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Acknowledgement

I would like to express my sense of gratitude and my sincere


thanks to the following persons who have made the
completion of this Training Report possible :
Our Sir, MOHD. ADNAN, internal project guide, for his vital
encouragement, support, constant reminders and much needed
motivation.
MR. UJJAWAL KATIYAR, Project guide, for their
understanding and assistance.
MR. AJAY SINGH (Executive Director), for his support and
motivation.
My sincere thanks to all the faculty members and staff of
Software technologies private limited, Lucknow for assisting
in the collection of the topics for my training report.

Most especially to my family and friends without their cooperation, this training as well as my project work would not
have been a success.

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ABSTRACT
Android is a software stack for mobile devices that includes
an operating system, middleware and key applications.
Android is a software platform and operating system for
mobile devices based on the Linux operating system and
developed by Google and the Open Handset Alliance. It
allows developers to write managed code in a Java-like
language that utilizes Google-developed Java libraries,
but does not support programs developed in native code.
The unveiling of the Android platform on 5 November 2007
was announced with the founding of the Open Handset
Alliance, a consortium of 34 hardware, software
andtelecom companies devoted to advancing open st
andards for mobile devices. Whenreleased in 2008,
most of the Android platform will be made available under the
Apache free-software and open-source license.

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About The Organization


Softpro India Computer Technologies (P) LIMITED is an
emerging Software Development company. It is spread in 5
locations in India and 2 locations abroad. SPI develops state
of the art software solutions in field of business applications
and networking. The company also markets, sell and support
software products, web-sites, and Network Projects and offers
turnkey solutions to customers.
Softpro India Computer Technologies (P) LIMITED
provides Corporate as well as Certification training
programs. It also provides Programming services,
Application Development and Integration Services, Web
Design and Development Services, Search Engine
Optimization Services (SEO) and Back-office solutions.
Softpro India offers customized and flexible IT solutions,
with low costs for international standards, without any
reduction or loss in quality, technology and/or scalability for
the client. We treat our clients with courtesy, friendliness and
intelligence.
SoftPro Indias Business Edge
SPI is not only in Software development but
also catering the current Enterprise needs.
A group of Professionals from various domains
of Technology having more than 10 yrs of
experience in respective fields.
Availability of advance technology.
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Understand the importance


operations of our clients.

of

business

Provide the quality service to our clients.


Customized Interaction processes specifically
as per our client needs.
Highly motivated and qualified team.

Mission Statement
To design, build, deliver and manage unique and customised
business

solutions

for

our

customers.

To

provide

unparalleled service to support our customers such that we


remain a preferred provider of business solutions to our
clients.
Background
Founded in 2004, SoftPro India is an established organization
offering professional services and employing ndustry
professionals. SoftPro India's mission is to provide integrated
solutions and consulting services for the information
technology industries. SoftPro India is a multidisciplinary
network of professionals whose main focus is to streamline
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your

expenditures

and

maximize

the

use

of

latest

advancements in the IT industries. The modular corporate


structure insures that each division provides unique and
specialized services while working in synergy with our
customers resulting in a high degree of flexibility and rapid
response. SoftPro India can tailor equipment, application
software and support services to suite your Company's
individual needs.
Experienced Team
In order to meet the urgent need to integrated solutions in the
information technology sector, SoftPro India has recruited
professionals with over 10-15 years of experience in their
respective fields of expertise. SoftPro India offers a fully
integrated services package, which includes Installation,
Maintenance and Support, Help Desk, Network Management
and Support Services.

Business Partnership
SoftPro India specializes in information technology Products
and Services that provides the right solution to your needs at a
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competitive price. We have formed strategic alliances with a


number of manufacturers, distributors, resellers, integrators
and other technology and service providers to insure that the
best resources can be utilized while addressing the needs of
our clients. We can support you with each stage of our
network development - design, implementation, operation and
ongoing maintenance. Our goal is to establish and maintain
customer loyalty by providing the highest level of service,
quality and value in our industry.

