/* AUTO-GENERATED FILE. DO NOT MODIFY. * * This class was automatically generated by the * aapt tool from the resource data it found. It * should not be modified by hand. */ package org.eehouse.android.xw4; public final class R { public static final class array { /** string name="dict_url">http://10.0.2.2/~eehouse/and_dictsÊtes-vous sûr de vouloir recommencer les %1$d parties sélectionnées ?\n\n(Recommencer fait perdre tous les coups et toutes les informations de connexion.) */ public static final int confirm_reset_fmt=0x7f090002; /** Êtes-vous sûr de vouloir effacer les %1$d parties sélectionnées ? Cette action ne peut pas être annulée. */ public static final int confirm_seldeletes_fmt=0x7f090001; /** Are you sure you want to delete the %1$d selected word[s]?\n\n(This action cannot be undone.) Êtes-vous sûr de vouloir effacer les %1$d mots sélectionnés ?\n\n(Cette action ne peut pas être annulée.) */ public static final int confirm_studylist_clear_fmt=0x7f090013; /** %1$s (%2$d games) %1$s (%2$d parties) */ public static final int group_name_fmt=0x7f090012; /** Are you sure you want to delete the %1$d selected group[s]? Êtes-vous sûr de vouloir effacer les %1$d groupes sélectionnés ? */ public static final int groups_confirm_del_fmt=0x7f090010; /** \n\n(%1$d game[s] will also be deleted.) \n\n(%1$d parties seront aussi effacées.) */ public static final int groups_confirm_del_games_fmt=0x7f090011; /** Please select the %1$d device[s] you want to include in this game. Use the \"%2$s\" button if you don\'t see a device you expect. Sélectionnez les %1$d périphériques que vous voulez intégrer dans cette partie. Utilisez le bouton \"%2$s\" si vous ne voyez pas un périphérique que vous attendez. */ public static final int invite_bt_desc_fmt=0x7f09000b; /** If a networked game is opened and is not complete, i.e. if it is listed as expecting remote players who have not yet shown up, then the most likely explanation is that none has been invited. (It's also possible that an invitation has been sent, but I have no way of knowing that.) So every time I open such a game I give the user a chance to issue an invititation while trying to warn him not to send duplicates. The number of players missing is substituted for "%1$d". If a networked game is opened and is not complete, i.e. if it is listed as expecting remote players who have not yet shown up, then the most likely explanation is that none has been invited. (It's also possible that an invitation has been sent, but I have no way of knowing that.) So every time I open such a game I give the user a chance to issue an invititation while trying to warn him not to send duplicates. The number of players missing is substituted for "%1$d". This game is missing %1$d remote player[s]. Would you like to invite someone to join - assuming you haven\'t already? Il manque %1$d joueur[s] distant[s] à cette partie. Voulez-vous inviter quelqu\'un - - à moins que vous ne l\'ayez déjà fait ? */ public static final int invite_msg_fmt=0x7f090004; /** */ public static final int invite_relay_desc_fmt=0x7f09000d; public static final int invite_sent_fmt=0x7f090005; /** Please check the %1$d phone number[s] you want to invite to your new game, then tap \"%2$s\". Vérifiez les %1$d numéros de téléphone que vous voulez inviter à votre partie, puis touchez \"%2$s\". */ public static final int invite_sms_desc_fmt=0x7f09000c; /** %1$s (%2$d wordlists) %1$s (%2$d listes de mots) */ public static final int lang_name_fmt=0x7f090016; /** %1$s played %2$s for %3$d points %1$s a joué %2$s pour %3$d points */ public static final int lmi_move_fmt=0x7f09001a; /** %1$s traded %2$d tiles %1$s a échangé %2$d jetons */ public static final int lmi_trade_fmt=0x7f09001b; /** Otherwise they're listed with this to give some indication of how far along they are. I may list "tiles left" someday instead... Otherwise they're listed with this to give some indication of how far along they are. I may list "tiles left" someday instead... */ public static final int moves_fmt=0x7f090000; /** Text of "toast" (mini window briefly displayed) shown when a game first connects to the relay. The three substitutions are the device's order within the game (e.g. 2), the name of the room, and how many additional players have not yet registered with the relay in this game. This should be seen only once per game. Short for "points", this is shown at the right end of the tray in place of the first tile placed along with the points the current move would earn if committed. pts Text of "toast" (mini window briefly displayed) shown when a game first connects to the relay. The three substitutions are the device's order within the game (e.g. 2), the name of the room, and how many additional players have not yet registered with the relay in this game. This should be seen only once per game. Device %1$d connected to relay in room \"%2$s\". Waiting for %3$d player[s]. Le périphérique %1$d est connecté au relai dans le salon \"%2$s\". En attente de %3$d joueur[s]. */ public static final int msg_relay_waiting_fmt=0x7f090006; /** %1$d day[s] %1$d jour[s] */ public static final int nag_days_fmt=0x7f090019; /** body of warning notification reminder message. First three are used to build a string based on the length of time that's then inserted in the fourth. E.g "PlayerName moved more than 2 day[s], 4 hour[s] ago." %1$d minute[s] %1$d minute[s] %1$d hour[s] %1$d heure[s] */ public static final int nag_hours_fmt=0x7f090018; /** body of warning notification reminder message. First three are used to build a string based on the length of time that's then inserted in the fourth. E.g "PlayerName moved more than 2 day[s], 4 hour[s] ago." */ public static final int nag_minutes_fmt=0x7f090017; /** Installed %1$d new translations %1$d nouvelles traductions installées */ public static final int new_xlations_fmt=0x7f090015; /** XLATE-ME %1$d player[s] %1$d joueur[s] */ public static final int nplayers_fmt=0x7f09001c; /** %1$d word[s] copied %1$d mots copiés */ public static final int paste_done_fmt=0x7f090014; /** Text of dialog asking user to confirm a move that exchanges tiles (instead of forming a new word to earn points) Text of dialog asking user to confirm a move that exchanges tiles (instead of forming a new word to earn points) Are you sure you want to exchange the %1$d selected tiles (%2$s)? Êtes-vous sûr de vouloir échanger les %1$d jetons sélectionnés (%2$s) ? */ public static final int query_trade_fmt=0x7f09000a; /** Shown after "resend messages" menuitem chosen */ public static final int resent_msgs_fmt=0x7f09001d; /** Intro to the paragraph listing all of the tiles remaining Intro to the paragraph lisiting all of the tiles remaining %1$d tiles left in pool and all tray[s]:\n %1$d jetons restants dans le sac et tous les chevalets :\n */ public static final int strd_remains_expl_fmt=0x7f090009; /** First line in the remaining tiles dialog (reached by tapping the number at left end of the scoreboard) First line in the remaining tiles dialog (reached by tapping the number at left end of the scoreboard) %1$d tiles left in pool. %1$d jetons restants dans le sac. */ public static final int strd_remains_header_fmt=0x7f090008; /** Notifies user of a robot trade move returned by util_getUserString ############################################################ # :Menus: # Context menu for main games-list screen ############################################################ title of contextual menu. Name of the selected game is substituted in. returned by util_getUserString Notifies user of a robot trade move exchanged %1$d tiles. a échangé %1$d jetons. returned by util_getUserString */ public static final int strd_robot_traded_fmt=0x7f090007; public static final int warn_relay_games_fmt=0x7f09000f; } public static final class string { /** copyright info %1$d torns jugats about dialog stuff about dialog stuff copyright info Copyright (C) 1998-2015 by Eric House. This free/open source software is released under the GNU Public License. copyright info */ public static final int about_copyright=0x7f0501d0; /** Another paragraph giving credit for work done other than by Eric House and translators Another paragraph giving credit for work done other than by Eric House and translators Toolbar icons by Sarah Chu. Another paragraph giving credit for work done other than by Eric House and translators */ public static final int about_credits=0x7f0501d3; /** ########################################################### # :Dialogs: # About dialog # # Dialog giving copyright and other basic info about # the app ########################################################### String giving version info, which is substituted in. ########################################################### # :Dialogs: # About dialog # # Dialog giving copyright and other basic info about # the app ########################################################### String giving version info, which is substituted in. Crosswords for Android, Version %1$s, rev %2$s, built on %3$s. Bylo zahráno %1$d tahů about dialog stuff ########################################################### # :Dialogs: # About dialog # # Dialog giving copyright and other basic info about # the app ########################################################### String giving version info, which is substituted in. */ public static final int about_vers_fmt=0x7f0501cf; /** Another paragraph in the about dialog Another paragraph in the about dialog For a manual or sourcecode see: http://xwords.sf.net/android.php. To report bugs, suggest features, offer to help, etc., please email: xwords@eehouse.org. Another paragraph in the about dialog */ public static final int about_web=0x7f0501d1; /** %1$s added to %2$s studylist */ public static final int add_done_fmt=0x7f05028c; /** Add %1$s to studylist */ public static final int add_to_study_fmt=0x7f050286; /** Debugging stuff. Localize if you think your langauge users will care. XLATE-ME For debugging */ public static final int advanced=0x7f0502fa; /** This button takes you to the normal Game Configure screen This button takes you to the normal Game Configure screen Advanced game settings This button takes you to the normal Game Configure screen */ public static final int advanced_config=0x7f05018c; /** XLATE-ME You should never need these... */ public static final int advanced_summary=0x7f0502fb; public static final int after_restart=0x7f050350; /** The wordlist %1$s contains only tile information. There are no words to browse. */ public static final int alert_empty_dict_fmt=0x7f0501ee; public static final int app_name=0x7f050082; /** Unable to connect to Crosswords on the device %1$s. Please check that the device is within range and that Crosswords is installed on it. */ public static final int app_not_found_fmt=0x7f0502d2; public static final int app_version=0x7f050000; /** the background color of the area outside the board, e.g. between entries in the scoreboard the background color of the area outside the board, e.g. between entries in the scoreboard Board background the background color of the area outside the board, e.g. between entries in the scoreboard */ public static final int background=0x7f05014d; /** Appended to the above in the phonies_warn case. User may ignore the warning Appended to the above in the phonies_warn case. User may ignore the warning \u0020Do you still want to accept this move? Appended to the above in the phonies_warn case. User may ignore the warning */ public static final int badwords_accept=0x7f0500f8; /** Appended to the above in the phonies_disallow case. User has lost his turn. Appended to the above in the phonies_disallow case. User has lost his turn. Turn lost. Appended to the above in the phonies_disallow case. User has lost his turn. */ public static final int badwords_lost=0x7f0500f9; /** title of the dialog in which the above is posted. title of the dialog in which the above is posted. Illegal word[s] title of the dialog in which the above is posted. */ public static final int badwords_title=0x7f0500fa; /** Blue */ public static final int blue=0x7f050151; /** board menu for small devices only board menu for small devices only Browse wordlist board menu for small devices only */ public static final int board_menu_dict=0x7f05022a; /** ############################################################ # :Menus: # Board screen menu ############################################################ This menu commits the current move as it's been laid out on the board system menu for main board view system menu for main board view ############################################################ # :Menus: # Board screen menu ############################################################ This menu commits the current move as it's been laid out on the board system menu for main board view ############################################################ # :Menus: # Board screen menu ############################################################ This menu commits the current move as it's been laid out on the board */ public static final int board_menu_done=0x7f0500fb; /** Brings up "About Crosswords" dialog Brings up "About Crosswords" dialog Brings up "About Crosswords" dialog */ public static final int board_menu_file_about=0x7f050098; /** Email author */ public static final int board_menu_file_email=0x7f0501f3; /** menu on Game submenu: brings up dialog listing all tiles in the language of the game along with how many of each there are and how many points each is worth. This display is the same throughout the game. menu on Game submenu: brings up dialog listing all tiles in the language of the game along with how many of each there are and how many points each is worth. This display is the same throughout the game. Counts and values… menu on Game submenu: brings up dialog listing all tiles in the language of the game along with how many of each there are and how many points each is worth. This display is the same throughout the game. */ public static final int board_menu_game_counts=0x7f050101; /** Brings up explanation of the game's final score. If the game is not yet over, gives you a choice whether to end it now, and if you decline does nothing. Brings up explanation of the game's final score. If the game is not yet over, gives you a choice whether to end it now, and if you decline does nothing. Final scores Brings up explanation of the game's final score. If the game is not yet over, gives you a choice whether to end it now, and if you decline does nothing. */ public static final int board_menu_game_final=0x7f050104; /** Brings up listing of all moves played so far this game. Brings up listing of all moves played so far this game. Game history… Brings up listing of all moves played so far this game. */ public static final int board_menu_game_history=0x7f050103; /** menu on Game submenu: brings up dialog listing all tiles not yet played and not in the rack of the player whose rack is visible (whose turn it is, generally). This display will change as tiles are used and depending on what player is asking. menu on Game submenu: brings up dialog listing all tiles not yet played and not in the rack of the player whose rack is visible (whose turn it is, generally). This display will change as tiles are used and depending on what player is asking. Tiles remaining… menu on Game submenu: brings up dialog listing all tiles not yet played and not in the rack of the player whose rack is visible (whose turn it is, generally). This display will change as tiles are used and depending on what player is asking. */ public static final int board_menu_game_left=0x7f050102; /** XLATE-ME Network stats */ public static final int board_menu_game_netstats=0x7f050305; /** Meaningful only for networked games, this menu causes all messages that have not yet been acknowledged by a remote device in the game to be resent. Eventually I hope to be able to remove this from non-debug versions of the game because users should not have to do do this EVER. Meaningful only for networked games, this menu causes all messages that have not yet been acknowledged by a remote device in the game to be resent. Eventually I hope to be able to remove this from non-debug versions of the game because users should not have to do do this EVER. Resend messages Meaningful only for networked games, this menu causes all messages that have not yet been acknowledged by a remote device in the game to be resent. Eventually I hope to be able to remove this from non-debug versions of the game because users should not have to do do this EVER. */ public static final int board_menu_game_resend=0x7f050106; /** Resign */ public static final int board_menu_game_resign=0x7f050105; public static final int board_menu_game_showInvites=0x7f050306; /** Invite */ public static final int board_menu_invite=0x7f05027f; /** Pass */ public static final int board_menu_pass=0x7f0501df; /** This menu begins an exchange of tiles: puts the board into trade mode. This menu begins an exchange of tiles: puts the board into trade mode. This menu begins an exchange of tiles: puts the board into trade mode. */ public static final int board_menu_trade=0x7f0500fc; /** hide and shows the tray. On devices where there is enough room for the full board and tray to be shown then hiding the tray just "turns it over", i.e. shows tiles with '?' characters. hide and shows the tray. On devices where there is enough room for the full board and tray to be shown then hiding the tray just "turns it over", i.e. shows tiles with '?' characters. hide and shows the tray. On devices where there is enough room for the full board and tray to be shown then hiding the tray just "turns it over", i.e. shows tiles with '?' characters. */ public static final int board_menu_tray_hide=0x7f0500fd; public static final int board_menu_tray_show=0x7f0500fe; /** Undo/Redo */ public static final int board_menu_undo_current=0x7f050223; /** Undos the last *committed* turn. Note that this is different from the undo button that undoes or redoes an in-progress not-yet-committed turn. This is disabled for networked games. Undos the last *committed* turn. Note that this is different from the undo button that undoes or redoes an in-progress not-yet-committed turn. This is disabled for networked games. Undo last Undos the last *committed* turn. Note that this is different from the undo button that undoes or redoes an in-progress not-yet-committed turn. This is disabled for networked games. */ public static final int board_menu_undo_last=0x7f0500ff; /** preference for board size (15x15, 13x13 etc.) default new-game setting for handline phonies (words not found in the word list) clarification on above Will new games, on default, randomly rearrange the start order of players. clarification on hints_allowed, whether new NETWORKED games will default to having the hint feature enabled(string elsewhere in this file) clarification on hints_allowed, whether new games will default to having the hint feature enabled(string elsewhere in this file) dictionary used by default for robot players when creating new game preference for board size (15x15, 13x13 etc.) Board size preference for board size (15x15, 13x13 etc.) */ public static final int board_size=0x7f050134; /** Title of submenu Undos the last *committed* turn. Note that this is different from the undo button that undoes or redoes an in-progress not-yet-committed turn. This is disabled for networked games. hide and shows the tray. On devices where there is enough room for the full board and tray to be shown then hiding the tray just "turns it over", i.e. shows tiles with '?' characters. Title of submenu Title of submenu */ public static final int board_submenu_game=0x7f050100; /** The remaining strings (down to the color edit dialog below) are showns as the names of editable colors and as the the title of the color editor that comes up when the name is tapped. (color for) double-letter bonus squares on the board The remaining strings (down to the color edit dialog below) are showns as the names of editable colors and as the the title of the color editor that comes up when the name is tapped. (color for) double-letter bonus squares on the board Double letter The remaining strings (down to the color edit dialog below) are showns as the names of editable colors and as the the title of the color editor that comes up when the name is tapped. (color for) double-letter bonus squares on the board */ public static final int bonus_l2x=0x7f050146; /** Bonus value hint that's displayed in gray text in the colored bonus square. Double-letter Bonus value hint that's displayed in gray text in the colored bonus square. Double-letter Bonus value hint that's displayed in gray text in the colored bonus square. Double-letter */ public static final int bonus_l2x_summary=0x7f0500e3; /** (color for) triple-letter bonus squares on the board (color for) triple-letter bonus squares on the board Triple letter (color for) triple-letter bonus squares on the board */ public static final int bonus_l3x=0x7f050147; /** Bonus value hint that's displayed in gray text in the colored bonus square. Triple-letter Bonus value hint that's displayed in gray text in the colored bonus square. Triple-letter Bonus value hint that's displayed in gray text in the colored bonus square. Triple-letter */ public static final int bonus_l3x_summary=0x7f0500e5; /** (color for) double-word squares on the board (color for) double-word squares on the board Double word (color for) double-word squares on the board */ public static final int bonus_w2x=0x7f050148; /** Bonus value hint that's displayed in gray text in the colored bonus square. Double-word Bonus value hint that's displayed in gray text in the colored bonus square. Double-word Bonus value hint that's displayed in gray text in the colored bonus square. Double-word */ public static final int bonus_w2x_summary=0x7f0500e4; /** (color for) triple-word squares on the board (color for) triple-word squares on the board Triple word (color for) triple-word squares on the board */ public static final int bonus_w3x=0x7f050149; /** Bonus value hint that's displayed in gray text in the colored bonus square. Triple-word Bonus value hint that's displayed in gray text in the colored bonus square. Triple-word Bonus value hint that's displayed in gray text in the colored bonus square. Triple-word */ public static final int bonus_w3x_summary=0x7f0500e6; /** The version of Crosswords on \"%1$s\" is incompatible with this one for play using Bluetooth. One of you may need to upgrade before you can continue. */ public static final int bt_bad_proto_fmt=0x7f050202; /** Bluetooth sends to %1$s have failed too many times. Re-open the game to try again. */ public static final int bt_fail_fmt=0x7f050207; /** Title of device picker during invitation to a game via Bluetooth Title of device picker during invitation to a game via Bluetooth Bluetooth Invitation */ public static final int bt_invite_title=0x7f050209; /** You currently have no paired Bluetooth devices. Would you like to open the Android Settings Panel to add one or more?\n\n(You may also need to open it on the device you want to pair with.) */ public static final int bt_no_devs=0x7f0502d1; /** Turn Bluetooth on In the Bluetooth invite device dialog In the Bluetooth invite device dialog Add all Paired */ public static final int bt_pick_addall_button=0x7f0501f7; /** Remove checked */ public static final int bt_pick_clear_button=0x7f0501f8; /** Bluetooth send to %1$s failed; retry %3$d in %2$d seconds. Un envoi Bluetooth à %1$s a échoué ; essai %3$d dans %2$d secondes. */ public static final int bt_resend_fmt=0x7f050206; /** text of button for adding new player to game text for separator above the list of players that's used for networked games. The numbers of local and non-local players are substituted for %1$d and %2$d. text of button for adding new player to game Add player text of button for adding new player to game */ public static final int button_add_player=0x7f0500b9; /** The only button available when the above message is displayed The only button available when the above message is displayed Close game The only button available when the above message is displayed */ public static final int button_close_game=0x7f05019d; /** Decline */ public static final int button_decline=0x7f05025f; /** */ public static final int button_default_both=0x7f0500af; /** These three strings are the text for three buttons giving choices in respose to the dialog launched in response to the dicts_item_select menu (see dicts_item_select above.) These three strings are the text for three buttons giving choices in respose to the dialog launched in response to the dicts_item_select menu (see dicts_item_select above.) text of confirmation dialog posted when the delete 'X' button beside the listing of a wordlist is tapped. The name of the wordlist is substituted for %s. Sometimes one of the two strings below is appended. Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is the last in its language. The name of the language is substituted for %s. \u0020É a única lista de palavras em %s instalada. Um ou mais jogos não poderão ser abertos sem ela. Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is NOT the last in its language. The name of the language is substituted for %s. ############################################################ # :Dialogs: # Wordlists screen dialogs ############################################################ Used as the text fo the confirming/querying dialog that goes up when the dicts_item_select menuitem is chosen. The possible answers are the three button text strings below. Para que jogadores essa lista de palavras deve ser a padrão para novos jogos? (o idioma %s será padrão para ambos.) These three strings are the text for three buttons giving choices in respose to the dialog launched in response to the dicts_item_select menu (see dicts_item_select above.) */ public static final int button_default_human=0x7f0500ad; /** */ public static final int button_default_robot=0x7f0500ae; /** When you select the gamel_menu_delete_all menuitem or list_item_delete contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). Bolo zahraných %1$d ťahov When you select the list_item_reset contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). When you select the gamel_menu_delete_all menuitem or list_item_delete contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). When you select the gamel_menu_delete_all menuitem or list_item_delete contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). Otherwise they're listed with this to give some indication of how far along they are. I may list "tiles left" someday instead... %1$d turnos jogados When you select the gamel_menu_delete_all menuitem or list_item_delete contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). */ public static final int button_delete=0x7f050091; public static final int button_disable_relay=0x7f05024a; /** Used for button in dialog put up with the relay says the remote partner of this game has deleted it. Ok, meaning "don't discard", is the other option. This same button is used as an option in the Game config dialog, where "Save" is the other option, for discarding changes that would otherwise reset a game. Used for button in dialog put up with the relay says the remote partner of this game has deleted it. Ok, meaning "don't discard", is the other option. This same button is used as an option in the Game config dialog, where "Save" is the other option, for discarding changes that would otherwise reset a game. Discard Used for button in dialog put up with the relay says the remote partner of this game has deleted it. Ok, meaning "don't discard", is the other option. This same button is used as an option in the Game config dialog, where "Save" is the other option, for discarding changes that would otherwise reset a game. */ public static final int button_discard=0x7f0501ad; /** XLATE-ME Discard changes */ public static final int button_discard_changes=0x7f0502f1; /** Done */ public static final int button_done=0x7f0501dc; /** Done with %1$s */ public static final int button_done_fmt=0x7f0501dd; /** Text of button displayed when downloading is an option This is an alternative message presented when there's also the option of downloading another wordlist. Game name, wordlist name and language are substituted in. If the missing wordlist is discovered when trying to open the game, we have more options. If there's another wordlist in the same language, we can offer to substitute without needing to download. Otherwise the user must choose between downloading and not opening the game. This first message takes wordlist name and language substituted in for %1$ and %2$ The only button available when the above message is displayed If the wordlist disappears mid-game there are no choices, just an explanation and this button, after which the game closes. Text of button displayed when downloading is an option Download Text of button displayed when downloading is an option */ public static final int button_download=0x7f0501a0; /** XLATE-ME Edit */ public static final int button_edit=0x7f0502f0; public static final int button_enable=0x7f050335; /** XLATE-ME Enable Bluetooth */ public static final int button_enable_bt=0x7f050248; public static final int button_enable_relay=0x7f050249; /** XLATE-ME Enable SMS */ public static final int button_enable_sms=0x7f050247; public static final int button_go_settings=0x7f050281; /** Invite checked */ public static final int button_invite=0x7f050208; /** text of button to juggle (randomly rearrange order of) players text of button to juggle (randomly rearrange order of) players Shuffle players text of button to juggle (randomly rearrange order of) players */ public static final int button_juggle_players=0x7f0500ba; /** XLATE-ME Later */ public static final int button_later=0x7f05024b; /** New strings that need to be documented and found a home above. New strings that need to be documented and found a home above. Look up words New strings that need to be documented and found a home above. */ public static final int button_lookup=0x7f0501d6; /** Look up %1$s */ public static final int button_lookup_fmt=0x7f0501d8; /** Look up/study words */ public static final int button_lookup_study=0x7f0501d7; /** Look up/study %1$s */ public static final int button_lookup_study_fmt=0x7f0501d9; /** Move */ public static final int button_move=0x7f0501e1; /** What is \u200C? English strings are used as keys, so they all need to be unique. This glyph is non-printing and of zero-width, so it should do the trick: http://en.wikipedia.org/wiki/Zero-width_non-joiner ############################################################ # :Screens: # Main screen (list of games) # # This is the first screen you see when you launch Crosswords ############################################################ Text of menuitem in main games-list screen's menu DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-ca/strings.xml, by copy-strings.py). Any changes you make to it will be lost. DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-ja/strings.xml, by copy-strings.py). Any changes you make to it will be lost. DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-sk/strings.xml, by copy-strings.py). Any changes you make to it will be lost. Text of menuitem in main games-list screen's menu DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-nl/strings.xml, by copy-strings.py). Any changes you make to it will be lost. DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-fr/strings.xml, by copy-strings.py). Any changes you make to it will be lost. What is \u200C? English strings are used as keys, so they all need to be unique. This glyph is non-printing and of zero-width, so it should do the trick: http://en.wikipedia.org/wiki/Zero-width_non-joiner ############################################################ # :Screens: # Main screen (list of games) # # This is the first screen you see when you launch Crosswords ############################################################ Text of menuitem in main games-list screen's menu DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-cs/strings.xml, by copy-strings.py). Any changes you make to it will be lost. DO NOT EDIT THIS FILE!!!! It was generated (from res_src/values-pt/strings.xml, by copy-strings.py). Any changes you make to it will be lost. ############################################################ # :Screens: # Main screen (list of games) # # This is the first screen you see when you launch Crosswords ############################################################ Text of button at bottom of main games-list screen and of menuitem in main games-list screen's menu. (The botton can be hidden in the same way as the above text.) */ public static final int button_new_game=0x7f050086; /** Games list screen menuitem text for creating a new group Games list screen menuitem text for creating a new group */ public static final int button_new_group=0x7f050087; /** New group */ public static final int button_newgroup=0x7f0501e2; /** No */ public static final int button_no=0x7f0501ab; /** Text for button in new-user-info dialog with title just above. Text for button in new-user-info dialog with title just above. Do not show again Text for button in new-user-info dialog with title just above. */ public static final int button_notagain=0x7f0501b9; /** Reconnect */ public static final int button_reconnect=0x7f050271; public static final int button_reinvite=0x7f0502eb; /** */ public static final int button_relay_add=0x7f050214; /** Button shown in game over dialog triggering creation of new game with the same players and parameters as the one that just ended. Button shown in game over dialog triggering creation of new game with the same players and parameters as the one that just ended. Rematch Button shown in game over dialog triggering creation of new game with the same players and parameters as the one that just ended. */ public static final int button_rematch=0x7f050270; /** When you select the list_item_reset contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). When you select the list_item_reset contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). When you select the list_item_reset contextual menu, you are asked to confirm. This is the text of the first button ("Cancel" is the second). */ public static final int button_reset=0x7f050092; /** Used for a button when informing user that his attempt to connect to the relay failed because the room named does not exist. (I believe this no longer occurs.) Used for a button when informing user that his attempt to connect to the relay failed because the room named does not exist. (I believe this no longer occurs.) Retry Used for a button when informing user that his attempt to connect to the relay failed because the room named does not exist. (I believe this no longer occurs.) */ public static final int button_retry=0x7f0501ae; /** ############################################################ # :Menus: # Preferences screen menus # # There are two menuitems availble via the menu key from this # screen ############################################################ text of first menu item. Will revert all preferences to their default/original values ############################################################ # :Menus: # Preferences screen menus # # There are two menuitems availble via the menu key from this # screen ############################################################ text of first menu item. Will revert all preferences to their default/original values Restore all ############################################################ # :Menus: # Preferences screen menus # # There are two menuitems availble via the menu key from this # screen ############################################################ text of first menu item. Will revert all preferences to their default/original values */ public static final int button_revert_all=0x7f05011c; /** Second menu item. Reverts only the colors to their default/original values Second menu item. Reverts only the colors to their default/original values Restore colors Second menu item. Reverts only the colors to their default/original values */ public static final int button_revert_colors=0x7f05011e; /** Used in Game config dialog to confirm saving changes that reset a game Used in Game config dialog to confirm saving changes that reset a game Save Used in Game config dialog to confirm saving changes that reset a game */ public static final int button_save=0x7f0501ac; /** Find */ public static final int button_search=0x7f0501e3; /** Import contact */ public static final int button_sms_add=0x7f050213; /** Text of button allowing user to choose to open with a different (but same-language wordlist) Text of button allowing user to choose to open with a different (but same-language wordlist) Substitute Text of button allowing user to choose to open with a different (but same-language wordlist) */ public static final int button_substdict=0x7f0501a1; /** Cancel trade */ public static final int button_trade_cancel=0x7f0500e1; /** ############################################################ # :Screens: # Board screen # # # (an open game, with the 15x15 grid of # squares, letters # played etc., is displayed here) ############################################################ Buttons shown at bottom when board is in exchange mode, i.e. after user has picked board_menu_trade menu item ############################################################ # :Screens: # Board screen # # # (an open game, with the 15x15 grid of # squares, letters # played etc., is displayed here) ############################################################ Buttons shown at bottom when board is in exchange mode, i.e. after user has picked board_menu_trade menu item Commit trade ############################################################ # :Screens: # Board screen # # # (an open game, with the 15x15 grid of # squares, letters # played etc., is displayed here) ############################################################ Buttons shown at bottom when board is in exchange mode, i.e. after user has picked board_menu_trade menu item */ public static final int button_trade_commit=0x7f0500e0; /** Button for alert with title above */ public static final int button_wait=0x7f0502ea; /** ############################################################ # Dialogs ############################################################ Text for buttons at the bottom of dialogs. These first are in many places. Text of confirmation dialog for above Second menu item. Reverts only the colors to their default/original values Text of confirmation dialog for above ############################################################ # :Menus: # Preferences screen menus # # There are two menuitems availble via the menu key from this # screen ############################################################ text of first menu item. Will revert all preferences to their default/original values ############################################################ # Dialogs ############################################################ Text for buttons at the bottom of dialogs. These first are in many places. Yes When a move is fetched from the relay a Notification is posted. These are its title, which appears in the top bar of the device, and the body that appears when you pull the notifications down. ############################################################ # Dialogs ############################################################ Text for buttons at the bottom of dialogs. These first are in many places. */ public static final int button_yes=0x7f0501aa; /** The group for new games, %1$s, cannot be deleted. */ public static final int cannot_delete_default_group_fmt=0x7f05026f; /** Move selected games to: */ public static final int change_group=0x7f050274; /** text of button in About Crosswords dialog summoning above dialog text of button in About Crosswords dialog summoning above dialog Recent changes\u200C text of button in About Crosswords dialog summoning above dialog */ public static final int changes_button=0x7f0501d5; /** text of dialog showing the set of changes made since the last release text of dialog showing the set of changes made since the last release Recent changes text of dialog showing the set of changes made since the last release */ public static final int changes_title=0x7f0501d4; /** "Hint" in empty chat text field */ public static final int chat_hint=0x7f050189; /** Prefix for local messages Prefix for local messages Me:\u0020 Prefix for local messages */ public static final int chat_local_id=0x7f050186; /** ############################################################ # :Menus: # Chat messages screen menu ############################################################ This is the only menu item in the chat screen. Press it and all the chat messages are erased. There is no effect on other devices in the game: no "clear chat" message is transmitted. ############################################################ # :Menus: # Chat messages screen menu ############################################################ This is the only menu item in the chat screen. Press it and all the chat messages are erased. There is no effect on other devices in the game: no "clear chat" message is transmitted. Clear history ############################################################ # :Menus: # Chat messages screen menu ############################################################ This is the only menu item in the chat screen. Press it and all the chat messages are erased. There is no effect on other devices in the game: no "clear chat" message is transmitted. */ public static final int chat_menu_clear=0x7f05018a; /** Prefix for remote messages Prefix for remote messages Not me:\u0020 Prefix for remote messages */ public static final int chat_other_id=0x7f050187; /** Text on the button that causes the contents of the message-composition field to be sent. Text on the button that causes the contents of the message-composition field to be sent. Send Text on the button that causes the contents of the message-composition field to be sent. */ public static final int chat_send=0x7f050188; public static final int chat_sender_fmt=0x7f050228; /** ############################################################ # :Screens: # Chat screen # # Shown when the chat button is pressed from the Board screen # or when a chat message (as opposed to a move message) comes # in from the relay. It displays a history of messages with # slightly different colored backgrounds and with prefixes to # indicate whether they are local or remote in origin. ############################################################ title of the chat screen. The name of the current game is substituted for %1$s. ############################################################ # :Screens: # Chat screen # # Shown when the chat button is pressed from the Board screen # or when a chat message (as opposed to a move message) comes # in from the relay. It displays a history of messages with # slightly different colored backgrounds and with prefixes to # indicate whether they are local or remote in origin. ############################################################ title of the chat screen. The name of the current game is substituted for %1$s. %1$s message history Text of dialog asking user to confirm a move that exchanges tiles (instead of forming a new word to earn points) ############################################################ # :Screens: # Chat screen # # Shown when the chat button is pressed from the Board screen # or when a chat message (as opposed to a move message) comes # in from the relay. It displays a history of messages with # slightly different colored backgrounds and with prefixes to # indicate whether they are local or remote in origin. ############################################################ title of the chat screen. The name of the current game is substituted for %s. */ public static final int chat_title_fmt=0x7f050185; /** Checking for wordlists in %1$s… */ public static final int checking_for_fmt=0x7f05032c; /** Checking */ public static final int checking_title=0x7f05032b; /** Everything is up-to-date. */ public static final int checkupdates_none_found=0x7f05024d; /** EXPERIMENTAL: "label" for invite on clipboard. If it's shown it's by some Android utility */ public static final int clip_label=0x7f05033e; /** color of the "crosshairs", lines drawn vertically and horizontally through the square the user is currently touching in order to guide the fat-fingered (most of us) in operations that require accurately selecting a single square on the board. color of the "crosshairs", lines drawn vertically and horizontally through the square the user is currently touching in order to guide the fat-fingered (most of us) in operations that require accurately selecting a single square on the board. Crosshairs color color of the "crosshairs", lines drawn vertically and horizontally through the square the user is currently touching in order to guide the fat-fingered (most of us) in operations that require accurately selecting a single square on the board. */ public static final int clr_crosshairs=0x7f05014a; /** XLATE-ME This game has no way to connect and cannot be saved. Would you like to discard your changes, or edit to give it a way to connect? */ public static final int config_no_connvia=0x7f0502ef; public static final int confirm_clear_chat=0x7f050340; public static final int confirm_clear_relay=0x7f05021b; /** Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is the last in its language. The name of the language is substituted for %1$s. Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is the last in its language. The name of the language is substituted for %1$s. */ public static final int confirm_deleteonly_dicts_fmt=0x7f0500ab; public static final int confirm_drop_relay=0x7f050331; public static final int confirm_drop_relay_bt=0x7f050333; public static final int confirm_drop_relay_sms=0x7f050334; /** Your device is set up for %1$s. Would you like to download a wordlist so you can play Crosswords in %1$s? */ public static final int confirm_get_locdict_fmt=0x7f0502f9; /** Text of confirmation dialog for above Text of confirmation dialog for above Are you sure you want to restore all settings to their original values? Text of confirmation dialog for above */ public static final int confirm_revert_all=0x7f05011f; /** Text of confirmation dialog for above Text of confirmation dialog for above Are you sure you want to restore all color settings to their original values? Text of confirmation dialog for above */ public static final int confirm_revert_colors=0x7f05011d; /** title of confirmation dialog put up when user has unlocked an in-progress game and wants to save changes (has hit the play button). title of confirmation dialog put up when user has unlocked an in-progress game and wants to save changes (has hit the play button). This game is in play. If you save these changes it must be restarted. Do you want to save these changes? title of confirmation dialog put up when user has unlocked an in-progress game and wants to save changes (has hit the play button). */ public static final int confirm_save=0x7f0500d3; /** title of above confirmation dialog ############################################################ # :Menus: # Wordlists screen menus ############################################################ title of contextual menu item. If chosen it brings up a dialog that offers to move the selected wordlist from its current storage location to the other. This menuitem is hidden if the selected wordlist is built in or if there is only one possible storage location, e.g. if the device has no SD card slot. If you tap the download_dicts button and Android fails to find and launch an app that's registered to handle http downloads a Toast is posted with this message. Used to describe wordlists that are in the Downloads directory. Currently I don't look there so this is unused, but I will eventually do so. This should be the same name as the built-in Android web browser uses for the directory where it saves files it downloads. One of the strings used in the right column of the list of installed wordlists to describe those that are part of Crosswords and that cannot be uninstalled or moved. loc_internal and loc_external are the other possible strings in this column. title of above confirmation dialog Confirm save title of above confirmation dialog */ public static final int confirm_save_title=0x7f0500d4; /** Warning: This feature is meant for phones with unlimited texting plans. Once you enable it dozens of SMS (text) messages will be sent (invisibly) for each game played. If you don\'t have an unlimited plan your carrier may charge you for each and every message!\n\nShould play via SMS be enabled? */ public static final int confirm_sms_expl=0x7f05023c; /** No: leave disabled */ public static final int confirm_sms_leave=0x7f05023e; /** Enable play via SMS? */ public static final int confirm_sms_prompt=0x7f05023d; /** Confirm your SMS plan */ public static final int confirm_sms_title=0x7f05023b; /** Yes: I have unlimited texting */ public static final int confirm_sms_unlimited=0x7f05023f; /** Yes: I\'ll pay all carrier charges */ public static final int confirm_sms_willpay=0x7f050240; /** text of dialog shown when the menu item board_menu_undo_last is chosen. text of dialog shown when the menu item board_menu_undo_last is chosen. Are you sure you want to undo the last committed turn? (There is no redo option.) First line in the remaining tiles dialog (reached by tapping the number at left end of the scoreboard) Intro to the paragraph lisiting all of the tiles remaining text of dialog shown when the menu item board_menu_undo_last is chosen. */ public static final int confirm_undo_last=0x7f05011a; /** Once every day */ public static final int connect_daily=0x7f05016b; /** Every 15 minutes */ public static final int connect_fifteen_mins=0x7f050167; /** Every 5 minutes */ public static final int connect_five_mins=0x7f050166; /** ############################################################ # :Screens: # Network game settings preference subscreen (within # Preferences screen) ############################################################ When there are networked games connecting using the relay, Crosswords wakes up periodically to check if there are any new moves available and fetches them. This controls how frequently that check is done. ############################################################ # :Screens: # Network game settings preference subscreen (within # Preferences screen) ############################################################ When there are networked games connecting using the relay, Crosswords wakes up periodically to check if there are any new moves available and fetches them. This controls how frequently that check is done. Background move check ############################################################ # :Screens: # Network game settings preference subscreen (within # Preferences screen) ############################################################ When there are networked games connecting using the relay, Crosswords wakes up periodically to check if there are any new moves available and fetches them. This controls how frequently that check is done. */ public static final int connect_frequency=0x7f050164; /** text of separator marking out the connection area of the dialog XLATE-ME Connection (via %1$s) */ public static final int connect_label_fmt=0x7f0500bd; /** Are you sure you want to delete the checked phone number[s]? Connection (via SMS/text) */ public static final int connect_label_sms=0x7f05021c; /** These are the possible values for the connect_frequency setting presented as a drop-down list. These are the possible values for the connect_frequency setting presented as a drop-down list. Never check These are the possible values for the connect_frequency setting presented as a drop-down list. */ public static final int connect_never=0x7f050165; /** Every hour */ public static final int connect_one_hour=0x7f050169; /** Every six hours */ public static final int connect_six_hours=0x7f05016a; /** Every 30 minutes */ public static final int connect_thirty_mins=0x7f050168; /** XLATE-ME Change Communicate via */ public static final int connection_via_label=0x7f0502e4; /** (Last failure was %1$s) */ public static final int connstat_lastother_succ_fmt=0x7f050233; /** (Last successful send was %1$s) */ public static final int connstat_lastother_unsucc_fmt=0x7f050234; /** Last receipt was %1$s */ public static final int connstat_lastreceipt_fmt=0x7f050235; /** Last send was %1$s (%2$s) */ public static final int connstat_lastsend_fmt=0x7f050232; /** Network status for game connected via %1$s: */ public static final int connstat_net_fmt=0x7f05022e; public static final int connstat_net_noaddr=0x7f05022d; /** No messages have been received. */ public static final int connstat_noreceipt=0x7f050236; /** internet/relay */ public static final int connstat_relay=0x7f050237; /** sms/texting */ public static final int connstat_sms=0x7f050238; /** successful */ public static final int connstat_succ=0x7f050230; /** unsuccessful */ public static final int connstat_unsucc=0x7f050231; /** title of dialog brought up in response to the board_menu_game_counts menu. The dialog lists all tiles in the language being used for the game together with how many of each there are are and how many points each is worth. title of dialog brought up in response to the board_menu_game_counts menu. The dialog lists all tiles in the language being used for the game together with how many of each there are are and how many points each is worth. Tile Counts and Values title of dialog brought up in response to the board_menu_game_counts menu. The dialog lists all tiles in the language being used for the game together with how many of each there are are and how many points each is worth. */ public static final int counts_values_title=0x7f0501b3; /** %1$s (in use) */ public static final int cur_menu_marker_fmt=0x7f05027e; /** Tile picker\n(so far: %1$s) */ public static final int cur_tiles_fmt=0x7f0501e7; /** SMS Data is only available on GSM phones. */ public static final int data_gsm_only=0x7f05029b; /** SD card write complete. */ public static final int db_store_done=0x7f05032d; /** XLATE-ME Enable debug features */ public static final int debug_features=0x7f050301; /** XLATE-ME Menuitems etc. (release builds only) */ public static final int debug_features_summary=0x7f050302; /** dictionary used by default for human players when creating new game clarification of above sub-preference for dictionaries (soon to be called "word lists") Used to indicate that a preference is not enabled, i.e. not part of the game and that the user should ignore it. Label for the fourth "player name" preference (unused) Label for the third "player name" preference (unused) Label for the second "player name" preference (unused) Label for the first "player name" preference clarification of the above sub-preference title for editing default player names. There's only enabled now, though. dictionary used by default for human players when creating new game Wordlist for humans dictionary used by default for human players when creating new game */ public static final int default_dict=0x7f05012c; /** other */ public static final int default_host=0x7f05007c; /** label within default wordlists in app preferences label within default wordlists in app preferences Default language */ public static final int default_language=0x7f0502d3; /** Store wordlists internally */ public static final int default_loc=0x7f050262; /** (Not in external/sdcard memory) */ public static final int default_loc_summary=0x7f050263; /** Welcome dialog text Welcome dialog text Thanks for installing Crosswords!