Instruction manual
5
CREATING GRAPHICS
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.
You can use graphic packets to create bitmapped images. To include a graphic packet within
your format, your format must contain a graphic field. See “Placing the Graphic in a Format
”
for more information.
Overview of Bitmapped Images
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. You can print varying
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
You can use one of two methods to map out your graphic image:
Hex Method 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.
Run Length Encoding Method 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.
The most efficient encoding method depends on how complicated your graphic image is and
whether or not imaging time is a concern. You may want to experiment with both encoding
methods to get optimal performance.
Creating Graphics 5-1