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SyncML
SyncML, or Synchronization Markup Language, was originally developed as a platform-independent standard for information synchronization. Established by the SyncML Initiative, this project has evolved to become a key component in data synchronization and device management. The project is currently referred to as Open Mobile Alliance Data Synchronization and Device Management. The purpose of SyncML is to offer an open standard as a replacement for existing data synchronization solutions; which have mostly been somewhat vendor, application, or operating system specific. SyncML 1.0 specification was released on December 17, 2000, and 1.1 on February 26, 2002. A SyncML message is a well-formed XML document that adheres to the document type definition (DTD), but which does not require validation.
Internals
SyncML works by exchanging commands, which can be requests and responses. As an example: Commands (, , , etc.) are grouped into messages. Each message and each of its commands has an identifier, so that the pair (MsgID, CmdID) uniquely determines a command. Responses like commands include the pair identifying the command they are responding to. Before commands, messages contain a header specifying various data regarding the transaction. An example message containing the command for begin a refresh synchronization, like in the previous example, is: <Meta><MaxMsgSize xmlns="syncml:metinf">8000</MaxMsgSize></Meta> </SyncHdr> <SyncBody> <Alert> <CmdID>1</CmdID> <Item> <Target><LocURI>Events</LocURI></Target> <Meta><Anchor xmlns="syncml:metinf"><Last>42</Last><Next>42</Next></Anchor></Meta> </Item> </Alert> <Final/> </SyncBody> </SyncML> The response from the computer could be an XML document like (comments added for the sake of explanation): </SyncHdr> <SyncBody> <Status> <CmdID>1</CmdID> <MsgRef>1</MsgRef> <CmdRef>0</CmdRef> <Cmd>SyncHdr</Cmd> <TargetRef>PC Suite</TargetRef> </Status> <Status> <CmdID>2</CmdID> <MsgRef>1</MsgRef> <CmdRef>1</CmdRef> <Cmd>Alert</Cmd> <TargetRef>Events</TargetRef> </Status> <Final/> </SyncBody> </SyncML> The transaction then proceeds with a message from the mobile containing the command, and so on. This example is a refresh where the mobile sends all its data to the computer and nothing in the other way around. Different codes in the initial command can be used to initiate other kinds of synchronizations. For example, in a "two-way sync", only the changes from the last synchronization are sent to the computer, which does the same. The and tags are used to keep track of a possible loss of sync. represents the time of the last operation of synchronization, as measured by each device. For example, a mobile may use progressive numbers (, , , ...) to represent time, while the computer uses strings like " ". is the current time in the same representation. This latter data is stored and then compared with in the next synchronization. Any difference indicates a loss of sync. Appropriate actions involving sending all data can be then taken to put the devices back in sync. Anchors are only used to detect a loss of sync; they do not indicate which data is to be sent. Apart from the loss-of-synchronization situation, in a normal (non-refresh) synchronization, each device sends a log of changes since the last synchronization.
SyncML client connectors and plugins
SyncML servers
1SAN = Server Alert Notification. This SyncML Push technology is based on definitions by the Open Mobile Alliance and extends the existing SyncML protocol specification by offering a method of server initiated synchronization.
SyncML hosted services
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