The popup shows the village name, coordinates, points, players name and ally.On the right hand side are buttons for adding or removing markers.App Resources) followed by a period (.) and then the language code. Here is a screenshot showing the UI on each platform prior to translation: It can be tricky to switch the simulator or a device to different languages, particulary during development when you want to test different cultures quickly.Simple examples include: The general pattern is to use two-letter language codes, but there are some examples (such as Chinese) where a different format is used, and other examples (such as Brazilian Portuguese) where a four character locale identifier is required. You can force a specific language to be loaded by setting the class – can also be used to implement a language-selector inside your app (rather than using the device's locale).Clicking "center map here" centers the map around the selected village. Markers can be removed through emptying the input fields in the map settings (for allys select the top most entry "---") or remove the marker through the popup on the map. In the world map archive is a new map of the TOP 20 tribes every day. The RESX files containing translated strings are embedded in the Xamarin.Instead, anything displayed to the user should be retrieved from a set of strings that have been translated into their chosen language.In this document we'll examine how to use RESX files to store those strings and retrieve them for display depending on the user's preference.
So far we've examined how to write code so that translations can be provided, but not how to actually make them appear. Because some platform-specific code is required to obtain the user's language preference, use a dependency service to expose that information in the Xamarin. First, define an interface to expose the user's preferred culture, similar to the code below: class to call the interface and set our RESX resources culture to the correct value.
We need to add a RESX file that contains the default text, and then add additional RESX files for each language we wish to support.
The base resources (RESX) file will contain the default language strings (the samples assume English is the default language). Forms common code project by right-clicking on the project and choosing Add This change is optional, and is only required if you wish to reference localized strings across different assemblies (for example, if you put the RESX files in a different assembly to your code).
Forms assembly, along with a compiler-generated class that provides strongly-typed access to the translations.
The translation text can then be retrieved in code.