Resize UIImage to 200x200pt/px

IosSwiftUiimage

Ios Problem Overview


I have been struggling resizing an image. Basically I have stumpled upon: https://stackoverflow.com/questions/6141298/how-to-scale-down-a-uiimage-and-make-it-crispy-sharp-at-the-same-time-instead

This seems to be a legit solution but somehow it is not working correctly.

My app works with Photos from the Camera Roll. This photos should be resized to about 200x200 whereas the width is important, not the height.

Unfortunetly I am not having a sample code as I discarded it in my rage about non working solution, sorry.

Ios Solutions


Solution 1 - Ios

Here is my code. The Image is in width 850 px and not 200 px:

 func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage {
    
    let scale = newWidth / image.size.width
    let newHeight = image.size.height * scale
    UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight))
    image.drawInRect(CGRectMake(0, 0, newWidth, newHeight))
    let newImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()
    
    return newImage
}


@IBAction func chooseImage(sender: AnyObject) {
    
    
    var myPickerController = UIImagePickerController()
    myPickerController.sourceType = UIImagePickerControllerSourceType.PhotoLibrary
    myPickerController.delegate = self;
    self.presentViewController(myPickerController, animated: true, completion: nil)
    
    
}

func imagePickerController(picker: UIImagePickerController, didFinishPickingMediaWithInfo info: [NSObject : AnyObject])
    
{
    var imagenow = info[UIImagePickerControllerOriginalImage] as? UIImage
    
    imageImage.image = resizeImage(imagenow!, newWidth: 200)
    
    
    
    pimg2 = imageImage.image!
    
    cidnew2 = textFieldCID!.text!
    pname2 = textFieldName!.text
    pmanu2 = textFieldMan!.text
    pnick2 = textFieldNick!.text
    podate2 = textFieldPODate!.text
    pno2 = textFieldArtNo!.text
    
    
    
    self.dismissViewControllerAnimated(true, completion: nil)
    
}

Solution 2 - Ios

Based on swift_dan's answer, an update for Swift 3

func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage? {
    
    let scale = newWidth / image.size.width
    let newHeight = image.size.height * scale
    UIGraphicsBeginImageContext(CGSize(width: newWidth, height: newHeight))
    image.draw(in: CGRect(x: 0, y: 0, width: newWidth, height: newHeight))
    
    let newImage = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()
    
    return newImage
}

Solution 3 - Ios

If you're dealing with PNG images that contain transparencies, then the accepted answer function will actually convert the transparent areas to black.

If you wish to scale and keep the transparencies in place, try this function:

SWIFT 4

extension UIImage {
    func scaleImage(toSize newSize: CGSize) -> UIImage? {
        var newImage: UIImage?
        let newRect = CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height).integral
        UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
        if let context = UIGraphicsGetCurrentContext(), let cgImage = self.cgImage {
            context.interpolationQuality = .high
            let flipVertical = CGAffineTransform(a: 1, b: 0, c: 0, d: -1, tx: 0, ty: newSize.height)
            context.concatenate(flipVertical)
            context.draw(cgImage, in: newRect)
            if let img = context.makeImage() {
                newImage = UIImage(cgImage: img)
            }
            UIGraphicsEndImageContext()
        }
        return newImage
    }
}

Solution 4 - Ios

> For Swift 3.0

simply add this snippet as extension to UIImage. However, remember that is not going to make the image in square form but if it was in that form, the result will be square.

extension UIImage {
    func resizeImage(newWidth: CGFloat) -> UIImage {
        
        let scale = newWidth / self.size.width
        let newHeight = self.size.height * scale
        UIGraphicsBeginImageContext(CGSize(width: newWidth, height: newHeight))
        self.draw(in: CGRect(x: 0, y: 0, width: newWidth, height: newHeight))
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        
        return newImage!
    } }

Solution 5 - Ios

Swift 4.0 -

If you're dealing with images that contain transparencies, then the accepted answer function will actually convert the transparent areas to black.

