Multiple translations in a single reStructuredtext file - multilingual

Is there a way to achieve the following?
Source is a single .rst file where the translation in multiple languages coexist
Generate web page renditions per language (in .html files preferably).
This can be either a single file where readers can switch between languages, or multiple separate .html files
Preferably web page generation can be done by rst2html but other common tools are welcomed as well
Usecase I have in mind. In foo.rst (I don't mean I want exactly tags like these):
..lang_en:
She likes spinach the best.
..lang_de:
Sie mag am besten Spinat.
Result would be, as I mentioned, either a single foo.html, or a set of foo_en.html and foo_de.html.

I figured out by using sphinx-intl; it creates folders per language, and update the translations based on the change in the master file take a few steps (which requires careful operation), but I'm satisfied.
If you need a concrete example, in this project holds I'm maintaining English and Japanese renditions.

Related

How many Stateless Widget Classes should a Flutter Developer put in one file?

I'm currently working on a flutter application. I have a file with a big widget tree. In order to easier understand, read and maintain I wanted to "crop" the widget tree.
First what I did was to create multiple functions, which represented a bigger part of the tree such as _createFancyImage() or _createFancyContainer. After some research, I found out that such a design has some downsides (see: https://github.com/flutter/flutter/issues/19269). So then I decided to create StatelessWidgets instead. Because of the huge size of the widget tree, I broke it down to 3 logical StatelessWidgets. Now I can use FancyImage() or FancyContainer() which represent each a standalone widget.
As a beginner, I'm not sure whether I should keep those StatelessWidgetclasses within the same file. Alternatively, I could create independent files. One thing to clarify: I'm not using those fancy widgets somewhere else. Those are unique to this one big widget tree otherwise I could have outsourced them into a new folder such as "common_widgets" or "components".
Unfortunately, I couldn't find something within the Dart and Flutter Repo style guides nor on the internet.
I appreciate every suggestion.
You can add as much classes as you need in a single file. It depends on the developer's mindset.
But, let say if one of your class can be reused by other classes or packages then you should add it to another file for better separation.
I can favour you one approach is that your each file should have maximum one Stateful widget and as many Stateless widgets as you want for that corresponding widget will be a better scenario.
Still in some cases if you feel that more than enough stateless widgets has been added in a single file you should separate it in another file based on your choice.
I prefer to keep one public widget which having the same name as the filename and remaining private widgets.
comming to your ques is How many widgets in a single file?
Its actually depend there is no such rule to restrict the limit of file. Different authors having different preference. I prefer try to keep 5-6 classes(widgets) and
each one having 5-6 functions.
Try to make a file single responsible i.e(5-6 classes together responsible for single functionality). Don't make god class which having unrelated concerns together later it will pains(haha)
If it's a common widget keep them separate to respect DRY principle(Don't repeat yourself)
If the widget is further divided into 3-4 widgets or it children widget change depend upon rest response keep seprate for good practise
Bonus Tip: try using code folding shortcuts to push a little more

Terminology - one-time code generation directives

Is there a such thing as a preprocessor whose statements, once processed, disappear completely and get replaced by the target language syntax permanently?
I want to research it on the web but I don't know what term to search for. If I search for "code generator", "templating language", "preprocessor directives", "mixins", "annotations" I get generators whose input becomes the source of truth.
The closest thing I can think of is a macro.
What I'm trying to do
I often have to write code that is verbose and unnecessary manual labor and am looking for a smarter way to input at least the majority of it and have it automatically transformed and only source-control the output (and hand edit if necessary). For example:
Java code - Instead of writing getters/setters, javadoc (perhaps the transformer can be a maven plugin)
HTML - I just want to add URLs, and have my preprocessor automatically convert them to links, images, videos, audio etc. depending on the file extension with some regex substitution (currently I run a perl script via a cron job)
I just want to use it as my own shorthand and not enforce it in my project and make the output editable so that others have to learn a new framework or language (like Protobuf, Stringtemplate, GWT, C hash-defines, PHP, JSP etc).
There should be no direct clue that I used a template/preprocessor to generate it.
What you want is a "program transformation system". See https://en.wikipedia.org/wiki/Program_transformation. (This is a superset of "transpilers" [ugly term]).
A good source-to-source transformation system will let you apply rewrite rules of the form of:
if you see *this*, replace it by *that* if *this_condition*.
You can then take your source code, and run a set of rewrite rules across that code to change it.
The resulting code is "transformed"; the rewrite rules are not visible.
It seems like Transpiler is one way to describe it.

