EToy French Translation
Scott Wallace
scott.wallace at squeakland.org
Fri Mar 14 10:26:31 PST 2003
Hello, Philippe,
What's missing is only that you need to evaluate the following expression:
Vocabulary setTranslationInitializer: #addFrenchVocabulary
forLanguageSymbol: #Francais.
... and once you've done that, you will then find that Francais is
available as one of the language choices in the "set language" menu
(fourth item in the "help" menu.) And once you choose Francais as a
project's language, your French translations will appear on all etoy
tiles in the project.
To prepare your translation as a SqueakMap package that people can
load in to their images, put your #addFrenchVocabulary method into a
change-set, and give that change-set a postscript that evaluates that
#setTranslationInitializer: expression, and everything ought to work.
Hope this helps,
-- Scott
PS: Sorry for the long delay in responding. Your email had bounced
from the Squeakland list and we only became aware of it last week.
Then it turns out that the reply I sent ten days ago never made it to
the Squeakland list. So here's trying again.
>From: philippe at capcod.com
>To: squeakland at squeakland.org
>Subject: Etoy French Translation
>Date: Fri, 14 Feb 2003 14:31:06 GMT
>
>Hello
>
>I need a little help for language switching after adding
>#addFrenchVocabulary method.
>
>Don t know what to do with #assureTranslationAvailableFor:
>
>it s not really clear...
>
>I would like to provide for french teacher and kids translated version and
>help.
>
>
>
>Squeak is wonderfull, and realy way ahead. Thank you
>
>
>Philippe Nougaillon
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