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Nig game project file
1. i
NIG Game Application
“FACTS”
By
SANDEEP KAMBOJ (…….)
NITIN KUMAR (…….)
AYUSH KUMAR SINGH (…….)
KUSH KUMAR (…….)
PRIYANK KUMAR (……….)
Under the supervision of
Dr. NAVEEN PRAKASH
Submitted to the Department of Computer Science and Engineering
In partial fulfillment of the requirements
For the degree of
B. TECH
In
Computer Science & Engineering
School of Engineering & Technology
IFTM University, Moradabad
APRIL 2019
2. ii
DECLARATION
We hereby declare that this submission is our own work and that, to the best of our knowledge
and belief, it contains no material previously published or written by another person nor
material which to a substantial extent has been accepted for the award of any other degree or
diploma of the University or other institute of higher learning, except where due
acknowledgment has been made in the text.
Signature:
SANDIP KAMBOJ (…….)
NITIN KUMAR (………)
AYUSH KUMAR SINGH (……….)
KUSH KUMAR (………)
PRIYANK KUMAR (……….)
3. iii
CERTIFICATE
This is to certify that Project Report entitled “FACTS” “NIG GAME APPLICATION”
which is submitted SANDIP KAMBOJ, NITIN KUMAR, AYUSH KUMAR SINGH, KUSH
KUMAR, PRIYANK KUMAR in partial fulfillment of the requirement for the award of
degree B. Tech in Department of Computer Science & Engineering of School of Engineering
& Technology, IFTM University, is a record of the candidate own work carried out by him
under my supervision.
DATE: Supervisor
4. iv
ACKNOWLEDGEMENTS
We would like to express our deepest gratitude to our supervisor, Dr. NAVEEN PRAKASH
Department of Computer Science & Engineering, School of Engineering and Technology,
IFTM University, Moradabad for his excellent guidance, caring, patience, and providing us
with an excellent atmosphere for doing research.
We express our thanks to Prof. Rahul Mishra, Director, School of Computer Application,
IFTM University Moradabad, for extending his support.
I express my thanks to Dr. Devendra Singh, Head of the Department of Computer Science &
Engineering, School of Engineering and Technology, IFTM University Moradabad, for
extending his support. We also do not like to miss the opportunity to acknowledge the
contribution of all faculty members of the department for their kind assistance and cooperation
during the development of our training project. Last but not the least, we acknowledge our
friends for their contribution in the completion of the project.
Signature:
SANDIP KAMBOJ (………)
NITIN KUMAR (………)
AYUSH KUMAR SINGH (…….)
KUSH KUMAR (……….)
PRIYANK KUMAR (………)
5. v
ABSTRACT
This NIG application to be used on a handheld device running the Window Operating System.
This application is a free classifieds game app that lets you see the Facts of all related to
human life which are running in the world. This app that lets you can easily find and see all
facts in any language. It provides a simple solution to find the facts whatever present around
us on your phone. The window application is to be installed on the NIT game window. The
user will have an option to choose the facts according to the interest and knowledge. The main
part of this project resides on the window game which has application that is developed using
python. This game uses the window OS game to build an application.
