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  • Recommended place for pre-translated Zend Framework resources

    - by Exception e
    Since zf 1.10 Zend Framework ships with pre-translated validation messages. They are outside the library path. The manual illustrates how to load these in your bootstrap. $translator = new Zend_Translate( 'array', '/resources/languages', $language, array('scan' => Zend_Locale::LOCALE_DIRECTORY) ); Zend_Validate_Abstract::setDefaultTranslator($translator); I am inclined to think that these resources are specific to the zf-version; validators could change over time. If i copy the resources to my application tree I need to perform additional maintenance each time I upgrade to a newer version. What is best practice? Is there a ZF convention already?

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  • Google Translation API Integration in .NET

    - by Jalpesh P. Vadgama
    This blog has been quite for some time because i was very busy at professional font but now I have decided to post on this blog too. I am constantly posting my article on my personal blog at http://jalpesh.blogspot.com. But now this blog will also have same blog post so i can reach to more community. Language localization is one of important thing of site of application nowadays. If you want your site or application more popular then other then it should support more then language. Some time it becomes difficult to translate all the sites into other languages so for i have found a great solution. Now you can use Google Translation API to translate your site or application dynamically. Here are steps you required to follow to integrate Google Translation API into Microsoft.NET Applications. First you need download class library dlls from the following site. http://code.google.com/p/google-language-api-for-dotnet/ Go this site and download GoogleTranslateAPI_0.1.zip. Then once you have done that you need to add reference GoogleTranslateAPI.dll like following. Now you are ready to use the translation API from Google. Here is the code for that. string Text = "This is a string to translate"; Console.WriteLine("Before Translation:{0}", Text); Text=Google.API.Translate.Translator.Translate(Text,Google.API.Translate.Language.English,Google.API.Translate.Language.French); Console.WriteLine("Before Translation:{0}", Text); That’s it it will return the string translated from English to French. But make you are connected to internet :)… Happy Programming Technorati Tags: GoogleAPI,Translate

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  • Would a model like this translate well to a document or graph database?

    - by Eric
    I'm trying to understand what types of models that I have traditionally persisted relationally would translate well to some kind of NoSQL database. Suppose I have a model with the following relationships: Product 1-----0..N Order Customer 1-----0..N Order And suppose I need to frequently query things like All Orders, All Products, All Customers, All Orders for Given Customer, All Orders for Given Product. My feeling is that this kind of model would not denormalize cleanly - If I had Product and Customer documents with embedded Orders, both documents would have duplicate orders. So I think I'd need separate documents for all three entities. Does a characteristic like this typically indicate that a document database is not well suited for a given model? Generally speaking, would a document database perform as well as a relational database in this kind of situation? I know very little about graph databases, but I understand that a graph database handles relationships more performantly than a document database - would a graph database be suited for this kind of model?

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  • Can Google Translate's audio files be used in a game?

    - by ashes999
    For my game, I need text-to-speech. Since it's Android, I decided to settle for MP3s, since the range of words spoken is few. For my prototype, I'm using Google Translate to generate the audio since it has awesome pronounciation across multiple languages. But can I use it in production? What if I sell my game for $1 on the app store? All I can find on SE is that the API may be LGPL, and that the licensing page mentions the API is only available for academic research -- nothing more. My usage is a bit different; I'm actually capturing the audio bits and using those instead. I'm curious to know the license for this; I can't find anything with my Google-fu.

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  • Google lance sa septième Search Appliance, ce moteur de recherche embarqué intègre des fonctionnalités SharePoint et l'API Translate

    Google lance sa septième « Search Appliance » Le moteur de recherche embarqué pour entreprises intègre des fonctionnalités SharePoint et l'API Translate Google vient de mettre à jour le firmeware de « Search Appliance », le dispositif incluant un moteur de recherche destiné aux entreprises. Une mise à jour qui allie performances, rapidité et précision dans le but d'offrir aux entreprises en interne les performances avancées de Google en matière de recherche, de gestion des langues et de pertinence. [IMG]http://idelways.developpez.com/news/images/photo-GSA.png[/IMG] Google Search Appliance (GSA) est maintenant disponible sous sa version 7.0. Celle-ci...

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  • How do I build a matrix to translate one set of points to another?

    - by dotminic
    I've got 3 points in space that define a triangle. I've also got a vertex buffer made up of three vertices, that also represent a triangle that I will refer to as a "model". How can I can I find the matrix M that will transform vertex in my buffer to those 3 points in space ? For example, let's say my three points A, B, C are at locations: A.x = 10, A.y = 16, A.z = 8 B.x = 12, B.y = 11, B.z = 1 C.x = 19, C.y = 12, C.z = 3 given these coordinates how can I build a matrix that will translate and rotate my model such that both triangles have the exact same world space ? That is, I want the first vertex in my triangle model to have the same coordinates as A, the second to have the same coordinates as B, and same goes for C. nb: I'm using instanced rendering so I can't just give each vertex the same position as my 3 points. I have a set of three points defining a triangle, and only three vertices in my vertex buffer.