\n\nFeel free to enter your name here. It will be used when creating new games. (You can change it later in the \"New game default\" section of Settings.) Welcome dialog text */ public static final int default_name_message=0x7f0501ce; /** ########################################################### # :Dialogs: # Welcome dialog # # Shown the first time a user launches Crosswords (and # again only if the preference for default first user # name is cleared). Its purpose is to encourage him to # enter the name of the most common non-robot player on # this device. ########################################################### Welcome dialog title ########################################################### # :Dialogs: # Welcome dialog # # Shown the first time a user launches Crosswords (and # again only if the preference for default first user # name is cleared). Its purpose is to encourage him to # enter the name of the most common non-robot player on # this device. ########################################################### Welcome dialog title Welcome ########################################################### # :Dialogs: # Welcome dialog # # Shown the first time a user launches Crosswords (and # again only if the preference for default first user # name is cleared). Its purpose is to encourage him to # enter the name of the most common non-robot player on # this device. ########################################################### Welcome dialog title */ public static final int default_name_title=0x7f0501cd; /** default new-game setting for handline phonies (words not found in the word list) default new-game setting for handline phonies (words not found in the word list) Handle phonies default new-game setting for handline phonies (words not found in the word list) */ public static final int default_phonies=0x7f050132; /** dictionary used by default for robot players when creating new game dictionary used by default for robot players when creating new game Wordlist for robots dictionary used by default for robot players when creating new game */ public static final int default_robodict=0x7f05012d; public static final int default_update_url=0x7f050081; /** Delete wordlist[s] */ public static final int delete_dicts=0x7f0502bd; public static final int devid_title=0x7f050309; /** Playing via SMS is currently disabled. You can enable it in Settings->Network game settings. SMS Game %1$X */ public static final int dft_sms_name_fmt=0x7f050211; /** No word in %1$s starts with %2$s. */ public static final int dict_browse_nowords_fmt=0x7f0501eb; /** %1$s (%2$d words using %3$d tiles) %1$s (%2$d mots utilisant %3$d jetons) */ public static final int dict_browse_title1_fmt=0x7f0501ea; /** %1$s (%2$d words using %3$d-%4$d tiles) %1$s (%2$d mots utilisant de %3$d à %4$d jetons) */ public static final int dict_browse_title_fmt=0x7f0501e9; /** %1$s (%2$s/%3$d words) */ public static final int dict_desc_fmt=0x7f0502c4; /** XLATE-ME Wordlist download URL */ public static final int dict_host=0x7f0502fe; /** Number of words: %1$d\nDownload size: %2$dK\nNote: %3$s */ public static final int dict_info_fmt=0x7f0502c1; /** label for dropdown by which wordlist is chosen that this player will use. The language the game will use (which constrains the choice of wordlists) is substituted in for "%1$s". label for dropdown by which wordlist is chosen that this player will use. The language the game will use (which constrains the choice of wordlists) is substituted in for "%1$s". Wordlist (in %1$s) label for dropdown by which wordlist is chosen that this player will use. The language the game will use (which constrains the choice of wordlists) is substituted in for "%s". */ public static final int dict_lang_label_fmt=0x7f0500dc; /** Tap to download */ public static final int dict_on_server=0x7f0502c3; /** string name="invite_mime">text/plainInstalled wordlists (in %1$s) If the dropdown is selected, this is the title displayed above the list of selectable items. The language the game will use is substituted in for "%s". */ public static final int dicts_list_prompt_fmt=0x7f0500dd; public static final int disable_dualpane=0x7f05034e; public static final int disable_nag_solo_title=0x7f0502f8; /** Do not notify me no matter how long it\'s been my turn */ public static final int disable_nag_summary=0x7f0502f7; /** Disable turn reminders */ public static final int disable_nag_title=0x7f0502f6; public static final int disable_nags_title=0x7f0502f5; public static final int disable_relay=0x7f050162; public static final int disable_relay_summary=0x7f050163; /** text of item at bottom of dicts choice spinner. It launches the browser pointed at the site where additional wordlists can be found. title of popup used to determine how words are handled that are not in the wordlist used for the game (or player if using different wordlists per player) Three possible choices presented in the popup above title of popup used to select how "smart" (how capable) the robot player will be. text of item at bottom of dicts choice spinner. It launches the browser pointed at the site where additional wordlists can be found. text of button at the bottom of the screen. It launches the browser pointed at the site where additional wordlists can be found. */ public static final int download_dicts=0x7f0500a6; /** Download finished */ public static final int download_done=0x7f050260; /** Download unsuccessful */ public static final int download_failed=0x7f050261; /** Downloads Directory */ public static final int download_path_title=0x7f050264; /** Downloading %1$s… */ public static final int downloading_dict_fmt=0x7f05019a; public static final int drop_relay_warning_fmt=0x7f050330; /** Display snapshots of games Display snapshots of games Invitation received but ignored: it has already been used to create a game. */ public static final int dropped_dupe=0x7f05027d; public static final int dualpane_exit_now=0x7f050349; public static final int dualpane_restart=0x7f05034f; /** Shown in the main screen when you launch Crosswords from an invitation (received in email or messaging app, say) and there's already a game running that matches that invitation. It's to prevent you from opening multiple games and getting confused. But some people who play together all the time use the same room name over and over so they'll get this warning and it's harmless to ignore it. Shown in the main screen when you launch Crosswords from an invitation (received in email or messaging app, say) and there's already a game running that matches that invitation. It's to prevent you from opening multiple games and getting confused. But some people who play together all the time use the same room name over and over so they'll get this warning and it's harmless to ignore it. You already have a game that seems to have been created (on %1$s) from the same invitation. Are you sure you want to create another? Shown in the main screen when you launch Crosswords from an invitation (received in email or messaging app, say) and there's already a game running that matches that invitation. It's to prevent you from opening multiple games and getting confused. But some people who play together all the time use the same room name over and over so they'll get this warning and it's harmless to ignore it. */ public static final int dup_game_query_fmt=0x7f0501af; /** Send comment via */ public static final int email_author_chooser=0x7f0501f5; /** Nor is my email address */ public static final int email_author_email=0x7f05007b; /** Should not be translated */ public static final int email_author_subject=0x7f0501f4; /** Should not be translated */ public static final int email_body_rev_fmt=0x7f0501f6; /** color of empty squares on the board (that are not bonus squares) color of empty squares on the board (that are not bonus squares) Empty cell/background color of empty squares on the board (that are not bonus squares) */ public static final int empty=0x7f05014c; /** */ public static final int empty_relay_inviter=0x7f050218; /** Shows in SMS Invite dialog when no phone numbers have been saved previously Shows in SMS Invite dialog when no phone numbers have been saved previously This phone list is empty. Use the \"Import contact\" button to add people you want to invite, the + button to enter numbers directly. */ public static final int empty_sms_inviter=0x7f050217; public static final int enable_dualpane=0x7f05034a; public static final int enable_dualpane_summary=0x7f0502c9; /** XLATE-ME Accept invitations more than once */ public static final int enable_dupes_summary=0x7f050311; /** XLATE-ME Accept duplicate invites */ public static final int enable_dupes_title=0x7f05030f; /** NFC is turned off on this device. You can use the Android Settings app to turn it on . */ public static final int enable_nfc=0x7f050280; /** XLATE-ME Fake invitation to aid debugging */ public static final int enable_nfc_toself_summary=0x7f050314; /** XLATE-ME Enable NFC to self */ public static final int enable_nfc_toself_title=0x7f050313; /** XLATE-ME Rooms others can see and join */ public static final int enable_pubroom_summary=0x7f0502e3; /** XLATE-ME Enable public rooms */ public static final int enable_pubroom_title=0x7f0502e2; public static final int enable_relay_toself_summary=0x7f05033c; public static final int enable_relay_toself_title=0x7f05033b; /** Allow games via SMS */ public static final int enable_sms=0x7f050239; /** Only if you have unlimited texting! */ public static final int enable_sms_summary=0x7f05023a; /** XLATE-ME Skip radio when phone numbers same */ public static final int enable_sms_toself_summary=0x7f050316; /** XLATE-ME Short-circuit SMS to self */ public static final int enable_sms_toself_title=0x7f050315; /** Tap tiles to select… */ public static final int entering_trade=0x7f0500e2; /** XLATE-ME Duplicate invitation rejected: device \"%1$s\" has already accepted an invitation to this game. */ public static final int err_dup_invite_fmt=0x7f0502dd; /** XLATE-ME Update checks URL */ public static final int expl_update_url=0x7f050320; /** if this preference is checked, a dialog will be posted every time a robot makes a move or a move is received from a remote player. clarification of above Checkbox that when set keeps the device screen from dimming if the board screen is what's displayed. This is to allow users to think about a move without having to touch the screen all the time. if this preference is checked, a dialog will be posted every time a robot makes a move or a move is received from a remote player. Explain other moves if this preference is checked, a dialog will be posted every time a robot makes a move or a move is received from a remote player. */ public static final int explain_robot=0x7f050154; /** explanation of the above explanation of the above Display score summary after every robot or remote turn explanation of the above */ public static final int explain_robot_summary=0x7f050155; public static final int fetching_from_relay=0x7f050342; /** title of dialog brought up in response to the board_menu_game_final menu. The dialog displays the final score and an accounting of it (including subtractions for running out the game timer if there is one.) title of dialog brought up in response to the board_menu_game_final menu. The dialog displays the final score and an accounting of it (including subtractions for running out the game timer if there is one.) Final scores\u200C title of dialog brought up in response to the board_menu_game_final menu. The dialog displays the final score and an accounting of it (including subtractions for running out the game timer if there is one.) */ public static final int finalscores_title=0x7f0501b5; /** Explanatory text appears in the dialog Explanatory text appears in the dialog In a multi-device game there must be at least one player from and another not from this device. Please check off-device players. Explanatory text appears in the dialog */ public static final int force_expl=0x7f0500d7; /** XLATE-ME Pretend to have radio */ public static final int force_radio_title=0x7f050317; /** Even if my screen is too small */ public static final int force_tablet_summary=0x7f0502c8; /** Force tablet layout */ public static final int force_tablet_title=0x7f0502c7; /** ############################################################ # :Dialogs: # Force remote dialog # # This alert dialog comes up when you're it the player edit # dialog for a networked game and try to exit with none of the # players configured as a remote player. It forces you to mark # one of them (or marks one itself if you cancel it.) ############################################################ title of this dialog ############################################################ # :Dialogs: # Force remote dialog # # This alert dialog comes up when you're it the player edit # dialog for a networked game and try to exit with none of the # players configured as a remote player. It forces you to mark # one of them (or marks one itself if you cancel it.) ############################################################ title of this dialog Off-device player[s] ############################################################ # :Dialogs: # Force remote dialog # # This alert dialog comes up when you're it the player edit # dialog for a networked game and try to exit with none of the # players configured as a remote player. It forces you to mark # one of them (or marks one itself if you cancel it.) ############################################################ title of this dialog */ public static final int force_title=0x7f0500d6; /** Displayed as a "Toast" (mini window briefly displayed) if you didn't choose a remote player and I was forced to pick one. I always pick the first. Displayed as a "Toast" (mini window briefly displayed) if you didn't choose a remote player and I was forced to pick one. I always pick the first. Modified first player. Displayed as a "Toast" (mini window briefly displayed) if you didn't choose a remote player and I was forced to pick one. I always pick the first. */ public static final int forced_consistent=0x7f0500d8; /** Games that have ended are listed with this string Displayed as a "Toast" (mini window briefly displayed) if you didn't choose a remote player and I was forced to pick one. I always pick the first. Games that have ended are listed with this string Games that have ended are listed with this string */ public static final int gameOver=0x7f050090; /** Bluetooth game name */ public static final int game_btname_title=0x7f05020c; /** used to create default names of games (when user has not named them.) used to create default names of games (when user has not named them.) used to create default names of games (when user has not named them.) Game %1$d used to create default names of games (when user has not named them.) */ public static final int game_fmt=0x7f0501a4; /** ############################################################ # :Menus: # Context menu for main games-list screen ############################################################ title of contextual menu. Name of the selected game is substituted in. ############################################################ # :Menus: # Context menu for main games-list screen ############################################################ title of contextual menu. Name of the selected game is substituted in. ############################################################ # :Menus: # Context menu for main games-list screen ############################################################ title of contextual menu. Name of the selected game is substituted in. */ public static final int game_item_menu_title_fmt=0x7f050099; /** Building game summary… */ public static final int game_list_tmp=0x7f05022b; /** text of checkbox at top of dialog allowing to unlock in-play game to make changes text of checkbox at top of dialog allowing to unlock in-play game to make changes Lock settings text of checkbox at top of dialog allowing to unlock in-play game to make changes */ public static final int game_locked=0x7f0500b6; /** Name group */ public static final int game_name_group_title=0x7f05026e; /** XLATE-ME New game name: */ public static final int game_name_label=0x7f05020e; /** XLATE-ME Name your game */ public static final int game_name_title=0x7f05020d; /** */ public static final int game_rename_title=0x7f0500a2; /** Put nothing in the summary space, so it just reads "Game 2" Put nothing in the summary space, so it just reads "Game 2" \u003CNothing\u003E Put nothing in the summary space, so it just reads "Game 2" */ public static final int game_summary_field_empty=0x7f050138; /** XLATE-ME gameid */ public static final int game_summary_field_gameid=0x7f05031e; /** Put the language there, so it reads "Game 2 (English)" Put the language there, so it reads "Game 2 (English)" Game language\u200C Put the language there, so it reads "Game 2 (English)" */ public static final int game_summary_field_language=0x7f050139; /** XLATE-ME Pending packet count */ public static final int game_summary_field_npackets=0x7f05031f; /** List names of opponents (summarized), e.g. "Game 2 (vs Kati)" List names of opponents (summarized), e.g. "Game 2 (vs Kati)" Opponent name[s] List names of opponents (summarized), e.g. "Game 2 (vs Kati)" */ public static final int game_summary_field_opponents=0x7f05013a; /** XLATE-ME rowid */ public static final int game_summary_field_rowid=0x7f05031d; /** List the state of the game, "Game over" or "10 moves made" etc. List the state of the game, "Game over" or "10 moves made" etc. Game state List the state of the game, "Game over" or "10 moves made" etc. */ public static final int game_summary_field_state=0x7f05013b; /** Regardless of the setting of the connect_frequency preference, checks the relay immediately for any moves for networked games on this device and posts a notification if any is downloaded. Regardless of the setting of the connect_frequency preference, checks the relay immediately for any moves for networked games on this device and posts a notification if any is downloaded. Regardless of the setting of the connect_frequency preference, checks the relay immediately for any moves for networked games on this device and posts a notification if any is downloaded. */ public static final int gamel_menu_checkmoves=0x7f050095; /** Check for updates */ public static final int gamel_menu_checkupdates=0x7f05024c; /** ############################################################ # :Menus: # Main screen (Games list) menu # # One menu is not listed here because it appears elsewhere # and their text is reused: button_new_game. ############################################################ Brings up the Wordlists (formerly Dictionaries) screen If you choose the above option and have no networked games you get this error message Text of progress indicator shown while check is being conducted Regardless of the setting of the connect_frequency preference, checks the relay immediately for any moves for networked games on this device and posts a notification if any is downloaded. ############################################################ # :Menus: # Main screen (Games list) menu # # One menu is not listed here because it appears elsewhere # and their text is reused: button_new_game. ############################################################ Brings up the Wordlists (formerly Dictionaries) screen ############################################################ # :Menus: # Main screen (Games list) menu # # One menu is not listed here because it appears elsewhere # and their text is reused: button_new_game. ############################################################ Brings up the Wordlists (formerly Dictionaries) screen */ public static final int gamel_menu_dicts=0x7f050093; /** XLATE-ME Load DB from SD card */ public static final int gamel_menu_loaddb=0x7f05030e; /** XLATE-ME %1$s/%2$s XLATE-ME Write DB to SD card */ public static final int gamel_menu_storedb=0x7f05030d; /** Studylist… */ public static final int gamel_menu_study=0x7f050289; public static final int get_relay_number=0x7f05021a; /** Enter phone number: */ public static final int get_sms_number=0x7f050219; /** Get info */ public static final int getinfo=0x7f0502bc; public static final int git_rev=0x7f050083; /** XLATE-ME Source version id */ public static final int git_rev_title=0x7f050308; /** Don\'t try a second time */ public static final int got_langdict_summary=0x7f050322; /** Fetch default wordlist for language */ public static final int got_langdict_title=0x7f050321; /** Green */ public static final int green=0x7f050150; /** My games */ public static final int group_cur_games=0x7f05026b; /** New games */ public static final int group_new_games=0x7f05026c; /** Used as the default name for remote players displayed within the Game configure screen Final state: game is over. Third state: enough devices have connected in the room to form a complete game. We'll be in this state as long as the game exists. Second state: has been assigned to a room on the relay (meaning the network is working) but there are not yet as many players as expected: the game is not complete and play cannot happen. The display of each networked game includes one of three states it can be in in the process of connecting to the relay. These next three strings are used to create those three. First state: is configured to use a room but has not yet contacted the relay and been assigned that room. Used as a substitute for the names of remote players when they aren't available yet because the connection is not complete. Displayed in the lists of players found in each game listing. Used as the default name for remote players displayed within the Game configure screen (Off-device player) Used as the default name for remote players displayed within the Game configure screen */ public static final int guest_name=0x7f0500d2; /** If this preference is checked the "crosshairs" (vertical and horzontal lines through the cell your finger is on that help you tell where the app thinks you're actually tapping) will not be shown. Some users have complained that this feature is distracting, presumably because they're using tablets with large enough screens that they always know where they're tapping. If this preference is checked the "crosshairs" (vertical and horzontal lines through the cell your finger is on that help you tell where the app thinks you're actually tapping) will not be shown. Some users have complained that this feature is distracting, presumably because they're using tablets with large enough screens that they always know where they're tapping. Disable crosshairs If this preference is checked the "crosshairs" (vertical and horzontal lines through the cell your finger is on that help you tell where the app thinks you're actually tapping) will not be shown. Some users have complained that this feature is distracting, presumably because they're using tablets with large enough screens that they always know where they're tapping. */ public static final int hide_crosshairs=0x7f05015c; /** explanation of the above explanation of the above Do not visually indicate which board cell is touched explanation of the above */ public static final int hide_crosshairs_summary=0x7f05015d; /** clarification of above XLATE-ME Hiding the newgame buttons in the main screen makes more games visible */ public static final int hide_newgames_summary=0x7f05013f; /** Checkbox that when set prevents showing the newgame buttons on the main screen to save space XLATE-ME Hide newgame buttons */ public static final int hide_newgames_title=0x7f05013e; /** Checkbox that when set prevents showing a title bar in the game board window to save space Checkbox that when set prevents showing a title bar in the game board window to save space Hide titlebar Checkbox that when set prevents showing a title bar in the game board window to save space */ public static final int hide_title=0x7f05013c; /** clarification of above clarification of above Hiding the game name lets the board be slightly larger clarification of above */ public static final int hide_title_summary=0x7f05013d; /** text of checkbox. If this checkbox is checked, buttons will appear by which the user can get high- and low-scoring moves generated based on his tray. Can be used to cheat. text of checkbox. If this checkbox is checked, buttons will appear by which the user can get high- and low-scoring moves generated based on his tray. Can be used to cheat. Allow hints text of checkbox. If this checkbox is checked, buttons will appear by which the user can get high- and low-scoring moves generated based on his tray. Can be used to cheat. */ public static final int hints_allowed=0x7f0500c5; /** clarification on hints_allowed, whether new games will default to having the hint feature enabled(string elsewhere in this file) clarification on hints_allowed, whether new games will default to having the hint feature enabled(string elsewhere in this file) Enable the hint feature clarification on hints_allowed, whether new games will default to having the hint feature enabled(string elsewhere in this file) */ public static final int hints_allowed_sum=0x7f05012e; /** title of dialog brought up in response to the board_menu_game_history menu. A full history of the game up to the last turn is displayed, though details about what's in players' racks is left out if the game is not yet over. title of dialog brought up in response to the board_menu_game_history menu. A full history of the game up to the last turn is displayed, though details about what's in players' racks is left out if the game is not yet over. Game History title of dialog brought up in response to the board_menu_game_history menu. A full history of the game up to the last turn is displayed, though details about what's in players' racks is left out if the game is not yet over. */ public static final int history_title=0x7f0501b4; /** Partial text of alert posted when phonies_warn or phonies_disallow is the current setting and a "phony" is played. One of the two following strings will be appended When a game has been connected and the relay is notified that a device in the game has deleted its part of the game, this message is posted when you connect your end of it to the relay. Once this happens there is no way to continue the game so you might as well delete it (unless you're saving it for its history etc.) Partial text of alert posted when phonies_warn or phonies_disallow is the current setting and a "phony" is played. One of the two following strings will be appended Word[s] %1$s not found in wordlist %2$s. Partial text of alert posted when phonies_warn or phonies_disallow is the current setting and a "phony" is played. One of the two following strings will be appended */ public static final int ids_badwords_fmt=0x7f0500f7; /** text of confirmation dialog shown when user chooses the menu item with text board_menu_game_final and the game is not over text of confirmation dialog shown when user chooses the menu item with text board_menu_game_final and the game is not over Are you sure you want to resign? text of confirmation dialog shown when user chooses the menu item with text board_menu_game_final and the game is not over */ public static final int ids_endnow=0x7f0501b6; /** Title of generic dialog used to display information If the dropdown is selected, this is the title displayed above the list of selectable items. The language the game will use is substituted in for "%1$s". label for dropdown by which wordlist is chosen that this player will use. The language the game will use (which constrains the choice of wordlists) is substituted in for "%1$s". Title of generic dialog used to display information FYI… Title of generic dialog used to display information */ public static final int info_title=0x7f0501b0; /** You are using the wordlist %1$s but the game host is using %2$s. Would you like to use %3$s too? */ public static final int inform_dict_diffdict_fmt=0x7f050257; /** You and the host of this game are using different versions of the wordlist %1$s. Used in formatting final scores display Used in formatting final scores display */ public static final int inform_dict_diffversion_fmt=0x7f050255; /** \u0020(You will have to download it first.) */ public static final int inform_dict_download=0x7f050258; /** Wordlist mismatch */ public static final int inform_dict_title=0x7f050256; /** Will new games, on default, randomly rearrange the start order of players. Will new games, on default, randomly rearrange the start order of players. Juggle players Will new games, on default, randomly rearrange the start order of players. */ public static final int init_autojuggle=0x7f050130; /** clarification on above clarification on above Randomly, for new games clarification on above */ public static final int init_autojuggle_sum=0x7f050131; /** default number of minutes on timer for new games clarification of the above ############################################################ # :Screens: # Behavior preference subscreen (within Preferences screen) ############################################################ title of this sub-preference default number of minutes on timer for new games Timer minutes per player default number of minutes on timer for new games */ public static final int initial_player_minutes=0x7f050133; public