6. vi
TABLE OF CONTENTS
DECLARATION .........................................................................................................................ii
CERTIFICATE ...........................................................................................................................iii
ACKNOWLEDGEMENTS........................................................................................................iv
ABSTRACT.................................................................................................................................v
TABLE OF CONTENTS............................................................................................................vi
TABLE OF FIGURES ................................................................................................................ 1
CHAPTER-1............................................................................................................................... 2
INTRODUCTION ...................................................................................................................... 2
1.1 What is Android? .............................................................................................................. 4
1.2 Why Used Android?.......................................................................................................... 5
1.3 Features of Android: ......................................................................................................... 6
1.4 Android Applications........................................................................................................ 8
1.5 Categories of Android applications: ................................................................................. 9
1.6 History of Android.......................................................................................................... 10
1.7 What is API level? .......................................................................................................... 11
1.8 Objective:........................................................................................................................ 13
1.9 Block Diagram................................................................................................................ 14
CHAPTER-2............................................................................................................................. 15
APPLICATION BUILDING BLOCKS ................................................................................... 15
2.1 Acivities:......................................................................................................................... 16
2.2 IntentReceiver:................................................................................................................ 17
2.3 Intent: .............................................................................................................................. 18
2.4 Service:............................................................................................................................ 19
2.4.1 Scheduled:................................................................................................................ 19
7. vii
2.4.2 Started: ..................................................................................................................... 19
2.4.3 Bound:...................................................................................................................... 20
2.5 Content Provider:............................................................................................................ 21
CHAPTER-3............................................................................................................................. 22
TOOLS & ENVIRONMENT USED........................................................................................ 22
3.1 TOOLS /PLATFORM AND LANGUAGES USED:..................................................... 23
3.1.1 Android Studio:........................................................................................................ 23
3.1.2 Features:................................................................................................................... 25
3.1.3 System requirements:............................................................................................... 26
3.1.4 Android Studio vs. Eclipse ADT comparison: ........................................................ 27
3.2 XML:............................................................................................................................... 28
3.2.1 Extensible Markup Language (XML)...................................................................... 30
3.2.2 Applications of XML:.............................................................................................. 31
3.3 KEY TERMINOLOGY:................................................................................................. 32
3.3.1 (Unicode) character:................................................................................................. 32
3.3.2 Processor and application: ....................................................................................... 32
3.3.3 Markup and content: ................................................................................................ 32
3.3.4 Tag: .......................................................................................................................... 32
3.3.5 Element: ................................................................................................................... 33
3.3.6 Attribute:.................................................................................................................. 33
3.3.7 XML declaration:..................................................................................................... 33
3.4 Characters and escaping:................................................................................................. 34
3.4.1 Valid characters: ...................................................................................................... 34
3.4.2 Encoding detection:.................................................................................................. 35
CHAPTER-4............................................................................................................................. 36
SYSTEM DESIGN ................................................................................................................... 36
4.1 System Data Flow Diagram............................................................................................ 36
4.1.1 Model of DFD.......................................................................................................... 37
4.1.2 Data Flow Diagram.................................................................................................. 38
4.2 ER DIAGRAM ............................................................................................................... 40
CHAPTER- 5............................................................................................................................ 41
RUNNING DEVICE................................................................................................................. 41
5.1 THE EMULATER:......................................................................................................... 41
10. 2
CHAPTER-1
INTRODUCTION
The modern generation is highly dependent on computers for all its systems because it
provides them with lots of scope for fast and reliable operation on data. Computers provide
one with the reliability. And accuracy, which can not be achieve by the manual system of data
manipulation and Storage.
Apart from this the computers provide one with a benefit in the cost expenses.
Android provides a rich application framework that allows you to build innovative apps and
games for mobile devices in a Java language environment. The documents listed in the left
navigation provide details about how to build apps using Android's various APIs.
If you're new to Android development, it's important that you understand the following
fundamental concepts about the Android app framework:
An Android app is a software application running on the Android platform. Because the
Android platform is built for mobile devices, a typical Android app is designed for a
smartphone or a tablet PC running on the Android OS.
Although an Android app can be made available by developers through their websites, most
Android apps are uploaded and published on the Android Market, an online store dedicated to
these applications. The Android Market features both free and priced apps.
This report discusses the result of the work done in development of “FACTS” on Android
plateform. This application is a free classifieds android app that lets you get and see the facts
of all related to the human life which are running in world. This app that lets you can easily
find and get your all types information related to the world It provides a simple
11. 3
solution to the find your daily life information on your phone. Android applications are
composed of one or more application components (activities, services, content providers, and
broadcast receivers.
• Each component performs a different role in the overall application behavior, and each
one can be activated individually (even by other applications)
• The manifest file must declare all components in the application and should also declare
all application requirements, such as the minimum version of Android required and any
hardware configurations required
• Non-code application resources (images, strings, layout files, etc.) should include
alternatives for different device configurations (such as different strings for different
languages)
Android apps are written in the Java programming language and use Java core libraries. They
are first compiled to Dalvik executables to run on the Dalvik virtual machine, which is a
virtual machine specially designed for mobile devices.
Developers may download the Android software development kit (SDK) from the Android
website. The SDK includes tools, sample code and relevant documents for creating Android
apps.
12. 4
1.1 What is Android?
Figure 1
Android is an open source and Linux-based Operating Systemfor mobile devices such as
smartphones and tablet computers. Android was developed by the Open Handset Alliance, led
by Google, and other companies.
