Xcode: Run project with specified localization - objective-c

My Cocoa project is localized in Italian (my language) and English language.
If I run it, i see everything in Italian (of course, my OS is italian!).
How can I run it to test the English localization without changing the OS language?

In the old times, Leopard and before, the get info window in Finder would let
you choose the available languages. So it was a matter of deselecting the
language that you don't want to use and it would "default" to the other.
These days you can use an utility like this one. I'd love to know what it
does behind the scenes though.
I finally found a nice solution in the cocoa-dev mailing list archives.
Apparently, you can change the default domain within the arguments passed to
your executable, and this causes the global preference to be overwritten. It
can be achieved with the -AppleLanguages flag, pass a list of the languages
in the preferred order:
~/apath/AppName.app/Contents/MacOS/AppName -AppleLanguages "(Italian, English)"
Run this from your terminal and it should give a different precedence for the
language. Notice you can also specify a single element list "(Italian)"
—makes more sense for testing purposes.
To do it within Xcode and avoid the terminal, go to the menu Product > Edit
Scheme… . Then, in your run configuration switch to the Arguments tab and
create a new one to be passed on launch. Add -AppleLanguages "(Japanese)"
text to it. Something similar to this:

Assuming you have a file that holds all the strings, swap the names of the files. Or, if you've got a it.lproj and en.lproj group in your project, just move your InfoPlist.strings (or whatever you named it) into the other group and vice versa.

Related

tornadofx internationalization to country not available in FX.locale

I'm trying to write an fxml file with a variable in it that I pull from a resource bundle. I want the value of this variable to be pulled in from a different file in my bundle in different locales. This works for the locales that you can specify like this:
FX.locale = Locale.FRENCH
However, Spanish is not an available locale and I have a Spanish language file that I would like to use.
I have heard that, by default, tornadofx gets the locale of your computer and chooses the file in the resource bundle that it thinks is in the language you most likely speak. However, this does not work when I set my locale to Spain; actually, it does not work at all. If I do not specify my locale in my program, it does not pull the variable in from any of my files.
Does anyone know how I could get a foothold into this problem? I have read the documentation located here, but I did not understand what messages were or how to access them. I can make this code work, but only for French and other FX.locale options.
Thank you in advance!
Since not all locales have a constant in java.lang.Locale, you can create a locale instance manually and assign it to FX.locale:
FX.locale = Locale("es_ES")

Emacs equivalent of Xcode's "Open Quickly"

I'm trying to get a Cocoa development environment working in Emacs, and I'm 80% of the way there. The one feature I miss is Xcode's "Open Quickly", which basically performs a fuzzy match of the string you type against the filenames referenced in the Xcode workspace and the symbols defined in those files.
My problem is that our project is huge: if I generate a TAGS file using etags for the .h and .m files in our project's sub-directories, the result is over a gig in size and Emacs complains "TAGS file is large. Really open?", and if I say yes, then Emacs hangs and becomes essentially unusable. Of course, this is before I've even considered indexing tags for system libraries. I've also tried projectile, but unfortunately it's similarly unusable on a project of my size (on the order of a full minute to find a match).
It occurs to me that all the indexing information I really want is in the Xcode projects themselves, so if I had an Emacs package that could parse them and traverse their dependencies, that might be a start, but I'm not aware of any such package.
Any suggestions/solutions in this respect?
I've never found a single function quite as convenient as Xcode's "Open Quickly", but these days I use
helm-projectile-git-grep when I want to match on strings I know to be in the filenames, and
helm-git-grep for quick searches through the contents of the files themselves.
I've found that this gets me really close to what I wanted in my original question.

How to use get all NSLocalization using genstrings while preserved current translations

Let say my iOS app already have translation localizatible.strings for Japanese. Say "Continue" = "続ける";
However, I've added new NSLocalization additions to my code but I want to use genstrings to get all new NSLocalizations without having to merge them manually.
Is there any way to do that?
There are tools that manage localization and that automatically make updates to translations based on changes to the base language (and helping the translator make the necessary changes only to whatever has been changed).
For example www.gengo.com has a free online tool called Strings (which I haven't tried yet). There are also desktop apps that look very good, such as Localization Manager as part of Localization Suite http://www.loc-suite.org/ (which I haven't tried properly yet either).
Localization agencies may have their own tools, too.
These tools are a must if you do a lot of updates and have several languages but for smaller projects, they can take a bit too much getting used to. For an occasional task or a small project with few languages, manually merging the changes of your base language localizable.strings files to your translated localizable.strings files might be quicker though.

