Vous êtes sur la page 1sur 14

Chapter 1

INTRODUCTION
1.1 INTRODUCTION
The 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.
Now in the present time, where clicking a photo and listening to music on the go is just
a part of anyones daily life, providing any improvements in the working of such
technologies that in turn make the user experience better are always appreciated. With the
improvements in technology the level of sophistication in software has also increased. Also
with the idea of 'keeping it simple, developing sophisticated applications is a challenge.
A Sensor Music Player that allows you to play music files in MP3 format stored in device
storage. Sensor Music Player is the Android platform based Music Player. The player uses
proximity sensor which comes inbuilt in android devices. The Sensor Music Player has both
basic and advanced features. Basic features like Play, Pause, Next, Previous UI buttons to use
basic functionality. It has also advanced features like adding songs to favourite Playlist. After
that user can easily find his favourite songs in that particular favourite playlist. Sensor Music
Player automatically tracks the most played songs by the user and stores in another particular
playlist named Most played.
The Sensor Music Player allows user to use its Proximity Sensor of device to Play Song,
Pause Song, Play Next Song. User swipes the hand over the proximity sensor and our player
changes track to next song. Similarly, when user holds his/her 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

Today smartphone user uses UI to interact with the Music Player to listen song. The
general feature of Music Player is it uses UI buttons to Play Song, Pause Song, Play Next
Song and Play Previous Song. User 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 Limitations
Normally user has to remember the fevourite song when he wants to play it again.
Most of the music player dont provide free of cost sorting like by album, by artist, most
played. They dont have custom app theme.

1.2 PROBLEM STATEMENT


In an ordinary music player:Lack 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
require things.
Lack 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.
Lack 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
requirements.
Lack of most played songs-

1.3 PROPOSED SOLUTION


Our sensor music player

Use of proximity sensor- With the help of proximity sensor the user can easily been able to
change, play and pause the song without been touching the devise.
If the user just slides his hands over it then the it changes to the next song, and if the user just
stay his hands for 600msec then the song pause and play the song.
favorite selection table:-With 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 dont 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.

Chapter 2

METHODOLOGY
2.1 INTRODUCTION
Android is a mobile operating system (OS) currently developed by Google, based on the
Linux kernel and designed primarily for touchscreen mobile devices such as smartphones and
tablets. Android'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 objects, along with a virtual keyboard for text input. In addition to
touchscreen devices, Google has further developed Android TV for televisions, Android Auto
for cars, and Android Wear for wrist watches, each with a specialized user interface. Variants
of Android are also used on notebooks, game consoles, digital cameras, and other electronics.
Android has the largest installed base of all operating systems of any kind. Android has been
the best-selling OS on tablets since 2013, and on smartphones it is dominant by any metric.
Android's source code is released by Google under open source licenses, although most
Android devices ultimately ship with a combination of open source and proprietary software,
including proprietary software required for accessing Google services. Android is popular
with technology companies that require a ready-made, low-cost and customizable operating
system for high-tech devices. Its open nature has encouraged a large community of
developers and enthusiasts to use the open-source code as a foundation for community-driven
projects, which add new features for advanced users or bring Android to devices originally
shipped with other operating systems. At the same time, as Android has no centralized update
system most Android devices fail to receive security updates: research in 2015 concluded that
almost 90% of Android phones in use had known but unpatched security vulnerabilities due
to lack of updates and support. The success of Android has made it a target for patent
litigation as part of the so-called "smartphone wars" between technology companies..

2.2 PROPOSED METHODOLOGY


2.3 Android Studio
2.4
Android Studio is the official IDE for Android application
development, based on IntelliJ IDEA.
2.5

SDK manager
2.6
The Android software development kit (SDK) includes a
comprehensive set of development tools. These include a debugger,
libraries, a handset emulator based on QEMU, documentation, sample
code, and tutorials. Currently supported development platforms include
computers running Linux (any modern desktop Linux distribution), Mac
OS X 10.5.8 or later, and Windows XP or later.

2.7

GSON
2.8
Gson is a Java library that can be used to convert Java Objects into
their JSON representation. It can also be used to convert a JSON string to
an equivalent Java object.

2.9

Universal image loader


2.10 Universal Image Loader is an smart and powerful library
that helps in loading, caching and displaying images on Android. This
means, using this library you can download remote images and display on
ImageView.

2.11
2.12 PROCESS MODEL ADOPTED
2.13
2.14

2.3.1
2.3.2

2.15
2.16
TIME PLAN AND TEAM STRUCTURE
2.16.1

Team Structure and Assigned Task


2.17 Virtual Teams In todays world of internet and mobile technologies, its easier to
manage physically dispersed members with the concept of building virtual teams. Members
collaborate online, participate in video-conferences and discuss in real-time to realize a
common objective. While 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 direct
interaction. These challenges must be addressed by monitoring the efforts of the members
and recognizing their individual contributions.