SPI offer following products and services:

Services

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LAN/WAN and Cabling Services

6 | Page

Maintenance & Support Services


Installation Services
Help Desk
Consulting Services
Software Development

Consulting/Design
Implementation
Maintenance/Support
Network Integration
LAN/WAN/Enterprise/Global Networks
Hardware and Software Integration
Management

Training Services

Products

Consulting
Corporate Telework Training
Telecom Training
Software and Hardware Training

Hardware & Software


LAN/WAN
Remote Access

Contact Information

Command office :

Softpro India Command Office & Software Development cell


B-15, Sector-F (Opp. Sahara Bhawan)
Aliganj, Kapoorthala Crossing
Lucknow, UP

URL: http://www.softproindia.org
Email : hr@softproindia.org
Phone: +91 522 6565114, 09838505980

Softpro Learning Center (SLC): Softpro Tower, Near Hanuman Mandir


Aliganj, Lucknow 226024
Ph.: 0522-6590601
URL: http://www.slc.co.in

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CONTENTS
Introduction
Android fundamentals
Android components
Android lifecycle
Screenshots.
Coding
Enhancement Scope
Conclusion
References

Introduction
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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
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. As of 2015, Android has the
largest installed base of all operating systems.[11] It is the
second most commonly used mobile operating system
in the United States, while iOS is the first.[12]
Initially developed by Android, Inc., which Google bought
in 2005,[13] Android was unveiled in 2007, along with the
founding of the Open Handset Alliance a consortium
of hardware, software, and telecommunication
companies devoted to advancing open standards for
mobile devices.[14] As of July 2013, the Google
Play store has had over one million Android applications
("apps") published, and over 50 billion applications
downloaded.[15] An AprilMay 2013 survey of mobile
application developers found that 71% of developers
create applications for Android,[16] and a 2015 survey
found that 40% of full-time professional developers see
Android as their priority target platform, which is
comparable to Apple's iOS on 37% with both platforms
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far above others.[17] At Google I/O 2014, the company


revealed that there were over one billion active monthly
Android users, up from 538 million in June 2013.[18]
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.
[3]
Android is popular with technology companies that
require a ready-made, low-cost and customizable
operating system for high-tech devices.[19] 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[20] or bring Android to
devices originally shipped with other operating systems

ANDROID FUNDAMENTALS:
Android apps are written in the Java programming
language. The Android SDK tools compile your code
along with any data and resource filesinto an APK:
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an Android package, which is an archive file with


an .apk suffix. One APK file contains all the contents of
an Android app and is the file that Android-powered
devices use to install the app.
Once installed on a device, each Android app lives in its
own security sandbox:

The Android operating system is a multi-user Linux


system in which each app is a different user.

By default, the system assigns each app a unique


Linux user ID (the ID is used only by the system and is
unknown to the app). The system sets permissions for
all the files in an app so that only the user ID assigned
to that app can access them.

Each process has its own virtual machine (VM), so


an app's code runs in isolation from other apps.

By default, every app runs in its own Linux process.


Android starts the process when any of the app's
components need to be executed, then shuts down
the process when it's no longer needed or when the
system must recover memory for other apps.

In this way, the Android system implements the principle


of least privilege. That is, each app, by default, has
access only to the components that it requires to do its
work and no more. This creates a very secure
environment in which an app cannot access parts of the
system for which it is not given permission.
However, there are ways for an app to share data with
other apps and for an app to access system services:
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It's possible to arrange for two apps to share the


same Linux user ID, in which case they are able to
access each other's files. To conserve system
resources, apps with the same user ID can also
arrange to run in the same Linux process and share
the same VM (the apps must also be signed with the
same certificate).

An app can request permission to access device


data such as the user's contacts, SMS messages, the
mountable storage (SD card), camera, Bluetooth, and
more. All app permissions must be granted by the user
at install time.

That covers the basics regarding how an Android app


exists within the system. The rest of this document
introduces you to:

The core framework components that define your


app.

The manifest file in which you declare components


and required device features for your app.

