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> |