Android File Manager Report PDF
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time. We would like to express our gratitude towards our parents and member of our college for their
kind cooperation and encouragement which helped us in completion of this project. All of them have
willingly helped us out with their abilities. Prajjwal Kumar (1401013038) Hariom (1401013024) iv
5. 5. ABSTRACT The need for developing this Android File Manager arose from the fact that there are
so many information which needs to be stored and keep secret from others . Therefore this application
named as ‘Android File Manager’ will help to secure all of your information. This application helps to
provide high facility to move information from one location to other location in a cell phone. The goal
of this project is to provide the security features and transfer data from one end to another end. First
time when we open application it will give help how to use it for the new user. When we enter inside
the application we see various functionality regarding the use . In this application we give user to best
effort to transfer either files from one device to another device or one location to another location
within the device. It provide security to the application when we open application it asks the password
then we give correct password then it open otherwise it not. We expect the results we envision, we
want this project to reduce(and even eliminate ) delays in accessing the files. This project will
definitely reduce the effort and efficiency for the ‘USER’ who use the application. v
6. 6. Table Of Contents
UNDERTAKING...................................................................................................................ii
CERTIFICATE.......................................................................................................................iii
ACKNOWLEDGEMENT......................................................................................................iv
ABSTRACT............................................................................................................................v LIST OF
FIGURES................................................................................................................viii CHAPTER 1
INTRODUCTION............................................................................................1 1.1 Project
Plan.........................................................................................................................2 1.1.1 About the
Project.................................................................................................2 1.1.2 Purpose and
Scope...............................................................................................2 1.2 About
Android....................................................................................................................3 1.2.1 History of
Android Development.........................................................................5 1.2.2 How to
Implement................................................................................................6 1.2.3 Software
Environment.........................................................................................10 1.2.4 Advantages of
Android.......................................................................................12 1.3 About Language
Used........................................................................................................13 1.3.1 Java
Language.....................................................................................................14 1.3.2 XML
Language...................................................................................................14 CHAPETR 2 SOFTWARE
DEVELOPMENT LIFE CYCLE.................................................16 2.1 Requirement Analysis
Phase..............................................................................................17 2.1.1 System Requirement
Specification.....................................................................17 vi
7. 7. 2.1.2 Hardware and Software Requirement.................................................................18 2.1.3
Functional Requirement......................................................................................18 2.1.4 Non-Functional
Requirement..............................................................................18 2.1.5 Feasibility
Study.................................................................................................19 2.1.6 Technical
Feasibility...........................................................................................20 2.1.7 Behavioural
Feasibility.......................................................................................20 2.1.8 Economic
Feasibility..........................................................................................21 2.2 Design
Phase.....................................................................................................................21 2.2.1 Data Flow
Diagram............................................................................................22 2.2.2 E-R
Diagram......................................................................................................24 2.2.3 Use Case
Diagram..............................................................................................25 2.3 Testing
Phase....................................................................................................................25 2.3.1 Unit
Testing.......................................................................................................26 2.3.2 Integration
Testing............................................................................................26 2.3.3 System
Testing..................................................................................................27 2.3.4 Acceptance
Testing...........................................................................................27 CHAPTER 3
SCREENSHOTS...................................................................................................................28
CHAPTER 4 FUTURE
SCOPE..................................................................................................................35 CHAPTER 5
CONCLUSION.....................................................................................................................36
REFERENCES......................................................................37 Vii
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screen from portrait to landscape depending on how the device is oriented.Android devices boot to the
homescreen, the primary navigation and information "hub" on Android devices, analogous to the
desktop found on personal computers. Android homescreens are typically made up of app icons and
widgets; app icons launch the associated app, whereas widgets display live, auto-updating content,
such as a weather forecast.Along the top of the screen is a status bar, showing information about the
device and its connectivity. 3)
12. 12. This status bar can be "pulled" down to reveal a notification screen where apps display important
information or updates. Notifications are "short, timely, and relevant information about your app when
it’s not in use", and when tapped, users are directed to a screen inside the app relating to the
notification. An All Apps screen lists all installed applications, with the ability for users to drag an app
from the list onto the home screen. A Recent screen lets users switch between recently used apps 2.
APPLICATIONS: Applications ("apps"), which extend the functionality of devices, are written using
the Android software development kit (SDK) and, often, the Java programming language. Java may be
combined with C/C++, together with a choice of non-default runtimes that allow better C++ support.
The Go programming language is also supported, although with a limited set of application
programming interfaces (API). In May 2017, Google announced support for Android app development
in the Kotlin programming language. The SDK includes a comprehensive set of development tools,
including a debugger, software libraries, a handset emulator based on QEMU, documentation, sample
code, and tutorials. Initially, Google's supported integrated development environment (IDE) was
Eclipse using the Android Development Tools (ADT) plugin; in December 2014, Google released
Android Studio, based on IntelliJ IDEA, as its primary IDE for Android application development.
Android has a growing selection of third-party applications, which can be acquired by users by
downloading and installing the application's APK (Android application package) file, or by
downloading them using an application store program that allows users to install, update, and remove
applications from their devices. 3. MEMORY MANAGEMENT: Since Android devices are usually
battery-powered, Android is designed to manage processes to keep power consumption at a minimum.