Resources that are separate from the app code and


allow your app to gracefully optimize its behavior for a
variety of device configurations.

App Components
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App components are the essential building blocks of an


Android app. Each component is a different point
through which the system can enter your app. Not all
components are actual entry points for the user and
some depend on each other, but each one exists as its
own entity and plays a specific roleeach one is a
unique building block that helps define your app's overall
behavior.
There are four different types of app components. Each
type serves a distinct purpose and has a distinct
lifecycle that defines how the component is created and
destroyed.
The four types of app components:
Activities
An activity represents a single screen with a user
interface. For example, an email app might have
one activity that shows a list of new emails, another
activity to compose an email, and another activity
for reading emails. Although the activities work
together to form a cohesive user experience in the
email app, each one is independent of the others.
As such, a different app can start any one of these
activities (if the email app allows it). For example, a
camera app can start the activity in the email app
that composes new mail, in order for the user to
share a picture.
An activity is implemented as a subclass
of Activity and you can learn more about it in
the Activities developer guide.
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Services
A service is a component that runs in the
background to perform long-running operations or
to perform work for remote processes. A service
does not provide a user interface. For example, a
service might play music in the background while
the user is in a different app, or it might fetch data
over the network without blocking user interaction
with an activity. Another component, such as an
activity, can start the service and let it run or bind to
it in order to interact with it.
A service is implemented as a subclass
of Service and you can learn more about it in
the Servicesdeveloper guide.
Content providers
A content provider manages a shared set of app
data. You can store the data in the file system, an
SQLite database, on the web, or any other
persistent storage location your app can access.
Through the content provider, other apps can query
or even modify the data (if the content provider
allows it). For example, the Android system
provides a content provider that manages the user's
contact information. As such, any app with the
proper permissions can query part of the content
provider (such asContactsContract.Data) to read
and write information about a particular person.
Content providers are also useful for reading and
writing data that is private to your app and not
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shared. For example, the Note Pad sample app


uses a content provider to save notes.
A content provider is implemented as a subclass
of ContentProvider and must implement a
standard set of APIs that enable other apps to
perform transactions. For more information, see
the Content Providers developer guide.
Broadcast receivers
A broadcast receiver is a component that responds
to system-wide broadcast announcements. Many
broadcasts originate from the systemfor example,
a broadcast announcing that the screen has turned
off, the battery is low, or a picture was captured.
Apps can also initiate broadcastsfor example, to
let other apps know that some data has been
downloaded to the device and is available for them
to use. Although broadcast receivers don't display a
user interface, they may create a status bar
notification to alert the user when a broadcast event
occurs. More commonly, though, a broadcast
receiver is just a "gateway" to other components
and is intended to do a very minimal amount of
work. For instance, it might initiate a service to
perform some work based on the event.
A broadcast receiver is implemented as a subclass
of BroadcastReceiver and each broadcast is
delivered as an Intent object. For more
information, see the BroadcastReceiver class.

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The Manifest File


Before the Android system can start an app component,
the system must know that the component exists by
reading the app's AndroidManifest.xml file (the
"manifest" file). Your app must declare all its
components in this file, which must be at the root of the
app project directory.
The manifest does a number of things in addition to
declaring the app's components, such as:

Identify any user permissions the app requires,


such as Internet access or read-access to the user's
contacts.

Declare the minimum API Level required by the


app, based on which APIs the app uses.

Declare hardware and software features used or


required by the app, such as a camera, bluetooth
services, or a multitouch screen.

API libraries the app needs to be linked against


(other than the Android framework APIs), such as
the Google Maps library.