Android offers a unified approach to application development for mobile devices which means
developers need only develop for Android, and their applications should be able to run on
different devices powered by Android.
The first beta version of the Android Software Development Kit (SDK) was released by
Google in 2007 where as the first commercial version, Android 1.0, was released in September
2008.
On June 27, 2012, at the Google I/O conference, Google announced the next Android version,
4.1 Jelly Bean. Jelly Bean is an incremental update, with the primary aim of improving the
user interface, both in terms of functionality and performance.
The source code for Android is available under free and open source software licenses. Google
publishes most of the code under the Apache License version 2.0and the rest, Linux kernel
changes, under the GNU General Public License version 2.
14. 6
1.3 Features ofAndroid:
Android is a powerful operating system competing with Apple 4GS and supports great
features. Few of them are listed below –
Sr.No. Feature & Description
1 Beautiful UI
Android OS basic screen provides a beautiful and intuitive user
interface.
2 Connectivity
GSM/EDGE, IDEN, CDMA, EV-DO, UMTS, Bluetooth, Wi-Fi,
LTE, NFC and WiMAX.
3 Storage
SQLite, a lightweight relational database, is used for data storage
purposes.
4 Media support
H.263, H.264, MPEG-4 SP, AMR, AMR-WB, AAC, HE-AAC,
AAC 5.1, MP3, MIDI, Ogg Vorbis, WAV, JPEG, PNG, GIF, and
BMP.
5 Messaging
SMS and MMS
6 Web browser
Based on the open-source WebKit layout engine, coupled with
Chrome's V8 JavaScript engine supporting HTML5 and CSS3.
7 Multi-touch
15. 7
Android has native support for multi-touch which was initially
made available in handsets such as the HTC Hero.
8 Multi-tasking
User can jump from one task to another and same time various
applications can run simultaneously.
9 Resizable widgets
Widgets are resizable, so users can expand them to show more
content or shrink them to save space.
10 Multi-Language
Supports single direction and bi-directional text.
11 GCM
Google Cloud Messaging (GCM) is a service that lets developers
send short message data to their users on Android devices,
without needing a proprietary sync solution.
12 Wi-Fi Direct
A technology that lets apps discover and pair directly, over a
high-bandwidth peer-to-peer connection.
13 Android Beam
A popular NFC-based technology that lets users instantly share,
just by touching two NFC-enabled phones together.
16. 8
1.4 Android Applications
Android applications are usually developed in the Java language using the Android Software
Development Kit.
Once developed, Android applications can be packaged easily and sold out either through a
store such as Google Play, SlideME, Opera Mobile Store, Mobango, F-droid and
the Amazon Appstore.
Android powers hundreds of millions of mobile devices in more than 190 countries around the
world. It's the largest installed base of any mobile platform and growing fast. Every day more
than 1 million new Android devices are activated worldwide.
This tutorial has been written with an aim to teach you how to develop and package Android
application. We will start from environment setup for Android application programming and
then drill down to look into various aspects of Android applications.
18. 10
1.6 History of Android
The code names of android ranges from A to N currently, such as Aestro, Blender, Cupcake,
Donut, Eclair, Froyo, Gingerbread, Honeycomb, Ice Cream Sandwitch, Jelly Bean, KitKat,
Lollipop and Marshmallow. Let's understand the android history in a sequence.
Figure 4
19. 11
1.7 What is API level?
API Level is an integer value that uniquely V identifies the framework API revision offered by
a version of the Android platform.
Platform
Version
API
Level
VERSION_CODE
Android
7.1.2
24 NOUGAT
Android 6.0 23 MARSHMALLOW
Android 5.1 22 LOLLIPOP_MR1
Android 5.0 21 LOLLIPOP
Android
4.4W
20 KITKAT_WATCH KitKat for
Wearables
Only
Android 4.4 19 KITKAT
Android 4.3 18 JELLY_BEAN_MR2
Android 4.2,
4.2.2
17 JELLY_BEAN_MR1
Android 4.1,
4.1.1
16 JELLY_BEAN
Android
4.0.3, 4.0.4
15 ICE_CREAM_SANDWICH_MR1
Android 4.0,
4.0.1, 4.0.2
14 ICE_CREAM_SANDWICH
Android 3.2 13 HONEYCOMB_MR2
Android 3.1.x 12 HONEYCOMB_MR1
21. 13
1.8 Objective:
The main objective of this application is to help new user to get acquainted with the app.