What does the html-webpack-plugin mean when it says "hash in the filename"?

I feel like the word hash gets used in so many different places and can mean different things....
What is an html template with a hash in the file name?
This is a webpack plugin that simplifies creation of HTML files to
serve your webpack bundles. This is especially useful for webpack
bundles that include a hash in the filename which changes every
compilation. You can either let the plugin generate an HTML file for
you, supply your own template using lodash templates or use your own
loader.
source: https://github.com/ampedandwired/html-webpack-plugin
As a minor follow-up question, is there a universal definition of a "hash"?
I've seen it used talking about cookies, URLs, authentication, in redis and data structures (e.g. hash tables)... is there any method to this madness or is it just a popular word that people decide to use when naming anything they do? I've tried to do some research on this myself but its widespread use in so many situations has made it hard to google exactly what I'm wondering about.
In this instance, 'hash in the filename' means that the contents of the file are hashed, which generates a sorta-unique string of characters like a1b2c3 or whatever, and is then inserted into the output filename, like index.a1b2c3.js. It's useful in web development because that hash will change if and only if the contents of the file change, meaning you can cache the file forever - if it changes, it'll be at a different filename.
'hash' just means to take any data of arbitrary length (contents of a file, string value, or whatever else) and construct a fixed-length, non-reversible, and almost-unique-but-not-really string value representation thereof. Without getting to far into a compsci lesson, it is very useful in various aspects of programming and is used consistently across all the instances you mentioned, as far as I know.

Is it a bad practice to have multiple classes in the same file?

