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A PROJECT REPORT

ON
Music puzzle
A dissertation submitted to Jawaharlal Nehru Technological University,
Hyderabad, in partial fulfillment of the Requirement for the award of the degree

Of

Bachelor of Technology
In
Computer Science and Engineering
By
Mohammed Shoaib Ali 16M21A0538
Syed Ateeq Hussain 16M21A0552
Syed Sohail 16M21A0558

UNDER THE GUIDANCE OF


“JUWERIAAZEEM”
Asst .Professor

Department of Computer Science and Engineering


LORDS INSTITUTE OF ENGINEERING & TECHNOLOGY
(Affiliated to Jawaharlal Nehru Technological University)
Himayathsagar, Hyderabad – 500 008

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Department of Computer Science and Engineering
LORDS INSTITUTE OF ENGINEERING & TECHNOLOGY
(Affiliated to Jawaharlal Nehru Technological University)
Himayathsagar, Hyderabad – 500 008

CERTIFICATE
This is to certify that the project report entitled Music puzzle using Amazon
Web Service being submitted by Mr. MOHAMMED SHOAIB ALI (16M21A0538),
SYED ATEEQ HUSSAIN (16M21A0552), and SYED SOHAIL (16M21A0558), in
partial fulfillment of the requirements for the award of the degree of Bachelor of
Technology in Computer Science and Engineering is a record of bonafide work carried
out by them. The results of investigations enclosed in this report have been verified and
found satisfactory.

Internal Guide Head of the Department


Juweriaazeem Dr.T.K.Shaik Shavali
Assistant Professor

Principal External Examiner

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ACKNOWLEDGMENT
While developing the project and thesis preparation we were helped by
many people. We avail this opportunity to express my profound sense of
gratitude to all who rendered their valuable help and time in the completion
of project on time with quality.
We would like to express our immense gratitude and sincere thanks to
management of Lords Institute of Engineering and Technology for providing
infrastructure necessary software, support and excellent academic
environment which was required during research and development of the
project.
We are thankful to Dr.Mohammed Yousuf Ali, the Principal of Lords
Institute of Engineering and Technology for providing the necessary
guidance to pursue and successfully complete the project on time with
quality.
We are mostly obliged and grateful to Dr.T.K.Shaik Shavali, Head of the
Department, Computer Science and Engineering, Lords Institute of
Engineering & Technology, Hyderabad for his valuable guidance, keen and
sustained interest and encouragement throughout the implementation of this
project.
We would also like to express our gratitude to Project Coordinator and
Asst. professor Juweriaazeem and also Mr Syed Akheel., Lords institute
of engineering &Technology for his cooperation in completing the project
work.
We express my gratitude to all the other faculty members of CSE
Department who helped us in learning, implementing and project execution.
Finally we acknowledge with gratitude the unflagging support and patience
of my parents for the guidance and encouragement during this project work.

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ABSTRACT

This App we get any important Music makes human to refresh their mood
and control their emotions. Our project “Music Puzzle” is a music game for
Android users which makes a person anxious.

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INDEX

Contents Page No.


Acknowledgement 3
Abstract 4
Index 5

CHAPTER-1 : INTRODUCTION Page No


1.1 Introduction 7
CHAPTER-2 : SYSTEM ANALYSIS 8
2.1 Existing System
2.2 Proposed System
CHAPTER-3 : REQUIREMENTS 9
3.1 Software Requirements
3.2 Hardware Requirements
CHAPTER-4:Fesibility Study 10
4.1 Technical feasibility
4.2 Operational feasibility
4.3 Economic feasibility
CHAPTER-5 SYSTEM DESIGN 11
5.1 System Design
5.2 Software Design
CHAPTER-6 INPUT OUTPUT 12
6.1 input design
6.2 output design
CHAPTER-7:UML DIAGRAMS 13
7.1 Sequence Diagram

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7.2 Use Case Diagram
7.3 Activity Diagram
7.4 Class Diagram
7.5 Object Diagram
7.6 Deployment Diagram
CHAPTER-8: SYSTEM CODING & IMPLEMENTATION 31
CHAPTER-9: SCREEN SHOTS 42
CHAPTER-10: TESTING AND VALIDATION 44
CHAPTER-11: CONCLUSION 46
CHAPTER-12: REFERENCES 47

