| <resources> |
| <string name="app_name">Permissions</string> |
| <string name="action_settings">Settings</string> |
| <string name="title_activity_scrolling">ScrollingActivity</string> |
| <string name="large_text"> |
| "Material is the metaphor.\n\n" |
| |
| "A material metaphor is the unifying theory of a rationalized space and a system of motion." |
| "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " |
| "technologically advanced and open to imagination and magic.\n" |
| "Surfaces and edges of the material provide visual cues that are grounded in reality. The " |
| "use of familiar tactile attributes helps users quickly understand affordances. Yet the " |
| "flexibility of the material creates new affordances that supercede those in the physical " |
| "world, without breaking the rules of physics.\n" |
| "The fundamentals of light, surface, and movement are key to conveying how objects move, " |
| "interact, and exist in space and in relation to each other. Realistic lighting shows " |
| "seams, divides space, and indicates moving parts.\n\n" |
| |
| "Bold, graphic, intentional.\n\n" |
| |
| "The foundational elements of print based design typography, grids, space, scale, color, " |
| "and use of imagery guide visual treatments. These elements do far more than please the " |
| "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " |
| "imagery, large scale typography, and intentional white space create a bold and graphic " |
| "interface that immerse the user in the experience.\n" |
| "An emphasis on user actions makes core functionality immediately apparent and provides " |
| "waypoints for the user.\n\n" |
| |
| "Motion provides meaning.\n\n" |
| |
| "Motion respects and reinforces the user as the prime mover. Primary user actions are " |
| "inflection points that initiate motion, transforming the whole design.\n" |
| "All action takes place in a single environment. Objects are presented to the user without " |
| "breaking the continuity of experience even as they transform and reorganize.\n" |
| "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " |
| "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n" |
| |
| "3D world.\n\n" |
| |
| "The material environment is a 3D space, which means all objects have x, y, and z " |
| "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " |
| "positive z-axis extending towards the viewer. Every sheet of material occupies a single " |
| "position along the z-axis and has a standard 1dp thickness.\n" |
| "On the web, the z-axis is used for layering and not for perspective. The 3D world is " |
| "emulated by manipulating the y-axis.\n\n" |
| |
| "Light and shadow.\n\n" |
| |
| "Within the material environment, virtual lights illuminate the scene. Key lights create " |
| "directional shadows, while ambient light creates soft shadows from all angles.\n" |
| "Shadows in the material environment are cast by these two light sources. In Android " |
| "development, shadows occur when light sources are blocked by sheets of material at " |
| "various positions along the z-axis. On the web, shadows are depicted by manipulating the " |
| "y-axis only. The following example shows the card with a height of 6dp.\n\n" |
| |
| "Resting elevation.\n\n" |
| |
| "All material objects, regardless of size, have a resting elevation, or default elevation " |
| "that does not change. If an object changes elevation, it should return to its resting " |
| "elevation as soon as possible.\n\n" |
| |
| "Component elevations.\n\n" |
| |
| "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " |
| "does not vary from 6dp in one app to 16dp in another app).\n" |
| "Components may have different resting elevations across platforms, depending on the depth " |
| "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" |
| |
| "Responsive elevation and dynamic elevation offsets.\n\n" |
| |
| "Some component types have responsive elevation, meaning they change elevation in response " |
| "to user input (e.g., normal, focused, and pressed) or system events. These elevation " |
| "changes are consistently implemented using dynamic elevation offsets.\n" |
| "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " |
| "to the component’s resting state. They ensure that elevation changes are consistent " |
| "across actions and component types. For example, all components that lift on press have " |
| "the same elevation change relative to their resting elevation.\n" |
| "Once the input event is completed or cancelled, the component will return to its resting " |
| "elevation.\n\n" |
| |
| "Avoiding elevation interference.\n\n" |
| |
| "Components with responsive elevations may encounter other components as they move between " |
| "their resting elevations and dynamic elevation offsets. Because material cannot pass " |
| "through other material, components avoid interfering with one another any number of ways, " |
| "whether on a per component basis or using the entire app layout.\n" |
| "On a component level, components can move or be removed before they cause interference. " |
| "For example, a floating action button (FAB) can disappear or move off screen before a " |
| "user picks up a card, or it can move if a snackbar appears.\n" |
| "On the layout level, design your app layout to minimize opportunities for interference. " |
| "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere " |
| "when a user tries to pick up one of cards.\n\n" |
| </string> |
| <string name="title_message_list">Messages</string> |
| <string name="title_message_detail">Message Detail</string> |
| <string name="title_activity_compose">ComposeActivity</string> |
| <string name="title_activity_discovery">Discovery</string> |
| <string name="section_format">Hello World from section: %1$d</string> |
| <string name="title_activity_device_picker">Device Picke</string> |
| </resources> |