mirror of
https://github.com/ShareX/ShareX.git
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220 lines
No EOL
10 KiB
XML
220 lines
No EOL
10 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<data name="$this.Text" xml:space="preserve">
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<value>ShareX - FFmpeg 설정</value>
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</data>
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<data name="btnCopyPreview.Text" xml:space="preserve">
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<value>복사</value>
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</data>
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<data name="tbAACBitrate.ToolTip" xml:space="preserve">
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<value>기본값은 128k입니다.</value>
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</data>
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<data name="tbVorbis_qscale.ToolTip" xml:space="preserve">
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<value>범위는 0부터 10까지이며, 10이 최고 품질입니다. 3~6 사이에서 조절하면 괜찮습니다. 기본값은 3입니다.</value>
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</data>
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<data name="btnRefreshSources.Text" xml:space="preserve">
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<value>새로고침</value>
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</data>
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<data name="btnTest.Text" xml:space="preserve">
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<value>CMD로 테스트</value>
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</data>
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<data name="cbCustomCommands.Text" xml:space="preserve">
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<value>명령 직접 입력</value>
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</data>
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<data name="lblAACQuality.Text" xml:space="preserve">
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<value>비트레이트:</value>
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</data>
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<data name="lblAudioCodec.Text" xml:space="preserve">
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<value>오디오 코덱:</value>
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</data>
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<data name="lblAudioSource.Text" xml:space="preserve">
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<value>오디오 소스:</value>
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</data>
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<data name="lblCodec.Text" xml:space="preserve">
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<value>비디오 코덱:</value>
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</data>
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<data name="lblMP3Quality.Text" xml:space="preserve">
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<value>품질:</value>
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</data>
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<data name="lblVideoSource.Text" xml:space="preserve">
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<value>비디오 소스:</value>
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</data>
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<data name="lblVorbisQuality.Text" xml:space="preserve">
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<value>품질:</value>
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</data>
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<data name="nudx264CRF.ToolTip" xml:space="preserve">
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<value>항율 인자 (CRF): 값의 범위는 0부터 51까지이며, 0은 무손실, 30이 기본값, 그리고 51이 가능한 최저 품질입니다.
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값이 높아질수록 품질은 낮아지지만, 파일 크기 또한 줄어듭니다.</value>
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</data>
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<data name="tbMP3_qscale.ToolTip" xml:space="preserve">
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<value>범위는 0부터 9까지이며, 낮을수록 더 나은 품질을 제공합니다. 0부터 3까지는 보통 깨끗한 결과를, 기본값인 4는 겉보기에 깨끗한 결과를 내놓으며, 6은 "그럭저럭 볼 만한" 품질의 결과를 내놓습니다.</value>
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</data>
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<data name="nudXvidQscale.ToolTip" xml:space="preserve">
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<value>1이 최고 품질/최대 파일 크기, 31이 최소 품질/최소 파일 크기입니다.</value>
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</data>
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<data name="cbGIFDither.ToolTip" xml:space="preserve">
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<value>기본값은 sierra2_4a입니다.</value>
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</data>
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<data name="lblVP8Bitrate.Text" xml:space="preserve">
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<value>가변 비트레이트:</value>
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</data>
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<data name="lblNVENCPreset.Text" xml:space="preserve">
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<value>프리셋:</value>
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</data>
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<data name="lblNVENCBitrate.Text" xml:space="preserve">
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<value>비트레이트:</value>
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</data>
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<data name="btnInstallHelperDevices.Text" xml:space="preserve">
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<value>촬영 디바이스 설치하기</value>
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</data>
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<data name="lblHelperDevices.Text" xml:space="preserve">
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<value>"screen-capture-recorder"와 "virtual-audio-capturer" 비디오/오디오 소스를 설치합니다.</value>
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</data>
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<data name="lblGIFStatsMode.Text" xml:space="preserve">
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<value>팔레트 모드:</value>
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</data>
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<data name="lblGIFDither.Text" xml:space="preserve">
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<value>디더링 모드:</value>
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</data>
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<data name="cbOverrideFFmpegPath.Text" xml:space="preserve">
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<value>경로 직접 입력</value>
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</data>
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<data name="lblx264Preset.Text" xml:space="preserve">
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<value>프리셋:</value>
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</data>
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<data name="lblXvidQscale.Text" xml:space="preserve">
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<value>가변 비트레이트:</value>
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</data>
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<data name="pbAudioCodecWarning.ToolTip" xml:space="preserve">
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<value>이 오디오 코덱은 선택된 비디오 컨테이너에 의해 지원되지 않습니다.</value>
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</data>
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<data name="cbGIFStatsMode.ToolTip" xml:space="preserve">
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<value>기본값은 full입니다.</value>
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</data>
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<data name="cbx264Preset.ToolTip" xml:space="preserve">
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<value>더 빠른 프리셋 = 인코딩이 더 빨라지지만 파일 크기가 커집니다.
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더 느린 프리셋 = 인코딩이 더 느려지지만 파일 크기가 작아집니다.
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화면 녹화와 같은 실시간 인코딩을 하려면 최대한 빠른 프리셋을 쓰는 것이 좋습니다.</value>
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</data>
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<data name="pbx264PresetWarning.ToolTip" xml:space="preserve">
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<value>화면 녹화와 같은 실시간 인코딩에는 최대한 빠른 프리셋을 쓰는 것을 권장합니다.
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최대한 빠른 프리셋을 쓰지 않으면 심한 프레임 드랍이 생길 수 있습니다.</value>
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</data>
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</root> |