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    <p>yes ,it happens when you capture image in Portrait orientation of your device and use that image in your application, because the default orientation of image is Landscape in any IOS Device, so you need to change the orientation of image after picking from Gallery to use in your app.</p> <p>I have put code to achieve this</p> <p><strong>Objective-C code</strong></p> <pre><code>- (UIImage *)fixOrientationOfImage:(UIImage *)image { // No-op if the orientation is already correct if (image.imageOrientation == UIImageOrientationUp) return image; // We need to calculate the proper transformation to make the image upright. // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored. CGAffineTransform transform = CGAffineTransformIdentity; switch (image.imageOrientation) { case UIImageOrientationDown: case UIImageOrientationDownMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height); transform = CGAffineTransformRotate(transform, M_PI); break; case UIImageOrientationLeft: case UIImageOrientationLeftMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, 0); transform = CGAffineTransformRotate(transform, M_PI_2); break; case UIImageOrientationRight: case UIImageOrientationRightMirrored: transform = CGAffineTransformTranslate(transform, 0, image.size.height); transform = CGAffineTransformRotate(transform, -M_PI_2); break; case UIImageOrientationUp: case UIImageOrientationUpMirrored: break; } switch (image.imageOrientation) { case UIImageOrientationUpMirrored: case UIImageOrientationDownMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, 0); transform = CGAffineTransformScale(transform, -1, 1); break; case UIImageOrientationLeftMirrored: case UIImageOrientationRightMirrored: transform = CGAffineTransformTranslate(transform, image.size.height, 0); transform = CGAffineTransformScale(transform, -1, 1); break; case UIImageOrientationUp: case UIImageOrientationDown: case UIImageOrientationLeft: case UIImageOrientationRight: break; } // Now we draw the underlying CGImage into a new context, applying the transform // calculated above. CGContextRef ctx = CGBitmapContextCreate(NULL, image.size.width, image.size.height, CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage)); CGContextConcatCTM(ctx, transform); switch (image.imageOrientation) { case UIImageOrientationLeft: case UIImageOrientationLeftMirrored: case UIImageOrientationRight: case UIImageOrientationRightMirrored: // Grr... CGContextDrawImage(ctx, CGRectMake(0,0,image.size.height,image.size.width), image.CGImage); break; default: CGContextDrawImage(ctx, CGRectMake(0,0,image.size.width,image.size.height), image.CGImage); break; } // And now we just create a new UIImage from the drawing context CGImageRef cgimg = CGBitmapContextCreateImage(ctx); UIImage *img = [UIImage imageWithCGImage:cgimg]; CGContextRelease(ctx); CGImageRelease(cgimg); return img; } </code></pre> <p><strong>Swift code</strong></p> <pre><code>func fixOrientationOfImage(image: UIImage) -&gt; UIImage? { if image.imageOrientation == .Up { return image } // We need to calculate the proper transformation to make the image upright. // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored. var transform = CGAffineTransformIdentity switch image.imageOrientation { case .Down, .DownMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, image.size.height) transform = CGAffineTransformRotate(transform, CGFloat(M_PI)) case .Left, .LeftMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, 0) transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2)) case .Right, .RightMirrored: transform = CGAffineTransformTranslate(transform, 0, image.size.height) transform = CGAffineTransformRotate(transform, -CGFloat(M_PI_2)) default: break } switch image.imageOrientation { case .UpMirrored, .DownMirrored: transform = CGAffineTransformTranslate(transform, image.size.width, 0) transform = CGAffineTransformScale(transform, -1, 1) case .LeftMirrored, .RightMirrored: transform = CGAffineTransformTranslate(transform, image.size.height, 0) transform = CGAffineTransformScale(transform, -1, 1) default: break } // Now we draw the underlying CGImage into a new context, applying the transform // calculated above. guard let context = CGBitmapContextCreate(nil, Int(image.size.width), Int(image.size.height), CGImageGetBitsPerComponent(image.CGImage), 0, CGImageGetColorSpace(image.CGImage), CGImageGetBitmapInfo(image.CGImage).rawValue) else { return nil } CGContextConcatCTM(context, transform) switch image.imageOrientation { case .Left, .LeftMirrored, .Right, .RightMirrored: CGContextDrawImage(context, CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width), image.CGImage) default: CGContextDrawImage(context, CGRect(origin: .zero, size: image.size), image.CGImage) } // And now we just create a new UIImage from the drawing context guard let CGImage = CGBitmapContextCreateImage(context) else { return nil } return UIImage(CGImage: CGImage) } </code></pre> <p><strong>Swift 3.0</strong></p> <pre><code>func fixOrientationOfImage(image: UIImage) -&gt; UIImage? { if image.imageOrientation == .up { return image } // We need to calculate the proper transformation to make the image upright. // We do it in 2 steps: Rotate if Left/Right/Down, and then flip if Mirrored. var transform = CGAffineTransform.identity switch image.imageOrientation { case .down, .downMirrored: transform = transform.translatedBy(x: image.size.width, y: image.size.height) transform = transform.rotated(by: CGFloat(Double.pi)) case .left, .leftMirrored: transform = transform.translatedBy(x: image.size.width, y: 0) transform = transform.rotated(by: CGFloat(Double.pi / 2)) case .right, .rightMirrored: transform = transform.translatedBy(x: 0, y: image.size.height) transform = transform.rotated(by: -CGFloat(Double.pi / 2)) default: break } switch image.imageOrientation { case .upMirrored, .downMirrored: transform = transform.translatedBy(x: image.size.width, y: 0) transform = transform.scaledBy(x: -1, y: 1) case .leftMirrored, .rightMirrored: transform = transform.translatedBy(x: image.size.height, y: 0) transform = transform.scaledBy(x: -1, y: 1) default: break } // Now we draw the underlying CGImage into a new context, applying the transform // calculated above. guard let context = CGContext(data: nil, width: Int(image.size.width), height: Int(image.size.height), bitsPerComponent: image.cgImage!.bitsPerComponent, bytesPerRow: 0, space: image.cgImage!.colorSpace!, bitmapInfo: image.cgImage!.bitmapInfo.rawValue) else { return nil } context.concatenate(transform) switch image.imageOrientation { case .left, .leftMirrored, .right, .rightMirrored: context.draw(image.cgImage!, in: CGRect(x: 0, y: 0, width: image.size.height, height: image.size.width)) default: context.draw(image.cgImage!, in: CGRect(origin: .zero, size: image.size)) } // And now we just create a new UIImage from the drawing context guard let CGImage = context.makeImage() else { return nil } return UIImage(cgImage: CGImage) } </code></pre>
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