Nodejs - How To Add Image Data From File Into Canvas
Solution 1:
I apologize if I'm wrong here, but it looks like you've found this code somewhere and tried to use it without actually understanding what's happening under the covers. Even if you were to fix the Image is not defined error, there are many others.
I have the fixed code at the end of this post, but I'd recommend thinking more deeply about these issues in the code from your question:
What is
Image
? Where does it come from? You've importedhttp
,fs
, andCanvas
, so those things are obviously defined. However,Image
hase not been defined anywhere and it is not a built-in.As it turns out,
Image
is from the node-canvas module, which you've imported withCanvas = require('canvas')
. This means thatImage
is available asCanvas.Image
.It's important to understand that this is because of the imports you've setup. You could just have easily have done
abc = require('canvas')
, and thenImage
would be available asabc.Image
.What is
ctx
? Where is that coming from?Again, this is another variable that just hasn't been defined anywhere. Unlike
Image
, it isn't available asCanvas.ctx
. It's just a random variable name that doesn't correspond to anything at this point, so trying to calldrawImage
on it is going to throw an exception.What about
canvas
(lowercase)? What is that?You are using
canvas.toDataURL
, but there is no variable calledcanvas
anywhere. What are you expecting this piece of code to do? Right now it's just going to throw an exception saying that canvas is undefined.
I'd recommend reading documentation more closely and looking more closely at any example code you copy into your own applications in the future.
Here is the fixed code, with some comments to explain my changes. I figured this out by taking a quick look at the documentation at https://github.com/learnboost/node-canvas.
var http = require('http'), fs = require('fs'),
Canvas = require('canvas');
http.createServer(function (req, res) {
fs.readFile(__dirname + '/image.jpg', function(err, data) {
if (err) throw err;
var img = newCanvas.Image; // Create a new Image
img.src = data;
// Initialiaze a new Canvas with the same dimensions// as the image, and get a 2D drawing context for it.var canvas = newCanvas(img.width, img.height);
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, img.width / 4, img.height / 4);
res.write('<html><body>');
res.write('<img src="' + canvas.toDataURL() + '" />');
res.write('</body></html>');
res.end();
});
}).listen(8124, "127.0.0.1");
console.log('Server running at http://127.0.0.1:8124/');
Solution 2:
node-canvas now has a helper function, loadImage
, that returns a Promise resolving to a loaded Image
object. This prevents having to mess around with onload
handlers like in the accepted answer.
const http = require('http');
const fs = require('fs');
constCanvas = require('canvas');
http.createServer(function (req, res) {
fs.readFile(__dirname + '/image.jpg', asyncfunction(err, data) {
if (err) throw err;
const img = awaitCanvas.loadImage(data);
const canvas = newCanvas(img.width, img.height);
const ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, img.width / 4, img.height / 4);
res.write('<html><body>');
res.write('<img src="' + canvas.toDataURL() + '" />');
res.write('</body></html>');
res.end();
});
}).listen(8124, "127.0.0.1");
console.log('Server running at http://127.0.0.1:8124/');
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