Identify unlocalized text - c#

In ASP.NET, an application can be localized using resource files. Resource files hold different translations. For example, one might have an English resource file and a Spanish resource file. When resource files are used, an attribute can be applied to controls on a web page to automatically populate that control with values from a resource file. Alternatively, the values can be programmatically loaded from a resource file and assigned to a control's property.
ASP.NET uses a fallback mechanism for loading translations. It tries to find the resource file that is most similar to the current user's culture. If the current user's culture is Spanish, ASP.NET tries to load the appropriate resource from the Spanish resource file. If the Spanish resource is not available, it falls back to a default resource file. Because of this behavior, text for a Spanish user may be shown in the default language for two reasons:
No Spanish translation is available. (The translators haven't provided a translation for this item yet.)
The text is not localized. (This may be the result of plain text appearing in the page or the message being hard-coded somewhere.)
If text appears in the default language, I want to know whether it was because of reason 1 or because of reason 2.
For every missing translation, I could insert some kind of placeholder text in a resource file. However, this means that I am throwing away the fallback mechanism. Even worse, if placeholder text accidentally makes it through to production, it looks much worse than showing the default text.
Does anyone have any suggestions (or solutions) for determining which of these two conditions is the reason for default text appearing during manual testing?

If I understood you correctly you want to verify that every localizable text is indeed in fact localizable and not burned in the code. To do this you should not be using a real culture (Spanish), instead you should create resources for a fake unsupported culture and provide an automatic translation for every localizable resource entry available in the default resources.
For example, if you have a default resource containing:
Entry1: This is a test!
you should create a resource in your fake culture containing:
Entry1: Th1s 1s # t€st!
You could even (and should) perform the creation of the fake resources automatically using a simple character mapping. This way, when you set the application to use your custom fake culture you know that every entry has a translation so you can find harcoded text. This strategy is used by Windows and is known as pseudo-locales. The use of pseudo translated strings makes it possible do development using the fake culture because the text is still readable and this improves your probability of finding hardcoded text.
Windows supports pseudo-locales since Windows Vista and Windows 2008 R2, so if your build and testing environment uses these operating systems you can associate your fake culture to one of these pseudo locales (for example qps-ploc). If you have unsupported operating systems just associate your fake resources to a real culture that you probably will never be supporting or just create your own culture.
Also note that even in a supported operating system, Visual Studio will not create satellite assemblies for these pseudo-locales unless you enable them on the registry.

Related

How to get localized *.resx Files (embedded Resource)

I have my loacalized *.resx files in another project to which I set a reference (it's a solution with mulltiple projects, so we have a *.Common project where we have styles, localization...). by now I have two *resx:
TextObjects.resx ------> english/invariant
TextObjects.de.resx --> german
How can i get these Files (the cultures of it)? Because I use WPFLocalizeExtension the *.resx-files need to be embedded resources.
I found only a way to watch inside the Resourcefile and get it's Keys, but not how many and which files i have.
Also I face two other problems:
The default invariant Language ist shown as this. Is there a way, without an Converter, to show it as english?
I like do set the systems CurrentCulture as first culture. If there is no localization for that the Extension correctly uses the Invariant Localization. BUT if the language doesn't exist it still get added to the MergedAvailableCultures and is as a result also shown in the ComboBox to which i bound this list. How can I avoid this?

Can we skip ResourceManager?

