Mike  Kozey

Mike Kozey


Build a Online Shop Store In PHP With Source Code

Project: Online shop store In PHP With Source Code Please scroll down and click on the download button to download the Online shop store In PHP project for free(Scroll Down) The online shop store In PHP is a simple project developed using PHP, JavaScript, and CSS. The project contains only the end-user sides. The users can go […]

The post Online Shop Store In PHP With Source Code appeared first on Source Code & Projects.


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Buddha Community

Build a Online Shop Store In PHP With Source Code

I am Developer


Login Page in PHP with Database Source Code

complete login system php mysql. Here, i will show you how to build complete login system in php mysql using session.

And as well as how to create login page, user profile page in php with database and validation.


#login system php source code #simple login page in php with database source code #login page in php with database and validation #simple login form in php with mysql database #php login session

I am Developer


Ajax Live Data Search using jQuery PHP MySQL

simple search code in php with demo. Here, i will show you how to create live search in PHP MySQL using jQuery ajax from database.

PHP MySQL Ajax Live Search

Use the following simple steps and create ajax live search PHP MySQL from database:

  1. Connecting Database File
  2. Create an ajax live search form PHP
  3. Create a PHP Script for Live Search From DB using Ajax


#live search in php mysql ajax with examples #simple search code in php with demo #php mysql search form example #php code for search data from database #source code search php

i-Verve Inc

i-Verve Inc


How to start an online grocery store | Setting up Online Grocery Business in 2021

Start An Online Grocery Store

Despite the Covid-19 threat to the world and economy of every country, Online Grocery Market has recorded a 3X increase since 2019 till now.

“About 1-4th online shoppers are already shopping groceries on the internet in developed countries and 55% are willing to in near future. – Nielson study”

The new store these days are digital stores, Web stores, and Mobile applications where 70% of the customers reach and buy every day.

Take your store where the customers are to generate more revenue by developing e-commerce grocery store/application and Supermarket online store and mobile application.

Online grocery shopping sales in the United States from 2018 to 2023(in billion U.S. dollars)

“As per Statista, The U.S. online grocery market was estimated to generate sales worth about 28.68 billion U.S. dollars in 2019, with sales forecast to reach 59.5 billion U.S. dollars by 2023.”

Online store and mobile applications are helping small grocery business owners reach 70% more customers and generate unbelievable but real 48% more revenue other than the existing one. Check out a few of the businesses listed below:

  • Dry fruit sellers
  • Vegetables and organic vegetable sellers
  • Fruits and Organic Fruit sellers
  • Bakery product seller
  • Meat seller
  • Milk and Milk product seller
  • Mega Grocery store owner (All in one)

Want to start an online grocery store? – Here’s what you should know

If you dream of owning your own online store regardless are you setting up a small business for the first time or you’ve been in the game a long time, this guide will help you learn how to start an online store.

Online selling, better known as e-commerce, has truly hit its pace. Fortunately, getting started is easier than you might think provided you have basic information about the business (which we will cover here) and you have a team of ecommerce website store solution experts to get the things implemented.

Accenture estimates, by the end of 2020, the ecommerce industry will get 13.5% of the revenue share. What does it mean for online store owners? It means that out of every 7 dollars spent on retail consumption: eCommerce will get about 1 dollar.

This article was originally published - How to start an online grocery store?

#start an online grocery store, #steps to opening a successful online business #steps to open online store #create your own grocery store #ecommerce store development

Myriam  Rogahn

Myriam Rogahn


GitHub Arctic Code Vault: Overview

Are you an Arctic Code Vault Contributor or have seen someone posting about it and don’t know what it is. So let’s take a look at what is an Arctic Code Vault Contributor and who are the ones who gets this batch.

GitHub, the world’s largest open-source platform for software and programs has safely locked the data of huge value and magnitude in a coal mine in Longyearbyen’s Norwegian town in the Arctic region.

Back in November 2019, GitHub Arctic Code Vault was first announced.