static final int invit_expl_bt_fmt=0x7f0500ec; public static final int invit_expl_notarget_fmt=0x7f0500ee; public static final int invit_expl_relay_fmt=0x7f0500ed; public static final int invit_expl_sms_fmt=0x7f0500eb; public static final int invite_choice_bt=0x7f05017b; public static final int invite_choice_email=0x7f05017a; /** Email Bluetooth NFC (\"Android beaming\") */ public static final int invite_choice_nfc=0x7f05017c; public static final int invite_choice_relay=0x7f05017d; /** EXPLAIN ME Bluetooth is not available. This may mean that your device doesn\'t support it, or that it\'s been turned off. The invitation process begins with this query. The choice is between html and plaintext formatting but I also provide some explanation/guidance. The invitation process begins with this query. The choice is between html and plaintext formatting but I also provide some explanation/guidance. SMS (texting) */ public static final int invite_choice_sms=0x7f050179; /** Inviting players: How? */ public static final int invite_choice_title=0x7f05017e; public static final int invite_chooser_email=0x7f050183; /** When I've created the invitation, in text or html, I ask Android to launch an app that can send it, typically an email or messaging app. Android then asks the user to choose which of the installed apps that can process the request he'd like to have launched. This string is passed to Android and used as the title of the dialog that presents that choice. When I've created the invitation, in text or html, I ask Android to launch an app that can send it, typically an email or messaging app. Android then asks the user to choose which of the installed apps that can process the request he'd like to have launched. This string is passed to Android and used as the title of the dialog that presents that choice. Send invitation via %1$s When I've created the invitation, in text or html, I ask Android to launch an app that can send it, typically an email or messaging app. Android then asks the user to choose which of the installed apps that can process the request he'd like to have launched. This string is passed to Android and used as the title of the dialog that presents that choice. */ public static final int invite_chooser_fmt=0x7f050182; /** email sms */ public static final int invite_chooser_sms=0x7f050184; public static final int invite_copied=0x7f05033d; /** %1$s has invited you to play Crosswords using the wordlist %2$s (for play in %3$s), but it is not installed. Would you like to download the wordlist or decline the invitation? */ public static final int invite_dict_missing_body_fmt=0x7f05025d; /** You have been invited to play Crosswords using the wordlist %2$s (for play in %3$s), but it is not installed. Would you like to download the wordlist? */ public static final int invite_dict_missing_body_noname_fmt=0x7f05025e; /** Missing wordlist */ public static final int invite_dict_missing_title=0x7f05025c; public static final int invite_dualpane=0x7f050348; public static final int invite_host=0x7f05007e; /** This is the body of the html version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". (The funky \u003c and friends are encodings for the greater-than and less-than symbols which are not legal in xml strings.) This is the body of the html version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". (The funky \u003c and friends are encodings for the greater-than and less-than symbols which are not legal in xml strings.) \u003Ca href=\"%1$s\"\u003ETap here\u003C/a\u003E (or tap the full link below, or, if you already have Crosswords installed, open the attachment) to accept my invitation and join this game. \u003Cbr \\\u003E \u003Cbr \\\u003E (full link: %1$s ) This is the body of the html version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". (The funky \u003c and friends are encodings for the greater-than and less-than symbols which are not legal in xml strings.) */ public static final int invite_htm_fmt=0x7f050180; /** Appended to message above if local device has NFC available Appended to message above if local device has NFC available (Or just Tap to Invite - if the other device also has Android Beaming and is nearby.) */ public static final int invite_if_nfc=0x7f0500e9; public static final int invite_mime=0x7f05007f; /** XLATE-ME Invite more than one player per remote device */ public static final int invite_multi_summary=0x7f0502e1; /** XLATE-ME Invite multiple */ public static final int invite_multi_title=0x7f0502e0; /** Most users create games with only two players, which is the default, but Crosswords supports up to four. When I'm using the above string to encourage the opener of a game missing players to invite, IF the number of missing players is greater than one this text is appended to the above. Most users create games with only two players, which is the default, but Crosswords supports up to four. When I'm using the above string to encourage the opener of a game missing players to invite, IF the number of missing players is greater than one this text is appended to the above. \u0020(You are expecting multiple remote players. Be sure to address your invitation to that many people.) If a networked game is opened and is not complete, i.e. if it is listed as expecting remote players who have not yet shown up, then the most likely explanation is that none has been invited. (It's also possible that an invitation has been sent, but I have no way of knowing that.) So every time I open such a game I give the user a chance to issue an invititation while trying to warn him not to send duplicates. The number of players missing is substituted for "%1$d". Toast shown when players are missing, same time as above but more subtle. Most users create games with only two players, which is the default, but Crosswords supports up to four. When I'm using the above string to encourage the opener of a game missing players to invite, IF the number of missing players is greater than one this text is appended to the above. */ public static final int invite_multiple=0x7f0500ea; /** */ public static final int invite_notice_title=0x7f0501ff; public static final int invite_prefix=0x7f050085; /** Sending invitation to Crosswords on %1$s */ public static final int invite_progress_fmt=0x7f0501fa; /** Connecting... */ public static final int invite_progress_title=0x7f0501f9; /** XLATE-ME (This dialog will stay up until all remote players have connected. You can close the game if you expect it to take a while. They will still be able to connect.) */ public static final int invite_stays=0x7f0502ec; /** Send invitation using SMS (texting) or via email? Send invitation using NFC (Android beaming – NEW) or via email? Send invitation using SMS (texting) or NFC (\"Android beaming\" – NEW) or via email? When an invitation is sent, the user gets to choose between plaintext and html formatting. These two strings are shown in the two buttons in the dialog. SMS/Text Email NFC This is the subject line of the email/text sent to invite someone to join a game. EXPLAIN ME Le Bluetooth n\'est pas disponible. Cela peut signifier que votre périphérique ne peut pas en faire, ou qu\'il a été éteint. This is the subject line of the email/text sent to invite someone to join a game. Let\'s play Crosswords (Room %1$s) EXPLAIN ME EXPLAIN ME The invitation process begins with this query. The choice is between html and plaintext formatting but I also provide some explanation/guidance. When an invitation is sent, the user gets to choose between plaintext and html formatting. These two strings are shown in the two buttons in the dialog. This is the subject line of the email/text sent to invite someone to join a game. */ public static final int invite_subject_fmt=0x7f05017f; /** This is the body of the text version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". This is the body of the text version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". Let\'s play Crosswords! Join this game: %1$s . This is the body of the text version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". */ public static final int invite_txt_fmt=0x7f050181; public static final int invited_msg=0x7f0500e8; /** First line of debug-only Invites list dialog */ public static final int invites_net_fmt=0x7f05022f; /** text of checkbox asking if user wants to search for open public rooms text of checkbox asking if user wants to search for open public rooms Join public room text of separator marking out the connection area of the dialog text of checkbox asking if user wants to search for open public rooms */ public static final int join_room=0x7f0500be; /** Checkbox that when set keeps the device screen from dimming if the board screen is what's displayed. This is to allow users to think about a move without having to touch the screen all the time. Checkbox that when set keeps the device screen from dimming if the board screen is what's displayed. This is to allow users to think about a move without having to touch the screen all the time. Keep screen on Checkbox that when set keeps the device screen from dimming if the board screen is what's displayed. This is to allow users to think about a move without having to touch the screen all the time. */ public static final int keep_screenon=0x7f050142; /** clarification of above clarification of above Keep board screen on 10 mins clarification of above */ public static final int keep_screenon_summary=0x7f050143; public static final int key_addrs_pref=0x7f05003f; public static final int key_background=0x7f050019; public static final int key_board_size=0x7f050028; public static final int key_bonus_l2x=0x7f050013; public static final int key_bonus_l3x=0x7f050014; public static final int key_bonus_w2x=0x7f050015; public static final int key_bonus_w3x=0x7f050016; /** the color of text, e.g. "2L", shown on a bonus square on the board the color of text, e.g. "2L", shown on a bonus square on the board In-square bonus hint the color of text, e.g. "2L", shown on a bonus square on the board */ public static final int key_bonushint=0x7f05014e; public static final int key_bt_addrs=0x7f050041; /** database keys whose entries aren't visible prefs */ public static final int key_closed_langs=0x7f050040; public static final int key_clr_bonushint=0x7f05001b; public static final int key_clr_crosshairs=0x7f05001a; /** prefs keys */ public static final int key_color_tiles=0x7f050001; public static final int key_connect_frequency=0x7f050031; public static final int key_connstat_data=0x7f050044; public static final int key_default_dict=0x7f05002b; public static final int key_default_group=0x7f050049; public static final int key_default_language=0x7f05002a; public static final int key_default_loc=0x7f05003b; public static final int key_default_phonies=0x7f05002f; public static final int key_default_robodict=0x7f05002e; public static final int key_default_timerenabled=0x7f050030; public static final int key_dev_id=0x7f050045; public static final int key_dict_host=0x7f050022; public static final int key_disable_nag=0x7f050006; public static final int key_disable_nag_solo=0x7f050007; public static final int key_disable_relay=0x7f050033; public static final int key_download_path=0x7f050070; public static final int key_empty=0x7f050018; public static final int key_enable_debug=0x7f05006a; public static final int key_enable_dualpane=0x7f05003d; public static final int key_enable_dup_invite=0x7f05006b; public static final int key_enable_nfc_toself=0x7f05006c; public static final int key_enable_pubroom=0x7f05000e; public static final int key_enable_relay_toself=0x7f05006e; public static final int key_enable_sms=0x7f050035; public static final int key_enable_sms_toself=0x7f05006d; public static final int key_explain_robot=0x7f050004; public static final int key_force_radio=0x7f05003e; public static final int key_force_tablet=0x7f05003c; public static final int key_gcmvers_regid=0x7f050046; public static final int key_got_langdict=0x7f050071; public static final int key_group_posns=0x7f05004a; public static final int key_hide_crosshairs=0x7f05000a; public static final int key_hide_newgames=0x7f05000d; public static final int key_hide_title=0x7f05000c; public static final int key_hide_values=0x7f05000b; public static final int key_init_autojuggle=0x7f050027; public static final int key_init_hintsallowed=0x7f050025; public static final int key_init_nethintsallowed=0x7f050026; public static final int key_initial_player_minutes=0x7f050029; public static final int key_invite_multi=0x7f050074; public static final int key_keep_screenon=0x7f050037; public static final int key_last_packet=0x7f05004b; public static final int key_logging_on=0x7f050023; public static final int key_na_browse=0x7f050063; public static final int key_na_browseall=0x7f050064; public static final int key_na_clip_expl=0x7f050068; public static final int key_na_comms_bt=0x7f050078; public static final int key_na_comms_relay=0x7f05007a; public static final int key_na_comms_sms=0x7f050079; public static final int key_na_dicts=0x7f050069; public static final int key_na_fmt_expl=0x7f050067; public static final int key_na_lookup=0x7f050062; public static final int key_na_rematch_two_only=0x7f050076; public static final int key_na_studycopy=0x7f050066; public static final int key_na_values=0x7f050065; public static final int key_nag_intervals=0x7f05006f; public static final int key_network_behavior=0x7f050036; public static final int key_notagain_arrow=0x7f05005d; public static final int key_notagain_backclears=0x7f050050; public static final int key_notagain_chat=0x7f050051; public static final int key_notagain_conndall=0x7f05005a; public static final int key_notagain_conndfirst=0x7f05005b; public static final int key_notagain_conndmid=0x7f05005c; public static final int key_notagain_dfltname=0x7f050077; public static final int key_notagain_done=0x7f050058; public static final int key_notagain_dualpane=0x7f05004f; public static final int key_notagain_enablepublic=0x7f050075; public static final int key_notagain_flip=0x7f050056; public static final int key_notagain_hidenewgamebuttons=0x7f050061; public static final int key_notagain_hintnext=0x7f050054; public static final int key_notagain_hintprev=0x7f050053; public static final int key_notagain_juggle=0x7f050055; public static final int key_notagain_newfrom=0x7f05005f; /** key_notagain_sms_ready */ public static final int key_notagain_newselect=0x7f05004e; public static final int key_notagain_relay=0x7f050052; public static final int key_notagain_sync=0x7f05004d; public static final int key_notagain_trading=0x7f050060; public static final int key_notagain_turnchanged=0x7f05005e; public static final int key_notagain_undo=0x7f050057; public static final int key_notagain_unlock=0x7f050059; public static final int key_notify_sound=0x7f050032; public static final int key_notify_vibrate=0x7f050034; public static final int key_peek_other=0x7f050009; public static final int key_player0=0x7f05000f; public static final int key_player1=0x7f050010; public static final int key_player1_name=0x7f05002c; public static final int key_player2=0x7f050011; public static final int key_player3=0x7f050012; public static final int key_proxy_port=0x7f050020; public static final int key_relay_host=0x7f05001c; public static final int key_relay_ids=0x7f050043; public static final int key_relay_port=0x7f05001d; public static final int key_relay_regid=0x7f050047; public static final int key_relay_regid_ackd=0x7f050048; public static final int key_robot_name=0x7f05002d; public static final int key_show_arrow=0x7f050002; public static final int key_show_sms=0x7f050024; public static final int key_skip_confirm=0x7f050005; public static final int key_sms_phones=0x7f050042; public static final int key_sms_port=0x7f050021; public static final int key_sort_tiles=0x7f050008; public static final int key_square_tiles=0x7f050003; public static final int key_studyon=0x7f050039; public static final int key_summary_field=0x7f05003a; public static final int key_thumbsize=0x7f050038; public static final int key_tile_back=0x7f050017; public static final int key_udp_interval=0x7f05004c; public static final int key_update_prerel=0x7f05001f; public static final int key_update_url=0x7f05001e; public static final int key_xlations_enabled=0x7f050073; public static final int key_xlations_locale=0x7f050072; /** text of separator marking out the language area of the dialog. First is used for single-device games, and second for networked games (where players aren't allowed to have different wordlists.) text of separator marking out the language area of the dialog. First is used for single-device games, and second for networked games (where players aren't allowed to have different wordlists.) Game language text of separator marking out the language area of the dialog. First is used for single-device games, and second for networked games (where players aren't allowed to have different wordlists.) */ public static final int lang_label=0x7f0500bb; public static final int lang_name_arabic=0x7f0502a6; public static final int lang_name_catalan=0x7f0502ad; public static final int lang_name_czech=0x7f0502b0; public static final int lang_name_danish=0x7f0502aa; public static final int lang_name_dutch=0x7f0502ac; public static final int lang_name_english=0x7f0502a2; public static final int lang_name_french=0x7f0502a3; public static final int lang_name_german=0x7f0502a4; public static final int lang_name_greek=0x7f0502b1; public static final int lang_name_italian=0x7f0502ab; public static final int lang_name_polish=0x7f0502a9; public static final int lang_name_portuguese=0x7f0502ae; public static final int lang_name_russian=0x7f0502af; public static final int lang_name_slovak=0x7f0502b2; public static final int lang_name_spanish=0x7f0502a7; public static final int lang_name_swedish=0x7f0502a8; public static final int lang_name_turkish=0x7f0502a5; /** Unknown */ public static final int lang_unknown=0x7f0502c5; /** Game language/wordlist */ public static final int langdict_label=0x7f0500bc; /** Put new games here */ public static final int list_group_default=0x7f050268; /** Delete group */ public static final int list_group_delete=0x7f050266; /** Move down */ public static final int list_group_movedown=0x7f05026a; /** Move up */ public static final int list_group_moveup=0x7f050269; /** Rename */ public static final int list_group_rename=0x7f050267; /** ############## menu items ############## pulls up dialog to configure the selected game Used to format game name plus some other information as the one-line summary for each game in the main screen. The name of the game is substituted for %1$s. Something else (language, player names, etc), is substituted for %2$s. This does not require translation unless the parentheses or ordering is wrong for your language. Games list screen menuitem text for creating a new group ############## menu items ############## pulls up dialog to configure the selected game ############## menu items ############## pulls up dialog to configure the selected game */ public static final int list_item_config=0x7f05009a; /** makes a copy of the selected game. This is currently disabled for networked games since there would be problems if two identically configured games started trying to talk to a remote game that expected there was only one of them. makes a copy of the selected game. This is currently disabled for networked games since there would be problems if two identically configured games started trying to talk to a remote game that expected there was only one of them. makes a copy of the selected game. This is currently disabled for networked games since there would be problems if two identically configured games started trying to talk to a remote game that expected there was only one of them. */ public static final int list_item_copy=0x7f0500a0; /** pulls up dialog to delete the selected game pulls up dialog to change the group of the selected game pulls up dialog to rename (change name of) the selected game pulls up dialog to delete the selected game pulls up dialog to delete the selected game */ public static final int list_item_delete=0x7f05009d; public static final int list_item_deselect=0x7f050345; /** pulls up dialog to change the group of the selected game pulls up dialog to change the group of the selected game pulls up dialog to change the group of the selected game */ public static final int list_item_move=0x7f05009c; /** creates a new game with all configuation copied from the selected game creates a new game with all configuation copied from the selected game creates a new game with all configuation copied from the selected game */ public static final int list_item_new_from=0x7f05009f; /** pulls up dialog to rename (change name of) the selected game pulls up dialog to rename (change name of) the selected game pulls up dialog to rename (change name of) the selected game */ public static final int list_item_rename=0x7f05009b; /** pulls up dialog to reset the selected game, that is to remove all moves so that it's the same as a newly created game except for any configuration. Text of confirmation dialog posted when list_item_reset menu is selected text within rename dialog (triggered by selecting list_item_rename) Title of dialog for renaming game (triggered by selecting list_item_rename) If you try to copy a networked game you get this error message. pulls up dialog to reset the selected game, that is to remove all moves so that it's the same as a newly created game except for any configuration. pulls up dialog to reset the selected game, that is to remove all moves so that it's the same as a newly created game except for any configuration. */ public static final int list_item_reset=0x7f05009e; public static final int list_item_select=0x7f050344; /** formatting for last move summary in notifications formatting for last move summary in notifications %1$s passed (0 points) */ public static final int lmi_pass_fmt=0x7f0502ce; /** %1$s lost a turn */ public static final int lmi_phony_fmt=0x7f0502cf; /** Tiles assigned to %1$s */ public static final int lmi_tiles_fmt=0x7f0502d0; /** One of the strings used in the right column of the list of installed wordlists to describe those that are part of Crosswords and that cannot be uninstalled or moved. loc_internal and loc_external are the other possible strings in this column. One of the strings used in the right column of the list of installed wordlists to describe those that are part of Crosswords and that cannot be uninstalled or moved. loc_internal and loc_external are the other possible strings in this column. One of the strings used in the right column of the list of installed wordlists to describe those that are part of Crosswords and that cannot be uninstalled or moved. loc_internal and loc_external are the other possible strings in this column. */ public static final int loc_builtin=0x7f0500a7; /** Used to describe wordlists that are in the Downloads directory. Currently I don't look there so this is unused, but I will eventually do so. This should be the same name as the built-in Android web browser uses for the directory where it saves files it downloads. Used to describe wordlists that are in the Downloads directory. Currently I don't look there so this is unused, but I will eventually do so. This should be the same name as the built-in Android web browser uses for the directory where it saves files it downloads. Used to describe wordlists that are in the Downloads directory. Currently I don't look there so this is unused, but I will eventually do so. This should be the same name as the built-in Android web browser uses for the directory where it saves files it downloads. */ public static final int loc_downloads=0x7f0500a8; /** */ public static final int loc_external=0x7f0500b2; /** All */ public static final int loc_filters_all=0x7f05029e; /** Latest menu */ public static final int loc_filters_menu=0x7f0502a0; /** Modified by me */ public static final int loc_filters_modified=0x7f0502a1; /** Filter by: */ public static final int loc_filters_prompt=0x7f05029c; /** Latest screen */ public static final int loc_filters_screen=0x7f05029f; /** Illegal translation: a translated string must have the same format specifiers (e.g. %1$s) as the original. */ public static final int loc_fmts_mismatch=0x7f0502b7; /** see move_dictf above see move_dictf above see move_dictf above */ public static final int loc_internal=0x7f0500b1; /** Check */ public static final int loc_item_check=0x7f0502b4; /** for loc item edit menu for loc item edit menu Clear */ public static final int loc_item_clear=0x7f0502b3; /** Copy official */ public static final int loc_item_copy_bless=0x7f0502b6; /** Copy English */ public static final int loc_item_copy_eng=0x7f0502b5; /** %1$s (official) */ public static final int loc_lang_blessed=0x7f050297; /** %1$s (yours) */ public static final int loc_lang_local=0x7f050298; /** Translate */ public static final int loc_menu_xlate=0x7f050296; /** Search for: */ public static final int loc_search_prompt=0x7f05029d; /** This is the "hint" printed in light text in the empty player name field ############################################################ # :Screens: # RelayGameActivity screen # # This screen is a simple alternative to the Game Configure # screen. You'll get it when you choose the list_item_config # on certain unconfigured simple relay games (currently simple # means they have 2 players. These days about the only way to # get this screen is to create a relay game manually and to # abort after making the room name empty. That is, this is # left over from an older way of helping people connect, from # before invitations. # The dialog has a list of instructions, two text fields for # room name and local player name, and two buttons. ############################################################ This is the "hint" printed in light text in the empty player name field Player name ############################################################ # :Screens: # RelayGameActivity screen # # This screen is a simple alternative to the Game Configure # screen. You'll get it when you choose the list_item_config # on certain unconfigured simple relay games (currently simple # means they have 2 players. These days about the only way to # get this screen is to create a relay game manually and to # abort after making the room name empty. That is, this is # left over from an older way of helping people connect, from # before invitations. # The dialog has a list of instructions, two text fields for # room name and local player name, and two buttons. ############################################################ This is the heading above the list of steps. The default language is substituted for %s. These four strings are displayed as step-by-step instructions This is the "hint" printed in light text in the empty player name field */ public static final int local_name_hint=0x7f05018b; /** XLATE-ME Enable logging */ public static final int logging_on=0x7f0502ff; /** XLATE-ME (release builds only) */ public static final int logging_on_summary=0x7f050300; /** Word lookup */ public static final int lookup_title=0x7f050292; /** (Not in contacts) */ public static final int manual_owner_name=0x7f050215; /** Max length */ public static final int max_len=0x7f0501f0; /** Chat */ public static final int menu_chat=0x7f050227; /** Flip board */ public static final int menu_flip=0x7f050225; /** Next hint */ public static final int menu_hint_next=0x7f050222; /** Prev hint */ public static final int menu_hint_prev=0x7f050221; /** Juggle rack */ public static final int menu_juggle=0x7f050224; /** text of menu that brings up the Settings (preferences) dialog text of menu that brings up the Settings (preferences) dialog text of menu that brings up the Settings (preferences) dialog */ public static final int menu_prefs=0x7f050094; /** Rate Crosswords */ public static final int menu_rateme=0x7f050284; /** Toggle values */ public static final int menu_toggle_values=0x7f050229; /** Zoom in/out */ public static final int menu_zoom=0x7f050226; /** Min length */ public static final int min_len=0x7f0501ef; /** label for the field used to set the timer's inital value label for the field used to set the timer's inital value Minutes per player label for the field used to set the timer's inital value */ public static final int minutes_label=0x7f0500c8; /** body