//------------------------------------------------------------------------------ // // This code was generated by a tool. // Runtime Version:4.0.30319.269 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // //------------------------------------------------------------------------------ namespace HandBrakeWPF.Properties { using System; /// /// A strongly-typed resource class, for looking up localized strings, etc. /// // This class was auto-generated by the StronglyTypedResourceBuilder // class via a tool like ResGen or Visual Studio. // To add or remove a member, edit your .ResX file then rerun ResGen // with the /str option, or rebuild your VS project. [global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] [global::System.Diagnostics.DebuggerNonUserCodeAttribute()] [global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()] public class Resources { private static global::System.Resources.ResourceManager resourceMan; private static global::System.Globalization.CultureInfo resourceCulture; [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] internal Resources() { } /// /// Returns the cached ResourceManager instance used by this class. /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] 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); resourceMan = temp; } return resourceMan; } } /// /// Overrides the current thread's CurrentUICulture property for all /// resource lookups using this strongly typed resource class. /// [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)] public static global::System.Globalization.CultureInfo Culture { get { return resourceCulture; } set { resourceCulture = value; } } /// /// 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.. /// public static string Advanced_AdaptiveBFramesToolTip { get { return ResourceManager.GetString("Advanced_AdaptiveBFramesToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_AdaptiveDirectModeToolTip { get { return ResourceManager.GetString("Advanced_AdaptiveDirectModeToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_AdaptiveQuantizationStrengthToolTip { get { return ResourceManager.GetString("Advanced_AdaptiveQuantizationStrengthToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_AnalysisToolTip { get { return ResourceManager.GetString("Advanced_AnalysisToolTip", resourceCulture); } } /// /// 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'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).. /// public static string Advanced_BFramesToolTip { get { return ResourceManager.GetString("Advanced_BFramesToolTip", resourceCulture); } } /// /// 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'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.. /// public static string Advanced_CabacToolTip { get { return ResourceManager.GetString("Advanced_CabacToolTip", resourceCulture); } } /// /// 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're looking to minimize CPU requirements for video playback, disable it. /// ///The deblocking filter has two adjustable parameters, "strength" and "threshold". ///The former controls how strong (or weak) the deblocker is, while the latter controls how many (or few) edges [rest of string was truncated]";. /// public static string Advanced_DeblockingToolTip { get { return ResourceManager.GetString("Advanced_DeblockingToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_EightByEightDctToolTip { get { return ResourceManager.GetString("Advanced_EightByEightDctToolTip", resourceCulture); } } /// /// 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]";. /// public static string Advanced_MotionEstimationMethodToolTip { get { return ResourceManager.GetString("Advanced_MotionEstimationMethodToolTip", resourceCulture); } } /// /// 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'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.. /// public static string Advanced_MotionEstimationRangeToolTip { get { return ResourceManager.GetString("Advanced_MotionEstimationRangeToolTip", resourceCulture); } } /// /// 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't touch this unless you're having banding issues or other such cases where you are having trouble keeping fine noise.. /// public static string Advanced_NoDctDecimateToolTip { get { return ResourceManager.GetString("Advanced_NoDctDecimateToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_PsychovisualRateDistortionToolTip { get { return ResourceManager.GetString("Advanced_PsychovisualRateDistortionToolTip", resourceCulture); } } /// /// 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's off by default. Good values are 0.1 to 0.2.. /// public static string Advanced_PsychovisualTrellisToolTip { get { return ResourceManager.GetString("Advanced_PsychovisualTrellisToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_PyramidalBFramesToolTip { get { return ResourceManager.GetString("Advanced_PyramidalBFramesToolTip", resourceCulture); } } /// /// 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're encoding for a handheld or standalone player, don't touch this unless you're absolutely sure you know what you're doing!. /// public static string Advanced_ReferenceFramesToolTip { get { return ResourceManager.GetString("Advanced_ReferenceFramesToolTip", resourceCulture); } } /// /// 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]";. /// public static string Advanced_SubpixelMotionEstimationToolTip { get { return ResourceManager.GetString("Advanced_SubpixelMotionEstimationToolTip", resourceCulture); } } /// /// 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. ///"Always" 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.. /// public static string Advanced_TrellisToolTip { get { return ResourceManager.GetString("Advanced_TrellisToolTip", resourceCulture); } } /// /// 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.. /// public static string Advanced_WeightPToolTip { get { return ResourceManager.GetString("Advanced_WeightPToolTip", resourceCulture); } } public static System.Drawing.Bitmap logo64 { get { object obj = ResourceManager.GetObject("logo64", resourceCulture); return ((System.Drawing.Bitmap)(obj)); } } } }