Paxar MPCL II User Manual

CONTROL LANGUAGE
II
Graphics Manual
TCMPCL2GR Rev. AA 9/00
©1994 Monarch Marking Systems, Inc. All Rights Reserved.
Each product and program carries a respective written warranty, the only warranty on which the customer can rely. Monarch reserves the right to make changes in the product and the programs and their availability at any time and without notice. Although Monarch has made every effort to provide complete and accurate information in this manual, Monarch shall not be liable for any omissions or inaccuracies. Any update will be incorporated in a later edition of this manual.
1994 Monarch Marking Systems, Inc. All rights reserved. No part of this publication may be reproduced, transmitted, stored in a retrieval system, or translated into any language in any form, by any means, without the written permission of Monarch Marking Systems, Inc.
Trademarks
Monarch is a registered trademark of Monarch Marking Systems, Inc. Paxar is a trademark of Paxar Corporation. 1460, 6030, 9446, 9490, and 9494 are trademarks of Monarch Marking Systems, Inc.
Monarch Marking Systems, Inc. 170 Monarch Lane Miamisburg, Ohio 45342
Preface
Before you read this manual, review the information in your printer’s Packet Reference Manual.
About This Manual_________________________________________
This manual provides information on how to create graphic packets for all Monarch printers that support Monarch Printer Control Language (MPCL or MPCLII).
Chapter 1 Provides a basic overview of creating graphics.
Chapter 2 Explains how to map out the graphic image using the
Hex or Run Length method.
Chapter 3 Explains how to create a graphic packet using
Graphic Header, Bitmap, Duplicate, Next-Bitmap, Text, Constant text, Line, and Box Fields.
Chapter 4 Explains how to place a graphic image into a format.
Appendix A Contains the conversion charts for Binary to Hex and
Run Length.
Audience __________________________________________________
This manual is for the programmer who creates graphic packets and is familiar with Binary and Hexadecimal numbers.
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MPCLII Graphics Manual
Terms To Know ___________________________________________
Bitmapped Images
Compliance Labels
Compliance Label Overlay
Field This can be bitmap, next-bitmap, duplicate, text, non-
Field Definition Any string of elements pertaining to one field. A field
Format This is the layout or design for your supply.
Format Packet This is a packet that creates the format. Refer to the
Graphic Field This field is specified in the format packet. The values for
Graphic Packet This is a packet that creates a graphic bitmap image or a
These images are formed through a series of dots.
These are shipping labels used exclusively for a certain retailer. The label complies with the retailer’s standards.
This is the “skeleton” of the compliance label that contains the fixed fields (constant text, lines, etc.).
printable, graphic, bar codes, lines, or boxes. It is the result of a field definition.
definition begins with a field identifier (such as B for bitmap or D for duplicate).
definition of Packet for more information.
row and column position the graphic image on the supply.
compliance label overlay. Refer to the definition of Packet for more information.
Graphic Header The first line of the graphic packet, immediately following
the start of packet ({). A graphic header must begin with G, followed by various graphic elements.
Packet This is any string of characters contained within ({ }).
ii
Table of Contents
1. Introduction......................................................................1-1
Overview of Compliance Labels ........................................................ 1-1
Overview of Bitmapped Images......................................................... 1-2
Determining a Method................................................................. 1-3
2. Designing the Graphic Image ......................................... 2-1
Designing Compliance Labels ........................................................... 2-1
Designing Bitmapped Images............................................................ 2-2
Special Considerations ............................................................... 2-2
Using the Hexadecimal Method .................................................. 2-3
Using the Run Length Encoding Method .................................... 2-5
Determining How to Store the Image ................................................ 2-7
Using RAM .................................................................................. 2-7
Using Temporary Storage ........................................................... 2-8
3. Creating a Graphic Packet ..............................................3-1
Positioning the Graphic Image .......................................................... 3-1
Within the Graphic Packet Header.............................................. 3-1
Within the Field............................................................................ 3-3
Within a Format........................................................................... 3-3
Graphic Header ................................................................................. 3-3
Bitmap Fields ..................................................................................... 3-5
Next-Bitmap Fields ............................................................................ 3-6
Duplicate Fields .................................................................................3-7
Constant Text Fields........................................................................ 3-10
Line Fields ....................................................................................... 3-10
Box Fields ........................................................................................ 3-10
Sample Compliance Graphic Packet............................................... 3-11
Sample Hex Graphic Packet ........................................................... 3-13
Sample Run Length Packet............................................................. 3-15
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MPCLII Graphics Manual
4. Placing the Graphic in a Format .....................................4-1
Including the Graphic Field................................................................ 4-2
Sample Compliance Label................................................................. 4-4
Sample Bitmap Graphic Image.......................................................... 4-6
Appendix A- Conversion Charts ......................................... A-1
Binary to Hex Conversion Chart ........................................................A-2
Dot to Run Length Encoding Chart ...................................................A-6
iv
Chapter 1. Introduction
You can use graphic packets to create
Compliance Labels. Bitmapped images.