I used to have one class for one file. For example car.cs has the class car. But as I program more classes, I would like to add them to the same file. For example car.cs has the class car and the door class, etc.
My question is good for Java, C#, PHP or any other programming language. Should I try not having multiple classes in the same file or is it ok?
I think you should try to keep your code to 1 class per file.
I suggest this because it will be easier to find your class later. Also, it will work better with your source control system (if a file changes, then you know that a particular class has changed).
The only time I think it's correct to use more than one class per file is when you are using internal classes... but internal classes are inside another class, and thus can be left inside the same file. The inner classes roles are strongly related to the outer classes, so placing them in the same file is fine.
In Java, one public class per file is the way the language works. A group of Java files can be collected into a package.
In Python, however, files are "modules", and typically have a number of closely related classes. A Python package is a directory, just like a Java package.
This gives Python an extra level of grouping between class and package.
There is no one right answer that is language-agnostic. It varies with the language.
One class per file is a good rule, but it's appropriate to make some exceptions. For instance, if I'm working in a project where most classes have associated collection types, often I'll keep the class and its collection in the same file, e.g.:
public class Customer { /* whatever */ }
public class CustomerCollection : List<Customer> { /* whatever */ }
The best rule of thumb is to keep one class per file except when that starts to make things harder rather than easier. Since Visual Studio's Find in Files is so effective, you probably won't have to spend much time looking through the file structure anyway.
No I don't think it's an entirely bad practice. What I mean by that is in general it's best to have a separate file per class, but there are definitely good exception cases where it's better to have a bunch of classes in one file. A good example of this is a group of Exception classes, if you have a few dozen of these for a given group does it really make sense to have separate a separate file for each two liner class? I would argue not. In this case having a group of exceptions in one class is much less cumbersome and simple IMHO.
I've found that whenever I try to combine multiple types into a single file, I always end going back and separating them simply because it makes them easier to find. Whenever I combine, there is always ultimately a moment where I'm trying to figure out wtf I defined type x.
So now, my personal rule is that each individual type (except maybe for child classes, by which a mean a class inside a class, not an inherited class) gets its own file.
Since your IDE Provides you with a "Navigate to" functionality and you have some control over namespacing within your classes then the below benefits of having multiple classes within the same file are quite worth it for me.
Parent - Child Classes
In many cases i find it quite helpful to have Inherited classes within their Base Class file.
It's quite easy then to see which properties and methods your child class inherits and the file provides a faster overview of the overall functionality.
Public: Small - Helper - DTO Classes
When you need several plain and small classes for a specific functionality i find it quite redundant to have a file with all the references and includes for just a 4-8 Liner class.....
Code navigation is also easier just scrolling over one file instead of switching between 10 files...Its also easier to refactor when you have to edit just one reference instead of 10.....
Overall breaking the Iron rule of 1 class per file provides some extra freedom to organize your code.
What happens then, really depends on your IDE, Language,Team Communication and Organizing Skills.
But if you want that freedom why sacrifice it for an iron rule?
The rule I always go by is to have one main class in a file with the same name. I may or may not include helper classes in that file depending on how tightly they're coupled with the file's main class. Are the support classes standalone, or are they useful on their own? For example, if a method in a class needs a special comparison for sorting some objects, it doesn't bother me a bit to bundle the comparison functor class into the same file as the method that uses it. I wouldn't expect to use it elsewhere and it doesn't make sense for it to be on its own.
If you are working on a team, keeping classes in separate files make it easier to control the source and reduces chances of conflicts (multiple developers changing the same file at the same time). I think it makes it easier to find the code you are looking for as well.
It can be bad from the perspective of future development and maintainability. It is much easier to remember where the Car class is if you have a Car.cs class. Where would you look for the Widget class if Widget.cs does not exist? Is it a car widget? Is it an engine widget? Oh maybe it's a bagel widget.
The only time I consider file locations is when I have to create new classes. Otherwise I never navigate by file structure. I Use "go to class" or "go to definition".
I know this is somewhat of a training issue; freeing yourself from the physical file structure of projects requires practice. It's very rewarding though ;)
If it feels good to put them in the same file, be my guest. Cant do that with public classes in java though ;)
You should refrain from doing so, unless you have a good reason.
One file with several small related classes can be more readable than several files.
For example, when using 'case classes', to simulate union types, there is a strong relationship between each class.
Using the same file for multiple classes has the advantage of grouping them together visually for the reader.
In your case, a car and a door do not seem related at all, and finding the door class in the car.cs file would be unexpected, so don't.
As a rule of thumb, one class/one file is the way to go. I often keep several interface definitions in one file, though. Several classes in one file? Only if they are very closely related somehow, and very small (< 5 methods and members)
As is true so much of the time in programming, it depends greatly on the situation.
For instance, what is the cohesiveness of the classes in question? Are they tightly coupled? Are they completely orthogonal? Are they related in functionality?
It would not be out of line for a web framework to supply a general purpose widgets.whatever file containing BaseWidget, TextWidget, CharWidget, etc.
A user of the framework would not be out of line in defining a more_widgets file to contain the additional widgets they derive from the framework widgets for their specific domain space.
When the classes are orthogonal, and have nothing to do with each other, the grouping into a single file would indeed be artificial. Assume an application to manage a robotic factory that builds cars. A file called parts containing CarParts and RobotParts would be senseless... there is not likely to be much of a relation between the ordering of spare parts for maintenance and the parts that the factory manufactures. Such a joining would add no information or knowledge about the system you are designing.
Perhaps the best rule of thumb is don't constrain your choices by a rule of thumb. Rules of thumb are created for a first cut analysis, or to constrain the choices of those who are not capable of making good choices. I think most programmers would like to believe they are capable of making good decisions.
The Smalltalk answer is: you should not have files (for programming). They make versioning and navigation painful.
One class per file is simpler to maintain and much more clear for anyone else looking at your code. It is also mandatory, or very restricted in some languages.
In Java for instance, you cannot create multiple top level classes per file, they have to be in separate files where the classname and filename are the same.
(C#) Another exception (to one file per class) I'm thinking of is having List in the same file as MyClass. Where I envisage using this is in reporting. Having an extra file just for the List seems a bit excessive.

