The Hypertext Transfer Protocol, or HTTP, is an application protocol that has been the de facto standard for communication on the World Wide Web since its invention in 1989. From the release of HTTP/1.1 in 1997 until recently, there have been few revisions to the protocol. But in 2015, a reimagined version called HTTP/2 came into use, which offered several methods to decrease latency, especially when dealing with mobile platforms and server-intensive graphics and videos. HTTP/2 has since become increasingly popular, with some estimates suggesting that around a third of all websites in the world support it. In this changing landscape, web developers can benefit from understanding the technical differences between HTTP/1.1 and HTTP/2, allowing them to make informed and efficient decisions about evolving best practices.
Developed by Timothy Berners-Lee in 1989 as a communication standard for the World Wide Web, HTTP is a top-level application protocol that exchanges information between a client computer and a local or remote web server. In this process, a client sends a text-based request to a server by calling a method like GET or POST. In response, the server sends a resource like an HTML page back to the client.
HTTP/2 began as the SPDY protocol, developed primarily at Google with the intention of reducing web page load latency by using techniques such as compression, multiplexing, and prioritization. This protocol served as a template for HTTP/2 when the Hypertext Transfer Protocol working group httpbis of the IETF (Internet Engineering Task Force) put the standard together, culminating in the publication of HTTP/2 in May 2015. From the beginning, many browsers supported this standardization effort, including Chrome, Opera, Internet Explorer, and Safari. Due in part to this browser support, there has been a significant adoption rate of the protocol since 2015, with especially high rates among new sites.
From a technical point of view, one of the most significant features that distinguishes HTTP/1.1 and HTTP/2 is the binary framing layer, which can be thought of as a part of the application layer in the internet protocol stack. As opposed to HTTP/1.1, which keeps all requests and responses in plain text format, HTTP/2 uses the binary framing layer to encapsulate all messages in binary format, while still maintaining HTTP semantics, such as verbs, methods, and headers. An application level API would still create messages in the conventional HTTP formats, but the underlying layer would then convert these messages into binary. This ensures that web applications created before HTTP/2 can continue functioning as normal when interacting with the new protocol.
As mentioned in the previous section, HTTP/1.1 and HTTP/2 share semantics, ensuring that the requests and responses traveling between the server and client in both protocols reach their destinations as traditionally formatted messages with headers and bodies, using familiar methods like GET and POST. But while HTTP/1.1 transfers these in plain-text messages, HTTP/2 encodes these into binary, allowing for significantly different delivery model possibilities. In this section, we will first briefly examine how HTTP/1.1 tries to optimize efficiency with its delivery model and the problems that come up from this, followed by the advantages of the binary framing layer of HTTP/2 and a description of how it prioritizes requests.
But there are a few problems with resource inlining. Including the resource in the HTML document is a viable solution for smaller, text-based resources, but larger files in non-text formats can greatly increase the size of the HTML document, which can ultimately decrease the connection speed and nullify the original advantage gained from using this technique. Also, since the inlined resources are no longer separate from the HTML document, there is no mechanism for the client to decline resources that it already has, or to place a resource in its cache. If multiple pages require the resource, each new HTML document will have the same resource inlined in its code, leading to larger HTML documents and longer load times than if the resource were simply cached in the beginning.
To support all features both for image and text search, the text search now has its own function set,whose behavior is the same as for image search, except, that a given text is directly taken as the text to besearched and not checked for a possible image file.
The old behavior of find(someText) is now switched off in the standard, but can be switched onby intention (Settings.SwitchToText). But if switched on, the ImageMissing feature is not available.In doubt it is recommended, to change the function calls to their text equivalents, if text search is the intention.
The equivalent functions that definitely look for the given text are named xxxText.There is also a shortcut set named only xxxT. This might be helpful, when migrating to the new function setfor text search: use the xxxT version for replacements and xxxText for fresh implementations - or vice versa.
Be aware other than the image search functions, the text search functions search from top left to bottom right.So if there is more than one possible match in a region, always the top left match is found.With image search it is still so, that it cannot be foreseen, which of the possible matches is returned as the result.In doubt you have to use the functions, that return all matches in a region and then filter the result to your needs.
Except for the Media Storage Directory SOP Classes, the above listed Media Storage Standard SOP Classes are assigned the same UID Value as the corresponding network communication SOP Classes. This was done to simplify UID assignment. Although these SOP Classes are based on different Operations, the context of their usage should unambiguously distinguish a Media Storage SOP Class from a Network communication SOP Class.
TEMPLATE DESCRIPTION:Based on the work started in Core World, the Localization Kit allows players to choose the language they prefer to play in, and the game adapts all texts to match that choice. Supports a flexible number of languages of your choosing and includes tools that solve many of the workflow challenges associated with the process of translating a Core game.
Is there a way for this to handle multi-line strings on text fields now I believe this was made before multi-line was supported - multi line strings will be generated as new rows in the localization table, so the first line of the string will appear with the proper TID but the subsequent lines will show up in the TID column instead of the enUS column.
Re Multiline: This is true, it was created before multi-line existed. This is really something the tool needs to solve. I'll add it to my task list. In the meantime, you may be able to fix those manually. Try editing the log text in Notepad++ or something, before importing it to the spreadsheet. This would require reading through the entire output and fixing.
Re Manually adding text: The section of the Readme you are quoting is not related to adding new texts. That quote is about using TID directly in the game's UI, instead of the English copy. You want to use TIDs in cases where you expect the copy to change, so you only need to update the English copy directly in the sheets instead of fiddling through the game assets and also updating the sheets. If you don't use the TID and modify the English copy in the sheets, then localization breaks for that text, as the Text Detector has no way to find what it's looking for. The other case for using TIDs directly in-game is to handle ambiguity where the same English word can mean multiple things, but also in case of noun-gender and plural differences in languages.
Hey Arius. Only saw this now.That happens because there is a line break in the actual text. Try removing the line break and using \\n or instead. I can't remember which of those work in Core, but it also depends which type of UI component you are using.
Fixed GhostscriptPipedOutput.Data property get accesor in order to prevent a race condition. (thanks to \"Marc Klenotic\").Added GhostscriptPipedOutput class as part of the Ghostscript.NET library. Fixed GhostscriptException error code text message resolving.Implemented better methods parameters checking and exception handling.Changed ImageMemoryHelper class from public to internal.Implemented opening files represented as MemoryStream from GhostscriptRasterizer and GhostscriptViewer. (that was some users request although there is no point of passing PDF as MemoryStream (or byte array) as it will anyway end up on the disk before it will be interpreted as PDF language, unlike the PostScript language, inherently requires random access to the file).
Using the results of the previous exercises and the cPicklemodule of the standard library, write a command line utility thatdetects the language of some text provided on stdin and estimatethe polarity (positive or negative) if the text is written inEnglish.
In the Inspector, the Request Attributes section displays the protocol version. In non-editable contexts, such as in the proxy history, the highlighted protocol is purely informational. For requests that you've intercepted in Burp Proxy or sent to Burp Repeater, you can toggle which protocol you want to use to send the request. 153554b96e