transparent png in internet explorer 6 - png

I want to make a website ie 6 compatible. I have included two PNG files (PNG-8) with <img src> tag. When I open the website with IE6, the pictures appears for a short moment and disappears again. How can I fix that without any javascript or other additional files?

If adding JS is really not an option, you can try using the following filter:
img {
filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(...);
}
I would, however, not recommend this... the JS methods are generally better.

You can't do that without JavaScript or additional files.
IE6 does not support natively transparent PNG.
Here is a fix: http://www.twinhelix.com/css/iepngfix/

ie6 does support transparency in 8bit, just not 32bit that most people use. and the support is not 100%, partial transparency will show as transparent, but the fact remains that you can get transparency in ie6.
you could create a gif specifically for ie6 and serve it up via conditional comments...that sounds optimal for what you are doing.
there are also a number of JavaScript and/or HTC solutions

Related

Unity WebGL Mobile browser workaround and keyboard input fix?

Hey everyone so I read that unity doesn't really support mobile browsers for WebGL games. im using 2020.1.4.And sure enough, the game gets a bit distorted by not being scaled properly. it's like the camera is bigger so it shows on the screen that blue color. I tried some things, setting width and height to auto or removing config.devicePixelRatio = 1; as suggested by a friend but nope! still looks horrible! And if that wasn't enough the keyboard doesn't show up when clicking on form fields. i tried this one
https://github.com/eforerog/keyboardMobileWebGLUnity
which displayed an error when pressed on and this one
https://github.com/dantasulisses/WebMobileInputFix which just didn't even compile!
Any ideas, please?
I did my research and tried every plugin I could find. I used Unity 2020.3.28f1 and tested both on Android-phone and iPhone.Here is my report.
These plugins don't work:
https://unitylist.com/p/f58/Unity-webgl-inputfield
https://github.com/eforerog/keyboardMobileWebGLUnity
https://github.com/dantasulisses/WebMobileInputFix
This plugin works, but you should use different settings for IOS and Android on same input field game object. If you use "prompt", it works for IOS only, and "overlay" works for Android only. Look for documentation in page:
https://github.com/unity3d-jp/WebGLNativeInputField
And this plugin works best at the moment. Yes, it is a bit ugly though, but it works.
https://github.com/kou-yeung/WebGLInput
And there is a fix for Unity 2021 for it:
https://github.com/kou-yeung/WebGLInput/releases/tag/1.0
There's a keyboard that overlays, when using it you just need to tap the notification to access it and then click the "back" button to hide it https://play.google.com/store/apps/details?id=com.fishstix.gameboard
I made this project that simply recreates a keyboard using buttons in unity.
I implemented it in a WebGL build successfully.
https://github.com/thetimeste/WebGL-Build-Keyboard-Unity.git
I would recommend using the native js window.prompt() fields as of writing. They have great cross-platform support, allow for extra features like special characters, emojis, copy and paste etc. and are pretty easy to set up. Once (or honestly if ever) Unity adds their own reliable implementation you can easily remove this lightweight implementation.
Create a .jslib file that has a function opening a window.prompt(description, currentText)
Return the result at the end of that function back to a unity object with a recipient script
Make a derivation from Unity's event system overwriting the OnApplicationFocus(bool focus) function (leaving it empty), to fix a sneaky Chrome Android bug.
That's it. The result should look something like in this demo: https://pop.demo.neoludic.games
If you want to save some development time on a feature that really should just be native in Unity, you can also check out my plugin based on the method above. https://neoludic-games.itch.io/pop-input
I also need to enable mobile virtual keyboard for running webgl on mobile device.
I've tried the code from your mentioned url. It gives you some idea on how to do
it, but the code are totally buggy and unusable. Now I am trying to implement it
by myself.

What emoji plugin should I use: HTML or Image?

I have two plugins to choose from. It will be used on a forum type script. I like the idea of HTML emojis (i.e. 😃 😃), however, each device is going to show their own styles and some devices (ipads as an example) do not render some HTML emojis.
With image emojis (i.e. <img class="emojis" src="/img/smiling_face.png">) there will be uniformity across all devices and browsers.
I am still not sure what to choose. If it was up to you, what would you use for your forum?

Rendering Images inside PDF, images not being rendered in PDF Viewer 0.1.8

Please check updates as they have additional informations... Apparently located the problem in a specific pdf client but cannot close the issue with an open bounty...
I am generating a pdf using grails rendering plugin. The PDF has a couple of images inside and "some" of them are not being outputted!
I am rendering the images inline via data uris as required by the plugin. That means that all my images are something like:
<img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQECWAJYAAD...">
If I render them in a normal html view, I can see the images just fine!
If I render the template to a JPG/PNG with the same plugin, again the images render all fine.
If I render to PDF the images which are being retrieved by an octed-stream are broken!
Something like:
Looks like the image started to render and then something happened...
It is happening on the big-sized images, but also on the thumbnail version of same image.
Any one has some hints as why this might occur?
UPDATE
The file which does not show up is a file with mime application/octet-stream
So apparently I can retrieve the bytes from the file, but when they transmitted for PDF Rendering, the image does not appear...
Yet another update
The issue seems to be related with the PDF Viewer. Was using a Linux based PDF Viewer (PDF Viewer 0.1.8) and specific images are broken. In all other PDF Viewers I could test everything works fine.
Cannot close the issue as there is a bounty open :( Sorry that the bounty and question seems meaningless now, but you never know, someone might have an idea how to solve this even for PDF Viewer 0.1.8.
<img src="data:image/jpg;base64,/9j/4AAQSkZJRgABAQECWAJYAAD...">
works fine for me. Note the missing "e".
You can use rendering tag:
<rendering:inlineJpeg bytes="${your-image}" />
Make sure you decodeBase64() your image.

