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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