The purpose of this application is to provide users with information about app of android and
other app or services, how to make good strategy in the app & how to grow in the web
developing.
And finally how to become a developer ?
When we are writing your objective, you should include the name of the company you are
applying for. This informs the hiring manager that you actively want the position. Here are
some example objectives you can customize for your own resume:
1. A highly dedicated and proactive professional with 10+ years of experience in designing
interactive games for OS systems seeking an Android Developer position with ABC
Company.
2. Looking for employment with ABC Company as an Android Developer to utilize skills in
coding and working with a team.
3. Obtain an Android Developer position with ABC Company that can benefit from extensive
knowledge in coding and engineering principles.
4. Results-oriented individual with experience in developing efficient navigation software
seeking an Android Developer position at ABC Company.
5. Seeking an Android Developer position with ABC Company that promotes the use of
customer service and complex problem solving skills.
Head over to LiveCareer's Resume Builder for more help with writing a resume objective.
24. 16
2.1 Acivities:
Activity is a Java code that supports a screen or UI. In other words, building block of the user
interface is the activity.
Activity class is a pre-defined class in Android and every application which has UI must
inherit it to create window.
Let us create a simple application which displays current time when you just tap the window.
We will dissect the code to understand how the activity works.
Represent the presentation layer of an android application, e.g screen which the user sees. An
android application can have several activities and it can be switched between them during
runtime of the application.
But they can:
- Be faceless
- Be in a floating window
- Return a value
25. 17
2.2 IntentReceiver:
An application listens for specific broadcast intents by registering a broadcast receiver.
Broadcast receivers are implemented by extending the Android BroadcastReceiver class and
overriding the onReceive () method. The broadcast receiver may then be registered, either
within code (for example within an activity), or within a manifest file. Part of the registration
implementation involves the creation of intent filters to indicate the specific broadcast intents
the receiver is required to listen for. This is achieved by referencing the action string of the
broadcast intent. When a matching broadcast is detected, the onReceive() method of the
broadcast receiver is called, at which point the method has 5 seconds within which to perform
any necessary tasks before returning. It is important to note that a broadcast receiver does not
need to be running all the time. In the event that a matching intent is detected, the Android
runtime system will automatically start up the broadcast receiver before calling the onReceive
() method.
The action string, which identifies the broadcast event, must be unique and typically uses the
application’s Java package name syntax.
Components that respond to broadcaste ‘intens’.
Way to respond to external notification or alarms.
App can invent and broadcaste their on intent.
26. 18
2.3 Intent:
Broadcast intents are Intent objects that are broadcast via a call to the sendBroadcast (),
sendStickyBroadcast () or sendOrderedBroadcast () methods of the Activity class (the latter
being used when results are required from the broadcast). In addition to providing a messaging
and event system between application components, broadcast intents are also used by the
Android system to notify interested applications about key system events (such as the external
power supply or headphones being connected or disconnected).
When a broadcast intent is created, it must include an action string in addition to optional data
and a category string. As with standard intents data is added to a broadcast intent. Using key-
value pairs in conjunction with the putExtra () method of the intent object. The optional
category string may be assigned to a broadcast intent via a call to the addCategory () method.
Think of intent as a verb and objects; a description of what you want done. E.g
.VIEW, CALL, PLAY etc….
Systm matches intent with activity that can best provides.
27. 19
2.4 Service:
A Service is an application component that can perform long-running operations in the
background, and it does not provide a user interface. Another application component can start
a service, and it continues to run in the background even if the user switches to another
application. Additionally, a component can bind to a service to interact with it and even
perform interprocess communication (IPC). For example, a service can handle network
transactions, play music, perform file I/O, or interact with a content provider, all from the
background.
These are the three different types of services:
2.4.1 Scheduled:
A service is scheduled when an API such as the JobScheduler, introduced in Android
5.0 (API level 21), launches the service. You can use the JobScheduler by registering
jobs and specifying their requirements for network and timing. The system then
gracefully schedules the jobs for execution at the appropriate times. The JobScheduler
provides many methods to define service-execution conditions.
Note: If your app targets Android 5.0 (API level 21), Google recommends that you use
the JobScheduler to execute background services. For more information about using
this class, see the JobScheduler reference documentation.
