updating all element's which have text instantly after localization - localization

I have a problem with localization
I want to use be able to change language off app between English and Arabic
I know that at the first I must have two localization.strings one for "en" and one for "ar" and when user clicked at the button i change path of bundle
[https://i.stack.imgur.com/1V0PP.png][1]
but after all of these( when i change path of bundle ) , I don't know how to be able to change all texts on all over the app instantly. I just want to change text. I do not care about about alignment and images and ...
[https://i.stack.imgur.com/T665i.png][2]
Could you explain how? I'm totally confused and I don't want to hard-code like text.localized() for every text and have outlet for every single one because I think it's not proper to repeat something over and over.

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How to use non-English characters in Godot?

I want to use non-English characters in Godot, but when I write them (In every node, like a Label or a Button) and run the project, the text does not display. For example, I write some Arabic characters in a Label and run the project, but I do not see anything. But I can see the characters in editor separately and reversely. ("عالم" is displayed "م ل ا ع")
I know that this problem is discussed on GitHub, but there was not any good solution. Please advise me a good and simple solution to solve this problem. I think it is not solved so far.
The default Label font in Godot doesn't support non-ASCII characters.
You can try to change the font in your Label node to one that supports non-ASCII symbols by picking a font from your computer, or if it doesn't exist on your device, uploading it from some site like Google Fonts, and choosing an arabic-supporting font, like Amiri.
After choosing the font for your Label node, open the Custom Fonts property in the editor of the node, and create a DynamicFont, and in Font => Font Data press Load and choose your font in the opened window in the file system (.ttf or any another font extension).

How to localize images in iOS if they are set up in a storyboard?

I know how to localize storyboard elements like label, buttons etc. However, I faced a problem where I need to localize the images that were setup in a storyboard in the attribute inspector for the Image View.
Is there a way to localize those without setting those images up in the code, in the viewDidLoad method and calling setImage:[UIImage imageNamed: NSLocalizedString(...)]; ?
Any kind of help is highly appreciated!
I guess I figured it out...maybe not the ideal way of doing it but works for me...
Open image folder in your Project Navigator (panel).
When you click one of the images, on the right (Inspector panel) you'll see the button "Localize".
Clicking on that button gives you a pop-up asking if you want it to be the base (in my case I say yes).
So now in the inspector there're check boxes: Base, language 1, language 2 etc (language n - is the languages you added to your project in the localization settings).
So now if you put a check mark into one of the language check boxes, your image file will have a drop down arrow showing that it has some content inside. If you click that, you'll see how it expands showing the localized files with the name of the language in the () brackets.
However, at this point those files are all the same as the base. So now you need to substitute the base files with the localized ones.
If you right click on the file that needs to be localized, say myImage.png(German), open it in Finder, and replace that file with the right one. Important! The name of the file should stay the same!
I'll post the screenshots later, so it's all clear how to do it.
Using Xcode 9.2
you can achieve it easily like the following
1- From Assets
2- Then you will need to change the Direction option AND CHOOSE BOTH
xcode will allow you to add 3 more image for other language resource
3- add your needed image and use it in story board or from code as well

Special characters in Xcode look different in edit and view modes

I want to use a special character on an iOS button. When I insert it from special characters collection located in Edit/Special Characters menu it looks like this:
But after I exit the edit mode or run the app on device the character turns into this:
It looks like it uses different font. Is there a way to fix it?
Open up the character viewer (you may need to enable this in the Settings / Language)
You can inspect the arrows in here, and then check the font variations.
Once you've located the font you want, apply that to the label. I suspect you want Lucida Grande Bold.

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In an iOS5 app, I have a UITextView with data detectors for phone numbers and so on. When I tap the underlined link / detected data, everything works as expected, but when I tap that link a little longer, an UIActionSheet appears (Call xyz, Add to Contacts and so on). This is fine as well except the language of those buttons English but it should be German. I already set the default language of the app to German in xcode and also deleted the English localization but the button titles remain as they are. Is it possible to change the language somehow?
Found the answer myself. Originally, I thought I need to have the English localization because when I deleted the (only one) localization, the storyboard file was deleted as well. The solution now was very simple. I added the German localization (the storyboard is copied) and then deleted the English one. This way the action sheet buttons are German now and the storyboard file remains in the project - problem solved.
Sorry for being too stupid to try this before :-/

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I am rather new to iOS coding and am trying to make an application where when the user types in some text the app output their text in ASCII art.
I just want to know how I can get the app to realise when the user types "The" that it has to realise that there is a T a H and an E and put out a certain list of characters.
I am making this for the iPad, using a "Tabbed application" pre-made workspace.
Make sure your viewcontroller is the delegate of the "entry" text field. Implement textField:shouldChangeCharactersInRange:replacementString: and make the equivalent changes to the string of your "art" text field. Make sure you return YES at the end so that the entry text field can actually be updated.

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