You are not allowed to read stuff from there as you please, because it is outside your app's sandbox.
This is not going to be as simple as you want it to be. First you must get the actual image file. This involves getting an ALAsset object (you can see this process in this question. Then, you get that asset's defaultRepresentation
and then you get the representation's fullResolutionImage
. Then you have a CGImageRef, and you can get is data provider via CGImageGetDataProvider
and then a copy of the pixel data via CGDataProviderCopyData
which is a CFDataRef
(you can cast it to NSData *
).
Do you really need the binary? Or is a UIImage good enough? Not sure of your intent with this.