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CHAPTER-1
INTRODUCTION
1.1 Introduction
Purpose:

Music makes human to refresh their mood and control their emotions. Our project
“Music Puzzle” is a music game for Android users which makes a person anxious.
This android based application uses the phone memory and plays a song
randomly; user must guess the song among the options displayed. As the game
furthers the complexity increases. This application supports the 2.3 and the later
versions of the Android.
Project scope:
Our project aims to build this information system in a Mobile phone using the latest
technology in the market namely Google Android SDK. Music makes human to
refresh their mood and control their emotions. Our project “Music Puzzle” is a
music game for Android users which makes a person anxious.

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CHAPTER-2
SYSTEM ANALYSIS
2.1Existing System:
As of now there is no such game in android which uses the phone memory
for the game; however the existing system uses the internet connection.

2.2Proposed System:
Here we are going to create the music game using the phone memory in
addition to the music that can be played through internet .We can share our
favorite songs & scores with our friends.

Product Features:
 Gathering the missed call information using background services
 Gathering the incoming messages information
 Mailing the Information.
 Configurations setting module

Operating environment:
Software requirements used in this project are Microsoft.Net frame work 3.5,
Microsoft C# programming language for Front end, SQL Server 2005 for
database, Visual Studio IDE 2008 as an editor. Hardware requirements used
in this project are P4 processor, 512 MB of main memory (RAM) and
database memory.

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CHAPTER-3
REQUIREMENTS
3.1Software Requirements:
1. Java(JDK 1.8)
2. Android SDK
3. Eclipse Ganymede IDE
4. Operating System –Windows XP, Windows 7

3.2Hardware Requirements:
1. Ram : 1 GB Ram & above
2. Hard Disk : 50 GB & above
3. Processor :Dual Core & above

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CHAPTER-4
FEASIBILITY STUDY:
The next step in analysis is to verify the feasibility of the proposed system.
“All projects are feasible given unlimited resources and infinite time“. But in
reality both resources and time are scarce. Project should confirm to time
bounce and should be optimal in their consumption of resources.
 Technical feasibility
 Operational feasibility
 Economical feasibility
4.1TECHNICAL FEASIBILITY:
As we are developing this Application on Java 2 platform edition
which is an open source and free of cost. Once we started developing this
application in Java 2 platform editions then there is no need of purchasing
any special software or application software for support.
4.2OPERATIONAL FEASIBILITY:
To determine the operational feasibility of the system we should take
into consideration the awareness level of the users. Users who are using this
Application don’t require much knowledge of how to use. Everything will be
understood by user once he sees the application.

4.3ECONOMIC FEASIBILITY
To decide whether a project is economically feasible, or not we have to
consider various factors as:
 Cost benefit analysis

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CHAPTER-5
SYSTEM DESIGN
5.1 SYSTEM DESIGN
System design is transition from a user oriented document to programmers
or data base personnel. The design is a solution, how to approach to the
creation of a new system. This is composed of several steps. It provides the
understanding and procedural details necessary for implementing the
system recommended in the feasibility study. Designing goes through logical
and physical stages of development, logical design reviews the present
physical system, prepare input and output specification, details of
implementation plan and prepare a logical design walkthrough.

The database tables are designed by analyzing functions involved in the


system and format of the fields is also designed. The fields in the database
tables should define their role in the system. The unnecessary fields should
be avoided because it affects the storage areas of the system. Then in the
input and output screen design, the design should be made user friendly. The
menu should be precise and compact.
5.2 SOFTWARE DESIGN
In designing the software following principles are followed:
1. Modularity and partitioning: software is designed such that, each
system should consists of hierarchy of modules and serve to partition into
separate function.
2. Coupling: modules should have little dependence on other modules of a
system.
3. Cohesion: modules should carry out in a single processing function.

