Blog Learn Android Free

Share to success...

[ANDROID TOOL]KINGROOT - VER 4.5.0.803 [ONE CLICK ROOT]

[ANDROID TOOL]KINGROOT - VER 4.5.0.803 [ONE CLICK ROOT]
[​IMG] 

Name: Kingroot
Version: 4.5.0.803
Root: rooting tool

Kingroot Application is a very powerful tool that allows you to root your Android Device in a click.

Install Steps:
1. 1-Click Root: KingRoot allows you to root your Android Device in a click. Simply, Download and install the application on your device > Open > Tap on Big Green Root Button > Rooted.

2. Comes as APK Application: KingRoot is a APK Application and it doesnt need any computer to get rooted. Simply Download the App and install it like you do with other Android Apps.

3. Doesn’t Need Internet Connection: We have tried to root Samsung Galaxy Grand 1 using the KingRoot application without using the internet or WiFi connection. Where as many users reported in various forums that KingRoot requires active internet connection to root the device.

[*] KingRoot Application doesnt need any special guidelines to root your device. Simply Install the Application > Open It > Click on Root Button > Done.

[*] Replace KingUser with SuperSU: Now, you can replace the KingUser and other chinese application with SuperSU (chainfire).

[*] No data loss process: If you use KingRoot Application to root your device, then your Android Phone Data like contacts, pictures, videos, music and etc will be not affected.

[*] Warranty Void: Your Android Device Warranty may be void after rooting with the KingRoot Application. So, Beware


Credits To:Kingroot developer
Playstore Link: N/A

Download:
Link Here 

FREE CHEAT ENGINE (BUILD)

FREE CHEAT ENGINE (BUILD)
[​IMG]
Name : Cheat Engine

Version : -

Root Needed : Yes / No

Features

  • Ability to connect to local or remote processes (via IP).
  • Value types for scanning: for 1, 2, 4, 8 Bytes, Float, Double, String, Array of Byte.
  • Scan types: exact value, bigger than, smaller than, between or unknown
  • Values can also be scanned in hexadecimal form
  • Features a “fast scan” feature, which works pretty good on several games I’ve tested
  • Can scan read-only or paged memory
  • Ability to choose the process OR application from a drop-down list
  • Also features a Memory Viewer (requires some RAM if zoomed out)

How to Install And Start Hacking ?

  • Download the apk from the link given at the end of the post.
  • Install the apk.
  • Open CheatEngine.
  • Then Open Any Game.
  • Find the game process in cheatengine list.
  • Open the process.
  • Search the value, ex: gold = 1000.
  • Buy something so that the gold value become decreased ex: 80.
  • Then in cheat engine you will see the value 1000 become 800.
  • Add the address of the gold value to the list 4 in list tab, checklist the ACTIVE then change the value ex: 99999.
  • In game you will see that your gold become 99999.
What’s New in Updated Build ?

    • Fixed Scroll Crash
    • Browse memory from the address list now work
[​IMG]

[​IMG]

Download Link

Download Cheat Engine For Android Updated Build apk


Note : Doesn't work on Server Side game ... I'm not responsible for any problem ... Do it your own risk ...

Topic 5: Android Resources Organizing & Accessing

Topic 5: Android Resources Organizing & Accessing
There are many more items which you use to build a good Android application. Apart from coding for the application, you take care of various other resourceslike static content that your code uses, such as bitmaps, colors, layout definitions, user interface strings, animation instructions, and more. These resources are always maintained separately in various sub-directories underres/ directory of the project.
This tutorial will explain you how you can organize your application resources, specify alternative resources and access them in your applications.

Organize Resources in eclipse

You should place each type of resource in a specific sub directory of your project's res/ directory. For example, here's the file hierarchy for a simple project:
MyProject/
    src/  
        MyActivity.java  
    res/
        drawable/  
            icon.png  
        layout/  
            activity_main.xml
            info.xml
        values/  
            strings.xml 
The res/ directory contains all the resources in various sub directories. Here we have an image resource, two layout resources, and a string resource file. Following table gives a detail about the resource directories supported inside project res/ directory.

