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To change this setting, see the Resolution option below.
Higher settings reduces screen flicker.
Lowering this setting can improve game performance for better results, change screen resolution, colour depth and texture quality proportionally.
Lowering this setting can improve game performance for better results, change screen resolution, colour depth and texture quality proportionally.
If you have performance issues, try to lower this setting for better results, change screen resolution, colour depth and texture quality proportionally.
Lowering this setting or turning shadows off can improve game performance.
Disabling dynamic reflections may significantly increase performance.
Checking this can remove flickering, but may also reduce performance.
At higher settings textures will look sharper and more detailed from far away but this can also reduce performance.
Lower this setting if you're experiencing unstable frame rates.
It is recommended to set 'No dynamic lights' for Intel integrated graphics solutions.
Although high values may reduce game performance.
For example for nVidia FX5xxx video cards Shaders 2.
Although you should consider turning this feature off if you have performance issues.
When turned on, polished or scratched metal surfaces will look more realistic.
This setting should not affect game performance, but you may want to turn it off in rare cases.
Turning this option off may slightly improve game performance.
Disable it for a slight performance boost.
Turning this option off may increase framerate.
Move this slider completely to the left to disable bloom.
Reducing this value can slightly improve performance.
Lowering the value can slightly improve overall game performance.
Consider lowering this setting if you are experiencing performance or stability issues.
This is helpful if you loot often in the heat of battle.
If any games are found at these IPs, they will be automatically displayed on the LAN screen.
If any games are found at these servers, they will be automatically displayed on the LAN screen.
Try to load it anyway?
It canĀ’t be loaded.
Save game may be corrupt.
Are you sure you want to load the game?
For those who know the real price of war.
This challenge, this fight will take place on the verge of insanity.
You will have the blood of your enemy on your own hands.
Click on a destination to order your squad to fight their way towards it.
Each team's goal is to destroy as many enemy units as possible.
Each kill earns points.
At the end of the game, the team with the most points wins.
Each player's goal is to destroy as many enemy infantry units and vehicles as possible.
All kills earn points.
At the end of the game, the player with the highest score wins.
Each team's goal is to capture and hold territories marked with flags.
The team who holds the most territories gains points.
Once a team reaches the set number of points, they win.
Territories can only ć‚²ćƒ¼ćƒ ć‚’ćƒ—ćƒ¬ć‚¤ć—ć€ęœ¬ē‰©ć®ē¾é‡‘ć‚’ē²å¾—恙悋 captured by infantry.
First team's goal is to capture all three of the enemy's defence lines within set time limits.
The second team's goal is to hold at least one defence line using a limited selection of vehicles.
The defence line is considered captured when a team controls all flags on it.
The game consists of two rounds; when the first one ends, teams switch places.
The winning team is the one whose actions are most effective - it is based on the summary of both rounds.
Defence lines can only be captured by infantry.
Each team's goal is to bring the cargo to their base.
Successful delivery earns points.
The team which collects a specified number of points wins.
Cargo is delivered by means of a special hauler that is spawned randomly on the map by one of the team players.
Every team's goal is to capture and hold the territory marked with a flag.
The team that manages to hold the territory until the flag is raised is declared a winner.
The game duration is limited.
A territory can only be captured and held by infantry.
The attack starts in %1% seconds.
Capture all flags to take the front line.
Now let's bring it to our base!
We've got to get it from them!
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Do you want to continue?
Do you want to continue?
First, hand-pick a team or agree to auto-selection player's rating will be close to yours.
Connection may fail during NAT traversal.
If you already have a GameSpyID account, you can use the email and password from it.
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The smaller the angle, the greater the chance of a projectile ricochet.
Everything necessary for constructing temporary fortifications and minefields can be found in an engineer truck.
These grenades may be thrown with a delay if you calculate an approximate detonation time.
To do it, switch to Direct Control mode and click the target, holding the left mouse button.
Wait for a few seconds and ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ the button - the ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ will be hurled towards ć‚²ćƒ¼ćƒ ć®ē“ ę™“ć‚‰ć—ć„ć‚¤ćƒ³ć‚Æ ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ />Due to their weight they cannot be thrown very far but, if you manage to hit the engine, they can disable even a well-armoured, heavy tank.
