I'm a beginner on node.js and socket.io. Socket.io began to support binary stream from 1.0, is there a complete example especially for image push to client and show in canvas? thanks
-
I think you only need to read the blob on the node source and then emit it to the socket, all the listeners will receive the blob. On the client side I suggest you to encode it in base64 (or encode it server side if you are sure you will not have cpu problems) and then follow this instructions: http://stackoverflow.com/questions/16449445/how-can-i-set-image-source-with-base64 – matteospampani Jun 09 '14 at 01:13
3 Answers
The solution is a bit complicated but should work in Chrome, Firefox, and IE10+ (not sure about Opera and Safari):
Somewhere on the server-side:
io.on('connection', function(socket){
fs.readFile('/path/to/image.png', function(err, buffer){
socket.emit('image', { buffer: buffer });
});
});
And here is how you handle it on a client:
socket.on('image', function(data) {
var uint8Arr = new Uint8Array(data.buffer);
var binary = '';
for (var i = 0; i < uint8Arr.length; i++) {
binary += String.fromCharCode(uint8Arr[i]);
}
var base64String = window.btoa(binary);
var img = new Image();
img.onload = function() {
var canvas = document.getElementById('yourCanvasId');
var ctx = canvas.getContext('2d');
var x = 0, y = 0;
ctx.drawImage(this, x, y);
}
img.src = 'data:image/png;base64,' + base64String;
});
Just replace yourCanvasId
with your canvas id :)

- 22,300
- 9
- 68
- 84
-
Thanks, @CuriousGuy, but i always get the error "Uncaught TypeError: Cannot read property 'buffer' of undefined " and no image in the client side.any suggestion? – guoleii Jun 10 '14 at 04:04
-
Don't you emit your event from the server like this: `socket.emit('image');`? If so, try to do it like this: `socket.emit('image', { buffer: buf });` – Oleg Jun 10 '14 at 05:31
-
2Great anwser. No idea why `Socket.io` documentation only explains server-side. I never heard of `Uint8Array` and `btoa` before. – Laurens Kling Jul 10 '14 at 21:51
-
1Thank you. I discovered these functions/classes at StackOverflow and [Mozilla Developer Network](https://developer.mozilla.org/en-US/) -- IMHO the best places to learn JavaScript :) – Oleg Jul 11 '14 at 06:06
-
1For anyone getting 'maximum call stack size exceeded error' when doing String.fromCharCode.apply you may want to checkout http://stackoverflow.com/a/9458996/632735 from @mobz as a workaround – Neil Billingham Aug 17 '14 at 04:47
-
@NeilBillingham good point, thanks! I edited my answer according to the link you've posted – Oleg Dec 22 '14 at 08:11
-
1
-
Any ideas how to make it work for audio recording? Sending to the server from client, sending to other clients from server and receiving on the client? – Rohit Goyal Jul 27 '17 at 09:07
thanks, @sovente, in this 1.0 introduction http://socket.io/blog/introducing-socket-io-1-0/ , this is code snippet on binary support.
var fs = require('fs');
var io = require('socket.io')(3000);
io.on('connection', function(socket){
fs.readFile('image.png', function(err, buf){
// it's possible to embed binary data
// within arbitrarily-complex objects
socket.emit('image', { image: true, buffer: buf });
});
});
i want to know how to handle the buffer on client side, codes are like:
socket.on("image", function(image, buffer) {
if(image)
{
console.log(" image: ");
**// code to handle buffer like drawing with canvas**
}
});

- 496
- 6
- 15
Starting from socket.io 1.0 it is possible to send binary data. http://socket.io/blog/introducing-socket-io-1-0/
How ever the way of sending and receiving binary data is not clear in the official documentation. The only documentation is:
var socket = new WebSocket('ws://localhost');
socket.binaryType = 'arraybuffer';
socket.send(new ArrayBuffer);
I suggest you to take a look at this answer, where you can find code implementation for server and client (javascript, java):
https://stackoverflow.com/questions/34056705/how-to-send-binary-data-with-socket-io/
The good part is that it also works on Android!
Cheers