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How can I convert an image into Base64 string using JavaScript?

I need to convert my image to a Base64 string so that I can send my image to a server.

Is there any JavaScript file for this? Else, how can I convert it?


Y
YakovL

There are multiple approaches you can choose from:

1. Approach: FileReader

Load the image as blob via XMLHttpRequest and use the FileReader API (readAsDataURL()) to convert it to a dataURL:

function toDataURL(url, callback) { var xhr = new XMLHttpRequest(); xhr.onload = function() { var reader = new FileReader(); reader.onloadend = function() { callback(reader.result); } reader.readAsDataURL(xhr.response); }; xhr.open('GET', url); xhr.responseType = 'blob'; xhr.send(); } toDataURL('https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0', function(dataUrl) { console.log('RESULT:', dataUrl) })

This code example could also be implemented using the WHATWG fetch API:

const toDataURL = url => fetch(url) .then(response => response.blob()) .then(blob => new Promise((resolve, reject) => { const reader = new FileReader() reader.onloadend = () => resolve(reader.result) reader.onerror = reject reader.readAsDataURL(blob) })) toDataURL('https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0') .then(dataUrl => { console.log('RESULT:', dataUrl) })

These approaches:

lack in browser support

have better compression

work for other file types as well

Browser Support:

http://caniuse.com/#feat=filereader

http://caniuse.com/#feat=fetch

2. Approach: Canvas

Load the image into an Image-Object, paint it to a nontainted canvas and convert the canvas back to a dataURL.

function toDataURL(src, callback, outputFormat) { var img = new Image(); img.crossOrigin = 'Anonymous'; img.onload = function() { var canvas = document.createElement('CANVAS'); var ctx = canvas.getContext('2d'); var dataURL; canvas.height = this.naturalHeight; canvas.width = this.naturalWidth; ctx.drawImage(this, 0, 0); dataURL = canvas.toDataURL(outputFormat); callback(dataURL); }; img.src = src; if (img.complete || img.complete === undefined) { img.src = "data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///ywAAAAAAQABAAACAUwAOw=="; img.src = src; } } toDataURL( 'https://www.gravatar.com/avatar/d50c83cc0c6523b4d3f6085295c953e0', function(dataUrl) { console.log('RESULT:', dataUrl) } )

In detail

Supported input formats:

image/png, image/jpeg, image/jpg, image/gif, image/bmp, image/tiff, image/x-icon, image/svg+xml, image/webp, image/xxx

Supported output formats:

image/png, image/jpeg, image/webp(chrome)

Browser Support:

http://caniuse.com/#feat=canvas

Internet Explorer 10 (Internet Explorer 10 just works with same origin images)

3. Approach: Images from the local file system

If you want to convert images from the users file system you need to take a different approach. Use the FileReader API:

function encodeImageFileAsURL(element) { var file = element.files[0]; var reader = new FileReader(); reader.onloadend = function() { console.log('RESULT', reader.result) } reader.readAsDataURL(file); }


Not working in chrome for me: Image from origin **** has been blocked from loading by Cross-Origin Resource Sharing policy: No 'Access-Control-Allow-Origin' header is present on the requested resource. Origin 'http://fiddle.jshell.net' is therefore not allowed access.
Just in case this trips anyone else up, this routine includes the "data:image/jpg;base64," header in the string it returns, so you don't need to append that.
Warnin2: something messes with the content. somewhere along the way, there's a chance the data gets corrupted/altered (even though, perhaps not by much), at least that happens for me on firefox 35 on some images, the base64 is different from the base64 that php creates on the same image.
Yes that is right. Some data might get lost since we actually draw the image to a canvas Element (developer.mozilla.org/en-US/docs/Web/API/…) and then convert it to a dataURL (developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/…).
Approach: FileReader (2) works more quickly than approach Canvas. Tested on big photos. Hope it will be helpfull for some one.
P
Peter Mortensen

You can use the HTML5 <canvas> for it:

Create a canvas, load your image into it and then use toDataURL() to get the Base64 representation (actually, it's a data: URL, but it contains the Base64-encoded image).