I've working on a project where I'm using ResourceManager extensively and this question just crossed my mind.
Can we read from .resx files without using ResourceManager? I mean, is there another way?
ResourceManager is a convenience class, it works very well with the way the build system supports .resx files. No, it is not a strict necessity.
A .NET assembly has the generic capability of embedding arbitrary data into the manifest of the assembly. Just a blob of bytes, it can be anything you want. Directly supported by the build system as well, just add a file to your project and set its Build Action to "Embedded Resource". At runtime, you retrieve the data in that file with Assembly.GetManifestResourceStream().
You can stop right there, but that's just a single file, it doesn't scale very well if you have many small resources you want to embed. Which is where a .resx file starts, it is an XML file that contains resources in a friendly format. One that gives you a fighting chance to recover the source again when the original got lost.
But an XML format is not a very good format for resource data, it is bulky and it is expensive to find data back. So .NET has resgen.exe, a build tool that turns the XML file into a binary file, a .resources file. Compact and easy to find stuff back. And fit to be embedded directly as a single manifest resource.
What you don't want to do is having to read the .resources data yourself. You'll want to use a helper class that can find specific resources back from the blob of bytes. You want use the ResourceReader class, its GetResourceData() lets you specify the resource name and it will spit the resource type and data back out.
You can stop right there, but an app often has a need for different sets of resources. A very common localization need. Which is what satellite assemblies are all about, different assemblies that contain nothing but resources, each for a specific culture. They are separate so you don't pay for the virtual memory that's required to store all the localized resources when you need only one set of them. What's needed here is a helper class that automatically locates and loads the correct satellite assembly and retrieves the resource for you, based on the current culture.
That helper class is ResourceManager.
If you choose to skip the use of the ResourceManager you can let Visual Studio handle code generation for you. Ultimately the generated code uses a ResourceManager, but you're no longer writing that code manually. Additionally, you get compile-time checking since you're referencing a generated static class.
If you add a resource file to your project and double click it from the Solution Explorer, Visual Studio presents you with a dialog where you can enter a name for a resource, and its value. The dialog presents you with options to add resources as strings, images, audio, etc. (look at the dropdowns at the top of the dialog). Next, to get the code generation bit, you need to set the Access Modifier to either "Public" or "Internal". The third option is "No code generation."
For example, add a resource file called "MyResources", then add a string resource with the name Greeting and a value of Hello! With one of the former two options selected for code generation (start off with public to test it, restrict the access as needed), you should now be able to reference the resources from your code via MyResources.Greeting. If you don't see it right away, make sure you've saved the file and try compiling.
string greeting = MyResources.Greeting; // "Hello!"
If you add other resource types (image, audio, etc.) then the return types will differ, of course.
At this point you could inspect the generated .cs file and see that the generated code is using a ResourceManager. The other use for resource files is localization. Let's say you wanted a Spanish version of MyResources. You would add a new file called MyResources.es.resx, where es corresponds to the language code desired (Spanish in this case). Now add the same resource name of Greeting with a Spanish value of Hola!.
If you change the thread culture to Spanish, referencing the resource will now return the Spanish version:
string defaultGreeting = MyResources.Greeting; // "Hello!"
Thread.CurrentThread.CurrentUICulture = CultureInfo.GetCultureInfo("es");
string spanishGreeting = MyResources.Greeting; // "Hola!"
Note that you only really need to set the access modifier to one of the code generation options for your default resource file (i.e., MyResources.resx), not for all the other localized versions you add. There's no harm in doing so, but in my opinion it's cleaner to have the main file generated while the others just have the resource values desired without code generation.
Well, Resources are compiled into the assembly. You could try to read the assembly by reading the bytes (or the IL), and extract the resources from there.
ResourceManager does this all for you, so I could not think of any reason you want to do this... Maybe one, if you don't want to load the assembly in memory, you could do it without ResourceManager.
Ref Microsoft: Represents a resource manager that provides convenient access to culture-specific resources at run time.
I expect, I'd you use multi Lang, you will get a more consistent result and better compatibility.
IMHO

ResourceManager and not supported platform

I use ResourceManager for UI localization of my WinCE 5 software. I have some resource files with text strings on different languages
Resourse.resx
Resourse.de-DE.resx
Resourse.ru-RU.resx
When I want to display UI in English I call:
Resourse.Culture = new CultureInfo("en-US");
label1.Text = Resourse.LabelText;
in German:
Resourse.Culture = new CultureInfo("de-DE");
label1.Text = Resourse.LabelText;
in Russian:
Resourse.Culture = new CultureInfo("ru-RU");
label1.Text = Resourse.LabelText;
but here I get PlatformNotSupportedException.
I know that my WinCE does not contain Russian and I cannot modify OS to appened this, so my question is how I can say to ResourceManger to use Resourse.ru-RU.resx when I set Culture = new CultureInfo("ru-RU") ?
The answer Jonathan provided is the exact work around I had to do to get my device to show Simplified Chinese. I used "en-ZW" English(Zimbabwe). This worked on 3 different devices all running a different OS (CE5, CE6, and WEH/WM 6.5.3)
If the base Tahoma font doesn't contain everything you need, as in my case, you also need to put the font on the device and make some additional registry changes to enable font linking. It's not very complex, only a couple of registry entries.
This MSDN link provides the information for the Chinese fonts but it would be used the same way for any other font set.
http://msdn.microsoft.com/en-us/library/ms901082.aspx
The more generic MSDN articles on font linking can be found here:
http://msdn.microsoft.com/en-us/library/ms901098.aspx
Other than this the only other option I was able to determine was to roll your own translation resource class.
The following is a rather HACKED workaround, but it will solve the PlatformNotSupportedException issue. I would also recommend doing this only as a last resort. Please note that I have only tested this on WinCE 6.0.
If the culture you are attempting to implement is not supported by WinCE 6.0, simply re-label it as a different culture. For example, rather than marking the Russian culture as "ru-RU" (as above), you could re-name it as "eu-ES" (Basque). Provided that the font being used supports the Cyrillic character set, the values should display as you have written them.
Note: You MUST also rename your resource file to match the target culture you are substituting. If you are using "eu-ES" in place of "ru-RU", you must rename your "Resourse.ru-RU.resx" to "Resourse.eu-ES.resx".
What you lose: Any native support provided by the target culture (Russian in this case), (e.g. correctly formatted currencies, dates, etc), since these would now be being drawn from the work-around target culture (Basque in this case). Note that this should only be a problem in your application if you are formatting your strings via culture (i.e. stringFormat({some CultureInfo.GetCurrentCulture}, {additional formatting}, {some numerical value})).
Seems like you're stuck unfortunately. Your issue is unusual because typically a mobile app does not need to decide on which culture identifier to use. If it just relies on whatever culture the system has set up for it when launches, then users can switch the global culture setting which would affect your app and make it use your localizations if present.
If you are implementing a language selector inside your app, then I guess you need to filter down your list of choices so that you only offer cultures which the device supports (CultureInfo.GetCultures will give you a list of supported cultures, and you can find the subset for which you have localizations available).