If you wish to scale and keep the transparencies in place, try this function:

func resizeImageWith(image: UIImage, newSize: CGSize) -> UIImage {
    
    let horizontalRatio = newSize.width / image.size.width
    let verticalRatio = newSize.height / image.size.height
    
    let ratio = max(horizontalRatio, verticalRatio)
    let newSize = CGSize(width: image.size.width * ratio, height: image.size.height * ratio)
    var newImage: UIImage

    if #available(iOS 10.0, *) {
        let renderFormat = UIGraphicsImageRendererFormat.default()
        renderFormat.opaque = false
        let renderer = UIGraphicsImageRenderer(size: CGSize(width: newSize.width, height: newSize.height), format: renderFormat)
        newImage = renderer.image {
            (context) in
            image.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
        }
    } else {
        UIGraphicsBeginImageContextWithOptions(CGSize(width: newSize.width, height: newSize.height), isOpaque, 0)
        image.draw(in: CGRect(x: 0, y: 0, width: newSize.width, height: newSize.height))
        newImage = UIGraphicsGetImageFromCurrentImageContext()!
        UIGraphicsEndImageContext()
    }
    
    return newImage
}

Solution 6 - Ios

This code uses UIGraphicsImageRenderer introduced in iOS 10: in my testing it was 10-40% faster than earlier samples with UIGraphicsBeginImageContext (Swift 4 / Xcode 9):

extension UIImage {
        func renderResizedImage (newWidth: CGFloat) -> UIImage {
            let scale = newWidth / self.size.width
            let newHeight = self.size.height * scale
            let newSize = CGSize(width: newWidth, height: newHeight)
            
            let renderer = UIGraphicsImageRenderer(size: newSize)
            
            let image = renderer.image { (context) in
                self.draw(in: CGRect(origin: CGPoint(x: 0, y: 0), size: newSize))
            }
            return image
        }
    }

Solution 7 - Ios

This function will return an image with width you specified:

func scaleImage(image: UIImage, maximumWidth: CGFloat) -> UIImage {
    let rect: CGRect = CGRectMake(0, 0, image.size.width, image.size.height)
    let cgImage: CGImageRef = CGImageCreateWithImageInRect(image.CGImage!, rect)!
    return UIImage(CGImage: cgImage, scale: image.size.width / maximumWidth, orientation: image.imageOrientation)
}

Swift 3.0

func scaledImage(_ image: UIImage, maximumWidth: CGFloat) -> UIImage {
    let rect: CGRect = CGRect(x: 0, y: 0, width: image.size.width, height: image.size.height)
    let cgImage: CGImage = image.cgImage!.cropping(to: rect)!
    return UIImage(cgImage: cgImage, scale: image.size.width / maximumWidth, orientation: image.imageOrientation)
}

Solution 8 - Ios

This code works excellently on square image and won't lose the quality

extension UIImage {

func resize(targetSize: CGSize) -> UIImage {
    return UIGraphicsImageRenderer(size:targetSize).image { _ in
        self.draw(in: CGRect(origin: .zero, size: targetSize))
    }
}

}

Answer From: https://stackoverflow.com/questions/32612760/resize-image-without-losing-quality

Solution 9 - Ios

Further improving on @rommex's answer using a maximum size, in Swift 4.2:

private extension UIImage {
    func scaled(to maxSize: CGFloat) -> UIImage? {
        let aspectRatio: CGFloat = min(maxSize / size.width, maxSize / size.height)
        let newSize = CGSize(width: size.width * aspectRatio, height: size.height * aspectRatio)
        let renderer = UIGraphicsImageRenderer(size: newSize)
        return renderer.image { context in
            draw(in: CGRect(origin: CGPoint(x: 0, y: 0), size: newSize))
        }
    }
}

Solution 10 - Ios

func getScaledDimension(width: CGFloat, height: CGFloat,new_width: CGFloat, new_height: CGFloat)->CGPoint {
        
        let widthAspect =  (width / new_width)
        let heightAspect = (height / new_height)
        if widthAspect == 0 || heightAspect == 0 {
            return CGPoint(x: width, y: height)
        }
        var width1 : CGFloat = 0
        var height1 : CGFloat =  0
        if widthAspect > heightAspect {
            width1 = (width) / heightAspect
            height1 = (height) / heightAspect
        } else {
            width1 = (width) / widthAspect
            height1 = (height) / widthAspect
        }
        
        return CGPoint(x: width1, y: height1 )
    }
    
    
    
    func ResizeImage(image: UIImage, targetSize: CGSize) -> UIImage {
        
        let rect = CGRectMake(0, 0, targetSize.width, targetSize.height)
        