Looking for way to conditionally include "img src=" in HTML on iPad but not iPhone

Trying to write html help files that get included with our app on iOS.
For the iPad version, I want the help files to display a smallish graphic (about
156x204).
For iPhone / iPod, I don't want to have the graphic displayed.
Other than using javascript like the following in the file h_login.html:
if ((navigator.userAgent.match(/iPhone/i)) || (navigator.userAgent.match(/iPod/i))) {
location.replace("h_small_login.html");
which requires a clone of each file, I haven't found a method.
Would prefer to stay using minimal HTML ... vanilla, no CSS, a single "meta" at the
start to specify:
meta name="viewport" content="width=device-width; initial-scale=1.5; maximum-scale=4.0; user-scalable=1;"
thanks!
Stan
By far the easiest way is with a media query. I'm fairly sure i-Devices support this feature of CSS:
#media screen and (max-device-width: 600px) {
img.hide {display:none;}
}
Just add class="hide" to the relevant images, and adjust the 600px (I don't know what the resolution of iPhone and iPad are, but just change the 600 to anything in between the two).
It is far easier to do this than to try and get JavaScript to do the same thing.
jQuery can do this easily:
if ((navigator.userAgent.match(/iPhone/i)) || (navigator.userAgent.match(/iPod/i))) {
$("img").attr("display","none");
}
That would remove all images from the document when the useragent is iPhone or iPod. If you aren't using jQuery, but you are using server-side scripting, we'd need to know what language you are using. If you are just using straight HTML, then JavaScript is your only way to modify the page, and jQuery will be your best bet.

how to use custom font in html pages for UIWebView?

I am having the "Futura.ttf" font file.
I am displaying a HTML page in the UIWebView, but my requirement is that i want to use the custom font in my css file.
so is there any way that i can use the custom font in my css file ???
All suggestions are welcomed.
Thanks.
It is possible to load custom fonts into your UIWebView in iOS3.2 and above. Add the font to your bundle (see here) then just reference the font in your UIWebView's stylesheet like you would any other font:
<style type='text/css'>font { font-family: DroidSerif; } </style>
You have Cufon and sIFR as your options.
Typeface.js is a pure JavaScript Replacement
Cufon is a pure JavaScript Replacement
sIFR is Flash and Java font implementation,
FLIR JavaScript and PHP implementation
Some Comparisons
http://thatguynamedandy.com/blog/text-replacement-comparison
http://thinkclay.com/technology/cufon-sifr-flir
http://aaronwinborn.com/blogs/aaron/cufón-alternative-sifr-image-replacement
Below is taken from this question Worth reading the whole thread, has greatdetails.
Typeface.js
Advantages:
User doesn’t have to have Flash
plugin installed on their browser
Easier to create with just a few
lines of Javascript
For page loading it just needs to
load the Javascript
Disadvantages:
Text is not selectable because it
outputs it like an image. I looked at
some examples, right clicked on a
word and had to view as an image.
Every single word had this behaviour.
Big thumbs down.
Usage for body copy will slow down
loading time, so it is recommended to
use only for headlines.
Cannot be read by screen readers
Visual looks blurry
Not all browser compliant and still
has a lot of development left to be
done
sIFR
Advantages:
Can be read by screen readers as a
normal headline because it is a
behaviour layer on top of the markup
and styling.
Text is selectable
SEO friendly
Displays text as is like any other
web font. Crisp and not blurry!
Has addons like jQuery sIFR Plugin!
Disadvantages:
Requires Javascript to be enabled
Flash plugin must be installed in the
browser
Need Adobe Flash Studio to create it
BUT there is a pretty nifty sIFR
generator that creates the file for
you!
For page loading, it has to request
for Flash, Javascript and CSS files
attached to it, which can potentially
get bogged down if you are using sIFR
in too many places.
Cannot display on an iPhone. Yet…
Cufón (similar to Typeface.js)
Enter Cufón, the Javascript-based font replacement solution which makes heavy use of canvas and VML. This offers a great alternative to other solutions out there - no Flash or images required.
There are some issues with using Cufón on a live site, the most notable being the inability to highlight and copy/paste text, which is really the biggest issue for your site's users.
Combine that with the EULA issues, which prevent you from being able to legally embed fonts in Javascript files for most fonts on the market today.
The other issue is knowing what fonts can be used with Cufón. For sIFR, most fonts are fair game, since the font is embedded in a Flash movie, which is typically an approved usage by most font foundries for most fonts. With Cufón, the Javascript files used for the font can be easily "stolen" and either used on another website or reverse engineered.