Force a specific localization to be used for a target

I'm developing an app that, among other things, will play a large audio file (30MB).
I want to submit the app to the App Store in several countries. The audio file is different per target country, the rest of the app remains the same (Although localized).
I've created a target for each country, a bash script takes care of copying the correct audio file into compiled app based on the target, and it works great.
I've also localized the ressources (Images and Localized.strings) to make it easy to maintain.
Let's say I built my target for Sweden, I want to include only the swedish localization to force the app to always show swedish language (Which matches the audio file).
Here's the actual question:* How do I exclude all localizations from a target or force a target to ONLY use a specific localization, regardless of phone settings?
Based on your comment in answer to Lvsti (where you say the reason you're doing this is that translations in some of your languages aren't finished yet but you want to release what you have), perhaps as an alternative to deleting all the relevant localization files or messing with your build settings you can try to edit the list of languages in your XCode project? It's not per target but per project, but it might allow you to exclude languages you don't want in your build. See under Localizations in your project settings (there's a little - icon you can use to remove a language).
I think you might be able to pull it of by going to:
Target Settings => Info => Add a new row called Localizations => Add a new element to that array with the kind of language you want (I think the default is english)
I haven't tested it, just let me know if it worked.
If I understand your question, you don't actually need a localized app, or at least not a fully localized one. If that is the case, I would use a run-script build phase which is responsible for copying the appropriate non-localized but target-specific resources based on the current target. E.g. supposing you have an Audio folder in your project root with all the versions for the different languages, your script could look like:
cp "$PROJECT_DIR/Audio/$TARGETNAME.mp3" "$TARGET_BUILD_DIR/$UNLOCALIZED_RESOURCES_FOLDER_PATH/audio.mp3"
which would e.g. copy/rename "Swedish.mp3" to "audio.mp3" directly accessible from the bundle.

Is it possible to hook the API call that puts text on Mac OS?

There's a program called PPStream which is currently only available in Chinese, it allows for access to a myriad of ad-supported movies and TV series. The problems is that it is in Chinese and menus are indecipherable.
Is it possible to hook into the part of Mac OS's API that puts text on the screen so that it routes it through a wordlist first, translating the text into English? Would the API hook be able to differentiate the different applications calling the API?
I have no experience at all with Mac APIs, just pondering on if this is worth pursuing or not.
Thanks.
Edit: The reason I would like to do this at API level is that I need to dynamically dispatch HTTP queries with a list of strings to be translated (movie titles Chinese -> English), and the edit-the-i18n-file approach wouldn't do. Any other suggestions?
I haven't downloaded, installed or run PPStream myself so I'm speaking "out of my rear end" in a sense, but there are a number of ways to localize an app. But you really need to have access to the raw, uncompiled code and project to do it correctly.
The three most likely ways the string resources are saved are these:
1)
The app may have a strings file from which it fetches the strings to be displayed in the interface.
You may be able to make a copy of this strings file and set it to English or whatever language you choose.
2)
The strings may be baked into the code itself. This is generally a NO NO for commercial grade MacOS & iOS apps, but lazy and/or inexperienced developers can do this especially if they don't think their app will ever be used in other languages.
3)
The most likely set up is that there will be a folder hidden in the application package, inside the "Resources" folder, that has named like "en.lproj" or "English.lproj" or "de.lproj" or "zh_CN.lproj" or "zh_TW.lproj" (these last two are especially likely if this is only in Chinese).
Inside those folders will be localized XIB (or older NIB) files. And if you make a copy of this folder and then modify the newly made copy to add your new language.
Options 1 & 3 are ones you might be able to copy and then modify, but then again it might not work (especially these days when there's code & app signing). I've never tried this without an accompanying project, so if you have success, you should comment your question and/or this answer and let us know.