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path: root/win/CS/HandBrakeWPF/Properties/Resources.Designer.cs
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//------------------------------------------------------------------------------
// <auto-generated>
//     This code was generated by a tool.
//     Runtime Version:4.0.30319.18408
//
//     Changes to this file may cause incorrect behavior and will be lost if
//     the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------

namespace HandBrakeWPF.Properties {
    using System;
    
    
    /// <summary>
    ///   A strongly-typed resource class, for looking up localized strings, etc.
    /// </summary>
    // 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() {
        }
        
        /// <summary>
        ///   Returns the cached ResourceManager instance used by this class.
        /// </summary>
        [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;
            }
        }
        
        /// <summary>
        ///   Overrides the current thread's CurrentUICulture property for all
        ///   resource lookups using this strongly typed resource class.
        /// </summary>
        [global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
        public static global::System.Globalization.CultureInfo Culture {
            get {
                return resourceCulture;
            }
            set {
                resourceCulture = value;
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Copyright (C) 2003-2013 The HandBrake Team
        ///
        ///This program is free software; you can redistribute it and/or
        ///modify it under the terms of the GNU General Public License
        ///as published by the Free Software Foundation; either version 2
        ///of the License, or (at your option) any later version.
        ///
        ///This program is distributed in the hope that it will be useful,
        ///but WITHOUT ANY WARRANTY; without even the implied warranty of
        ///MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
        ///GNU General Public License f [rest of string was truncated]&quot;;.
        /// </summary>
        public static string About_GPL {
            get {
                return ResourceManager.GetString("About_GPL", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You can optionally store a maximum resolution for encodes that use this preset. There are 4 modes:
        ///
        ///None:  There is no maximum resolution for encodes using this preset. When the preset is loaded, the current width, height and aspect ratio that you currently have set will be reloaded.
        ///
        ///Custom: You can optionally set a Maximum width and Height. When doing this an encode will be less than or equal to these values. Keep Aspect Ratio will be automatically turned on.
        ///
        ///Source Maximum:  Similar to custom, but [rest of string was truncated]&quot;;.
        /// </summary>
        public static string AddPreset_PictureSizeMode {
            get {
                return ResourceManager.GetString("AddPreset_PictureSizeMode", resourceCulture);
            }
        }
        
        /// <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 The options passed to the x264 encoder. 
        ///The above controls are only a subset of useful x264 parameters. 
        ///This box allows you to add or modify additional or current parameters as desired. .
        /// </summary>
        public static string Advanced_EncoderOptions {
            get {
                return ResourceManager.GetString("Advanced_EncoderOptions", 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.  
        ///
        ///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 The x264 Preset / Tune / Profile and Level options are currently in use on the Video Tab. 
        ///
        ///To enable this tab, check the &quot;Use Advanced Tab instead&quot; option on the Video Tab.
        ///
        ///If you do not use this tab, it can be hidden from: Tools Menu &gt; Options &gt; Advanced..
        /// </summary>
        public static string Advanced_NotInUse {
            get {
                return ResourceManager.GetString("Advanced_NotInUse", 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);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Are you sure?.
        /// </summary>
        public static string AreYouSure {
            get {
                return ResourceManager.GetString("AreYouSure", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Error.
        /// </summary>
        public static string Error {
            get {
                return ResourceManager.GetString("Error", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to HandBrake.
        /// </summary>
        public static string HandBrake_Title {
            get {
                return ResourceManager.GetString("HandBrake_Title", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to HandBrake is already encoding..
        /// </summary>
        public static string Main_AlreadyEncoding {
            get {
                return ResourceManager.GetString("Main_AlreadyEncoding", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Warning: It is not currently possible to use this feature if you require specific subtitle or audio tracks that the automatic selection feature (see options) doesn&apos;t support! Tracks are reset with every new source / title selected..
        /// </summary>
        public static string Main_AutoAdd_AudioAndSubWarning {
            get {
                return ResourceManager.GetString("Main_AutoAdd_AudioAndSubWarning", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Please choose a destination for the file..
        /// </summary>
        public static string Main_ChooseDestination {
            get {
                return ResourceManager.GetString("Main_ChooseDestination", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to The current file already exists, do you wish to overwrite it?.
