Pulling the rug out from under the Localization Manager
It's a thrill for the gearhead in me to build my own localized binaries.
Most projects in the wide world don't require this of the localization manager, of course. A staff engineer, or at least a release engineer, is usually tasked with building the binaries that house the localized software resources. There's some delay involved in that, though, since the engineers don't often place very high priority on building these infernal things, let alone building them as often as the localization QA cycles require.
The localizers are able to preview the localized resources in their localization environment (Alchemy, Visual Studio, etc.), but our engineers have an arcane build environment and procedure that I don't care to impose on even my least liked localization vendor, simply because it's an open invitation to failure. Instead, I persuaded the engineer who created the entire scheme to spend three hours duplicating the environment with me so that I could document it and reproduce it on a quick turnaround.
"Why are you going to all this trouble?" the engineer asked me.
"I'm trying to drive you crazy this one time so that I don't drive you crazy eight or nine times over the next few weeks. The translators will find new things to change as they continue localizing the rest of the product, and they'll change the resource files. If I have to bug you with each one of these changes, you may come to view localization as something, well, inconvenient."
"Good. Thanks for sparing me that."
That was for version 2.0.0 of this software. I was able to save precious days by doing my own builds and turning the binaries around to the localizers promptly. I also saved myself all of the credibility and Brownie points I'd have had to mortgage by running to the engineers all the time.
Now that we're localizing version 2.0.1, however, the procedure is changed. The engineers have pulled the rug out from under me, and nothing that used to work, works. Time to bug the engineer again and get the updated Rosetta Stone so that I can build these things.
Most projects in the wide world don't require this of the localization manager, of course. A staff engineer, or at least a release engineer, is usually tasked with building the binaries that house the localized software resources. There's some delay involved in that, though, since the engineers don't often place very high priority on building these infernal things, let alone building them as often as the localization QA cycles require.
The localizers are able to preview the localized resources in their localization environment (Alchemy, Visual Studio, etc.), but our engineers have an arcane build environment and procedure that I don't care to impose on even my least liked localization vendor, simply because it's an open invitation to failure. Instead, I persuaded the engineer who created the entire scheme to spend three hours duplicating the environment with me so that I could document it and reproduce it on a quick turnaround.
"Why are you going to all this trouble?" the engineer asked me.
"I'm trying to drive you crazy this one time so that I don't drive you crazy eight or nine times over the next few weeks. The translators will find new things to change as they continue localizing the rest of the product, and they'll change the resource files. If I have to bug you with each one of these changes, you may come to view localization as something, well, inconvenient."
"Good. Thanks for sparing me that."
That was for version 2.0.0 of this software. I was able to save precious days by doing my own builds and turning the binaries around to the localizers promptly. I also saved myself all of the credibility and Brownie points I'd have had to mortgage by running to the engineers all the time.
Now that we're localizing version 2.0.1, however, the procedure is changed. The engineers have pulled the rug out from under me, and nothing that used to work, works. Time to bug the engineer again and get the updated Rosetta Stone so that I can build these things.
Labels: localization engineering, resource file localization, string localization