Converting UIImage to UIData in monotouch fails - xamarin.ios

I've seen variations of my questions on stack overflow but haven't had any answers that have worked for me. I'm trying to convert an image I retrieve via UIImagePickerController to an NSData object. In the debugger after I call AsJPEG the NSData object has text that appears as...
System.Exception: Could not initialize an instance of the type 'MonoTouch.Foundation.NSString': the native 'initWithDa…
(note the debugger cuts off the string)
My code is fairly straight forward (taken form samples on stack overflow)
protected void Handle_FinishedPickingMedia (object sender, UIImagePickerMediaPickedEventArgs e) {
// determine what was selected, video or image
bool isImage = false;
switch(e.Info[UIImagePickerController.MediaType].ToString()) {
case "public.image":
Console.WriteLine("Image selected");
isImage = true;
break;
case "public.video":
Console.WriteLine("Video selected");
break;
}
string path = Environment.GetFolderPath (Environment.SpecialFolder.MyDocuments);
path = Path.Combine (path, "media");
if (!Directory.Exists (path))
Directory.CreateDirectory (path);
path = Path.Combine (path, Path.GetRandomFileName ());
// get common info (shared between images and video)
NSUrl referenceURL = e.Info[new NSString("UIImagePickerControllerReferenceUrl")] as NSUrl;
if (referenceURL != null)
Console.WriteLine("Url:"+referenceURL.ToString ());
// if it was an image, get the other image info
if(isImage) {
// get the original image
UIImage originalImage = e.Info[UIImagePickerController.OriginalImage] as UIImage;
if(originalImage != null) {
// do something with the image
Console.WriteLine ("got the original image");
using (NSData imageData = originalImage.AsJPEG(0.75f)) {
byte[] dataBytes = new byte[imageData.Length];
System.Runtime.InteropServices.Marshal.Copy(imageData.Bytes, dataBytes, 0, Convert.ToInt32(imageData.Length));
File.WriteAllBytes (path, dataBytes);
}
}
} else { // if it's a video
// get video url
NSUrl mediaURL = e.Info[UIImagePickerController.MediaURL] as NSUrl;
if(mediaURL != null) {
// ...
}
}
// dismiss the picker
NavigationController.DismissViewController (true, null);
}
I've seen other posts that suggested it was the size of the UIImage, so I've experimented with cropping it. Same result. I've also tried AsPNG, same result. I even tried scaling down the image to 1/4 it's original size and still get the error.
I think the key is the mention of NSString, which tells me something's fishy... as the native C call used in Xcode doesn't involve an NSString, so I think something else is going on.
Any suggestions?

As noted in the comment from therealjohn, this appears to be an error with the debugger when it converts a value to a string to display it in the debugger window it seems to run into an error. The NSData object is actually fine.

Related

How to hide the cursor in Awesomium

I tried this:
<awe:WebControl x:Name="webBrowser" Cursor="None" Source="http://example.com/"/>
but the cursor still shows.
I figured that I could alter the CSS of the page by adding the following line:
*{
cursor: none;
}
But, is there a solution for when I don't have the access to the actual page that I'm showing?
You can use a ResouceInterceptor and manipulate the page on the fly to insert custom CSS.
EDIT:
The following implementation should do the job. (It assumes there is a text.css file)
class ManipulatingResourceInterceptor : IResourceInterceptor
{
public ResourceResponse OnRequest(ResourceRequest request)
{
Stream stream = null;
//do stream manipulation
if (request.Url.ToString() == "http://your.web.url/test.css")
{
WebRequest myRequest;
myRequest = WebRequest.Create(request.Url);
Stream webStream = myRequest.GetResponse().GetResponseStream();
StreamReader webStreamReader = new StreamReader(webStream);
string webStreamContent = webStreamReader.ReadToEnd();
stream = webStream;
string extraContent = "*{cursor: none;}";
webStreamContent += extraContent;
byte[] responseBuffer = Encoding.UTF8.GetBytes(webStreamContent);
// Initialize unmanaged memory to hold the array.
int responseSize = Marshal.SizeOf(responseBuffer[0]) * responseBuffer.Length;
IntPtr pointer = Marshal.AllocHGlobal(responseSize);
try
{
// Copy the array to unmanaged memory.
Marshal.Copy(responseBuffer, 0, pointer, responseBuffer.Length);
return ResourceResponse.Create((uint)responseBuffer.Length, pointer, "text/css");
}
finally
{
// Data is not owned by the ResourceResponse. A copy is made
// of the supplied buffer. We can safely free the unmanaged memory.
Marshal.FreeHGlobal(pointer);
stream.Close();
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public bool OnFilterNavigation(NavigationRequest request)
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Using WebKit to work with the SVG DOM