2.4.2 Started:
A service is started when an application component (such as an activity) calls
startService (). After it's started, a service can run in the background indefinitely, even
if the component that started it is destroyed. Usually, a started service performs a
28. 20
single operation and does not return a result to the caller. For example, it can download
or upload a file over the network. When the operation is complete, the service should
stop itself.
2.4.3 Bound:
A service is bound when an application component binds to it by calling bindService
(). A bound service offers a client-server interface that allows components to interact
with the service, send requests, receive results, and even do so across processes with
interprocess communication (IPC). A bound service runs only as long as another
application component is bound to it. Multiple components can bind to the service at
once, but when all of them unbind, the service is destroyed.
Although this documentation generally discusses started and bound services separately, your
service can work both ways—it can be started (to run indefinitely) and also allow binding. It's
simply a matter of whether you implement a couple of callback methods: onStartCommand ()
to allow components to start it and onBind () to allow binding.
Regardless of whether your application is started, bound, or both, any application component
can use the service (even from a separate application) in the same way that any component can
use an activity—by starting it with Intent . However, you can declare the service as private in
the manifest file and block access from other applications. This is discussed more in the
section about declaring the service in the manifest.
29. 21
2.5 Content Provider:
A content provider manages access to a central repository of data. A provider is part of an
Android application, which often provides its own UI for working with the data. However,
content providers are primarily intended to be used by other applications, which access the
provider using a provider client object. Together, providers and provider clients offer a
consistent, standard interface to data that also handles inter-process communication and secure
data access.
Typically you work with content providers in one of two scenarios; you may want to
implement code to access an exiting content provider in another application, or you may want
to create a new content provider in your application to share data with other applications. This
topic covers the basics of working with existing content providers. To learn more about
implementing content providers in your own applications, see Creating a Content Provider.
This topic describes the following:
How content providers work.
The API you use to retrieve data from a content provider.
The API you use to insert, update, or delete data in a content provider.
Other API features that facilitate working with providers.
30. 22
CHAPTER-3
TOOLS & ENVIRONMENT USED
Software Used:
Front End: Android Studio 2.1
Operating System: Windows 8
Technology: XML, JAVA
Hardware Used:
Processor: Intel Core i5
RAM: 4 GB
HDD: 84 MB
Development Tools:
ECLIPS
ANDROID SDK 1.0, 2.0
31. 23
3.1 TOOLS /PLATFORM AND LANGUAGES USED:
3.1.1 Android Studio:
Android Studio
Developer(s) Google
Stable release 2.1.1 / May 11, 2016;
Preview release 2.2 Preview 1 / May 18, 2016;
Development status Stable
Written in Java
Operating system Cross-platform
Type Integrated Development
Environment (IDE)
License Apache 2.0
Website developer.android.com/sdk/index.html
32. 24
Free software portal
Java portal
Android Studio is the official integrated development environment (IDE)
for Android platform development.
It was announced on May 16, 2013 at the Google I/O conference. Android
Studio is freely available under the Apache License 2.0.
Android Studio was in early access preview stage starting from version 0.1 in
May 2013, then entered beta stage starting from version 0.8 which was released in
June 2014. The first stable build was released in December 2014, starting from version
1.0.
Based on JetBrains' IntelliJ IDEA software, Android Studio is designed
specifically for Android development. It is available for download on Windows, Mac
OS X and Linux, and replaced Eclipse Android Development Tools (ADT) as Google's
primary IDE for native Android application development.
33. 25
3.1.2 Features:
New features are expected to be rolled out with each release of Android Studio.
The following features are provided in the current stable version:
1. Gradle-based build support.
2. Android-specific refactoring and quick fixes.
3. Lint tools to catch performance, usability, version compatibility and other
problems.
4. ProGuard integration and app-signing capabilities.
5. Template-based wizards to create common Android designs and components.
6. A rich layout editor that allows users to drag-and-drop UI components, option
to preview layouts on multiple screen configurations.
7. Support for building Android Wear apps
8. Built-in support for Google Cloud Platform, enabling integration with Google
Cloud Messaging and App Engine.
