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    Chapter 1

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    INTRODUCTION

    1.1 INTRODUCTIONThe field of science is as big as the universe itself. Every passing day there are new

    developments; if not big or groundbreaking, but constructive and leading towards a better

    tomorrow. Sound and Graphics are two vast fields of Science and Engineering that not only

    intrigue but also attract learners to study them in detail to explore into their depths. Since

    then many such inventions have propelled us to this time where thinking of various ideas

    which might not have been possible a few decades back and more over implementing them is

    now possible.

     ow in the present time, where clicking a photo and listening to music !on the go is "ust‟

    a part of anyone s daily life, providing any improvements in the working of such‟

    technologies that in turn make the user experience better are always appreciated. #ith the

    improvements in technology the level of sophistication in software has also increased. $lso

    with the idea of %keeping it simple , developing sophisticated applications is a challenge.‟$ Sensor &usic 'layer that allows you to play music files in &'( format stored in device

    storage. Sensor &usic 'layer is the $ndroid platform based &usic 'layer. The player uses

     proximity sensor which comes inbuilt in android devices. The Sensor &usic 'layer has both

     basic and advanced features. )asic features like 'lay, 'ause, ext, 'revious *+ buttons to use

     basic functionality. +t has also advanced features like adding songs to favourite 'laylist. $fter 

    that user can easily find his favourite songs in that particular favourite playlist. Sensor &usic

    'layer automatically tracks the most played songs by the user and stores in another particular 

     playlist named &ost played.The Sensor &usic 'layer allows user to use its 'roximity Sensor of device to 'lay Song,

    'ause Song, 'lay ext Song. *ser swipes the hand over the proximity sensor and our player

    changes track to next song. Similarly, when user holds hisher hand over the proximity sensor 

    the sensor stops the song if song is playing otherwise it starts playing the song which is in

    currently track list.

     

    1.2 PRESENTLY AVAILABLE SYSTEM FOR THE SAME

    1.2.1 Features

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    Today smartphone user uses *+ to interact with the &usic 'layer to listen song. The

    general feature of &usic 'layer is it uses *+ buttons to 'lay Song, 'ause Song, 'lay ext

    Song and 'lay 'revious Song. *ser taps on the buttons of music player to change track to

    next song. Similarly, when user wants to do any operation on app he has to interact with

    the app.

    1.2.2 L!tat"#s 

     ormally user has to remember the fevourite song when he wants to play it again.

    &ost of the music player don-t provide free of cost sorting like by album, by artist, most

     played. They don-t have custom app theme.

    1.2 PROBLEM STATEMENT+n an ordinary music player/0ack of use of sensor/ is the user wants to change, play or pause the song the user have to go

    through the long process, unlocking the device, opning the application and the doing the

    re1uire things.

    0ack of favorite selection table/there are long list of songs which are present in the device,

    where each user have the own favorite song selection, for the selection of there favorite song

    user have to search it from the long list of songs.

    0ack of custom theme/ in most of the music player, the user have to work with the same

    theme, but application is not only used by the single category of people, it is been used by

    the different age and gender of population. So every person have the personal interest and

    re1uirements.0ack of most played songs/

    1.$ PROPOSED SOLUTION2ur sensor music player 

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    *se of proximity sensor/ #ith the help of proximity sensor the user can easily been able to

    change, play and pause the song without been touching the devise.

    +f the user "ust slides his hands over it then the it changes to the next song, and if the user "ust

    stay his hands for 344msec then the song pause and play the song.

    favorite selection table/#ith the help of the favorite selection button present over the home

    screen, user can able to mark selective songs as there favorite songs, with the help of this

    function user don-t have to search it from the long list of songs.custom theme/ This player will be loved by every age and gender of the people, as every

    category of person can change the theme according to there choice and intrest.

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    Chapter 2

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    METHODOLO%Y

    2.1 INTRODUCTION

    $ndroid is a mobile operating system 52S6 currently developed by Google, based on the

    0inux kernel and designed primarily for touchscreen mobile devices such as smartphones and

    tablets. $ndroid%s user interface is mainly based on direct manipulation, using touch gestures

    that loosely correspond to real/world actions, such as swiping, tapping and pinching, to

    manipulate on/screen ob"ects, along with a virtual keyboard for text input. +n addition to

    touchscreen devices, Google has further developed $ndroid T7 for televisions, $ndroid $uto

    for cars, and $ndroid #ear for wrist watches, each with a speciali8ed user interface. 7ariants

    of $ndroid are also used on notebooks, game consoles, digital cameras, and other electronics.

    $ndroid has the largest installed base of all operating systems of any kind. $ndroid has been

    the best/selling 2S on tablets since 94:(, and on smartphones it is dominant by any metric.