I'm trying to access elements of an SVG file using WebKitGtk but I'm failing miserably. The program is in Vala, it's very simple and is just an attempt at getting data from a couple of elements:
using Gtk;
using WebKit;
public class WebKitTest : Window {
private WebView web_view;
private const string uri = "file:///tmp/test.svg";
public WebKitTest () {
set_default_size (800, 600);
web_view = new WebView ();
var scrolled_window = new ScrolledWindow (null, null);
scrolled_window.set_policy (PolicyType.AUTOMATIC, PolicyType.AUTOMATIC);
scrolled_window.add (this.web_view);
var vbox = new VBox (false, 0);
vbox.add (scrolled_window);
add (vbox);
this.destroy.connect (Gtk.main_quit);
show_all ();
this.web_view.load_uri (WebKitTest.uri);
var dom = web_view.get_dom_document ();
var el = dom.get_document_element ();
var child = el.first_element_child;
stdout.printf ("%s\n", child.tag_name);
var list = dom.get_elements_by_tag_name ("svg");
stdout.printf ("%lu\n", list.length);
assert (list == null);
var length = list.length;
assert (length == 0);
var svg = list.item (0);
var res = dom.evaluate ("//path", svg, null, 0, null);
DOMNode node;
while ((node = res.iterate_next ()) != null) {
stdout.printf ("%s\n", (node as DOMElement).tag_name);
}
}
public static void main (string[] args) {
Gtk.init (ref args);
var test = new WebKitTest ();
Gtk.main ();
return 0;
}
}
This compiles with valac --pkg webkitgtk-3.0 --pkg gtk+-3.0 webkittest.vala but if you've only got Gtk3 installed like I have you unfortunately need to do copy the webkit-1.0 .vapi and .deps files to new webkitgtk-3.0 ones and replace the occurrences of gdk-2.0 and gtk-2.0 in the .deps file to be gdk-3.0 and gtk-3.0 respectively.
I would think that using the DOM to access sub elements of an SVG would be simple, but as soon as this code gets to the print statement for child.tag_name it gives "HEAD" and nowhere in the file is that found. The file I'm loading should be pretty standard seeing as I used inkscape to make it.
Does WebKit do something funny that I'm not seeing to documents that it loads?
Thanks.
Update:
It definitely seems that WebKit loads everything into an HTML document because when I use GObject to retrieve the Type and print it for the node returned by get_elements_by_tag_name("body") I get WebKitDOMHTMLBodyElement. Be that as it may I tried to do the following XPath query on the DOMDocument
var nsres = dom.create_ns_resolver (body);
DOMXPathResult res = null;
try {
res = dom.evaluate ("//*", body, nsres, 0, null);
} catch (Error e) {
stderr.printf ("%s\n", e.message);
}
DOMNode node;
try {
while ((node = res.iterate_next ()) != null) {
stdout.printf ("%s\n", (node as DOMElement).tag_name);
}
} catch (Error e) {
stderr.printf ("%s\n", e.message);
}
and all I get for output is
HTML
HEAD
BODY
I'm lost now. The SVG file clearly loads correctly but it isn't part of the document?
I believe Webkit has a quirk where, if it doesn't know the MIME type of a document, it will wrap it in <html> tags. So I suspect the document you are trying to access has been transformed by Webkit into something like:
<html>
<head />
<body>
<svg>...etc...</svg>
</body>
</html>
That's why you are seeing a <head> tag in your code.
As a suggestion, try using Vala's equivalent of getElementsByTagName() to find your <svg> tag. From a quick look at the docs, it should be something like:
var dom = web_view.get_dom_document();
var el = dom.get_elements_by_tag_name("svg").item(0);
var child = var child = el.first_element_child;
Alternatively, if there is a way to tell WebKit/WebFrame that the MIME type of the file is "image/svg+xml", then that should also solve your problem.

