1<?xml version="1.0" encoding="utf-8"?> 2<!-- 3 * Copyright (C) 2018 The Android Open Source Project 4 * 5 * Licensed under the Apache License, Version 2.0 (the "License"); 6 * you may not use this file except in compliance with the License. 7 * You may obtain a copy of the License at 8 * 9 * http://www.apache.org/licenses/LICENSE-2.0 10 * 11 * Unless required by applicable law or agreed to in writing, software 12 * distributed under the License is distributed on an "AS IS" BASIS, 13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 14 * See the License for the specific language governing permissions and 15 * limitations under the License. 16 --> 17<resources> 18 <string name="app_name">DumpViewer</string> 19 <string name="title_activity_test_scrolling">TestScrollingActivity</string> 20 <string name="large_text"> 21 "Material is the metaphor.\n\n" 22 23 "A material metaphor is the unifying theory of a rationalized space and a system of motion." 24 "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " 25 "technologically advanced and open to imagination and magic.\n" 26 "Surfaces and edges of the material provide visual cues that are grounded in reality. The " 27 "use of familiar tactile attributes helps users quickly understand affordances. Yet the " 28 "flexibility of the material creates new affordances that supercede those in the physical " 29 "world, without breaking the rules of physics.\n" 30 "The fundamentals of light, surface, and movement are key to conveying how objects move, " 31 "interact, and exist in space and in relation to each other. Realistic lighting shows " 32 "seams, divides space, and indicates moving parts.\n\n" 33 34 "Bold, graphic, intentional.\n\n" 35 36 "The foundational elements of print based design typography, grids, space, scale, color, " 37 "and use of imagery guide visual treatments. These elements do far more than please the " 38 "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " 39 "imagery, large scale typography, and intentional white space create a bold and graphic " 40 "interface that immerse the user in the experience.\n" 41 "An emphasis on user actions makes core functionality immediately apparent and provides " 42 "waypoints for the user.\n\n" 43 44 "Motion provides meaning.\n\n" 45 46 "Motion respects and reinforces the user as the prime mover. Primary user actions are " 47 "inflection points that initiate motion, transforming the whole design.\n" 48 "All action takes place in a single environment. Objects are presented to the user without " 49 "breaking the continuity of experience even as they transform and reorganize.\n" 50 "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " 51 "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n" 52 53 "3D world.\n\n" 54 55 "The material environment is a 3D space, which means all objects have x, y, and z " 56 "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " 57 "positive z-axis extending towards the viewer. Every sheet of material occupies a single " 58 "position along the z-axis and has a standard 1dp thickness.\n" 59 "On the web, the z-axis is used for layering and not for perspective. The 3D world is " 60 "emulated by manipulating the y-axis.\n\n" 61 62 "Light and shadow.\n\n" 63 64 "Within the material environment, virtual lights illuminate the scene. Key lights create " 65 "directional shadows, while ambient light creates soft shadows from all angles.\n" 66 "Shadows in the material environment are cast by these two light sources. In Android " 67 "development, shadows occur when light sources are blocked by sheets of material at " 68 "various positions along the z-axis. On the web, shadows are depicted by manipulating the " 69 "y-axis only. The following example shows the card with a height of 6dp.\n\n" 70 71 "Resting elevation.\n\n" 72 73 "All material objects, regardless of size, have a resting elevation, or default elevation " 74 "that does not change. If an object changes elevation, it should return to its resting " 75 "elevation as soon as possible.\n\n" 76 77 "Component elevations.\n\n" 78 79 "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " 80 "does not vary from 6dp in one app to 16dp in another app).\n" 81 "Components may have different resting elevations across platforms, depending on the depth " 82 "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" 83 84 "Responsive elevation and dynamic elevation offsets.\n\n" 85 86 "Some component types have responsive elevation, meaning they change elevation in response " 87 "to user input (e.g., normal, focused, and pressed) or system events. These elevation " 88 "changes are consistently implemented using dynamic elevation offsets.\n" 89 "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " 90 "to the component’s resting state. They ensure that elevation changes are consistent " 91 "across actions and component types. For example, all components that lift on press have " 92 "the same elevation change relative to their resting elevation.\n" 93 "Once the input event is completed or cancelled, the component will return to its resting " 94 "elevation.\n\n" 95 96 "Avoiding elevation interference.\n\n" 97 98 "Components with responsive elevations may encounter other components as they move between " 99 "their resting elevations and dynamic elevation offsets. Because material cannot pass " 100 "through other material, components avoid interfering with one another any number of ways, " 101 "whether on a per component basis or using the entire app layout.\n" 102 "On a component level, components can move or be removed before they cause interference. " 103 "For example, a floating action button (FAB) can disappear or move off screen before a " 104 "user picks up a card, or it can move if a snackbar appears.\n" 105 "On the layout level, design your app layout to minimize opportunities for interference. " 106 "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere " 107 "when a user tries to pick up one of cards.\n\n" 108 </string> 109 <string name="action_settings">Settings</string> 110</resources> 111