更多图片处理方法见图片组件 BBWebImage
##iOS 图片压缩方法
两种图片压缩方法
两种压缩图片的方法:压缩图片质量(Quality),压缩图片尺寸(Size)。
1.压缩图片质量
NSData *data = UIImageJPEGRepresentation(image, compression);
UIImage *resultImage = [UIImage imageWithData:data];
通过 UIImage 和 NSData 的相互转化,减小 JPEG 图片的质量来压缩图片。UIImageJPEGRepresentation:: 第二个参数 compression 取值 0.0~1.0,值越小表示图片质量越低,图片文件自然越小。
压缩图片尺寸
UIGraphicsBeginImageContext(size);
[image drawInRect:CGRectMake(0, 0, size.width, size.height)];
resultImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
给定所需的图片尺寸 size,resultImage 即为原图 image 绘制为 size 大小的图片。
压缩图片使图片文件小于指定大小
如果对图片清晰度要求不高,要求图片的上传、下载速度快的话,上传图片前需要压缩图片。压缩到什么程度要看具体情况,但一般会设定一个图片文件最大值,例如 100 KB。可以用上诉两种方法来压缩图片。假设图片转化来的 NSData 对象为 data,通过data.length即可得到图片的字节大小。
压缩图片质量
比较容易想到的方法是,通过循环来逐渐减小图片质量,直到图片稍小于指定大小(maxLength)。
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| + (UIImage *)compressImageQuality:(UIImage *)image toByte:(NSInteger)maxLength { CGFloat compression = 1; NSData *data = UIImageJPEGRepresentation(image, compression); while (data.length > maxLength && compression > 0) { compression -= 0.02; data = UIImageJPEGRepresentation(image, compression); // When compression less than a value, this code dose not work } UIImage *resultImage = [UIImage imageWithData:data]; return resultImage; }
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这样循环次数多,效率低,耗时长。
可以通过二分法来优化。
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| + (UIImage *)compressImageQuality:(UIImage *)image toByte:(NSInteger)maxLength { CGFloat compression = 1; NSData *data = UIImageJPEGRepresentation(image, compression); if (data.length < maxLength) return image; CGFloat max = 1; CGFloat min = 0; for (int i = 0; i < 6; ++i) { compression = (max + min) / 2; data = UIImageJPEGRepresentation(image, compression); if (data.length < maxLength * 0.9) { min = compression; } else if (data.length > maxLength) { max = compression; } else { break; } } UIImage *resultImage = [UIImage imageWithData:data]; return resultImage; }
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func compressImageQuality(_ image: UIImage, toByte maxLength: Int) -> UIImage {1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
| var compression: CGFloat = 1 guard var data = UIImageJPEGRepresentation(image, compression), data.count > maxLength else { return image } var max: CGFloat = 1 var min: CGFloat = 0 for _ in 0..<6 { compression = (max + min) / 2 data = UIImageJPEGRepresentation(image, compression)! if CGFloat(data.count) < CGFloat(maxLength) * 0.9 { min = compression } else if data.count > maxLength { max = compression } else { break } } return UIImage(data: data)! }
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当图片大小小于 maxLength,大于 maxLength * 0.9 时,不再继续压缩。最多压缩 6 次,1/(2^6) = 0.015625 < 0.02,也能达到每次循环 compression 减小 0.02 的效果。这样的压缩次数比循环减小 compression 少,耗时短。需要注意的是,当图片质量低于一定程度时,继续压缩没有效果。也就是说,compression 继续减小,data 也不再继续减小。压缩图片质量的优点在于,尽可能保留图片清晰度,图片不会明显模糊;缺点在于,不能保证图片压缩后小于指定大小。
压缩图片尺寸
与之前类似,比较容易想到的方法是,通过循环逐渐减小图片尺寸,直到图片稍小于指定大小(maxLength)。具体代码省略。同样的问题是循环次数多,效率低,耗时长。可以用二分法来提高效率,具体代码省略。这里介绍另外一种方法,比二分法更好,压缩次数少,而且可以使图片压缩后刚好小于指定大小(不只是 < maxLength, > maxLength * 0.9)。
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| + (UIImage *)compressImageSize:(UIImage *)image toByte:(NSUInteger)maxLength { UIImage *resultImage = image; NSData *data = UIImageJPEGRepresentation(resultImage, 1); NSUInteger lastDataLength = 0; while (data.length > maxLength && data.length != lastDataLength) { lastDataLength = data.length; CGFloat ratio = (CGFloat)maxLength / data.length; CGSize size = CGSizeMake((NSUInteger)(resultImage.size.width * sqrtf(ratio)), (NSUInteger)(resultImage.size.height * sqrtf(ratio))); // Use NSUInteger to prevent white blank UIGraphicsBeginImageContext(size); // Use image to draw (drawInRect:), image is larger but more compression time // Use result image to draw, image is smaller but less compression time [resultImage drawInRect:CGRectMake(0, 0, size.width, size.height)]; resultImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); data = UIImageJPEGRepresentation(resultImage, 1); } return resultImage; }