Hooking IDirect3DDevice9::EndScene method to capture a gameplay video: can not get rid of a text overlay in the recorded video

In fact it is a wild mix of technologies, but the answer to my question (I think) is closest to Direct3D 9. I am hooking to an arbitrary D3D9 applications, in most cases it is a game, and injecting my own code to mofify the behavior of the EndScene function. The backbuffer is copied into a surface which is set to point to a bitmap in a push source DirectShow filter. The filter samples the bitmaps at 25 fps and streams the video into an .avi file. There is a text overlay shown across the game's screnn telling the user about a hot key combination that is supposed to stop gameplay capture, but this overlay is not supposed to show up in the recoreded video. Everything works fast and beautiful except for one annoying fact. On a random occasion, a frame with the text overaly makes its way into the recoreded video. This is not a really desired artefact, the end user only wants to see his gameplay in the video and nothing else. I'd love to hear if anyone can share ideas of why this is happening. Here is the source code for the EndScene hook:
using System;
using SlimDX;
using SlimDX.Direct3D9;
using System.Diagnostics;
using DirectShowLib;
using System.Runtime.InteropServices;
[InterfaceType(ComInterfaceType.InterfaceIsIUnknown)]
[System.Security.SuppressUnmanagedCodeSecurity]
[Guid("EA2829B9-F644-4341-B3CF-82FF92FD7C20")]
public interface IScene
{
unsafe int PassMemoryPtr(void* ptr, bool noheaders);
int SetBITMAPINFO([MarshalAs(UnmanagedType.LPArray, SizeParamIndex = 1)]byte[] ptr, bool noheaders);
}
public class Class1
{
object _lockRenderTarget = new object();
public string StatusMess { get; set; }
Surface _renderTarget;
//points to image bytes
unsafe void* bytesptr;
//used to store headers AND image bytes
byte[] bytes;
IFilterGraph2 ifg2;
ICaptureGraphBuilder2 icgb2;
IBaseFilter push;
IBaseFilter compressor;
IScene scene;
IBaseFilter mux;
IFileSinkFilter sink;
IMediaControl media;
bool NeedRunGraphInit = true;
bool NeedRunGraphClean = true;
DataStream s;
DataRectangle dr;
unsafe int EndSceneHook(IntPtr devicePtr)
{
int hr;
using (Device device = Device.FromPointer(devicePtr))
{
try
{
lock (_lockRenderTarget)
{
bool TimeToGrabFrame = false;
//....
//logic based on elapsed milliseconds deciding if it is time to grab another frame
if (TimeToGrabFrame)
{
//First ensure we have a Surface to render target data into
//called only once
if (_renderTarget == null)
{
//Create offscreen surface to use as copy of render target data
using (SwapChain sc = device.GetSwapChain(0))
{
//Att: created in system memory, not in video memory
_renderTarget = Surface.CreateOffscreenPlain(device, sc.PresentParameters.BackBufferWidth, sc.PresentParameters.BackBufferHeight, sc.PresentParameters.BackBufferFormat, Pool.SystemMemory);
} //end using
} // end if
using (Surface backBuffer = device.GetBackBuffer(0, 0))
{
//The following line is where main action takes place:
//Direct3D 9 back buffer gets copied to Surface _renderTarget,
//which has been connected by references to DirectShow's
//bitmap capture filter
//Inside the filter ( code not shown in this listing) the bitmap is periodically
//scanned to create a streaming video.
device.GetRenderTargetData(backBuffer, _renderTarget);
if (NeedRunGraphInit) //ran only once
{
ifg2 = (IFilterGraph2)new FilterGraph();
icgb2 = (ICaptureGraphBuilder2)new CaptureGraphBuilder2();
icgb2.SetFiltergraph(ifg2);
push = (IBaseFilter) new PushSourceFilter();
scene = (IScene)push;
//this way we get bitmapfile and bitmapinfo headers
//ToStream is slow, but run it only once to get the headers
s = Surface.ToStream(_renderTarget, ImageFileFormat.Bmp);
bytes = new byte[s.Length];
s.Read(bytes, 0, (int)s.Length);
hr = scene.SetBITMAPINFO(bytes, false);
//we just supplied the header to the PushSource
//filter. Let's pass reference to
//just image bytes from LockRectangle
dr = _renderTarget.LockRectangle(LockFlags.None);
s = dr.Data;
Result r = _renderTarget.UnlockRectangle();
bytesptr = s.DataPointer.ToPointer();
hr = scene.PassMemoryPtr(bytesptr, true);
//continue building graph
ifg2.AddFilter(push, "MyPushSource");
icgb2.SetOutputFileName(MediaSubType.Avi, "C:\foo.avi", out mux, out sink);
icgb2.RenderStream(null, null, push, null, mux);
media = (IMediaControl)ifg2;
media.Run();
NeedRunGraphInit = false;
NeedRunGraphClean = true;
StatusMess = "now capturing, press shift-F11 to stop";
} //end if
} // end using backbuffer
} // end if Time to grab frame
} //end lock
} // end try
//It is usually thrown when the user makes game window inactive
//or it is thrown deliberately when time is up, or the user pressed F11 and
//it resulted in stopping a capture.
//If it is thrown for another reason, it is still a good
//idea to stop recording and free the graph
catch (Exception ex)
{
//..
//stop the DirectShow graph and cleanup
} // end catch
//draw overlay
using (SlimDX.Direct3D9.Font font = new SlimDX.Direct3D9.Font(device, new System.Drawing.Font("Times New Roman", 26.0f, FontStyle.Bold)))
{
font.DrawString(null, StatusMess, 20, 100, System.Drawing.Color.FromArgb(255, 255, 255, 255));
}
return device.EndScene().Code;
} // end using device
} //end EndSceneHook
As it happens sometimes, I finally found an answer to this question myself, if anyone is interested. It turned out that backbuffer in some Direct3D9 apps is not necessarily refreshed each time the hooked EndScene is called. Hence, occasionally the backbuffer with the text overlay from the previous EndScene hook call was passed to the DirectShow source filter responsible for collecting input frames. I started stamping each frame with a tiny 3 pixel overlay with known RGB values and checking if this dummy overlay was still present before passing the frame to the DirectShow filter. If the overlay was there, the previously cached frame was passed instead of the current one. This approach effectively removed the text overlay from the video recorded in the DirectShow graph.