The GitHub Arctic Code Vault is a data repository preserved in the Arctic

World Archive (AWA), a very-long-term archival facility 250 meters deep in the permafrost of an Arctic mountain. The archive is located in a decommissioned coal mine in the Svalbard archipelago, closer to the North Pole than the Arctic Circle.

Last year, GitHub said that it plans to capture a snapshot of every active

public repository on 02/02/2020 and preserve that data in the Arctic

Code Vault.

The project began on February 2, when the firm took a snapshot of all of

GitHub’s active public repositories to store them in the vault. They initially intended to travel to Norway and personally escort the world’s open-source technology to the Arctic but their plans were derailed by the global pandemic. Then, they had to wait until 8 Julyfor the Arctic Data Vault data to be deposited.

GitHub announced that the code was successfully deposited in the Arctic Code Vault on July 8, 2020. Over the past several months, GitHub worked

with its archive partners Piql to write the 21TB of GitHub repository data to 186 reels of piqlFilm (digital photosensitive archival film).

GitHub’s strategic software director, Julia Metcalf, has written a blog post

on the company’s website notifying the completion of GitHub’s Archive Program on July 8th. Discussing the objective of the Archive Program, Metcalf wrote “Our mission is to preserve open-source software for future generations by storing your code in an archive built to last a thousand years.”

The Arctic Code Vault is only a small part of the wider GitHub Archive

Program, however, which sees the company partner with the Long Now

Foundation, Internet Archive, Software Heritage Foundation, Microsoft

Research and others.

How the cold storage will last 1,000 years?

Svalbard has been regulated by the international Svalbard Treaty as a demilitarized zone. Home to the world’s northernmost town, it is one of the most remote and geopolitically stable human habitations on Earth.

The AWA is a joint initiative between Norwegian state-owned mining company Store Norske Spitsbergen Kulkompani (SNSK) and very-long-term digital preservation provider Piql AS. AWA is devoted to archival storage in perpetuity. The film reels will be stored in a steel-walled container inside a sealed chamber within a decommissioned coal mine on the remote archipelago of Svalbard. The AWA already preserves historical and cultural data from Italy, Brazil, Norway, the Vatican, and many others.

What’s in the 02/02/2020 snapshot?

The 02/02/2020 snapshot archived in the GitHub Arctic Code Vault will

sweep up every active public GitHub repository, in addition to significant dormant repos.

The snapshot will include every repo with any commits between the announcement at GitHub Universe on November 13th and 02/02/2020,

every repo with at least 1 star and any commits from the year before the snapshot (02/03/2019 – 02/02/2020), and every repo with at least 250 stars.

The snapshot will consist of the HEAD of the default branch of each repository, minus any binaries larger than 100KB in size—depending on available space, repos with more stars may retain binaries. Each repository will be packaged as a single TAR file. For greater data density and integrity, most of the data will be stored QR-encoded and compressed. A human-readable index and guide will itemize the location of each repository and explain how to recover the data.

The company further shared that every reel of the archive includes a copy

of the “Guide to the GitHub Code Vault” in five languages, written with input from GitHub’s community and available at the Archive Program’s own GitHub repository.

#github #open-source #coding #open-source-contribution #contributing-to-open-source #github-arctic-code-vault #arctic-code-vault #arctic-code-vault-contributor

Build an Android application with Kivy Python framework

If you’re a Python developer thinking about getting started with mobile development, then the Kivy framework is your best bet. With Kivy, you can develop platform-independent applications that compile for iOS, Android, Windows, macOS, and Linux. In this article, we’ll cover Android specifically because it is the most used.

We’ll build a simple random number generator app that you can install on your phone and test when you are done. To follow along with this article, you should be familiar with Python. Let’s get started!

