Library to convert pdf to image - java

I have an Android application and I want to show up a PDF into it (without external applications). The only solution that I thought is to convert the pages of the PDF to images. Someone has experience with that issue? which library do you recommend me?
I tested the next libraries, but I have had troubles:
1) PdfRenderer library does not work with modern PDF
2) jPDFImages not work in Android (works in java desktop application)
Sorry for my English

I'm expanding on the accpeted answer and providing a complete solution.
Using this library: android-pdfview and the following code, you can reliably convert the PDF pages into images (JPG, PNG):
DecodeServiceBase decodeService = new DecodeServiceBase(new PdfContext());
decodeService.setContentResolver(mContext.getContentResolver());
// a bit long running
decodeService.open(Uri.fromFile(pdf));
int pageCount = decodeService.getPageCount();
for (int i = 0; i < pageCount; i++) {
PdfPage page = decodeService.getPage(i);
RectF rectF = new RectF(0, 0, 1, 1);
// do a fit center to 1920x1080
double scaleBy = Math.min(AndroidUtils.PHOTO_WIDTH_PIXELS / (double) page.getWidth(), //
AndroidUtils.PHOTO_HEIGHT_PIXELS / (double) page.getHeight());
int with = (int) (page.getWidth() * scaleBy);
int height = (int) (page.getHeight() * scaleBy);
// you can change these values as you to zoom in/out
// and even distort (scale without maintaining the aspect ratio)
// the resulting images
// Long running
Bitmap bitmap = page.renderBitmap(with, height, rectF);
try {
File outputFile = new File(mOutputDir, System.currentTimeMillis() + FileUtils.DOT_JPEG);
FileOutputStream outputStream = new FileOutputStream(outputFile);
// a bit long running
bitmap.compress(Bitmap.CompressFormat.JPEG, 100, outputStream);
outputStream.close();
} catch (IOException e) {
LogWrapper.fatalError(e);
}
}
You should do this work in the background i.e. by using an AsyncTask or something similar as quite a few methods take computation or IO time (I have marked them in comments).

You can use MuPDF. Here is a link that describes how to build MuPDF for android: http://mupdf.com/docs/how-to-build-mupdf-for-android

I recommend use this library, android-pdfview

Related

PDFBox renderImage produces incorrect image dimensions at specified scale

I am using the very useful PDFBox to build a simple pdf stamping GUI.
I noticed a serious issue with a particular document however.
When I specify a particular scale factor for the rendering, the expected output image size is different.
What is worse? the scaling factor used for the resultant image along the horizontal axis is different from that along the vertical axis.
Here is the code I used:
/**
* #param pdfPath The path to the pdf document
* #param page The pdf page number(is zero based)
*/
public BufferedImage loadPdfImage(String pdfPath, int page) {
File file = new File(pdfPath);
try (PDDocument doc = PDDocument.load(file)) {
pageCount = doc.getNumberOfPages();
PDPage pDPage = doc.getPage(page);
float w = pDPage.getCropBox().getWidth();
float h = pDPage.getCropBox().getHeight();
System.out.println("Pdf opening: width: "+w+", height: "+h);
PDFRenderer renderer = new PDFRenderer(doc);
float dpiRatio = 1.5f;
BufferedImage img = renderer.renderImage(page, dpiRatio);
float dpiXRatio = img.getWidth() / w;
float dpiYRatio = img.getHeight()/ h;
System.out.println("dpiXRatio: "+dpiXRatio+", dpiYRatio: "+dpiYRatio);
return img;
} catch (IOException ex) {
System.out.println( "invalid pdf found. Please check");
}
return null;
}
The code above loads most pdf documents that I have tried it on and converts given pages within them to BufferedImage objects.
For the said document however, it seems to be unable to render the converted image at the supplied scale-factor.
Is there anything wrong with my code? or is it a known bug?
Thanks.
EDIT
I am using PDFBOX v2.0.15
And the page has no rotation.
The error was mine; for the most part.
I had used the MediaBox to compute the scale factors and unfortunately the MediaBox and CropBox of the pdf file in question were not the same.
For example:
cropbox-rect: [8.50394,34.0157,586.496,807.984]
mediabox-rect: [0.0,0.0,595.0,842.0]
After making corrections for these, the scale-factors matched better along both axes, save for the errors due to the fact that the image sizes are integer numbers.
This is negligible enough for me to neglect, though.
When stamping, all I had to do was to make the necessary corrections for the cropbox. For example to draw the image(stamp) at P(x,y), I would do:
x += cropBox.getLowerLeftX();
y += cropBox.getLowerLeftY();
before calling the draw image functionality.
It all came out fine!

