[sword-devel] Beta S bug
Fri, 2 Aug 2002 21:36:18 -0700 (MST)
On Fri, 2 Aug 2002, Troy A. Griffitts wrote:
> >>>>[a-z,A-Z,0-9,_] are the only valid characters in module names.
> > Ok.... So can you actually cite a standard you are adopting here?
> Not sure what you mean? I thought [a-z,A-Z,0-9,_] was fairly explicit.
It's explicit, but it looks entirely arbitrary. Can you identify how you
decided upon this set?
The changes to code that you made break existing material. ~ is obviously
a reserved character for class names, but we weren't using the module id
to generate class names previously.
No "standard" was stated previously, but now I'm expected to fix a couple
hundred files to match a drifting standard with no basis but whim?
> > [a-zA-Z0-9_] is not sufficient. Using a standard of [source language
> > id][separator][destination language id] is the only reasonable way I've
> > thought of for naming glossaries in a consistent manner. That requires
> > using [a-zA-Z0-9_\-] for the language ids plus one additional
> > non-alphanumeric character to separate the ids.
> I appreciate your input, but I don't feel there is a need to add
> additional separators. Remember, these are unique module IDs not
> functional operators. Your standard for naming glossaries sounds fine
> to me. For example: chrisenzh would be fine for Chris' glossary from
> English to Chinese.
> If you would like to add meta information to the .conf file like:
We have additional metadata to specify which languages are target/source.
But this information is accessible through the engine and doesn't get
displayed. The module name should give users a reasonable clue as to its
use/contents. "ERenzh" is relatively easy to scan since it uses 2
2-character codes. When we start throwing 3 character codes and
extension codes and ethnologue codes into the mix, it becomes impossible
for a human to scan an id and figure out what it means.
Can you easily figure out which language codes are referenced in ERangms