Hi
What about this one:
What is the ordinal rank of JFK among US presidents?
Masoud
Printable View
Hi
What about this one:
What is the ordinal rank of JFK among US presidents?
Masoud
ترجمه عبارت (( خلیج همیشگی فارس )) چی می شه؟؟؟
با تشکر
Hi
it must be:
The Ever persian Gulf of Fars
Hiنقل قول:
نوشته شده توسط Dianella
thank you dear friend,but I don't think it's correct...If you want to trasnlate it,It will be:
خلیج پارسی همیشگی فارس!!!!
Hi againنقل قول:
Hithank you dear friend,but I don't think it's correct...If you want to trasnlate it,It will be: خلیج پارسی همیشگی فارس!!!!
I think we musn't translate some phrases into the excalt words. I mean word by word because their meanings may differ from the original sentence. Same as here because word "Fars" is a name itself the phrase comes before it suppose to be some sort of adjective which describes it more closely.
Of course I am not sure maybe someone can help us with this.
Good Luck :)
:tongue:نقل قول:
نوشته شده توسط cyrus_achamenian
کد:He's actually Right....
نقل قول:
I think we musn't translate some phrases into the excalt words. I mean word by word because their meanings may differ from the original sentence.
کد:That's a correct assumption but to be more precise, we could just say ...The Ever Persian Gulf ...
But as you said, it doesnt matter too much.
Hi
so if we want to translate this:
It will beنقل قول:
The Ever Persian Gulf
خليج هميشه پارسي
So you see it cannot be translated word by word.
But to be more accurate in word by word translation the phrase will be:
The ever Fars Gulf!!
And as you see it is not so very beautifull in this combination of words because as I said the word" Fars is a Name but It would bebetter to use some adjective after the word "Ever" in here.
Hi Dianella :)نقل قول:
نوشته شده توسط Dianella
I think cyrus & Nashenas are right. Look, the word Persian here is a proper word and we have to take it as a name and you can't use the word Fars here as it already has an equivalent that is Persian. So the best translation as the guys said is " The Ever Persian Gulf ". Correct me if I'm wrong.
Yours
Reza
;)
ببخشید معنی creep out چی میشه ؟
with all do respects to dear Dianella " the mighty king and ruller of transylvania's Kingdom "and dear reza One of the best Managers in our lovely site
I think
Persian Gulf For EVER
is another good phrase for qualifing the truth of persionallity to our dear gulf
thaks and have good times
Hi
thank you all for your cooperation...
I asked from one of my friends who is an English teacher,and he said : The Permanent Persian Gulf . Though he was not certain 100%...What's your idea about this??
نقل قول:
نوشته شده توسط cyrus_achamenian
I think it's correct!the permanent persian Gulf
Hello All:
You are all correct with that. ;)
Actually I was about to say something similar to this:
As dear Mr. Reza has mentioned but I thought maybe it would not be correct because word "Fars" is a name and should be used in here ecxactly. Maybe it was me that wanted to translate it into english word by word :blush:نقل قول:
The Ever Persian Gulf
And dear Hardrock007 I think you are right too and it is more likely to say:
And about this:نقل قول:
Persian Gulf For EVER
I think I finally found out the phrase which was floating in my mind for a while to say. Maybe we can say:نقل قول:
The Permanent Persian Gulf
The permanent Gulf of Fars
Right?
Thank you all and
Good luck :happy:
Seems that it is correct but I don't know exactly...I think it needs to be discussed more!نقل قول:
The permanent Gulf of Fars
thank you
Dear friendنقل قول:
نوشته شده توسط t2t
Words have no meaning unless they're contextualized. So, to get the right meaning of this word, please include the sentence where you came across the word. However, the general meanings of the word are as follows:
creep:
1) to move in a quiet, careful way, especially to avoid attracting attention
Johann would creep into the gallery to listen to the singers.
He crept back up the stairs, trying to avoid the ones that creaked.
2) if something such as an insect, small animal, or car creeps, it moves slowly and quietly
a caterpillar creeping down my arm
نقل قول:
I think I finally found out the phrase which was floating in my mind for a while to say. Maybe we can say:
The permanent Gulf of Fars
Right?
Thank you all and
Good luck
کد:Still WRONG !!!
Let me put it this way:
The word permanent is used for things you can feel in real life... e.g. It's a permanent job.... Or: Permanent Marker.