of notification shown when invitation requires a wordslist that's not installed body of notification shown when invitation requires a wordslist that's not installed Tap to download missing wordlist */ public static final int missing_dict_detail=0x7f05025b; /** Title of notification shown when invitation requires a wordslist that's not installed Title of notification shown when invitation requires a wordslist that's not installed Game invitation pending */ public static final int missing_dict_title=0x7f05025a; /** Used as a substitute for the names of remote players when they aren't available yet because the connection is not complete. Displayed in the lists of players found in each game listing. Used to format game name plus some other information as the one-line summary for each game in the main screen. The name of the game is substituted for %1$s. Something else (language, player names, etc), is substituted for %2$s. This does not require translation unless the parentheses or ordering is wrong for your language. Used to format robot player names in the lists of players found in each game listing Used as a substitute for the names of remote players when they aren't available yet because the connection is not complete. Displayed in the lists of players found in each game listing. Used as a substitute for the names of remote players when they aren't available yet because the connection is not complete. Displayed in the lists of players found in each game listing. */ public static final int missing_player=0x7f05008a; /** When the dicts_item_move menu is chosen, this text is used in the confirmation dialog. The name of the selected wordlist is substituted for %1$s. The strings loc_internal and loc_internal are substitued for %2$s and %3$s (or vice-versa, depending on the current location of the wordlist.) When the dicts_item_move menu is chosen, this text is used in the confirmation dialog. The name of the selected wordlist is substituted for %1$s. The strings loc_internal and loc_internal are substitued for %2$s and %3$s (or vice-versa, depending on the current location of the wordlist.) When the dicts_item_move menu is chosen, this text is used in the confirmation dialog. The name of the selected wordlist is substituted for %1$s. The strings loc_internal and loc_internal are substitued for %2$s and %3$s (or vice-versa, depending on the current location of the wordlist.) */ public static final int move_dict_fmt=0x7f0500b0; /** ############################################################ # :Dialogs: # Password dialog # # This alert is displayed when a local player has set a # password and is trying to see his tiles ############################################################ Text of dialog. Player name is substituted If substituting an existing same-language wordlist by choosing button_substdict user gets to choose from a list of wordlists. This is the title of that list. Text of button allowing user to choose to open with a different (but same-language wordlist) ############################################################ # :Dialogs: # Password dialog # # This alert is displayed when a local player has set a # password and is trying to see his tiles ############################################################ Text of dialog. Player name is substituted Password for \"%1$s\": ############################################################ # :Dialogs: # Password dialog # # This alert is displayed when a local player has set a # password and is trying to see his tiles ############################################################ Text of dialog. Player name is substituted */ public static final int msg_ask_password_fmt=0x7f0501a3; /** When a game has been connected and the relay is notified that a device in the game has deleted its part of the game, this message is posted when you connect your end of it to the relay. Once this happens there is no way to continue the game so you might as well delete it (unless you're saving it for its history etc.) When a game has been connected and the relay is notified that a device in the game has deleted its part of the game, this message is posted when you connect your end of it to the relay. Once this happens there is no way to continue the game so you might as well delete it (unless you're saving it for its history etc.) This game has been deleted on another device. You will not be able to play any further. When a game has been connected and the relay is notified that a device in the game has deleted its part of the game, this message is posted when you connect your end of it to the relay. Once this happens there is no way to continue the game so you might as well delete it (unless you're saving it for its history etc.) */ public static final int msg_dev_deleted=0x7f0500f6; /** (I believe this can no longer occur) (I believe this can no longer occur) Another host has already registered a room using that name. Rename yours or retry later. (I believe this can no longer occur) */ public static final int msg_dup_room=0x7f0500f4; /** (I believe this can no longer occur) (I believe this can no longer occur) The relay has lost contact with another device in this game. (I believe this can no longer occur) */ public static final int msg_lost_other=0x7f0500f5; /** (I believe this can no longer occur) (I believe this can no longer occur) No host has registered a room by that name. (I believe this can no longer occur) */ public static final int msg_no_room=0x7f0500f3; /** Text of "toast" shown when a game is notified by the relay that all expected players have registered. At this point play can begin. Text of "toast" shown when a game is notified by the relay that all expected players have registered. At this point play can begin. All players are here in room \"%1$s\". Text of "toast" (mini window briefly displayed) shown when a game first connects to the relay. The three substitutions are the device's order within the game (e.g. 2), the name of the room, and how many additional players have not yet registered with the relay in this game. This should be seen only once per game. Text of "toast" shown when a game is notified by the relay that all expected players have registered. At this point play can begin. */ public static final int msg_relay_all_here_fmt=0x7f0500f0; /** (I believe this can no longer occur) (I believe this can no longer occur) You are providing more players than the host expects. (I believe this can no longer occur) */ public static final int msg_too_many=0x7f0500f2; /** Text of progress indicator shown while check is being conducted Text of progress indicator shown while check is being conducted Text of progress indicator shown while check is being conducted */ public static final int msgs_progress=0x7f050096; /** %1$s moved more than %2$s ago. */ public static final int nag_body_fmt=0x7f0502cb; /** XLATE-ME Reminder intervals (minutes1,minutes2,...) */ public static final int nag_intervals=0x7f050312; /** Nagging: title of notification reminder message Nagging: title of notification reminder message Reminder: It\'s your turn */ public static final int nag_title=0x7f0502ca; /** above is inserted in this the last time I warn above is inserted in this the last time I warn Last warning: %1$s */ public static final int nag_warn_last_fmt=0x7f0502cc; /** XLATE-ME %1$s copy */ public static final int name_copy_fmt=0x7f05020f; public static final int name_dict_fmt=0x7f05030c; public static final int nbs_port=0x7f050084; /** text of checkbox. If this checkbox is checked, games created for network play will by default have the hint feature enabled. text of checkbox. If this checkbox is checked, games created for network play will by default have the hint feature enabled. Allow hints (networked) text of checkbox. If this checkbox is checked, games created for network play will by default have the hint feature enabled. */ public static final int nethints_allowed=0x7f0500c6; /** clarification on hints_allowed, whether new NETWORKED games will default to having the hint feature enabled(string elsewhere in this file) clarification on hints_allowed, whether new NETWORKED games will default to having the hint feature enabled(string elsewhere in this file) Enable hints for two-device games clarification on hints_allowed, whether new NETWORKED games will default to having the hint feature enabled(string elsewhere in this file) */ public static final int nethints_allowed_sum=0x7f05012f; /** XLATE-ME Game network stats */ public static final int netstats_title=0x7f050307; /** XLATE-ME For experienced players */ public static final int network_advanced_summary=0x7f0502df; /** XLATE-ME Advanced */ public static final int network_advanced_title=0x7f0502de; /** Network game settings */ public static final int network_behavior=0x7f05015e; /** explanation of the above explanation of the above Settings that apply to networked games explanation of the above */ public static final int network_behavior_summary=0x7f05015f; /** Tap to download and install */ public static final int new_app_avail=0x7f050251; /** New version of %1$s */ public static final int new_app_avail_fmt=0x7f050250; /** New game via Bluetooth From a player on the device %1$s wants to start a game */ public static final int new_bt_body_fmt=0x7f050200; /** */ public static final int new_btmove_title=0x7f050204; /** New wordlist available */ public static final int new_dict_avail=0x7f05024e; /** Tap to update %1$s */ public static final int new_dict_avail_fmt=0x7f05024f; /** XLATE-ME New one-device game */ public static final int new_game=0x7f0502d5; /** XLATE-ME Would you like to create this game using default settings?\n\nOr would you like to configure it first? */ public static final int new_game_message=0x7f0502d8; /** XLATE-ME (You will have a chance to invite other players when it is open.) */ public static final int new_game_message_net=0x7f0502da; /** XLATE-ME This game must be configured before it can be opened. */ public static final int new_game_message_nodflt=0x7f0502d9; /** XLATE-ME New networked game */ public static final int new_game_networked=0x7f0502d6; /** One or more moves has arrived */ public static final int new_move_body=0x7f050205; /** %1$s has invited you to play */ public static final int new_name_body_fmt=0x7f050212; public static final int new_relay_body=0x7f050201; /** hint (text shown when field is empty) for room name field hint (text shown when field is empty) for room name field Room name hint (text shown when field is empty) for room name field */ public static final int new_room_hint=0x7f0500bf; /** ########################################################### # :Dialogs: # New user info dialog # # This dialog pops up in places I think new users need an # explanation of something. It always has a button allowing # the user to say he doesn't need to see it again. ########################################################### Title of New user info dialog ########################################################### # :Dialogs: # New user info dialog # # This dialog pops up in places I think new users need an # explanation of something. It always has a button allowing # the user to say he doesn't need to see it again. ########################################################### Title of New user info dialog Here\'s a tip ########################################################### # :Dialogs: # New user info dialog # # This dialog pops up in places I think new users need an # explanation of something. It always has a button allowing # the user to say he doesn't need to see it again. ########################################################### Title of New user info dialog */ public static final int newbie_title=0x7f0501b8; /** section separator (white-on-gray bar) for third section: bluetooth games section separator (white-on-gray bar) for third section: bluetooth games New Bluetooth game section separator (white-on-gray bar) for third section: bluetooth games */ public static final int newgame_bt_header=0x7f050178; /** Text of second of two buttons for new standalone games. Tap this and you'll get taken to the "Game configure" screen Text of second of two buttons for new standalone games. Tap this and you'll get taken to the "Game configure" screen Configure first */ public static final int newgame_configure_first=0x7f050172; public static final int newgame_drop_relay=0x7f050177; /** Text of first of two buttons for new networked games. Tap this and a game will be created, but you probably won't see it immediately because an email or messaging app will be launched to send your invitation. Text of first of two buttons for new networked games. Tap this and a game will be created, but you probably won't see it immediately because an email or messaging app will be launched to send your invitation. Invite now Text of first of two buttons for new networked games. Tap this and a game will be created, but you probably won't see it immediately because an email or messaging app will be launched to send your invitation. */ public static final int newgame_invite=0x7f050175; public static final int newgame_invite_more=0x7f050176; /** Text of first of two buttons for new standalone games. Tap this and a new game will be created and opened. If the first player is a robot it will immediately take its turn. Text of first of two buttons for new standalone games. Tap this and a new game will be created and opened. If the first player is a robot it will immediately take its turn. Play now Text of first of two buttons for new standalone games. Tap this and a new game will be created and opened. If the first player is a robot it will immediately take its turn. */ public static final int newgame_local=0x7f050171; /** This is one of two descriptions on this screen. It explains what standalone games are and describes the two buttons used to create them. The name of the language of the default wordlist is substituted in for %1$s. This is one of two descriptions on this screen. It explains what standalone games are and describes the two buttons used to create them. The name of the language of the default wordlist is substituted in for %1$s. Create a new game where all players will be on this device. To play against a robot and with your default settings (in %1$s, etc.) just press \"Play now\". To add players or change game settings, press \"Configure first\". This is one of two descriptions on this screen. It explains what standalone games are and describes the two buttons used to create them. The name of the language of the default wordlist is substituted in for %1$s. */ public static final int newgame_local_desc_fmt=0x7f050170; /** ############################################################ # :Screens: # New game screen # # This comes up when you tap the "new game" button on the # main screen or the new game menuitem in the main screen's # menu. It has descriptions and buttons for creating the two # types of supported games, standalone and networked. ############################################################ section separator (white-on-gray bar) for first section: standalone games ############################################################ # :Screens: # New game screen # # This comes up when you tap the "new game" button on the # main screen or the new game menuitem in the main screen's # menu. It has descriptions and buttons for creating the two # types of supported games, standalone and networked. ############################################################ section separator (white-on-gray bar) for first section: standalone games New Local-only game ############################################################ # :Screens: # New game screen # # This comes up when you tap the "new game" button on the # main screen or the new game menuitem in the main screen's # menu. It has descriptions and buttons for creating the two # types of supported games, standalone and networked. ############################################################ section separator (white-on-gray bar) for first section: standalone games */ public static final int newgame_local_header=0x7f05016f; /** This is the second of two descriptions on this screen. It explains what networked games are and describes the two buttons used to create them. This is the second of two descriptions on this screen. It explains what networked games are and describes the two buttons used to create them. Create a game that will be played over the network. The \"Invite now\" button starts a two-device game and helps you invite a friend to join it. Or press \"Configure first\" to change some of the defaults before you start your networked game. (You\'ll have a chance to send invites later.) This is the second of two descriptions on this screen. It explains what networked games are and describes the two buttons used to create them. */ public static final int newgame_networked_desc=0x7f050174; /** section separator (white-on-gray bar) for second section: networked games section separator (white-on-gray bar) for second section: networked games New Networked game section separator (white-on-gray bar) for second section: networked games */ public static final int newgame_networked_header=0x7f050173; /** New SMS Game */ public static final int newgame_sms_header=0x7f050210; /** Name your new group: */ public static final int newgroup_label=0x7f050265; /** XLATE-ME To invite via NFC just touch the back of this device against the one you want to invite—any time the game is open. */ public static final int nfc_just_tap=0x7f0502ed; /** XLATE-ME GSM XLATE-ME CDMA XLATE-ME Send via NFC to self? */ public static final int nfc_to_self=0x7f05031c; /** Title of dialog for renaming game (triggered by selecting list_item_rename) If you try to copy a networked game you get this error message. Title of dialog for renaming game (triggered by selecting list_item_rename) If you try to copy a networked game you get this error message. Title of dialog for renaming game (triggered by selecting list_item_rename) If you try to copy a networked game you get this error message. */ public static final int no_copy_network=0x7f0500a1; /** If the wordlist disappears mid-game there are no choices, just an explanation and this button, after which the game closes. If the wordlist disappears mid-game there are no choices, just an explanation and this button, after which the game closes. A wordlist this game is using has disappeared. (Usually this means it\'s on an external card that is no longer available.) If the wordlist disappears mid-game there are no choices, just an explanation and this button, after which the game closes. */ public static final int no_dict_finish=0x7f05019c; /** If the missing wordlist is discovered when trying to open the game, we have more options. If there's another wordlist in the same language, we can offer to substitute without needing to download. Otherwise the user must choose between downloading and not opening the game. This first message takes wordlist name and language substituted in for %1$ and %2$ If the missing wordlist is discovered when trying to open the game, we have more options. If there's another wordlist in the same language, we can offer to substitute without needing to download. Otherwise the user must choose between downloading and not opening the game. This first message takes wordlist name and language substituted in for %1$ and %2$ Game \"%1$s\" requires a %2$s wordlist. Please download one before opening. If the missing wordlist is discovered when trying to open the game, we have more options. If there's another wordlist in the same language, we can offer to substitute without needing to download. Otherwise the user must choose between downloading and not opening the game. This first message takes wordlist name and language substituted in for %1$ and %2$ */ public static final int no_dict_fmt=0x7f05019e; /** This is an alternative message presented when there's also the option of downloading another wordlist. Game name, wordlist name and language are substituted in. This is an alternative message presented when there's also the option of downloading another wordlist. Game name, wordlist name and language are substituted in. Unable to open game \"%1$s\" because wordlist %2$s not found. (It may have been deleted, or stored on an external card that is no longer available.)\n\nYou can download a replacement or substitute another %3$s wordlist. This is an alternative message presented when there's also the option of downloading another wordlist. Game name, wordlist name and language are substituted in. */ public static final int no_dict_subst_fmt=0x7f05019f; /** ############################################################ # :Dialogs: # Missing wordlist alert # # This alert is displayed when you try to open a game whose # wordlist cannot be found. ############################################################ title of alert Display snapshots of games Button shown in game over dialog triggering creation of new game with the same players and parameters as the one that just ended. Shown in toast when relaunching after switching dicts Used in formatting final scores display Used in formatting final scores display board menu for small devices only New strings that need to be documented and found a home above. text of button in About Crosswords dialog summoning above dialog text of dialog showing the set of changes made since the last release Another paragraph giving credit for work done other than by Eric House and translators ############################################################ # :Dialogs: # Missing wordlist alert # # This alert is displayed when you try to open a game whose # wordlist cannot be found. ############################################################ title of alert Wordlist not found ############################################################ # :Dialogs: # Missing wordlist alert # # This alert is displayed when you try to open a game whose # wordlist cannot be found. ############################################################ title of alert */ public static final int no_dict_title=0x7f05019b; /** If you click on the Play button without having entered a room name you get an alert with this error message. If you click on the Play button without having entered a room name you get an alert with this error message. This game cannot connect without a room name. If you click on the Play button without having entered a room name you get an alert with this error message. */ public static final int no_empty_rooms=0x7f05018d; /** If you choose the above option and have no networked games you get this error message If you choose the above option and have no networked games you get this error message If you choose the above option and have no networked games you get this error message */ public static final int no_games_to_refresh=0x7f050097; public static final int no_invites=0x7f050347; /** Google Play app not found */ public static final int no_market=0x7f050285; /** displayed when you long-tap a scoreboard entry and there's no most recent score to show displayed when you long-tap a scoreboard entry and there's no most recent score to show (No moves yet) displayed when you long-tap a scoreboard entry and there's no most recent score to show */ public static final int no_moves_made=0x7f0500e7; /** If the query returns no rooms, this message is displayed, with the number of players in the game and its language substituted. If the query returns no rooms, this message is displayed, with the number of players in the game and its language substituted. No public rooms found for %1$d-player games in %2$s. Try refreshing or creating your own. If the query returns no rooms, this message is displayed, with the number of players in the game and its language substituted. */ public static final int no_name_found_fmt=0x7f0500c3; public static final int no_relay_conn=0x7f05032f; /** This is not currently shown Crosswords wordlists, which are just compressed lists of words plus tile information, determine what language a game is played in and how \"smart\" the robot is. You can download different sized wordlists in many languages here. Email me at eehouse@eehouse.org for information on building and installing your own wordlists. Shown the first time the board arrow is drawn on the current Board screen. The idea is that you're tapping around figuring out how to play and when you tap an empty cell the arrow appears. This explains it. This is not currently shown Crosswords wordlists, which are just compressed lists of words plus tile information, determine what language a game is played in and how \"smart\" the robot is. You can download different sized wordlists in many languages here. Email me at eehouse@eehouse.org for information on building and installing your own wordlists. Shown the first time the board arrow is drawn on the current Board screen. The idea is that you're tapping around figuring out how to play and when you tap an empty cell the arrow appears. This explains it. Moving tiles to the board:\nYou can drag tiles between the rack and the board, or you can tap an empty square to place the board arrow. Rack tiles you tap will replace the arrow (moving it one square in the direction it points.) Tap the arrow once to change its orientation; a second time, to hide it. A checkbox in the Appearance section of Settings will hide it permanently. This is not currently shown Crosswords wordlists, which are just compressed lists of words plus tile information, determine what language a game is played in and how \"smart\" the robot is. You can download different sized wordlists in many languages here. Email me at eehouse@eehouse.org for information on building and installing your own wordlists. Shown the first time the board arrow is drawn on the current Board screen. The idea is that you're tapping around figuring out how to play and when you tap an empty cell the arrow appears. This explains it. */ public static final int not_again_arrow=0x7f0501ca; /** The back button clears any selection instead of exiting. Hit it again to exit the app. */ public static final int not_again_backclears=0x7f050278; /** This button opens the wordlist browser on the current player\'s wordlist. */ public static final int not_again_browse=0x7f0501ec; /** This button opens the wordlist browser on the wordlist of your choice. */ public static final int not_again_browseall=0x7f0501ed; /** Shown when you tap the chat button on the toolbar of the main Board screen Shown when you tap the chat button on the toolbar of the main Board screen This button opens the screen for messaging between devices in this game. Messages will be kept until you delete the game that contains them. Shown when you tap the chat button on the toolbar of the main Board screen */ public static final int not_again_chat=0x7f0501c3; /** EXPERIMENTAL: Newbie hint next when invite_choice_clip shown when chosen */ public static final int not_again_clip_expl_fmt=0x7f05033f; public static final int not_again_comms_bt=0x7f050338; public static final int not_again_comms_relay=0x7f050336; public static final int not_again_comms_sms=0x7f050337; /** This is shown in the Board screen when you successfully connecting a game to the relay and are the last device in the game to do so, i.e. the game is now complete and you should expect play to begin. This is shown in the Board screen when you successfully connecting a game to the relay and are the last device in the game to do so, i.e. the game is now complete and you should expect play to begin. You have connected and joined a game on the relay; the room is now full. The device that created the room will now assign your initial tiles and play can begin. This is shown in the Board screen when you successfully connecting a game to the relay and are the last device in the game to do so, i.e. the game is now complete and you should expect play to begin. */ public static final int not_again_conndall=0x7f0501c9; /** This is shown in the Board screen when you successfully connect a game to the relay and are the first device in the game to do so. This is shown in the Board screen when you successfully connect a game to the relay and are the first device in the game to do so. You have connected and started a game in a new room. Once the remaining devices have joined your room and Crosswords has assigned them tiles the game can begin. This is shown in the Board screen when you successfully connect a game to the relay and are the first device in the game to do so. */ public static final int not_again_conndfirst=0x7f0501c7; /** This is shown in the Board screen when you successfully connecting a game to the relay and are not the first device in the game but not the last either. So it will only occur for games with more than two devices, which are rare. This is shown in the Board screen when you successfully connecting a game to the relay and are not the first device in the game but not the last either. So it will only occur for games with more than two devices, which are rare. You have connected and joined a game on the relay. You will be notified when the remaining device[s] have joined your room and play can begin. This is shown in the Board screen when you successfully connecting a game to the relay and are not the first device in the game but not the last either. So it will only occur for games with more than two devices, which are rare. */ public static final int not_again_conndmid=0x7f0501c8; public static final int not_again_dfltname_fmt=0x7f050346; /** This screen lets you install new wordslists and view the ones you already have.