I have a "Resources/en.lproj/Localized.strings" file, with some key/value pairs in the format:
"key"="value";
I select this file and in File Inspector in the Utilities Pane I choose to add a new localization (es) pressing the '+' button in the Localization tab.
This action should create a new file "Resources/es.lproj/Localized.strings", but instead the original "Resources/en.lproj/Localized.strings" now displays a small triangle at the left ( as if it were a folder ) and holds inside two files Localized.strings (English) and Localized.strings (Spanish). No es.lproj directory created.
I have never read of this behavior even in references to this using XCode4.
What I'm missing?
Updated info:
I have checked the app bundle installed in my iPhone Simulator and the folders are created there, with the corresponding files.
I don't know if this is the default way but is confusing to me since reading the documentation this is not what I understand.
Your could try this : Quit XCode, relaunch your project. Remove all localizations from your project properties (keeping the files when asked), add them back, remove es localization on your file, then add it back.
Related
I accidentally deleted Bridging-Header.h file from my project and move to trash. Now if i am running the app it is showing an error "Bridging-Header.h' does not exist"
Select the project in the project navigator
Select the target in the project window
Select Build Settings
Type bridg in the search field
In the line Objective-C Bridging Header memorize file name and path.
Press ⌘N
Create new Header File for the proper platform
Name it according to the memorized file name and save it to the memorized path.
And you are strongly encouraged to use Source Control. It's worth it ...
I would like to know if there is any way to add a local file as resource using VB code. Its an image file . Normally I go to Project -> Project1 Properties -> Resources -> Add Resource -> Add Existing File -> and select my executable. I would like to do the above using Visual Basic code. Does anybody have any idea?
Last time I added a resource into my VB program I did the same as you have mentioned above, recently I went to do the same thing and found I had to search for the location and most replays to this question told you what to do but did not show the steps nor the screen which was kinda confusing. I hope the following helps.
Visual Studio 2017:
Right click in the solution explorer window on the VB project name name (Not where is says Solution 'Solution name' (1 project) the line just under that one. Select properties and you will see the project options screen open in front of you mine defaulted to the application tab shown on the left in the screen shot below.
Select the resources option on the left hand side of the screen, you now have options to add resource files to your executable, you can select the following types (Strings, images, icons, audio, files, other) . Note I read there is a size limit for individual files but it is possible to have multiple small files added.
Add your file. In the solution explorer a resources tab will now be visible with your file listed, in my example I added two sound files bite.wav and moan.wav (sorry not an image file). These sound files were compiled into my executable and I executed the sounds in the program with the following:
My.Computer.Audio.Play(My.Resources.Moan, AudioPlayMode.Background) 'Play audio file in background do not halt program
Your resource should now be able to be seen if you enter 'My.Resources.'
I'm just starting to look at IOS Apps' localization in XCode 5 and I've tried to add an Italian Localization:
Xcode 5 automatically generates the Main.strings file with a single entry, for the only label I've put within the Main.storyboard file:
/* Class = "IBUILabel"; text = "Label"; ObjectID = "PeT-4z-NSf"; */
"PeT-4z-NSf.text" = "Etichetta";
If I later modify the Main.storyboard file adding a new button to the view, then how should I tell Xcode 5, if possible, to add missing localization strings to the Main.strings file? Should I add a new entry by hand by looking at the Object ID field in Interface Builder (it works, but I don't know if this is how it is meant to update storyboards' localization)? Can I run something like genstrings on the Main.storyboard file to extract all the labels' text and add the new ones to the localized Main.strings files?
Check out ReMafoX, it's a Mac app that perfectly solves your problem. It can be easily installed and integrated within your project, watch this video for a detailed walkthrough.
Alternatively, if you prefer an open-source CLI tool without a GUI, you can also use BartyCrouch.
Install BartyCrouch via Homebrew:
brew install bartycrouch
Alternatively, install it via Mint:
mint install Flinesoft/BartyCrouch
Incrementally update your Storyboards/XIBs Strings files:
$ bartycrouch update
This will do exactly what you were looking for.
In order to keep your Storyboards/XIBs Strings files updated over time I highly recommend adding a build script (instructions on how to add a build script here):
if which bartycrouch > /dev/null; then
bartycrouch update -x
bartycrouch lint -x
else
echo "warning: BartyCrouch not installed, download it from https://github.com/Flinesoft/BartyCrouch"
fi
In addition to incrementally updating your Storyboards/XIBs Strings files this will also make sure your Localizable.strings files stay updated with newly added keys in code using NSLocalizedString and show warnings for duplicate keys or empty values.
Make sure to checkout BartyCrouch on GitHub for additional information.
The file that Xcode does not update automatically (at least 5.x version didn't) is the app's Localizable Strings. You can build a fresh file from Main.storyboard as follows:
In the project Navigator (the leftmost pane) click on the Main.storyboard file. In the Utilities pane (the rightmost pane) click on Show the File inspector icon. It is the leftmost icon in blue in the image below:
.
On the right pane that will appear, one of the sections will be Localization:
Uncheck the English (Localizable Strings) row and in the window that will pop-up check the Delete localized resource files from disk and click the Remove button (you do not have to check delete, in which case Xcode will ask for a permission to override it when you build it next).
Then check English (Localizable Strings) again to build it from scratch.
Using Xcode 6 the following worked for me:
I changed the localization for a language from "Localizable Strings" to "Interface Builder ..." like suggested at the SO question posted by h.orim. However the setting did not change, it still was set to "Localizable Strings". The next step now is to do that again, so Xcode will find the Storyboard it just created and show a prompt asking if it should be used or replaced. Now click on "Use file" instead of "Replace", otherwise the same will happen again.