    $ndroid%s source code is released by Google under open source licenses, although most

    $ndroid devices ultimately ship with a combination of open source and proprietary software,

    including proprietary software re1uired for accessing Google services. $ndroid is popular

    with technology companies that re1uire a ready/made, low/cost and customi8able operating

    system for high/tech devices. +ts open nature has encouraged a large community of

    developers and enthusiasts to use the open/source code as a foundation for community/driven

     pro"ects, which add new features for advanced users or bring $ndroid to devices originally

    shipped with other operating systems. $t the same time, as $ndroid has no centrali8ed update

    system most $ndroid devices fail to receive security updates research in 94: concluded that

    almost smartphone wars> between technology companies. .

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    2.2   PROPOSED METHODOLO%Y2.$ $ndroid Studio

    2.& $ndroid Studio is the official +?E for $ndroid application

    development, based on +ntelli@ +?E$.

    2.' S?A manager 

    2.( The $ndroid software development kit 5S?A6 includes a

    comprehensive set of development tools. These include a debugger,

    libraries, a handset emulator based on BE&*, documentation, sample

    code, and tutorials. Currently supported development platforms include

    computers running 0inux 5any modern desktop 0inux distribution6, &ac

    2S D :4.. or later, and #indows D' or later.

    2.) GS2

    2.* Gson is a @ava library that can be used to convert @ava 2b"ects into

    their @S2 representation. +t can also be used to convert a @S2 string to

    an e1uivalent @ava ob"ect.

    2.+ *niversal image loader 

    2.1, *niversal +mage 0oader is an smart and powerful library

    that helps in loading, caching and displaying images on $ndroid. This

    means, using this library you can download remote images and display on

    +mage7iew.

    2.11

    2.12 PROCESS MODEL ADOPTED2.1$ 2.$.1

    2.1& 2.$.2

    2.1'

    2.1(  TIME PLAN AND TEAM STRUCTURE2.1(.1 Tea! Stru-ture a# Ass/#e Tas0 

    2.1) 7irtual Teams F +n today-s world of internet and mobile technologies, it-s easier to

    manage physically dispersed members with the concept of building virtual teams. &embers

    collaborate online, participate in video/conferences and discuss in real/time to reali8e acommon ob"ective. #hile virtual teams are easily manageable, the members sometime lack 

    the motivation to find solutions or fail to trust each other due to absence of any directinteraction. These challenges must be addressed by monitoring the efforts of the membersand recogni8ing their individual contributions.

    2.1*

    2.1+2.1+.1 T!e Pa#

    2.2, ?efining $ctivities

    2.21 Se1uencing $ctivities

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    2.22 esource Estimating for $ctivities

    2.2$ ?uration and Effort Estimation

    2.2& ?evelopment of the Schedule

    2.2'   Schedule Control

    2.2(

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    2.2)

    2.2*

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    2.2+ CHAPTER (

    2.$,

    2.$12.$2 CONCLUSIONS AND FUTURE 3OR4 

    (.1. Conclusions

    2.33  This Final Year Project was a great opportunity for us to discover new

    elds and ways of working. Cooperating with the Aix chool of Art was very

    interesting since our skills were really co!ple!entary. "earning Pure #ata was

    truly enthralling and opened new vistas for us. $ndeed% it forced us to

    understand sound synthesis fro! scratch% so!ething that always interested us.

    &e started the project with no clear o'jective% and our !ain goal at the

    'eginning was to experi!ent the possi'ilities of co!'ining a !o'ile phone

    with a sound engine. Therefore% we were very glad to 'e a'le to nally produce

    a co!plete and working application. &e learned a lot a'out !usic co!position%

    which is unexpected for an engineering project% 'ut the artistic part of the

    project denitely 'roadened our hori(ons and we are thankful for that. Theartistic at!osphere in which we worked clearly !otivated us to try new things

    and gave us the freedo! that was needed for such a project.

    2.34

    2.35

    (.1. 0imitation of the 'ro"ect

    2.36

    2.37  The !ain li!itation of this project is that it is an android applicationwhich can only work in an android devices.

    2.38 $t does not work in the lower version of the android% !iniu! android

    version re)uire is icecrea! sandwich*.+.,.

    2.39  The device should have the proxi!itie senson for running of the

    application% if not present the sensor would not work and it will 'ehave as an

    ordinary !usic player .