34. 26
3.1.3 Systemrequirements:
Version 2.x
Windows OS X Linux
OS version
Microsoft Windows
10/8/7 (32- or 64-bit)
Mac OS X 10.8.5 or higher,
up to 10.11.4 (El Capitan)
GNOME or KDE
desktop
RAM 2 GB RAM minimum, 8 GB RAM recommended
Disk space
500 MB disk space for Android Studio, at least 1.5 GB for Android SDK,
emulator system images, and caches
Java version
Java Development Kit
(JDK) 8
Java Development Kit (JDK)
6
Java Development
Kit (JDK) 8
Screen
resolution
1280x800 minimum screen resolution
Version 1.x
Windows OS X Linux
OS version
Microsoft Windows
10/8.1/8/7/Vista/2003/XP (32
or 64 bit)
Mac OS X 10.8.5 or
higher, up to 10.10 to
up 10.10.2 up 10.10.3
on 10.10.5 (Yosemite)
GNOME or KDE or
Unity desktop on
Ubuntu or Fedora or
GNU/Linux Debian
RAM 2 GB RAM minimum, 4 GB RAM recommended
Disk space 500 MB disk space
Space for
Android
SDK
At least 1 GB for Android SDK, emulator system images, and caches
JDK
version
Java Development Kit (JDK) 7 or higher
Screen
resolution
1280x800 minimum screen resolution
35. 27
3.1.4 Android Studio vs. Eclipse ADT comparison:
Feature Android Studio Eclipse ADT
Build system Gradle Apache Ant
Maven-based build dependencies Yes No
Build variants and multiple-APK generation Yes No
Advanced Android code completion and refactoring Yes No
Graphical layout editor Yes Yes
APK signing and keystore management Yes Yes
NDK support Yes Yes
36. 28
3.2 XML:
XML
Filename extension .xml
Internet media type application/xml
text/xml
Uniform Type
Identifier (UTI)
public.xml
UTI conformation public.text
Developed by World Wide Web
Consortium
Type of format Markup language
Extended from SGML
Extended to Numerous languages,
including XHTML
RSS
Atom
KML
37. 29
Standard 1.0 (Fifth Edition)
(November 26, 2008; 7
years ago)
1.1 (Second Edition)
(August 16, 2006; 9 years
ago)
Open format? Yes
Extensible Markup Language (XML)
Published
Year started 1996; 20 years ago
Editors Tim Bray
Jean Paoli
C. M. Sperberg-McQueen
Eve Maler
François Yergeau
John Cowan
Related standards XML Schema
Domain Data serialization
Abbreviation XML
Website XML 1.0
38. 30
3.2.1 Extensible Markup Language (XML) is a markup language that defines a set of rules
for encoding documents in a format that is both human-readable and machine-readable. It is
defined by the W3C's XML 1.0 Specification and by several other related specifications, all of
which are free open standards.
The design goals of XML emphasize simplicity, generality and usability across the Internet. It
is a textual data format with strong support via Unicode for different human languages.
Although the design of XML focuses on documents, it is widely used for the representation of
arbitrary data structures such as those used in web services.
Several schema systems exist to aid in the definition of XML-based languages, while
many application programming interfaces (APIs) have been developed to aid the processing of
XML data.
39. 31
3.2.2 Applications of XML:
As of 2009, hundreds of document formats using XML syntax have been
developed, including RSS, Atom, SOAP, and XHTML. XML-based formats have become the
default for many office-productivity tools, including Microsoft Office (Office Open
XML), OpenOffice.org and LibreOffice (OpenDocument), and Apple's iWork. XML has also
been employed as the base language for communication protocols, such as XMPP.
Applications for the Microsoft . NET Framework use XML files for configuration . Apple has
an implementation of a registry based on XML.
XML has come into common use for the interchange of data over the Internet. IETF RFC
7303 gives rules for the construction of Internet Media Types for use when sending XML. It
also defines the media types application/xml and text/xml, which say only that the data is in
XML, and nothing about its semantics. The use of text/xml has been criticized as a potential
source of encoding problems and it has been suggested that it should be deprecated.
RFC 7303 also recommends that XML-based languages be given media types ending in +xml;
for example image/svg+xml for SVG.
Further guidelines for the use of XML in a networked context may be found in RFC 3470,
also known as IETF BCP 70, a document covering many aspects of designing and deploying
an XML-based language.
40. 32
3.3 KEY TERMINOLOGY:
The material in this section is based on the XML Specification. This is not an exhaustive list
of all the constructs that appear in XML; it provides an introduction to the key constructs most
often encountered in day-to-day use.