When an application is not in use the system suspends its operation so that, while available for
immediate use rather than closed, it does not use battery power or CPU resources. Android manages
the applications stored in memory automatically: when memory is low, the system will begin invisibly
and automatically closing inactive processes, starting with those that have been inactive for the longest
amount of time. 4)
13. 13. 1.2.1 Android Development Android Inc. was founded in Palo Alto, California, in October 2003 by
Andy Rubin, Rich Miner, Nick Sears, and Chris White. Rubin described the Android project as
"tremendous potential in developing smarter mobile devices that are more aware of its owner's location
and preferences". The early intentions of the company were to develop an advanced operating system
for digital cameras, and this was the basis of its pitch to investors in April 2004. The company then
decided that the market for cameras was not large enough for its goals, and by five months later it had
diverted its efforts and was pitching Android as a handset operating system that would rival Symbian
and Microsoft Windows Mobile. Rubin had difficulty attracting investors early on, and Android was
facing eviction from its office space. Steve Perlman, a close friend of Rubin, brought him $10,000 in
cash in an envelope, and shortly thereafter wired an undisclosed amount as seed funding. Perlman
refused a stake in the company, and has stated "I did it because I believed in the thing, and I wanted to
help Andy." In July 2005, Google acquired Android Inc. for at least $50 million. Its key employees,
including Rubin, Miner and White, joined Google as part of the acquisition. Not much was known
about the secretive Android at the time, with the company having provided few details other than that
it was making software for mobile phones. At Google, the team led by Rubin developed a mobile
device platform powered by the Linux kernel. Google marketed the platform to handset makers and
carriers on the promise of providing a flexible, upgradeable system. Google had "lined up a series of
hardware components and software partners and signaled to carriers that it was open to various degrees
of cooperation". Speculation about Google's intention to enter the mobile communications market
continued to build through December 2006. An early prototype had a close resemblance to a
BlackBerry phone, with no touch screen and a physical QWERTY keyboard, but the arrival of 2007's
Apple iPhone meant that Android "had to go back to the drawing board". Google later changed its
Android specification documents to state that "Touchscreens will be supported", although "the Product
was designed with the presence of discrete physical buttons as an assumption, therefore a touchscreen
cannot completely replace physical buttons". By 2008, both Nokia and BlackBerry announced touch-
based smartphones to rival the iPhone 3G, and Android's focus eventually switched to just
touchscreens. The first commercially available smartphone running Android was the HTC Dream, also
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known as T- Mobile G1, announced on September 23, 2008. On November 5, 2007, the Open Handset
Alliance, a consortium of technology companies including Google, device manufacturers such as
HTC, Motorola and Samsung, wireless carriers such as Sprint and T-Mobile, and chipset makers such
as Qualcomm and Texas Instruments, unveiled itself, with a goal to develop "the first truly open and
comprehensive platform for mobile devices".Within a year, the Open Handset Alliance faced two other
open source competitors, the Symbian Foundation and the LiMo Foundation, the latter also developing
a Linux-based mobile operating system like Google. In September 2007, InformationWeek covered an
Evalueserve study reporting that Google had filed several patent applications in the area of mobile
telephony. 5)
14. 14. Since 2008, Android has seen numerous updates which have incrementally improved the operating
system, adding new features and fixing bugs in previous releases. Each major release is named in
alphabetical order after a dessert or sugary treat, with the first few Android versions being called
"Cupcake", "Donut", "Eclair", and "Froyo", in that order. During its announcement of Android KitKat
in 2013, Google explained that "Since these devices make our lives so sweet, each Android version is
named after a dessert", although a Google spokesperson told CNN in an interview that "It’s kind of
like an internal team thing, and we prefer to be a little bit — how should I say — a bit inscrutable in
the matter, I’ll say". In 2010, Google launched its Nexus series of devices, a lineup in which Google
partnered with different device manufacturers to produce new devices and introduce new Android
versions. The series was described as having "played a pivotal role in Android's history by introducing
new software iterations and hardware standards across the board", and became known for its "bloat-
free" software with "timely ... updates". At its developer conference in May 2013, Google announced a
special version of the Samsung Galaxy S4, where, instead of using Samsung's own Android
customization, the phone ran "stock Android" and was promised to receive new system updates fast.