        UIGraphicsBeginImageContextWithOptions(targetSize, false, 1.0)
        image.drawInRect(rect)
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        
        return newImage
    }


 let imagesize =  getScaledDimension(image.size.width, height: image.size.height , new_width: Width, new_height: Hieght)
        
        print("Image Size Scaled Dimension -> H:\(imagesize.x) W:\(imagesize.y)")
        
        let newImage = ResizeImage(image, targetSize: CGSizeMake(imagesize.x,imagesize.y))
        print("Resize Image Size -> H\(newImage.size.height) W\(newImage.size.width) ")

Solution 11 - Ios

If you are using kingfisher lib for loading images in you project and want to resize it here is the way:

  • Xcode 8
  • Swift 3x

    let imageUrl = URL(string: "your image url")
     //Size refer to the size which you want to resize your original image
     let size = CGSize(width: 60, height: 60)
     let processImage = ResizingImageProcessor(targetSize: size, contentMode: .aspectFit)
     cell.courseTitleImage.kf.setImage(with: imageUrl! , placeholder: UIImage(named: "placeholder"), options: [.transition(ImageTransition.fade(1)), .processor(processImage)], progressBlock: nil, completionHandler: nil)
    

    OR

    Resize Local Image:- you can refer to the answer of @Christoph R

  • Solution 12 - Ios

    This is a continuation to @Christoph R 's answer posted for Swift 3.0. This code works for Swift 5.0.1.

    static func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage {
        
        let scale = newWidth / image.size.width
        let newHeight = image.size.height * scale
        UIGraphicsBeginImageContext(CGSize(width: newWidth, height: newHeight))
        image.draw(in: CGRect(x: 0, y: 0, width: newWidth, height: newHeight))
        let newImage = UIGraphicsGetImageFromCurrentImageContext()
        UIGraphicsEndImageContext()
        
        return newImage!
    }
    

    at callers site

    TaskUtilties.resizeImage(image: rawImage!, newWidth: CGFloat(50))
    

    Solution 13 - Ios

    Reduce image size by 1024, you can always convert according server capacity

    func resizeImage(image: UIImage) -> UIImage {
            
            if image.size.height >= 1024 && image.size.width >= 1024 {
                
                UIGraphicsBeginImageContext(CGSize(width:1024, height:1024))
                image.draw(in: CGRect(x:0, y:0, width:1024, height:1024))
                
                let newImage = UIGraphicsGetImageFromCurrentImageContext()
                UIGraphicsEndImageContext()
                
                return newImage!
                
            }
            else if image.size.height >= 1024 && image.size.width < 1024
            {
                
                UIGraphicsBeginImageContext(CGSize(width:image.size.width, height:1024))
                image.draw(in: CGRect(x:0, y:0, width:image.size.width, height:1024))
                
                let newImage = UIGraphicsGetImageFromCurrentImageContext()
                UIGraphicsEndImageContext()
                
                return newImage!
                
            }
            else if image.size.width >= 1024 && image.size.height < 1024
            {
                
                UIGraphicsBeginImageContext(CGSize(width:1024, height:image.size.height))
                image.draw(in: CGRect(x:0, y:0, width:1024, height:image.size.height))
                
                let newImage = UIGraphicsGetImageFromCurrentImageContext()
                UIGraphicsEndImageContext()
                
                return newImage!
                
            }
            else
            {
                return image
            }
      
        }
    

    Attributions

    All content for this solution is sourced from the original question on Stackoverflow.

    The content on this page is licensed under the Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.

    Content TypeOriginal AuthorOriginal Content on Stackoverflow
    Questionswift_danView Question on Stackoverflow
    Solution 1 - Iosswift_danView Answer on Stackoverflow
    Solution 2 - IosChristoph RView Answer on Stackoverflow
    Solution 3 - IosTravis M.View Answer on Stackoverflow
    Solution 4 - IosFarukView Answer on Stackoverflow
    Solution 5 - Iosabhimanyu jindalView Answer on Stackoverflow
    Solution 6 - IosrommexView Answer on Stackoverflow
    Solution 7 - IosRashidView Answer on Stackoverflow
    Solution 8 - IosninahadiView Answer on Stackoverflow
    Solution 9 - IosBalázs VinczeView Answer on Stackoverflow
    Solution 10 - IosMohammad RazipourView Answer on Stackoverflow
    Solution 11 - IosAbdul KarimView Answer on Stackoverflow
    Solution 12 - Iosvikas kumarView Answer on Stackoverflow
    Solution 13 - IosUrvish ModiView Answer on Stackoverflow