Writing javafx.scene.image.Image to file?

How would I go about writing a javafx.scene.image.Image image to a file. I know you can use ImageIO on BufferedImages but is there any way to do it with a javafx Image?
Just convert it to a BufferedImage first, using javafx.embed.swing.SwingFXUtils:
Image image = ... ; // javafx.scene.image.Image
String format = ... ;
File file = ... ;
ImageIO.write(SwingFXUtils.fromFXImage(image, null), format, file);
Almost 3 years later and I now have the knowledge to do and answer this. Yes the original answer was also valid but it involved first converting the image to a BufferedImage and I ideally wanted to avoid swing entirely. While this does output the raw RGBA version of the image that's good enough for what I needed to do. I actually could just use raw BGRA since I was writing the software to open the result but since gimp can't open that I figure I'd convert it to RGBA.
Image img = new Image("file:test.png");
int width = (int) img.getWidth();
int height = (int) img.getHeight();
PixelReader reader = img.getPixelReader();
byte[] buffer = new byte[width * height * 4];
WritablePixelFormat<ByteBuffer> format = PixelFormat.getByteBgraInstance();
reader.getPixels(0, 0, width, height, format, buffer, 0, width * 4);
try {
BufferedOutputStream out = new BufferedOutputStream(new FileOutputStream("test.data"));
for(int count = 0; count < buffer.length; count += 4) {
out.write(buffer[count + 2]);
out.write(buffer[count + 1]);
out.write(buffer[count]);
out.write(buffer[count + 3]);
}
out.flush();
out.close();
} catch(IOException e) {
e.printStackTrace();
}
JavaFX has no built-in method to do this.
To solve this problem, I implemented a very small (< 20KiB) library for writing PNG files: https://github.com/Glavo/SimplePNG
Usage:
Image img = new Image("path-to-image.jpg");
try (PNGWriter writer = new PNGWriter(Files.newOutputStream(Path.of("output.png")))) {
writer.write(PNGJavaFXUtils.asArgbImage(img));
}
// Or you can use the shortcut:
// PNGJavaFXUtils.writeImage(img, Path.of("output.png"));
It has no dependencies and can work on the JRE that only have java.base.
I avoid the dependence on Java AWT (java.desktop) through it.

Bitmap Memory Error Android

I am making an Android game, but when I load my Bitmaps, I get a memory error. I know that this is caused by a very large Bitmap (it's the game background), but I don't know how I could keep from getting a "Bitmap size extends VM Budget" error. I can't rescale the Bitmap to make it smaller because I can't make the background smaller. Any suggestions?
Oh yeah, and here's the code that causes the error:
space = BitmapFactory.decodeResource(context.getResources(),
R.drawable.background);
space = Bitmap.createScaledBitmap(space,
(int) (space.getWidth() * widthRatio),
(int) (space.getHeight() * heightRatio), false);
You're going to have to sample down the image. You can't "scale" it down smaller than the screen obviously, but for small screens etc it doesn't have to be as high resolution as it is for big screens.
Long story short you have to use the inSampleSize option to downsample. It should actually be pretty easy if the image fits the screen:
final WindowManager wm = (WindowManager) context.getSystemService(Context.WINDOW_SERVICE);
final Display display = wm.getDefaultDisplay();
final int dimension = Math.max(display.getHeight(), display.getWidth());
final Options opt = new BitmapFactory.Options();
opt.inJustDecodeBounds = true;
InputStream bitmapStream = /* input stream for bitmap */;
BitmapFactory.decodeStream(bitmapStream, null, opt);
try
{
bitmapStream.close();
}
catch (final IOException e)
{
// ignore
}
final int imageHeight = opt.outHeight;
final int imageWidth = opt.outWidth;
int exactSampleSize = 1;
if (imageHeight > dimension || imageWidth > dimension)
{
if (imageWidth > imageHeight)
{
exactSampleSize = Math.round((float) imageHeight / (float) dimension);
}
else
{
exactSampleSize = Math.round((float) imageWidth / (float) dimension);
}
}
opt.inSampleSize = exactSampleSize; // if you find a nearest power of 2, the sampling will be more efficient... on the other hand math is hard.
opt.inJustDecodeBounds = false;
bitmapStream = /* new input stream for bitmap, make sure not to re-use the stream from above or this won't work */;
final Bitmap img = BitmapFactory.decodeStream(bitmapStream, null, opt);
/* Now go clean up your open streams... : ) */
Hope that helps.
This may help you: http://developer.android.com/training/displaying-bitmaps/index.html
From the Android Developer Website, a tutorial on how to efficiently display bitmaps + other stuff. =]
I don't understand why are you using ImageBitmap? for background. If its necessary , its okay. Otherwise please use Layout and set its background because you are using background image.
This is important. (Check Android docs. They have clearly indicated this issue.)
You can do this in following way
Drawable d = getResources().getDrawable(R.drawable.your_background);
backgroundRelativeLayout.setBackgroundDrawable(d);
In most android devices the Intent size equals 16MB. You MUST Follow these instructions Loading Large Bitmap Efficiently