In order to quickly switch the soldier's stance to prone, press the space bar.
This order can be issued to a single soldier, as well as a whole squad.
A mine-clearing vehicle can sweep a dangerous area quickly and without endangering itself, by detonating mines with the use of a special trawl.
A squad of mine pickers can locate and disarm mines using metal detectors.
Disarmed mines may be reused.
The level of weapon expertise is indicated by the number of icons in the main weapon slot.
Better skill results in higher accuracy when firing a given weapon.
If you cannot penetrate the front armour, try blasting off the tracks and outflanking the immobilised enemy.
Your vehicle armour is shown in the information window, the thickness of the enemy vehicle armour appears when you move the cursor over it.
You can only fix damaged components that are shown in red on the vehicle's blueprint.
Components marked black have been destroyed and cannot be fixed.
Use stone https://jackpot-deposit-promocode.site/1/2632.html and building walls as an additional means of protecting your tank.
High-explosive rounds contain powerful explosive charges that detonate on impact with the target.
They are effective against enemy infantry, light tanks and armoured vehicles; they can also be used to destroy buildings.
To minimise sabotage damage, position your infantry near tanks and field guns, while also mining approach paths to your positions.
Use officers' skills - with their binoculars, they can spot even the best-camouflaged scouts.
This task is best accomplished by infantry.
If you cannot outflank the gun, use grenades.
To see the enemy unit's field of view, left-click ć‚¹ćƒ¼ćƒ‘ćƒ¼ćŖćœćƒ¬ć‚æćƒ¼ć‚²ćƒ¼ćƒ ć®ęŒ‡ē¤ŗ with the mouse, previously deselecting your own units.
To hide the field of view, click on any terrain not occupied by an enemy unit.
Stealth is critical for infantry to survive a fight.
Its efficiency depends on a soldier's current stance standing, prone or covered and his actions running, crawling, fighting or concealing his presence.
To take cover, move cursor near an obstacle a silhouette will appear and left-click.
Covers not only protect your soldiers from enemy bullets, but click decrease damage from nearby explosions of AP grenades and HE shells.
You can personally control its movement, weapon selection, reloading and aiming.
You https://jackpot-deposit-promocode.site/1/1802.html quickly switch positions using the Space-bar.
A double click on any destination switches the cannon to the mobile position and moves it towards the target.
You can also use article source place a car or an armoured vehicle near the gun and press the Space-bar - the cannon will attach to the vehicle ready to be towed.
Take into consideration factors like the calibre of your gun, enemy armour thickness, impact angle and distance from the target.
Small-calibre guns cannot penetrate thick armour, sharp-angle hits are less effective and kinetic energy of a round decreases with distance.
If you lose troops, the resources which you have spent on them are reimbursed in time.
The current and maximum permitted army sizes are indicated to the right, above the reinforcements panel.
This mode allows you to transfer forces to friendly players by clicking the icon on the top-right.
To pick the item up off the ground, move click cursor over this item it will turn into a handand click.
Enemy bodies are highlighted in red, allied ones are yellow.
To highlight living soldiers located in your field of view, but hidden behind bushes, vehicles ćƒŸć‚·ć‚¬ćƒ³å·žčæ‘ćć®ć‚«ć‚ø惎, click on the corresponding icon.
Shaped-charge rounds do not lose their lethal effectiveness over distances, but this weapon is best used at close and medium ranges, since long-range shots are likely to miss the target.
He can also use his binoculars to detect enemy infantry hiding in bushes or in grass so even a camouflaged saboteur cannot remain undetected.
In direct control mode he can use his sniper scope to spot enemy saboteurs hiding in bushes.
Has several camouflage bushes in his inventory.
In order to use it, click the crosshair icon or, while in direct control mode, point and hold the cursor over the target aim indicator will appear.
A bullet hitting the fuel container causes a ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ situation not only something ć‚²ćƒ¼ćƒ ć‚Ŗćƒ³ćƒ©ć‚¤ćƒ³ć‚“ćƒ¼ćƒ«ćƒ‰ćƒžć‚¤ćƒŠćƒ¼ćƒ©ć‚¹ćƒ™ć‚¬ć‚¹ final the flamethrower operator, but ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ nearby soldiers as well.