Getting started with Kivy

First, you’ll need a new directory for your app. Make sure you have Python installed on your machine and open a new Python file. You’ll need to install the Kivy module from your terminal using either of the commands below. To avoid any package conflicts, be sure you’re installing Kivy in a virtual environment:

pip install kivy 
pip3 install kivy 

Once you have installed Kivy, you should see a success message from your terminal that looks like the screenshots below:

Kivy installation

Successful Kivy installation


Next, navigate into your project folder. In the main.py file, we’ll need to import the Kivy module and specify which version we want. You can use Kivy v2.0.0, but if you have a smartphone that is older than Android 8.0, I recommend using Kivy v1.9.0. You can mess around with the different versions during the build to see the differences in features and performance.

Add the version number right after the import kivy line as follows:


Now, we’ll create a class that will basically define our app; I’ll name mine RandomNumber. This class will inherit the app class from Kivy. Therefore, you need to import the app by adding from kivy.app import App:

class RandomNumber(App): 

In the RandomNumber class, you’ll need to add a function called build, which takes a self parameter. To actually return the UI, we’ll use the build function. For now, I have it returned as a simple label. To do so, you’ll need to import Label using the line from kivy.uix.label import Label:

import kivy
from kivy.app import App
from kivy.uix.label import Label

class RandomNumber(App):
  def build(self):
    return Label(text="Random Number Generator")

Now, our app skeleton is complete! Before moving forward, you should create an instance of the RandomNumber class and run it in your terminal or IDE to see the interface:

import kivy from kivy.app import App from kivy.uix.label import Label class RandomNumber(App):  def build(self):    return Label(text="Random Number Generator") randomApp = RandomNumber() randomApp.run()

When you run the class instance with the text Random Number Generator, you should see a simple interface or window that looks like the screenshot below:


Simple interface after running the code

You won’t be able to run the text on Android until you’ve finished building the whole thing.

Outsourcing the interface

Next, we’ll need a way to outsource the interface. First, we’ll create a Kivy file in our directory that will house most of our design work. You’ll want to name this file the same name as your class using lowercase letters and a .kv extension. Kivy will automatically associate the class name and the file name, but it may not work on Android if they are exactly the same.

Inside that .kv file, you need to specify the layout for your app, including elements like the label, buttons, forms, etc. To keep this demonstration simple, I’ll add a label for the title Random Number, a label that will serve as a placeholder for the random number that is generated _, and a Generate button that calls the generate function.

My .kv file looks like the code below, but you can mess around with the different values to fit your requirements:

    orientation: "vertical"
        text: "Random Number"
        font_size: 30
        color: 0, 0.62, 0.96

        text: "_"
        font_size: 30

        text: "Generate"
        font_size: 15 

In the main.py file, you no longer need the Label import statement because the Kivy file takes care of your UI. However, you do need to import boxlayout, which you will use in the Kivy file.

In your main file, you need to add the import statement and edit your main.py file to read return BoxLayout() in the build method:

from kivy.uix.boxlayout import BoxLayout

If you run the command above, you should see a simple interface that has the random number title, the _ place holder, and the clickable generate button:

Random Number app rendered

Notice that you didn’t have to import anything for the Kivy file to work. Basically, when you run the app, it returns boxlayout by looking for a file inside the Kivy file with the same name as your class. Keep in mind, this is a simple interface, and you can make your app as robust as you want. Be sure to check out the Kv language documentation.

Generate the random number function

Now that our app is almost done, we’ll need a simple function to generate random numbers when a user clicks the generate button, then render that random number into the app interface. To do so, we’ll need to change a few things in our files.

First, we’ll import the module that we’ll use to generate a random number with import random. Then, we’ll create a function or method that calls the generated number. For this demonstration, I’ll use a range between 0 and 2000. Generating the random number is simple with the random.randint(0, 2000) command. We’ll add this into our code in a moment.

Next, we’ll create another class that will be our own version of the box layout. Our class will have to inherit the box layout class, which houses the method to generate random numbers and render them on the interface:

class MyRoot(BoxLayout):
    def __init__(self):
        super(MyRoot, self).__init__()

Within that class, we’ll create the generate method, which will not only generate random numbers but also manipulate the label that controls what is displayed as the random number in the Kivy file.

