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TRAINING REPORT ON
ZAPP MAILER
A project report submitted in the partial fulfillment of the requirement for the award of degree of
Bachelor of Technology ( C.S.E. )
(Session: 2010-2014)
Supervised By: Submitted By
CSE DEPTT. ISHANK AGGARWAL
MIET 3910009
Modern Institute of Engineering and Technology, Kurukshetra University,
SESSION (2010 -2014)
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DECLARATION
I, Ishank Aggarwal, a student of Bachelor of Technology (C.S.E.), in the Department of C.S.E.,
Modern Institute of Engineering and Technology, Kurukshetra University, Kurukshetra, under
class Roll No.3910009, for the session 2010-2014, hereby, declare that the project report (CSE-)
entitled ―ZappMailer‖ has been completed by me in VI semester.
The matter embodied in this Project Report has not been submitted earlier forward of any degree
or diploma to the best of my knowledge and belief.
Date: (Ishank Aggarwal)
ACKNOWLEDGEMENT
It has come out to be a sort of great pleasure and experience for all of us to work on the project
―Zapp Mailer ‖.
We would like to express our appreciations to all individuals who assisted us in any way and we
sincerely of that no one feel left out.
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At the very outset, I am highly indebted to Alpha-it CHD for giving me an opportunity to carry
out my project on “Zapp Mailer” at their esteemed organization. I would specially thank
Mr.Satnam Singh , Project Guide, Alpha-it chd for giving time and guidance throughout mytraining without whom it would have been impossible to attain success.
Finally, we also warmly thanks to all our colleagues who encouraged us to a extent, which made
the project successful.
I own my regards to the entire faculty of the department of computer science at M.I.E.T. from
where I have learnt the basics of Computer Science and whose informal discussions and able
guidance was a become light for me in the entire duration of this work.
I would also like to thank ER. RASHMI for constant support and encouragement provided by
her.
PREFACE
This project was undertaken at ALPHA-IT , during industrial training engineering to automate
the system .The project is named as ZAPP MAILER
To develop a project in any language means to combine all the features of the language, in a well
planned, systematic way so as to develop and application after an analysis of requirement, so thatit will be commercially helpful. In terms of its ultimate objectives it gives an experience of
realistic application.
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The aim of this project is to realistic, efficient, web based software for remote applicant, by using
programming in Java.
The project was aimed to achieve full fledge user friendliness. We have tried a lot to achieve allthe characteristics of good software. In later version it will be more refined and integrated.
TABLE OF CONTENTS
1.INTRODUCTION
2.COMPANY DETAILS
3.INTRODUCTION TO PROJECT
4.SYSTEM ANALYSIS
5.FEASIBILITY STUDY AND PROPOSED OBJECTIVES
6.DESIGN AND DATA FLOW DIAGRAM SYSTEM
7.SOFTWARE ENVIRONMENTS
8.FRAMES
9.TESTING AND IMPLEMENTATION
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1. INTRODUCTION
Definitions
User : Person who users this application.User can be Administrator, Operator, Registered
User and Guest user.
Operator : One who operates a machine or application. The person who manages the data
entry for the application.
Email : A system for sending and receiving messages electronically over a computer network,
as between personal computers.Template : It is generally refer to a model or standard for making comparisons. A master page
on which you can globally edit and format graphic elements and text common to each web
page.
Plan : It is a proposal, usually tentative idea for doing something.
SMS : It refer to short message service; a system used for sending text messages to and from
mobile phones.
Group : An assemblage of persons or objects gathered or located together.Sender : Someone who transmits a email/message.
Recipient : A person who receives email/message.
Request : It refers to the act of asking for specific required thing.
FAQ : It is a list of frequently asked questions and their answers about a given subject
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2. COMPANY DETAILS
Alpha Net is a global software consulting and application development company specialized in
tackling the most complex business problems through the use of technology, maximizing
investment performance across portfolio of business critical applications, while reducing time
and risk, since 1999.