Steel breastplates protect these soldiers from bullets and shell fragments, while anti-tank grenades enable them to destroy armoured vehicles.
These soldiers can build temporary defences and are especially effective against enemy infantry at long and medium ranges.
Their submachine guns are most effective at close- and medium-range encounters; the anti-tank grenades they carry allow them to engage enemy armoured vehicles.
Medium tanks have fair speed and armament and enjoy a good quality-cost ratio.
The most powerful guns are mounted on heavy tanks and self-propelled artillery.
Their thick armour can withstand multiple hits, but heavy weight impairs their mobility.
Quick-firing small-calibre flak guns PKP, Flak 38, Oerlikon are perfectly suited for use against enemy personnel and lightly-armoured vehicles.
This weapon's recommended position is behind obstacles, out of range of direct fire.
Apart from being relatively cheap, they have a short reloading time and can fire at long distances.
Their low accuracy is compensated for by a long range of fire and astounding destructive abilities.
To rotate the camera, press and hold the read more mouse button.
Select the soldiers and click a button in the top-right corner of the screen.
The resources needed to https://jackpot-deposit-promocode.site/1/1324.html for reinforcements can be earned in time, or given upon completion of the mission objectives.
The incoming troops are distributed among all players.
Green indicates guaranteed penetration, yellow indicates probable penetration or damage and red indicates inability to destroy a target.
The speed of capturing depends on the amount of soldiers that occupy a location, officers and assault squads being the most effective.
A dot marker indicates enemy go here, an arrow marker indicates enemy armoured vehicles.
Although they are less effective in securing and holding key points than assault infantry, elite troops are unsurpassed in battle.
A few repeated hits to the same area will wreck an enemy read more by destroying its armour.
To adjust fire you must take a few shots at the same point until accuracy is improved and shell ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ is reduced.
Moving at lower speeds permits acceptable firing accuracy and means that the vehicle can be escorted by infantry soldiers who can cover it from enemy rocket launchers.
A double mouse click issues an order to proceed at full speed.
This feature determines the maximum number of command points required to control an army.
Any player-controlled military unit requires a certain number of these points which do not depend on unit cost.
To construct a temporary fortification, click the Set Breastwork button and specify a location while holding the right mouse button.
To ē„”ę–™ćƒœćƒ¼ćƒŠć‚¹ć‚¹ćƒ­ćƒƒćƒˆć‚³ćƒ  a circular barricade for field guns, mortars and medium machine guns, click the corresponding icon.
It will deliver fuel canisters and various kinds of ammo to the field.
For a quick item transfer press X and select a vehicle to resupply.
A double click will force your soldiers to break through to that spot, disregarding enemies.

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To change this setting, see the Resolution option below.
Higher settings reduces screen flicker.
Lowering this setting can improve game performance for better results, change screen resolution, colour depth and texture quality proportionally.
Lowering this setting can improve game performance for better results, change screen resolution, colour depth and texture quality proportionally.
If you have performance issues, try to lower this setting for better results, change screen resolution, colour depth and texture quality proportionally.
Lowering this setting or turning shadows off can improve game performance.
Disabling dynamic reflections may significantly increase performance.
Checking this can remove flickering, but may also reduce performance.
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Lower this setting if you're experiencing unstable frame rates.
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This is helpful if you loot often in the heat of battle.
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ć‚µćƒ³ć‚·ćƒ£ć‚¤ćƒ³ćƒŖćƒ¼ćƒ•ć‚¹ćƒ­ćƒƒćƒˆ team's goal is to capture all three of the enemy's defence lines within set time limits.
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Everything necessary for constructing temporary fortifications and minefields can be found in an engineer truck.
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In order to quickly switch the soldier's stance to prone, press the space bar.
This order can be issued to a single soldier, as well as a whole squad.
A mine-clearing vehicle can sweep a dangerous area quickly and without endangering itself, by detonating mines with the use of go here special trawl.
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Small-calibre guns cannot penetrate thick armour, sharp-angle hits are less effective and kinetic energy of a round decreases with distance.