        /// </summary>
        public static string Main_DestinationOverwrite {
            get {
                return ResourceManager.GetString("Main_DestinationOverwrite", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to There are jobs on the queue with the same destination path. Please choose a different path for this job..
        /// </summary>
        public static string Main_DuplicateDestinationOnQueue {
            get {
                return ResourceManager.GetString("Main_DuplicateDestinationOnQueue", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to ,  Pending Jobs {5}.
        /// </summary>
        public static string Main_JobsPending_addon {
            get {
                return ResourceManager.GetString("Main_JobsPending_addon", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to New Default Preset Set: {0}.
        /// </summary>
        public static string Main_NewDefaultPreset {
            get {
                return ResourceManager.GetString("Main_NewDefaultPreset", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to A New Update is Available. Goto Tools Menu &gt; Options to Install.
        /// </summary>
        public static string Main_NewUpdate {
            get {
                return ResourceManager.GetString("Main_NewUpdate", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to No Preset selected..
        /// </summary>
        public static string Main_NoPresetSelected {
            get {
                return ResourceManager.GetString("Main_NoPresetSelected", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You can not modify built in presets. Please select one of your own presets..
        /// </summary>
        public static string Main_NoUpdateOfBuiltInPresets {
            get {
                return ResourceManager.GetString("Main_NoUpdateOfBuiltInPresets", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Please select a folder..
        /// </summary>
        public static string Main_PleaseSelectFolder {
            get {
                return ResourceManager.GetString("Main_PleaseSelectFolder", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Preparing to encode ....
        /// </summary>
        public static string Main_PreparingToEncode {
            get {
                return ResourceManager.GetString("Main_PreparingToEncode", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You can not import a preset with the same name as a built-in preset..
        /// </summary>
        public static string Main_PresetErrorBuiltInName {
            get {
                return ResourceManager.GetString("Main_PresetErrorBuiltInName", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to This preset appears to already exist. Would you like to overwrite it?.
        /// </summary>
        public static string Main_PresetOverwriteWarning {
            get {
                return ResourceManager.GetString("Main_PresetOverwriteWarning", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Presets.
        /// </summary>
        public static string Main_Presets {
            get {
                return ResourceManager.GetString("Main_Presets", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Are you sure you wish to update the selected preset?.
        /// </summary>
        public static string Main_PresetUpdateConfrimation {
            get {
                return ResourceManager.GetString("Main_PresetUpdateConfrimation", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to The Preset has now been updated with your current settings..
        /// </summary>
        public static string Main_PresetUpdated {
            get {
                return ResourceManager.GetString("Main_PresetUpdated", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to HandBrake has determined your built-in presets are out of date... These presets will now be updated.
        ///Your custom presets have not been updated so you may have to re-create these by deleting and re-adding them..
        /// </summary>
        public static string Main_PresetUpdateNotification {
            get {
                return ResourceManager.GetString("Main_PresetUpdateNotification", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Queue Finished.
        /// </summary>
        public static string Main_QueueFinished {
            get {
                return ResourceManager.GetString("Main_QueueFinished", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scan Cancelled..
        /// </summary>
        public static string Main_ScanCancelled {
            get {
                return ResourceManager.GetString("Main_ScanCancelled", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scan Completed.
        /// </summary>
        public static string Main_ScanCompleted {
            get {
                return ResourceManager.GetString("Main_ScanCompleted", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scan failed: .
        /// </summary>
        public static string Main_ScanFailed_NoReason {
            get {
                return ResourceManager.GetString("Main_ScanFailed_NoReason", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scan Failed... See Activity Log for details..
        /// </summary>
        public static string Main_ScanFailled_CheckLog {
            get {
                return ResourceManager.GetString("Main_ScanFailled_CheckLog", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scanning source, please wait....
        /// </summary>
        public static string Main_ScanningPleaseWait {
            get {
                return ResourceManager.GetString("Main_ScanningPleaseWait", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Scanning Title {0} of {1} ({2}%).
        /// </summary>
        public static string Main_ScanningTitleXOfY {
            get {
                return ResourceManager.GetString("Main_ScanningTitleXOfY", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You must first scan a source and setup your job before starting an encode..
