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.

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.

Once you design your graphic image, you are ready to define a graphic packet. This packet generates the graphic image you use in a format.

P o s i t i o n i n g t h e G r a p h i c I m a g e

This section explains how to position the graphic image within a graphic packet header, a field of a graphic packet, or within a format.

W i t h i n t h e G r a p h i c P a c k e t H e a d e r

When you are using RAM, the row and column parameters in the graphic header are usually 0,0, because placement is controlled by the graphic field in your format.

When you are using temporary storage, these parameters control the placement of the graphic image on the supply.

4-8Creating Graphics

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Paxar TC6037PR E a t i n g a G r a p h i c P a c k e t, I n g F l a s h, S i t i o n i n g t h e G r a p h i c I m a g e