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-rw-r--r--win/CS/HandBrakeWPF/Properties/Resources.Designer.cs227
1 files changed, 223 insertions, 4 deletions
diff --git a/win/CS/HandBrakeWPF/Properties/Resources.Designer.cs b/win/CS/HandBrakeWPF/Properties/Resources.Designer.cs
index 1a2ffcc81..10b0c5c43 100644
--- a/win/CS/HandBrakeWPF/Properties/Resources.Designer.cs
+++ b/win/CS/HandBrakeWPF/Properties/Resources.Designer.cs
@@ -1,7 +1,7 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
-// Runtime Version:4.0.30319.468
+// Runtime Version:4.0.30319.17020
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
@@ -22,7 +22,7 @@ namespace HandBrakeWPF.Properties {
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
- internal class Resources {
+ public class Resources {
private static global::System.Resources.ResourceManager resourceMan;
@@ -36,7 +36,7 @@ namespace HandBrakeWPF.Properties {
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
- internal static global::System.Resources.ResourceManager ResourceManager {
+ public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("HandBrakeWPF.Properties.Resources", typeof(Resources).Assembly);
@@ -51,7 +51,7 @@ namespace HandBrakeWPF.Properties {
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
- internal static global::System.Globalization.CultureInfo Culture {
+ public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
@@ -59,5 +59,224 @@ namespace HandBrakeWPF.Properties {
resourceCulture = value;
}
}
+
+ /// <summary>
+ /// Looks up a localized string similar to x264 has a variety of algorithms to decide when to use B-frames and how many to use.
+ ///
+ ///Fast mode takes roughly the same amount of time no matter how many B-frames you specify. However, while fast, its decisions are often suboptimal.
+ ///
+ ///Optimal mode gets slower as the maximum number of B-Frames increases, but makes much more accurate decisions, especially when used with B-pyramid..
+ /// </summary>
+ public static string Advanced_AdaptiveBFramesToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_AdaptiveBFramesToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to H.264 allows for two different prediction modes, spatial and temporal, in B-frames.
+ ///
+ ///Spatial, the default, is almost always better, but temporal is sometimes useful too.
+ ///
+ ///x264 can, at the cost of a small amount of speed (and accordingly for a small compression gain), adaptively select which is better for each particular frame..
+ /// </summary>
+ public static string Advanced_AdaptiveDirectModeToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_AdaptiveDirectModeToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Adaptive quantization controls how the encoder distributes bits across the frame.
+ ///Higher values take more bits away from edges and complex areas to improve areas with finer detail..
+ /// </summary>
+ public static string Advanced_AdaptiveQuantizationStrengthToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_AdaptiveQuantizationStrengthToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Mode decision picks from a variety of options to make its decision: this option chooses what options those are.
+ ///Fewer partitions to check means faster encoding, at the cost of worse decisions, since the best option might have been one that was turned off..
+ /// </summary>
+ public static string Advanced_AnalysisToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_AnalysisToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Sane values are ~2-5.
+ ///This specifies the maximum number of sequential B-frames that the encoder can use.
+ /// Large numbers generally won&apos;t help significantly unless Adaptive B-frames is set to Optimal.
+ ///Cel-animated source material and B-pyramid also significantly increase the usefulness of larger values.
+ ///Baseline profile, as required for iPods and similar devices, requires B-frames to be set to 0 (off)..
+ /// </summary>
+ public static string Advanced_BFramesToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_BFramesToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to After the encoder has done its work, it has a bunch of data that needs to be compressed losslessly, similar to ZIP or RAR. H.264 provides two options for this: CAVLC and CABAC. CABAC decodes a lot slower but compresses significantly better (10-30%), especially at lower bitrates. If you&apos;re looking to minimize CPU requirements for video playback, disable this option. Baseline profile, as required for iPods and similar devices, requires CABAC to be disabled..
+ /// </summary>
+ public static string Advanced_CabacToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_CabacToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to H.264 has a built-in deblocking filter that smooths out blocking artifacts after decoding each frame. This not only improves visual quality, but also helps compression significantly.
+ ///The deblocking filter takes a lot of CPU power, so if you&apos;re looking to minimize CPU requirements for video playback, disable it.
+ ///
+ ///The deblocking filter has two adjustable parameters, &quot;strength&quot; and &quot;threshold&quot;.
+ ///The former controls how strong (or weak) the deblocker is, while the latter controls how many (or few) edges [rest of string was truncated]&quot;;.
+ /// </summary>
+ public static string Advanced_DeblockingToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_DeblockingToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to The 8x8 transform is the single most useful feature of x264 in terms of compression-per-speed.
+ ///It improves compression by at least 5% at a very small speed cost and may provide an unusually high visual quality benefit compared to its compression gain.
+ ///However, it requires High Profile, which many devices may not support..
