how to use writeToFile to save image in document directory?

// directoryPath is a URL from another VC
@IBAction func saveButtonTapped(sender: AnyObject) {
            let directoryPath           =  NSFileManager.defaultManager().URLsForDirectory(.DocumentDirectory, inDomains: .UserDomainMask)[0] as NSURL
            let urlString : NSURL       = directoryPath.URLByAppendingPathComponent("Image1.png")
            print("Image path : \(urlString)")
            if !NSFileManager.defaultManager().fileExistsAtPath(directoryPath.absoluteString) {
                UIImageJPEGRepresentation(self.image, 1.0)!.writeToFile(urlString.absoluteString, atomically: true)
                displayImageAdded.text  = "Image Added Successfully"
            } else {
                displayImageAdded.text  = "Image Not Added"
                print("image \(image))")
            }
        }

I am not getting any error but the Image is not getting saved in the document.


The problem there is that you are checking if the folder not exists but you should check if the file exists. Another issue in your code is that you need to use url.path instead of url.absoluteString. You are also saving a jpeg image using a "png" file extension. You should use "jpg".

edit/update:

Swift 4.2 or later

// get the documents directory url
let documentsDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
// choose a name for your image
let fileName = "image.jpg"
// create the destination file url to save your image
let fileURL = documentsDirectory.appendingPathComponent(fileName)
// get your UIImage jpeg data representation and check if the destination file url already exists
if let data = image.jpegData(compressionQuality:  1.0),
  !FileManager.default.fileExists(atPath: fileURL.path) {
    do {
        // writes the image data to disk
        try data.write(to: fileURL)
        print("file saved")
    } catch {
        print("error saving file:", error)
    }
}

This is my answer for Swift 3, combining the 2 answers above:

let documentsDirectoryURL = try! FileManager().url(for: .documentDirectory, in: .userDomainMask, appropriateFor: nil, create: true)
// create a name for your image
let fileURL = documentsDirectoryURL.appendingPathComponent("Savedframe.png")


if !FileManager.default.fileExists(atPath: fileURL.path) {
    do {
        try UIImagePNGRepresentation(imageView.image!)!.write(to: fileURL)
            print("Image Added Successfully")
        } catch {
            print(error)
        }
    } else {
        print("Image Not Added")
}

An extension method in swift 4.2

import Foundation
import UIKit

extension UIImage {

    func saveToDocuments(filename:String) {
        let documentsDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
        let fileURL = documentsDirectory.appendingPathComponent(filename)
        if let data = self.jpegData(compressionQuality: 1.0) {
            do {
                try data.write(to: fileURL)
            } catch {
                print("error saving file to documents:", error)
            }
        }
    }

}

@IBAction func saveButtonTapped(sender: AnyObject) {
let directoryPath           =  try! NSFileManager().URLForDirectory(.DocumentDirectory, inDomain: .UserDomainMask, appropriateForURL: nil, create: true)    
let urlString : NSURL       = directoryPath.URLByAppendingPathComponent("Image1.png")
    print("Image path : \(urlString)")
    if !NSFileManager.defaultManager().fileExistsAtPath(urlString.path!) {
        UIImageJPEGRepresentation(self.image, 1.0)!.writeToFile(urlString.path! , atomically: true)
        displayImageAdded.text  = "Image Added Successfully"
    } else {
        displayImageAdded.text  = "Image Not Added"
        print("image \(image))")
    }
}

Put the image in an NSData object; writing to a file with this class is a breeze, and it'll make the file size smaller.

By the way, I recommend NSPurgeableData. After saving the image, you can mark the object as purgeable, which will keep memory consumption. That may be a problem with your app, but might be with another you're crowding out.