问题
My main problem is i need to obtain a thumbnail for an ALAsset object.
I tried a lot of solutions and searched stack overflow for days, all the solutions i found are not working for me due to these constraint:
- I can't use the default thumbnail because it's too little;
 - I can't use the fullScreen or fullResolution image because i have a lot of images on screen;
 - I can't use UIImage or UIImageView for resizing because those loads the fullResolution image
 - I can't load the image in memory, i'm working with 20Mpx images;
 - I need to create a 200x200 px version of the original asset to load on screen;
 
this is the last iteration of the code i came with:
#import <AssetsLibrary/ALAsset.h>
#import <ImageIO/ImageIO.h>   
// ...
ALAsset *asset;
// ...
ALAssetRepresentation *assetRepresentation = [asset defaultRepresentation];
NSDictionary *thumbnailOptions = [NSDictionary dictionaryWithObjectsAndKeys:
    (id)kCFBooleanTrue, kCGImageSourceCreateThumbnailWithTransform,
    (id)kCFBooleanTrue, kCGImageSourceCreateThumbnailFromImageAlways,
    (id)[NSNumber numberWithFloat:200], kCGImageSourceThumbnailMaxPixelSize,
    nil];
CGImageRef generatedThumbnail = [assetRepresentation CGImageWithOptions:thumbnailOptions];
UIImage *thumbnailImage = [UIImage imageWithCGImage:generatedThumbnail];
problem is, the resulting CGImageRef is neither transformed by orientation, nor of the specified max pixel size;
I also tried to find a way of resizing using CGImageSource, but:
- the asset url can't be used in the 
CGImageSourceCreateWithURL:; - i can't extract from 
ALAssetorALAssetRepresentationaCGDataProviderRefto use withCGImageSourceCreateWithDataProvider:; CGImageSourceCreateWithData:requires me to store the fullResolution or fullscreen asset in memory in order to work.
Am i missing something?
Is there another way of obtaining a custom thumbnail from ALAsset or ALAssetRepresentation that i'm missing?
Thanks in advance.
回答1:
You can use CGImageSourceCreateThumbnailAtIndex to create a small image from a potentially-large image source. You can load your image from disk using the ALAssetRepresentation's getBytes:fromOffset:length:error: method, and use that to create a CGImageSourceRef.
Then you just need to pass the kCGImageSourceThumbnailMaxPixelSize and kCGImageSourceCreateThumbnailFromImageAlways options to CGImageSourceCreateThumbnailAtIndex with the image source you've created, and it will create a smaller version for you without loading the huge version into memory.
I've written a blog post and gist with this technique fleshed out in full.
回答2:
There is a problem with this approach mentioned by Jesse Rusak. Your app will be crashed with the following stack if asset is too large:
0   CoreGraphics              0x2f602f1c x_malloc + 16
1   libsystem_malloc.dylib    0x39fadd63 malloc + 52
2   CoreGraphics              0x2f62413f CGDataProviderCopyData + 178
3   ImageIO                   0x302e27b7 CGImageReadCreateWithProvider + 156
4   ImageIO                   0x302e2699 CGImageSourceCreateWithDataProvider + 180
...
Link Register Analysis:
Symbol: malloc + 52
Description: We have determined that the link register (lr) is very likely to contain the return address of frame #0's calling function, and have inserted it into the crashing thread's backtrace as frame #1 to aid in analysis. This determination was made by applying a heuristic to determine whether the crashing function was likely to have created a new stack frame at the time of the crash.
Type: 1
It is very easy to simulate the crash. Let's read data from ALAssetRepresentation in getAssetBytesCallback with a small chunks. The particular size of the chunk is not important. The only thing which matters is calling callback about 20 times.
static size_t getAssetBytesCallback(void *info, void *buffer, off_t position, size_t count) {
    static int i = 0; ++i;
    ALAssetRepresentation *rep = (__bridge id)info;
    NSError *error = nil;
    NSLog(@"%d: off:%lld len:%zu", i, position, count);
    const size_t countRead = [rep getBytes:(uint8_t *)buffer fromOffset:position length:128 error:&error];
    return countRead;
}
Here are tail lines of the log
2014-03-21 11:21:14.250 MRCloudApp[3461:1303] 20: off:2432 len:2156064
MRCloudApp(3461,0x701000) malloc: *** mach_vm_map(size=217636864) failed (error code=3)
*** error: can't allocate region
*** set a breakpoint in malloc_error_break to debug
I introduced a counter to prevent this crash. You can see my fix below:
typedef struct {
    void *assetRepresentation;
    int decodingIterationCount;
} ThumbnailDecodingContext;
static const int kThumbnailDecodingContextMaxIterationCount = 16;
static size_t getAssetBytesCallback(void *info, void *buffer, off_t position, size_t count) {
    ThumbnailDecodingContext *decodingContext = (ThumbnailDecodingContext *)info;
    ALAssetRepresentation *assetRepresentation = (__bridge ALAssetRepresentation *)decodingContext->assetRepresentation;
    if (decodingContext->decodingIterationCount == kThumbnailDecodingContextMaxIterationCount) {
        NSLog(@"WARNING: Image %@ is too large for thumbnail extraction.", [assetRepresentation url]);
        return 0;
    }
    ++decodingContext->decodingIterationCount;
    NSError *error = nil;
    size_t countRead = [assetRepresentation getBytes:(uint8_t *)buffer fromOffset:position length:count error:&error];
    if (countRead == 0 || error != nil) {
        NSLog(@"ERROR: Failed to decode image %@: %@", [assetRepresentation url], error);
        return 0;
    }
    return countRead;
}
- (UIImage *)thumbnailForAsset:(ALAsset *)asset maxPixelSize:(CGFloat)size {
    NSParameterAssert(asset);
    NSParameterAssert(size > 0);
    ALAssetRepresentation *representation = [asset defaultRepresentation];
    if (!representation) {
        return nil;
    }
    CGDataProviderDirectCallbacks callbacks = {
        .version = 0,
        .getBytePointer = NULL,
        .releaseBytePointer = NULL,
        .getBytesAtPosition = getAssetBytesCallback,
        .releaseInfo = NULL
    };
    ThumbnailDecodingContext decodingContext = {
        .assetRepresentation = (__bridge void *)representation,
        .decodingIterationCount = 0
    };
    CGDataProviderRef provider = CGDataProviderCreateDirect((void *)&decodingContext, [representation size], &callbacks);
    NSParameterAssert(provider);
    if (!provider) {
        return nil;
    }
    CGImageSourceRef source = CGImageSourceCreateWithDataProvider(provider, NULL);
    NSParameterAssert(source);
    if (!source) {
        CGDataProviderRelease(provider);
        return nil;
    }
    CGImageRef imageRef = CGImageSourceCreateThumbnailAtIndex(source, 0, (__bridge CFDictionaryRef) @{(NSString *)kCGImageSourceCreateThumbnailFromImageAlways : @YES,
                                                                                                      (NSString *)kCGImageSourceThumbnailMaxPixelSize          : [NSNumber numberWithFloat:size],
                                                                                                      (NSString *)kCGImageSourceCreateThumbnailWithTransform   : @YES});
    UIImage *image = nil;
    if (imageRef) {
        image = [UIImage imageWithCGImage:imageRef];
        CGImageRelease(imageRef);
    }
    CFRelease(source);
    CGDataProviderRelease(provider);
    return image;
}
    来源:https://stackoverflow.com/questions/11765340/generating-custom-thumbnail-from-alassetrepresentation