Creating Graphics; Overview Of Bitmapped Images; Determining A Method - Avery Dennison ADTP1 Reference Manual

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C R E A T I N G G R A P H I C S
This chapter provides information on how to
♦ map out the graphic image using the hexadecimal (hex) or run length method.
♦ create a graphic packet using a graphic header, bitmap, duplicate, next-bitmap, text, constant
text, line, and box fields.
♦ place a graphic image into a format.
♦ use the compressed graphics packet.
Use graphic packets to create bitmapped images. To include a graphic packet within a format, the
format must contain a graphic field. See "Placing the Graphic in a Format" for more information.
O v e r v i e w o f B i t m a p p e d I m a g e s
A printed image is formed through a series of dots. Each square on the
grid below represents a dot on the printhead. The graphic image is
created by blackening dots in a specific pattern. Print shades of gray
according to the concentration of dots on the image. When the dots are
printed together, the end result is a graphic image.

Determining a Method

Use one of two methods to map out the graphic image:
Hex Method
Run Length
Encoding Method
The most efficient encoding method depends on how complicated the graphic image is and
whether or not imaging time is a concern. Experiment with both encoding methods to get optimal
performance.
The dot sequences are segmented into binary numbers and then
converted to hex numbers.
A graphic using gray-scaling, several slanted lines, or several vertical
lines typically translates more efficiently with hex representation.
The dot sequences are segmented into black and white strings within
a row. The total count of each white string is converted to a lower-
case letter, corresponding to numeric value. The total count of each
black string is converted to an uppercase letter, corresponding to
numeric value. This method can reduce imaging time for graphics that
contain repetitive rows of dots. A graphic with horizontal lines or very
few white-to-black borders typically translates more efficiently with run
length encoding.
5

Creating Graphics 5-1

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