And more

Declaring components
The primary task of the manifest is to inform the system
about the app's components. For example, a manifest
file can declare an activity as follows:
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<?xml version="1.0" encoding="utf-8"?>


<manifest ... >
<application
android:icon="@drawable/app_icon.png" ... >
<activity
android:name="com.example.project.ExampleAc
tivity"
android:label="@string/example_label" ... >
</activity>
...
</application>
</manifest>
In the <application> element,
the android:icon attribute points to resources for an
icon that identifies the app.
In the <activity> element, the android:name attribute
specifies the fully qualified class name of
theActivity subclass and the android:label attributes
specifies a string to use as the user-visible label for the
activity.
You must declare all app components this way:

<activity> elements for activities

<service> elements for services

<receiver> elements for broadcast receivers

<provider> elements for content providers

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Activities, services, and content providers that you


include in your source but do not declare in the manifest

are not visible to the system and, consequently, can


never run. However, broadcast receivers can be either
declared in the manifest or created dynamically in code
(as BroadcastReceiver objects) and registered with
the system by calling registerReceiver().
For more about how to structure the manifest file for
your app, see The AndroidManifest.xml
File documentation

ACTIVITY LIFECYCLE

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As a user navigates through, out of, and back to your


app, the Activity instances in your app transition
between different states in their lifecycle. For instance,
when your activity starts for the first time, it comes to the
foreground of the system and receives user focus.
During this process, the Android system calls a series of
lifecycle methods on the activity in which you set up the
user interface and other components. If the user
performs an action that starts another activity or
switches to another app, the system calls another set of
lifecycle methods on your activity as it moves into the
background (where the activity is no longer visible, but
the instance and its state remains intact).
Within the lifecycle callback methods, you can declare
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enters the activity. For example, if you're building a


streaming video player, you might pause the video and
terminate the network connection when the user
switches to another app. When the user returns, you can
reconnect to the network and allow the user to resume
the video from the same spot.
This class explains important lifecycle callback methods
that each Activity instance receives and how you can
use them so your activity does what the user expects
and does not consume system resources when your
activity doesn't need them.

SCREENSHOTS OF GAME:

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CODING

CODE (WATCHOUT GAME):


HOME ACTIVITY (SHOWING HIGH SCORE)
package com.example.watchoutdemo;

import android.app.Activity;
import android.content.Intent;
import android.content.SharedPreferences;
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import android.os.Bundle;
import android.view.View;
import android.view.Window;
import android.widget.TextView;
public class HomeActivity extends Activity {
TextView tv;
SharedPreferences shared;
String s = "High Score : ";
@Override
protected void onCreate(Bundle
savedInstanceState) {
// TODO Auto-generated method stub
super.onCreate(savedInstanceState);

requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_home);
SharedPreferences
preferences=getSharedPreferences("filename",
MODE_PRIVATE);
s += preferences.getString("key",null);
tv = (TextView)findViewById(R.id.textView1);
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tv.setText(s);
}
public void start(View v)
{
Intent i = new
Intent(HomeActivity.this,MainActivity.class);
startActivity(i);
}
}

MAIN ACTIVITY FILE (INSIDE THE GAME)


package com.example.watchoutdemo;

import java.util.Random;

import android.app.Activity;
import android.content.Context;
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import android.content.Intent;
import android.content.SharedPreferences;
import android.os.Bundle;
import android.os.Handler;
import android.view.View;
import android.view.Window;
import android.widget.FrameLayout;
import android.widget.FrameLayout.LayoutParams;
import android.widget.ImageView;
import android.widget.TextView;
import android.widget.Toast;

public class MainActivity extends Activity {


SharedPreferences sharedPreferences;
SharedPreferences.Editor editor;
private Context context;
FrameLayout baseLayout,overLayout;
Handler moveHandler,addHandler;
Runnable moveRunnable,addRunnable;
TextView scoreTextView,lifeTextView;
int moveTime = 150;
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int score = 0;
int highScore = 0;
int life = 5;

