I am making birthday banners for a company email to be sent out to the birthday individual. I want to know how wide these images can be for them to be banners and still fall in the size constraints of the email. Is 1000px fine?
If you embed the image, most mailing clients will adapt the images to their own width ahead.
If it was just for computes, i would say: "Go for the 720px!" because its a standart, and even old screens will support it.
But because of the fact that there is a mobile app for web, you have 2 choices:
1 - to make a big image, but also big text so the users will see it clearly both on the computer and on the mobile.
2 - to make 2 images, 1 for mobile and 1 for web, but that requires some php and a server in the background deciding what image to show at what time..
Related
I am creating an app where the user will select some photos for the avatars used in the app. Once selected, on the next launch I want to populate the avatars automatically.
Solution I am Thinking: I will keep a duplicate of the original photo in the app directory and next time I will use the photo to make the avatars.
Issue: Not efficient as the same copy of the image exists.
Question: Since many apps are doing this thing, I want to know the best way to do that, more specifically in Flutter?
Use the cached_network_image plugin.
This plugin allows you to download an image from the internet and cache it in the app for later. You can provide a placeholder image that sits there while no image has been loaded yet(from the web or the internal cache) and also what to show in case of error. If the device goes offline cached_network_image automatically will load the image from the cache, it's transparent to your app, you don't have to bother with the cache, storage space, database, anything.
Take a look at the docs.
There are no best practices in this regard. It depends on your app.
1) Storing your avatars
Takes more storage space. But your app runs faster.
Best when the number of avatars displayed on a single screen is high, but the total number of avatars in your app is small. (E.g.: you show 15 avatars on a single screen, and there are 100 avatars in your database).
2) Generating your avatars
Takes less space. But your app runs slower.
Best when the number of avatars displayed on a single screen is low, but the total number of avatars in your app is large. (E.g.: you only show 3 avatars on a single screen, but there are 100.000 avatars in your database).
Conclusion
Speed is usually more important than storage space, therefor I'd lean towards storing the avatars. But the only true way to get an answer is to test it and see what works best for your specific app.
I think you must copy the original photo, Most people use cloud service(google photos etc.) for their photos and not keep photos on phones any more..
use cached images widget to store images for some time or use SQLite database for long time in device .
I am experiencing a problem while doing research on responsive design.
Most of the responsive sites I am viewing show up the same on iphone and when the browser window is small.
But Paypal.com in a very small browser window (to simulate iphone) does not look the same as the website on the iphone, which seems to be responsive. (Screenshot links provided below).
Can anyone explain why they are viewing differently?
Screenshot on small browser window: http://i1068.photobucket.com/albums/u450/vs-works/paypal-on-iphone_zps0ad2f164.png
Screenshot on iphone: http://i1068.photobucket.com/albums/u450/vs-works/paypal-smallbrowserwindow_zps968aa79f.png
They could be doing two things.
1) sending different html depending on the user agent
or
2) redirecting to a mobile site
Either way they are detecting the client somehow ( likely by reading the user agent string ) and then serving the content accordingly.
What you are used to is responsive design using a liquid layout and css media queries.
It's definitely easier to develop and maintain a single code base. However you could serve browser/app/device specific content using the user agent string. Each method has it's merits.
For a company the size of Paypal there are other things to consider especially around regulations on what content has to be presented ( legally ) and how branding works. So it might be better for them to have different sites for different devices.
I uploaded an app to my country's app store, and it reached first place in top free in just 2 days!
Well, I am not bragging, since nobody here cares anyway :p
BUT! I think my app deserves to have a picture on the home page (the large image that previews applications in a 600x300 pixel rectangle [the size is approximate :P] )
Where can I include my design in the next update, so apple could see it and consider posting it?
what is the size?
(is my question even clear? :p)
If you have an app that does very well, Apple will contact you and ask that you prepare special images for the App Store homepage. This blog post lists out the specs as of August 31st, 2009.
It looks like you'll need to prepare two images: a 600x600 title treatment, and a 900x530 layered PSD for the background treatment. (This is the file you see rotating around on the app store background.)
