[cocoa] How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?

Couldn't believe that there is not one single correct answer here. No need to allocate pointers, and the unmultiplied values still need to be normalized. To cut to the chase, here is the correct version for Swift 4. For UIImage just use .cgImage.

extension CGImage {
    func colors(at: [CGPoint]) -> [UIColor]? {
        let colorSpace = CGColorSpaceCreateDeviceRGB()
        let bytesPerPixel = 4
        let bytesPerRow = bytesPerPixel * width
        let bitsPerComponent = 8
        let bitmapInfo: UInt32 = CGImageAlphaInfo.premultipliedLast.rawValue | CGBitmapInfo.byteOrder32Big.rawValue

        guard let context = CGContext(data: nil, width: width, height: height, bitsPerComponent: bitsPerComponent, bytesPerRow: bytesPerRow, space: colorSpace, bitmapInfo: bitmapInfo),
            let ptr = context.data?.assumingMemoryBound(to: UInt8.self) else {
            return nil
        }

        context.draw(self, in: CGRect(x: 0, y: 0, width: width, height: height))

        return at.map { p in
            let i = bytesPerRow * Int(p.y) + bytesPerPixel * Int(p.x)

            let a = CGFloat(ptr[i + 3]) / 255.0
            let r = (CGFloat(ptr[i]) / a) / 255.0
            let g = (CGFloat(ptr[i + 1]) / a) / 255.0
            let b = (CGFloat(ptr[i + 2]) / a) / 255.0

            return UIColor(red: r, green: g, blue: b, alpha: a)
        }
    }
}

The reason you have to draw/convert the image first into a buffer is because images can have several different formats. This step is required to convert it to a consistent format you can read.