\n\nWhat wordlists you have installed determines:\n• What languages you can play in\n• How smart the robot player is\n• What words are legal.\n\nCheck the \"Show downloadable\" box at the top to see what\'s available. */ public static final int not_again_dicts=0x7f0502c6; /** This is shown when you choose the board_menu_done menu item. It's to let you know that there's a shortcut that does almost the same thing. This is shown when you choose the board_menu_done menu item. It's to let you know that there's a shortcut that does almost the same thing. Tapping the \"pts\" counter that appears at the right end of the rack is the easiest way to commit a move. This is shown when you choose the board_menu_done menu item. It's to let you know that there's a shortcut that does almost the same thing. */ public static final int not_again_done=0x7f0501c5; /** XLATE-ME Public rooms have been made an \"advanced\" feature in this release. If you were using them and want them back, enable them now. You can turn them off again in Settings. */ public static final int not_again_enablepublic=0x7f0502f4; /** Shown when you tap the flip button on the toolbar of the main Board screen Shown when you tap the flip button on the toolbar of the main Board screen This button flips the board across a diagonal axis. Shown when you tap the flip button on the toolbar of the main Board screen */ public static final int not_again_flip=0x7f0501c1; /** This string has special format specifiers (e.g. %1$s). Please be sure that your translation has the same ones as the original.\n\n(You will not be able to save it unless it does.) */ public static final int not_again_fmt_expl=0x7f0502b8; /** XLATE-ME These two buttons do the same thing as the first two items in this window\'s Action Bar (or menu). If you like you can hide the buttons to make more games visible.\n\n(If you later want to unhide them go to the Appearance section of App settings). */ public static final int not_again_hidenewgamebuttons=0x7f0502e6; /** Shown when you tap the next hint button on the toolbar of the main Board screen Shown when you tap the next hint button on the toolbar of the main Board screen This button shows all possible moves in descending order (using tiles to the right of the rack divider.) Shown when you tap the next hint button on the toolbar of the main Board screen */ public static final int not_again_hintnext=0x7f0501bf; /** Currently not used The new game you have created has two players. Player 1 is a robot; Player 2 is you. Tap the game to play; long-tap (hold your finger on the game) to change its settings or for other options. Shown when you tap the Previous Hint button on the toolbar of the main Board screen Currently not used The new game you have created has two players. Player 1 is a robot; Player 2 is you. Tap the game to play; long-tap (hold your finger on the game) to change its settings or for other options. Shown when you tap the Previous Hint button on the toolbar of the main Board screen This button shows all possible moves in ascending order (using tiles to the right of the rack divider.) Currently not used The new game you have created has two players. Player 1 is a robot; Player 2 is you. Tap the game to play; long-tap (hold your finger on the game) to change its settings or for other options. Shown when you tap the Previous Hint button on the toolbar of the main Board screen */ public static final int not_again_hintprev=0x7f0501be; /** Shown when you tap the juggle button on the toolbar of the main Board screen Shown when you tap the juggle button on the toolbar of the main Board screen This button randomly rearranges tiles in the rack. Shown when you tap the juggle button on the toolbar of the main Board screen */ public static final int not_again_juggle=0x7f0501c0; /** This button lets you look up, online, the words just played. */ public static final int not_again_lookup=0x7f0501e0; /** Shown when you first pick the list_item_new_from menuitem Shown when you first pick the list_item_new_from menuitem Create a new ready-to-play game using all the settings from this one. That is, treat this game as a template. Shown when you first pick the list_item_new_from menuitem */ public static final int not_again_newfrom=0x7f0501cc; /** Tapping a game opens it.\n\nYou can instead tap the icons at the left to select or deselect games, then act on selected games, e.g. to delete them, using the menu or \"Actionbar.\" */ public static final int not_again_newselect=0x7f050277; public static final int not_again_rematch_two_only=0x7f05033a; /** The selected words will be copied to the system clipboard. You can then paste them into any app that supports pasting text, e.g. an email app. */ public static final int not_again_studycopy=0x7f050291; /** The following strings (all whose names start with "not_again") appear in the New user info dialog. shown when user chooses the gamel_menu_checkmoves menu The following strings (all whose names start with "not_again") appear in the New user info dialog. shown when user chooses the gamel_menu_checkmoves menu This action checks the relay for pending moves/messages for all networked games and flags those with pending moves. When you open a flagged game it will connect and sync. (In a later release these moves will be downloaded in the background.) The following strings (all whose names start with "not_again") appear in the New user info dialog. shown when user chooses the gamel_menu_checkmoves menu */ public static final int not_again_sync=0x7f0501ba; /** Shown when the user chooses the "board_menu_trade" menu Shown when the user chooses the "board_menu_trade" menu You are entering tile-exchange mode.\n\nTap tiles to add/remove them from the set to be exchanged.\n\n Shown when the user chooses the "board_menu_trade" menu */ public static final int not_again_trading=0x7f0501bb; /** Use the buttons to commit your turn or exit exchange mode. */ public static final int not_again_trading_buttons=0x7f0501bc; /** Use the menu or action bar to commit your turn or exit exchange mode. */ public static final int not_again_trading_menu=0x7f0501bd; /** Shown when the board screen is visible and it's just become another players turn. The idea is to give a hint about how to find out about recent moves. Shown when the board screen is visible and it's just become another players turn. The idea is to give a hint about how to find out about recent moves. The player whose turn it is is drawn large in the scoreboard.\n\nHold your finger on a name in the scoreboard to get details about that player\'s most recent move. Shown when the board screen is visible and it's just become another players turn. The idea is to give a hint about how to find out about recent moves. */ public static final int not_again_turnchanged=0x7f0501cb; /** Shown when you tap the undo/redo button on the toolbar of the main Board screen Shown when you tap the zoom (+/-) button on the toolbar of the main Board screen This button toggles the board between zoomed and regular size. Drag it when it is zoomed to see parts that are hidden. Shown when you tap the undo/redo button on the toolbar of the main Board screen This button undos or redoes the current turn. Shown when you tap the zoom (+/-) button on the toolbar of the main Board screen Shown when you tap the undo/redo button on the toolbar of the main Board screen */ public static final int not_again_undo=0x7f0501c2; /** Shown in the Game configure screen when the game_locked checkbox is checked and you uncheck it. Shown in the Game configure screen when the game_locked checkbox is checked and you uncheck it. This game is in play. Some settings, e.g. the number of players, cannot be changed without restarting it. When you leave this page you will have a chance to discard changes to avoid a restart. Shown in the Game configure screen when the game_locked checkbox is checked and you uncheck it. */ public static final int not_again_unlock=0x7f0501c6; /** Shown when you tap the values button on the toolbar of the main Board screen. This is intended to allow players to remind themselves how much played tiles are worth while planning a move. Shown when you tap the values button on the toolbar of the main Board screen. This is intended to allow players to remind themselves how much played tiles are worth while planning a move. This button changes whether the board shows letters on placed tiles or their point values. Use it to remind yourself what a tile is worth. Shown when you tap the values button on the toolbar of the main Board screen. This is intended to allow players to remind themselves how much played tiles are worth while planning a move. */ public static final int not_again_values=0x7f0501c4; /** (None) */ public static final int note_none=0x7f0502c2; public static final int notify_chat_body_fmt=0x7f0501a9; public static final int notify_chat_title_fmt=0x7f0501a8; /** This text is displayed as the "summary" for both of the notify choices above, as extra information. (There could be different strings if it makes more sense in your language.) This text is displayed as the "summary" for both of the notify choices above, as extra information. (There could be different strings if it makes more sense in your language.) When opponent moves arrive This text is displayed as the "summary" for both of the notify choices above, as extra information. (There could be different strings if it makes more sense in your language.) */ public static final int notify_other_summary=0x7f05016e; /** When one or more new moves is found, should I play a notification sound When one or more new moves is found, should I play a notification sound Play sound When one or more new moves is found, should I play a notification sound */ public static final int notify_sound=0x7f05016c; /** When a move is fetched from the relay a Notification is posted. These are its title, which appears in the top bar of the device, and the body that appears when you pull the notifications down. When a move is fetched from the relay a Notification is posted. These are its title, which appears in the top bar of the device, and the body that appears when you pull the notifications down. Move in game %1$s */ public static final int notify_title_fmt=0x7f0501a6; public static final int notify_title_turn_fmt=0x7f0501a7; /** When one or more new moves is found, should I vibrate the device When one or more new moves is found, should I vibrate the device Vibrate When one or more new moves is found, should I vibrate the device */ public static final int notify_vibrate=0x7f05016d; /** XLATE-ME Number on this device */ public static final int nplayers_prompt=0x7f0502dc; /** text of label identifying the field where human players can enter an option password. The label and field disappear when the robot player checkbox is checked because it makes no sense for a robot to have a password. In fact, passwords only make sense where there's more than one local human player on a device, so they are infrequently used in network games as well. text of label identifying the field where human players can enter an option password. The label and field disappear when the robot player checkbox is checked because it makes no sense for a robot to have a password. In fact, passwords only make sense where there's more than one local human player on a device, so they are infrequently used in network games as well. Password text of label identifying the field where human players can enter an option password. The label and field disappear when the robot player checkbox is checked because it makes no sense for a robot to have a password. In fact, passwords only make sense where there's more than one local human player on a device, so they are infrequently used in network games as well. */ public static final int password_label=0x7f0500df; /** You have NFC enabled. That means that any time a board that\'s missing a player is open, you can tap a nearby person\'s device to invite him/her to play – if he/she is also using NFC. \u0020pct. */ public static final int pct_suffix=0x7f050283; /** If this preference is checked, tapping on the scoreboard entry for any player reveals that player's tiles and any pending move (after asking for his password if one is set.) This feature, which is disabled by default, is meant for the case where serveral human players are sharing a device: it might make sense for one to be able to study the board even though it's not his turn e.g. while the player whose turn it is is temporarily unable to play. if this preference is checked, the hardware volume keys will work to zoom the board in and out (and will not control volume) This only applies when the Board screen is frontmost. Volume keys zoom explanation of the above Zoom board using volume keys If this preference is checked, tapping on the scoreboard entry for any player reveals that player's tiles and any pending move (after asking for his password if one is set.) This feature, which is disabled by default, is meant for the case where serveral human players are sharing a device: it might make sense for one to be able to study the board even though it's not his turn e.g. while the player whose turn it is is temporarily unable to play. View tiles out-of-turn if this preference is checked, the hardware volume keys will work to zoom the board in and out (and will not control volume) This only applies when the Board screen is frontmost. explanation of the above If this preference is checked, tapping on the scoreboard entry for any player reveals that player's tiles and any pending move (after asking for his password if one is set.) This feature, which is disabled by default, is meant for the case where serveral human players are sharing a device: it might make sense for one to be able to study the board even though it's not his turn e.g. while the player whose turn it is is temporarily unable to play. */ public static final int peek_other=0x7f05015a; /** explanation of the above explanation of the above Tapping on scoreboard name shows that player\'s tiles explanation of the above */ public static final int peek_other_summary=0x7f05015b; /** Connected number[s]: */ public static final int phone_label=0x7f05021d; /** Don't warn, but simply force to skip turn (give 0 points) when user attempts to play word not in the wordlist. Don't warn, but simply force to skip turn (give 0 points) when user attempts to play word not in the wordlist. Disallow phonies Don't warn, but simply force to skip turn (give 0 points) when user attempts to play word not in the wordlist. */ public static final int phonies_disallow=0x7f0500d0; /** These are the three choices in the popup above whose text is phonies_spinner_prompt Don't care if words played are in the wordlist or not explanation of the above If this preference is checked, tiles in the rack will be re-ordered alphabetically whenever tiles are added, i.e. after ever move. If you click on the Play button without having entered a room name you get an alert with this error message. This button takes you to the normal Game Configure screen This is the "hint" printed in light text in the empty player name field These four strings are displayed as step-by-step instructions ############################################################ # :Screens: # RelayGameActivity screen # # This screen is a simple alternative to the Game Configure # screen. You'll get it when you choose the list_item_config # on certain unconfigured simple relay games (currently simple # means they have 2 players. These days about the only way to # get this screen is to create a relay game manually and to # abort after making the room name empty. That is, this is # left over from an older way of helping people connect, from # before invitations. # The dialog has a list of instructions, two text fields for # room name and local player name, and two buttons. ############################################################ This is the heading above the list of steps. The default language is substituted for %1$s. ############################################################ # :Menus: # Chat messages screen menu ############################################################ This is the only menu item in the chat screen. Press it and all the chat messages are erased. There is no effect on other devices in the game: no "clear chat" message is transmitted. Text on the button that causes the contents of the message-composition field to be sent. Prefix for remote messages Prefix for local messages ############################################################ # :Screens: # Chat screen # # Shown when the chat button is pressed from the Board screen # or when a chat message (as opposed to a move message) comes # in from the relay. It displays a history of messages with # slightly different colored backgrounds and with prefixes to # indicate whether they are local or remote in origin. ############################################################ title of the chat screen. The name of the current game is substituted for %1$s. Text of dialog asking user to confirm a move that exchanges tiles (instead of forming a new word to earn points) When I've created the invitation, in text or html, I ask Android to launch an app that can send it, typically an email or messaging app. Android then asks the user to choose which of the installed apps that can process the request he'd like to have launched. This string is passed to Android and used as the title of the dialog that presents that choice. This is the body of the text version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". This is the body of the html version of the invitation. A URL is created with parameters describing the game and substituted for "%1$s". (The funky \u003c and friends are encodings for the greater-than and less-than symbols which are not legal in xml strings.) This is the subject line of the email/text sent to invite someone to join a game. When an invitation is sent, the user gets to choose between plaintext and html formatting. These two strings are shown in the two buttons in the dialog. The invitation process begins with this query. The choice is between html and plaintext formatting but I also provide some explanation/guidance. EXPLAIN ME EXPLAIN ME section separator (white-on-gray bar) for third section: bluetooth games Text of first of two buttons for new networked games. Tap this and a game will be created, but you probably won't see it immediately because an email or messaging app will be launched to send your invitation. This is the second of two descriptions on this screen. It explains what networked games are and describes the two buttons used to create them. section separator (white-on-gray bar) for second section: networked games Text of first of two buttons for new standalone games. Tap this and a new game will be created and opened. If the first player is a robot it will immediately take its turn. This is one of two descriptions on this screen. It explains what standalone games are and describes the two buttons used to create them. The name of the language of the default wordlist is substituted in for %1$s. ############################################################ # :Screens: # New game screen # # This comes up when you tap the "new game" button on the # main screen or the new game menuitem in the main screen's # menu. It has descriptions and buttons for creating the two # types of supported games, standalone and networked. ############################################################ section separator (white-on-gray bar) for first section: standalone games This text is displayed as the "summary" for both of the notify choices above, as extra information. (There could be different strings if it makes more sense in your language.) When one or more new moves is found, should I vibrate the device When one or more new moves is found, should I play a notification sound These are the possible values for the connect_frequency setting presented as a drop-down list. ############################################################ # :Screens: # Network game settings preference subscreen (within # Preferences screen) ############################################################ When there are networked games connecting using the relay, Crosswords wakes up periodically to check if there are any new moves available and fetches them. This controls how frequently that check is done. explanation of the above explanation of the above If this preference is checked the "crosshairs" (vertical and horzontal lines through the cell your finger is on that help you tell where the app thinks you're actually tapping) will not be shown. Some users have complained that this feature is distracting, presumably because they're using tablets with large enough screens that they always know where they're tapping. explanation of the above If this preference is checked, tapping on the scoreboard entry for any player reveals that player's tiles and any pending move (after asking for his password if one is set.) This feature, which is disabled by default, is meant for the case where serveral human players are sharing a device: it might make sense for one to be able to study the board even though it's not his turn e.g. while the player whose turn it is is temporarily unable to play. These are the three choices in the popup above whose text is phonies_spinner_prompt Don't care if words played are in the wordlist or not Ignore phonies These are the three choices in the popup above whose text is phonies_spinner_prompt Don't care if words played are in the wordlist or not */ public static final int phonies_ignore=0x7f0500ce; /** title of popup used to determine how words are handled that are not in the wordlist used for the game (or player if using different wordlists per player) title of popup used to determine how words are handled that are not in the wordlist used for the game (or player if using different wordlists per player) How to handle \"phonies\" (words not in wordlist) title of popup used to determine how words are handled that are not in the wordlist used for the game (or player if using different wordlists per player) */ public static final int phonies_spinner_prompt=0x7f0500cd; /** warn player when word played is not in the wordlist, but allow him to play it. warn player when word played is not in the wordlist, but allow him to play it. Warn if phonies warn player when word played is not in the wordlist, but allow him to play it. */ public static final int phonies_warn=0x7f0500cf; /** Pick tiles face-up */ public static final int pick_faceup=0x7f0501e8; /** Look up %1$s at */ public static final int pick_url_title_fmt=0x7f0501de; /** Text of button at bottom. Press it and you exit this configure screen and open the game into the Board screen Text of button at bottom. Press it and you exit this configure screen and open the game into the Board screen Play game Text of button at bottom. Press it and you exit this configure screen and open the game into the Board screen */ public static final int play=0x7f0500d5; /** ############################################################ # :Dialogs: # Player edit dialog # # This comes up when you tap on a player within the Game # config screen ############################################################ dialog title Text of "toast" shown when a game is notified by the relay that all expected players have registered. At this point play can begin. Text of "toast" (mini window briefly displayed) shown when a game first connects to the relay. The three substitutions are the device's order within the game (e.g. 2), the name of the room, and how many additional players have not yet registered with the relay in this game. This should be seen only once per game. Short for "points", this is shown at the right end of the tray in place of the first tile placed along with the points the current move would earn if committed. Most users create games with only two players, which is the default, but Crosswords supports up to four. When I'm using the above string to encourage the opener of a game missing players to invite, IF the number of missing players is greater than one this text is appended to the above. If a networked game is opened and is not complete, i.e. if it is listed as expecting remote players who have not yet shown up, then the most likely explanation is that none has been invited. (It's also possible that an invitation has been sent, but I have no way of knowing that.) So every time I open such a game I give the user a chance to issue an invititation while trying to warn him not to send duplicates. The number of players missing is substituted for "%1$d". displayed when you long-tap a scoreboard entry and there's no most recent score to show Bonus value hint that's displayed in gray text in the colored bonus square. Triple-word Bonus value hint that's displayed in gray text in the colored bonus square. Triple-letter Bonus value hint that's displayed in gray text in the colored bonus square. Double-word Bonus value hint that's displayed in gray text in the colored bonus square. Double-letter ############################################################ # :Screens: # Board screen # # # (an open game, with the 15x15 grid of # squares, letters # played etc., is displayed here) ############################################################ Buttons shown at bottom when board is in exchange mode, i.e. after user has picked board_menu_trade menu item ############################################################ # :Dialogs: # Player edit dialog # # This comes up when you tap on a player within the Game # config screen ############################################################ dialog title Edit player ############################################################ # :Dialogs: # Player edit dialog # # This comes up when you tap on a player within the Game # config screen ############################################################ dialog title */ public static final int player_edit_title=0x7f0500d9; /** used to create default player names. Number between 1 and 4 is substituted When a move is fetched from the relay a Notification is posted. These are its title, which appears in the top bar of the device, and the body that appears when you pull the notifications down. used to create default player names. Number between 1 and 4 is substituted used to create default player names. Number between 1 and 4 is substituted Player %1$d used to create default player names. Number between 1 and 4 is substituted */ public static final int player_fmt=0x7f0501a5; /** text of lable identifying the field in which player's name is set/displayed Shown in the main screen when you launch Crosswords from an invitation (received in email or messaging app, say) and there's already a game running that matches that invitation. It's to prevent you from opening multiple games and getting confused. But some people who play together all the time use the same room name over and over so they'll get this warning and it's harmless to ignore it. Used for a button when informing user that his attempt to connect to the relay failed because the room named does not exist. (I believe this no longer occurs.) text of lable identifying the field in which player's name is set/displayed Name: text of lable