Authoring multilanguage text with the Strings panel
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When you deploy a SWF file, you also need to deploy the associated XML files with the string
translations in the web server. The first frame that contains text cannot appear until the entire
XML file is downloaded.
Manually replacing strings at publish time using the Stage
language
You can choose to manually replace strings when you publish your Flash SWF file using the
Stage language. This replaces all instances of input and dynamic text with an associated string
ID using the Stage language. In this case, text strings are only updated when you publish the
SWF file; language detection is not automatic, and you must publish a SWF file for each
language that you want to support.
To manually replace strings at publish time:
1.
Select Window > Other Panels > Strings to open the Strings panel.
2.
Click the Settings button to display the Settings dialog box.
3.
Select the Replace Strings Automatically at Runtime check box.
4.
Click OK
All instances of input and dynamic text are replaced with the translated strings when you
publish your SWF file.
Using automatic language detection with the default language
You can change the default runtime language to any language that you have selected as an
available language. When automatic language detection is turned on, and the SWF file is
viewed on the language operating system platform, the default language is used on any system
that is set to a language that is not one of the active languages. For example, if you set your
default language to English, and if you selected ja, en, and fr as active languages, users who
have their system language set to Japanese, English, or French automatically see text strings in
their language. However, users who have their system language set to Swedish, which is not
one of the selected languages, automatically see text strings in the default language you
selected—in this case, English.
Summary of Contents for FLASH 8-FLASH
Page 1: ...Using Flash ...
Page 12: ...12 Contents ...
Page 110: ...110 Using Symbols Instances and Library Assets ...
Page 128: ...128 Working with Color Strokes and Fills ...
Page 156: ...156 Drawing ...
Page 190: ...190 Working with Text ...
Page 224: ...224 Working with Graphic Objects ...
Page 270: ...270 Creating Motion ...
Page 310: ...310 Working with Video ...
Page 362: ...362 Working with Screens Flash Professional Only ...
Page 386: ...386 Creating Multilanguage Text ...
Page 454: ...454 Data Integration Flash Professional Only ...
Page 500: ...500 Publishing ...
Page 534: ...534 Creating Accessible Content ...