To accommodate this method, we’ll first need to make changes to the .kv file . Since the MyRoot class has inherited the box layout, you can make MyRoot the top level element in your .kv file:

        orientation: "vertical"
            text: "Random Number"
            font_size: 30
            color: 0, 0.62, 0.96

            text: "_"
            font_size: 30

            text: "Generate"
            font_size: 15

Notice that you are still keeping all your UI specifications indented in the Box Layout. After this, you need to add an ID to the label that will hold the generated numbers, making it easy to manipulate when the generate function is called. You need to specify the relationship between the ID in this file and another in the main code at the top, just before the BoxLayout line:

    random_label: random_label
        orientation: "vertical"
            text: "Random Number"
            font_size: 30
            color: 0, 0.62, 0.96

            id: random_label
            text: "_"
            font_size: 30

            text: "Generate"
            font_size: 15

The random_label: random_label line basically means that the label with the ID random_label will be mapped to random_label in the main.py file, meaning that any action that manipulates random_label will be mapped on the label with the specified name.

We can now create the method to generate the random number in the main file:

def generate_number(self):
    self.random_label.text = str(random.randint(0, 2000))

# notice how the class method manipulates the text attributre of the random label by a# ssigning it a new random number generate by the 'random.randint(0, 2000)' funcion. S# ince this the random number generated is an integer, typecasting is required to make # it a string otherwise you will get a typeError in your terminal when you run it.

The MyRoot class should look like the code below:

class MyRoot(BoxLayout):
    def __init__(self):
        super(MyRoot, self).__init__()

    def generate_number(self):
        self.random_label.text = str(random.randint(0, 2000))

Congratulations! You’re now done with the main file of the app. The only thing left to do is make sure that you call this function when the generate button is clicked. You need only add the line on_press: root.generate_number() to the button selection part of your .kv file:

    random_label: random_label
        orientation: "vertical"
            text: "Random Number"
            font_size: 30
            color: 0, 0.62, 0.96

            id: random_label
            text: "_"
            font_size: 30

            text: "Generate"
            font_size: 15
            on_press: root.generate_number()

Now, you can run the app.

Compiling our app on Android

Before compiling our app on Android, I have some bad news for Windows users. You’ll need Linux or macOS to compile your Android application. However, you don’t need to have a separate Linux distribution, instead, you can use a virtual machine.

To compile and generate a full Android .apk application, we’ll use a tool called Buildozer. Let’s install Buildozer through our terminal using one of the commands below:

pip3 install buildozer
pip install buildozer

Now, we’ll install some of Buildozer’s required dependencies. I am on Linux Ergo, so I’ll use Linux-specific commands. You should execute these commands one by one:

sudo apt update
sudo apt install -y git zip unzip openjdk-13-jdk python3-pip autoconf libtool pkg-config zlib1g-dev libncurses5-dev libncursesw5-dev libtinfo5 cmake libffi-dev libssl-dev

pip3 install --upgrade Cython==0.29.19 virtualenv 

# add the following line at the end of your ~/.bashrc file
export PATH=$PATH:~/.local/bin/

After executing the specific commands, run buildozer init. You should see an output similar to the screenshot below:

Buildozer successful initialization

The command above creates a Buildozer .spec file, which you can use to make specifications to your app, including the name of the app, the icon, etc. The .spec file should look like the code block below:


