Create PDF Annotations in iOS - objective-c

I've been working on a pdf viewer with support for annotations and I need to be able to save new annotations that the user has created. I've seen tons of examples on how to draw text/lines/images, but that's only flattened content, I need to create actual annotation objects
I've found no documentation or examples about it, so if anyone could point me in the right direction I would be extremely grateful
Cheers!
Edit: After several months of work we could release the v1 of this. We ended up using an open source c++ library, and went through a huge pain to make it compile for iOS. The one in charge of that isn't working in the company any more so we can't publish how we managed to do it

Well, there are several paid/free source codes which are available which includes pspdfkit, fastpdfkit etc. Find the links below:
Well maintaining, support, and features but very expensive:
http://pspdfkit.com/
Looks nice, but not maintaining/support:
http://fastpdfkit.com/
https://github.com/vfr/Reader/
Other StackOverflow Threads:
add annotation to pdf
Add an annotation on a pdf
Annotation (notes, comments) using Quartz 2d in ios
Blogs:
http://codecanyon.net/item/html-pdf-viewer-ios-xcode-project/154673
http://www.binpress.com/app/pdftouch-sdk-for-ios/859
For free/open-source app you can check at
http://poppler.freedesktop.org/

Please read the issues before using this framework, this developer is no longer maintaining and it has some serious issues.
I created an open source framework for PDF annotation in IOS in GitHub. It supports both iPhone and iPad. Please check it out here.

Related

Extract Font from PDF using GdPicture

According to their website (http://www.gdpicture.com/products/managed-pdf/) you have the ability to extract fonts from a PDF file. However, I can't seem to find the functionality to do this. I have encountered several methods to add them, but none to extract them (and they don't show as embedded files). Has anyone tried to do this, or have experience with GdPicture?
Version: 14 (Current)
Disclosure: I am part of the ORPALIS technical staff that edits the GdPicture.NET SDK, that's why I know there's an ongoing communication about this already.
It is my understanding that you have a support case open for a merging issue relative to fonts and as you know, our development team is currently working on a fix that will solve it so I strongly recommend that you wait for them to finish.
There's no extraction of the embedded font as you might expect at the moment but the development team is also working on one, we will let you know as soon as it is available (it should be very soon).
You can get information about (already) embedded fonts using the GetFontCount, IsFontEmbedded, GetFontName and GetFontType methods.
You can also add new embedded fonts (of different types) using the AddFontFromFileU, AddStandardFont, AddTrueTypeFont, AddTrueTypeFontFromFile, AddTrueTypeFontFromFileU and AddTrueTypeFontU methods.

What is the difference in dcm4chee arc light and DCM4CHE?

I want to about the differences of dcm4Chee arc-light and DCM4CHE. I got a download of DCM4CHE from here and DCM4CHEE Arc Light from here, but I don't know which one is better to use and what are the main differences.
I am new to PACS server and DCM4CHE, so please give me some example of blog from where I can find more material/data to understand differences.
DCM4CHE is a DICOM toolkit. Use it for some command-line tools or to write your own Java, DICOM applications.
DCM4CHEE is a PACS archive. It is used, primarily, to store images. I suspect this is the one you want if you're looking for a PACS. See their wiki page for more information (https://github.com/dcm4che/dcm4chee-arc-light/wiki).

Creating a simple, single-view Quartz app

I'm an Objective-C newbie. Most of my experience is in Java. Also, I've never really used Xcode before and so I'm pretty new at that as well.
I'm trying to create a simple, single-view Quartz OS X app (not iOS) to display agent-modeling simulations. The graphics are pretty simple; just colored squares and grids. I have been looking at Quartz tutorials and I can see how I could accomplish this (as far as drawing things are concerned). What I can't find is an example that tells me how to tie it all together. What do I put in AppDelegate? Do I need a WindowController? How do I link that up with AppDelegate? I got as far as creating a Quartz Composer View in Interface Builder for my app, but I have no idea where to go from there.
As I mentioned before, I've looked for numerous tutorials but there is nothing that I can find that gives me information as far as linking everything together.
You should visit this web page before you do anything else. It will show you how a Cocoa application is structured and where the appropriate entry points are to place your code.
While the entire article merits reading, visit the section "Entry and Exit Points," which best addresses your particular questions.

iOS augmented reality library with simple "events" system

I'm looking for an iOS augmented reality library that will enable me to track a marker and either
Show the user a video (local or YouTube, full screen or mapped to the marker).
Load a regular old fashion view controller with my own code in it (like a UITableViewController).
I've been looking around and all augmented libraries I've seen seem overly complex (for what I want to do).
Do you know of any lightweight library that will allow me to do this? Paid libraries are not a problem.
This is what I've looked at:
Vuforia
String
Popcode
Metaio
3DAR
Mixare
Thanks!
PD: I don't know how to program with Unity and a few of what look like the most promising libraries use this so those are not an option for me. I'd prefer straight up Objective-C inside XCode.
Vuforia now has a video solution included with their Unity SDK if you are able to use Unity. http://u3d.as/content/qualcomm-inc-/vuforia-video-playback/36v

sample mac Firefox Plugins?

I'm trying to re-write an old image-viewing plugin for the mac. The old version uses QuickDraw (I said it was old) and resources (really really old) and so it doesn't work in Firefox 3.6 (which is why I'm re-writing it)
I know some Objective C, and so I figure I'm going co re-write this in that using new-fangled Mac routines and nibs, etc. However, I don't know how to start. I've got the BasicPlugin example that comes with mozilla source, so I know how to create a plugin with entrypoints, etc. However, I don't know how to create the nib, and how to interface Obj-C with the entrypoints, etc.
Does anyone know of a more advanced sample for mac than BasicPlugin.bundle? (Preferably simple enough that I can just look at it and understand it...)
thanks.
Sadly i don't really know of any good "intermediate" example. However, integrating Obj-C isn't that difficult. Thus, following is a short overview of what needs to be done.
You can use Obj-C and C/C++-sources in the same project, its just recommendable to keep them seperated to some extent. This can for example be done by letting the source file with the entry-points and other NPAPI-interfacing stay plain C or C++ files and e.g. forward calls into the plugin from there.
Opaque pointers help to keep a clean seperation, see e.g. here.
The main changes to your plugin include switching to different drawing and event models. These have to be negotiated in NPP_New(), here is an example for the drawing model. When using Cocoa and to support 64bit enviroments, you need to use the Cocoa event model.
To draw UI elements you should be able to use a NSGraphicsContext from the CGContextRef and then draw an NSView in the context. See also the details provided in this post and its follow-ups.