Hi,
Yeah I see what you mean, however this is the use case: (pseudo code)
Class point
{
double x;
double y;
};
Foreach point p in points
{
Pcb.LineTo((float)p.x,(float)p.y);
}
When working with very fine detail and accuracy we need to keep the precision.
So basically the issue is iTextSharp does not have overloaded MoveTo/LineTo etc
methods that take doubles, *forcing* us to cast to floats, thus loosing
precision.
Hope this makes sense.
Thanks
Mark
-----Original Message-----
From: iText Info [mailto:[email protected]]
Sent: 08 August 2013 12:13
To: [email protected]
Subject: Re: [iText-questions] Precision Fix
Op 8/08/2013 11:42, Mark Duffill schreef:
>
> Hi,
>
> We are using iTextSharp to write out pdfs, however there was an issue
> with precision.
>
> We enabled ByteBuffer.HIGH_PRECISION, but also needed to make the
> following code change to PdfContentBytes.cs
>
> (Basically so we can pass in double precision values).
>
I don't know about iTextSharp, but in iText, the casting is done in the
ByteBuffer class:
/**
* Appends a string representation of a <CODE>float</CODE> according
* to the Pdf conventions.
* @param i the <CODE>float</CODE> to be appended
* @return a reference to this <CODE>ByteBuffer</CODE> object
*/
public ByteBuffer append(float i) {
return append((double)i);
}
This makes your fix unnecessary, doesn't it? I see that the same happens in
iTextSharp:
/**
* Appends a string representation of a <CODE>float</CODE> according
* to the Pdf conventions.
* @param i the <CODE>float</CODE> to be appended
* @return a reference to this <CODE>ByteBuffer</CODE> object
*/
public ByteBuffer Append(float i) {
return Append((double)i);
}
Why would we need to cast the float value to double values in each drawing
function if the casting is done in ByteBuffer?
Please explain.
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