Does toDataURL give control over the callbacks such as done/fail/always as is the case for xhr?
Can we extract 2 or more canvas as a single PNG?
This approach fails in the case of CORS violation. Apart from that, this solution should address the question.
we all know that converting binary to base64 takes up more data, but using canvas in this way to get base64 can increase it even more if you don't use reader.readAsDataURL since you probably will also loose all image compression when using toDataURL. that's unless you want every image to be converted to a specific format. when you use the canvas you also loose all metadata like: EXIF, rotation, camera, geolocation etc
N
Neithan Max

This snippet can convert your string, image and even video file to Base64 string data.


Not only is it great, this also bypasses the crossdomain origin problem! With this, you can allow users to supply their own images or images from an URL (since Windows will fetch it on its own), draw them on the canvas, and work with them while still being able to use .toDataURL() etc. Thanks a lot!
Hello, how can this be applied to an image loaded from a remote url without facing cross domain issues? Thanks
This works sometimes in Chrome 78.0.3904.97, but other times it crashes the tab.
P
Paul Clark

Basically, if your image is

<img id='Img1' src='someurl'>

then you can convert it like

var c = document.createElement('canvas');
var img = document.getElementById('Img1');
c.height = img.naturalHeight;
c.width = img.naturalWidth;
var ctx = c.getContext('2d');

ctx.drawImage(img, 0, 0, c.width, c.height);
var base64String = c.toDataURL();

Unfortunately this will only work for local images, if you try it useing a remote image (choose one from the web) it writes this to (firefox) console: 'SecurityError: The operation is insecure'.
It may work on other images but depends on the CORS settings of that site and must be specified as <img id='Img1' src='someurl' crossorigin='anonymous'>
On Firefox you can temporarily disable that security. Goto "about:config" and change property "privacy.file_unique_origin" to false
P
Peter Mortensen

Here is what I did:

// Author James Harrington 2014
function base64(file, callback){
  var coolFile = {};
  function readerOnload(e){
    var base64 = btoa(e.target.result);
    coolFile.base64 = base64;
    callback(coolFile)
  };

  var reader = new FileReader();
  reader.onload = readerOnload;

  var file = file[0].files[0];
  coolFile.filetype = file.type;
  coolFile.size = file.size;
  coolFile.filename = file.name;
  reader.readAsBinaryString(file);
}

And here is how you use it

base64( $('input[type="file"]'), function(data){
  console.log(data.base64)
})

what is btoa? :)
a = ASCII and b = Binary stackoverflow.com/questions/33854103/…
J
Jonathan Applebaum

I found that the safest and reliable way to do it is to use FileReader().

Demo: Image to Base64

<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8">
  </head>
  <body>
    <input id="myinput" type="file" onchange="encode();" />
    <div id="dummy">
    </div>
    <div>
      <textarea style="width:100%;height:500px;" id="txt">
      </textarea>
    </div>
    <script>
      function encode() {
        var selectedfile = document.getElementById("myinput").files;
        if (selectedfile.length > 0) {
          var imageFile = selectedfile[0];
          var fileReader = new FileReader();
          fileReader.onload = function(fileLoadedEvent) {
            var srcData = fileLoadedEvent.target.result;
            var newImage = document.createElement('img');
            newImage.src = srcData;
            document.getElementById("dummy").innerHTML = newImage.outerHTML;
            document.getElementById("txt").value = document.getElementById("dummy").innerHTML;
          }
          fileReader.readAsDataURL(imageFile);
        }
      }
    </script>
  </body>
</html>

UPDATE - THE SAME CODE WITH COMMENTS FOR @AnniekJ REQUEST:

<!DOCTYPE html>
<html>
  <head>
    <meta charset="UTF-8">
  </head>
  <body>
    <input id="myinput" type="file" onchange="encode();" />
    <div id="dummy">
    </div>
    <div>
      <textarea style="width:100%;height:500px;" id="txt">
      </textarea>
    </div>
    <script>
      function encode() {
        // Get the file objects that was selected by the user from myinput - a file picker control
        var selectedfile = document.getElementById("myinput").files;
        // Check that the user actually selected file/s from the "file picker" control
        // Note - selectedfile is an array, hence we check it`s length, when length of the array
        // is bigger than 0 than it means the array containes file objects
        if (selectedfile.length > 0) {
          // Set the first file object inside the array to this variable
          // Note: if multiple files are selected we can itterate on all of the selectedfile array  using a for loop - BUT in order to not make this example complicated we only take the first file object that was selected
          var imageFile = selectedfile[0];
          // Set a filereader object to asynchronously read the contents of files (or raw data buffers) stored on the            user's computer, using File or Blob objects to specify the file or data to read. 
          var fileReader = new FileReader();
          // We declare an event of the fileReader class (onload event) and we register an anonimous function that will be executed when the event is raised. it is "trick" we preapare in order for the onload event to be raised after the last line of this code will be executed (fileReader.readAsDataURL(imageFile);) - please read about events in javascript if you are not familiar with "Events" 
          fileReader.onload = function(fileLoadedEvent) {
            // AT THIS STAGE THE EVENT WAS RAISED
            // Here we are getting the file contents - basiccaly the base64 mapping
            var srcData = fileLoadedEvent.target.result;
            // We create an image html element dinamically in order to display the image
            var newImage = document.createElement('img');
            // We set the source of the image we created
            newImage.src = srcData;
            // ANOTHER TRICK TO EXTRACT THE BASE64 STRING
            // We set the outer html of the new image to the div element
            document.getElementById("dummy").innerHTML = newImage.outerHTML;
            // Then we take the inner html of the div and we have the base64 string
            document.getElementById("txt").value = document.getElementById("dummy").innerHTML;
          }
          // This line will raise the fileReader.onload event - note we are passing the file object here as an argument to the function of the event  
          fileReader.readAsDataURL(imageFile);
        }
      }
    </script>
  </body>
</html>

Hi, I was looking for a way to convert images in my Powerpoint AddIn to base64 (because otherwise I can't add them into slides) and found your response. Could you maybe explain to me a bit more what you are doing here? I am fairly new to this so I don't really get the whole FileReader. Just to give some background: I have a string selectedImages, which are .png's, and I want to convert them to base64 files and then be able to add them to a powerpoint slide.
@AnniekJ please see my updated answer with the comment above each line of code
P
Peter Mortensen

If you have a file object, this simple function will work:

function getBase64 (file, callback) {

    const reader = new FileReader();

    reader.addEventListener('load', () => callback(reader.result));

    reader.readAsDataURL(file);
}

Usage example:

getBase64(fileObjectFromInput, function(base64Data){
    console.log("Base64 of file is", base64Data); // Here you can have your code which uses Base64 for its operation, // file to Base64 by oneshubh
});

If I send reader.result in request body to WebAPI, would I be able to consume it using byte[] type on api end?
try reader.readAsArrayBuffer(file) it gives you byte array developer.mozilla.org/en-US/docs/Web/API/FileReader/… if you are using java, the base64 can be converted to byte array there, follow the sample stackoverflow.com/questions/41935207/…
P
Peter Mortensen
uploadProfile(e) {

    let file = e.target.files[0];
    let reader = new FileReader();

    reader.onloadend = function() {
        console.log('RESULT', reader.result)
    }
    reader.readAsDataURL(file);
}

J
Jakub A Suplicki

I ended up using a function that returns a Promise.

const getImg64 = async() => { const convertImgToBase64URL = (url) => { console.log(url) return new Promise((resolve, reject) => { const img = new Image(); img.crossOrigin = 'Anonymous'; img.onload = () => { let canvas = document.createElement('CANVAS') const ctx = canvas.getContext('2d') canvas.height = img.height; canvas.width = img.width; ctx.drawImage(img, 0, 0); const dataURL = canvas.toDataURL(); canvas = null; resolve(dataURL) } img.src = url; }) } //for the demonstration purposes I used proxy server to avoid cross origin error const proxyUrl = 'https://cors-anywhere.herokuapp.com/' const image = await convertImgToBase64URL(proxyUrl+'https://image.shutterstock.com/image-vector/vector-line-icon-hello-wave-260nw-1521867944.jpg') console.log(image) } getImg64()

You can use this approach in any async function. Then you can just await for the converted image and continue with instructions.