If you lose troops, the resources which you have spent on them are reimbursed in time.
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Has several camouflage bushes in his inventory.
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A bullet hitting the fuel container causes a hazardous situation not only for the flamethrower operator, but for nearby soldiers as well.
Steel breastplates protect these soldiers from bullets and shell fragments, while anti-tank grenades enable them to destroy armoured vehicles.
These soldiers can build temporary defences and are especially gtać™ć¹ć¦ć®ć‚²ćƒ¼ćƒ ć‚¢ćƒ³ćƒ‰ćƒ­ć‚¤ćƒ‰ against enemy infantry at long and medium ranges.
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Medium tanks have fair speed and armament and enjoy a good quality-cost ratio.
The most powerful guns 野ē”Ÿć®éƒØę—ć®ć‚²ćƒ¼ćƒ ć‚Ŗćƒ³ćƒ©ć‚¤ćƒ³ē„”ę–™ćƒ€ć‚¦ćƒ³ćƒ­ćƒ¼ćƒ‰ mounted on heavy tanks and self-propelled artillery.
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Quick-firing small-calibre flak guns PKP, Flak 38, Oerlikon are perfectly suited for use against enemy personnel and lightly-armoured vehicles.
This weapon's recommended position is behind obstacles, out of range of direct fire.
Apart from being relatively cheap, they have a short reloading time and can fire at long distances.
Their low accuracy is compensated for by a long range of fire and astounding destructive abilities.
To rotate the camera, press and hold the middle mouse button.
what ē„”ꖙ恮bitcoinsć‚’å…„ę‰‹ć™ć‚‹ę–¹ę³•ex share the soldiers and click a button in the top-right corner of the screen.
The resources needed to call for reinforcements can be earned in time, or given upon completion of the mission objectives.
The source troops are distributed among all players.
Green indicates guaranteed penetration, yellow indicates probable penetration or damage and red indicates inability to destroy a target.
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Although they are less effective in securing and holding key ć‚Ŗćƒ³ćƒ©ć‚¤ćƒ³ć‚«ć‚øćƒŽć§å‹ć¤ćƒćƒ£ćƒ³ć‚¹ than assault infantry, elite troops are unsurpassed in battle.
A few repeated hits to the same area will wreck an enemy vehicle by destroying its armour.
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Moving at lower speeds permits acceptable firing accuracy and means that the vehicle can be escorted by infantry soldiers who can cover it from enemy rocket launchers.
A double mouse ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ issues an order to proceed at full speed.
This feature determines the maximum number of command points required to control an army.
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To construct a temporary fortification, click the Set Breastwork button and specify a location while holding the right mouse button.
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It will deliver fuel canisters and various kinds of ammo to the field.
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In the comments, many people believes UTF-32 is a fixed-length character encoding.
This is not correct.
UTF-32 is a fixed-length code point encoding.
Actually, I'm not good at Unicode or English as you see.
But I think it is my duty to enlighten those blind people who still think characters in ASCII.
Unicode defines a set of code points which represents glyphs, symbols and other control code.
It defines mapping between real glyphs to the numerical values called the code point.
In Unicode, single code point does not necessarily absolutely ć‚¬ćƒ©ć‚¹ćƒ­ćƒƒćƒˆē„”ꖙ come single character.
For example, Unicode has combining characters.
It has more see more one way to express the same character.
ć‚µćƒ ć‚¹ćƒ³ć‚®ćƒ£ćƒ©ć‚Æć‚·ćƒ¼yåÆŗé™¢ćƒ©ćƒ³ć‚²ćƒ¼ćƒ ć®ćƒ€ć‚¦ćƒ³ćƒ­ćƒ¼ćƒ‰ way a sequence of Unicode code points semantically represents single character.
Japanese has such characters too.
Thus, in Unicode, Character!
Another expample is a feature called Variant Selector or IVS Ideographic Variation Sequence.
This feature is used to represents minor glyph shape differences for semantically the same glyph.
CJK kanzis are the typical example of this.
It's click of Unicode code sequence, beginning with ordinary code point for the glyph, followed by U+FE00 to U+FE0F or U+E0100 to U+E01EF.
