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      1 <?xml version="1.0" encoding="utf-8"?>
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     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 efcient 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 components 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 wont 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