The device would become the start of the Google Play edition program, and was followed by other
devices, including the HTC One Google Play edition, and Moto G Google Play edition. In 2015, Ars
Technica wrote that "Earlier this week, the last of the Google Play edition Android phones in Google's
online storefront were listed as "no longer available for sale" and that "Now they're all gone, and it
looks a whole lot like the program has wrapped up". 1.2.2 HOW TO IMPLEMENT Android is
developed by Google until the latest changes and updates are ready to be released, at which point the
source code is made available to the Android Open Source Project (AOSP), an open source initiative
led by Google. The AOSP code can be found without modification on select devices, mainly the
Nexus and Pixel series of devices. The source code is, in turn, customized and adapted by original
equipment manufacturers (OEMs) to run on their hardware. 1. UPDATE SCHEDULE: Google
announces major incremental upgrades to Android on a yearly basis. The updates can be installed on
devices over-the-air. The latest major release is 8.0 "Oreo", announced in March 2017, and released the
following August. The extensive variation of hardware in Android devices causes significant delays
for software upgrades, with new versions of the operating system and security patches typically taking
months before reaching consumers, or sometimes not at all. In 2012, Google began decoupling certain
aspects of the operating system (particularly its core applications) so they could be updated through the
Google Play store independently of the OS. One of those components, Google Play Services, is a
closed-source system-level process providing APIs for Google services, installed automatically on
nearly all devices running Android 2.2 "Froyo" and higher. 6)
15. 15. With these changes, Google can add new system functionality through Play Services and update
apps without having to distribute an upgrade to the operating system itself. In May 2017, with the
announcement of Android 8.0, Google introduced Project Treble, a major re-architect of the Android
OS framework designed to make it easier, faster, and less costly for manufacturers to update devices to
newer versions of Android. Project Treble separates the vendor implementation (device-specific,
lower-level software written by silicon manufacturers) from the Android OS framework via a new
"vendor interface". In September 2017, Google's Project Treble team revealed that, as part of their
efforts to improve the security lifecycle of Android devices, Google had managed to get the Linux
Foundation to agree to extend the support lifecycle of the Linux Long-Term Support (LTS) kernel
branch from the 2 years that it has historically lasted to 6 years for future versions of the LTS kernel,
starting with Linux kernel 4.4. 2. LINUX KERNEL: Android's kernel is based on one of the Linux
kernel's long- term support (LTS) branches. As of 2017, Android devices mainly use versions 3.18 or
4.4 of the Linux kernel. The actual kernel depends on the individual device. Android's variant of the
Linux kernel has further architectural changes that are implemented by Google outside the typical
Linux kernel development cycle, such as the inclusion of components like device trees, ashmem, ION,
and different out of memory (OOM) handling. In December 2011, Greg Kroah-Hartman announced
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the start of Android Mainlining Project, which aims to put some Android drivers, patches and features
back into the Linux kernel, starting in Linux 3.3. Linux included the auto sleep and wake locks
capabilities in the 3.5 kernel, after many previous attempts at merger. The interfaces are the same but
the upstream Linux implementation allows for two different suspend modes: to memory (the
traditional suspend that Android uses), and to disk (hibernate, as it is known on the desktop). Google
maintains a public code repository that contains their experimental work to re-base Android off the
latest stable Linux versions. The flash storage on Android devices is split into several partitions, such
as /system for the operating system itself, and /data for user data and application installations. In
contrast to desktop Linux distributions, Android device owners are not given root access to the
operating system and sensitive partitions such as /system are read-only. However, root access can be
obtained by exploiting security flaws in Android, which is used frequently by the open-source
community to enhance the capabilities of their devices, but also by malicious parties to install viruses
and malware. 7)
16. 16. 3. SOFTWARE STACK: On top of the Linux kernel, there are the middleware, libraries and APIs
written in C, and application software running on an application framework which includes Java-
compatible libraries. Development of the Linux kernel continues independently of other Android's
source code bases. Until version 5.0, Android used Dalvik as a process virtual machine with trace-
based just-in-time (JIT) compilation to run Dalvik "dex-code" (Dalvik Executable), which is usually
translated from the Java bytecode. Following the trace-based JIT principle, in addition to interpreting
the majority of application code, Dalvik performs the compilation and native execution of select
frequently executed code segments ("traces") each time an application is launched. Android 4.4
introduced Android Runtime (ART) as a new runtime environment, which uses ahead-of-time (AOT)
compilation to entirely compile the application bytecode into machine code upon the installation of an
application. In Android 4.4, ART was an experimental feature and not enabled by default; it became
the only runtime option in the next major version of Android, 5.0. For its Java library, the Android
platform uses a subset of the now discontinued Apache Harmony project. In December 2015, Google
announced that the next version of Android would switch to a Java implementation based on
OpenJDK. Android's standard C library, Bionic, was developed by Google specifically for Android, as
a derivation of the BSD's standard C library code. Android has another operating system, Trusty OS,
within it, as a part of "Trusty" "software components supporting a Trusted Execution Environment
(TEE) on mobile devices." "Trusty and the Trusty API are subject to change. Applications for the
Trusty OS can be written in C/C++ (C++ support is limited), and they have access to a small C library.