2.18
2.19
2.19.1 Time Plan
2.20 Defining Activities
2.21 Sequencing Activities

2.22
2.23
2.24
2.25

2.26

Resource Estimating for Activities


Duration and Effort Estimation
Development of the Schedule
Schedule Control

2.27
2.28

2.29 CHAPTER 6:

2.30
2.31
2.32 CONCLUSIONS AND FUTURE WORK
6.1. Conclusions

2.33

This Final Year Project was a great opportunity for us to discover new
fields and ways of working. Cooperating with the Aix School of Art was very
interesting since our skills were really complementary. Learning Pure Data was
truly enthralling and opened new vistas for us. Indeed, it forced us to
understand sound synthesis from scratch, something that always interested us.
We started the project with no clear objective, and our main goal at the
beginning was to experiment the possibilities of combining a mobile phone
with a sound engine. Therefore, we were very glad to be able to finally produce
a complete and working application. We learned a lot about music composition,
which is unexpected for an engineering project, but the artistic part of the
project definitely broadened our horizons and we are thankful for that. The
artistic atmosphere in which we worked clearly motivated us to try new things
and gave us the freedom that was needed for such a project.

2.34
2.35
6.1. Limitation of the Project

2.36
2.37

The main limitation of this project is that it is an android application


which can only work in an android devices.

2.38

It does not work in the lower version of the android, minium android
version require is icecream sandwich4.0.1.

2.39

The device should have the proximitie senson for running of the
application, if not present the sensor would not work and it will behave as an
ordinary music player .

2.40
2.41
6.1. Difficulties Encountered

2.42
2.43

Our first challenge was to understand how to use Pure Data on an


Android phone. So we followed the instructions given by the creator. Eclipse is

complex environment with many things to take care of. But we are used to it so
we handled that part easily. Then we thought that the library would allow us

2.44

to generate sound with command lines. That was not even close to the
truth. Actually the library simply makes it possible to communicate with
existing Pd patches.

2.45

That leads to our second and major challenge: learn a new and unusual
programming language, Pure Data.

2.46

To go through that issue in such short time, we followed training with


Franois Parra. We completed that training with a workshop where we learnt a
lot and became independent to continue our project. Moreover the distribution
used in the Libpd library is lightened. We had to recreate some complex
instrument using only the basic component of Pure Data.

2.47

As in many development projects, both of us were modifying the


source code at the same time. We decided to use github, a famous versioning
website. It is a powerful tool but too hard to use. We spent too much time
trying to merge our project versions. We stopped using it and had to change
the way we worked. As we worked on two different platforms with two different
languages we split the work: Android development on the one hand and Pure
Data Development on the other hand. We never had to merge anything again,
and we saved a lot of time. We just needed to coordinate the communication
between the two layers.

2.48

We encountered some others issues in the sound generation part. We


had to manage some sound interference and saturation. Pure Data is not
physically limited but speakers and GPU (Graphics Processing Unit) are. So we
cut the high frequency off and added a sound limiter in order not to damage
the phone or headphones components and the ears of the user.

2.49
2.50
2.51 Future Enhancement Suggestion

2.52
2.53 The users can download this application from any part in the world from google play
store.
2.54 The application provided aur free of cost, therefore students can also enjoy this
application.

2.55

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, HTC, Motorola,
Google and many others are going wild with their innovations increase in the need and use
of Mobile Applications.

Ease of use Learning Android Programming is fairly easy and app development is cost
effective. Any software developer who can think out of the box will be able to put Android into
extraordinary use.

Support The most important attraction of Android is backing by Google.

2.57
2.58 CHAPTER 5: TESTING
5.1. Testing Objectives
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), network used (2G, 3G, 4G, etc.), payload structure,
etc. When we do mobile performance testing, we like to systematically decompose the
tests as follows:
2.60 Client application performance:
2.61 This 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, and
its usage of those resources when executing typical user scenarios. Similar to
comparing a Client-Server application versus a Browser-server application, for mobile
we consider a native application still as a client if it needs remote access to a server
application. Some native applications, for example a dictionary, or a solitary card game
are totally stand alone. But these days, many native applications reside on the mobile
device and still communicate readily with a server application. The 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 Given the complex nature of mobile application performance testing, in this article
well address mobile client application performance for a native application (versus
browser based, see above). We 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 network. Well discuss some of the tools
used for local device and application performance testing, laying out the considerations
made, and the results along the way. This article is the first of a series. Future articles

will discuss mobile performance testing from the network and server application
perspectives.

2.64
2.65
2.66
2.67
5.1.

Testing Methods and Strategies

5.2. he Test strategy should make sure that all the quality and performance
guidelines are met. A few pointers in this area:
5.3. 1) Selection of the devices Analyze the market and choose the
devices that are widely used. As the application run in the minium of the
icecream sandwich 4.0.1. so the device should be the of the mention
version or above. In this application the proximity sensor playes avital role
in running the application in proper manner, so the device should have the
proximity sensor.(This decision mostly relies on the clients. The client or
the app builders consider the popularity factor of a certain devices as well
as the marketing needs for the application to decide what handsets to use
for testing.)
5.4. 2) Emulators The use of these is extremely useful in the initial
stages of development, as they allow quick and efficient checking of the
app. Emulator is a system that runs software from one environment to
another environment without changing the software itself. It duplicates
the features and work on real system.

2.68
2.69
2.70
5.1.

Test Case

2.71
2.72 In addition to functionality based test cases, Mobile application testing requires
special test cases which should cover following scenarios.
Battery usage Its important to keep a track of battery consumption while running
application on the mobile devices. The proximity sensor deactive when the screen
light off.

Speed of the application- the response time on different devices, with different

memory parameters, with different network types etc.


Data requirements For installation as well as to verify if the user with limited

data plan will able to download it.


Memory requirement again, to download, install and run

2.73 Functionality of the application make sure application is not crashing due to
network failure or anything else.

Vous aimerez peut-être aussi