Java: saving image as JPEG skew problem

I am trying to save an image to JPEG. The code below works fine when image width is a multiple of 4, but the image is skewed otherwise. It has something to do with padding. When I was debugging I was able to save the image as a bitmap correctly, by padding each row with 0s. However, this did not work out with the JPEG.
Main point to remember is my image is represented as bgr (blue green red 1 byte each) byte array which I receive from a native call.
byte[] data = captureImage(OpenGLCanvas.getLastFocused().getViewId(), x, y);
if (data.length != 3*x*y)
{
// 3 bytes per pixel
return false;
}
// create buffered image from raw data
DataBufferByte buffer = new DataBufferByte(data, 3*x*y);
ComponentSampleModel csm = new ComponentSampleModel(DataBuffer.TYPE_BYTE, x, y, 3, 3*x, new int[]{0,1,2} );
WritableRaster raster = Raster.createWritableRaster(csm, buffer, new Point(0,0));
BufferedImage buff_image = new BufferedImage(x, y, BufferedImage.TYPE_INT_BGR); // because windows goes the wrong way...
buff_image.setData(raster);
//save the BufferedImage as a jpeg
try
{
File file = new File(file_name);
FileOutputStream out = new FileOutputStream(file);
JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(out);
JPEGEncodeParam param = encoder.getDefaultJPEGEncodeParam(buff_image);
param.setQuality(1.0f, false);
encoder.setJPEGEncodeParam(param);
encoder.encode(buff_image);
out.close();
// or JDK 1.4
// ImageIO.write(image, "JPEG", out);
}
catch (Exception ex)
{
// Write permissions on "file_name"
return false;
}
I also looked on creating the JPEG in C++ but there was even less material on that, but it is still an option.
Any help greatly apprecieated.
Leon
Thanks for your suggestions, but I have managed to work it out.
To capture the image I was using WINGDIAPI HBITMAP WINAPI CreateDIBSection in C++, then OpenGL would draw to that bitmap. Unbeknown to be, there was padding added to the bitmap automatically the width was not a multiple of 4.
Therefore Java was incorrectly interpreting the byte array.
Correct way is to interpret bytes is
byte[] data = captureImage(OpenGLCanvas.getLastFocused().getViewId(), x, y);
int x_padding = x%4;
BufferedImage buff_image = new BufferedImage(x, y, BufferedImage.TYPE_INT_RGB);
int val;
for (int j = 0; j < y; j++)
{
for (int i = 0; i < x; i++)
{
val = ( data[(i + j*x)*3 + j*x_padding + 2]& 0xff) +
((data[(i + j*x)*3 + j*x_padding + 1]& 0xff) << 8) +
((data[(i + j*x)*3 + j*x_padding + 0]& 0xff) << 16);
buff_image.setRGB(i, j, val);
}
}
//save the BufferedImage as a jpeg
try
{
File file = new File(file_name);
FileOutputStream out = new FileOutputStream(file);
JPEGImageEncoder encoder = JPEGCodec.createJPEGEncoder(out);
JPEGEncodeParam param = encoder.getDefaultJPEGEncodeParam(buff_image);
param.setQuality(1.0f, false);
encoder.setJPEGEncodeParam(param);
encoder.encode(buff_image);
out.close();
}
The JPEG standard is extremely complex. I am thinking it may be an issue with padding the output of the DCT somehow. The DCT is done to transform the content from YCrCb 4:2:2 to signal space with one DCT for each channel, Y,Cr, and Cb. The DCT is done on a "Macroblock" or "minimum coded block" depending on your context. JPEG usually has 8x8 macroblocks. When on the edge and there are not enough pixel it clamps the edge value and "drags it across" and does a DCT on that.
I am not sure if this helps, but it sounds like a non standard conforming file. I suggest you use JPEGSnoop to find out more. There are also several explanations about how JPEG compression works.
One possibility is that the sample rate may be encoded incorrectly. It might be something exotic such as 4:2:1 So you might be pulling twice as many X samples as there really are, thus distorting the image.
it is an image I capture from the screen
Maybe the Screen Image class will be easier to use.