Our core portfolio comprises applications development. We deliver a broad portfolio of services
to clients in the manufacturing, financial services, healthcare, and communications with a team
committed to deliver innovation.
Alpha Net currently has development centers in Santa Clara, CA , US and Chandigarh, India.
The Alpha Net's development centers are state-of-the-art facilities in terms of their infrastructure,
data security, and physical location projection. The development centers have IT infrastructures
that span from Open Systems environments like Linux to the latest Windows-based systems. The
centers have high-speed data links that connect them with each other and with the clients to
create seamless virtual teams. Since we know security is important to you, the networks are
protected through multiple layers of firewalls and DMZ implementations to ensure our
customers' assets are protected .
Our multiple process models address specific customer and project needs and span Domain
Service, Maintenance, Testing, Conversion and Development process models. ―The hallmark of
The AlphaNet process is that we tailor our approach to meet the needs of each client. There are
no ‗cookie cutter‘ answers‖ We build personal relat ionships with our staff to understand their
goals, and we leverage their strengths to improve the services they provide. We pride ourselves
to be the Agile & Flexible solution delivery provider. Alpha Net & our developers could provide
services in most flexible environments.
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4. SYSTEM ANALYSIS:
Analysis means the study of existing system, in other words we can say that how the survey is
presently being conducted by any organization. It is a problem solving activity that requires
intensive communication between the system users and system developers. System analysis orstudy is an important phase of any system development process. The system is studied to the
minutest detail and analyzed. The system analyst plays the role of the interrogator and dwells
deep into the working of the present system. The system is viewed as a whole and the input to
the system are identified. The outputs from the organizations are traced to the various
processes. System analysis is concerned with becoming aware of the problem, identifying the
relevant and decisional variables, analyzing and synthesizing the various factors and determining
an optimal or at least a satisfactory solution or program of action.
A detailed study of the process must be made by various techniques like interviews,
questionnaires etc. The data collected by these sources must be scrutinized to arrive to a
conclusion. The conclusion is an understanding of how the system functions. This system is
called the existing system. Now the existing system is subjected to close study and problem areas
are identified. The designer now functions as a problem solver and tries to sort out the
difficulties that the enterprise faces. The solutions are given as proposals. The proposal is then
weighed with the existing system analytically and the best one is selected. The proposal is
presented to the user for an endorsement by the user. The proposal is reviewed on user request
and suitable changes are made. This is loop that ends as soon as the user is satisfied with
proposal.
Preliminary study is the process of gathering and interpreting facts, using the information for
further studies on the system. Preliminary study is problem solving activity that requires
intensive communication between the system users and system developers. It does various
feasibility studies. In these studies a rough figure of the system activities can be obtained, from
which the decision about the strategies to be followed for effective system study and analysis can
be taken.
Here a detailed study of existing system is carried along with all the steps in system analysis. An
idea for creating a better project was carried and the next steps were followed.
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5. FEASIBILITY STUDY AND PROPOSED OBJECTIVES
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.
5.1 TYPES OF FEASIBILITY STUDY :
1. Economic Feasibility
2. Technical Feasibility
3. Operational Financial Feasibility
5.1.1 ECONOMIC FEASIBILITY:
Economic analysis ascertains the cost and benefits from the proposed system.The development
cost, hardware and software cost etc. are determined. The expected benefits of the system are
also ascertains.
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.
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5.1.2 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?
The project should be developed such that the necessary functions and performance are achieved
within the constraints. The project is developed within latest technology. Through the technology
may become obsolete after some period of time, due to the fact that never version of same
software supports older versions, the system may still be used. So there are minimal constraints
involved with this project. The system has been developed using Java the project is technically
feasible for development.
5.1.3 BEHAVIORAL FEASIBILITY:
This includes the following questions:
• Is there sufficient support for the users?
• Will the proposed system cause harm?
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The project would be beneficial because it satisfies the objectives when developed and installed.
All behavioral aspects are considered carefully and conclude that the project is behaviorally
feasible.
