Remove useless string
app/src/main/res/values/strings.xml
248 | 248 | records the position of the downstep, as there can only be one downstep in a word. </string> | |
249 | 249 | <string name="help_pitch_learn_more">Learn more on Wikipedia</string> | |
250 | 250 | <string name="help_pitch_wiki_link">https://en.wikipedia.org/wiki/Japanese_pitch_accent</string> | |
251 | - | <string name="large_text"> | |
252 | - | "Material is the metaphor.\n\n" | |
253 | - | ||
254 | - | "A material metaphor is the unifying theory of a rationalized space and a system of motion." | |
255 | - | "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " | |
256 | - | "technologically advanced and open to imagination and magic.\n" | |
257 | - | "Surfaces and edges of the material provide visual cues that are grounded in reality. The " | |
258 | - | "use of familiar tactile attributes helps users quickly understand affordances. Yet the " | |
259 | - | "flexibility of the material creates new affordances that supercede those in the physical " | |
260 | - | "world, without breaking the rules of physics.\n" | |
261 | - | "The fundamentals of light, surface, and movement are key to conveying how objects move, " | |
262 | - | "interact, and exist in space and in relation to each other. Realistic lighting shows " | |
263 | - | "seams, divides space, and indicates moving parts.\n\n" | |
264 | - | ||
265 | - | "Bold, graphic, intentional.\n\n" | |
266 | - | ||
267 | - | "The foundational elements of print based design typography, grids, space, scale, color, " | |
268 | - | "and use of imagery guide visual treatments. These elements do far more than please the " | |
269 | - | "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " | |
270 | - | "imagery, large scale typography, and intentional white space create a bold and graphic " | |
271 | - | "interface that immerse the user in the experience.\n" | |
272 | - | "An emphasis on user actions makes core functionality immediately apparent and provides " | |
273 | - | "waypoints for the user.\n\n" | |
274 | - | ||
275 | - | "Motion provides meaning.\n\n" | |
276 | - | ||
277 | - | "Motion respects and reinforces the user as the prime mover. Primary user actions are " | |
278 | - | "inflection points that initiate motion, transforming the whole design.\n" | |
279 | - | "All action takes place in a single environment. Objects are presented to the user without " | |
280 | - | "breaking the continuity of experience even as they transform and reorganize.\n" | |
281 | - | "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " | |
282 | - | "Feedback is subtle yet clear. Transitions are ef???cient yet coherent.\n\n" | |
283 | - | ||
284 | - | "3D world.\n\n" | |
285 | - | ||
286 | - | "The material environment is a 3D space, which means all objects have x, y, and z " | |
287 | - | "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " | |
288 | - | "positive z-axis extending towards the viewer. Every sheet of material occupies a single " | |
289 | - | "position along the z-axis and has a standard 1dp thickness.\n" | |
290 | - | "On the web, the z-axis is used for layering and not for perspective. The 3D world is " | |
291 | - | "emulated by manipulating the y-axis.\n\n" | |
292 | - | ||
293 | - | "Light and shadow.\n\n" | |
294 | - | ||
295 | - | "Within the material environment, virtual lights illuminate the scene. Key lights create " | |
296 | - | "directional shadows, while ambient light creates soft shadows from all angles.\n" | |
297 | - | "Shadows in the material environment are cast by these two light sources. In Android " | |
298 | - | "development, shadows occur when light sources are blocked by sheets of material at " | |
299 | - | "various positions along the z-axis. On the web, shadows are depicted by manipulating the " | |
300 | - | "y-axis only. The following example shows the card with a height of 6dp.\n\n" | |
301 | - | ||
302 | - | "Resting elevation.\n\n" | |
303 | - | ||
304 | - | "All material objects, regardless of size, have a resting elevation, or default elevation " | |
305 | - | "that does not change. If an object changes elevation, it should return to its resting " | |
306 | - | "elevation as soon as possible.\n\n" | |
307 | - | ||
308 | - | "Component elevations.\n\n" | |
309 | - | ||
310 | - | "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " | |
311 | - | "does not vary from 6dp in one app to 16dp in another app).\n" | |
312 | - | "Components may have different resting elevations across platforms, depending on the depth " | |
313 | - | "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" | |
314 | - | ||
315 | - | "Responsive elevation and dynamic elevation offsets.\n\n" | |
316 | - | ||
317 | - | "Some component types have responsive elevation, meaning they change elevation in response " | |
318 | - | "to user input (e.g., normal, focused, and pressed) or system events. These elevation " | |
319 | - | "changes are consistently implemented using dynamic elevation offsets.\n" | |
320 | - | "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " | |
321 | - | "to the component???s resting state. They ensure that elevation changes are consistent " | |
322 | - | "across actions and component types. For example, all components that lift on press have " | |
323 | - | "the same elevation change relative to their resting elevation.\n" | |
324 | - | "Once the input event is completed or cancelled, the component will return to its resting " | |
325 | - | "elevation.\n\n" | |
326 | - | ||
327 | - | "Avoiding elevation interference.\n\n" | |
328 | - | ||
329 | - | "Components with responsive elevations may encounter other components as they move between " | |
330 | - | "their resting elevations and dynamic elevation offsets. Because material cannot pass " | |
331 | - | "through other material, components avoid interfering with one another any number of ways, " | |
332 | - | "whether on a per component basis or using the entire app layout.\n" | |
333 | - | "On a component level, components can move or be removed before they cause interference. " | |
334 | - | "For example, a floating action button (FAB) can disappear or move off screen before a " | |
335 | - | "user picks up a card, or it can move if a snackbar appears.\n" | |
336 | - | "On the layout level, design your app layout to minimize opportunities for interference. " | |
337 | - | "For example, position the FAB to one side of stream of a cards so the FAB won???t interfere " | |
338 | - | "when a user tries to pick up one of cards.\n\n" | |
339 | - | </string> | |
340 | 251 | </resources> |