identifying the field in which player's name is set/displayed */ public static final int player_label=0x7f0500db; /** text for separator above the list of players that's used for networked games. The numbers of local and non-local players are substituted for %1$d and %2$d. text for separator above the list of players that's used for networked games. The numbers of local and non-local players are substituted for %1$d and %2$d. Players (%1$d local, %2$d off-device) text for separator above the list of players that's used for networked games. The numbers of local and non-local players are substituted for %1$d and %2$d. */ public static final int players_label_host_fmt=0x7f0500b8; /** text for separator above the list of players that's used for non-networked games text for separator above the list of players that's used for non-networked games Players (tap to edit) text for separator above the list of players that's used for non-networked games */ public static final int players_label_standalone=0x7f0500b7; public static final int post_dualpane_off_body=0x7f05034d; public static final int post_dualpane_on_body=0x7f05034c; public static final int post_dualpane_title=0x7f05034b; /** Prefs related to in-app localization */ public static final int pref_group_l10n_summary=0x7f050328; /** Localization Stuff */ public static final int pref_group_l10n_title=0x7f050327; /** Prefs related to play via internet/relay */ public static final int pref_group_relay_summary=0x7f050326; /** Relay Stuff */ public static final int pref_group_relay_title=0x7f050325; /** Prefs related to play-via-sms */ public static final int pref_group_sms_summary=0x7f050324; /** SMS Stuff */ public static final int pref_group_sms_title=0x7f050323; /** Label for the first "human player" name preference Label for the first "human player" name preference Human player */ public static final int pref_human_name=0x7f050128; /** Get intermediate builds */ public static final int pref_item_update_summary=0x7f05032a; /** Update between releases */ public static final int pref_item_update_title=0x7f050329; /** Label for the first player color preference Label for the first player color preference First player Label for the first "player name" preference */ public static final int pref_player1_name=0x7f050124; /** Label for the second player color preference Label for the second player color preference Second player Label for the second "player name" preference (unused) */ public static final int pref_player2_name=0x7f050125; /** Label for the third player color preference Label for the third player color preference Third player Label for the third "player name" preference (unused) */ public static final int pref_player3_name=0x7f050126; /** Label for the fourth player color preference Label for the fourth player color preference Fourth player Label for the fourth "player name" preference (unused) */ public static final int pref_player4_name=0x7f050127; /** ############################################################ # :Screens: # Appearances subscreen of Preferences screen ############################################################ title of this sub-preference ############################################################ # :Screens: # Appearances subscreen of Preferences screen ############################################################ title of this sub-preference Appearance ############################################################ # :Screens: # Appearances subscreen of Preferences screen ############################################################ title of this sub-preference */ public static final int prefs_appearance=0x7f050135; /** clarification of the above clarification of the above Settings controlling appearance clarification of the above */ public static final int prefs_appearance_summary=0x7f050136; /** ############################################################ # :Screens: # Behavior preference subscreen (within Preferences screen) ############################################################ title of this sub-preference ############################################################ # :Screens: # Behavior preference subscreen (within Preferences screen) ############################################################ title of this sub-preference Behavior ############################################################ # :Screens: # Behavior preference subscreen (within Preferences screen) ############################################################ title of this sub-preference */ public static final int prefs_behavior=0x7f050152; /** clarification of the above clarification of the above Settings controlling app behavior clarification of the above */ public static final int prefs_behavior_summary=0x7f050153; /** ############################################################ # :Screens: # Individual Colors preference subscreen (within Appearances # subscreen) ############################################################ title of this sub-preference clarification of above Checkbox that when set prevents showing a title bar in the game board window to save space List the state of the game, "Game over" or "10 moves made" etc. List names of opponents (summarized), e.g. "Game 2 (vs Kati)" Put the language there, so it reads "Game 2 (English)" Put nothing in the summary space, so it just reads "Game 2" Preference to control what's listed next to game name in the first line of a game summary in the main games-list screen, e.g., if the option is "Game Language", "English" in the listing "Game 2 (English)" The following strings beginning with "game_summary_field_" are possible values clarification of the above ############################################################ # :Screens: # Appearances subscreen of Preferences screen ############################################################ title of this sub-preference ############################################################ # :Screens: # Individual Colors preference subscreen (within Appearances # subscreen) ############################################################ title of this sub-preference Individual colors ############################################################ # :Screens: # Individual Colors preference subscreen (within Appearances # subscreen) ############################################################ title of this sub-preference */ public static final int prefs_colors=0x7f050144; /** clarification of the above clarification of the above Edit colors used on the board clarification of the above */ public static final int prefs_colors_summary=0x7f050145; /** ############################################################ # :Screens: # New-game defaults subscreen of Preferences screen ############################################################ title of this sub-preference ############################################################ # :Screens: # New-game defaults subscreen of Preferences screen ############################################################ title of this sub-preference New game defaults ############################################################ # :Screens: # New-game defaults subscreen of Preferences screen ############################################################ title of this sub-preference */ public static final int prefs_defaults=0x7f050120; /** clarification of the above clarification of the above Default settings for new games clarification of the above */ public static final int prefs_defaults_summary=0x7f050121; /** sub-preference for dictionaries (soon to be called "word lists") sub-preference for dictionaries (soon to be called "word lists") Wordlists sub-preference for dictionaries (soon to be called "word lists") */ public static final int prefs_dicts=0x7f05012a; /** clarification of above clarification of above Default wordlists clarification of above */ public static final int prefs_dicts_summary=0x7f05012b; /** sub-preference title for editing default player names. There's only enabled now, though. sub-preference title for editing default player names. There's only enabled now, though. Player names sub-preference title for editing default player names. There's only enabled now, though. */ public static final int prefs_names=0x7f050122; /** clarification of the above clarification of the above Default player names clarification of the above */ public static final int prefs_names_summary=0x7f050123; /** Used when prev player's name can't be looked up Used when prev player's name can't be looked up Your opponent */ public static final int prev_player=0x7f0502cd; public static final int processing_games=0x7f050343; /** Downloading */ public static final int progress_title=0x7f0502c0; /** Words no longer than */ public static final int prompt_max_len=0x7f0501f2; /** Words no shorter than */ public static final int prompt_min_len=0x7f0501f1; /** XLATE-ME Relay device port */ public static final int proxy_port=0x7f05030b; /** Short for "points", this is shown at the right end of the tray in place of the first tile placed along with the points the current move would earn if committed. Short for "points", this is shown at the right end of the tray in place of the first tile placed along with the points the current move would earn if committed. */ public static final int pts=0x7f0500ef; /** If you check the join_room checkbox Crosswords queries the relay. This is the text of the progress indicator displayed what that's going on. (It's often visible for only a very short time.) If you check the join_room checkbox Crosswords queries the relay. This is the text of the progress indicator displayed what that's going on. (It's often visible for only a very short time.) Fetching public rooms for %1$d-player games in %2$s. If you check the join_room checkbox Crosswords queries the relay. This is the text of the progress indicator displayed what that's going on. (It's often visible for only a very short time.) */ public static final int public_names_progress_fmt=0x7f0500c2; /** Title for generic dialog asking a question, usually in the middle of a game, like "do you want to commit this move?" Title for generic dialog asking a question, usually in the middle of a game, like "do you want to commit this move?" A question… Title for generic dialog asking a question, usually in the middle of a game, like "do you want to commit this move?" */ public static final int query_title=0x7f0501b7; public static final int radio_name_cdma=0x7f05031b; public static final int radio_name_gsm=0x7f05031a; /** XLATE-ME Don\'t pretend */ public static final int radio_name_real=0x7f050318; /** XLATE-ME Tablet/no radio */ public static final int radio_name_tablet=0x7f050319; /** ############################################################ # :Dialogs: # Color edit dialog # # A sub-sub preference, this is displayed each time the user # wants to edit a color described by the strings above ############################################################ Names of the three colors by which colors can be edited in the color preferences dialog ############################################################ # :Dialogs: # Color edit dialog # # A sub-sub preference, this is displayed each time the user # wants to edit a color described by the strings above ############################################################ Names of the three colors by which colors can be edited in the color preferences dialog Red ############################################################ # :Dialogs: # Color edit dialog # # A sub-sub preference, this is displayed each time the user # wants to edit a color described by the strings above ############################################################ Names of the three colors by which colors can be edited in the color preferences dialog */ public static final int red=0x7f05014f; /** XLATE-ME Invite redirect host */ public static final int redir_host=0x7f0502fd; public static final int rel_invite_title=0x7f050341; /** Title of dialog used to alert players to relay-related problems with the current game. the color of text, e.g. "2L", shown on a bonus square on the board the background color of the area outside the board, e.g. between entries in the scoreboard Title of dialog used to alert players to relay-related problems with the current game. Connection problem Title of dialog used to alert players to relay-related problems with the current game. */ public static final int relay_alert=0x7f0500f1; /** Message from relay */ public static final int relay_alert_title=0x7f050276; public static final int relay_behavior=0x7f050160; /** explanation of the above */ public static final int relay_behavior_summary=0x7f050161; /** XLATE-ME Relay host */ public static final int relay_host=0x7f0502fc; public static final int relay_invite_title=0x7f05020b; /** XLATE-ME Relay game port */ public static final int relay_port=0x7f05030a; /** Shown in toast when relaunching after switching dicts Shown in toast when relaunching after switching dicts Reloading game with %1$s Shown in toast when relaunching after switching dicts */ public static final int reload_new_dict_fmt=0x7f050259; /** XLATE-ME Issuing rematch invitation. You will see this message until it has been accepted.\n\nYou do not need to keep this game open while waiting. You will be notified when the game is ready to play. */ public static final int rematch_msg=0x7f0502f3; public static final int rematch_name_fmt=0x7f0502d7; public static final int rematch_sent_toast=0x7f0502f2; /** Processing wordlist information… */ public static final int remote_digesting=0x7f0502ba; /** Fetching wordlist information from server… */ public static final int remote_empty=0x7f0502b9; /** checkbox determining of this player is on this device or remote. If remote, then the rest of the fields disappear (since they will be set by the remote device.) checkbox determining of this player is on this device or remote. If remote, then the rest of the fields disappear (since they will be set by the remote device.) Off-device player checkbox determining of this player is on this device or remote. If remote, then the rest of the fields disappear (since they will be set by the remote device.) */ public static final int remote_label=0x7f0500da; /** Unable to fetch wordlist information from server. */ public static final int remote_no_net=0x7f0502bb; /** Remote device undid a turn. */ public static final int remote_undone=0x7f050220; /** Change the name of this group to: */ public static final int rename_group_label=0x7f05026d; /** text within rename dialog (triggered by selecting list_item_rename) text within rename dialog (triggered by selecting list_item_rename) text within rename dialog (triggered by selecting list_item_rename) */ public static final int rename_label=0x7f0500a3; /** XLATE-ME Change the name of this game (on this device only) to: */ public static final int rename_label_caveat=0x7f0500a4; /** checkbox determining if player is robot/automated or human checkbox determining if player is robot/automated or human Robot player checkbox determining if player is robot/automated or human */ public static final int robot_label=0x7f0500de; /** Used to format robot player names in the lists of players found in each game listing Used to format game name plus some other information as the one-line summary for each game in the main screen. The name of the game is substituted for %1$s. Something else (language, player names, etc), is substituted for %2$s. This does not require translation unless the parentheses or ordering is wrong for your language. Used to format robot player names in the lists of players found in each game listing */ public static final int robot_name_fmt=0x7f050089; /** Three possible choices presented in the popup above Three possible choices presented in the popup above Smart robot Three possible choices presented in the popup above */ public static final int robot_smart=0x7f0500ca; /** Smarter robot */ public static final int robot_smarter=0x7f0500cb; /** Smartest robot */ public static final int robot_smartest=0x7f0500cc; /** title of popup used to select how "smart" (how capable) the robot player will be. title of popup used to select how "smart" (how capable) the robot player will be. How smart is the robot player? title of popup used to select how "smart" (how capable) the robot player will be. */ public static final int robot_spinner_prompt=0x7f0500c9; /** text of checkbox text of checkbox Make new room public text of checkbox */ public static final int room_public=0x7f0500c0; /** title for popup of public rooms found on server title for popup of public rooms found on server Select public room title for popup of public rooms found on server */ public static final int room_public_prompt=0x7f0500c1; public static final int seeking_relay=0x7f05032e; /** Games: %1$d */ public static final int sel_games_fmt=0x7f050279; /** Groups: %1$d */ public static final int sel_groups_fmt=0x7f05027a; /** Selected: %1$d */ public static final int sel_items_fmt=0x7f050295; /** ############################################################ # :Dialogs: # Wordlists screen dialogs ############################################################ Used as the text fo the confirming/querying dialog that goes up when the dicts_item_select menuitem is chosen. The possible answers are the three button text strings below. ############################################################ # :Dialogs: # Wordlists screen dialogs ############################################################ Used as the text fo the confirming/querying dialog that goes up when the dicts_item_select menuitem is chosen. The possible answers are the three button text strings below. */ public static final int set_default_message_fmt=0x7f0500ac; /** XLATE-ME Hide buttons */ public static final int set_pref=0x7f0502e5; /** text of separator marking out other-setting area of the dialog see move_dictf above When the dicts_item_move menu is chosen, this text is used in the confirmation dialog. The name of the selected wordlist is substituted for %1$s. The strings loc_internal and loc_internal are substitued for %2$s and %3$s (or vice-versa, depending on the current location of the wordlist.) These three strings are the text for three buttons giving choices in respose to the dialog launched in response to the dicts_item_select menu (see dicts_item_select above.) ############################################################ # :Dialogs: # Wordlists screen dialogs ############################################################ Used as the text fo the confirming/querying dialog that goes up when the dicts_item_select menuitem is chosen. The possible answers are the three button text strings below. Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is NOT the last in its language. The name of the language is substituted for %1$s. Additional text appended to text confirm_delete_dictf in the wordlist delete confiration dialog in the case where the wordlist to be deleted is the last in its language. The name of the language is substituted for %1$s. text of confirmation dialog posted when the delete 'X' button beside the listing of a wordlist is tapped. The name of the wordlist is substituted for %1$s. Sometimes one of the two strings below is appended. text of separator marking out other-setting area of the dialog Other settings text of separator marking out other-setting area of the dialog */ public static final int settings_label=0x7f0500c4; /** Checkbox that when set makes taps on the board manipulate an arrow that then directs where tiles go when tapped in the tray. Checkbox that when set makes taps on the board manipulate an arrow that then directs where tiles go when tapped in the tray. Show board arrow Checkbox that when set makes taps on the board manipulate an arrow that then directs where tiles go when tapped in the tray. */ public static final int show_arrow=0x7f050140; /** clarification of above clarification of above Tapped rack tiles land on this arrow when it is visible clarification of above */ public static final int show_arrow_summary=0x7f050141; /** Show downloadable */ public static final int show_remote=0x7f0502be; /** Wordlist browser */ public static final int show_wordlist_browser=0x7f050275; /** If this preference is checked, the user will not be asked to confirm after selecting the "Turn done" menu (or tapping the points display at the right end of the tray) If this preference is checked, the user will not be asked to confirm after selecting the "Turn done" menu (or tapping the points display at the right end of the tray) Skip confirming turn If this preference is checked, the user will not be asked to confirm after selecting the "Turn done" menu (or tapping the points display at the right end of the tray) */ public static final int skip_confirm_turn=0x7f050156; /** explanation of the above explanation of the above Do NOT display score summary after every human turn explanation of the above */ public static final int skip_confirm_turn_summary=0x7f050157; /** Delete selected */ public static final int slmenu_clear_sel=0x7f05028b; /** Copy to clipboard */ public static final int slmenu_copy_sel=0x7f05028a; /** Unselect all */ public static final int slmenu_deselect_all=0x7f050294; /** Select all */ public static final int slmenu_select_all=0x7f050293; /** XLATE-ME The version of Crosswords on the phone with number \"%1$s\" is incompatible with this one for play using SMS. One of you may need to upgrade before you can continue. */ public static final int sms_bad_proto_fmt=0x7f050203; /** Title of phone number picker during invitation to a game via SMS Title of phone number picker during invitation to a game via SMS SMS Invitation */ public static final int sms_invite_title=0x7f05020a; /** Tap the receiving device now */ public static final int sms_ready_text=0x7f050282; /** Square rack tiles */ public static final int square_tiles=0x7f050272; /** Even if they can be taller */ public static final int square_tiles_summary=0x7f050273; /** Used in formatting moves and history Used to separate names of players when listing them on one line in a game summary. The \u0020 is a space in xml. Used, with remote player's name substituted for %1$s, to indicate that the player is remote. Used in formatting moves and history Bonus for using all tiles: 50\n Used to separate names of players when listing them on one line in a game summary. The \u0020 is a space in xml. Used in formatting moves and history */ public static final int str_bonus_all=0x7f050118; /** Using the hint feature is cheating by some players, and it can be disabled via the hints_allowed preference. I should be disabling the buttons in this case, but if I don't and you try to get a hint you'll get this message instead. Using the hint feature is cheating by some players, and it can be disabled via the hints_allowed preference. I should be disabling the buttons in this case, but if I don't and you try to get a hint you'll get this message instead. The hint feature is disabled for this game. Enable it for a new game using the Settings dialog. Using the hint feature is cheating by some players, and it can be disabled via the hints_allowed preference. I should be disabling the buttons in this case, but if I don't and you try to get a hint you'll get this message instead. */ public static final int str_cant_hint_while_disabled=0x7f050197; /** Displayed if you try to use the undo menuitem or button and there are no tiles on the board (no move has yet been made.) [If I'm being clever and disabling those features in this case there may be no way to see this.] Displayed if you try to use the undo menuitem or button and there are no tiles on the board (no move has yet been made.) [If I'm being clever and disabling those features in this case there may be no way to see this.] Tile assignment can\'t be undone. Displayed if you try to use the undo menuitem or button and there are no tiles on the board (no move has yet been made.) [If I'm being clever and disabling those features in this case there may be no way to see this.] */ public static final int str_cant_undo_tileassign=0x7f050196; /** Beginning of the message presented to a user when asking him to confirm committing the current turn Used in formatting reports of trades (exchanges of tiles). Number of tiles traded is substituted for %1$d Beginning of the message presented to a user when asking him to confirm committing the current turn Commit the current move?