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CHAPTER-6
INPUT/OUTPUT DESIGNS

6.1Input design:
Considering the requirements, procedures to collect the necessary input
data in most efficiently designed. The input design has been done keeping in view that, the
interaction of the user with the system being the most effective and simplified way.
Also the measures are taken for the following
 Controlling the amount of input
 Avoid unauthorized access to the Universal Dossier
 Eliminating extra steps
 Keeping the process simple
 At this stage the input forms and screens are designed.

6.2Output design:
All the screens of the system are designed with a view to provide the user with easy
operations in simpler and efficient way, minimum key strokes possible. Instructions and
important information is emphasized on the screen. Almost every screen is provided with
no error and important messages and option selection facilitates. Emphasis is given for
speedy processing and speedy transaction between the screens. Each screen assigned to
make it as much user friendly as possible by using interactive procedures. So to say user
can operate the system without much help from the operating manual.

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CHAPTER-7
UML DIAGRAMS
UML Concepts
The Unified Modeling Language (UML) is a standard language for writing
software blue prints. The UML is a language for
 Visualizing
 Specifying
 Constructing
 Documenting the art facts of a software intensive system.
The UML is a language which provides vocabulary and the rules for
combining words in that vocabulary for the purpose of communication. A
modeling language is a language whose vocabulary and the rules focus on the
conceptual and physical representation of a system. Modeling yields an
understanding of a system.
Building Blocks of the UML:
The vocabulary of the UML encompasses three kinds of building blocks:
 Things
 Relationships
 Diagrams
Things are the abstractions that are first-class citizens in a model;
relationships tie these things together; diagrams group interesting
collections of things.

Things in the UML:


There are four kinds of things in the UML:
 Structural things
 Behavioral things
 Grouping things

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 An notational things

Structural things are the nouns of UML models. The structural things used
in the project design are:
First, a class is a description of a set of objects that share the same attributes,
operations, relationships and semantics.

Window
origin
size
open()
close()
move()
display()

Fig: Classes

Second, a use case is a description of set of sequence of actions that a system


performs that yields an observable result of value to particular actor.

Fig: Use Cases

Third, a node is a physical element that exists at runtime and represents a


computational resource, generally having at least some memory and often
processing capability.

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Fig: Nodes

Behavioral things are the dynamic parts of UML models. The behavioral thing used
is:
Interaction:
An interaction is a behavior that comprises a set of messages exchanged among a set
of objects within a particular context to accomplish a specific purpose. An
interaction involves a number of other elements, including messages, action
sequences (the behavior invoked by a message, and links (the connection between
objects).

Fig: Messages
Relationships in the UML:

There are four kinds of relationships in the UML:


 Dependency
 Association
 Generalization
 Realization
A dependency is a semantic relationship between two things in which a change to
one thing may affect the semantics of the other thing (the dependent thing).

Fig: Dependencies

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An association is a structural relationship that describes a set links, a link being a
connection among objects. Aggregation is a special kind of association, representing
a structural relationship between a whole and its parts.

Fig: Association

A generalization is a specialization/ generalization relationship in which objects of


the specialized element (the child) are substitutable for objects of the generalized
element (the parent).

Fig: Generalization

A realization is a semantic relationship between classifiers, where in one classifier


specifies a contract that another classifier guarantees to carry out.

Fig: Realization

7.1Sequence Diagrams:
UML sequence diagrams are used to represent the flow of messages, events
and actions between the objects or components of a system. Time is
represented in the vertical direction showing the sequence of interactions of
the header elements, which are displayed horizontally at the top of the
diagram.
Sequence Diagrams are used primarily to design, document and validate the
architecture, interfaces and logic of the system by describing the sequence of

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actions that need to be performed to complete a task or scenario. UML
sequence diagrams are useful design tools because they provide a dynamic
view of the system behavior which can be difficult to extract from static
diagrams or specifications.
Actor

Represents an external person or entity that interacts with the system

Object
Represents an object in the system or one of its components

Unit
Represents a subsystem, component, unit, or other logical entity in the system (may
or may not be implemented by objects)

Separator
Represents an interface or boundary between subsystems, components or units
(e.g., air interface, Internet, network)

Group

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Groups related header elements into subsystems or components

Sequence Diagram Body Elements

Action
Represents an action taken by an actor, object or unit

Asynchronous Message
An asynchronous message between header elements

Block
A block representing a loop or conditional for a particular header element

Call Message
A call (procedure) message between header elements

Create Message

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A "create" message that creates a header element (represented by lifeline going
from dashed to solid pattern)

Diagram Link

Represents a portion of a diagram being treated as a functional block. Similar to a


procedure or function call that abstracts functionality or details not shown at this
level. Can optionally be linked to another diagram for elaboration.