# (str) Title of your application
title = My Application

# (str) Package name
package.name = myapp

# (str) Package domain (needed for android/ios packaging)
package.domain = org.test

# (str) Source code where the main.py live
source.dir = .

# (list) Source files to include (let empty to include all the files)
source.include_exts = py,png,jpg,kv,atlas

# (list) List of inclusions using pattern matching
#source.include_patterns = assets/*,images/*.png

# (list) Source files to exclude (let empty to not exclude anything)
#source.exclude_exts = spec

# (list) List of directory to exclude (let empty to not exclude anything)
#source.exclude_dirs = tests, bin

# (list) List of exclusions using pattern matching
#source.exclude_patterns = license,images/*/*.jpg

# (str) Application versioning (method 1)
version = 0.1

# (str) Application versioning (method 2)
# version.regex = __version__ = \['"\](.*)['"]
# version.filename = %(source.dir)s/main.py

# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements = python3,kivy

# (str) Custom source folders for requirements
# Sets custom source for any requirements with recipes
# requirements.source.kivy = ../../kivy

# (list) Garden requirements
#garden_requirements =

# (str) Presplash of the application
#presplash.filename = %(source.dir)s/data/presplash.png

# (str) Icon of the application
#icon.filename = %(source.dir)s/data/icon.png

# (str) Supported orientation (one of landscape, sensorLandscape, portrait or all)
orientation = portrait

# (list) List of service to declare

# OSX Specific

# author = © Copyright Info

# change the major version of python used by the app
osx.python_version = 3

# Kivy version to use
osx.kivy_version = 1.9.1

# Android specific

# (bool) Indicate if the application should be fullscreen or not
fullscreen = 0

# (string) Presplash background color (for new android toolchain)
# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
# olive, purple, silver, teal.
#android.presplash_color = #FFFFFF

# (list) Permissions
#android.permissions = INTERNET

# (int) Target Android API, should be as high as possible.
#android.api = 27

# (int) Minimum API your APK will support.
#android.minapi = 21

# (int) Android SDK version to use
#android.sdk = 20

# (str) Android NDK version to use
#android.ndk = 19b

# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
#android.ndk_api = 21

# (bool) Use --private data storage (True) or --dir public storage (False)
#android.private_storage = True

# (str) Android NDK directory (if empty, it will be automatically downloaded.)
#android.ndk_path =

# (str) Android SDK directory (if empty, it will be automatically downloaded.)
#android.sdk_path =

# (str) ANT directory (if empty, it will be automatically downloaded.)
#android.ant_path =

# (bool) If True, then skip trying to update the Android sdk
# This can be useful to avoid excess Internet downloads or save time
# when an update is due and you just want to test/build your package
# android.skip_update = False

# (bool) If True, then automatically accept SDK license
# agreements. This is intended for automation only. If set to False,
# the default, you will be shown the license when first running
# buildozer.
# android.accept_sdk_license = False

# (str) Android entry point, default is ok for Kivy-based app
#android.entrypoint = org.renpy.android.PythonActivity

# (str) Android app theme, default is ok for Kivy-based app
# android.apptheme = "@android:style/Theme.NoTitleBar"

# (list) Pattern to whitelist for the whole project
#android.whitelist =

# (str) Path to a custom whitelist file
#android.whitelist_src =

# (str) Path to a custom blacklist file
#android.blacklist_src =

# (list) List of Java .jar files to add to the libs so that pyjnius can access
# their classes. Don't add jars that you do not need, since extra jars can slow
# down the build process. Allows wildcards matching, for example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar

# (list) List of Java files to add to the android project (can be java or a
# directory containing the files)
#android.add_src =

# (list) Android AAR archives to add (currently works only with sdl2_gradle
# bootstrap)
#android.add_aars =

# (list) Gradle dependencies to add (currently works only with sdl2_gradle
# bootstrap)
#android.gradle_dependencies =

# (list) add java compile options
# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option
# see https://developer.android.com/studio/write/java8-support for further information
# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"

# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}
# please enclose in double quotes 
# e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"
#android.add_gradle_repositories =

# (list) packaging options to add 
# see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
# can be necessary to solve conflicts in gradle_dependencies
# please enclose in double quotes 
# e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"
#android.add_gradle_repositories =