Internationalizing Desktop App within a couple years... What should we do now?

So we are sure that we will be taking our product internationally and will eventually need to internationalize it. How much internationalizing would you recommend we do as we go along?
I guess in other words, is there any internationalization that is easy now but can be much worse if we let the code base mature and that won't slow us down very much if we choose to start doing it now?
Tech used: C#, WPF, WinForms
Prepare it now, before you write all the strings in the codebase itself.
Everything after now will be too late. It's now or never!
It's true that it is a bit of extra effort to prepare well now, but not doing it will end up being a lot more expensive.
If you won't follow all the guidelines in the links below, at least heed points 1,2 and 7 of the summary which are very cheap to do now and which cause the most pain afterwards in my experience.
Check these guidelines and see for yourself why it's better to start now and get everything prepared.
Developing world ready applications
Best practices for developing world ready applications
Little extract:
Move all localizable resources to separate resource-only DLLs. Localizable resources include user interface elements such as strings, error messages, dialog boxes, menus, and embedded object resources. (Moving the resources to a DLL afterwards will be a pain)
Do not hardcode strings or user interface resources. (If you don't prepare, you know you will hardcode strings)
Do not put nonlocalizable resources into the resource-only DLLs. This causes confusion for translators.
Do not use composite strings that are built at run time from concatenated phrases. Composite strings are difficult to localize because they often assume an English grammatical order that does not apply to all languages. (After the interface design, changing phrases gets harder)
Avoid ambiguous constructs such as "Empty Folder" where the strings can be translated differently depending on the grammatical roles of the strings' components. For example, "empty" can be either a verb or an adjective, and this can lead to different translations in languages such as Italian or French. (Same issue)
Avoid using images and icons that contain text in your application. They are expensive to localize. (Use text rendered over the image)
Allow plenty of room for the length of strings to expand in the user interface. In some languages, phrases can require 50-75 percent more space. (Same issue, if you don't plan for it now, redesign is more expensive)
Use the System.Resources.ResourceManager class to retrieve resources based on culture.
Use Microsoft Visual Studio .NET to create Windows Forms dialog boxes, so they can be localized using the Windows Forms Resource Editor (Winres.exe). Do not code Windows Forms dialog boxes by hand.
IMHO, to claim something is going to happens "in a few years" literally translates to "we hope one day" which really means "never". Although I would still skim over various tutorials to make sure you don't make any horrendous mistakes. Doing correct internationalization support now will mean less work in the future, and once you get use to it, it won't have any real affect on today's productivity. But if you can measure the goal in years, maybe it's not worth doing at all right now.
I have worked on two projects that did internationalization: a C# ASP.NET (existed before I joined the project) app and a PHP app (homebrewed my own method using a free Internationalization control and my own management app).
You should store all the text (labels, button text, etc etc) as data inside a database. Reference these with keys (I prefer to use the first 4 words, made uppercase, spaces converted to underscores and non alpha-numerics stripped out) and when you have a duplicate, append a number to the end. The benefit of this key method is the programmer has a pretty strong understanding of the content of the text just by looking at the key.
Write a utility to extract the data and build .NET resource files that you add into your project for compile. Create a separate resource file for each language. In your code, use the key to point to the proper entry.
I would skim over the MS documents on the subject:
http://www.microsoft.com/globaldev/getwr/dotneti18n.mspx
Some basic things to avoid:
never ever ever use translation software, hire a pro or an intern taking that language at a local college
never try to create text by appending two existing entries, because grammar differs greately in each language, this will never work. So if you have a string that says "Click" and want one that says "Click Now", do not try to create a setup that merges two entries, or during translation, copy the word for click and translate the word now. Treat every string as a totally new translation from scratch
