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Testing Languages
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The BlackBerry device simulators tend to be a little skimpy in language support. Depending on your device, you may only have access to US English and UK English. You can still use these languages to verify the correct functioning of your localization effort. To switch your language, open Options and then the Language menu. Of course, these may have different names depending on the current language setting of the device. UK English uses Localisation instead of Language. In the Language screen, you can select the language or dialect you wish to use from the drop-down menu. Note: You may need to close and restart your application in order to test a new language setting. You can completely close the application by pressing Menu and then Close. Many more languages are usually available for the device, although it requires a little effort to get them. Each language has its own dictionary, menus, and other resources, so unnecessary languages are typically removed as part of the initial Setup Wizard. You
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CHAPTER 10: Porting Your App
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can check for available languages following the same steps you took on the simulator. To load additional languages, follow these steps. 1. 2. 3. 4. 5. Download a recent version of BlackBerry device software from your wireless provider or your enterprise and install it on your PC. Open the BlackBerry Desktop Manager. Select Application Loader and then Add/Remove Applications. Select the checkboxes for languages you wish to load. You may also choose to remove languages here. Select Next and follow the prompts to load the languages.
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After your phone reboots, the new languages will be available for testing.
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Managing Resource Bundles
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Using a single resource bundle is a no-brainer for a simple app with a single class file. Most real-world apps, though, will contain substantially more. Depending on your needs, there are several strategies you can consider.
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One Bundle, Many Implementors
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You can follow the steps given above, changing all your class files that contain localizable resources so that they each implement the same generated bundle interface. Pros: This approach simplifies translation efforts; because all your strings are located in a single .rrc file, none will be overlooked. This approach also requires the smallest amount of typing, since you can directly reference all the resource keys within each class. Cons: If you have a large number of resource keys, it can become confusing to keep them all straight. This approach will slightly increase the size of your final executable, especially if you have a large number of class files.
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One Bundle, Single Implementor
You can follow the steps given above to implement the generated bundle in a single class. Give the ResourceBundle member public, protected, or package visibility. Other classes can then access translations through the implementing class, as in the example below.
String translated = BonjourWorld.r.getString(BonjourWorld.I18N_HELP);
This approach has the same pros and cons listed above, except that the size of the final executable will be slightly smaller, and a bit more typing is required.
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CHAPTER 10: Porting Your App
Multiple Bundles
If you prefer, you can create multiple .rrh files, each of which will generate its own bundle. Each class can then choose which bundle class to implement, or even implement multiple bundles. Pros: You can easily group together the localizable resources for a particular screen or area of the program. Implementation is usually easy, as you have only a small set of key options for each class and little extra typing. Cons: It can be difficult to track the resource files, making it easier to overlook particular translations. This approach will generally create larger executables than the previous two.
Other Localization Concerns
Once you understand the basics of translation, you will be well prepared to handle other localization needs that your app may require.
Dealing with Images
Although the resource files are oriented toward text translation of words and phrases, you can also use them for images and other nontext resources. Imagine creating a key called I18N_IMAGE_ALERT_ICON. The default English value for this key might be "/YellowExclamation.png", while the Chinese value might be "/ChAlert.png". You can then use code like that shown below to display the proper image for the user s locale.
String alertPath = r.getString(I18N_IMAGE_ALERT_ICON); Bitmap alert = Bitmap.getBitmapResource(alertPath);
This approach works best if your app only has a few images, all relatively small. Otherwise, supporting multiple images for many locales can quickly increase your app s size. In those cases, you might consider the following options. Place the resources in separate library COD files for each language. Users can choose to load the languages that they need, and not take up space for unnecessary languages. Do not place images in your app at all. Instead, store them on a server, and have the app download them as needed. This will make the app a bit slower and use more network resources, but also gives you more flexibility if you later decide to change images.
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