# (list) Java classes to add as activities to the manifest.
#android.add_activities = com.example.ExampleActivity

# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME

# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png

# (str) XML file to include as an intent filters in <activity> tag
#android.manifest.intent_filters =

# (str) launchMode to set for the main activity
#android.manifest.launch_mode = standard

# (list) Android additional libraries to copy into libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_arm64_v8a = libs/android-v8/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so

# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set this to True
#android.wakelock = False

# (list) Android application meta-data to set (key=value format)
#android.meta_data =

# (list) Android library project to add (will be added in the
# project.properties automatically.)
#android.library_references =

# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag
#android.uses_library =

# (str) Android logcat filters to use
#android.logcat_filters = *:S python:D

# (bool) Copy library instead of making a libpymodules.so
#android.copy_libs = 1

# (str) The Android arch to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64
android.arch = armeabi-v7a

# (int) overrides automatic versionCode computation (used in build.gradle)
# this is not the same as app version and should only be edited if you know what you're doing
# android.numeric_version = 1

# Python for android (p4a) specific

# (str) python-for-android fork to use, defaults to upstream (kivy)
#p4a.fork = kivy

# (str) python-for-android branch to use, defaults to master
#p4a.branch = master

# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
#p4a.source_dir =

# (str) The directory in which python-for-android should look for your own build recipes (if any)
#p4a.local_recipes =

# (str) Filename to the hook for p4a
#p4a.hook =

# (str) Bootstrap to use for android builds
# p4a.bootstrap = sdl2

# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
#p4a.port =

# iOS specific

# (str) Path to a custom kivy-ios folder
#ios.kivy_ios_dir = ../kivy-ios
# Alternately, specify the URL and branch of a git checkout:
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
ios.kivy_ios_branch = master

# Another platform dependency: ios-deploy
# Uncomment to use a custom checkout
#ios.ios_deploy_dir = ../ios_deploy
# Or specify URL and branch
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
ios.ios_deploy_branch = 1.7.0

# (str) Name of the certificate to use for signing the debug version
# Get a list of available identities: buildozer ios list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"

# (str) Name of the certificate to use for signing the release version
#ios.codesign.release = %(ios.codesign.debug)s


# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
log_level = 2

# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
warn_on_root = 1

# (str) Path to build artifact storage, absolute or relative to spec file
# build_dir = ./.buildozer

# (str) Path to build output (i.e. .apk, .ipa) storage
# bin_dir = ./bin

#    -----------------------------------------------------------------------------
#    List as sections
#    You can define all the "list" as [section:key].
#    Each line will be considered as a option to the list.
#    Let's take [app] / source.exclude_patterns.
#    Instead of doing:
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
#    This can be translated into:

#    -----------------------------------------------------------------------------
#    Profiles
#    You can extend section / key with a profile
#    For example, you want to deploy a demo version of your application without
#    HD content. You could first change the title to add "(demo)" in the name
#    and extend the excluded directories to remove the HD content.
#title = My Application (demo)
#    Then, invoke the command line with the "demo" profile:
#buildozer --profile demo android debug

If you want to specify things like the icon, requirements, loading screen, etc., you should edit this file. After making all the desired edits to your application, run buildozer -v android debug from your app directory to build and compile your application. This may take a while, especially if you have a slow machine.

After the process is done, your terminal should have some logs, one confirming that the build was successful:

Android successful build

You should also have an APK version of your app in your bin directory. This is the application executable that you will install and run on your phone:

Android .apk in the bin directory


Congratulations! If you have followed this tutorial step by step, you should have a simple random number generator app on your phone. Play around with it and tweak some values, then rebuild. Running the rebuild will not take as much time as the first build.

As you can see, building a mobile application with Python is fairly straightforward, as long as you are familiar with the framework or module you are working with. Regardless, the logic is executed the same way.

Get familiar with the Kivy module and it’s widgets. You can never know everything all at once. You only need to find a project and get your feet wet as early as possible. Happy coding.

Link: https://blog.logrocket.com/build-android-application-kivy-python-framework/