But you can't feel permanent gulf...!
نقل قول:
creep out
کد:Try to learn the words as they are positioned in the sentence. THere's no point learning the word without knowing where it is used!
As stated, creep out is generally being considered as slowl and quiet movement of something...e.g. Snake!
Hi :)نقل قول:
Still WRONG !!! Let me put it this way: The word permanent is used for things you can feel in real life... e.g. It's a permanent job.... Or: Permanent Marker. But you can't feel permanent gulf...!
Allright! I surrender! Seems that you are undefeatable with these!!! But would you please suggest a right combination here? :happy:
..Come On... :laughing:نقل قول:
نوشته شده توسط Dianella
There's always things 2 learn... :tongue:
I thinkor any other identical format is acceptable....کد:The Ever Persian Gulf
:)
**********
**********
**********
""""""""""""""""""""""""""""""movazeb bashid in file virusie""""""""""""""""""
سلام من زبان ایتالیایی فولم هر چی می خواید ازم بپرسید :happy:
There is a question for me :
فرض کنید شما به آرایشگاه میرید و از آرایشگر می خواید که موهاتون رو مرتب کنه...موها بلند و کوتاه داره ، یه جاهاییش فر شده و می خواید که مرتب بشه!
این عبارت (( لطفا موهامو مرتب کنید )) چی میشه؟؟؟
I will be grateful If you could help me
سلام دوستان . من اين متن رو ترجمه كردم براي خودم . البته بهش شك دارم . براي من هم خيلي مهمه كه اين متن خيلي دقيق ترجمه بشه .
اگه اين متن رو برام ترجمه كنيد يه دنيا ممنونتون مي شم :
General
Approaches to indirect illumination
VRay implements several approaches for computing indirect illumination with different trade-offs between quality and speed:
Direct computation - this is the simplest approach; indirect illumination is computed independently for each shaded surface point by tracing a number of rays in different directions on the hemisphere above that point.
Advantages:
this approach preserves all the detail (e.g. small and sharp shadows) in the indirect lighting;
direct computation is free from defects like flickering in animations;
no additional memory is required;
indirect illumination in the case of motion-blurred moving objects is computed correctly.
Disadvantages:
the approach is very slow for complex images (e.g. interior lighting);
direct computation tends to produce noise in the images, which can be avoided only by shooting a larger number of rays, thus slowing it even more.
Irradiance map - this approach is based on irradiance caching; the basic idea is to compute the indirect illumination only at some points in the scene, and interpolate for the rest of the points.
Advantages:
the irradiance map is very fast compared to direct computation, especially for scenes with large flat areas;
the noise inherent to direct computation is greatly reduced;
the irradiance map can be saved an re-used to speed up calculations of different views for the same scene and of fly-through animations;
the irradiance map can also be used to accelerate direct diffuse lighting from area light sources.
Disadvantages:
some details in indirect lighting can be lost or blurred due to the interpolation;
if low settings are used, flickering may occur when rendering animations;
the irradiance map requires additional memory;
indirect illumination with motion-blurred moving objects is not entirely correct and may lead to noise (although in most cases this is not noticeable).
Photon map - this approach is based on tracing particles starting from the light sources and bouncing around the scene. This is useful for interior or semi-interior scenes whith lots of lights or small windows. The photon map usually does not produce good enough results to be used directly; however it can be used as a rough approximation to the lighting in the scene to speed the calculation of GI through direct computation or irradiance map.
Advantages:
the photon map can produce a rough approximation of the lighting in the scene very quickly;
the photon map can be saved an re-used to speed up calculation of different views for the same scene and of fly-through animations;
the photon map is view-independent.
Disadvantages:
the photon map usually is not suitable for direct visualization;
requires additional memory;
in VRay's implementation, illumination involving motion-blurred moving objects is not entirely correct (although this is not a problem in most cases).
the photon map needs actual lights in order to work; it cannot be used to produce indirect illumination caused by environment lights (skylight).
Light map - light mapping is a technique for approximating the global illumination in a scene. It is very similar to photon mapping, but without many of its limitations. The light map is built by tracing many many eye paths from the camera. Each of the bounces in the path stores the illumination from the rest of the path into a 3d structure, very similar to the photon map. The light map is a universal GI solution that can be used for both interior or exterior scenes, either directly or as a secondary bounce approximation when used with the irradiance map or the direct GI method.