All Trusty applications are single-threaded; multithreading in Trusty userspace currently is
unsupported. 8)
17. 17. Fig 4.1 Android’s Architecture Diagram 4. OPEN-SOURCE COMMUNITY: Android's source
code is released by Google under an open source license, and 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 deliver updates to older devices, add new features for advanced users or bring
Android to devices originally shipped with other operating systems. These community-developed
releases often bring new features and updates to devices faster than through the official
manufacturer/carrier channels, with a comparable level of quality; provide continued support for older
devices that no longer receive official updates; or bring Android to devices that were officially released
running other operating systems. TECHNICAL SECURITY FEATURES Android applications run in a
sandbox, an isolated area of the system that does not have access to the rest of the system's resources,
unless access permissions are explicitly granted by the user when the application is installed, however
this may not be possible for pre-installed apps. It is not possible, for example, to turn off the
microphone access of the pre-installed camera app without disabling the camera completely. This is
valid also in Android versions 7 and 8. Before installing an application, the Google Play store displays
a list of the requirements an app needs to function. After reviewing these permissions, the user can
choose to accept or refuse them, installing the application only if they accept. 9)
18. 18. In Android 6.0 "Marshmallow", the permissions system was changed; apps are no longer
automatically granted all of their specified permissions at installation time. An opt-in system is used
instead, in which users are prompted to grant or deny individual permissions to an app when they are
needed for the first time. Applications remember the grants, which can be revoked by the user at any
time. The new permissions model is used only by applications developed for Marshmallow using its
software development kit (SDK), and older apps will continue to use the previous all-or-nothing
approach. Permissions can still be revoked for those apps, though this might prevent them from
working properly, and a warning is displayed to that effect. 1.2.3 Software Environment Android
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software development is the process by which new applications are created for devices running the
Android operating system. Officially, apps can be written using Java, C++ or Kotlin using the Android
software development kit (SDK). Third party tools, development environments and language support
have also continued to evolve and expand since the initial SDK was released in 2008. ANDROID SDK
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 7 or later. As of March
2015, the SDK is not available on Android itself, but software development is possible by using
specialized Android applications. Until around the end of 2014, the officially supported integrated
development environment (IDE) was Eclipse using the Android Development Tools (ADT) Plugin,
though IntelliJ IDEA IDE (all editions) fully supports Android development out of the box, and
NetBeans IDE also supports Android development via a plugin. As of 2015, Android Studio, made by
Google and powered by IntelliJ, is the official IDE; however, developers are free to use others, but
Google made it clear that ADT was officially deprecated since the end of 2015 to focus on Android
Studio as the official Android IDE. Additionally, developers may use any text editor to edit Java and
XML files, then use command line tools (Java Development Kit and Apache Ant are required) to
create, build and debug Android applications as well as control attached Android devices (e.g.,
triggering a reboot, installing software package(s) remotely). Enhancements to Android's SDK go hand
in hand with the overall Android platform development. The SDK also supports older versions of the
Android platform in case developers wish to target their applications at older devices. 10)
19. 19. Development tools are downloadable components, so after one has downloaded the latest version
and platform, older platforms and tools can also be downloaded for compatibility testing. Android
applications are packaged in .apk format and stored under “/data/app” folder on the Android OS (the
folder is accessible only to the root user for security reasons). APK package contains .dex files
(compiled byte code files called Dalvik executables), resource files, etc. ANDROID DEBUG BRIDGE
The Android Debug Bridge (ADB) is a toolkit included in the Android SDK package. It consists of
both client and server-side programs that communicate with one another. The ADB is typically
accessed through the command-line interface, although numerous graphical user interfaces exist to
control ADB. The format for issuing commands through the ADB is typically: adb [-d|-e|-s <serial
Number>] <command> where –d is the option for specifying the USB-attached device, -e is for
indication a running Android emulator on the computer, -s is for specifying either one by its adb-
assigned serial number. If there is only one attached device or running emulator, these options are not
necessary. ANDROID NDK Libraries written in C/C++ can be compiled to ARM, MIPS or x86 native
code (or their 64- bit variants) and installed using the Android Native Development Kit (NDK). These
native libraries can be called from Java code running under the Dalvik VM using the System, load
Library call, which is part of the standard Android Java classes. Complete applications can be
compiled and installed using traditional development tools. However, according to the Android
documentation, NDK should not be used solely because the developer prefers to program in C/C++, as
using NDK increases complexity while most applications would not benefit from using it. The ADB
Debugger gives a root shell under the Android Emulator which allows ARM, MIPS or x86 native
codes to be uploaded and executed. Native code can be compiled using Clang or GCC on a standard
PC. Running native code is complicated by Android's use of a non-standard C library (libc, known as
Bionic). 11)
20. 20. The graphics library that Android uses to arbitrate and control access to this device is called the
Skia Graphics Library (SGL), and it has been released under an open source licence. Skia has
backends for both Win32 and Unix, allowing the development of cross-platform applications, and it is
the graphics engine underlying the Google Chrome web browser. Skia is not an NDK API, though, and
NDK developers use OpenGL. It is possible to use the Android Studio with Gradle to develop NDK
projects. 1.2.4 Advantages of Android 1. Supports 2D, 3D graphics It supports various platforms like
2D and 3D. Earlier we used to watch movies and play games in almost in 2D, but nowadays various
applications are using 3D format. To provide different graphics in videos, games OS should support
3D format. Android supports 2D And 3D format to provide a better advantage in videos and in games.
2. Supports Multiple Languages Android supports different languages. We can say all famous
languages about more than 100. By using this feature it is easy to adopt to different languages. Earlier
in the feature phones English is to be the only language in the mobile devices. 3. Java Support The
Java supporting feature enables developers to enhance more features. As it supports Java, operating
can be developed. 4. Faster Web Browser As it enabled with web browser we surf web easily without
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complexity just like in a computer. It easily loads multimedia so that it makes web browsing faster. 5.