Lossless JPEG Rotate (90/180/270 degrees) in Java?

Is there a Java library for rotating JPEG files in increments of 90 degrees, without incurring image degradation?
I found this: http://mediachest.sourceforge.net/mediautil/
API: http://mediachest.sourceforge.net/mediautil/javadocs/mediautil/image/jpeg/LLJTran.html
Building on Henry's answer, here's an example of how to use MediaUtil to perform lossless JPEG rotation based on the EXIF data:
try {
// Read image EXIF data
LLJTran llj = new LLJTran(imageFile);
llj.read(LLJTran.READ_INFO, true);
AbstractImageInfo<?> imageInfo = llj.getImageInfo();
if (!(imageInfo instanceof Exif))
throw new Exception("Image has no EXIF data");
// Determine the orientation
Exif exif = (Exif) imageInfo;
int orientation = 1;
Entry orientationTag = exif.getTagValue(Exif.ORIENTATION, true);
if (orientationTag != null)
orientation = (Integer) orientationTag.getValue(0);
// Determine required transform operation
int operation = 0;
if (orientation > 0
&& orientation < Exif.opToCorrectOrientation.length)
operation = Exif.opToCorrectOrientation[orientation];
if (operation == 0)
throw new Exception("Image orientation is already correct");
OutputStream output = null;
try {
// Transform image
llj.read(LLJTran.READ_ALL, true);
llj.transform(operation, LLJTran.OPT_DEFAULTS
| LLJTran.OPT_XFORM_ORIENTATION);
// Overwrite original file
output = new BufferedOutputStream(new FileOutputStream(imageFile));
llj.save(output, LLJTran.OPT_WRITE_ALL);
} finally {
IOUtils.closeQuietly(output);
llj.freeMemory();
}
} catch (Exception e) {
// Unable to rotate image based on EXIF data
...
}
Regarding the issue of EXIF data not necessarily being handled correctly, since EXIF data is irrelevant in many situations, here's example code demonstrating only the LLJTran lossless JPEG rotation feature (with thanks to user113215):
final File SrcJPEG = new File("my-input.jpg");
final File DestJPEG = new File("my-output.jpg");
final FileInputStream In = new FileInputStream(SrcJPEG);
try {
final LLJTran LLJT = new LLJTran(In);
LLJT.read(LLJTran.READ_ALL, true);
LLJT.transform(LLJTran.ROT_90);
final FileOutputStream Out = new FileOutputStream(DestJPEG);
try {
LLJT.save(Out, LLJTran.OPT_WRITE_ALL);
} finally {
Out.close();
}
} finally {
In.close();
}
If you make the input and output File objects refer to the same file, you can run this over and over again, and observe that the image does not degrade, no matter how many iterations it is put through.
For Android specifically, I found this fork:
https://github.com/juanitobananas/AndroidMediaUtil
Benefits over upstream:
Gradle/Android Studio project
Compatible with jitpack.io
It might even be usable on normal Java, as the code does not import any Android-specific package (I haven't tried though).
You don't need an external library for this kind of thing, it's all built into SE. The easiest being the rotate() function of the Graphics2D object.
For example:
Image rotatedImage = new BufferedImage(imageToRotate.getHeight(null), imageToRotate.getWidth(null), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = (Graphics2D) rotatedImage.getGraphics();
g2d.rotate(Math.toRadians(90.0));
g2d.drawImage(imageToRotate, 0, -rotatedImage.getWidth(null), null);
g2d.dispose();
no loss!
Or, if you want to be extra careful, just use BufferedImage.getRGB(x,y), and translate it pixel by pixel on to the new image.

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