diff options
Diffstat (limited to 'app/src/main/res/values')
-rw-r--r-- | app/src/main/res/values/strings.xml | 89 |
1 files changed, 0 insertions, 89 deletions
diff --git a/app/src/main/res/values/strings.xml b/app/src/main/res/values/strings.xml index cab97bbb..d9622abe 100644 --- a/app/src/main/res/values/strings.xml +++ b/app/src/main/res/values/strings.xml @@ -31,95 +31,6 @@ <string name="gilded">x%1$d</string> <string name="title_activity_view_user_detail">ViewUserDetailActivity</string> - <string name="large_text"> - "Material is the metaphor.\n\n" - - "A material metaphor is the unifying theory of a rationalized space and a system of motion." - "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " - "technologically advanced and open to imagination and magic.\n" - "Surfaces and edges of the material provide visual cues that are grounded in reality. The " - "use of familiar tactile attributes helps users quickly understand affordances. Yet the " - "flexibility of the material creates new affordances that supercede those in the physical " - "world, without breaking the rules of physics.\n" - "The fundamentals of light, surface, and movement are key to conveying how objects move, " - "interact, and exist in space and in relation to each other. Realistic lighting shows " - "seams, divides space, and indicates moving parts.\n\n" - - "Bold, graphic, intentional.\n\n" - - "The foundational elements of print based design typography, grids, space, scale, color, " - "and use of imagery guide visual treatments. These elements do far more than please the " - "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " - "imagery, large scale typography, and intentional white space create a bold and graphic " - "interface that immerse the userData in the experience.\n" - "An emphasis on userData actions makes core functionality immediately apparent and provides " - "waypoints for the userData.\n\n" - - "Motion provides meaning.\n\n" - - "Motion respects and reinforces the userData as the prime mover. Primary userData actions are " - "inflection points that initiate motion, transforming the whole design.\n" - "All action takes place in a single environment. Objects are presented to the userData without " - "breaking the continuity of experience even as they transform and reorganize.\n" - "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " - "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n" - - "3D world.\n\n" - - "The material environment is a 3D space, which means all objects have x, y, and z " - "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " - "positive z-axis extending towards the viewer. Every sheet of material occupies a single " - "position along the z-axis and has a standard 1dp thickness.\n" - "On the web, the z-axis is used for layering and not for perspective. The 3D world is " - "emulated by manipulating the y-axis.\n\n" - - "Light and shadow.\n\n" - - "Within the material environment, virtual lights illuminate the scene. Key lights create " - "directional shadows, while ambient light creates soft shadows from all angles.\n" - "Shadows in the material environment are cast by these two light sources. In Android " - "development, shadows occur when light sources are blocked by sheets of material at " - "various positions along the z-axis. On the web, shadows are depicted by manipulating the " - "y-axis only. The following example shows the card with a height of 6dp.\n\n" - - "Resting elevation.\n\n" - - "All material objects, regardless of size, have a resting elevation, or default elevation " - "that does not change. If an object changes elevation, it should return to its resting " - "elevation as soon as possible.\n\n" - - "Component elevations.\n\n" - - "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " - "does not vary from 6dp in one app to 16dp in another app).\n" - "Components may have different resting elevations across platforms, depending on the depth " - "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" - - "Responsive elevation and dynamic elevation offsets.\n\n" - - "Some component types have responsive elevation, meaning they change elevation in response " - "to userData input (e.g., normal, focused, and pressed) or system events. These elevation " - "changes are consistently implemented using dynamic elevation offsets.\n" - "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " - "to the component’s resting state. They ensure that elevation changes are consistent " - "across actions and component types. For example, all components that lift on press have " - "the same elevation change relative to their resting elevation.\n" - "Once the input event is completed or cancelled, the component will return to its resting " - "elevation.\n\n" - - "Avoiding elevation interference.\n\n" - - "Components with responsive elevations may encounter other components as they move between " - "their resting elevations and dynamic elevation offsets. Because material cannot pass " - "through other material, components avoid interfering with one another any number of ways, " - "whether on a per component basis or using the entire app layout.\n" - "On a component level, components can move or be removed before they cause interference. " - "For example, a floating action button (FAB) can disappear or move off screen before a " - "userData picks up a card, or it can move if a snackbar appears.\n" - "On the layout level, design your app layout to minimize opportunities for interference. " - "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere " - "when a userData tries to pick up one of cards.\n\n" - </string> <string name="subscribe">Subscribe</string> <string name="unsubscribe">Unsubscribe</string> |