It Supports MP4, 3GP, MPEG4, MIDI It supports different types of formats. There is no need to
convert from one format to another, as it enabled with different formats of audio and video styles. 6.
Additional Hardware Support Any hardware can be easily connected with the Android based devices
easily. We can make a device to connect internally to get more features. 12)
21. 21. 7. Video Calling Faster data connection enables to do video call. We can take advantage of
bandwidth and new generation networks using Android. 8. Open Source Framework It makes users to
make their own applications and to make changes required for themselves. Enthusiasts can make
Andriod more powerful and useful by developing themselves. As it is an open source operating
system, we can use it easily and without cost in the equipments. 9. Uses of Tools are Very Simple It
makes use of a single button to do more than assigned work. For example volume control button can
be made to click a photo by changing simple algorithm in the android. 10. Availability of Apps
Anyone can make use lot of free apps in the app store and from other android stores. It gives freedom
to install from third party users. 1.2 About Language Used In the android there are various languages
are used according to their need in the project. Mainly some types of languages are used in android
development that is given below Java – Java is the official language of Android development and is
supported by Android Studio. It has a steep learning curve however. Kotlin – Kotlin was recently
introduced as a secondary ‘official’ Java language. It is similar to Java in many ways but is a little
easier to get to grips with. C/C++ – Android Studio also supports C++ with the use of the Java
NDK. This allows for native coding applications, which can be handy for things like games. C++ is
more complicated still however. C# – C# is a slightly more beginner friendly alternative to C or C++
that obfuscates more code. It’s supported by some very handy tools like Unity and Xamarin which are
great for game development and for cross platform development. BASIC – A bonus option is to
learn BASIC and try the B4A IDE from Anywhere Software. This is an easy but powerful tool, though
definitely much more ‘niche’! 13)
22. 22. Corona/LUA – Another cross-platform tool build on LUA. It massively simplifies the app-
building process and allows you to call native libraries. PhoneGap (HTML, CSS, JavaScript) – If
you already know how to build interactive web pages, then you can use this knowledge with
PhoneGap to build a more basic cross-platform app 1.3.1 Java Language Java is a general-purpose
computer-programming language that is concurrent, class- based, object-oriented, and specifically
designed to have as few implementation dependencies as possible. It is intended to let application
developers "write once, run anywhere" (WORA), meaning that compiled Java code can run on all
platforms that support Java without the need for recompilation. Java applications are typically
compiled to byte code that can run on any Java virtual machine(JVM) regardless of computer
architecture. As of 2016, Java is one of the most popular programming languages in use, particularly
for client-server web applications, with a reported 9 million developers. Java was originally developed
by James Gosling at Sun Microsystems (which has since been acquired by Oracle Corporation) and
released in 1995 as a core component of Sun Microsystems' Java platform. The language derives much
of its syntax from C and C++, but it has fewer low-level facilities than either of them. The original and
reference implementation Java compilers, virtual machines, and class libraries were originally released
by Sun under proprietary licenses. As of May 2007, in compliance with the specifications of the Java
Community Process, Sun relicensed most of its Java technologies under the GNU General Public
License. Others have also developed alternative implementations of these Sun technologies, such as
the GNU Compiler for Java (bytecode compiler), GNU Classpath(standard libraries), and IcedTea-Web
(browser plugin for applets). The latest version is Java 10, released on March 20, 2018, which follows
Java 9 after only six months in line with the new release schedule. Java 8 is still supported but there
will be no more security updates for Java 9. Versions earlier than Java 8 are supported by companies
on a commercial basis; e.g. by Oracle back to Java 6 as of October 2017 (while they still "highly
recommend that you uninstall" pre-Java 8 from at least Windows computers). Java Language is used
for the backend language in the android. It validates the all the pallete of the android. 1.3.2 XML
Language XML language is used in the front end of the android language. And it is responsible for the
designing of the android application. XML stands for extensible mark-up language. In computing,
Extensible Markup Language (XML) is a mark-up language that defines a set of rules for encoding
documents in a format that is both human-readable and machine- readable. The W3C's XML 1.0
Specification and several other related specifications all of them free open standards—define XML.