How to get an existing video thumbnail image from MonoTouch?

I'm trying to get a thumbnail image for a video that I've just chosen (or recorded) via the UIImagePickerController. In my picker's FinishedPickingMedia method, I get what I believe to be the path to the video file and use it to save the recording to album. The newly recorded video does indeed appear in my album. Now to get the thumbnail…
I've tried using the ALAssetsLibrary in a couple ways. First, I've enumerated all the videos and tried to find a match from the asset's UtiToUrlDictionary.Values[0] value, which reveals its file path. No entries matched the path I obtained from the FinishedPickingMedia method's mediaUrlKey.
My second attempt was to use the ALAssetsLibrary's AssetForUrl() method. Again, I tried my FinishedPickingMedia method's mediaUrlKey, but there was no match.
The UIImagePickerController -> FinishedPickingMedia -> mediaUrlKey returns a path of:
file://localhost/private/var/mobile/Applications/73037738-C060-4DE6-A1CA-698E6BE083F2/tmp//trim.iRBwWw.MOV
After painful digging and inspecting every video in my library, it the same video's path from the ALAssetsLibrary is:
assets-library://asset/asset.MOV?id=B073FCF6-83ED-436B-AFD8-42D0A6C70FC6&ext=MOV
Why are the video paths different between UIIMagePickerController and ALAssetsLibrary? How can I get ALAssetsLibrary to return the same video picked from UIImagePickerController?
[code for the picker]
public override void FinishedPickingMedia (UIImagePickerController picker, NSDictionary info)
{
var mediaUrlKey = new NSString("UIImagePickerControllerMediaURL");
var mediaPath = (NSUrl) info.ObjectForKey(mediaUrlKey);
if( recordView.RecordVideo )
{
if(mediaPath != null)
{
if(UIVideo.IsCompatibleWithSavedPhotosAlbum(mediaPath.Path))
{
UIVideo.SaveToPhotosAlbum(mediaPath.Path, SaveToPhotosAlbumResults);
}
else
{
using (var alert = new UIAlertView("Problem Encountered",
"Unable to save this recording.", null, "Ok!", null))
{
alert.Show();
}
}
}
}
else
{
recordView.VideoFileLocation = mediaPath;
//ALAssetsLibrary library = new ALAssetsLibrary();
//library.AssetForUrl( mediaPath, GetAssetResult, GetAssetError );
}
recordView.VideoFileLocation = mediaPath;
Console.WriteLine("***" + recordView.VideoFileLocation.ToString()+ "***");
recordView.ShowUploadButton();
recordView.SetThumbnailImage();
picker.DismissModalViewControllerAnimated(true);
}
Thank you
I think may be it is too late but the following code work as of now
public static UIImage GenerateImage(NSUrl videoUrl)
{
var asset = AVAsset.FromUrl(videoUrl);
var imageGenerator = AVAssetImageGenerator.FromAsset(asset);
imageGenerator.AppliesPreferredTrackTransform = true;
var actualTime = asset.Duration;
CoreMedia.CMTime cmTime = new CoreMedia.CMTime(1, 60);
NSError error;
var imageRef = imageGenerator.CopyCGImageAtTime(cmTime, out actualTime, out error);
if (imageRef == null)
return null;
var image = UIImage.FromImage(imageRef);
return image;
}
I think the section Can I Get To The Original File Representing This Image on the Disk in this question can help you.
This is how you can get a thumbnail within the picker delegate:
NSUrl data = new NSUrl(info.ObjectForKey(new NSString("UIImagePickerControllerMediaURL")).ToString());
//get the video thumbnail
MPMoviePlayerController movie = new MPMoviePlayerController(data);
movie.Stop();
UIImage videoThumbnail = movie.ThumbnailImageAt(0.0,MPMovieTimeOption.NearestKeyFrame);
movie.Stop();