Else Block Represents an "else" block portion of a diagram block

Message

A simple message between header elements

Return Message

A return message between header elements

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Application Sqlite

User

Select level

Selected

View Questions View Options

Answer Submited Give answer

message message

message message

Exit

Exited

7.2Use Case Diagram


A use case diagram is a graph of actors set of use cases enclosed by a system
boundary, communication associations between the actors and users and

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generalization among use cases. The use case model defines the
outside(actors) and inside(use case) of the system’s behavior.

use case diagram is quite simple in nature and depicts two types of elements:

Figure 3.1: an actor in a use case diagram


To identify an actor, search in the problem statement for business terms that
portray roles in the system. For example, in the statement "patients visit the
doctor in the clinic for medical tests," "doctor" and "patients" are the
business roles and can be easily identified as actors in the system.

Use case: A use case in a use case diagram is a visual representation of


distinct business functionality in a system. The key term here is "distinct
business functionality." To choose a business process as a likely candidate for
modeling as a use case, you need to ensure that the business process is
discrete in nature.
As the first step in identifying use cases, you should list the discrete business
functions in your problem statement. Each of these business functions can be
classified as a potential use case. Remember that identifying use cases is a
discovery rather than a creation. As business functionality becomes clearer,
the underlying use cases become more easily evident. A use case is shown as
an ellipse in a use case diagram (see Figure 3.2).

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Figure 3.2: use cases in a use case diagram
Figure 3.2 shows two uses cases: "Make appointment" and "Perform medical
tests" in the use case diagram of a clinic system. As another example,
consider that a business process such as "manage patient records" can in
turn have sub-processes like "manage patient's personal information" and
"manage patient's medical information." Discovering such implicit use cases
is possible only with a thorough understanding of all the business processes
of the system through discussions with potential users of the system and
relevant domain knowledge.

CASE DIAGRAM:

Start

S elect Level

User
Give Answers

View Score

Exit

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7.3Activity Diagram
Activity diagrams represent the business and operational workflows of a
system. An Activity diagram is a dynamic diagram that shows the activity and
the event that causes the object to be in the particular state.
So, what is the importance of an Activity diagram, as opposed to a State
diagram? A State diagram shows the different states an object is in during the
lifecycle of its existence in the system, and the transitions in the states of the
objects. These transitions depict the activities causing these transitions,
shown by arrows.
An Activity diagram talks more about these transitions and activities causing
the changes in the object states.

Activity Diagram:

Select Level

Give Answers

View Score

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Defining an Activity diagram

Let us take a look at the building blocks of an Activity diagram.

Elements of an Activity diagram

An Activity diagram consists of the following behavioral elements:

Initial Activity: This shows the starting point or first activity of the flow. Denoted
by a solid circle. This is similar to the notation used for Initial State.

Activity: Represented by a rectangle with rounded (almost oval) edges.

Decisions: Similar to flowcharts, a logic where a decision is to be made is depicted


by a diamond, with the options written on either side of the arrows emerging from
the diamond, within box brackets.

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Signal: When an activity sends or receives a message, that activity is called a signal.
Signals are of two types: Input signal (Message receiving activity) shown by a
concave polygon and Output signal (Message sending activity) shown by a convex
polygon.

Concurrent Activities: Some activities occur simultaneously or in parallel. Such


activities are called concurrent activities. For example, listening to the lecturer and
looking at the blackboard is a parallel activity. This is represented by a horizontal
split (thick dark line) and the two concurrent activities next to each other, and the
horizontal line again to show the end of the parallel activity.

Final Activity: The end of the Activity diagram is shown by a bull's eye symbol, also
called as a final activity.

