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.IX Title "Locale::MakePhrase::Language 3"
.TH Locale::MakePhrase::Language 3 "2006-03-20" "perl v5.10.1" "User Contributed Perl Documentation"
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.SH "NAME"
Locale::MakePhrase::Language \- base class for language\-specific
handling.
.SH "DESCRIPTION"
.IX Header "DESCRIPTION"
This is a base-class for language-specific implementation modules.
.PP
You only need to implement custom language objects, if there is
something you cant do with a language rule, such as:
.IP "\(bu" 2
handling keyboard input in a language specific way
.IP "\(bu" 2
display of formula's
.SH "API"
.IX Header "API"
The following methods are available:
.SS "\fInew()\fP"
.IX Subsection "new()"
Construct an instance of this module; all arguments passed to the
\&\fIinit()\fR method.
.ie n .SS "$self init([...])"
.el .SS "\f(CW$self\fP init([...])"
.IX Subsection "$self init([...])"
Allow sub-classes a chance to control construction.
.ie n .SS "$string \fIlanguage()\fP"
.el .SS "\f(CW$string\fP \fIlanguage()\fP"
.IX Subsection "$string language()"
Returns the language tag of this modules' language.
.SS "boolean y_or_n($keypress)"
.IX Subsection "boolean y_or_n($keypress)"
This methods is simply a stub which declares the signature.  It is
up the language specific module to implement the correct handling
of the keypress'ed value.
.PP
For example, the Locale::MakePhrase::Language::en module implements
a test for the \fBy\fR character; if \fBy\fR is pressed, a value of true is
returned; any other key returns false.

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