        /// </summary>
        public static string Main_ScanSource {
            get {
                return ResourceManager.GetString("Main_ScanSource", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You must first scan a source and setup your job before adding to the queue..
        /// </summary>
        public static string Main_ScanSourceFirst {
            get {
                return ResourceManager.GetString("Main_ScanSourceFirst", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Please select a preset..
        /// </summary>
        public static string Main_SelectPreset {
            get {
                return ResourceManager.GetString("Main_SelectPreset", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Please select a preset to update..
        /// </summary>
        public static string Main_SelectPresetForUpdate {
            get {
                return ResourceManager.GetString("Main_SelectPresetForUpdate", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Select &apos;Source&apos; to continue.
        /// </summary>
        public static string Main_SelectSource {
            get {
                return ResourceManager.GetString("Main_SelectSource", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to You must turn on automatic file naming AND set a default path in preferences before you can add to the queue..
        /// </summary>
        public static string Main_TurnOnAutoFileNaming {
            get {
                return ResourceManager.GetString("Main_TurnOnAutoFileNaming", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to {0} Encodes Pending.
        /// </summary>
        public static string Main_XEncodesPending {
            get {
                return ResourceManager.GetString("Main_XEncodesPending", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Notice.
        /// </summary>
        public static string Notice {
            get {
                return ResourceManager.GetString("Notice", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Overwrite?.
        /// </summary>
        public static string Overwrite {
            get {
                return ResourceManager.GetString("Overwrite", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Preset Version.
        /// </summary>
        public static string Preset_OldVersion_Header {
            get {
                return ResourceManager.GetString("Preset_OldVersion_Header", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to The preset you are trying to import is from a different version of HandBrake. 
        ///Some values may be reset to default as a result. 
        ///
        ///Do you wish to proceed?.
        /// </summary>
        public static string Preset_OldVersion_Message {
            get {
                return ResourceManager.GetString("Preset_OldVersion_Message", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Unable to import preset!.
        /// </summary>
        public static string Preset_UnableToImport_Header {
            get {
                return ResourceManager.GetString("Preset_UnableToImport_Header", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Unable to import the preset as it appears to be corrupted or from an older version of HandBrake..
        /// </summary>
        public static string Preset_UnableToImport_Message {
            get {
                return ResourceManager.GetString("Preset_UnableToImport_Message", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to The Built-in presets have been reset..
        /// </summary>
        public static string Presets_ResetComplete {
            get {
                return ResourceManager.GetString("Presets_ResetComplete", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Reset Complete.
        /// </summary>
        public static string Presets_ResetHeader {
            get {
                return ResourceManager.GetString("Presets_ResetHeader", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Question.
        /// </summary>
        public static string Question {
            get {
                return ResourceManager.GetString("Question", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to WARNING: You do not have automatic file naming turned on. Please enable this in options..
        /// </summary>
        public static string QueueSelection_AutoNameWarning {
            get {
                return ResourceManager.GetString("QueueSelection_AutoNameWarning", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to WARNING: You do not currently have automatic audio and subtitle track selection setup. You can setup the default track selection behaviour in options..
        /// </summary>
        public static string QueueSelection_AutoTrackSelectionWarning {
            get {
                return ResourceManager.GetString("QueueSelection_AutoTrackSelectionWarning", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Read.
        /// </summary>
        public static string State_Ready {
            get {
                return ResourceManager.GetString("State_Ready", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Updated.
        /// </summary>
        public static string Updated {
            get {
                return ResourceManager.GetString("Updated", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Accelerates H.264, MPEG-4, VC1 and WMV3 only.  
        ///This can provide a small to modest improvement on slow hardware..
        /// </summary>
        public static string Video_DxvaDecode {
            get {
                return ResourceManager.GetString("Video_DxvaDecode", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Higher Quality |.
        /// </summary>
        public static string Video_HigherQuality {
            get {
                return ResourceManager.GetString("Video_HigherQuality", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Warning: RF 0 is Lossless!.
        /// </summary>
        public static string Video_LosslessWarning {
            get {
                return ResourceManager.GetString("Video_LosslessWarning", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to A value of 0 means lossless and will result in a file size that is larger than the original source, 
        ///unless the source was also lossless. 