Organize resource in Android Studio

MyProject/
    src/
 main/
 java/
    MyActivity.java  
    res/
        drawable/  
            icon.png  
        layout/  
            activity_main.xml
            info.xml
        values/  
            strings.xml 
     
DirectoryResource Type
anim/XML files that define property animations. They are saved in res/anim/ folder and accessed from the R.anim class.
color/XML files that define a state list of colors. They are saved in res/color/ and accessed from the R.color class.
drawable/Image files like .png, .jpg, .gif or XML files that are compiled into bitmaps, state lists, shapes, animation drawable. They are saved in res/drawable/ and accessed from the R.drawable class.
layout/XML files that define a user interface layout. They are saved in res/layout/ and accessed from the R.layout class.
menu/XML files that define application menus, such as an Options Menu, Context Menu, or Sub Menu. They are saved in res/menu/ and accessed from the R.menu class.
raw/Arbitrary files to save in their raw form. You need to callResources.openRawResource() with the resource ID, which isR.raw.filename to open such raw files.
values/XML files that contain simple values, such as strings, integers, and colors. For example, here are some filename conventions for resources you can create in this directory −
  • arrays.xml for resource arrays, and accessed from the R.array class.
  • integers.xml for resource integers, and accessed from the R.integer class.
  • bools.xml for resource boolean, and accessed from the R.bool class.
  • colors.xml for color values, and accessed from theR.color class.
  • dimens.xml for dimension values, and accessed from the R.dimen class.
  • strings.xml for string values, and accessed from theR.string class.
  • styles.xml for styles, and accessed from the R.styleclass.
xml/Arbitrary XML files that can be read at runtime by callingResources.getXML(). You can save various configuration files here which will be used at run time.

Alternative Resources

Your application should provide alternative resources to support specific device configurations. For example, you should include alternative drawable resources ( i.e.images ) for different screen resolution and alternative string resources for different languages. At runtime, Android detects the current device configuration and loads the appropriate resources for your application.
To specify configuration-specific alternatives for a set of resources, follow the following steps −
  • Create a new directory in res/ named in the form<resources_name>-<config_qualifier>. Here resources_namewill be any of the resources mentioned in the above table, like layout, drawable etc. The qualifier will specify an individual configuration for which these resources are to be used. You can check official documentation for a complete list of qualifiers for different type of resources.
  • Save the respective alternative resources in this new directory. The resource files must be named exactly the same as the default resource files as shown in the below example, but these files will have content specific to the alternative. For example though image file name will be same but for high resolution screen, its resolution will be high.
Below is an example which specifies images for a default screen and alternative images for high resolution screen.
MyProject/
   src/
 main/
 java/
    MyActivity.java  
       res/
          drawable/  
            icon.png
            background.png
        drawable-hdpi/  
            icon.png
            background.png  
        layout/  
            activity_main.xml
            info.xml
        values/  
            strings.xml 
Below is another example which specifies layout for a default language and alternative layout for Arabic language.
MyProject/
   src/
 main/
 java/
    MyActivity.java  
      res/
         drawable/  
            icon.png
            background.png
        drawable-hdpi/  
            icon.png
            background.png  
        layout/  
            activity_main.xml
            info.xml
        layout-ar/
            main.xml
        values/  
            strings.xml 

Accessing Resources

During your application development you will need to access defined resources either in your code, or in your layout XML files. Following section explains how to access your resources in both the scenarios −

Accessing Resources in Code

When your Android application is compiled, a R class gets generated, which contains resource IDs for all the resources available in your res/ directory. You can use R class to access that resource using sub-directory and resource name or directly resource ID.

Example

To access res/drawable/myimage.png and set an ImageView you will use following code:
ImageView imageView = (ImageView) findViewById(R.id.myimageview);
imageView.setImageResource(R.drawable.myimage);
Here first line of the code make use of R.id.myimageview to get ImageView defined with id myimageview in a Layout file. Second line of code makes use ofR.drawable.myimage to get an image with name myimage available in drawable sub-directory under /res.

Example

Consider next example where res/values/strings.xml has following definition:
<?xml version="1.0" encoding="utf-8"?>
<resources>
    <string  name="hello">Hello, World!</string>
</resources>
Now you can set the text on a TextView object with ID msg using a resource ID as follows:
TextView msgTextView = (TextView) findViewById(R.id.msg);
msgTextView.setText(R.string.hello);

Example

Consider a layout res/layout/activity_main.xml with the following definition:
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
   android:layout_width="fill_parent" 
   android:layout_height="fill_parent" 
   android:orientation="vertical" >
   
   <TextView android:id="@+id/text"
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:text="Hello, I am a TextView" />

   <Button android:id="@+id/button"
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:text="Hello, I am a Button" />
      
