![ilocalize iphone ilocalize iphone](https://www.idevice.ro/wp-content/plugins/AppStoreZaone/images/mzl.qfbtwrqr.800x500-75.jpg)
But if you have much more than a word or three, you really need to hire a pro translator. You could also try getting similar games that are already translated to your target languages and change your device setting to the targeted language to see what they are using.
Ilocalize iphone code#
because I have just copied code from there without changing it.If you're just translating "Score" and "Coins" you probably could get away with using Google Translate or other such service. I haven't tried but I am guessing that you will have same problem using localization sample in the documentation.
Ilocalize iphone android#
I tried using Android Device Monitor but it doesnt display much for it.Ĭonfiguration looks like as attached image.
Ilocalize iphone how to#
What could be the possible problem? I dont know how to track this down. If I remove the check for this option, It works fine. When I enable, "Enable developer instrumentation" in Release mode, It works also. This Code implementation works fine when I run in Debug and Release Mode.īut It fails working in Release Mode using "Bundle Assemblies into Native Code". String name = "en" ? "en-US" : + "-" + () ĬurrentCultureInfo = new (name) Then in my PCL code, I am able to overwrite the culture with the code below Var dashIndex = PlatformString.IndexOf("-", StringComparison.Ordinal) PlatformString = platformCultureString.Replace("_", "-") //. Throw new ArgumentException("Expected culture identifier", "platformCultureString") // in C# 6 use nameof(platformCultureString) If (String.IsNullOrEmpty(platformCultureString)) Public PlatformCulture(string platformCultureString) / Helper class for splitting locales like / because the Thread object can't be accessed in a PCL. / CurrentCulture and CurrentUICulture must be set in the platform project, / and convert them (when necessary) to a valid. / This method must evaluate platform-specific locale settings / You should always test all the locales implemented in your application. NET cultures can have their RESX resources loaded and used. / platform-specific locales to a value supported in. / Implementations of this interface MUST convert iOS and Android NetLanguage = "de-CH" // equivalent to German (Switzerland) for this app Var netLanguage = platCulture.LanguageCode // use the first part of the identifier (two chars, usually) String ToDotnetFallbackLanguage(PlatformCulture platCulture) ONLY use cultures that have been tested and known to work add more application-specific cases here (if required)
![ilocalize iphone ilocalize iphone](https://www.idevice.ro/wp-content/plugins/AppStoreZaone/images/mzl.dhwutggw.800x500-75.jpg)
NetLanguage = "de-CH" // closest supported NETĬase "gsw-CH": // "Schwiizertüütsch (Swiss German)" not supported. NetLanguage = "id-ID" // correct code for. NET cultureĬase "in-ID": // "Indonesian (Indonesia)" has different code in. NET cultureĬase "ms-SG": // "Malaysian (Singapore)" not supported. NET cultureĬase "ms-MY": // "Malaysian (Malaysia)" not supported. certain languages need to be converted to CultureInfo equivalentĬase "ms-BN": // "Malaysian (Brunei)" not supported.
![ilocalize iphone ilocalize iphone](http://beta.tig7.de/tig7_mitglieder/17.jpg)
String AndroidToDotnetLanguage(string androidLanguage) NET culture, falling back to EnglishĬi = new ("en") Var fallback = ToDotnetFallbackLanguage(new PlatformCulture(netLanguage)) Ĭi = new (fallback) fallback to first characters, in this case "en" this gets called a lot - try/catch can be expensive so consider caching or something NetLanguage = AndroidToDotnetLanguage(androidLocale.ToString().Replace("_", "-")) Public CultureInfo GetCurrentCultureInfo() Public class Localize : UsingResxLocalization.ILocalize I followed the and using resx files with displaying correct language, with DI on Android, I am able to change language within my app.īasically in Android, I added platform specific code as described in the article