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7.4Class Diagram

An object is any person, place, thing, concept, event, screen, or report


applicable to your system. Objects both know things (they have attributes) and they
do things (they have methods).A class is a representation of an object and, in many
ways; it is simply a template from which objects are created. Classes form the main
building blocks of an object-oriented application. Although thousands of students
attend the university, you would only model one class, called Student, which would
represent the entire collection of students.

Responsibilities

Classes are typically modeled as rectangles with three sections: the top
section for the name of the class, the middle section for the attributes of the
class, and the bottom section for the methods of the class. Attributes are the
information stored about an object, while methods are the things an object or
class does. For example, students have student numbers, names, addresses,
and phone numbers. Those are all examples of the attributes of a student.
Students also enroll in courses, drop courses, and request transcripts. Those
are all examples of the things a student does, which get implemented (coded)
as methods. You should think of methods as the object-oriented equivalent of
functions and procedures.
Class diagram:

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m:Menu
String level1,level2;

Start();

l:LeveOne
l2:LeveTwo
String question,answers;
String question,answers;

GiveAnswers();
View Score(); GiveAnswers();
View Score();

s:Score
int Score;

View();

7.5OBJECT DIAGRAM

An object diagram in the Unified Modeling Language (UML), is


a diagram that shows a complete or partial view of the structure of a
modeled system at a specific time.

An Object diagram focuses on some


particular set of object instances and attributes, and the links between the
instances. A correlated set of object diagrams provides insight into how an
arbitrary view of a system is expected to evolve over time. Object diagrams
are more concrete than class diagrams, and are often used to provide
examples, or act as test cases for the class diagrams. Only those aspects of a

27
model that are of current interest need be shown on an object diagram. State
chart diagram

State chart diagram is used to describe the states of different objects in its life
cycle. So the emphasis is given on the state changes upon some internal or
external events. These states of objects are important to analyze and
implement them accurately. State chart diagrams are very important for
describing the states. States can be identified as the condition of objects
when a particular event occurs.

Before drawing a State chart diagram we must have clarified the following
points:

 Identify important objects to be analyzed.


 Identify the states.
 Identify the events.

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Menu
String level1,level2;

Start();

LeveOne
LeveOne
String question,answers;
String question,answers;

GiveAnswers();
View Score(); GiveAnswers();
View Score();

Score
int Score;

View();

7.6Deployment Diagram

Deployment diagrams are used to visualize the topology of the physical


components of a system where the software components are deployed.

So deployment diagrams are used to describe the static deployment view of a


system. Deployment diagrams consist of nodes and their relationships.

The purpose of deployment diagrams can be described as:

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The name Deployment itself describes the purpose of the diagram.
Deployment diagrams are used for describing the hardware components
where software components are deployed.

 Visualize hardware topology of a system.


 Describe the hardware components used to deploy software components.
 Describe runtime processing nodes.

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CHAPTER-8
SYSTEM CODING & IMPLEMENTATION
Data base Code:-
package com.lalitha.musicpuzzle;
Import android.content.Context;
Import android.database.sqlite.SQLiteDatabase;
Import android.database.sqlite.SQLiteOpenHelper;

public class MyDBHelper extends SQLiteOpenHelper {

Context ctx;
String create_sql1, create_sql2, create_sql3;

private static final String DATABASE_NAME = "lalitha";


private static final int DATABASE_VERSION = 1;

SQLiteDatabase sdb;

public MyDBHelper(Context context) {


super(context, DATABASE_NAME, null, 1);
sdb = getWritableDatabase();
sdb = getReadableDatabase();
ctx = context;
}

public void onCreate(SQLiteDatabase db) {


create_sql1 = "CREATE TABLE IF NOT EXISTS audiolevel1(_id INTEGER
PRIMARY KEY AUTOINCREMENT,"

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+ "audiopath VARCHAR NOT NULL UNIQUE," + "audioname VARCHAR NOT
NULL UNIQUE);";
db.execSQL(create_sql1);

create_sql2 = "CREATE TABLE IF NOT EXISTS audiolevel2(_id INTEGER


PRIMARY KEY AUTOINCREMENT,"
+ "audiopath VARCHAR NOT NULL UNIQUE," + "audioname VARCHAR NOT
NULL UNIQUE);";
db.execSQL(create_sql2);

