Am trying to get my Ipad1 to work via AirPrint using Pages and a Canon MG8250 printer. My iMac works ok but the iPad attempt results in the printer trying to use the rear paper tray rather than the lower paper drawer. All drivers and firmware are latest
My set up is Imac + Ipad1 + canon MG8250 printer. Wireless network. airprint in use and functions fine with the Imac. The Ipad initiates printing ok but always faults out with the error 'Printer out of paper' because it tries to use the rear paper tray (special paper ) instead of the paper drawer.
Johnmac@47-
Could the iMac have printed something that required use of the rear tray? That might have reset the printer's default. Look in the printer manual to see if it has a setting to change the default paper tray. (Note that the iMac does not use AirPrint, it uses the printer's native printing language.)
Your problem may be a flaw in the Canon AirPrint implementation. I suggest you report it to Apple at <iPad Feedback>, as well as to Canon. There may be a simple correction that can be made to either the next iOS update or to the Canon printer firmware.
Fred
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Welcome to the Support Communities!
The following information should help you with this:
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Protected Overrides Sub OnPaint(e As PaintEventArgs)
Dim g As Graphics = e.Graphics
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MyBase.OnPaint(e)
End Sub
Can anybody share the reasons why? Thanks
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Hi Leon,
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the forms graphics object. Is this less glitchy/faster on your pc? It seemed less glitchy/faster on mine..., and previous benchmarks show that using buffered graphics in this manner improved render time.
You can read the discussion on
this thread.
Option Strict On
Option Explicit On
Option Infer Off
Public Class Form11 ' drawing Code by Paul Ishak Apr 2015 A spinning pie chart. My timing code.
Private Angle As Single = 100
Private NextIncrement As Single = 1
Private Randomizer As New Random(Now.Millisecond)
Private SliceColors As New List(Of Color)
Private SlicesOnWheel As Integer = 24
Private Velocity As Single = 0
Private WheelRadius As Integer = 300
Private WheelLocation As New Point(50, 50)
Private SW As New Stopwatch
Private SFlag As Boolean ' wheel is currently spinning
Private CntMS As Integer ' count the milliseconds
Protected Overrides Sub OnPaint(e As PaintEventArgs)
Dim gFrame As New GraphicsFrame(e.Graphics, Me.ClientRectangle.Size)
Dim g As Graphics = gFrame.Graphics
g.SmoothingMode = Drawing2D.SmoothingMode.HighQuality
g.InterpolationMode = Drawing2D.InterpolationMode.HighQualityBicubic
g.Clear(Me.BackColor)
Dim sliceAngle As Single = CSng(360 / SlicesOnWheel)
Dim rect As New Rectangle(WheelLocation, New Size(WheelRadius, WheelRadius))
Dim curveWidth As Integer = CInt(WheelRadius - (WheelRadius / (2.0! * 0.9)))
Dim rect2 As New Rectangle(rect.Left + curveWidth, rect.Top + curveWidth, rect.Width - curveWidth * 2, rect.Height - curveWidth * 2)
Dim inc As UInteger = UInteger.MaxValue \ 360
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g.FillPie(New SolidBrush(SliceColors(CInt(I / sliceAngle))), rect, I + NormalizeAngle(Angle), sliceAngle)
g.DrawPie(Pens.White, rect, I + NormalizeAngle(Angle), sliceAngle)
Next
g.FillEllipse(Brushes.Black, rect2)
g.DrawEllipse(Pens.White, rect2)
g.DrawEllipse(Pens.White, rect)
MyBase.OnPaint(e)
If SFlag Then
If Me.Text = " " Then Me.Text = "" Else Me.Text = " "
End If
gFrame.Render()
gFrame.Dispose()
MyBase.OnPaint(e)
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If Not SFlag Then
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SFlag = True
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If Me.Text = " " Then Me.Text = "" Else Me.Text = " "
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Me.DoubleBuffered = True
SliceColors.Add(Color.Black)
SliceColors.Add(Color.LightBlue)
SliceColors.Add(Color.SeaGreen)
SliceColors.Add(Color.Yellow)
SliceColors.Add(Color.Red)
SliceColors.Add(Color.LightBlue)
SliceColors.Add(Color.Orange)
SliceColors.Add(Color.Violet)
SliceColors.Add(Color.Yellow)
SliceColors.Add(Color.Black)
SliceColors.Add(Color.Green)
SliceColors.Add(Color.Black)
SliceColors.Add(Color.Green)
SliceColors.Add(Color.Red)
SliceColors.Add(Color.Blue)
SliceColors.Add(Color.SeaGreen)
SliceColors.Add(Color.Pink)
SliceColors.Add(Color.Black)
SliceColors.Add(Color.Purple)
SliceColors.Add(Color.SkyBlue)
SliceColors.Add(Color.Aqua)
SliceColors.Add(Color.White)
SliceColors.Add(Color.Red)
SliceColors.Add(Color.Blue)
SliceColors.Add(Color.Pink)
SliceColors.Add(Color.SeaGreen)
SliceColors.Add(Color.Orange)
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Me.Show()
btnSpin.Refresh()
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Return value Mod 360.0!