6. DESIGN AND DATA FLOW DIAGRAM SYSTEM DESIGN
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.
6.1 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.
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• 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.
6.2 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 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
Design/Specification activities:
• Concept formulation.
• Problem understanding.
• High level requirements proposals.
• Feasibility study.
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• Requirements engineering.
• Architectural design
6.3 MODULE DESIGN:
The working of ZappMailer has been divided into following modules:
AdministrationRegistered User Manager
ZappMailer_Administration encapsulates the administrative part of the application.
Administrator can create account for operator(s), who will handle the operation process of
application. This module provides the Administrator with the functionality to manage all master
screens of the application like Country, state, city, email templates, email plan(s), SMS plan(s)
etc. An administrator can also maintain the FAQ information. In this, Operator is provided with
the functionality to view and post replies to requests sent by any registered user. Precisely,
ZappMailer_Administration targets to cover the following business functions of the application:-
Manage Email Templates
Manage Email Plans
Manage SMS Plan
Manage Operators
Manage Request
Manage Profile
Country Maintenance
State Maintenance
City Maintenance
Manage FAQ
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View FAQ
Change Password
ZappMailer_Registered User Manager covers the end user area of the application. Here, user
can
register with the application through sign up form to become a registered user; whereas,
administrator
is provided with the functionality to activate or inactivate any registered user. In this, registered
users
have rights to manage various groups. User can also manage various contacts. User can also
view
or buy various SMS & Email Plans. ZappMailer_Registered User Manager targets to cover the
following business functions of the application:-
Manage Mail Accounts
Manage Groups
Manage Contacts
Available SMS Plans
SMS
◦ Create SMS
◦ Saved SMS
◦ Sent SMS
Available Email Plans
◦ Create New Mails
◦ Compose Mail Page
◦ Select Template
◦ Greeting Option Page
◦ Title of the Mail Page
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◦ Introduction Page
◦ Content Page
◦ Message Footer Page
◦ Select Sender & Recipient Page
Saved Mails
Sent Mails
Manage Users
Manage Profile
Send Request & View Response
Change Password
Users of the System
The application has following types of users:-
Administrator
Operator
Registered User
Guest
Administrator
Administrator is the super user o fthe application having all administrative rights of application.
He/she is allowed to manage other users of the application. Administrator is allowed to manage
the core part of application including email template plans management, user privilege
management etc.
OperatorIt covers those users who are working for the administrator as assistant or co-worker. Operator is
having right to manage various request(s) made by various registered users.
Registered User
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Registered user of the application come under this category, registered user's can manage details
like Groups management, manage Contacts, view and buy SMS or Email plans, send SMS or
Email, view saved or sent email or SMS etc. He can also send the query as request to the
administration.
Registered User can maintain their own account.
Guest
Users, who are not yet registered with application, are Guest users. Guest user is having limited
access in the application. He/she is allowed to view & use the features available on the home
page like login etc.
7. Software Environments
JAVA
Introduction: Java is an object-oriented programming language with a built-in application
programming interface (API) that can handle graphics and user interfaces and that can be used to
create applications or applets. Because of its rich set of API's, similar to Macintosh andWindows, and its platform independence, Java can also be thought of as a platform in itself. Java
also has standard libraries for doing mathematics.
Much of the syntax of Java is the same as C and C++. One major difference is that Java does not
have pointers. However, the biggest difference is that you must write object oriented code in
Java. Procedural pieces of code can only be embedded in objects. In the following we assume
that the reader has some familiarity with a programming language. In particular, some familiarity
with the syntax of C/C++ is useful.In Java we distinguish between applications, which are programs that perform the same functions
as those written in other programming languages, and applets, which are programs that can be
embedded in a Web page and accessed over the Internet. Our initial focus will be on writing
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applications. When a program is compiled, a byte code is produced that can be read and executed
by any platform that can run Java.
