServer(handleRequest);
// ...
var requestQueue = [];
var isHandlingRequest = false; // Prevent new requests from being handled.
// If you have any endpoints that don't always call response.end(), add them here.
var urlsToHandleConcurrently = {
'/someCometStyleThingy': true
};
function handleRequest(req, res) {
if (req.url in urlsToHandleConcurrently) {
handleQueuedRequest(req, res);
return;
}
requestQueue.push([req, res]); // Enqueue new requests.
processRequestQueue(); // Check if a request in the queue can be handled.
}
function processRequestQueue() {
// Continue if no requests are being processed and the queue is not empty.
if (isHandlingRequest) return;
if (requestQueue.length == 0) return;
var op = requestQueue.shift();
var req = op[0], res = op[1];
// Wrap .end() on the http.ServerRequest instance to
// unblock and process the next queued item.
res.oldEnd = res.end;
res.end = function(data) {
res.oldEnd(data);
isHandlingRequest = false;
processRequestQueue();
};
// Start handling the request, while blocking the queue until res.end() is called.
isHandlingRequest = true;
handleQueuedRequest(req, res);
}
function handleQueuedRequest(req, res) {
// Your regular request handling code here...
}

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