3.3.1 (Unicode) character:
By definition, an XML document is a string of characters. Almost every
legal Unicode character may appear in an XML document.
3.3.2 Processor and application:
The processor analyzes the markup and passes structured information to an application. The
specification places requirements on what an XML processor must do and not do, but the
application is outside its scope. The processor (as the specification calls it) is often referred to
colloquially as an XML parser.
3.3.3 Markup and content:
The characters making up an XML document are divided into markup and content, which may
be distinguished by the application of simple syntactic rules. Generally, strings that constitute
markup either begin with the character < and end with a >, or they begin with the
character & and end with a ;. Strings of characters that are not markup are content. However,
in a CDATA section, the delimiters <![CDATA[ and ]]> are classified as markup, while the
text between them is classified as content. In addition whitespace before and after the
outermost element is classified as markup.
3.3.4 Tag:
A markup construct that begins with < and ends with >. Tags come in three flavors:
Start-tags; for example: <section>
41. 33
End-tags; for example: </section>
Empty-element tags; for example: <line-break />
3.3.5 Element:
A logical document component that either begin with a Start-tag and ends with a matching.
End-tag or consists only of an empty-element tag. The characters between the start- and end-
tags, if any, are the element's content, and may contain.
Markup including other elements which are called child elements . An example of an element
is<Greeting>Hello world</Greeting>. Another is <line-break />.
3.3.6 Attribute:
A markup construct consisting of a name/value pair that exists within a start-tag or empty-
element tag. In the example (below) the element img has two attributes, src and alt:
<img src="madonna.jpg" alt='Foligno Madonna, by Raphael' />
Another example would be
<step number="3">Connect A to B. </step>
Where the name of the attribute is "number" and the value is "3".
An XML attribute can only have a single value and each attribute can appear at most once on
each element. In the common situation where a list of multiple values is desired, this must be
done by encoding the list into a well-formed XML attribute with some format beyond what
XML defines itself. Usually this is either a comma or semi-colon delimited list or, if the
individual values are known not to contain spaces, a space-delimited list can be used.
<div class="inner greeting-box" >Hello! </div>
Where the attribute "class" has both the value "inner greeting-box" and also indicates the
two CSS class names "inner" and "greeting-box".
3.3.7 XML declaration:
XML documents may begin by declaring some information about themsalves as in the
following example:
42. 34
<? Xml version="1.0" encoding="UTF-8"?>
3.4 Characters and escaping:
XML documents consist entirely of characters from the Unicode repertoire. Except for a small
number of specifically excluded control characters, any character defined by Unicode may
appear within the content of an XML document.
XML includes facilities for identifying the encoding of the Unicode characters that make up
the document, and for expressing characters that, for one reason or another, cannot be used
directly.
3.4.1 Valid characters:
Main article: Valid characters in XML
Unicode code points in the following ranges are valid in XML 1.0 documents:
U+0009 (Horizontal Tab), U+000A (Line Feed), U+000D (Carriage Return): these are the
only C0 controls accepted in XML 1.0;
U+0020–U+D7FF, U+E000–U+FFFD: this excludes some (not all) non-characters in
the BMP (all surrogates, U+FFFE and U+FFFF are forbidden);
U+10000–U+10FFFF: this includes all code points in supplementary planes, including non-
characters.
XML 1.1 extends the set of allowed characters to include all the above, plus the remaining
characters in the range U+0001–U+001F. At the same time, however, it restricts the use of C0
and C1 control characters other than U+0009 (Horizontal Tab), U+000A (Line Feed),
U+000D (Carriage Return), and U+0085 (Next Line) by requiring them to be written in
escaped form (for example U+0001 must be written as  or its equivalent). In the case
43. 35
of C1 characters, this restriction is a backwards incompatibility; it was introduced to allow
common encoding errors to be detected.
The code point U+0000 (Null) is the only character that is not permitted in any XML 1.0 or
1.1 document.
3.4.2 Encoding detection:
The Unicode character set can be encoded into bytes for storage or transmission in a variety of
different ways, called "encodings". Unicode itself defines encodings that cover the entire
repertoire; well-known ones include UTF-8 and UTF-16. There are many other text encodings
that predate Unicode, such as ASCII and ISO/IEC 8859; their character repertoires in almost
every case are subsets of the Unicode character set.
