Remove useless string

Julien LepillerSat Jul 24 02:21:27+0200 2021

45ff390

Remove useless string

app/src/main/res/values/strings.xml

248248
    records the position of the downstep, as there can only be one downstep in a word. </string>
249249
    <string name="help_pitch_learn_more">Learn more on Wikipedia</string>
250250
    <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>
340251
</resources>