Advantages:
the lightmap is easy to set up. We only have the camera to trace rays from, as opposed to the photon map, which must process each light in the scene and usually requires separate setup for each light.
the light-mapping approach works efficiently with any lights - including skylight, self-illuminated objects, non-physical lights, photometric lights etc. In contrast, the photon map is limited in the lighting effects it can reproduce - for example, the photon map cannot reproduce the illumination from skylight or from standard omni lights without inverse-square falloff.
the light map produces correct results in corners and around small objects. The photon map, on the other hand, relies on tricky density estimation schemes, which often produce wrong results in these cases, either darkening or brightening those areas.
in many cases the light map can be visualized directly for very fast and smooth previews of the lighting in the scene.
Disadvantages:
like the irradiance map, the light map is view-dependent and is generated for a particular position of the camera. However, it generates an approximation for indirectly visible parts of the scene as well - for example, one light map can approximate completely the GI in a closed room;
currently the light map works only with VRay materials;
like the photon map, the light map is not adaptive. The irradiance is computed at a fixed resolution, which is determined by the user;
the light map does not work very well with bump maps; use the irradiance map or direct GI if you want to achieve better results with bump maps.
lighting involving motion-blurred moving objects is not entirely correct, but is very smooth since the lightmap blurs GI in time as well (as opposed to the irradiance map, where each sample is computed at a particular instant of time).
Which method to use? That depends on the task at hand. The Examples section can help you in choosing a suitable method for your scene.
Primary and secondary bounces
The indirect illumination controls in VRay are divided into two large sections: controls concerning primary diffuse bounces and controls concerning secondary diffuse bounces. A primary diffuse bounce occurs when a shaded point is directly visible by the camera, or through specular reflective or refractive surfaces. A secondary bounce occurs when a shaded point is used in GI calculations.
Parameters
On - turns indirect illumination on and off.
GI caustics
GI caustics represent light that has gone through one diffuse, and one or several specular reflections (or refractions). GI caustics can can be generated by skylight, or self-illuminated objects, for example. However, caustics caused by direct lights cannot be simulated in this way. You must use the separate Caustics section to control direct light caustics. Note that GI caustics are usually hard to sample and may introduce noise in the GI solution.
Refractive GI caustics - this allows indirect lighting to pass through transparent objects (glass etc). Note that this is not the same as Caustics, which represent direct light going through transparent objects. You need refractive GI caustics to get skylight through windows, for example.
Reflective GI caustics - this allows indirect light to be reflected from specular objects (mirrors etc). Note that this is not the same as Caustics, which represent direct light going through specular surfaces. This is off by default, becase reflective GI caustics usually contribute little to the final illumination, while often they produce undesired sublte noise.
Post-processing
These controls allow additional modification of the indirect illumination, before it is added to the final rendering. The default values ensure a physically accurate result; however the user may want to modify the way GI looks for artistic purposes.
Saturation - controls the saturation of the GI; a value of 0.0 means that all color will be removed from the GI solution and will be in shades of grey only. The default value of 1.0 means the GI solution remains unmodified. Values above 1.0 boost the colors in the GI solution.
Contrast - this parameter works together with Contrast base to boost the contrast of the GI solution. When Contrast is 0.0, the GI solution becomes completely uniform with the value defined by Contrast base. A value of 1.0 means the solution remains unmodified. Values higher that 1.0 boost the contrast.
Contrast base - this parameter determines the base for the contrast boost. It defines the GI values that remain unchanged during the contrast calculations.
Save maps per frame - if this is on, VRay will save the GI maps (irradiance, photon, caustic, light maps) that have the auto-save option enabled, at the end of each frame. Note that the maps will always be written to the same file. If this option is off, VRay will write the maps only once at the end of the rendering.
First (primary) diffuse bounces
Multiplier - this value determines how much primary diffuse bounces contribute to the final image illumination. Note that the default value of 1.0 produces a physically accurate image. Other values are possible, but not physically plausible.
Primary GI engine - the list box specifies the method to be used for primary diffuse bounces.
Irradiance map - selecting this will cause VRay to use an irradiance map for primary diffuse bounces. See the Irradiance map section for more information.
Global photon map - selecting this option will cause VRay to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Global photon map section for more information.