I will add to store and manipulate string data as Unicode (NVARCHAR in MS SQL).
Some questions to think about…
How match can you afford to delay the shipment of the English version of your application to save a bit of cost internationalize later?
Will you still be trading if you don’t get the cash flow from shipping the English version quickly?
How will you get the UI right, if you don’t get feedback quickly from some customers about it?
How often will you rewrite the UI before you have to internationalize it?
Do you English customers wish to be able to customize strings in the UI, e.g. not everyone calls a “shipping note” the same think.
As a large part of the pain of internationalize is making sure you don’t break the English version, is automated system testing of the UI a better investment?
The only thing I think I will always do is: “Do not use composite strings that are built at run time from concatenated phrases” and if you do so, don’t spread the code that builds up the a single string over lots of methods.
Having your UI automatically resize (and layout) to cope with length of labels etc will save you lots of time over the years if you can do it cheaply. There a lots of 3rd party control sets for Windows Forms that lets you label text boxes etc without having to put the labels on as separate controls.
I just starting to internationalize a WinForms application, we hope to mostly be able to use the “name” of each control as the lookup key, without having to move lots into resource files etc. It is not always as hard as you think at first….
You could use NGettext.Wpf (it can be installed from NuGet, and yes I am the author, but I made it out of the frustrations listed in the other answers).
It is hosted this github repository, and here is the getting started section at the time of writing:
NGettext.Wpf is intended to work with dependency injection. You need to call the following at the entry point of your application:
NGettext.Wpf.CompositionRoot.Compose("ExampleDomainName");
The "ExampleDomainName" string is the domain name. This means that when the current culture is set to "da-DK" translations will be loaded from "Locale\da-DK\LC_MESSAGES\ExampleDomainName.mo" relative to where your WPF app is running (You must include the .mo files in your application and make sure they are copied to the output directory).
Now you can do something like this in XAML:
<Button CommandParameter="en-US"
Command="{StaticResource ChangeCultureCommand}"
Content="{wpf:Gettext English}" />
Which demonstrates two features of this library. The most important is the Gettext markup extension which will make sure the Content is set to the translation of "English" with respect to the current culture, and update it when the current culture is changed. The other feature it demonstrates is the ChangeCultureCommand which changes the current culture to the given culture, in this case "en-US".
I also highly recommend reading Preparing Strings from the gettext utilities manual.
Internationalization will let your product be usable in other countries, it's easy and should be done from the start (this way English speaking people all over the world can use your software), those 3 rules will get you most of the way there:
Support international characters - use only Unicode data types in files and databases.
Support international date, time and number formats - use CultureInfo.InvariantCulture when storing data to file or computer readable storage, use CultureInfo.CurrentCulture when displaying data or parsing user input, never do your own parsing, never use any other culture objects.
textual data entered by the user should be considered a black box, don't try to break it up into words or letters, especially when displaying it to the user - different languages have diffract rules and the OS knows how to display left-to-right text, you don't.
Localization is translating the software into different languages, this is difficult and expensive, a good start is to never hard code strings and never build sentences out of smaller strings.
If you use test data, use non-English (e.g.: Russian, Polish, Norwegian etc) strings.
Encoding peeks it's little ugly head at every corner. If not in your own libraries, then in external ones.
I personally favor Russian because although I don't speak a word Russian (despite my name's origin) it has foreign chars in it and it takes way more space then English and therefor tests your spacing too.
Don't know if that is something language specific, or just because our Russian translator likes verbose strings.

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