Localization using resource file

I use a *.resx file for the localization purpose. The Name - it's a phrase or word in English. The Value - the translation to another language of that phrase. I choose this approach to have a one localization file for the whole application. And anyone who have this file can make translation by themselves.
But in the Visual Studio 2010 resx editor, each record with name which have spaces in it, have a warning: "The resource name is not a valid identifier."
Though it compiles and works, but please tell me if I am doing something wrong here.
First of all, the idea of the resx files is to have a separate resource file for each culture. You can provide the new translation by creating a new file with different values for the same keys.
For example, you can create Forms.en-GB.resx, Forms.pl-PL.resx, Forms.de-DE.resx and the appropriate file will be picked up based on the current UI culture without you having to do anything (except ensuring relevant culture is set).
Visual Studio will generate a resource class that contains all your key/value pairs from resource file as properties - that makes it easier to use in code. The warning you get means that the keys you've provided in resource file are not a valid identifiers (they contain spaces). You might want to use _ instead of space in the keys.
If you don't want to use the generated class you can ignore this warning - your resx files are fine and can be used directly. You can remove ResXFileCodeGenerator from 'Custom Tool' property of your resx file (properties windows) or set 'Access Modifier' to 'No code generation' in resx file editor if you do not need to generate a class, but you will still get the warning.
The strength of localization with resx files is that the culture on your computer decides what language your application should be in. If you keep to one resx file, according to me, you ignore it's power. Instead, try making a resx file for each language you want to integrate. for example: the default language is english, then you have a default page localization.resx where you only keep english sentences. Say you need a French translation, make another resx file called localization.fr-FR.resx. So users who have the fr-FR culture enabled on there computer will have that language on the program without any code specific work. If someone with a culture not integrated in your application starts the program, it will look for it, and if it doesn't find it, it chooses the default, ie english, one.
So to my opinion, don't use 1 resx file for different languages, but use the powers given in the framework.
I suppose it works, but it's not really the strategy you are supposed to follow.
Take a look here; the basic idea is that you take advantage of the controls in .NET to automatically get the correct localisation themselves, so you kind of don't need to worry about doing the translating.
Though, I don't use this all the time, and I do somewhat do as you do, but I tend to use an identifier, so I may have:
UserWelcome Hey, {name}, thanks for dropping by ...
And then I'll translate that. It's helpful because it allows generality in the languages (say, for example, some languages should be greeted formally, and others not, you don't want to be contrained by a direct translation of, "You", say).
Hope this is clear.
If what you've got works, then I suppose that's something, but it's not the "general" way of doing it.

C# Satellite Assemblies? Do I need to link default culture resource

We would like to employ satellite assemblies to contain various locale dependent resource files.
Question is ... do we need to link the default culture?
We have a separate project which will contain all of our different culture resource files. As is shown below, we have the project with two resource files inside of it.
ProjRES
Resource.resx
Resource.it-IT.resx
I am assuming that the "Resource.resx" will act as the default culture and if the Italian culture is selected, the application will adopt the it-IT resource file.
What do we need to do in order to get the rest of the application and projects to access the resource files. How do we set the namespaces for the resource files in order to be able to reference them.
Any help is greatly appreciated.
Basically,
if the current culture that the OS is using matches a certain culture that you've shipped, it will be used, if the current culture matches none of the cultures you've shipped, it will use the neutral culture.
In the most simplistic cases, you'll just need to include any of the localized dlls with the deployment and all will be fine..
When you're using resource managers, I think you can also pass in which culture you want to use explicitly, and the runtime will search for resources that match - this is better when a user of an ASP.Net site might have a certain culture preference that is different from that of the machine that the site is running on.
http://msdn.microsoft.com/en-us/magazine/cc163609.aspx seems to be a good starting point.

Categories