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| static func compressImageSize(_ image: UIImage, toByte maxLength: Int) -> UIImage { guard var data = UIImageJPEGRepresentation(image, 1) else { return image } var resultImage: UIImage = image var lastDataLength: Int = 0 while data.count > maxLength, data.count != lastDataLength { lastDataLength = data.count let ratio: CGFloat = CGFloat(maxLength) / CGFloat(data.count) let size: CGSize = CGSize(width: Int(resultImage.size.width * sqrt(ratio)), height: Int(resultImage.size.height * sqrt(ratio))) UIGraphicsBeginImageContext(size) resultImage.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height)) resultImage = UIGraphicsGetImageFromCurrentImageContext()! UIGraphicsEndImageContext() data = UIImageJPEGRepresentation(resultImage, 1)! } return resultImage }
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[resultImage drawInRect:CGRectMake(0, 0, size.width, size.height)];
是用新图 resultImage 绘制,也可以用原图 image 来绘制。用原图绘制,压缩后图片更接近指定大小,但是压缩次数较多,耗时较长。一张大小为 6064 KB 的图片,压缩图片尺寸,原图绘制与新图绘制结果如下
| 指定大小(KB) |
原图绘制压缩后大小(KB) |
原图绘制压缩次数 |
新图绘制压缩后大小(KB) |
新图绘制压缩次数 |
| 500 |
498 |
6 |
498 |
3 |
| 300 |
299 |
4 |
296 |
3 |
| 100 |
99 |
5 |
98 |
3 |
| 50 |
49 |
6 |
48 |
3 |
两种绘制方法压缩后大小很接近,与指定大小也很接近,但原图绘制压缩次数可达到新图绘制压缩次数的两倍。建议使用新图绘制,减少压缩次数。压缩后图片明显比压缩质量模糊。
需要注意的是绘制尺寸的代码**CGSize size = CGSizeMake((NSUInteger)(resultImage.size.width * sqrtf(ratio)), (NSUInteger)(resultImage.size.height * sqrtf(ratio)));**,每次绘制的尺寸 size,要把宽 width 和 高 height 转换为整数,防止绘制出的图片有白边。
压缩图片尺寸可以使图片小于指定大小,但会使图片明显模糊(比压缩图片质量模糊)。
两种图片压缩方法结合
如果要保证图片清晰度,建议选择压缩图片质量。如果要使图片一定小于指定大小,压缩图片尺寸可以满足。对于后一种需求,还可以先压缩图片质量,如果已经小于指定大小,就可得到清晰的图片,否则再压缩图片尺寸。
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| + (UIImage *)compressImage:(UIImage *)image toByte:(NSUInteger)maxLength { // Compress by quality CGFloat compression = 1; NSData *data = UIImageJPEGRepresentation(image, compression); if (data.length < maxLength) return image; CGFloat max = 1; CGFloat min = 0; for (int i = 0; i < 6; ++i) { compression = (max + min) / 2; data = UIImageJPEGRepresentation(image, compression); if (data.length < maxLength * 0.9) { min = compression; } else if (data.length > maxLength) { max = compression; } else { break; } } UIImage *resultImage = [UIImage imageWithData:data]; if (data.length < maxLength) return resultImage; // Compress by size NSUInteger lastDataLength = 0; while (data.length > maxLength && data.length != lastDataLength) { lastDataLength = data.length; CGFloat ratio = (CGFloat)maxLength / data.length; CGSize size = CGSizeMake((NSUInteger)(resultImage.size.width * sqrtf(ratio)), (NSUInteger)(resultImage.size.height * sqrtf(ratio))); // Use NSUInteger to prevent white blank UIGraphicsBeginImageContext(size); [resultImage drawInRect:CGRectMake(0, 0, size.width, size.height)]; resultImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); data = UIImageJPEGRepresentation(resultImage, compression); } return resultImage; }
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| static func compressImage(_ image: UIImage, toByte maxLength: Int) -> UIImage { var compression: CGFloat = 1 guard var data = UIImageJPEGRepresentation(image, compression), data.count > maxLength else { return image } // Compress by size var max: CGFloat = 1 var min: CGFloat = 0 for _ in 0..<6 { compression = (max + min) / 2 data = UIImageJPEGRepresentation(image, compression)! if CGFloat(data.count) < CGFloat(maxLength) * 0.9 { min = compression } else if data.count > maxLength { max = compression } else { break } } var resultImage: UIImage = UIImage(data: data)! if data.count < maxLength { return resultImage } // Compress by size var lastDataLength: Int = 0 while data.count > maxLength, data.count != lastDataLength { lastDataLength = data.count let ratio: CGFloat = CGFloat(maxLength) / CGFloat(data.count) let size: CGSize = CGSize(width: Int(resultImage.size.width * sqrt(ratio)), height: Int(resultImage.size.height * sqrt(ratio))) UIGraphicsBeginImageContext(size) resultImage.draw(in: CGRect(x: 0, y: 0, width: size.width, height: size.height)) resultImage = UIGraphicsGetImageFromCurrentImageContext()! UIGraphicsEndImageContext() data = UIImageJPEGRepresentation(resultImage, compression)! } return resultImage }
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