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  • How to learn to translate real world problems to code?

    - by StudioWorks
    I'm kind of a beginner to Java and OOP and I didn't quite get the whole concept of seeing a real world problem and translating it to classes and code. For example, I was reading a book on UML and at the beginning the author takes the example of a tic tac toe game and says: "In this example, it's natural to see three classes: Board, Player and Position." Then, he creates the methods in each class and explains how they relate. What I can't understand is how he thought all this. So, where should I start to learn how to see a real world problem and then "translate" it into code?

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  • Translating with context

    - by translate
    Is there a way I can see the result of my work while I am translating? It is difficult to translate without context. If I could see how my work will appear while I am doing it, translating is much easier. Edit from Oli: I understand this question to be from somebody who is translating an application. Translators often only have a list of phrases to translate without being able to see where those phrases are used in the app. This person wants a way to quickly locate a string inside an application so they can understand the phrase better and provide the best possible translation.

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  • Zend_Translate scan translation files

    - by nute
    I've trying to use Zend_Translate from Zend Framework I am using "POEdit" to generate "gettext" translation files. My files are under /www/mysite.com/webapps/includes/locale (this path is in my include path). I have: pictures.en.mo pictures.en.po (I plan on having pictures.es.mo soon) It all works fine if I manually do addTranslation() for each file. However I want to use the automatic file scanning method. I tried both of those: <?php /*Localization*/ require_once 'Zend/Translate.php'; require_once 'Zend/Locale.php'; define('LOCALE','/www/mysite.com/webapps/includes/locale'); if(!empty($_GET['locale'])){ $locale = new Zend_Locale($_GET['locale']); } else{ $locale = new Zend_Locale(); } $translate = new Zend_Translate('gettext', LOCALE, null, array('scan' => Zend_Translate::LOCALE_FILENAME)); if ( $translate->isAvailable( $locale->getLanguage() ) ){ $translate->setLocale($locale); } else{ $translate->setLocale('en'); } And this: <?php /*Localization*/ require_once 'Zend/Translate.php'; require_once 'Zend/Locale.php'; define('LOCALE','/www/mysite.com/webapps/includes/locale'); if(!empty($_GET['locale'])){ $locale = new Zend_Locale($_GET['locale']); } else{ $locale = new Zend_Locale(); } $translate = new Zend_Translate('gettext', LOCALE); if ( $translate->isAvailable( $locale->getLanguage() ) ){ $translate->setLocale($locale); } else{ $translate->setLocale('en'); } In both cases, I get a Notice: No translation for the language 'en' available. in /www/mysite.com/webapps/includes/Zend/Translate/Adapter.php on line 411 It also worked if I tried to do directory scanning.

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  • How to translate formulas into form of natural language?

    - by Ricky
    I am recently working on a project aiming at evaluating whether an android app crashes or not. The evaluation process is 1.Collect the logs(which record the execution process of an app). 2.Generate formulas to predict the result (formulas is generated by GP) 3.Evaluate the logs by formulas Now I can produce formulas, but for convenience for users, I want to translate formulas into form of natural language and tell users why crash happened.(I think it looks like "inverse natural language processing".) To explain the idea more clearly, imagine you got a formula like this: 155 - count(onKeyDown) >= 148 It's obvious that if count(onKeyDown) 7, the result of "155 - count(onKeyDown) = 148" is false, so the log contains more than 7 onKeyDown event would be predicted "Failed". I want to show users that if onKeyDown event appears more than 7 times(155-148=7), this app will crash. However, the real formula is much more complicated, such as: (< !( ( SUM( {Att[17]}, Event[5]) <= MAX( {Att[7]}, Att[0] >= Att[11]) OR SUM( {Att[17]}, Event[5]) > MIN( {Att[12]}, 734 > Att[19]) ) OR count(Event[5]) != 1 ) > (< count(Att[4] = Att[3]) >= count(702 != Att[8]) + 348 / SUM( {Att[13]}, 641 < Att[12]) mod 587 - SUM( {Att[13]}, Att[10] < Att[15]) mod MAX( {Att[13]}, Event[2]) + 384 > count(Event[10]) != 1)) I tried to implement this function by C++, but it's quite difficult, here's the snippet of code I am working right now. Does anyone knows how to implement this function quickly?(maybe by some tools or research findings?)Any idea is welcomed: ) Thanks in advance.

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  • Why does my 3D model not translate the way I expect? [closed]

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } I'm suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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  • How can I translate Linux keycodes from /dev/input/event* to ASCII in Perl?

    - by Bogdan Constantinescu
    I'm writing a Perl script that reads data from the infamous /dev/input/event* and I didn't find a way to translate the key codes generated by the kernel into ASCII. I'm talking about the linux key codes in this table here and I can't seem to find something that would help me translate them without hardcoding an array into the script. Am I missing something? I'd like to skip the array part because it doesn't seem to be a good practice, so any idea? :)

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  • Where are the java swing String for me to translate?