From the post:
Title Treatment
This is a 600 x 600 image of your
logo/title. The background should be
transparent and it should exclude
tag-lines if the text will not be
legible at a small scale.
Background Treatment
This is a 900 x
530 layered PSD. What you put in this
file is fairly open. Apple states:
“The background image, texture, color
or gradient should correspond to the
application or compliment the title
treatment. It may include elements of
the application itself, but should not
be or include screenshots.”
EDIT:
I did some searching, and found that these dimensions still apply today, and are listed in Apple's Developer Guide. To find this, go into iTunes Connect and click the Download the Developer Guide link at the bottom of the page. You'll find the information on promotional artwork on pages 173 and 174.
When i create web app for all mobile devices, what are all things need to follow,
Is it enough to create single html app for all device?
Or, create every single app for a device based on web browser?
Is there any Framework has overcome above mentioned issues?
Thanks in advance,
sri
No - different phone browser have different levels of HTML compliance. Compare iPhone/Android browser with, say, a 3 year old Nokia phone (that most corporate users probably have to use)
No - there are far too many browser/device/operator combinations for you to write individual web apps. This is known as the mobile web fragmentation problem.
Luckily yes - have a look at http://wurfl.sourceforge.net/ or http://deviceatlas.com/. These frameworks let you write one web app (within some limits). These frameworks will recognise the browser (through the User Agent) and output the most appropriate HTML for that device. They can also deal with issues like resizing images for lower end devices.
You need to be aware of the screen size as i think it's bad form to have to scroll left and right as well as up and down.
also, keep the page sizes small as your page may not be the only one open so you want to give users the ability to open more than a single page. also helps in speed and keeping the cost for the user down.
remember to have text size at a readable scale as mobiles are used not only stationary but also when in motion and being bumped around.
I want to allow our main application to generate document files that can be easily read on the iphone, or other smart phones. The easiest way to do this, I think, is to create a simple HTML file and use javascript to show / hide different bits of it. For example, when the user clicks / touches "section 1", the section expands to show its full details; otherwise, it will remain collapsed to save space.
What guidelines should I follow when creating this file? I've done a little research and arrived at the following:
The iphone has a native resolution of 320x480, but only about 320x400 is visible for a web page.
Other smartphones have resolutions from 160x120 (probably not high enough to bother with) up to 320x240 and some even have 480x640.
These are useful for deciding how to style and arrange the HTML output, for example. Are there any other useful guidelines to work with? For example:
1) How big / small should I make things to let the user have a large enough 'target area'?
2) How can I get the file onto the iphone? Would the user have to drag and drop it via USB?
3) What size of fonts can I use before it gets too small to read?
etc etc. I don't actually have an iphone to test on, which makes this a little more problematic.
Thanks for your help!
I don't know about other smart phones, but the only way your file is going to get onto the iPhone is via the web browser, email, or a custom application that you write. There is no general mechanism for uploading files to the iPhone.
It's surprisingly easy to read even fairly small text on the iPhone, and the gesture-based zooming makes it very easy to zoom in and out.
If you're going to provide your documents through ASP.NET you might want to check this out:
http://mdbf.codeplex.com/.
It allows you to detect what kind of smartphone did the request, you can then check out the capabilities (screen-resolution, color-display, screen-pixels height... etc.)
Most mobile browsers render XHTML-MP (XHTML Mobile Profile). You can get away with rendering that.
iPhones (and other WebKit phones like Android) support the viewport meta tags which can make the experience more tailored to that phone screen size. You can learn about these in the iPhone web page creation docs from Apple.
If you are really interested in supporting a wide range of handsets, you should look at a "multi-serving" technology like WURFL, which will let you abstract a lot of the complexity away from supporting hundreds of handsets. It's sort of yesterday's technology though, since modern mobile browsers render most web pages just fine.
I'm not sure how current this is, but Yahoo says that one of the restrictions for an iPhone is that it won't cache files larger that 25k uncompressed. This doesn't affect your display necessarily, but it could affect your performance and so you may want to take it into consideration for your design.