XML allows the use of any of the Unicode-defined encodings, and any other encodings whose
characters also appear in Unicode. XML also provides a mechanism whereby an XML
processor can reliably, without any prior knowledge, determine which encoding is being
used.[13] Encodings other than UTF-8 and UTF-16 are not necessarily recognized by every
XML parser.
44. 36
CHAPTER-4
SYSTEM DESIGN
4.1 System Data Flow Diagram
Data flow diagram is a means of representation a system at any level of detail with a graphic
network of symbols showing data flows, data, stores, data processes, and data sources.
Data flow diagrams are one of the three essential perspectives of the structured-systems
analysis and design method ssadm. The sponsor of a project and the end users will need to be
briefed and consulted throughout all stages of a system's evolution. With a data flow diagram,
users are able to visualize how the system will operate, what the system will accomplish, and
how the system will be implemented. The old system's dataflow diagrams can be drawn up
and compared with the new system's data flow diagrams to draw comparisons to implement a
more efficient system. Data flow diagrams can be used to provide the end user with a physical
idea of where the data they input ultimately has an effect upon the structure of the whole
system from order to dispatch to report. How any system is developed can be determined
through a data flow diagram model.
The data diagram is analogues to a road map. It is a network of all possibilities with different
details shown on different hierarchical levels. This processes of representing different details
level is called leveling or partitioning by some data flow diagram advocates.
45. 37
4.1.1 Model of DFD
Function
File/database
Input/output
Flow
Data Flow Diagram Mode
48. 40
4.2 ER DIAGRAM
ER Diagramming is a means of representing a system at any level of details with a graphic
network of symbols showing ENTITY RELATINSHIP between all entities used in table /
database.
REGISTER ER DIAGRAM:
Login user
Mail id
Name
Password
Is Live
Admin
Id
REGISTER
PASSWO
RDMAIL
ID
49. 41
CHAPTER- 5
RUNNING DEVICE
5.1 THE EMULATER: An Emulator is hardware or software that enables one computer
system (called the host) to behave like another computer system (called the guest). An
emulator typically enables the host system to run software or use peripheral devices designed
for the guest system. Emulation refers to the ability of a computer program in an electronic
device to emulate (or imitate) another program or device. Many printers, for example, are
designed to emulate Hewlett-Packard LaserJet printers because so much software is written
for HP printers. If a non-HP printer emulates an HP printer, any software written for a real HP
printer will also run in the non-HP printer emulation and produce equivalent printing. Since at
least the 1990s until today (2010s), some video game enthusiasts use emulators to play 1980s
arcade games using the original 1980s programming code, which is interpreted by a current-
era system.
Figure 5
50. 42
5.2 ANDROID MOBILE DEVICES: A Device is a mobile phone (also known as cell
phones or mobiles) with an advanced mobile operating system that combines features of a
personal computer operating system with other features useful for mobile or handheld
use.[1][2][3] Smartphones, which are pocket-sized, typically combine the features of a mobile
phone, such as the abilities to place and receive voice calls and create and receive text
messages, with those of other popular digital mobile devices like personal digital assistants
(PDAs), such as an event calendar, media player, video games, GPS navigation, digital camera
and digital video camera. Smartphones can access the Internet and can run a variety of third-
party software components ("apps" from places like Google Play Store or Apple App Store).
They typically have a color display with a graphical user interface that covers more than 76%
of the front surface. The display is almost always a touchscreen and sometimes additionally a
touch-enabled keyboard like the Priv/Passport BlackBerrys, which enables the user to use a
virtual keyboard to type words and numbers and press onscreen icons to activate "app"
features.
Figure 6
51. 43
CHAPTER-6
CONCLUSION
We devloped an android application for all users of our world for get them the information of
all world which are running in world and also we learned new skills, and used all the things
that what we learnt in this facts App. This application is very usefull for all the users who are
interesting in facts because they can get the information very easily by this application. We do
not regret anything in this experience and we thank all those who have allowed such a thing
feasible. The people we met here are not just classmates and professors, they are friends, and
once again we thank to all.
55. 47
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keynote". Android Central Mobile Nations Retrieved February, 22, 2017.
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Features For Developer Console, Including Beta Releases And Staged Rollout". TechCrunch
AOL Retrieved March, 22, 2017. Jump up^ "Android Studio BETA". Google Google April 5-
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