    - by Tom Brito
    The JFileChooser don't provide support for my language, I'd translate strings defined in the file http://www.rgagnon.com/javadetails/JavaUIDefaults.txt with the UIManager.put(), but I'm not finding the popup strings ("view", "refresh" and "new folder" options when you right-click). Does anyone know where can I find them to translate?

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  • preg_replace pass match through function before replacing

    - by Martin
    This is what i want to do: $line = 'blabla translate("test") blabla'; $line = preg_replace("/(.*?)translate\((.*?)\)(.*?)/","$1".translate("$2")."$3",$line); So the result should be that translate("test") is replaced with the translation of "test". The problem is that translate("$2") passes the string "$2" to the translate function. So translate() tries to translate "$2" instead of "test". Is there some way to pass the value of the match to a function before replacing?

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  • Unity JS - simple if statements not behaving as expected?

    - by IHazABone
    I have a simple script (please no remarks on the fact that I'm not using a switch statement or better code, this is the earliest version and written this way by a peer, I am improving it) that takes an object and moves it back and forth. For some reason, the variable time gets stuck at 249. It is probably an obvious bug with this inefficient logic, but I cannot seem to find it. var speed = 1; private var time = 0; function Start() { } function Update() { if(condition == true)moveStuff(); } function moveStuff() { var timeSwitch = false; if(time == 0)timeSwitch = false; if(time == timeSet)timeSwitch = true; if(direction == 1) { if(timeSwitch == false) { transform.Translate(Vector3.up * (Time.deltaTime * speed)); time += 1; Debug.Log(time); }else if(timeSwitch == true) { transform.Translate(Vector3.up * ((Time.deltaTime * speed) * -1)); time -= 1; Debug.Log(time); } } else if(direction == 2) { if(timeSwitch == false) { transform.Translate(Vector3.down * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved down. "); }else if(timeSwitch == true){ transform.Translate(Vector3.down * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 3) { if(timeSwitch == false) { transform.Translate(Vector3.forward * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved forward. "); }else if(timeSwitch == true){ transform.Translate(Vector3.forward * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 4) { if(timeSwitch == false) { transform.Translate(Vector3.back * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved back. "); }else if(timeSwitch == true){ transform.Translate(Vector3.back * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 5) { if(timeSwitch == false) { transform.Translate(Vector3.right * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved right. "); }else if(timeSwitch == true){ transform.Translate(Vector3.right * ((Time.deltaTime * speed) * -1)); time -= 1; } } else if(direction == 6) { if(timeSwitch == false) { transform.Translate(Vector3.left * (Time.deltaTime * speed)); time += 1; Debug.Log("Moved left. "); }else if(timeSwitch == true){ transform.Translate(Vector3.left * ((Time.deltaTime * speed) * -1)); time -= 1; } } }

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  • Where to translate message strings - in the view or in the model?

    - by GrGr
    We have a multilingual (PHP) application and use gettext for i18n. There are a few classes in the backend/model that return messages or message formats for printf(). We use xgettext to extract the strings that we want to translate. We apply the gettext function T_() in the frontend/view - this seems to be where it belongs. So far we kept the backend clean from T_() calls, this way we can also unit-test messages. So in the frontend we have something like echo T_($mymodel->getMessage()); or printf(T_($mymodel->getMessageFormat()), $mymodel->getValue()); This makes it impossible to apply xgettext to extract the strings, unless we put some dummy T_("my message %s to translate") call in the MyModel class. So this leads to the more general question: Do you apply translation in the backend classes, resp. where do you apply translation and how do you keep track of the strings which you have to translate? (I am aware of Question: poedit workaround for dynamic gettext.)

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • Is it possible to make/translate a 3d engine to ruby on rails?

    - by user20529
    I am looking to make a 3D FPS that runs inside web browsers. I looked into using WebGL, but it didn't seem far enough along into development. I decided on using RoR because Ruby was a language I knew. I realize this may seem like a ridiculous question, but is there any way I can port/rewrite/whatever a game engine(Say for instance IrrLicht) to run inside Rails? Or for that matter, any other language on the web.

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  • Entity framework (3.5): How to translate a certain LINQ query to eSQL?

    - by Sebastian P.R. Gingter
    Hi there, I have the following LINQ query that I need to translate to Entity SQL /eSQL): return (ObjectQuery<User>) from user in Users where !user.Roles.Any(r => r.AnIntegerProperty < 0) select user; User.Roles is an navigation property to the n:m relation to Roles and there also is a Role.Users navigation property the other way round. There aren't User_Roles or Roles_User Entities available in the model, and I can't add these. I also can't use the LINQ statement here, because I need to add .OrderBy("it." + propertyname) (comes from another source, can't change that too) later on which is not possible if the ObjectQuery is build with linq. So how do I translate this to eSQL? And where can I find good eSQL samples? I searched for a whole day until now and must admit that eSQL reference is lousy and there aren't any usable examples around the web.

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