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Using temporary storage 5-8, Using flash 5-8, Creating a graphic packet 5-8 – Avery Dennison Sierra Sport2 9460 Programmer Manual User Manual

Page 96: Using temporary storage -8, Using flash -8, Creating a graphic packet -8

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Graphics are stored in the format buffer and remain there until another
graphic packet is sent or the printer is turned off.

U s i n g Te m p o r a r y S t o r a g e

You should use temporary storage when the graphic image is used only in
one format or your graphic image is very large. Graphic data in temporary
storage is held in the image buffer until the graphic is printed and then it is
cleared from memory. Temporary graphics are also cleared from memory
when you send a new batch or update batch. You can use the same graphic
image multiple times on a format. Send the graphic image to the printer
after the format to which it applies.

If a graphic is stored in temporary storage, do not place a graphic field in
the format. This causes an error. Instead, position the graphic image by
using the row and column locations in the graphic packet header.

Image memory (temporary storage) accepts a graphic packet 1218 rows
long with 811 dots per row.

U s i n g F l a s h

You can use flash memory when the graphic image is used by several
formats, because you only have to send the graphic image once. This
eliminates the need to send the graphic image repeatedly. See "Placing the
Graphic in a Format," for more information about using the graphic packet in
a format. Graphics stored in flash memory are saved when the printer is
turned off.

C r e a t i n g a G r a p h i c P a c k e t

Your graphic packet can contain

¨ bitmapped fields (for bitmapped images)

¨ constant text fields

¨ lines

¨ boxes.

Images using hex representation or run length encoding are bitmapped
images. See “Designing Bitmapped Images” to design your bitmapped
image.

5-8 Creating Graphics