This chapter gives an overview of both approaches. To include a graphic packet within your format, your format must contain a Graphic Field. Refer to Chapter 4, “Placing the Graphic in a Format,” for more information.
Overview of Compliance Labels______________________________
You can create compliance labels by using a graphic packet for the fixed fields and a format packet for the variable fields of your compliance label. The fixed fields of a compliance label are composed of text, lines, or boxes, which are repeated on each label. The variable fields are composed of text, bar codes, and order information, which change with each label. Using a graphic packet for the fixed fields saves time, because the printer does not have to image all the lines or boxes each time the compliance label is printed.
Also, using a graphic packet for a compliance label reduces the number of fields in your format. Formats have a maximum number of fields per packet (0-99). However, you can bypass that requirement by placing your compliance layout in a graphic packet. When you process your formats, you only need one line to call the graphic packet.
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MPCLII Graphics Manual
The following example shows how to call a graphic packet from within a format packet.
{ Start of Packet F,1,A,R,E,400,400,”RDCI”¦ Format Header G,57,0,0,0,0¦ Call the graphic packet . variable information . variable information } End of Packet
Once you have your compliance label format set up, all you need to do is add the variable sections (bar codes, addresses, and order information) to the format packet.
To see a sample compliance label graphic packet, refer to Chapter 3, “Creating a Graphic Packet.” To see a sample compliance label using a graphic packet within a format, refer to Chapter 4, “Placing the Graphic in a Format.”
Overview of Bitmapped Images _____________________________
1-2
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.
1. Introduction
Determining a Method
You can use one of two methods to map out your graphic image:
Hexadecimal Method
The dot sequences are segmented into Binary numbers, and then converted to Hexadecimal 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 lowercase letter, corresponding to numeric value. The total count of each black string is converted to an uppercase letter, corresponding to numeric value. This method is more complicated, but 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.
.
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MPCLII Graphics Manual
1-4
Chapter 2. Designing the Graphic Image
This chapter describes
how to design compliance labels. how to design bitmapped images. special considerations. how to map out the graphic image by the Hex and Run Length
methods.
how to store the graphic image.
The information presented in this chapter deals with Binary and Hexadecimal numbers. Appendix A, “Conversions Charts,” contains the following charts:
Binary to Hexadecimal Dot to Run Length Encoding
Designing Compliance Labels________________________________
To use a graphic packet to design your compliance label:
1. Decide which fields are fixed (constant text, lines, boxes) and which fields are variable (addresses and shipping information).
2. Lay out your compliance label as you would any other format. Refer
to Chapter 3, “Creating a Graphic Packet,” for more information.
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MPCLII Graphics Manual
Designing Bitmapped Images________________________________
Once you determine the encoding method to use, you can begin mapping out your graphic image.
NOTE: The image that you map must be an upside down mirror image of the
final result.
Special Considerations
Solid black print cannot exceed 20% (for the 9490/ 9494 printers) or 30% (for the 9446/ 1460/ 6030 printers) of any given square inch of the supply. If your black print exceeds this limit, you may lose data or damage the printer.
2-2
In the first label, the large “M” logo and thick black line exceed the allowed black to white print ratio. In the second label, the large “M” logo does not exceed the black to white print ratio.
--------------- 2 inches -------------- --------------- 2 inches --------------
0.5”
Exceeds limit
Exceeds limit
Does not exceed limit
Does not exceed limit
0.5”
2. Designing the Graphic Image
Using the Hexadecimal Method
The following steps explain how to derive a Hexadecimal character string from a bitmapped graphic.
Each square on the grid represents a dot. A black square indicates the dot is ON, and a white square indicates the dot is OFF. A sequence of Binary numbers, called a bit pattern or bitmap, determines what dots are on and off. The numbers "0" and "1" are used for this purpose. The number "1" turns a dot on and "0" turns a dot off.