Quasi-Monte Carlo - selecting this method will cause VRay to use direct computation for primary diffuse bounces. See the Quasi-Monte Carlo GI section for more information.
Light map - this chooses the light map as the primary GI engine. See the Light map section for more information.
Secondary diffuse bounces
Multiplier - this determines the effect of secondary diffuse bounces on the scene illumination. Values close to 1.0 may tend to wash out the scene, while values around 0.0 may produce a dark image. Note that the default value of 1.0 produces physically accurate results. While other values are possible, they are not physically plausible.
Secondary diffuse bounces method - this parameter determines how VRay will calculate secondary diffuse bounces.
None - no secondary bounces will be computed. Use this option to produce skylit images without indirect color bleeding.
Global photon map - selecting this option will cause VRay to use a photon map for primary diffuse bounces. This mode is useful when setting up the parameters of the global photon map. Usually it does not produce good enough results for final renderings when used as a primary GI engine. See the Global photon map section for more information.
Quasi-Monte Carlo - selecting this method will cause VRay to use direct computation for primary diffuse bounces. See the Quasi-Monte Carlo GI section for more information.
Light map - this chooses the light map as the primary GI engine. See the Light map section for more information.
Notes
VRay does not have a separate skylight system. The skylight effect can be achieved by setting the background color or environment map in MAX's environment dialog, or in VRay's own Environment rollout.
You will get physically accurate lighting if you set both the primary and secondary GI multipliers to their default value of 1.0. While other values are possible, they will not produce a physically accurate result.
یه سوال دیگه هم دارم :
عبارت (( محور شرارت )) که به ما (ایران) و چند کشور دیگه اطلاق می شه ، چی میشه؟؟؟
خیلی خیلی ممنونم...
این عبارت (( لطفا موهامو مرتب کنید )) چی میشه؟؟؟نقل قول:
نوشته شده توسط cyrus_achamenian
Regularize My Hairs Please .
محور شرارت : See No Evilنقل قول:
نوشته شده توسط cyrus_achamenian
از شما خیلی خیلی ممنونم...ولی می شه یکم بیشتر توضیح بدید ؛ چون اصلا من متوجه نمی شم ، See No Evil چه جوری می شه (( محور شرارت )) ؟؟؟؟نقل قول:
نوشته شده توسط RobertDeniro
بازم ممنونم
كسي نيست به ما جواب بده ؟
سلام عصر شما خوش
خالا چرا براي مكالمه زبان برم كيش
جاي ديگري نداره تا قبل از سفرم به استراليا برم براي اموزش مكالمه
TH
د
PH
ف
ch
چ
THANK YOU
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نقل قول:
نوشته شده توسط Ali_p30
تاپيك منتقل شد
علي جان سلام
اگه خاطرتون باشه قبلا تو همين تاپيك دو متن مثل اين رو به بچه ها دادي تا برات ترجمه كنند و دوستان هم گفتند كه اين نا مه ها معمولا اسپم هستند و همشون سركاري. لطفا رعايت كنيد.
[ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]
[ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]
ممنون
رضا
Plz translate this 10 parts in Farsi
Time makes more converts than reason.
Time is a sort of river of passing events, and strong is its current; no sooner is a thing brought to sight than it is swept by and another takes its place, and this too will be swept away
Time and tide wait for no man. A pompous and self-satisfied proverb, and was true for a billion years; but in our day of electric wires and water-ballast we turn it around: Man waits not for time nor tide.
To live is so startling it leaves little time for anything else.
Time, time, time, see what's become of me, While I
looked around, For my possibilities; I was so hard
to please
Tough times never last, but tough people do!
I've been on a calendar but I have never been on
time
Telling time is easy, depending on time to tell is not.
Someone once told me that time is a predator that
stalked us all our lives. But I rather believe
that time is a companion who goes with us on the
journey that reminds us to cherish every moment
because they'll never come again. What we leave
behind is not as important as how we live it.
After all, Number One, we're only mortal.
Life is worth living, but only if we avoid the amusements of grown-up people.
Thank you :blush:
Why do'not you answer me ? :sad
ممنون از لينك ها
Hi Dear Ali :)نقل قول:
نوشته شده توسط ALI Kheradmand
If you take a look at the introduction of this topic in the first post, you'll see that your friends in this forum can actually help you with short texts which take just few minutes to translate not long ones. So I think your text has not been translated becuase of its length.