GDI+ Generic Error

When my images are being loaded from my database on my web server, I see the following error:
A generic error occurred in GDI+. at
System.Drawing.Image.Save(Stream stream, ImageCodecInfo encoder,
EncoderParameters encoderParams) at
System.Drawing.Image.Save(Stream stream, ImageFormat format) at
MyWeb.Helpers.ImageHandler.ProcessRequest(HttpContext context)
All my code is attempting to do is load the image, can anybody take a look and let me know what I'm doing wrong?
Note - This works if I test it on my local machine, but not when I deploy it to my web server.
public void ProcessRequest(HttpContext context)
{
context.Response.Clear();
if (!String.IsNullOrEmpty(context.Request.QueryString["imageid"]))
{
int imageID = Convert.ToInt32(context.Request.QueryString["imageid"]);
int isThumbnail = Convert.ToInt32(context.Request.QueryString["thumbnail"]);
// Retrieve this image from the database
Image image = GetImage(imageID);
// Make it a thumbmail if requested
if (isThumbnail == 1)
{
Image.GetThumbnailImageAbort myCallback = new Image.GetThumbnailImageAbort(ThumbnailCallback);
image = image.GetThumbnailImage(200, 200, myCallback, IntPtr.Zero);
}
context.Response.ContentType = "image/png";
// Save the image to the OutputStream
image.Save(context.Response.OutputStream, ImageFormat.Png);
}
else
{
context.Response.ContentType = "text/html";
context.Response.Write("<p>Error: Image ID is not valid - image may have been deleted from the database.</p>");
}
}
The error occurs on the line:
image.Save(context.Response.OutputStream, ImageFormat.Png);
UPDATE
I've changed my code to this, bit the issue still happens:
var db = new MyWebEntities();
var screenshotData = (from screenshots in db.screenshots
where screenshots.id == imageID
select new ImageModel
{
ID = screenshots.id,
Language = screenshots.language,
ScreenshotByte = screenshots.screen_shot,
ProjectID = screenshots.projects_ID
});
foreach (ImageModel info in screenshotData)
{
using (MemoryStream ms = new MemoryStream(info.ScreenshotByte))
{
Image image = Image.FromStream(ms);
// Make it a thumbmail if requested
if (isThumbnail == 1)
{
Image.GetThumbnailImageAbort myCallback = new Image.GetThumbnailImageAbort(ThumbnailCallback);
image = image.GetThumbnailImage(200, 200, myCallback, IntPtr.Zero);
}
context.Response.ContentType = "image/png";
// Save the image to the OutputStream
image.Save(context.Response.OutputStream, ImageFormat.Png);
} }
Thanks.
Probably for the same reason that this guy was having problems - because the for a lifetime of an Image constructed from a Stream, the stream must not be destroyed.
So if your GetImage function constructs the returned image from a stream (e.g. a MemoryStream) and then closes the stream before returning the image then the above will fail. My guess is that your GetImage looks a tad like this:
Image GetImage(int id)
{
byte[] data = // Get data from database
using (MemoryStream stream = new MemoryStream(data))
{
return Image.FromStream(data);
}
}
If this is the case then try having GetImage return the MemoryStream (or possibly the byte array) directrly so that you can create the Image instance in your ProcessRequest method and dispose of the stream only when the processing of that image has completed.
This is mentioned in the documentation but its kind of in the small print.

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