1. Assign 1 to every black square and 0 to every white square.
00000000000000000000000000000000000000000000000000111111111111111111111111110000000000000000000000000000 00000000000000000000000000000000000000011111111111000000000000000000000000001111111110000000000000000000 00000000000000000000000000000000001111100000000000000000000000000000000000000000000001111110000000000000 00000000000000000000000000000011110000000000000000111111111111111111111111110000000000000001111000000000 00000000000000000000000001111100001111111111111111111111111111111111111111111111111111111110000111110000 00000000000000000000000110000011111111111111111111111111111111111111111111111111111111111111111000001100 00000000000000000000000110001111111111111111111111111111111111111111111111111111111111111111111111111110 00000000000000000000000111111111111111111111111111111111111111111111111111111111111111111111111111111110 00000000000000000000000111111111111111111111111111111000000000000000000011111111111111111111111111111110 00000000000000000000000111111111111111111111000000000000000000000000000000000000011111111111111111111100 00000000000000000000000001111111100000000000000000000111111111111111111100000000000000000011111111110000 00000000000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000000000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000000000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000000000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000000000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000000000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000000000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000000000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000000000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000000000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000000000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000000000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000000000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000000000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000000000000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000000000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000010000000000000000000011111110000000000000000000111111111111111111100000000000000000001111111000000 00000011000000000000000000011100000000111111111111111111111111111111111111111111111111100000000111000000 00000001111000000000000000000000001111111111111111111111111111111111111111111111111111111110000111000000 00000000111000000000000000000011111111111111000000000000000000000000000000000000011111111111111000000000 00000000111111000000000000011100000000111111111111111111111111111111111111111111111111100000001111000000 00000000111111100000000000000000001111111111111111111111111111111111111111111111111111111110001111000000
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MPCLII Graphics Manual
2. Section off the grid in columns of eight. If any rows are not divisible by
3. One row at a time, convert each group of eight Binary digits to
8, add enough 0's to complete a column.
00000000 00000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11110000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000001 11111111 11000000 00000000 00000000 00001111 11111000 00000000 00000000 00000000 00000000 00000000 00000000 00111110 00000000 00000000 00000000 00000000 00000000 00000111 11100000 00000000 00000000 00000000 00000000 00000011 11000000 00000000 00111111 11111111 11111111 11110000 00000000 00011110 00000000 00000000 00000000 00000000 01111100 00111111 11111111 11111111 11111111 11111111 11111111 11111111 11100001 11110000 00000000 00000000 0000000110000011 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00001100 00000000 00000000 0000000110001111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11111111 11111000 00000000 00000000 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111111 11111100 00000000 00000000 00000000 01111111 10000000 00000000 00000111 11111111 11111111 00000000 00000000 00111111 11110000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000010 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000011 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000001 11100000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 11100000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 11111100 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 00000011 11000000 00000000 11111110 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 11100011 11000000
Hexadecimal values, using the Binary to Hex Conversion Chart.
2-4
starting at position 49 ... 00111111 = 3F 11111111 = FF 11111111 = FF 11110000 = F0
4. Write the Hexadecimal values for each row as a continuous string.
row 1, position 49 = 03FFFFFF00000
NOTE: All Hex numbers must be two digits. For example, write Hex 0
as 00, or Hex E as 0E.
5. Repeat steps 3 through 4 for each row on the grid.
6. Insert the Hexadecimal values in syntax format as shown in Chapter 3,
“Creating a Graphic Packet.”
A sample Hex Graphic Packet is also shown in Chapter 3.
2. Designing the Graphic Image
Using the Run Length Encoding Method_______________________
The following steps explain how to derive a Run Length character string from a bitmapped graphic.
Each square on the grid represents a dot. A black square indicates the dot is ON, and a white square indicates the dot is OFF.
NOTE: For visual clarity, the following example shows "1" to indicate when a
square is ON, and "0" to indicate when a square is OFF. You do not have to convert your dots when using the Run Length method.
00000000 00000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11110000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000001 11111111 11000000 00000000 00000000 00001111 11111000 00000000 00000000 00000000 00000000 00000000 00000000 00111110 00000000 00000000 00000000 00000000 00000000 00001111 11000000 00000000 00000000 00000000 00000000 00000011 11000000 00000000 00111111 11111111 11111111 11110000 00000000 00011110 00000000 00000000 00000000 00000000 01111100 00111111 11111111 11111111 11111111 11111111 11111111 11111111 11100001 11110000 00000000 00000000 0000000110000011 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00001100 00000000 00000000 0000000110001111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11111111 11111000 00000000 00000000 11111111 11111111 11111111 11111110 00000000 00000000 00000001 11111111 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111111 11111100 00000000 00000000 00000000 01111111 10000000 00000000 00000111 11111111 11111111 00000000 00000000 00111111 11110000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000000 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000000 00000000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 00000000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000010 00000000 00000000 00011111 11000000 00000000 00000111 11111111 11111111 00000000 00000000 00011111 11000000 00000011 00000000 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 0000000111000000 00000001 11100000 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 1110000111000000 00000000 11100000 00000000 00000011 11111111 11110000 00000000 00000000 00000000 00000000 01111111 11111110 00000000 00000000 11111100 00000000 00011100 00000011 11111111 11111111 11111111 11111111 11111111 11111110 00000011 11000000 00000000 11111110 00000000 00000000 00111111 11111111 11111111 11111111 11111111 11111111 11111111 11100011 11000000
1. Count the number of consecutive OFF or ON dots in a row. Write the
number of consecutive dots in sequence for the first row on the grid. Write "ON" or "OFF" after each number to indicate ON or OFF dots.
(row 1, position 50) 26 on (row 2, position 39) 11 on, 26 off, 9 on (row 3, position 34) 5 on, 45 off, 6 on . .
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