UIImage
consists a property named imageOrientation
.As this property is described in Apple documentation:
Image orientation affects the way the image data is displayed when
drawn. By default, images are displayed in the “up” orientation. If
the image has associated metadata (such as EXIF information), however,
this property contains the orientation indicated by that metadata.
So this property is used to reflect the positioning of the camera with respect to the ground.So when you take an image from phone camera then it saves the orientation flag in UIImage
imageOrientation
property.
While displaying if this property is ignored then you may not find your image in the right orientation.Just for reference see image below how camera takes image and then encoded and displayed.Check this link for more detail.

To fix this problem in ios
Objective-C
Make category
UIImage+fixOrientation.h
@interface UIImage (fixOrientation)
- (UIImage *)fixOrientation;
@end
UIImage+fixOrientation.m
@implementation UIImage (fixOrientation)
- (UIImage *)fixOrientation {
// No-op if the orientation is already correct
if (self.imageOrientation == UIImageOrientationUp) return self;
// 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 (self.imageOrientation) {
case UIImageOrientationDown:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height);
transform = CGAffineTransformRotate(transform, M_PI);
break;
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformRotate(transform, M_PI_2);
break;
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, -M_PI_2);
break;
case UIImageOrientationUp:
case UIImageOrientationUpMirrored:
break;
}
switch (self.imageOrientation) {
case UIImageOrientationUpMirrored:
case UIImageOrientationDownMirrored:
transform = CGAffineTransformTranslate(transform, self.size.width, 0);
transform = CGAffineTransformScale(transform, -1, 1);
break;
case UIImageOrientationLeftMirrored:
case UIImageOrientationRightMirrored:
transform = CGAffineTransformTranslate(transform, self.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, self.size.width, self.size.height,
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage));
CGContextConcatCTM(ctx, transform);
switch (self.imageOrientation) {
case UIImageOrientationLeft:
case UIImageOrientationLeftMirrored:
case UIImageOrientationRight:
case UIImageOrientationRightMirrored:
// Grr...
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage);
break;
default:
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.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;
}
@end
Swift
Make extension as
extension UIImage {
func fixOrientation() -> UIImage {
// No-op if the orientation is already correct
if ( self.imageOrientation == UIImageOrientation.Up ) {
return self;
}
// 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 = CGAffineTransformIdentity
if ( self.imageOrientation == UIImageOrientation.Down || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, self.size.height)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI))
}
if ( self.imageOrientation == UIImageOrientation.Left || self.imageOrientation == UIImageOrientation.LeftMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformRotate(transform, CGFloat(M_PI_2))
}
if ( self.imageOrientation == UIImageOrientation.Right || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, 0, self.size.height);
transform = CGAffineTransformRotate(transform, CGFloat(-M_PI_2));
}
if ( self.imageOrientation == UIImageOrientation.UpMirrored || self.imageOrientation == UIImageOrientation.DownMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.width, 0)
transform = CGAffineTransformScale(transform, -1, 1)
}
if ( self.imageOrientation == UIImageOrientation.LeftMirrored || self.imageOrientation == UIImageOrientation.RightMirrored ) {
transform = CGAffineTransformTranslate(transform, self.size.height, 0);
transform = CGAffineTransformScale(transform, -1, 1);
}
// Now we draw the underlying CGImage into a new context, applying the transform
// calculated above.
let ctx: CGContextRef = CGBitmapContextCreate(nil, Int(self.size.width), Int(self.size.height),
CGImageGetBitsPerComponent(self.CGImage), 0,
CGImageGetColorSpace(self.CGImage),
CGImageGetBitmapInfo(self.CGImage).rawValue)!;
CGContextConcatCTM(ctx, transform)
if ( self.imageOrientation == UIImageOrientation.Left ||
self.imageOrientation == UIImageOrientation.LeftMirrored ||
self.imageOrientation == UIImageOrientation.Right ||
self.imageOrientation == UIImageOrientation.RightMirrored ) {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.height,self.size.width), self.CGImage)
} else {
CGContextDrawImage(ctx, CGRectMake(0,0,self.size.width,self.size.height), self.CGImage)
}
// And now we just create a new UIImage from the drawing context and return it
return UIImage(CGImage: CGBitmapContextCreateImage(ctx)!)
}
}