        ///
        ///x264&apos;s scale is logarithmic and lower values correspond to higher quality. 
        ///
        ///So small increases in value will result in progressively larger increases in the resulting file size. 
        ///
        ///Suggested values are: 18 to 20 for Standard Definition and 20 to 23 for High Definition..
        /// </summary>
        public static string Video_LosslessWarningTooltip {
            get {
                return ResourceManager.GetString("Video_LosslessWarningTooltip", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to | Lower Quality.
        /// </summary>
        public static string Video_LowQuality {
            get {
                return ResourceManager.GetString("Video_LowQuality", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Placebo Quality |.
        /// </summary>
        public static string Video_PlaceboQuality {
            get {
                return ResourceManager.GetString("Video_PlaceboQuality", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Set the desired quality factor. The encoder targets a certain quality. 
        ///The scale used by each video encoder is different.
        ///
        ///x264&apos;s scale is logarithmic and lower values correspond to higher quality. 
        ///So small increases in value will result in progressively larger increases in the resulting file size. 
        ///A value of 0 means lossless and will result in a file size that is larger than the original source, 
        ///unless the source was also lossless. 
        ///Suggested values are: 18 to 20 for Standard Definition and 20 t [rest of string was truncated]&quot;;.
        /// </summary>
        public static string Video_QualitySlider {
            get {
                return ResourceManager.GetString("Video_QualitySlider", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to QuickSync hardware not detected! 
        ///
        ///In order to use the QuickSync encoder, you must:
        ///
        ///- Have a Intel Core series CPU with HD Graphics. 4th Generation Haswell or newer parts are recommended for best quality.
        ///- Have a monitor connected to the HD Graphics or GPU Virtualisation software installed.
        ///- Note that in multi-GPU enviroments, you may need to use 3rd party tools and workarounds to active the hardware..
        /// </summary>
        public static string Video_QuickSyncNotAvailable {
            get {
                return ResourceManager.GetString("Video_QuickSyncNotAvailable", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to OpenCL Scaling is only available for modern graphics cards that support OpenCL 1.1 or later. It will fallback to Lanczos software scaling when it is not available for use.  Performance gain up to 5%. Minor decrease in quality in some cases..
        /// </summary>
        public static string Video_ScalingModes {
            get {
                return ResourceManager.GetString("Video_ScalingModes", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to The full x264 list of parameters: 
        ///{0}.
        /// </summary>
        public static string Video_x264ExtraArgs {
            get {
                return ResourceManager.GetString("Video_x264ExtraArgs", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Reduce decoder CPU usage.
        ///
        ///Set this if your device is struggling to play the output. (i.e. dropped frames).
        /// </summary>
        public static string Video_x264FastDecode {
            get {
                return ResourceManager.GetString("Video_x264FastDecode", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Sets and ensures compliance with the specified H.264 Levels. This will override all other settings..
        /// </summary>
        public static string Video_x264Level {
            get {
                return ResourceManager.GetString("Video_x264Level", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Adjusts x264 settings to trade off compression efficiency against encoding speed.
        ///
        ///This establishes your default x264 settings. Tunes, profiles, levels and advanced options string will be applied to this.
        ///
        ///You should generally set this option to the slowest you can bear since slower settings will result in better quality or smaller files..
        /// </summary>
        public static string Video_x264Preset {
            get {
                return ResourceManager.GetString("Video_x264Preset", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Limit the H.264 profile of the output stream. This will override all other settings..
        /// </summary>
        public static string Video_x264Profile {
            get {
                return ResourceManager.GetString("Video_x264Profile", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Tune settings to optimise for common scenarios
        ///
        ///This can improve efficiency for particular source characteristics or set of characteristics of the output file.
        ///
        ///Changes will be applied after the preset but before all other parameters..
        /// </summary>
        public static string Video_x264Tune {
            get {
                return ResourceManager.GetString("Video_x264Tune", resourceCulture);
            }
        }
        
        /// <summary>
        ///   Looks up a localized string similar to Warning.
        /// </summary>
        public static string Warning {
            get {
                return ResourceManager.GetString("Warning", resourceCulture);
            }
        }
    }
}