/*create_sql3 = "CREATE TABLE IF NOT EXISTS audiolevel3(_id INTEGER


PRIMARY KEY AUTOINCREMENT,"
+ "audiopath VARCHAR NOT NULL UNIQUE," + "audioname VARCHAR NOT
NULL UNIQUE);";
db.execSQL(create_sql3);*/

}
@Override
public void onUpgrade(SQLiteDatabase db, int paramInt1, int paramInt2) {
switch (paramInt1) {
case 1:
db.execSQL(create_sql1);
// we want both updates, so no break statement here...
case 2:
db.execSQL(create_sql2);

case 3:

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db.execSQL(create_sql3);
}

}
Splash UI:-
import java.io.InputStream;

import android.app.Activity;
import android.content.Intent;
import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
import android.os.Bundle;

public class MainScreen extends Activity{

@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);

setContentView(R.layout.mainscreen);

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@Override
protected void onResume() {
// TODO Auto-generated method stub
super.onResume();

Thread runnerlog=new Thread()


{
public void run()
{
try
{
int logoTimer=0;
while(logoTimer<2000)
{
sleep(100);
logoTimer=logoTimer+100;
}
startActivity(new Intent("com.lalitha.musicpuzzle.MAINACTIVITY"));
}catch (Exception e) {
// TODO: handle exception
e.printStackTrace();
}
}

};

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runnerlog.start();
}
}
package com.lalitha.musicpuzzle;

import java.io.InputStream;

import android.app.Activity;
import android.app.ProgressDialog;
import android.content.ContentValues;
import android.content.Intent;
import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
import android.os.AsyncTask;
import android.os.Bundle;
import android.provider.MediaStore;
import android.widget.ListView;
import android.widget.SimpleCursorAdapter;

public class MainActivity extends Activity {


private int totalsongscount;

private String[] arrPath, albumarr;


private String[] nameFile;
String mp3song;
String mp3Pattern = ".mp3";
String MP3Pattern = ".MP3";
SQLiteDatabase db;
MyDBHelper helper;

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Cursor c;
SimpleCursorAdapter adepter;
public static int level1count, mp3songscount;
int level2count;
int level3count;

public static String[] songlist, level2songs, albumlist;


public static String[] songpath;

ListView lv;
int j = 0;
public static int k, count;
InputStream stream = null;

/** Called when the activity is first created. */


@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
/*
* GifMovieView gifView = new GifMovieView(this);
* gifView.setGIFResource(R.drawable.piggy); setContentView(gifView);
*/

setContentView(R.layout.activity_main);

helper = new MyDBHelper(this);


db = helper.getWritableDatabase();

// final String[] columns = { MediaStore.Images.Media.DATA,

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// MediaStore.Audio.Media._ID };
new LoadingSongs().execute();

private class LoadingSongs extends AsyncTask<Void, Void, Void> {

/** The dialog. */


private final ProgressDialog dialog = new ProgressDialog(
MainActivity.this);

/*
* (non-Javadoc)
*
* @see android.os.AsyncTask#onPreExecute()
*/
protected void onPreExecute() {
this.dialog.setMessage("Please wait...");

this.dialog.show();
}

/*
* (non-Javadoc)
*
* @see android.os.AsyncTask#onPostExecute(java.lang.Object)
*/
protected void onPostExecute(final Void unused) {

37
runOnUiThread(new Runnable() {
public void run() {
try {

Intent i = new Intent(MainActivity.this,


LevelsActivity.class);
startActivity(i);
dialog.dismiss();
}

catch (Exception e) {
e.printStackTrace();
}
}
});
}

@Override
protected Void doInBackground(Void... arg0) {

try {
final String orderBy = MediaStore.Images.Media._ID;
Cursor audiocursor = managedQuery(
MediaStore.Audio.Media.EXTERNAL_CONTENT_URI, null,
null, null, orderBy);

totalsongscount = audiocursor.getCount();

arrPath = new String[totalsongscount];