14)
23. 23. 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
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design of XML focuses on documents, the language 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 programmers have developed many application programming
interfaces (APIs) to aid the processing of XML data. XML language is implemented only on the
browsers. It is the strict name resolution that means in this application is the strict typed name. In this
language we created our own tags. 15)
24. 24. CHAPTER 2 SOFTWARE DEVELOPMENT LIFE CYCLE 16)
25. 25. 2.1 REQUIREMENT ANALYSIS PHASE The Requirements Analysis Phase begins when the
previous phase objectives have been achieved. Documentation related to user requirements from the
Concept Development Phase and the Planning Phase shall be used as the basis for further user needs
analysis and the development of detailed requirements. Multiple-release projects require only one
iteration of the Requirements Analysis Phase, which should involve requirements definition for all
planned releases. The objective of this phase is to define in more detail the system inputs, processes,
outputs and interfaces. At the end of this phase the system’s processes will be defined at the functional
level, meaning the functions to be performed will be known, but not necessarily how they will be
performed. Unless specifically constrained by the Project Charter, Requirements Analysis should not
consider the computer programs, files and data streams. Requirements Analysis will identify and
consider the risks related to how the technology will be integrated into the standard operating
procedures. Requirements Analysis will collect the functional and system requirements of the business
process, the user requirements and the operational requirements (e.g., when operational what is
necessary to keep the system up and running). 2.1.1 System Requirement Specification Software
requirements specification establishes the basis for an agreement between customers and contractors or
suppliers on how the software product should function (in a market-driven project, these roles may be
played by the marketing and development divisions). Software requirements specification is a rigorous
assessment of requirements before the more specific system design stages, and its goal is to reduce
later redesign. It should also provide a realistic basis for estimating product costs, risks, and schedules.
Used appropriately, software requirements specifications can help prevent software project failure. The
software requirements specification document lists sufficient and necessary requirements for the
project development. To derive the requirements, the developer needs to have clear and thorough
understanding of the products under development. This is achieved through detailed and continuous
communications with the project team and customer throughout the software development process.
Purpose The purpose of this document is to give a detailed description of the requirements for the
“Amazing Lunch Indicator” (ALI) software. It will illustrate the purpose and complete declaration for
the development of system. It will also explain system constraints, interface and interactions with other
external applications. This document is primarily intended to be proposed to a customer for its
approval and a reference for developing the first version of the system for the development team. 17)
26. 26. 2.1.2 Hardware and Software Requirement Hardware Specification A computer with at least
6GB of RAM(Random Access Memory) 1 TB of Hard disk Software Requirements: Android
Studio Languages: Java and XML SQLite 2.1.3 Functional Requirement In Software engineering
and systems engineering, a functional requirement defines a function of a system or its component. A
function is described as a set of inputs, the behaviour, and outputs. Functional requirements may be
calculations, technical details, data manipulation and processing and other specific functionality that
define what a system is supposed to accomplish. Behavioural requirements describing all the cases
where the system uses the functional requirements are captured in use cases. Functional requirements
are supported by non-functional requirements which impose constraints on the design or
implementation. As defined in requirements engineering, functional requirements specify particular
results of a system. This should be contrasted with non-functional requirements which specify overall
characteristics such as cost and reliability. Functional requirements drive the application architecture of
a system, while non-functional requirements drive the technical architecture of a system. 2.1.4 Non-
Functional Requirement In systems engineering and requirements engineering, a non-functional
requirement is a requirement that specifies criteria that can be used to judge the operation of a system,
rather than specific behaviours. They are contrasted with functional requirements that define specific
behaviour or functions. The plan for implementing functional requirements is detailed in the system
design. The plan for implementing non-functional requirements is detailed in the system architecture,
because they are usually Architecturally Significant Requirements. 18)
27. 27. Broadly, functional requirements define what a system is supposed to do and non-functional
requirements define how a system is supposed to be. Functional requirements are usually in the form
of, an individual action or part of the system, perhaps explicitly in the sense of a mathematical
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function, a black box description input, output, process and control functional model or IPO Model. In
contrast, non-functional requirements are in the form of, an overall property of the system as a whole
or of a particular aspect and not a specific function. The system's overall properties commonly mark
the difference between whether the development project has succeeded or failed. Non-functional
requirements are often called "quality attributes" of a system. Other terms for non-functional
requirements are "qualities", "quality goals", "quality of service requirements", "constraints" and "non-
behavioural requirements". Informally these are sometimes called the "ileitis", from attributes like
stability and portability. Qualities—that is non-functional requirements—can be divided into two main
categories: 1. Execution qualities, such as safety, security and usability, which are observable during
operation. 2. Evolution qualities, such as testability, maintainability, extensibility and scalability, which
are embodied in the static structure of the system. 2.1.5 Feasibility Study Feasibility study is made to
see if the project on completion will serve the purpose of the organization for the amount of work,
effort and the time that spend on it. Feasibility study lets the developer foresee the future of the project
and the usefulness. A feasibility study of a system proposal is according to its workability, which is the
impact on the organization, ability to meet their user needs and effective use of resources. Thus when a
new application is proposed it normally goes through a feasibility study before it is approved for
development. The document provide the feasibility of the project that is being designed and lists
various areas that were considered very carefully during the feasibility study of this project such as
Technical, Economic and Operational feasibilities. The following are its features: 19)
28. 28. 2.1.6 TECHNICAL FEASIBILITY The system must be evaluated from the technical point of view
first. The assessment of this feasibility must be based on an outline design of the system requirement
in the terms of input, output, programs and procedures. Having identified an outline system, the
investigation must go on to suggest the type of equipment, required method developing the system, of
running the system once it has been designed. Technical issues raised during the investigation are:
Does the existing technology sufficient for the suggested one? Can the system expand if developed?
