|
38 | 38 | <string name="date">Date</string>
|
39 | 39 | <string name="time">Time</string>
|
40 | 40 | <string name="auth_type">Authentication type:</string>
|
| 41 | + <string name="file_exists">This file exists already !</string> |
41 | 42 |
|
42 | 43 | <!-- toasts -->
|
43 | 44 | <string name="unselectable_item">You cannot select this item</string>
|
|
277 | 278 | <string name="title_agenda_title">Use agenda titles</string>
|
278 | 279 | <string name="summary_agenda_title">Enables use of custom agenda titles. Needs resync of agenda file to take effect</string>
|
279 | 280 | <string name="title_activity_scrolling">ScrollingActivity</string>
|
280 |
| - <string name="large_text"> |
281 |
| - "Material is the metaphor.\n\n" |
282 |
| - |
283 |
| - "A material metaphor is the unifying theory of a rationalized space and a system of motion." |
284 |
| - "The material is grounded in tactile reality, inspired by the study of paper and ink, yet " |
285 |
| - "technologically advanced and open to imagination and magic.\n" |
286 |
| - "Surfaces and edges of the material provide visual cues that are grounded in reality. The " |
287 |
| - "use of familiar tactile attributes helps users quickly understand affordances. Yet the " |
288 |
| - "flexibility of the material creates new affordances that supercede those in the physical " |
289 |
| - "world, without breaking the rules of physics.\n" |
290 |
| - "The fundamentals of light, surface, and movement are key to conveying how objects move, " |
291 |
| - "interact, and exist in space and in relation to each other. Realistic lighting shows " |
292 |
| - "seams, divides space, and indicates moving parts.\n\n" |
293 |
| - |
294 |
| - "Bold, graphic, intentional.\n\n" |
295 |
| - |
296 |
| - "The foundational elements of print based design typography, grids, space, scale, color, " |
297 |
| - "and use of imagery guide visual treatments. These elements do far more than please the " |
298 |
| - "eye. They create hierarchy, meaning, and focus. Deliberate color choices, edge to edge " |
299 |
| - "imagery, large scale typography, and intentional white space create a bold and graphic " |
300 |
| - "interface that immerse the user in the experience.\n" |
301 |
| - "An emphasis on user actions makes core functionality immediately apparent and provides " |
302 |
| - "waypoints for the user.\n\n" |
303 |
| - |
304 |
| - "Motion provides meaning.\n\n" |
305 |
| - |
306 |
| - "Motion respects and reinforces the user as the prime mover. Primary user actions are " |
307 |
| - "inflection points that initiate motion, transforming the whole design.\n" |
308 |
| - "All action takes place in a single environment. Objects are presented to the user without " |
309 |
| - "breaking the continuity of experience even as they transform and reorganize.\n" |
310 |
| - "Motion is meaningful and appropriate, serving to focus attention and maintain continuity. " |
311 |
| - "Feedback is subtle yet clear. Transitions are efficient yet coherent.\n\n" |
312 |
| - |
313 |
| - "3D world.\n\n" |
314 |
| - |
315 |
| - "The material environment is a 3D space, which means all objects have x, y, and z " |
316 |
| - "dimensions. The z-axis is perpendicularly aligned to the plane of the display, with the " |
317 |
| - "positive z-axis extending towards the viewer. Every sheet of material occupies a single " |
318 |
| - "position along the z-axis and has a standard 1dp thickness.\n" |
319 |
| - "On the web, the z-axis is used for layering and not for perspective. The 3D world is " |
320 |
| - "emulated by manipulating the y-axis.\n\n" |
321 |
| - |
322 |
| - "Light and shadow.\n\n" |
323 |
| - |
324 |
| - "Within the material environment, virtual lights illuminate the scene. Key lights create " |
325 |
| - "directional shadows, while ambient light creates soft shadows from all angles.\n" |
326 |
| - "Shadows in the material environment are cast by these two light sources. In Android " |
327 |
| - "development, shadows occur when light sources are blocked by sheets of material at " |
328 |
| - "various positions along the z-axis. On the web, shadows are depicted by manipulating the " |
329 |
| - "y-axis only. The following example shows the card with a height of 6dp.\n\n" |
330 |
| - |
331 |
| - "Resting elevation.\n\n" |
332 |
| - |
333 |
| - "All material objects, regardless of size, have a resting elevation, or default elevation " |
334 |
| - "that does not change. If an object changes elevation, it should return to its resting " |
335 |
| - "elevation as soon as possible.\n\n" |
336 |
| - |
337 |
| - "Component elevations.\n\n" |
338 |
| - |
339 |
| - "The resting elevation for a component type is consistent across apps (e.g., FAB elevation " |
340 |
| - "does not vary from 6dp in one app to 16dp in another app).\n" |
341 |
| - "Components may have different resting elevations across platforms, depending on the depth " |
342 |
| - "of the environment (e.g., TV has a greater depth than mobile or desktop).\n\n" |
343 |
| - |
344 |
| - "Responsive elevation and dynamic elevation offsets.\n\n" |
345 |
| - |
346 |
| - "Some component types have responsive elevation, meaning they change elevation in response " |
347 |
| - "to user input (e.g., normal, focused, and pressed) or system events. These elevation " |
348 |
| - "changes are consistently implemented using dynamic elevation offsets.\n" |
349 |
| - "Dynamic elevation offsets are the goal elevation that a component moves towards, relative " |
350 |
| - "to the component’s resting state. They ensure that elevation changes are consistent " |
351 |
| - "across actions and component types. For example, all components that lift on press have " |
352 |
| - "the same elevation change relative to their resting elevation.\n" |
353 |
| - "Once the input event is completed or cancelled, the component will return to its resting " |
354 |
| - "elevation.\n\n" |
355 |
| - |
356 |
| - "Avoiding elevation interference.\n\n" |
357 |
| - |
358 |
| - "Components with responsive elevations may encounter other components as they move between " |
359 |
| - "their resting elevations and dynamic elevation offsets. Because material cannot pass " |
360 |
| - "through other material, components avoid interfering with one another any number of ways, " |
361 |
| - "whether on a per component basis or using the entire app layout.\n" |
362 |
| - "On a component level, components can move or be removed before they cause interference. " |
363 |
| - "For example, a floating action button (FAB) can disappear or move off screen before a " |
364 |
| - "user picks up a card, or it can move if a snackbar appears.\n" |
365 |
| - "On the layout level, design your app layout to minimize opportunities for interference. " |
366 |
| - "For example, position the FAB to one side of stream of a cards so the FAB won’t interfere " |
367 |
| - "when a user tries to pick up one of cards.\n\n" |
368 |
| - </string> |
369 | 281 | <string name="action_settings">Settings</string>
|
370 | 282 |
|
371 | 283 | <!-- others -->
|
|
0 commit comments