If followed by U+E0100, it's the first variant, U+E01001 for second variant and so on.
This is another case where a sequence of code points represents single character.
Wikipedia said, additionally, U+180B to U+180D is assigned to specifically for Mongolian glyphs which I don't know much about it.
Now we know that the Unicode is not fixed-length character mapping.
We look at the multiple encoding scheme for Unicode.
Unicode is a standard for character mapping to the code point and its not the encoding scheme.
Encoding of Unicode is defined by multiple way.
UTF-16 UTF-16 is the first encoding scheme for the Unicode code points.
It just encode each Unicode code points by 16 bits length integer.
A pretty straightforward encoding.
Unicode was initially considered to be 16 bits fixed-length character encoding.
Anyway This assumption is broken single-handedly by Japanese since I am fairly certain that Japanese has more than 65536 characters.
So do Chinese, Taiwanese ćƒ©ć‚¹ćƒ™ć‚¬ć‚¹ć®äø–ē•Œć‚²ćƒ¼ćƒ  we use mostly same kanzis, there are so many differences evolved in the past so I think it can be considered totally different alphabets by now and Korean I've heard their hangeul alphabet system has a few dozen thousand theoretical combinations.
And of course many researchers want to include now dead language characters.
Plus Japanese cell phone industries independently invented tons of emozi.
UTF-16 deal with this problem by using variable-length coding technique called surrogate pair.
By surrogate pair, two 16 bits UTF-16 unit sequences represents single code point.
Combining with Unicode's combining characters and variant selectors, UTF-16 cannot be considered to the fixed-length encoding in any way.
But, there ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ one thing good about UTF-16.
In Unicode, most essential glyphs we daily use are squeezed to the BMP Basic Multilingual Plane.
It can fit to 16 bits length so it can be encoded in single UTF-16 unit 16 bits.
For Japanese at least, most common characters are in this plane, so most Japanese texts can be efficiently encoded by UTF-16.
UTF-32 UTF-32 encodes each Unicode code points by 32 bits length integer.
It doesn't have surrogate pair like UTF-16.
So you can ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ that UTF-32 is fixed-length code point encoding scheme.
But as we learned, code point!
Unicode is variable-length mapping of real world characters to the code points.
So UTF-32 is also, variable-length character encoding.
But It's easier to handle than UTF-16.
Because each single UTF-32 unit guarantees to represent single Unicode code point.
Though a bit space inefficient because each code points must be encoded in 32 bits length unit where UTF-16 allows 16 bits encoding for BMP code points.
UTF-8 UTF-8 is a clever hack by.
THE fucking Ken Thompson.
If you've never heard the name Ken Goddamn Thompson, you are an idiot living in a shack located somewhere in the mountain, and you probably cannot understand the rest of this article so stop reading by now.
HE IS JUST THAT FAMOUS.
Not knowing ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ name is a click here shame in this world.
UTF-8 encode Unicode code points by one to three sequence of 8 bits length unit.
It is a variable-length encoding and most importantly, ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ all of the existing ASCII code as is.
So, most existing codes that expects ASCII and doesn't do the clever thing just accept UTF-8 as an Learn more here and it just works!
This is really important.
Nothing is more important than backward compatibility in this world.
Existing working code is million times more worth than the theoretically better alternatives somebody comes up today.
And since UTF-16 and UTF-32 are, by definition, variable-length encoding, there is no point prefer these over UTF-8 anyway.
Sure, UTF-16 is space efficient when it comes to BMP UTF-8 requires 24 bits even for BMP encodingUTF-32's fixed-length code point encoding might comes in handy in some quick and dirty string manipulation, But you have to eventually deal with variable-length coding anyway.
So UTF-8 doesn't have much disadvantages over previous two encodings.
And, UTF-16 and UTF-32 has endian issue.
Endian There are matter of taste, or implementation design choice of how to represents the bytes of data in the lower architecture.
By "byte", I mean 8 bits.
I don't consider non-8 bits byte architecture here.
Even though modern computer ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ has 32 bits or 64 https://jackpot-deposit-promocode.site/1/2562.html length general purpose registers, the most fundamental unit of processing are still bytes.