</LinearLayout>
This application code will load this layout for an Activity, in the onCreate() method as follows −
public void onCreate(Bundle savedInstanceState) {
   super.onCreate(savedInstanceState);
   setContentView(R.layout.main_activity);
}

Accessing Resources in XML

Consider the following resource XML res/values/strings.xml file that includes a color resource and a string resource −
<?xml version="1.0" encoding="utf-8"?>
<resources>
   <color name="opaque_red">#f00</color>
   <string name="hello">Hello!</string>
</resources>
Now you can use these resources in the following layout file to set the text color and text string as follows:
<?xml version="1.0" encoding="utf-8"?>
<EditText xmlns:android="http://schemas.android.com/apk/res/android"
    android:layout_width="fill_parent"
    android:layout_height="fill_parent"
    android:textColor="@color/opaque_red"
    android:text="@string/hello" />
Now if you will go through previous chapter once again where I have explainedHello World! example, and I'm sure you will have better understanding on all the concepts explained in this chapter. So I highly recommend to check previous chapter for working example and check how I have used various resources at very basic level.

Topic 4: Android - Hello World Example

Topic 4: Android - Hello World Example
Let us start actual programming with Android Framework. Before you start writing your first example using Android SDK, you have to make sure that you have set-up your Android development environment properly as explained inAndroid - Environment Set-up tutorial. I also assume that you have a little bit working knowledge with Eclipse IDE.
So let us proceed to write a simple Android Application which will print "Hello World!".

Create Android Application

The first step is to create a simple Android Application using Eclipse IDE. Follow the option File -> New -> Project and finally select Android New Application wizard from the wizard list. Now name your application asHelloWorld using the wizard window as follows:
Hello Android Wizard
Next, follow the instructions provided and keep all other entries as default till the final step. Once your project is created successfully, you will have following project screen −
Hello Android Project

Anatomy of Android Application

Before you run your app, you should be aware of a few directories and files in the Android project −
Android Directory Structure
S.N.Folder, File & Description
1src
This contains the .java source files for your project. By default, it includes an MainActivity.java source file having an activity class that runs when your app is launched using the app icon.
2gen
This contains the .R file, a compiler-generated file that references all the resources found in your project. You should not modify this file.
3bin
This folder contains the Android package files .apk built by the ADT during the build process and everything else needed to run an Android application.
4res/drawable-hdpi
This is a directory for drawable objects that are designed for high-density screens.
5res/layout
This is a directory for files that define your app's user interface.
6res/values
This is a directory for other various XML files that contain a collection of resources, such as strings and colours definitions.
7AndroidManifest.xml
This is the manifest file which describes the fundamental characteristics of the app and defines each of its components.
Following section will give a brief overview few of the important application files.

The Main Activity File

The main activity code is a Java file MainActivity.java. This is the actual application file which ultimately gets converted to a Dalvik executable and runs your application. Following is the default code generated by the application wizard for Hello World! application −
package com.example.helloworld;

import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
import android.view.MenuItem;
import android.support.v4.app.NavUtils;

public class MainActivity extends Activity {

   @Override
   public void onCreate(Bundle savedInstanceState) {
      super.onCreate(savedInstanceState);
      setContentView(R.layout.activity_main);
   }
   
   @Override
   public boolean onCreateOptionsMenu(Menu menu) {
      getMenuInflater().inflate(R.menu.activity_main, menu);
      return true;
   }
}
Here, R.layout.activity_main refers to the activity_main.xml file located in theres/layout folder. The onCreate() method is one of many methods that are figured when an activity is loaded.

The Manifest File

Whatever component you develop as a part of your application, you must declare all its components in a manifest.xml which resides at the root of the application project directory. This file works as an interface between Android OS and your application, so if you do not declare your component in this file, then it will not be considered by the OS. For example, a default manifest file will look like as following file −
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
   package="com.example.helloworld"
   android:versionCode="1"
   android:versionName="1.0" >
   
   <uses-sdk
      android:minSdkVersion="8"
      android:targetSdkVersion="22" />
   
   <application
       android:icon="@drawable/ic_launcher"
       android:label="@string/app_name"
       android:theme="@style/AppTheme" >
       
       <activity
          android:name=".MainActivity"
          android:label="@string/title_activity_main" >
       
          <intent-filter>
             <action android:name="android.intent.action.MAIN" />
             <category android:name="android.intent.category.LAUNCHER"/>
          </intent-filter>
       