+ /// </summary>
+ public static string Advanced_EightByEightDctToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_EightByEightDctToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Controls the motion estimation method. Motion estimation is how the encoder estimates how each block of pixels in a frame has moved.
+ ///A better motion search method improves compression at the cost of speed.
+ ///
+ ///Diamond: performs an extremely fast and simple search using a diamond pattern.
+ ///
+ ///Hexagon: performs a somewhat more effective but slightly slower search using a hexagon pattern.
+ ///
+ ///Uneven Multi-Hex: performs a very wide search using a variety of patterns, more accurately capturing complex motion.
+ /// /// [rest of string was truncated]&quot;;.
+ /// </summary>
+ public static string Advanced_MotionEstimationMethodToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_MotionEstimationMethodToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to This is the distance x264 searches from its best guess at the motion of a block in order to try to find its actual motion.
+ ///Doesn&apos;t apply to Diamond or Hexagon search options.
+ ///The default is fine for most content, but extremely high motion video, especially at HD resolutions, may benefit from higher ranges, albeit at a high speed cost..
+ /// </summary>
+ public static string Advanced_MotionEstimationRangeToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_MotionEstimationRangeToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to x264 normally zeroes out nearly-empty data blocks to save bits to be better used for some other purpose in the video.
+ ///However, this can sometimes have slight negative effects on retention of subtle grain and dither.
+ ///Don&apos;t touch this unless you&apos;re having banding issues or other such cases where you are having trouble keeping fine noise..
+ /// </summary>
+ public static string Advanced_NoDctDecimateToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_NoDctDecimateToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Psychovisual Rate Distortion means x264 tries to retain detail, for better quality to the human eye,
+ ///as opposed to trying to maximize quality the way a computer understands it, through signal-to-noise ratios that have trouble telling apart fine detail and noise..
+ /// </summary>
+ public static string Advanced_PsychovisualRateDistortionToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_PsychovisualRateDistortionToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Psychovisual Trellis tries to retain more sharpness and detail, but can cause artifacting.
+ ///It is considered experimental, which is why it&apos;s off by default. Good values are 0.1 to 0.2..
+ /// </summary>
+ public static string Advanced_PsychovisualTrellisToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_PsychovisualTrellisToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to B-pyramid improves compression by creating a pyramidal structure (hence the name) of B-frames, allowing B-frames to
+ ///reference each other to improve compression.
+ ///
+ ///Requires Max B-frames greater than 1; optimal adaptive B-frames is strongly recommended for full compression benefit..
+ /// </summary>
+ public static string Advanced_PyramidalBFramesToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_PyramidalBFramesToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Sane values are ~1-6.
+ ///
+ ///The more you add, the better the compression, but the slower the encode.
+ ///
+ ///Cel animation tends to benefit from more reference frames a lot more than film content.
+ ///
+ ///Note that many hardware devices have limitations on the number of supported reference frames, so if you&apos;re encoding for a handheld or standalone player, don&apos;t touch this unless you&apos;re absolutely sure you know what you&apos;re doing!.
+ /// </summary>
+ public static string Advanced_ReferenceFramesToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_ReferenceFramesToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to This setting controls both subpixel-precision motion estimation and mode decision methods.
+ ///
+ ///Subpixel motion estimation is used for refining motion estimates beyond mere pixel accuracy, improving compression.
+ ///
+ ///Mode decision is the method used to choose how to encode each block of the frame: a very important decision.
+ ///
+ ///SAD is the fastest method, followed by SATD, RD, RD refinement, and the slowest, QPRD.
+ ///6 or higher is strongly recommended: Psy-RD, a very powerful psy optimization that helps retain det [rest of string was truncated]&quot;;.
+ /// </summary>
+ public static string Advanced_SubpixelMotionEstimationToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_SubpixelMotionEstimationToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Trellis fine-tunes the rounding of transform coefficients to squeeze out 3-5% more compression at the cost of some speed.
+ ///&quot;Always&quot; uses trellis not only during the main encoding process, but also during analysis, which improves compression even more, albeit at great speed cost.
+ ///
+ ///Trellis costs more speed at higher bitrates..
+ /// </summary>
+ public static string Advanced_TrellisToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_TrellisToolTip", resourceCulture);
+ }
+ }
+
+ /// <summary>
+ /// Looks up a localized string similar to Performs extra analysis to decide upon weighting parameters for each frame.
+ ///This improves overall compression slightly and improves the quality of fades greatly.
+ ///Baseline profile, as required for iPods and similar devices, requires weighted P-frame prediction to be disabled.
+ ///Note that some devices and players, even those that support Main Profile,
+ ///may have problems with Weighted P-frame prediction: the Apple TV is completely incompatible with it, for example..
+ /// </summary>
+ public static string Advanced_WeightPToolTip {
+ get {
+ return ResourceManager.GetString("Advanced_WeightPToolTip", resourceCulture);
+ }
+ }
}
}