2.1.7 ECONOMIC FEASIBILITY The developing system must be justified by cost and benefit.
Criteria to ensure that effort is concentrated on project, which will give best, return at the earliest. One
of the factors, which affect the development of a new system, is the cost it would require. The
following are some of the important financial questions asked during preliminary investigation: The
costs conduct a full system investigation. The cost of the hardware and software. The benefits in
the form of reduced costs or fewer costly errors. Since the system is developed as part of project work,
there is no manual cost to spend for the proposed system. Also all the resources are already available,
it give an indication of the system is economically possible for development. 20)
29. 29. 2.1.8 BEHAVIORAL FEASIBILITY This includes the following questions: Is there sufficient
support for the users? Will the proposed system cause harm? The project would be beneficial
because it satisfies the objectives when developed and installed. All behavioural aspects are considered
carefully and conclude that the project is behaviourally feasible. 2.2 Design Phase Design is the first
step into the development phase for any engineered product or system. Design is a creative process. A
good design is the key to effective system. The term “design” is defined as “the process of applying
various techniques and principles for the purpose of defining a process or a system in sufficient detail
to permit its physical realization”. It may be defined as a process of applying various techniques and
principles for the purpose of defining a device, a process or a system in sufficient detail to permit its
physical realization. Software design sits at the technical kernel of the software engineering process
and is applied regardless of the development paradigm that is used. The system design develops the
architectural detail required to build a system or product. As in the case of any systematic approach,
this software too has undergone the best possible design phase fine tuning all efficiency, performance
and accuracy levels. The design phase is a transition from a user oriented document to a document to
the programmers or database personnel. System design goes through two phases of development:
Logical and Physical Design. LOGICAL DESIGN: The logical flow of a system and define the
boundaries of a system. It includes the following steps: Reviews the current physical system – its
data flows, file content, volumes, Frequencies etc. Prepares output specifications – that is,
determines the format, content and Frequency of reports. 21)
30. 30. Prepares input specifications – format, content and most of the input functions. Prepares edit,
security and control specifications. Specifies the implementation plan. Prepares a logical design
walk through of the information flow, output, input, Controls and implementation plan. Reviews
benefits, costs, target dates and system constraints. PHYSICAL DESIGN: Physical system produces
the working systems by define the design specifications that tell the programmers exactly what the
candidate system must do. It includes the following steps. Design the physical system. Specify
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input and output media. Design the database and specify backup procedures. Design physical
information flow through the system and a physical design. Plan system implementation. Prepare
a conversion schedule and target date. Determine training procedures, courses and timetable.
Devise a test and implementation plan and specify any new hardware/software. Update benefits ,
costs , conversion date and system constraints 2.2.1 Data Flow Diagram A data flow diagram (DFD) is
a graphical representation of the "flow" of data through an information system, modelling its process
aspects. A DFD is often used as a preliminary step to create an overview of the system without going
into great detail, which can later be elaborated. DFDs can also be used for the visualization of data
processing (structured design). A DFD shows what kind of information will be input to and output
from the system, how the data will advance through the system, and where the data will be stored. It
does not show information about process timing or whether processes will operate in sequence or in
parallel, unlike a traditional structured flowchart which focuses on control flow, or a UML activity
workflow diagram, which presents both control and data flows as a unified model. 22)
31. 31. DFD Level 0 DFD Level 1 23)
32. 32. 2.2.2 E-R Diagram An entity–relationship model (ER model) describes interrelated things of
interest in a specific domain of knowledge. A basic ER model is composed of entity types (which
classify the things of interest) and specifies relationships that can exist between instances of those
entity types. In software engineering, an ER model is commonly formed to represent things that a
business needs to remember in order to perform business processes. Consequently, the ER model
becomes an abstract data model, that defines a data or information structure which can be implemented
in a database, typically a relational database. Entity–relationship modeling was developed for database
design by Peter Chen and published in a 1976 paper. However, variants of the idea existed previously.
Some ER models show super and subtype entities connected by generalization-specialization
relationships, and an ER model can be used also in the specification of domain-specific ontologies. 24)
33. 33. 2.2.3 Use Case Diagram A use case diagram at its simplest is a representation of a user's interaction
with the system that shows the relationship between the user and the different use cases in which the
user is involved. A use case diagram can identify the different types of users of a system and the
different use cases and will often be accompanied by other types of diagrams as well. 2.3 Testing
Phase Testing refers to test the software so it is also called software testing. Software testing is an
investigation conducted to provide stakeholders with information about the quality of the software
product or service under test.[1] Software testing can also provide an objective, independent view of
the software to allow the business to appreciate and understand the risks of software implementation.