I have a similar solution, and it works, thank you!
B
Bhuwan Adhikari

Here is the way you can do with Javascript Promise.

const getBase64 = (file) => new Promise(function (resolve, reject) {
    let reader = new FileReader();
    reader.readAsDataURL(file);
    reader.onload = () => resolve(reader.result)
    reader.onerror = (error) => reject('Error: ', error);
})

Now, use it in event handler.

const _changeImg = (e) => {
        const file = e.target.files[0];
        let encoded;
        getBase64(file)
          .then((result) => {
            encoded = result;
           })
          .catch(e => console.log(e))
    }

if you just want to change image for preview use URL.createObjectURL(file) instead
b
bks

You could use FileAPI, but it's pretty much unsupported.


P
Peter Mortensen

As far as I know, an image can be converted into a Base64 string either by FileReader() or storing it in the canvas element and then use toDataURL() to get the image. I had the similar kind of problem you can refer this.

Convert an image to canvas that is already loaded


P
Peter Mortensen

Try this code:

For a file upload change event, call this function:

$("#fileproof").on('change', function () {
    readImage($(this)).done(function (base64Data) { $('#<%=hfimgbs64.ClientID%>').val(base64Data); });
});

function readImage(inputElement) {
    var deferred = $.Deferred();

    var files = inputElement.get(0).files;

    if (files && files[0]) {
        var fr = new FileReader();
        fr.onload = function (e) {
            deferred.resolve(e.target.result);
        };
        fr.readAsDataURL(files[0]);
    } else {
        deferred.resolve(undefined);
    }

    return deferred.promise();
}

Store Base64 data in hidden filed to use.


Hi Ravi! I see you are relatively new. Unless the original poster specifically asks for a library solution such as jQuery, lodash and so on, it's better for everyone to answer using the bare minimums, in this case, plain javascript. If you still want to contribute with jQuery, please make it abundantly clear in your entry :)
井上智文

document.querySelector('input').onchange = e => { const fr = new FileReader() fr.onloadend = () => document.write(fr.result) fr.readAsDataURL(e.target.files[0]) }


E
Esdras Vitor

In the case you are facing cors origin error, there is a simple proxy called cors-fix that loads the image on server and return it as buffer array.

Therefore, we can use fetch to get the image data and filereader to convert it to dataUrl, as described by @HaNdTriX.

  function toDataUrl(url) {
    fetch(`https://cors-fix.web.app/v1?url=${url}`)
    .then(data => data.blob().then(blob => {
      const reader = new FileReader();

      reader.onloadend = () =>  {
        console.log(reader.result);
      };

      reader.onerror = () => {
        console.log('reader error');
      };

      reader.readAsDataURL(blob);
    }));
  }

C
Chukwu3meka

Needed to leverage reader to convert blob to base64, prefer to use async-await syntax so I chose to extract reader logic into helper like this:

//* Convert resBlob to base64
export const blobToData = (blob: Blob) => {
  return new Promise((resolve) => {
    const reader = new FileReader()
    reader.onloadend = () => resolve(reader.result)
    reader.readAsDataURL(blob)
  })
}

and calling it using await in main code:

//* Convert resBlob to dataUrl and resolve
const resData = await blobToData(resBlob)

P
Peter Mortensen

Well, if you are using Dojo Toolkit, it gives us a direct way to encode or decode into Base64.

Try this:

To encode an array of bytes using dojox.encoding.base64:

var str = dojox.encoding.base64.encode(myByteArray);

To decode a Base64-encoded string:

var bytes = dojox.encoding.base64.decode(str);

@DownVoter - Dear its better to point out error also if you are marking something negative. so that someone can improve. as far as I am understanding dojo in also an JavaScript library then if you are allowed to use dojo, you can definitely use this approach.
V
Vinnie Amir

You can also simply extract base-64 only part of the URL by ding this:

var Base64URL = canvas.toDataURL('image/webp')
var Base64 = Base64URL.split(",")[1] //Returns the base64 part