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| The following are notes primarily sourced from
the autolayout work Jereme did.
Prior to the Whidbey release, dialogs were created by developers, individually opened and modified by each localization team for each specific language. Because localization bugs tend to lag product development, localization bugs are particularly expensive (as they tend to occur closer to the end-game of a product cycle). The PLOC (pseudo localization) process has solved some of this by localizing the strings much earlier on in the game, however it does not solve the labor involved in individually opening and modifying each dialog for each locale. How do I know if my dialog is ready for localization?Each text field can grow by 30% without clipping The dialog can respond to High Contrast without clipping The dialog can respond to font changes without clipping The dialog can respond to DPI changes without clipping The dialog can be switched to RightToLeft mode without clipping (RightToLeft = true, RightToLeftLayout = true on the form). |
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