PNG Alpha transparency in email - email

Is there support for PNG alpha transparency for popular email clients?
Here are the list of major e-mail clients i'm planning to support:
Web based*
Gmail
Hotmail
Yahoo
Software based
Outlook 2007/2010
Windows Mail
Mac OSX Mail
Thunderbird
Mobile based
iOS Device Mail
Android Device Mail
*This is browser-based, so no need to worry about this
From the research i've done, it seems all (mobile-based isn't listed, but i checked my phones) support PNG (http://en.wikipedia.org/wiki/Comparison_of_email_clients#Messages_features). But, I'm unsure as to whether or not they support transparency. Anyone have any good insight into this?

I've figured it out. I think that most will support PNG. I think that outlook 2003 used to have that problem because it was using the IE rendering engine. Nowadays, PNG is fairly acceptable. BUT, be a little careful with alpha transparencies.
But anyway, litmus has been the best thing i've used thus far. So, I suggest to use that if you are very serious about testing on all available platforms

Related

Mail marketer - avoid google image proxy to detect devices

I'm trying to detect the devices that open my newsletter parsing the user-agent that request my 1x1 tracking image. The problem is that Gmail save all of the images in his storage and the user agent is always "Mozilla/5.0 (Windows NT 5.1; rv:11.0) Gecko Firefox/11.0 (via ggpht.com GoogleImageProxy)", this if the opener is from the gmail app and when is from the desktop interface.
Now the question is, there's a way to tell Google avoiding to save the image in the newsletter? Maybe there's a custom header in the mail?
Or maybe there are other solutions for detecting the tipology of the devices that open newsletter from gmail official interface?
Thanks to all.
Yuri
The only solution I'm aware of is the one provided by ContactMonkey, but it's a proprietary system so I'm not sure of how it works. They have a free plan so you can test out their software and see if it fits your needs.

NoVNC on iphone/ipad?

I'm trying to connect to a vnc server from iPhone using NoVNC.
I have some issues with "mouse" which behaves very irrationally.
Has anyone experienced the same behaviour ?
(will post code in a few)
I am the noVNC maintainer. Supporting mobile devices with touchscreens has been on my list for a while. I just filed a issue to track this feature.
Supporting touchscreen interfaces is quite different from normal mouse support. Also, noVNC will probably need to have viewport support for usability and performance reasons on mobile devices.
I do have an iPhone, and I do want to get this functionality working, but I'm not sure when I'll be able to get around to it. Help is always welcome. :-)

How can I integrate CalDAV and CardDAV

I am trying to allow people (from a URL) to connect to a calender/contacts from their iPhone, Blackbury or Android phone - what is the best way to do this?
I've had a bit of a read and it seems that CalDAV and CardDAV are the best way to integrate calenders/contacts, but how exactly can I do this? The internet seems to lack a standard way of how you can integrate this into a number of devices.
Which mobile devices support them? And is it possible to just provide a URL and then the calender/contacts just automatically sync!?
All of this assumes you have some sort of Groupware server setup somewhere which acts as the repository for this information.
For opensource you might want to look at a product called Sogo. Apple also do a caldav/carddav server written in python. They expect you to buy a mac server but you can download the code and run it from a pc or linux box. There's a heap of paid-for groupware.
You might want to check out the "opensource" client software written by the same kids who develop Sogo caled funambol. This claims to be x-mobile (all the ones youve mentioned anyway).
The idea behind all the *DAV protocols is that yes everything is done by Uri (this was actually specced by Tim Berners Lee in his draft for the web).
I've just been through this very same process and found only emerging standards, of which *DAV are the de facto ones IMO. HTC use MS active sync on my HD2 to sync my Gmail. Go figure!
Bedework is CalDAV/CardDAV server that allows you to hook your iPhone/iCal calendar and events.
I have used it and it gives you an url to sign in with in you phone calendar. The Bedework is a server you could install on you machine (it is provided with documentation; this is a good point to start with).
Android natively does not support Bedework. In order for Android to support the CalDAV you have to install an application that supports CalDAV, but I do not know if they work with Bedewrok or not.
In the case of android you could try using the CalendarProvider and the ContactProvider. You could refer to this : http://developer.android.com/guide/topics/providers/calendar-provider.html

Sending data between OSX and iPhones/iPads

I am wondering how I can send data between a machine and a mobile device. I know about the game kit an have read a bit about bonjour (but don't know to much about it), but would like to know some expert thoughts on what the best way is.
What I basically want to build is a one way traffic application that sends data from OSX to the mobile device (iPhone, iPod touch or iPad). The data send is either pictures, text (of a certain size and position ect) or video. The mobile device just has to receive this data and display it... nothing more.
My guess is that a WiFi solution would be best.
How could I best do this? Are there any tutorials that might help me putting this together?
Thanks in advance!
Best regards,
Paul Peelen
As no reply yet . . .
Bonjour is more focused on LAN networks, so would restrict you to WiFi.
It's also more of a service discovery standard - your Mac app would advertise the service on the LAN, and clients could see it - but your actual app communications will run on a different TCP socket, using whatever protocol is appropriate.
This linked answer may be helpful (although you will want CFNetwork in reverse - pushing from Mac to phone)
[iPhone]: How send output stream via wireless network?
For video you are probably better off looking for higher level frameworks (i.e. the AV ones).
Without knowing the full details of what you want to do, I wonder if rather than pushing data to the iPhone, the best thing would be to send a lightweight notification to the iPhone (AMQP, XMPP, or similar protocol) passing a URL back to the resource on the Mac - that way you could use standard HTTP GET for images, video, etc, on the iPhone side, throw the URL at a webkit view to display - and on your Mac side you could then use an off-the-shelf web server (Apache, or an embedded HTTP server within your code).

SDK to encode media with FairPlay DRM?

My company runs a video website. We currently make our content available via streaming, and download to Windows PCs with WMRM DRM. We're looking to make content available to download for Macs but would need to protect them with the FairPlay DRM system.
Is this something that we can do, or is FairPlay proprietary and only permitted to be encoded by Apple? Is there a Windows-based SDK/toolkit available to enable us to expand our encoder software to be able to create FairPlay protected files? I'd prefer an SDK so we can develop an in-process solution rather than having to call an executable.
(PS: I know DRM is not popular, but it's not our call, it's the studios. So we have the choice of either making downloads available with DRM or not making downloads available at all. Please don't reply with answers like "DRM is bad" or "DRM is not the answer" because that's not my call, or even my company's call.)
You can use the FairPlay streaming SDK found here:
https://developer.apple.com/streaming/fps/
It should help you setup a FairPlay server environment.
Silverlight + PlayReady is a cross-platform DRM solution. It allows for your scenario of supporting streaming + download on both Windows and MacOS.
No, other than by distributing your content via iTunes, it is not possible to use FairPlay:
"Apple has concluded," Jobs said, "that if it licenses FairPlay to others, it can no longer guarantee to protect the music it licenses."
The only cross-platform DRM that was ever announced is RealNetworks Helix, which was discontinued in 2007. Despite open-sourcing some Helix technology, and some vague noises about DRM from those quarters, I don't think a working product was ever released.
WMDRM or "something Flash-based" are the only real options when it comes to content protection, with majors generally only accepting the former when it comes to "download to own" scenarios. Indies typically don't care about DRM at all, fortunately.