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nameFile = new String[totalsongscount];

songlist = new String[totalsongscount];


songpath = new String[totalsongscount];

for (int i = 0; i < totalsongscount; i++) {

audiocursor.moveToPosition(i);

int dataColumnIndex = audiocursor


.getColumnIndex(MediaStore.Audio.Media.DATA);

/*
* int
* dataColumnIndex1=audiocursor.getColumnIndex(MediaStore
* .Audio.Media.ALBUM);
*/

arrPath[i] = audiocursor.getString(dataColumnIndex);
/* albumarr[i]=audiocursor.getString(dataColumnIndex1); */

nameFile[i] = arrPath[i].substring(
arrPath[i].lastIndexOf("/") + 1,
arrPath[i].length());

if (nameFile[i].endsWith(mp3Pattern)
|| nameFile[i].endsWith(MP3Pattern)) {

k = j;

39
songlist[k] = nameFile[i];
songpath[k] = arrPath[i];
/* albumlist[k]=albumarr[i]; */
j++;
count = j;

/* level1count=count/3; */
level1count = count / 2;
// level2count=count-level1count;
for (int l = 0; l < level1count; l++) {

ContentValues cv = new ContentValues();


cv.put("audiopath", songpath[l]);
cv.put("audioname", songlist[l]);
/* cv.put("albumname", albumlist[l]); */

db.insert("audiolevel1", null, cv);

System.out.println("level111111111111111111111111111"
+ songlist[l]);

for (int m = level1count; m < count; m++) {

40
ContentValues cv1 = new ContentValues();
cv1.put("audiopath", songpath[m]);
cv1.put("audioname", songlist[m]);

db.insert("audiolevel2", null, cv1);

System.out.println("level22222222222222222222"
+ songlist[m]);

}
} catch (Exception e) {
// TODO Auto-generated catch block
e.printStackTrace();
}

return null; } }}

41
CHAPTER-9
SCREEN SHOTS

42
43
CHAPTER-10
TESTING AND VALIDATION
The development of software systems involves of a series of production
activities where opportunities for injection of human fallibilities are
enormous. Errors may begin to occur at the very inception of the process
where the objectives may be erroneously or imperfectly specified, as well as
in later design and development stages. Because of human inability to
perform and communicate with perfection, software development is
accompanied by a quality assurance activity.

TESTING TECHNIQUES
Testing is the process of executing a program with the intention of finding
errors. The various test strategies used for testing the software are as
follows.
Unit Testing
Unit testing focuses on verification effort on the smallest unit of the software
design module. The main goal is to make sure that every source statement
and logic path has been executed correctly at least once. The output of this
stage is the source code.
Integration Testing
In Integration testing, we find errors that have occurred during the
integration. After testing each module, which is then integrated into
subsystems and then to form the entire system on which integration testing
is performed. The goal of testing is to detect the design errors, while focusing
on the testing the interconnection between modules.

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Validation Testing
This testing concentrates on confirming that the software is error-free in all
respects. All the specified validations are verified and the software is
subjected to hard-core testing. It also aims at determining the degree of
deviation that exists in the software designed from the specification; they are
listed out and are corrected.
System Testing
In this testing, the system is tested for the errors after coupling all the
modules together The system is tested against the specified requirements to
see if all the requirements are met and the system performs as specified by
the requirements.

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CHAPTER-11
CONCLUSION

Conclusion:
This application is used for changing phone mode. This application is build in
Google mobiles using Android SDK. It is a tool developed for android
platform, which is used to search various books and their related information
within the mobile. This is an advantage when compared to existing system
because a single mobile piece is enough for deploying the application .As this
is a mobile application one can easily search for required information. One
can search for books whenever one wants to without waiting for some
system.

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CHAPTER-12
REFERENCES

1. Herbert Schildt.2008 ,”Java Complete Reference”, Tata McGraw-Hill ,


7th Edition, pp.177-180.
2. Grady Brooch, James Rambaugh.1998,“UnifiedModeling Language User
Guide”, Addison Wesley Publishing, chapter 8-31.

WEBSITES: REFERRED URLS:


www.android.com http://developer.android.com/index.html
www.google.com http://en.wikipedia.org/wiki/SQLite

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