@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
setContentView(R.layout.activity_main);
String h1 = Integer.toString(getWidth());
Toast.makeText(this, h1,
Toast.LENGTH_SHORT).show();
context = this;
inItUi();
addMultipleViews();
moveViews();
addNewView();
//
sharedPreferences =
getSharedPreferences("filename", MODE_PRIVATE);
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private void inItUi() {


baseLayout =
(FrameLayout)findViewById(R.id.baseLayout);
overLayout =
(FrameLayout)findViewById(R.id.overLayout);
scoreTextView =
(TextView)findViewById(R.id.scoreTextView);
lifeTextView =
(TextView)findViewById(R.id.textView1);
//
System.out.println("Shared:
"+sharedPreferences);
//
highScore =
Integer.parseInt(sharedPreferences.getString("key",
null));
}

private void moveViews() {


moveHandler=new Handler();
moveRunnable=new Runnable() {
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@Override
public void run() {
System.out.println("Child
count>>>"+baseLayout.getChildCount());
for(int i=0 ; i < baseLayout.getChildCount() ; i++){
View v=baseLayout.getChildAt(i);
if(v.getY()<0){
baseLayout.removeView(v);
life--;
if(life>0)
lifeTextView.setText("Life : "+life);
else
{
if(score>highScore)
{
highScore = score;
editor = sharedPreferences.edit();
editor.putString("key",
Integer.toString(highScore));
editor.commit();
}

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Toast.makeText(context, "Game Over!!!!",


Toast.LENGTH_LONG).show();
Intent in = new
Intent(MainActivity.this,HomeActivity.class);
startActivity(in);
finish();
}
}
else
v.setY(v.getY()-10);
}
//

moveTime--;

moveHandler.postDelayed(moveRunnable,
moveTime);
}
};
moveHandler.postDelayed(moveRunnable,
100);
}

private void addMultipleViews() {


addHandler=new Handler();
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addRunnable=new Runnable() {
@Override
public void run() {
addNewView();
addHandler.postDelayed(addRunnable, 2000);
}
};
addHandler.postDelayed(addRunnable, 100);
}

private void addNewView()


{
ImageView imageView=new
ImageView(context);
imageView.setImageResource(R.drawable.man);

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LayoutParams params=new
LayoutParams(LayoutParams.WRAP_CONTENT,LayoutPa
rams.WRAP_CONTENT);
imageView.setLayoutParams(params);
Random random=new Random();
int num=random.nextInt(getWidth()-200);
imageView.setX(num);
imageView.setY(getHeight());
imageView.setOnClickListener(new
View.OnClickListener() {
@Override
public void onClick(View view) {
// TODO Auto-generated method stub
//

playSound();
score++;
scoreTextView.setText(" Score:

"+score);
baseLayout.removeView(view);
//

ImageView view2=(ImageView) view;

//
view2.setImageResource(R.drawable.image8);
//

overLayout.addView(view2);
view.setOnClickListener(null);

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}
});
baseLayout.addView(imageView);
}

private int getHeight() {


// TODO Auto-generated method stub
return
getResources().getDisplayMetrics().heightPixels;
}

private int getWidth() {


// TODO Auto-generated method stub
return
getResources().getDisplayMetrics().widthPixels;
}
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@Override
protected void onDestroy() {
// TODO Auto-generated method stub
super.onDestroy();
moveHandler.removeCallbacks(moveRunnable);
addHandler.removeCallbacks(addRunnable);
}

HOME ACTIVITY LAYOUT (XML FILE)


<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/an
droid"
android:layout_width="match_parent"
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android:layout_height="match_parent" >

<Button
android:id="@+id/button1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentBottom="true"
android:layout_centerHorizontal="true"
android:layout_marginBottom="51dp"
android:onClick="start"
android:text="START GAME" />

<TextView
android:id="@+id/textView2"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_above="@+id/button1"
android:layout_centerHorizontal="true"
android:layout_marginBottom="34dp"
android:text="YOUR SCORE : "
android:textAppearance="?
android:attr/textAppearanceMedium" />
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<TextView
android:id="@+id/textView1"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_above="@+id/textView2"
android:layout_centerHorizontal="true"
android:layout_marginBottom="29dp"
android:text="HIGH SCORE :"
android:textAppearance="?
android:attr/textAppearanceMedium" />

</RelativeLayout>

MAIN ACTIVITY LAYOUT (XML FILE)


