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Reason: Nothing but a list of variables and a single scratchblocks tag
A translator is a project which can change words into different languages using the Translate Extension. This tutorial will show how to make a translator. It is useful if one wants to make a translator application in an Operating System project.
You will need one sprite to store all the code:
Two variables will be also needed to store the language entered as well as the text string the user wants to translate.
Two messages will be needed to tell the project when to ask for the language (it will do this after the string is given by the user):
broadcast (original v)
broadcast (to what v)
Programming the Translator
Add the following code to the button:
when green flag clicked broadcast (original v) //This broadcasts a message so that the project knows to ask for the word. when I receive [original v] say [Click this button to translate.] wait until <<touching (mouse-pointer v)> and <mouse down?>> //This waits until the button is clicked. say //This is so it stops saying "Click this button to translate." ask [What shall be translated? Please only enter real words or the translator will not work.] and wait set [string v] to (answer) //This stores the word that the user entered inside of a variable. This is an important part! broadcast (to what v) //This tells the program that it should ask for the language next. when I receive [to what v] ask [To what language?] and wait set [to language v] to (answer) if <(translate (string) to (to language)) = (string)> then //This is to make sure a supported language is entered. say [Please enter a supported language.] //If a supported language isn't entered, this code will say "Please enter a supported language." broadcast (to what v) //This asks the project to ask the user "What language?" again, creating recursion. else say (translate (string) to (to language)) wait until <<touching (mouse-pointer v)> and <mouse down?>> say  broadcast (original v)
Your translator is now ready!