\n Used in formatting exchange move summaries: passed means the user skipped his turn, or made a move involving 0 tiles for 0 points formats tiles and score together, and probably doesn't need translation unless the colon ':' needs to be replaced Used in formatting reports of trades (exchanges of tiles). Number of tiles traded is substituted for %d Used in formatting history and move reports; means user skipped a turn because of an attempted illegal move/play of a phony Beginning of the message presented to a user when asking him to confirm committing the current turn */ public static final int str_commit_confirm=0x7f050115; /** Used to format game name plus some other information as the one-line summary for each game in the main screen. The name of the game is substituted for %1$s. Something else (language, player names, etc), is substituted for %2$s. This does not require translation unless the parentheses or ordering is wrong for your language. */ public static final int str_game_name_fmt=0x7f050088; /** Displayed when you try to commit a turn that is illegal because there is empty space between some of the tiles placed, i.e. they do not form a single word. Displayed when you try to commit a turn that is illegal because there is empty space between some of the tiles placed, i.e. they do not form a single word. Empty squares cannot separate tiles played. Displayed when you try to commit a turn that is illegal because there is empty space between some of the tiles placed, i.e. they do not form a single word. */ public static final int str_no_empties_in_turn=0x7f05018f; public static final int str_no_hint_found=0x7f050339; /** Same as above, but used when you try to show tiles belonging to a player on another device (a remote player.) Same as above, but used when you try to show tiles belonging to a player on another device (a remote player.) No peeking at remote players\' tiles! Same as above, but used when you try to show tiles belonging to a player on another device (a remote player.) */ public static final int str_no_peek_remote_tiles=0x7f050194; /** Displayed when you try to reveal a robot player's tiles, either by tapping on its "hidden" rack (marked by "?" characters) or by tapping on its scoreboard entry. (The ability to reveal another players tiles this way is controlled by the peek_other preference and is disabled by default.) Displayed when you try to reveal a robot player's tiles, either by tapping on its "hidden" rack (marked by "?" characters) or by tapping on its scoreboard entry. (The ability to reveal another players tiles this way is controlled by the peek_other preference and is disabled by default.) No peeking at the robot\'s tiles! Displayed when you try to reveal a robot player's tiles, either by tapping on its "hidden" rack (marked by "?" characters) or by tapping on its scoreboard entry. (The ability to reveal another players tiles this way is controlled by the peek_other preference and is disabled by default.) */ public static final int str_no_peek_robot_tiles=0x7f050193; /** Used, with remote player's name substituted for %1$s, to indicate that the player is remote. Used, with remote player's name substituted for %1$s, to indicate that the player is remote. %1$s (remote) Used, with remote player's name substituted for %s, to indicate that the player is remote. */ public static final int str_nonlocal_name_fmt=0x7f050116; /** Displyed when you try to commit a move and it's not your turn. Displyed when you try to commit a move and it's not your turn. You can\'t do that; it\'s not your turn! Displyed when you try to commit a move and it's not your turn. */ public static final int str_not_your_turn=0x7f050192; /** Used in formatting game history and move summaries Used in formatting game history and move summaries pass\n */ public static final int str_pass=0x7f05010f; /** Used to alert user to loss of turn when a move is made and phonies is set to lose turn when word used not in wordlist Used to alert user to loss of turn when a move is made and phonies is set to lose turn when word used not in wordlist Illegal word in move; turn lost! Used to alert user to loss of turn when a move is made and phonies is set to lose turn when word used not in wordlist */ public static final int str_phony_rejected=0x7f050114; /** [#%d] %s: %d */ public static final int str_placer_fmt=0x7f050254; /** Shown when using the the Game configure screen to configure a networked game and you try to make all players local. Shown when using the the Game configure screen to configure a networked game and you try to make all players local. At least one player must be marked \"Remote\" for a game started as Host. Shown when using the the Game configure screen to configure a networked game and you try to make all players local. */ public static final int str_reg_server_sans_remote=0x7f0500d1; /** This error message is shown when a remote device tries to join a game and is providing more players than that game expects. I do not believe it is possible to see this message when playing via the relay because the relay is aware of how many players are expected and only connects devices where the numbers match. This error message is shown when a remote device tries to join a game and is providing more players than that game expects. I do not believe it is possible to see this message when playing via the relay because the relay is aware of how many players are expected and only connects devices where the numbers match. Refused attempt to register unexpected user[s]. This error message is shown when a remote device tries to join a game and is providing more players than that game expects. I do not believe it is possible to see this message when playing via the relay because the relay is aware of how many players are expected and only connects devices where the numbers match. */ public static final int str_reg_unexpected_user=0x7f050198; /** Used in formatting remote player move summaries Used in formatting remote player move summaries Remote player %1$s made this move:\u0020 Used in formatting remote player move summaries */ public static final int str_remote_moved_fmt=0x7f05010d; /** [Resigned] %s: %d */ public static final int str_resigned_fmt=0x7f050253; /** ############################################################ # Board info/error dialog messages # # These strings are used to create dialogs that appear during # games while the Board screen is visible ############################################################ Notifies user of a normal robot move Resend finished; sent %1$d message[s]. Renvoi fini ; %1$d message[s] envoyé[s]. ############################################################ # Board info/error dialog messages # # These strings are used to create dialogs that appear during # games while the Board screen is visible ############################################################ Notifies user of a normal robot move The robot %1$s made this move:\u0020 */ public static final int str_robot_moved_fmt=0x7f050107; /** Shown when a remote device tries to join a game and wants to play in a different language. As with the above, this should be impossible when connecting via the relay. Shown when a remote device tries to join a game and wants to play in a different language. As with the above, this should be impossible when connecting via the relay. Conflict between Host and Guest wordlists; Host wins. Shown when a remote device tries to join a game and wants to play in a different language. As with the above, this should be impossible when connecting via the relay. */ public static final int str_server_dict_wins=0x7f050199; /** Displayed when you try to commit a turn that is illegal because tiles played do not touch other tiles already on the board (or the middle/star square in the case of the initial move.) Displayed when you try to commit a turn that is illegal because tiles played do not touch other tiles already on the board (or the middle/star square in the case of the initial move.) New pieces must contact others already in place (or the middle square on the first move) Displayed when you try to commit a turn that is illegal because tiles played do not touch other tiles already on the board (or the middle/star square in the case of the initial move.) */ public static final int str_tiles_must_contact=0x7f050191; /** error messages Displayed when you try to commit a turn that is illegal because the tiles placed are not all in the same row or column. error messages text of dialog shown when the menu item board_menu_undo_last is chosen. Intro to the paragraph lisiting all of the tiles remaining First line in the remaining tiles dialog (reached by tapping the number at left end of the scoreboard) error messages error messages Displayed when you try to commit a turn that is illegal because the tiles placed are not all in the same row or column. All tiles played must be in a line. error messages error messages Displayed when you try to commit a turn that is illegal because the tiles placed are not all in the same row or column. */ public static final int str_tiles_not_in_line=0x7f05018e; /** Displayed when you try to begin a trade but there are not seven or more tiles in the pool. The rules don't allow trading in this case. Displayed when you try to begin a trade but there are not seven or more tiles in the pool. The rules don't allow trading in this case. Too few tiles left to exchange. Displayed when you try to begin a trade but there are not seven or more tiles in the pool. The rules don't allow trading in this case. */ public static final int str_too_few_tiles_left_to_trade=0x7f050195; /** Displayed when you try to commit the first move of the game and are playing a single tile. The first move must include two or more tiles. Displayed when you try to commit the first move of the game and are playing a single tile. The first move must include two or more tiles. Must play two or more pieces on the first move. Displayed when you try to commit the first move of the game and are playing a single tile. The first move must include two or more tiles. */ public static final int str_two_tiles_first_move=0x7f050190; /** Used in formatting final scores display Used in formatting final scores display [Winner] %s: %d */ public static final int str_winner_fmt=0x7f050252; /** Used in formatting game history (not move summaries since information about the current rack is hidden then) Used in formatting game history (not move summaries since information about the current rack is hidden then) Cumulative score: %1$d\n Used in formatting game history (not move summaries since information about the current rack is hidden then) */ public static final int strd_cumulative_score_fmt=0x7f05010c; /** Used in formatting game history and move summaries Used in formatting game history and move summaries + %1$d [all remaining tiles] Used in formatting game history and move summaries */ public static final int strd_remaining_tiles_add_fmt=0x7f050109; /** I don't know how this is used. :-) I don't know how this is used. :-) - %1$d [time] I don't know how this is used. :-) */ public static final int strd_time_penalty_sub_fmt=0x7f05010e; /** Used in formatting moves and history. The total score for one turn is substituted for %1$d. Used in formatting moves and history. The total score for one turn is substituted for %1$d. Score for turn: %1$d\n Used in formatting moves and history. The total score for one turn is substituted for %d. */ public static final int strd_turn_score_fmt=0x7f050119; /** Used in formatting game history and move summaries Used in formatting game history and move summaries - %1$d [unused tiles] Used in formatting game history and move summaries */ public static final int strd_unused_tiles_sub_fmt=0x7f05010a; /** Used in formatting game history and move summaries Used in formatting game history and move summaries move (from %1$s across)\n Used in formatting game history and move summaries */ public static final int strs_move_across_fmt=0x7f050110; /** Used in formatting game history and move summaries Used in formatting game history and move summaries move (from %1$s down)\n Used in formatting game history and move summaries */ public static final int strs_move_down_fmt=0x7f050111; /** Used in formatting game history and move summaries Used in formatting remote player move summaries Used in formatting game history and move summaries New tiles: %1$s Used in formatting game history and move summaries */ public static final int strs_new_tiles_fmt=0x7f05010b; /** Used in formatting game history and move summaries Used in formatting game history and move summaries Rack at start: %1$s\n Used in formatting game history and move summaries */ public static final int strs_tray_at_start_fmt=0x7f050112; /** title for window you get when you select menu with text board_menu_game_counts string name="str_robot_moved">El robot ha fet aquesta jugada:Robot uskutočnil tento ťah:%1$s counts/values:\n string name="str_robot_moved">Robot provedl tento tah:O robô fez esta jogada:\u0020Exchanged %1$s for %2$s. Used in formatting exchange move summaries */ public static final int strss_traded_for_fmt=0x7f050113; /** Your words for: */ public static final int study_langpick=0x7f05028e; /** You have not yet saved any words into a studylist for %1$s. */ public static final int study_no_lang_fmt=0x7f05028f; /** You have not yet saved any words into a studylist. */ public static final int study_no_lists=0x7f050290; /** Studylist for %1$s */ public static final int studylist_title_fmt=0x7f05028d; /** If substituting an existing same-language wordlist by choosing button_substdict user gets to choose from a list of wordlists. This is the title of that list. If substituting an existing same-language wordlist by choosing button_substdict user gets to choose from a list of wordlists. This is the title of that list. Substitute wordlist (wordcount) If substituting an existing same-language wordlist by choosing button_substdict user gets to choose from a list of wordlists. This is the title of that list. */ public static final int subst_dict_title=0x7f0501a2; public static final int summary_busy=0x7f05022c; /** Game in play */ public static final int summary_conn=0x7f0501fe; /** Game in play with %1$s */ public static final int summary_conn_sms_fmt=0x7f05021e; /** Preference to control what's listed next to game name in the first line of a game summary in the main games-list screen, e.g., if the option is "Game Language", "English" in the listing "Game 2 (English)" The following strings beginning with "game_summary_field_" are possible values Preference to control what's listed next to game name in the first line of a game summary in the main games-list screen, e.g., if the option is "Game Language", "English" in the listing "Game 2 (English)" The following strings beginning with "game_summary_field_" are possible values Include in game listing Preference to control what's listed next to game name in the first line of a game summary in the main games-list screen, e.g., if the option is "Game Language", "English" in the listing "Game 2 (English)" The following strings beginning with "game_summary_field_" are possible values */ public static final int summary_field=0x7f050137; /** Game over\u200C */ public static final int summary_gameover=0x7f0501fd; public static final int summary_invites_out=0x7f05008f; /** The display of each networked game includes one of three states it can be in in the process of connecting to the relay. These next three strings are used to create those three. First state: is configured to use a room but has not yet contacted the relay and been assigned that room. The display of each networked game includes one of three states it can be in in the process of connecting to the relay. These next three strings are used to create those three. First state: is configured to use a room but has not yet contacted the relay and been assigned that room. The display of each networked game includes one of three states it can be in in the process of connecting to the relay. These next three strings are used to create those three. First state: is configured to use a room but has not yet contacted the relay and been assigned that room. */ public static final int summary_relay_conf_fmt=0x7f05008b; /** Third state: enough devices have connected in the room to form a complete game. We'll be in this state as long as the game exists. Third state: enough devices have connected in the room to form a complete game. We'll be in this state as long as the game exists. Third state: enough devices have connected in the room to form a complete game. We'll be in this state as long as the game exists. */ public static final int summary_relay_conn_fmt=0x7f05008d; /** Final state: game is over. Final state: game is over. Final state: game is over. */ public static final int summary_relay_gameover_fmt=0x7f05008e; /** Second state: has been assigned to a room on the relay (meaning the network is working) but there are not yet as many players as expected: the game is not complete and play cannot happen. Second state: has been assigned to a room on the relay (meaning the network is working) but there are not yet as many players as expected: the game is not complete and play cannot happen. Second state: has been assigned to a room on the relay (meaning the network is working) but there are not yet as many players as expected: the game is not complete and play cannot happen. */ public static final int summary_relay_wait_fmt=0x7f05008c; /** XLATE-ME (GSM phones only) */ public static final int summary_send_data_sms=0x7f050304; /** explanation of the above explanation of the above Sort racks whenever new tiles are added explanation of the above */ public static final int summary_sort_tiles=0x7f050159; /** Offer to add to and display lists of words to remember */ public static final int summary_studyon=0x7f050288; /** Thumbnail size */ public static final int summary_thumbsize=0x7f05027b; /** Unconnected */ public static final int summary_wait_guest=0x7f0501fc; /** Waiting for connection[s] */ public static final int summary_wait_host=0x7f0501fb; /** Used to indicate that a preference is not enabled, i.e. not part of the game and that the user should ignore it. Used to indicate that a preference is not enabled, i.e. not part of the game and that the user should ignore it. Not used yet… Used to indicate that a preference is not enabled, i.e. not part of the game and that the user should ignore it. */ public static final int tell_unused=0x7f050129; /** Disabled */ public static final int thumb_off=0x7f05027c; /** color of the tiles' background color of the "crosshairs", lines drawn vertically and horizontally through the square the user is currently touching in order to guide the fat-fingered (most of us) in operations that require accurately selecting a single square on the board. color of the tiles' background Tile background color of the tiles' background */ public static final int tile_back=0x7f05014b; /** Pick for me */ public static final int tilepick_all=0x7f0501e6; /** Undo last\u200C */ public static final int tilepick_undo=0x7f0501e5; /** title of dialog brought up in response to the board_menu_game_left menu. The dialog lists all tiles remaining in the pool, i.e. not on the board or in the rack of the player whose turn it is. title of dialog brought up in response to the board_menu_game_left menu. The dialog lists all tiles remaining in the pool, i.e. not on the board or in the rack of the player whose turn it is. Remaining tiles title of dialog brought up in response to the board_menu_game_left menu. The dialog lists all tiles remaining in the pool, i.e. not on the board or in the rack of the player whose turn it is. */ public static final int tiles_left_title=0x7f0501b2; /** Title of preference in which you select which addressing modes network games will use to communicate Title of preference in which you select which addressing modes network games will use to communicate Communicate via */ public static final int title_addrs_pref=0x7f0502d4; /** ############################################################ # :Screens: # Wordlists screen # # list of installed wordlists (formerly called dictionaries) ############################################################ window title ############################################################ # :Screens: # Wordlists screen # # list of installed wordlists (formerly called dictionaries) ############################################################ window title ############################################################ # :Screens: # Wordlists screen # # list of installed wordlists (formerly called dictionaries) ############################################################ window title */ public static final int title_dicts_list=0x7f0500a5; /** ############################################################ # :Screens: # Game configure screen ############################################################ window title (game name substituted for %1$s) ############################################################ # :Screens: # Game configure screen ############################################################ window title (game name substituted for %1$s) Settings for %1$s ############################################################ # :Screens: # Game configure screen ############################################################ window title (game name substituted for %s) */ public static final int title_game_config_fmt=0x7f0500b3; /** alternate window title used when game is networked alternate window title used when game is networked %1$s settings (networked) alternate window title used when game is networked */ public static final int title_gamenet_config_fmt=0x7f0500b4; /** title for popup list of langugages from which user picks title for popup list of langugages from which user picks Languages (based on installed wordlists) title for popup list of langugages from which user picks */ public static final int title_langs_list=0x7f0500b5; /** Tap to look up */ public static final int title_lookup=0x7f0501da; /** Tap to look up or study */ public static final int title_lookup_study=0x7f0501db; /** ############################################################ # :Screens: # Preferences screen(s) # # There are four screens plus one for debugging that isn't # translated: New-game defaults, Appearances, Behavior, and # Network Game settings ############################################################ window title text of checkbox at top of dialog allowing to unlock in-play game to make changes title for popup list of langugages from which user picks alternate window title used when game is networked ############################################################ # :Screens: # Preferences screen(s) # # There are four screens plus one for debugging that isn't # translated: New-game defaults, Appearances, Behavior, and # Network Game settings ############################################################ window title Crosswords Settings ############################################################ # :Screens: # Preferences screen(s) # # There are four screens plus one for debugging that isn't # translated: New-game defaults, Appearances, Behavior, and # Network Game settings ############################################################ window title */ public static final int title_prefs=0x7f05011b; /** XLATE-ME Send SMS as data */ public static final int title_send_data_sms=0x7f050303; /** If this preference is checked, tiles in the rack will be re-ordered alphabetically whenever tiles are added, i.e. after ever move. If this preference is checked, tiles in the rack will be re-ordered alphabetically whenever tiles are added, i.e. after ever move. Sort new tiles If this preference is checked, tiles in the rack will be re-ordered alphabetically whenever tiles are added, i.e. after ever move. */ public static final int title_sort_tiles=0x7f050158; /** Enable studylists */ public static final int title_studyon=0x7f050287; /** title of dialog allowing user to pick tiles "face up". (This feature is not yet supported on Android.) ########################################################### # :Dialogs: # About dialog # # Dialog giving copyright and other basic info about # the app ########################################################### String giving version info, which is substituted in. Welcome dialog text ########################################################### # :Dialogs: # Welcome dialog # # Shown the first time a user launches Crosswords (and # again only if the preference for default first user # name is cleared). Its purpose is to encourage him to # enter the name of the most common non-robot player on # this device. ########################################################### Welcome dialog title Shown when you first pick the list_item_new_from menuitem Shown when the board screen is visible and it's just become another players turn. The idea is to give a hint about how to find out about recent moves. This is not currently shown Crosswords wordlists, which are just compressed lists of words plus tile information, determine what language a game is played in and how \"smart\" the robot is. You can download different sized wordlists in many languages here. Email me at eehouse@eehouse.org for information on building and installing your own wordlists. Shown the first time the board arrow is drawn on the current Board screen. The idea is that you're tapping around figuring out how to play and when you tap an empty cell the arrow appears. This explains it. This is shown in the Board screen when you successfully connecting a game to the relay and are the last device in the game to do so, i.e. the game is now complete and you should expect play to begin. This is shown in the Board screen when you successfully connecting a game to the relay and are not the first device in the game but not the last either. So it will only occur for games with more than two devices, which are rare. This is shown in the Board screen when you successfully connect a game to the relay and are the first device in the game to do so. Shown in the Game configure screen when the game_locked checkbox is checked and you uncheck it. This is shown when you choose the board_menu_done menu item. It's to let you know that there's a shortcut that does almost the same thing. Shown when you tap the values button on the toolbar of the main Board screen. This is intended to allow players to remind themselves how much played tiles are worth while planning a move. Shown when you tap the chat button on the toolbar of the main Board screen Shown when you tap the undo/redo button on the toolbar of the main Board screen Shown when you tap the zoom (+/-) button on the toolbar of the main Board screen Shown when you tap the flip button on the toolbar of the main Board screen Shown when you tap the juggle button on the toolbar of the main Board screen Shown when you tap the next hint button on the toolbar of the main Board screen Currently not used The new game you have created has two players. Player 1 is a robot; Player 2 is you. Tap the game to play; long-tap (hold your finger on the game) to change its settings or for other options. Shown when you tap the Previous Hint button on the toolbar of the main Board screen Shown when the user chooses the "board_menu_trade" menu The following strings (all whose names start with "not_again") appear in the New user info dialog. shown when user chooses the gamel_menu_checkmoves menu Text for button in new-user-info dialog with title just above. ########################################################### # :Dialogs: # New user info dialog # # This dialog pops up in places I think new users need an # explanation of something. It always has a button allowing # the user to say he doesn't need to see it again. ########################################################### Title of New user info dialog title of dialog allowing user to pick tiles "face up". (This feature is not yet supported on Android.) Letter for blank title of dialog allowing user to pick tiles "face up". (This feature is not yet supported on Android.) */ public static final int title_tile_picker=0x7f0501b1; /** Updates are available for one or more installed wordlists. Would you like to download the new version[s] of %1$s now? */ public static final int update_dicts_fmt=0x7f0502bf; /** XLATE-ME Use defaults */ public static final int use_defaults=0x7f0502db; /** text of checkbox controlling whether there's a game timer text of checkbox. If this checkbox is checked, games created for network play will by default have the hint feature enabled. text of checkbox controlling whether there's a game timer Enable game timer text of checkbox controlling whether there's a game timer */ public static final int use_timer=0x7f0500c7; /** Used to separate names of players when listing them on one line in a game summary. The \u0020 is a space in xml. Used to separate names of players when listing them on one line in a game summary. The \u0020 is a space in xml. \u0020vs.\u0020 */ public static final int vs_join=0x7f050117; /** Button for alert with title above */ public static final int waiting_invite_title=0x7f0502e8; public static final int waiting_rematch_title=0x7f0502e9; /** XLATE-ME Waiting for players */ public static final int waiting_title=0x7f0502e7; /** XLATE-ME Bluetooth is currently off on this device. No moves will be sent via Bluetooth.\n\nYou can enable Bluetooth now, or later. */ public static final int warn_bt_disabled=0x7f050242; /** XLATE-ME Every networked game must have at least one way of communicating. If you have no default connection options every new networked game will have to be configured manually. */ public static final int warn_no_comms=0x7f0502ee; /** The number %1$s for %2$s is not a \"mobile\" number. Import anyway? */ public static final int warn_nomobile_fmt=0x7f050216; public static final int warn_relay_disabled=0x7f050243; public static final int warn_relay_havegames=0x7f050246; public static final int warn_relay_later=0x7f050244; public static final int warn_relay_remove=0x7f050245; /** Play via SMS is currently disabled, so no moves will be sent for this game. (If you want to enable play via SMS, go to Settings->Network game settings.) Les parties par SMS sont actuellement désactivées, donc aucun coup ne sera envoyé pour cette partie. (Si vous voulez activer les parties par SMS, allez dans Paramètres->Paramètres des parties en réseau.) */ public static final int warn_sms_disabled=0x7f050241; /** Are you certain this number is on an account with unlimited texting? Click cancel if you are not. */ public static final int warn_unlimited=0x7f05021f; public static final int wifi_warning=0x7f050332; /** First letters */ public static final int word_search_hint=0x7f0501e4; /** Add option to every screen menu */ public static final int xlations_enabled_summary=0x7f05029a; /** Enable local translating */ public static final int xlations_enabled_title=0x7f050299; /** XLATE-ME Fake locale for translation */ public static final int xlations_locale=0x7f050310; /** Empty in English, this should contain the name of the translator/creator of the strings.xml file for this language fill this in other than in English fill this in other than in English Empty in English, this should contain the name of the translator/creator of the strings.xml file for this language fill this in other than in English Empty in English, this should contain the name of the translator/creator of the strings.xml file for this language */ public static final int xlator=0x7f0501d2; public static final int xwords_nfc_mime=0x7f05007d; } public static final class style { public static final int about_items=0x7f0a0005; public static final int color_edit_text=0x7f0a0003; public static final int color_seek_bar=0x7f0a0002; public static final int config_separator=0x7f0a0000; public static final int evenly_spaced_horizontal=0x7f0a0008; public static final int expander_button=0x7f0a0009; public static final int expander_label=0x7f0a000a; public static final int group_items=0x7f0a0006; public static final int new_game_buttons=0x7f0a000c; public static final int newgame_connicon=0x7f0a000b; public static final int relay_explain=0x7f0a0007; public static final int role_config_hint=0x7f0a0001; public static final int toolbar_button=0x7f0a0004; } public static final class xml { public static final int xwprefs=0x7f040000; } }