<RelativeLayout
xmlns:android="http://schemas.android.com/apk/res/an
droid"
xmlns:tools="http://schemas.android.com/tools"
android:layout_width="match_parent"
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android:layout_height="match_parent"
android:paddingBottom="@dimen/activity_vertical_mar
gin"
android:paddingLeft="@dimen/activity_horizontal_marg
in"
android:paddingRight="@dimen/activity_horizontal_ma
rgin"
android:paddingTop="@dimen/activity_vertical_margin"
tools:context=".MainActivity" >

<FrameLayout
android:id="@+id/overLayout"
android:layout_width="match_parent"
android:layout_height="match_parent" >
</FrameLayout>

<FrameLayout
android:id="@+id/baseLayout"
android:layout_width="match_parent"
android:layout_height="match_parent" >

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</FrameLayout>
<FrameLayout
android:id="@+id/textLayout"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:layout_alignParentRight="true"
android:layout_alignParentTop="true" >
<TextView
android:id="@+id/scoreTextView"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_alignParentLeft="true"
android:layout_alignParentTop="true"
android:text="Score: 0"
android:textAppearance="?
android:attr/textAppearanceMedium" />

<TextView
android:id="@+id/lifeTextView"
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android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_marginLeft="70dp"
android:text="Life: 5 "
android:textAppearance="?
android:attr/textAppearanceMedium" />
</FrameLayout>
</RelativeLayout>

ENHANCEMENT SCOPE:The key goal to build an educational game is to bring


engagement. There are many initiatives worldwide that focus
on creating educational games and have been successful in
implementing strategies that result in higher engagement.
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The usability of education games is not limited to schools,


colleges or online education systems. We got to test out a new
game that's supposed to be better at teaching strategy than a
professor is, says leading business schools.
Video Game Could Change Business School
Forever -- And It's Actually Fun.
Trends - - growing usage of mobile-based educational games
and improved learning outcomes are also propelling the
growth of the market.
What makes an educational game easy to sell?

Appealing
Clearly defined learning outcomes
Higher engagement factor
Fun
Addictive

The government, non-profit firms, and NGO everyone is


stressing more on designing and developing more
sophisticated learning platforms for kids, professionals, and
next generation. So, the need for educational games is going
to grow leap and forth.
The total market size in terms of value for the serious game
market is expected to grow at an estimated CAGR of
16.38% between 2015 and 2020.
Education game development in India is likely to grow and
besides this there are a lot of other industries where growth is
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predicted including aerospace & defense, automotive,


corporate, energy, government, healthcare, retail, media &
advertising, and others.
AIS Technolabs is leading 2D-3D game developer in
India with expertise in creating trendy, fast and engaging
games for a wide range of industrial sectors.

CONCLUSION:
The market of mobile gaming has brought in an imperative
feature in fashion. Video games are ancient history now.
Almost every individual owns a Smartphone now and they
prefer playing high definition games on their device without
facing any difficulty. Age is just a number when it comes to
gaming.
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Over the time, Android has gradually earned a good share in


the market This one-time fee becomes nearly negligible for
product release as there are lots of customers who will use it.
In comparison to iOS, application directive and submission is
way shorter in Android OS. Play Store is the only
marketplace which requires one-time subscription fee and
then you can submit as many applications you want to.
Gaming on Android Device Companies might be having few
citations in mobile development field. People need creativity
and experience to do some serious development of games for
Android. Android game developers need to have a good
knowledge of Java and creativity as well. Many companies
have been lending their services for game development.
Android Game Development. This game is fun to play and
very easy to make or mid and mood fresh.
When you want to outsource android app development,
mobile pundits leave no stone unturned, and give you utter
satisfaction with the best possible solution. Our expert
experienced team of android developers in the field of mobile
application development can assist you in developing your
own custom android apps, all you need is to contact us and we
help you in changing your imagination into reality.

REFERENCES:1- http://www.slideshare.net/
2- http://developer.android.com/
3- android-developers.blogspot.com/
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