       </activity>
       
   </application>
</manifest>
Here <application>...</application> tags enclosed the components related to the application. Attribute android:icon will point to the application icon available under res/drawable-hdpi. The application uses the image named ic_launcher.png located in the drawable folders
The <activity> tag is used to specify an activity and android:name attribute specifies the fully qualified class name of the Activity subclass and theandroid:label attributes specifies a string to use as the label for the activity. You can specify multiple activities using <activity> tags.
The action for the intent filter is named android.intent.action.MAIN to indicate that this activity serves as the entry point for the application. The category for the intent-filter is named android.intent.category.LAUNCHER to indicate that the application can be launched from the device's launcher icon.
The @string refers to the strings.xml file explained below. Hence,@string/app_name refers to the app_name string defined in the strings.xml file, which is "HelloWorld". Similar way, other strings get populated in the application.
Following is the list of tags which you will use in your manifest file to specify different Android application components:
  • <activity>elements for activities
  • <service> elements for services
  • <receiver> elements for broadcast receivers
  • <provider> elements for content providers

The Strings File

The strings.xml file is located in the res/values folder and it contains all the text that your application uses. For example, the names of buttons, labels, default text, and similar types of strings go into this file. This file is responsible for their textual content. For example, a default strings file will look like as following file −
<resources>
   <string name="app_name">HelloWorld</string>
   <string name="hello_world">Hello world!</string>
   <string name="menu_settings">Settings</string>
   <string name="title_activity_main">MainActivity</string>
</resources>

The R File

The gen/com.example.helloworld/R.java file is the glue between the activity Java files like MainActivity.java and the resources like strings.xml. It is an automatically generated file and you should not modify the content of the R.java file. Following is a sample of R.java file −
/* AUTO-GENERATED FILE.  DO NOT MODIFY.
 *
 * This class was automatically generated by the
 * aapt tool from the resource data it found.  It
 * should not be modified by hand.
 */

package com.example.helloworld;

public final class R {
   public static final class attr {
   }
   
   public static final class dimen {
      public static final int padding_large=0x7f040002;
      public static final int padding_medium=0x7f040001;
      public static final int padding_small=0x7f040000;
   }
   
   public static final class drawable {
      public static final int ic_action_search=0x7f020000;
      public static final int ic_launcher=0x7f020001;
   }
   
   public static final class id {
      public static final int menu_settings=0x7f080000;
   }
   
   public static final class layout {
      public static final int activity_main=0x7f030000;
   }
   
   public static final class menu {
      public static final int activity_main=0x7f070000;
   }
   
   public static final class string {
      public static final int app_name=0x7f050000;
      public static final int hello_world=0x7f050001;
      public static final int menu_settings=0x7f050002;
      public static final int title_activity_main=0x7f050003;
   }
   
   public static final class style {
      public static final int AppTheme=0x7f060000;
   }
}

The Layout File

The activity_main.xml is a layout file available in res/layout directory, that is referenced by your application when building its interface. You will modify this file very frequently to change the layout of your application. For your "Hello World!" application, this file will have following content related to default layout −
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
   xmlns:tools="http://schemas.android.com/tools"
   android:layout_width="match_parent"
   android:layout_height="match_parent" >
   
   <TextView
      android:layout_width="wrap_content"
      android:layout_height="wrap_content"
      android:layout_centerHorizontal="true"
      android:layout_centerVertical="true"
      android:padding="@dimen/padding_medium"
      android:text="@string/hello_world"
      tools:context=".MainActivity" />
      
</RelativeLayout>
This is an example of simple RelativeLayout which we will study in a separate chapter. The TextView is an Android control used to build the GUI and it have various attributes like android:layout_widthandroid:layout_height etc which are being used to set its width and height etc.. The @string refers to the strings.xml file located in the res/values folder. Hence, @string/hello_world refers to the hello string defined in the strings.xml file, which is "Hello World!".

Running the Application

Let's try to run our Hello World! application we just created. I assume you had created your AVD while doing environment set-up. To run the app from Eclipse, open one of your project's activity files and click Run Eclipse Run Icon icon from the tool bar. Eclipse installs the app on your AVD and starts it and if everything is fine with your set-up and application, it will display following Emulator window −
Android Hello World
Congratulations!!! you have developed your first Android Application and now just keep following rest of the tutorial step by step to become a great Android Developer. All the very best.

Create Android Application on Android studio

There are so many tools are available to develop android applications. as per Google official android development, they have launched android studio as official Android IDE