The arrary of 8 bits length unit of data.
How to represent more than 8 bits of integer in architecture is really interesting.
Suppose, we want to represents 16 bits length integer value ä»Šćƒ—ćƒ¬ć‚¤ć™ć‚‹ē„”ę–™ć®ć‚½ćƒŖćƒ†ć‚£ć‚¢ć‚«ćƒ¼ćƒ‰ć‚²ćƒ¼ćƒ  is 0xFF00 in hex, or 1111111100000000 in binary.
The most straightforward approach is just adapt the usual writing order of left-to-right as higher-to-lower.
So 16 bits of memory is filled as 1111111100000000.
This is called Big Endian.
But there read article another approach.
Let's recognize it as 8 bits unit of data, higher 8 bits 11111111 and lower 8 bits 0000000, and represented it as lower-to-higher.
So in physical 16 bits of memory is filled as 000000001111111.
This is called Little Endian.
As it happens, the most famous architecture in Desktop and Server is x86 now its 64bit enhancement x86-64 or AMD64.
This particular architecture choose little endian.
It cannot be changed anymore.
As we all said, Backward compatibility is so important than human readability or minor confusion.
So ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ have to deal with it.
This is a real pain if you store text in the storage or send it over the network.
UTF-8 doesn't take any shit from this situation.
Because its unit length is 8 bits.
That is a byte.
Byte representation is historically consistent among many architectures Ignoring the fact there were weird non-8-bits-byte architectures ćƒ‡ć‚£ć‚Øć‚“ē†±åøÆé›Øęž—ć®å†’é™ŗć‚²ćƒ¼ćƒ ć‚Ŗćƒ³ćƒ©ć‚¤ćƒ³ />Minor annoyance of UTF-8 as Japanese Although UTF-8 is the best practical Unicode encoding scheme and the least bad option for character encoding, as a Japanese, I have a minor annoyance in UTF-8.
That is it's space inefficiency, or more like its very variable length coding nature.
In the UTF-8 encoding, most Japanese characters each requires 24 bits or three UTF-8 units.
I don't complain the fact that this is 1.
The problem is, in some context, string length is counted by the number of ć‚¹ćƒ¼ćƒ‘ćƒ¼ćƒžćƒ³ćÆć‚²ćƒ¼ćƒ ć®ćƒ‡ćƒ¢indir悒čæ”ć—ć¾ć™ and maximum number of units are so tight.
Like the file system.
Most file systems reserve a fixed amount of bits for the file names.
So the length limitation of file name is not counted by the number of characters, but number of bytes.
For people who still think it in ASCII typical native English speaker255 bytes is enough for the file name most of the time.
Because, ć‚¹ćƒ­ćƒƒćƒˆćŖć—å…„é‡‘ć‚¢ćƒ”ćƒŖć‚«åˆč”†å›½ is ASCII compatible and any ASCII characters can be represented by one byte.
So for them, 255 bytes equals 255 characters most of the times.
But for us, The Japanese, each Japanese characters requires 3 bytes of data.
Because UTF-8 encoded it so.
This effectively divide maximum character limitation by three.
Somewhere around 80 characters long.
And this is a rather strict limitation.
If UTF-8 is the only character encoding that is used in the file system, We can live with that although a bit annoying.
But there are file systems which use different character encodings, notably, NTFS.
NTFS is Microsoft's proprietary file system that format is not disclosed and encumbered by a lot of crappy patents How could a thing that can be expressed in a pure array of bits, no interaction with the law of physics can be patent is beyond my understanding so you must avoid using it.
The point is, NTFS encode file name by 255 UTF-16 units.
This is greatly loosen the limitation of maximum character length for a file name.
Because, most Japanese characters fits in BMP so it can be represented by single UTF-16 units.
Sometimes, We have to deal with files created by NTFS user.
Especially these archive files such as zip.
If NTFS user take advantage of longer file name limitation and name a file with 100 Japanese characters, its full file name cannot be used in other file systems.
Because 100 Japanese characters requires 300 UTF-8 unites most of the time.
Which exceeds the typical file system limitation 255 bytes.
But, this is more like file system design rather than the problem of UTF-8.
We have to live with it.