End Function
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If Not SFlag Then Exit Sub
Angle = NormalizeAngle(Angle + NextIncrement)
NextIncrement = CSng(NextIncrement - 0.0033)
If NextIncrement <= 0.0033 Then
SFlag = False : SW.Stop() : Exit Sub
End If
Invalidate()
CntMS += 5 ' <<< set timer interval here <<<
Do Until SW.ElapsedMilliseconds > CntMS
Loop
End Sub
End Class
Public Class GraphicsFrame
Implements IDisposable
Private disposedValue As Boolean
Private BackBuffer As System.Drawing.BufferedGraphics = Nothing
Public ReadOnly Property Graphics() As System.Drawing.Graphics
Get
Return Me.BackBuffer.Graphics
End Get
End Property
Public Sub New(ByVal canvas As System.Windows.Forms.Control)
BufferedGraphicsManager.Current.MaximumBuffer = New Size(canvas.ClientRectangle.Width + 1, canvas.ClientRectangle.Height + 1)
Me.BackBuffer = BufferedGraphicsManager.Current.Allocate(canvas.CreateGraphics, New Rectangle(0, 0, canvas.ClientRectangle.Width, canvas.ClientRectangle.Height))
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Public Sub New(ByVal canvasGraphics As Graphics, maximumBuffer As Size)
BufferedGraphicsManager.Current.MaximumBuffer = New Size(maximumBuffer.Width + 1, maximumBuffer.Height + 1)
Me.BackBuffer = BufferedGraphicsManager.Current.Allocate(canvasGraphics, New Rectangle(0, 0, maximumBuffer.Width, maximumBuffer.Height))
End Sub
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BufferedGraphicsManager.Current.MaximumBuffer = New Size(maximumBuffer.Width + 1, maximumBuffer.Height + 1)
Me.BackBuffer = BufferedGraphicsManager.Current.Allocate(Graphics.FromHwnd(handle), New Rectangle(0, 0, maximumBuffer.Width, maximumBuffer.Height))
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Public Sub New(ByVal canvas As Image)
BufferedGraphicsManager.Current.MaximumBuffer = New Size(canvas.Width + 1, canvas.Height + 1)
Me.BackBuffer = BufferedGraphicsManager.Current.Allocate(Graphics.FromImage(canvas), New Rectangle(0, 0, canvas.Width, canvas.Height))
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BufferedGraphicsManager.Current.MaximumBuffer = New Size(canvas.Size.Width + 1, canvas.Size.Height + 1)
Me.BackBuffer = BufferedGraphicsManager.Current.Allocate(Graphics.FromImage(canvas), New Rectangle(0, 0, canvas.Width, canvas.Height))
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If Not BackBuffer Is Nothing Then BackBuffer.Render()
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Protected Overridable Sub Dispose(disposing As Boolean)
If Not Me.disposedValue Then
If disposing Then
Me.BackBuffer = Nothing
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Public Sub Dispose() Implements IDisposable.Dispose
Dispose(True)
GC.SuppressFinalize(Me)
End Sub
End Class
Don't forget to vote for Helpful Posts and
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*This post does not reflect the opinion of Microsoft, or its employees. -
Processor 3.4 GHz Intel Core i7
Memory 16 GB 1333 MHz DDR3
I have a 27" iMac with 16GB of factory installed SDRAM and 1T harddrive. It is telling me the harddrive is full and is not functioning correctly. How can I adjust so that all files are managed on the harddrive rather than the SDRAM. (BTW - design flaw here.)
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