Test techniques include the process of executing a program or application with the intent of finding
software bugs (errors or other defects), and verifying that the software product is fit for use. Software
testing involves the execution of a software component or system component to evaluate one or more
properties of interest. In general, these properties indicate the extent to which the component or system
under test- 25)
34. 34. meets the requirements that guided its design and development, responds correctly to all kinds
of inputs, performs its functions within an acceptable time, is sufficiently usable, can be
installed and run in its intended environments, and achieves the general result its stakeholders
desire. 2.3.1 Unit Testing In computer programming, unit testing is a software testing method by which
individual units of source code, sets of one or more computer program modules together with
associated control data, usage procedures, and operating procedures, are tested to determine whether
they are fit for use. Parameterized unit tests (PUTs) are tests that take parameters. Unlike traditional
unit tests, which are usually closed methods, PUTs take any set of parameters. PUTs have been
supported by Testing, JUnit and various .NET test frameworks. Suitable parameters for the unit tests
may be supplied manually or in some cases are automatically generated by the test framework. Testing
tools like Quick Check exist to generate test inputs for PUTs. The goal of unit testing is to isolate each
part of the program and show that the individual parts are correct. A unit test provides a strict, written
contract that the piece of code must satisfy. As a result, it affords several benefits. 2.3.2 Integration
Testing Integration testing (sometimes called integration and testing, abbreviated I&T) is the phase in
software testing in which individual software modules are combined and tested as a group. It occurs
after unit testing and before validation testing. Integration testing takes as its input modules that have
been unit tested, groups them in larger aggregates, applies tests defined in an integration test plan to
those aggregates, and delivers as its output the integrated system ready for system testing. Some
different types of integration testing are big-bang, mixed (sandwich), risky- hardest, top-down, and
bottom-up. Other Integration Patterns are: collaboration integration, backbone integration, layer
integration, client-server integration, distributed services integration and high-frequency integration. In
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the big-bang approach, most of the developed modules are coupled together to form a complete
software system or major part of the system and then used for integration testing. This method is very
effective for saving time in the integration testing process. 26)
35. 35. However, if the test cases and their results are not recorded properly, the entire integration process
will be more complicated and may prevent the testing team from achieving the goal of integration
testing. 2.3.3 System Testing System testing of software or hardware is testing conducted on a
complete, integrated system to evaluate the system's compliance with its specified requirements.
System testing falls within the scope of black-box testing, and as such, should require no knowledge of
the inner design of the code or logic. As a rule, system testing takes, as its input, all of the "integrated"
software components that have passed integration testing and also the software system itself integrated
with any applicable hardware system. The purpose of integration testing is to detect any
inconsistencies between the software units that are integrated together or between any of the
assemblages and the hardware. System testing is a more limited type of testing; it seeks to detect
defects both within the "inter-assemblages" and also within the system as a whole. System testing is
performed on the entire system in the context of a Functional Requirement Specification and/or a
System Requirement Specification (SRS). System testing tests not only the design, but also the
behaviour and even the believed expectations of the customer. It is also intended to test up to and
beyond the bounds defined in the software/hardware requirements specification. 2.3.4 Acceptance
Testing In engineering and its various sub disciplines, acceptance testing is a test conducted to
determine if the requirements of a specification or contract are met. It may involve chemical tests,
physical tests, or performance tests. In systems engineering it may involve black-box testing
performed on a system (for example: a piece of software, lots of manufactured mechanical parts, or
batches of chemical products) prior to its delivery. In software testing the ISTQB defines acceptance
as: formal testing with respect to user needs, requirements, and business processes conducted to
determine whether a system satisfies the acceptance criteria and to enable the user, customers or other
authorized entity to determine whether or not to accept the system. Acceptance testing is also known
as user acceptance testing (UAT), end-user testing, operational acceptance testing (OAT) or field
(acceptance) testing. A smoke test may be used as an acceptance test prior to introducing a build of
software to the main testing process. 27)
36. 36. CHAPTER 3 SCREENSHOTS 28)
37. 37. Home Page or Internal Storage Password Fields 29)
38. 38. Dropdown Menu 30)
39. 39. External Storage and Images 31)
40. 40. AUDIO and VIDEO 32)
41. 41. Create file or Folders 33)
42. 42. Settings and Description of folders or files 34)
43. 43. CHAPTER 4 FUTURE SCOPE The main objective of this application is to provide security to
user and it is very useful for easily manage or share file from one place to another place its scope in
future is very useful for storing application data and provide a secure file transfer. In future we provide
a extra security like face recognition and voice recognition system in file manager for improving the
security. In the future the android file manager scope is too much. The new features is added like voice
recognition we search file from voice so its very easy process for search the files. The main features of
the file manager is added in the future is its all the data is store in cloud. then the accessing of the file
is very easy. In file manager face recognition is added the application is open by the face detection not
by the password. 35)
44. 44. CHAPTER 5 CONCLUSION This Application is very useful when some urgent are required. This
application helps user to do fast work concurrently like share files, copy, paste, cut files from one
location to another location. This application is user friendly. This application use security features like
password, when we use application before starting application it asks the password if we input correct
password then the application is open otherwise it will not open. This password system gives user to
protection from the data threat so the user wants to protect the application otherwise it also running in
normal manner. This application is very reliable. This application gives very suitable features like we
see how much our internal storage is full and see how much our external storage is full, if any memory
card is available. 36)
45. 45. References BOOKS: Ian Somerville ‘Software engineering’ Rajeev mall ‘Software
engineering’ ONLINE REFERENCE: 1) https://developer.android.com [1] Note: creately is an online
tool for creating diagrams 2) Udacity 3) Udemy 37)
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