    2.40

    2.41

    (.1. ?ifficulties Encountered

    2.42

    2.43 -ur rst challenge was to understand how to use Pure #ata on an

    Android phone. o we followed the instructions given 'y the creator. clipse is

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    co!plex environ!ent with !any things to take care of. /ut we are used to it so

    we handled that part easily. Then we thought that the li'rary would allow us

    2.44 to generate sound with co!!and lines. That was not even close to the

    truth. Actually the li'rary si!ply !akes it possi'le to co!!unicate with

    existing Pd patches.

    2.45  That leads to our second and !ajor challenge0 learn a new and unusual

    progra!!ing language% Pure #ata.

    2.46  To go through that issue in such short ti!e% we followed training with

    Fran1ois Parra. &e co!pleted that training with a workshop where we learnt a

    lot and 'eca!e independent to continue our project. 2oreover the distri'ution

    used in the "i'pd li'rary is lightened. &e had to recreate so!e co!plex

    instru!ent using only the 'asic co!ponent of Pure #ata.

    2.47 As in !any develop!ent projects% 'oth of us were !odifying the

    source code at the sa!e ti!e. &e decided to use githu'% a fa!ous versioningwe'site. $t is a powerful tool 'ut too hard to use. &e spent too !uch ti!e

    trying to !erge our project versions. &e stopped using it and had to change

    the way we worked. As we worked on two di3erent platfor!s with two di3erent

    languages we split the work0 Android develop!ent on the one hand and Pure

    #ata #evelop!ent on the other hand. &e never had to !erge anything again%

    and we saved a lot of ti!e. &e just needed to coordinate the co!!unication

    'etween the two layers.

    2.48 &e encountered so!e others issues in the sound generation part. &e

    had to !anage so!e sound interference and saturation. Pure #ata is not

    physically li!ited 'ut speakers and 4P5 64raphics Processing 5nit7 are. o wecut the high fre)uency o3 and added a sound li!iter in order not to da!age

    the phone or headphones co!ponents and the ears of the user.

    2.49

    2.50

    2.'1 Huture Enhancement Suggestion

    2.'2

    2.'$ The users can download this application from any part in the world from google play

    store.

    2.'& The application provided aur free of cost, therefore students can also en"oy this

    application.

    2.55

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    2.56 With the increase in the number and make of mobile phones, there comes a demand for

    better applications. And in turn, huge scope of android mobile application development in India.

    Now, this puts a light on why companies like Nokia, BlackBerry, Samsung, !", #otorola,

    $oogle and many others are going wild with their innovations % increase in the need and use

    of #obile Applications.

    • &ase of use % 'earning Android (rogramming is fairly easy and app development is cost

    effective. Any software developer who can think out of the bo) will be able to put Android into

    e)traordinary use.

    • Support % !he most important attraction of Android is backing by $oogle.

    2.')

    2.'* CHAPTER ' TESTIN%

    '.1. Testing 2b"ectives

    2.59 For mobile quality assurance and testing, one of the most critical concerns is mobile

    user experience, and a primary component of the user experience relies on the

    performance of the application. Evaluating and testing the performance of a mobile

    application is not as straight forward as evaluating and testing the performance of

    traditional web-based solutions as there are several other variables such as application

    structure (browser versus native), networ used (!", #", $", etc.), payload structure,

    etc. %hen we do mobile performance testing, we lie to systematically decompose the

    tests as follows&

    2.60 Client application performance&

    2.61 'his system component has two variables browser versus native application,

    coupled with the devices own hardware and software configuration. For the device

    configuration, we consider the normal variations of model, processor, and memory, andits usage of those resources when executing typical user scenarios. *imilar to

    comparing a +lient-*erver application versus a rowser-server application, for mobile

    we consider a native application still as a client if it needs remote access to a server

    application. *ome native applications, for example a dictionary, or a solitary card game

    are totally stand alone. ut these days, many native applications reside on the mobile

    device and still communicate readily with a server application. 'he native application is

    sometimes used for better presentation, security and more flexible configuration as

    opposed to a browser based application.

    2.62 Mobile Performance Testing for Local Applications

    2.63 "iven the complex nature of mobile application performance testing, in this articlewell address mobile client application performance for a native application (versus

    browser based, see above). %e decided to test a local native application because

    native applications primarily use local resources and the results will be more

    dependable and controlled whereas browser based applications can be heavily

    dependent on the server side application and networ. %ell discuss some of the tools

    used for local device and application performance testing, laying out the considerations

    made, and the results along the way. 'his article is the first of a series. Future articles

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    • !pee# of t"e application, the response time on different devices, with different

    memory parameters, with different networ types etc.

    • -ata re'irements For installation as well as to verify if the user with limited

    data plan will able to download it.

    • Memor+ re'irement again, to download, install and run

    2.73/'nctionalit+ of t"e application mae sure application is not crashing due to

    networ failure or anything else.