:blush:
?nemidoonam kasi hast ke be man in lotfo bekone
in matn az daftarche rahnamye doorbine tofang shekariye
TRADITIONAL BORE-SIGHTING (BOLT ACTIONS
Preliminary sighting-in can also accomplished by bore-sighting at the firing range using a target 20 to 50 yards away.
1. Position the firearm on the bench, using sandbags to steady the firearm .
2. Remove the bolt from the firearm .
3. Looking through the bore itself , move the firearm to center the bull’s-eye of the target inside the barrel , as shown in f1.
4. Hold the rifle steady .With the bull’s-eye centered when viewed through the bore , make windage and elevation adjustments to the scope until the very center of the reticle is aligned with the bull’s-eye of the target , as shown in f2.
TRADITIONAL BORE-SIGHTING (LEVER ACTIONS)
An inexpensive device with a small mirror , which inserts into the chamber or rests on the magazine follower to allow sighting down the barrel , is necessary for bore-sighting lever action rifles .Follow the instructions provided with this device when using it to bore-sight your lever action firearm.
THE FINAL STEP: THREE-SHOT GROUPS
Whichever bore-sighting method you’ve use , the next steps are the some on the firing range .To ensure reliable , always fire from a rested potion when performing these step . ( if you are using an adjustable objective or side focus model scope , perform any correction for parallax before continuing , as explained in “Understanding Parallax .” )
1. Fire a shot or two .
2. If you are several inches off center , make an appropriate amount of adjustment to move the reticle to the center of the target .
3. Carefully fire a three-shot group .
4. Use the center of that group as a reference point for the final adjustments to windage and elevation .
On the sample target the center of the group is two inches low and three inches right . Assuming you’re sighting-in at 100 yards , you should make a 2-MOA adjustment up , and a 3-MOA adjustment left. Your next three-shot group should be very close to the center of the target. To learn about making final adjustments, proceed to the upcoming section on windage and elevation adjustments.
ghablesh kheyli mamnoonam
But this text is not that hard to translate . i said i translated it but i am not sure that i did it true or false , and it's very important for me to translate this text very very exact . please translate it for me . it's not a difficult text .
اولين بارمه به اين انجمن سر مي زنم شرمنده اگه مقررات رو نميدونم.
اين متن از دفترچه ي راهنماي يه دور بين تفنگ شكاريه .اگه كسي كمكم كنه ممنون ميشم.
TRADITIONAL BORE-SIGHTING (BOLT ACTIONS)
Preliminary sighting-in can also accomplished by bore-sighting at the firing range using a target 20 to 50 yards away.
1. Position the firearm on the bench, using sandbags to steady the firearm .
2. Remove the bolt from the firearm .
3. Looking through the bore itself , move the firearm to center the bull’s-eye of the target inside the barrel , as shown in f1.
4. Hold the rifle steady .With the bull’s-eye centered when viewed through the bore , make windage and elevation adjustments to the scope until the very center of the reticle is aligned with the bull’s-eye of the target , as shown in f2.
TRADITIONAL BORE-SIGHTING (LEVER ACTIONS)
An inexpensive device with a small mirror , which inserts into the chamber or rests on the magazine follower to allow sighting down the barrel , is necessary for bore-sighting lever action rifles .Follow the instructions provided with this device when using it to bore-sight your lever action firearm.
THE FINAL STEP: THREE-SHOT GROUPS
Whichever bore-sighting method you’ve use , the next steps are the some on the firing range .To ensure reliable , always fire from a rested potion when performing these step . ( if you are using an adjustable objective or side focus model scope , perform any correction for parallax before continuing , as explained in “Understanding Parallax .” )
1. Fire a shot or two .
2. If you are several inches off center , make an appropriate amount of adjustment to move the reticle to the center of the target .
3. Carefully fire a three-shot group .
4. Use the center of that group as a reference point for the final adjustments to windage and elevation .
On the sample target the center of the group is two inches low and three inches right . Assuming you’re sighting-in at 100 yards , you should make a 2-MOA adjustment up , and a 3-MOA adjustment left. Your next three-shot group should be very close to the center of the target. To learn about making final adjustments, proceed to the upcoming section on windage and elevation adjustments.
بچه ها من به اين متن نياز مبرم دارم....
يكي اين لطفو در حقم بكنه.