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What about those error messages and user prompts that are buried inside your code? Xcode can help you externalize your coded texts for iOS app localization too. Any string your user will see needs to be wrapped in String localized:"" Xcode 13 and above , or the older NSLocalizedString macro if using Xcode Let's begin by making sure your coded strings are ready for iOS localization.

That means you'll want to change all user-facing strings to:. Since you will need to add the String localized:"" or NSLocalizedString call to every string a user sees, take an extra moment to tell the translators what this string is for. Remember, they'll be seeing it totally out of context and your helpful hint here is all they have! Knowing that a text is a title or a button, a noun or a verb, can be very helpful.

Also note that strings should be absolutely unique. That will ensure that you can translate a string like "Clear" as both a button to remove text, AND as an adjective describing the color of something. In other languages, these two words are certain to be different! If you have two strings like "Clear" that have different meanings, change the string to a unique key like "Clear.

Then make sure to update the text for English in the strings file. At runtime, your iPhone or iPad app is going to use the text inside those strings files you created to swap out English text for the translations. But instead of sending dozens of. Select your project from the File navigator. In the Save window that appears, select where to save the export.

Generally speaking, as translators, we only need the Development language, which is usually English. But if you have existing translations to share, you will also want to send those. You can export any language from the list of available ones for your project. New since Xcode 10 : Xcode will now export even more stuff in a folder it called an Xcode catalog, or. In addition to the xliff file, it also exports some Source context storyboards and creates a Notes folder where you can put some screenshots for your translators or other instructions.

Your translators should return to you one file for each language using the language code as its name. That is, for French you'll receive an fr. Xcode will display a window with the differences between your existing files and the ones your translators have sent you. Press the Import button to finish. Now that you've set up localization, you'll notice that Xcode shows Localizable. But where is your English or whatever your development language is?

Base localization will take care of getting your "default" English texts straight from the code. While you see the Localizable. If that's not there, a generic of your user's preferred language. And finally, ultimately, your development language, likely English. Not there? Then fr. It will just use the Base development language en. If you want to organize your.

By default, Xcode looks at your. But if you need to refer to another app's bundle or a framework, you can do that by including the optional call to a bundle:. Create a free account in our developer portal to help test out your localization, get free price estimates, and expert advice. Note: You can modify the. Do NOT rename Localizable. Otherwise Xcode won't find them. Once you've finished preparing your. What about those error messages or that plug-in you use?

Well, there is a quick way to check. It's called pseudolocalization! Pseudolocalize my files. Essentially, you use a program to substitute all the English source phrases with a fake language. Load up this gibberish Localizable.

Check every screen and make sure all the text appears as the pseudo-localized text rather than your original. If you can't spot any missing strings, you're good to go. Tip: Pseudolocalization is also a great way to make sure you've left enough room in your GUI for other languages. Pseudolocalization can help you spot those cramped spaces too! It contains common translations for iOS terms, including things like Settings, Tap, etc.

You've generated your. That's not everything, though. You'll definitely want to have your app description for the App Store localized as well. This ensures that users in other languages will find your app when searching their localized version of the App Store. Even before you publish your localized app, translating your app description and keywords is a great way to see which languages are most likely to succeed in your internationalization efforts.

This might also be a good time to read through your App Store description and make sure it is the best it can be—before you have it translated into 30 languages. Check it out : How to write an iTunes App Store description ». Interested in professional iOS localization from a team that cares about making apps awesome? Unlike automated or cloud translation services which will translate your " bold " text as brave and "Archive" as a noun without considering it might be a verb, Babble-on is a dedicated team of translators that put as much care into localization as you do into app development.

You can talk to us about your project the whole way through, not just upload your strings and cross your fingers. Developers, send us your strings! We localize iOS apps ». Using App Connect, you've probably already noticed users from all over the world downloading your app. How many more users can you get by translating and localizing your iOS app into another language? Into two, or more? Once you've created the. From our FAQ : Which languages are worth localizing into? Writing a description of your app for the App Store description is often difficult for even the best developers.

How do you make your app sound great without sounding like a door-to-door salesman? How will the description translate when you localize your iOS app, and are there any issues to consider for new markets? Babble-on helps developers with both the copywriting and translation, so we know this subject very well.

Ask us for help. Check it out: Tips for writing your iTunes App Store description ». We love iPhone and iPad apps and are excited to help you localize your projects and test them in multiple languages. Pros : Simple, one-time change. Option 2: Use -accessibilityIdentifier for Localized Strings Instead of accessing items via their displayed text or value, use accessibilityIdentifier.

Joe Masilotti Joe Masilotti 17k 6 6 gold badges 75 75 silver badges 86 86 bronze badges. I don't want to lock my app to one language because I would like to create localized screenshots with github. Please see my edit for a second option to use accessibilityIdentifier. Thanks this is the answer i've been searching for!

JoeMasilotti I'm using KIF so i'm not using XCUI and therefore i can't use snapshot but i'm trying to find a way to set multiple languages because i want to start my simulator in each one of this languages to force my app run in each language - test in each language. Do you have any idea about a workaround? I tried with Accessibility Labels, they work fine in English but with other languages, its not working.

Show 1 more comment. Add the Localizable. Community Bot 1 1 1 silver badge. SeanR SeanR 7, 5 5 gold badges 25 25 silver badges 38 38 bronze badges. This works great for my localizable. However, I cannot seem to get it to work with my Storyboard string files.

Do you have any idea how I can fix that? Doesn't the storyboard strings go to the eventual lproj folder when building? Volodymyr Prysiazhniuk Volodymyr Prysiazhniuk 1, 4 4 gold badges 21 21 silver badges 33 33 bronze badges. Changed to Locale identifier: deviceLanguage. Vladimir Shutyuk Vladimir Shutyuk 2, 1 1 gold badge 23 23 silver badges 26 26 bronze badges. And you make new screenshots when your "layout changes".

And it is by far the fastest way for me. Bundle for: PlinthUITests. It worked for me. Unfortunately NSLocale. But in a comment to Volodymyrs answer Kirow gave the missing hint: Locale identifier: deviceLanguage. Leszek Szary Leszek Szary 9, 2 2 gold badges 51 51 silver badges 55 55 bronze badges. If you're doing this for the purpose of running Snapshot rather than actual UI testing , then I find the simplest solution is to cheat and use HSTestingBackchannel It is a tool that I wrote which allows you to send notifications from the UITesting class to the app.

Confused Vorlon Confused Vorlon 8, 1 1 gold badge 40 40 silver badges 45 45 bronze badges. Taku Taku 4, 1 1 gold badge 36 36 silver badges 30 30 bronze badges. Skander Fathallah Skander Fathallah 1 1 gold badge 5 5 silver badges 10 10 bronze badges. Nadzeya Nadzeya 6 6 silver badges 16 16 bronze badges.

If someone knows why this is not helpful, please let me know in comment. Would be happy to check it again and correct. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.

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