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22 Jun 2012 ... iTextSharp remove text from static PDF document C# The following code makes a white image over the text i want to hide from the user, it then makes the user not able to copy or paste into the pdf so they cannot select the hidden text and copy the value.

triangles. Meanwhile, each mesh s vertex contains a spatial coordinate and stores some attributes needed for rendering, such as normal and texture coordinate. You should generate the mesh s indices prior to its vertices because you can only calculate some of the vertex attributes, such as the vertex normal, if you know which vertices are used in each triangle. You ll create two separate methods to generate the mesh s indices and vertices, respectively named GenerateTerrainIndices and GenerateTerrainVertices. You ll call these methods from the GenerateTerrain method to generate the mesh s vertices and indices. Then, you ll create an XNA VertexBuffer to store the mesh s vertices and an XNA IndexBuffer to store the mesh s indices. Vertex and index buffers are memory buffers that store its data in system memory and copy it to the video memory as needed. Use the following code for the GenerateTerrain method, which calls the GenerateTerrainIndices and GenerateTerrainVertices methods to generate the indices and vertices of the terrain s mesh. Following is the code for the GenerateTerrainMesh method:



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c# remove text from pdf

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The syntax of XML resembles HTML, so if you are familiar with HTML, you should easily understand the syntax of XML as well. However, although HTML is a very loose language, XML follows strict syntax rules. In fact, XML interpreters are forbidden by the standard to attempt to interpret errors in a document. So, to make sure that you know the rules, I ll walk you through the syntax of XML.





c# remove text from pdf

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12 Jan 2015 ... Is it possible to remove all text occurrences contained in a specified area (red color rectangle area) of ​​a pdf document? 5th November 2015.

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private void GenerateTerrainMesh() { numVertices = vertexCountX * vertexCountZ; numTriangles = (vertexCountX - 1) * (vertexCountZ - 1) * 2; // You must generate the terrain indices first int[] indices = GenerateTerrainIndices(); // Then, generate terrain vertices VertexPositionNormalTangentBinormal[] vertices = GenerateTerrainVertices(indices); // Create a vertex buffers to hold all the vertices vb = new VertexBuffer(GraphicsDevice, numVertices * VertexPositionNormalTangentBinormal.SizeInBytes, BufferUsage.WriteOnly); vb.SetData<VertexPositionNormalTangentBinormal>(vertices); // Create an index buffers to hold all the indices ib = new IndexBuffer(GraphicsDevice, numTriangles * 3 * sizeof(int), BufferUsage.WriteOnly, IndexElementSize.ThirtyTwoBits); ib.SetData<int>(indices); }

Note The good thing about a strict language, such as XML, C#, or mathematics, is that as long as you

the vertex data because you ll need to store the position, texture coordinate, normal, tangent, and binormal of each vertex, and XNA doesn t have a class that stores all these

vertex attributes. Following is the code for the VertexPositionNormalTangentBinormal struct:

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follow the rules, you always get the same result, and you don t make mistakes. This is very unlike loose or natural languages such as English or HTML where one thing may mean something completely different to two different people or browsers.

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public struct VertexPositionNormalTangentBinormal { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; public Vector3 Tanget; public Vector3 Binormal; public static int SizeInBytes { get { return (3 + 3 + 2 + 3 + 3) * sizeof(float); } } public static VertexElement[] VertexElements = new VertexElement[] { new VertexElement(0, 0, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Position, 0), new VertexElement(0, 12, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Normal, 0), new VertexElement(0, 24, VertexElementFormat.Vector2, VertexElementMethod.Default, VertexElementUsage.TextureCoordinate, 0), new VertexElement(0, 32, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Tangent, 0), new VertexElement(0, 44, VertexElementFormat.Vector3, VertexElementMethod.Default, VertexElementUsage.Binormal, 0) }; }

The VertexPositionNormalTangentBinormal struct has all the attributes that you need for a vertex: position, texture coordinate, normal, tangent, and binormal. This structure also declares a VertexElement array containing the format of the vertex data, which has the type and size of each element in the vertex.

XML consists of elements, often referred to as tags. An element looks like this: <element></element> Anything inside those elements is considered data. That data can comprise new elements, referred to as child elements, or it can contain literal data such as the string Hello, world! Here s one example: <element> <childtag></childtag> </element> And here s another example: <element>Hello, world!</element> If your element does not contain any data, you can shorten the start-tag and end-tag combo. For instance, the following: <element></element> is exactly the same as this: <element/> Unlike HTML, XML is very case sensitive. In other words, the following: <Element> is not the same as this: <element> Also, unlike HTML parsers such as browsers, XML parsers are forbidden to try to fix such errors and should instead return an error to the user.

In this section you ll create the GenerateTerrainIndices method to generate the indices of the terrain s mesh. The mesh s indices define in which order the vertices should be combined to generate triangles. Figure 10-4 shows the indices of the vertices in a grid and how they are combined to form triangles.

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