Now you should have a localized Storyboard in the desired language. After you now switch back to "Localizable Strings" you will have a file containing all current strings used in the storyboard with your previous translations still in place.
Another way is to do it manually by selecting on the storyboard the field to translate. Go to the "Identity Inspector" and copy the Object ID (something like HP8-op-SmX).
After that, open the storyboard langage file (Main.strings, most cases) and past the Object ID. Depending your needs, you just have to add .text or .placeholder.
"HP8-op-SmX.placeholder" = "My translated placeholder text";
"HP9-op-VvD.text" = "My translated text";
Save, clean & build. It's a little bit painful but can save a lot of time if you only need to translate few things.
You can use a script called UpdatStoryboardStrings for this!Get it here: https://github.com/AppliedIS/iOSL10n
Intructions for use: http://blog.appliedis.com/2013/05/22/localization-of-an-xcode-ios-app-part-2/
With Xcode 6+, ideally developers should not have to manually manage strings files. Use XLIFF export to automatically gather development language strings to send to translators, and then use XLIFF import to update the strings files with translations.
https://developer.apple.com/library/ios/documentation/MacOSX/Conceptual/BPInternational/LocalizingYourApp/LocalizingYourApp.html#//apple_ref/doc/uid/10000171i-CH5-SW9
Another option is to use ibtool --export-strings-file directly.
https://developer.apple.com/library/mac/documentation/Darwin/Reference/ManPages/man1/ibtool.1.html
There are two options:
Option 1
Xcode can "reload" the file by converting the file to either an [Interface Builder Cocoa Touch Storyboard] file type or a [Localizable Strings] file type.
Select your base storyboard file from the Project Navigator
Find the Localization section in the File Inspector
If your file is currently a [Localizable Strings], change it to [Interface Builder Cocoa Touch Storyboard] or vice-versa.
Xcode should have converted your storyboard to the current version, while preserving your old localization efforts. Here you can change the file back to the original file type if you would like.
Option 2
Use ibtool to extract the strings in your storyboard.
Open the Terminal application
Locate your Base.lproj directory
Use this line to extract the strings:
ibtool MainStoryboard.storyboard --generate-strings-file file_name.strings
After ibtool extracts the strings to file_name.strings, you can copy and paste it to your original .strings file
Tested with Xcode 11, you can simply deselect the language.
Do not delete the file on disk.
And then choose to use the existing file.
The old translations will be kept and the new keys will be added.
My program has two targets and I want to correctly configure this screen:
I successfully configure the "App Icon" and "Launch Images" in .plist file, setting the key CFBundleIconFile and CFBundleIconFiles (for icon) and UILaunchImageFile (for launch Image) in the .plist file.
To see this error yourself, try the following:
Create a new project
Create two or more targets for this project
Go to the screen above (select the project icon in XCode, in targets select the "summary" tab)
Select an image to be the icon of this target
The icon will be added to the project and automatically saved in the root project directory in the file system with the name "Icon.png"
Go to another target and select another image to be the icon of this target
Here is the problem. The system will say: "Want to replace this file?" If I say yes, it overwrites and the first target icon is replaced!!! If say no, nothing is done.
Is there a way to configure two different icons and two launch images to appear in this screen for each target? I can correctly configure it in the .plist file, but in this screen it looks like I have no image!
You need store icons in different folders.
Create 2 subfolders in "images" (in file system, not in Xcode)
2. Create corresponding "group" (yellow folder) in Xcode and set right path for them (optional)
3. Add all icons to project (in corresponding groups)
4. Set "Target membership" (in the right panel in Xcode) to right target for each icon.
5. The info.plist file(s) should reference to right icon name.
Also be aware of:
All files from subfolders of "images" will be placed in one root folder in device's file system, so it is never mind, that images located in different folders in developer's machine. If you have files with some name in different folders, only one may be placed in final bundle. It is why you need specify "Target membership".
Do not set arbitrary names for lancher icons. Some devices may no recognize icon, if it named arbitrary, ever if it is mentioned in info.plist file (see here).
For some reason, XCode has decided to start copying a huge Prefix.pch.gch file into my application's resources folder when building. This file is not in the Copy Bundle Resources build phase, nor can I find any other project setting that should tell XCode to do this. Has anyone seen this before and know what's going on?
I had a problem with the same symptoms today, it turned out that it was due to one of my objective C files being included in the Copy Bundle Resources files phase of the target (either due to a drag and drop accident, or the xcodeproj file getting corrupted at some point). GCC was then helpfully including the precompiled headers for the prefix header in the target as there is a dependency from the source file.
Doing a Get Info on the source file in question didn't show all the tabs on the file info dialog, even though the file type was set to sourcecode.c.objc.
Removing the file from the project and re-adding it cured the problem.
You could try doing "Show Package Contents" on your xcode project file in the finder, then opening the project.pbxproj file in a text editor (not xcode).
If you search for ".pch" and/or ".gch", you might spot something.
Are there any Copy Files phases?
Is the Prefix.pch.gch file in your project's group tree? The easiest way to check this would be to select the project object, then search for “gch” in the Detail view.
I solved this problem in a different way. Firstly I like to make use of the prefix file so I have lots of includes for standard logging, colours etc.
For every include to the prefix file ensure that each include is only processed once! This can be done by putting:
#ifndef __<Classname>__
#define __<Classname>__
< your original header file here >
#endif
If you select the "Project" item of the "Project menu and then the "Detail" tab view and then select the project in the "Groups & Files" list on the left is the files listed on the right view have a checkbox? and is that checkbox checked? if so then un-check it.