Characteristics Of JAVA:
1) Platform Independent:
Java is a platform for application development. A platform is a loosely defined computer
industry buzzword that typically means some combination of hardware and system software that
will mostly run all the same software.
Java byte code is exactly the same on every platform.. Java programs that have been compiled
into byte code still need an interpreter to execute them on any given platform. The interpreterreads the byte code and translates it into the native language of the host machine on the fly. Since
the byte code is completely platform independent, only the interpreter and a few native libraries
need to be ported to get Java to run on a new computer or operating system.
2) Object oriented
In object-oriented programs data is represented by objects. Objects have two sections, fields
(instance variables) and methods. Fields tell you what an object is. Methods tell you what an
object does. These fields and methods are closely tied to the object's real world characteristics
and behavior. When a program is run messages are passed back and forth between objects. When
an object receives a message it responds accordingly as defined by its methods.
3) Robust
Java implements a robust exception handling mechanism to deal with both expected and
unexpected errors. The worst that an applet can do to a host system is bringing down the runtime
environment. It cannot bring down the entire system.
Most importantly Java applets can be executed in an environment that prohibits them from
introducing viruses, deleting or modifying files, or otherwise destroying data and crashing the
host computer. A Java enabled web browser checks the byte codes of an applet to verify that it
doesn't do anything nasty before it will run the applet.
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4) Multithreaded
Java is inherently multi-threaded. A single Java program can have many different threads
executing independently and continuously. Three Java applets on the same page can run together
with each getting equal time from the CPU with very little extra effort on the part of the programmer.
5) High performance
Java byte codes can be compiled on the fly to code that rivals C++ in speed using a "just-in-time
compiler." Several companies are also working on native-machine-architecture compilers for
Java. These will produce executable code that does not require a separate interpreter, and that is
indistinguishable in speed from C++.
6) Dynamic
Java programs carry with them substantial amounts of run-time type information that is used to
verify and resolve accesses to objects at run-time. This makes it possible to dynamically link
code in a safe and expedient manner. The java programming language is unusual than other
programming languages it first compiles and then interprets the program. Compile first translate
the program into intermediate language called intermediate language called java byte code. Java
byte code is platform independent code, which is further interpreted by the interpreter on the java
platform. Interpreter parses and run each java byte code instruction on the computer.
Compilation occurs only once, interpretation occurs each time when the program is executed.
Java byte code helps in making the program ―write once, run anywhere‖. The program can be
compiled into byte code by any platform that is having the java compiler; the compiled java byte
code program is ready to run on any machine having the java virtual machine (JVM). JVM is an
interpreter for byte code .
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Advantages of Java:
1) Simple
Java has the bare bones functionality needed to implement its rich feature set. It does not add lots
of syntactic sugar or unnecessary features.
2) Object-Oriented
Almost everything in Java is a class, a method or an object. Only the most basic primitive
operations and data types (int, for, while, etc.) are at a sub-object level.
3) Platform Independent
Java programs are compiled to a byte code format that can be read and run by interpreters on
many platforms including Windows 95, Windows NT, and Solaris 2.3 and later.
4) Safe
Java code can be executed in an environment that prohibits it from introducing viruses, deleting
or modifying files, or otherwise performing data destroying and computer crashing operations.
5) High Performance
Java can be compiled on the fly with a Just-In-Time compiler (JIT) to code that rivals C++ in
speed.
6) Multi-Threaded
Java is inherently multi-threaded. A single Java program can have many different things
processing independently and continuously.
Java platform:
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A java platform is the hardware or software environment in which a program runs. The java
platform has two components: Java Virtual Machine (JVM)
1. Java Application Programming Interface (Java API)
2. JVM is a standardized hypothetical computer, which is emulated inside your computer by a program.
Java Source Code
Java Compiler
Java Source Code
Java Virtual Machine
The program by the interpreter
Java interpreter
Computer Operating System
The Java API is a large collection of ready-made software components that provide many useful
capabilities, such as graphical user interface (GUI). The java API is grouped into libraries of
related classes and interfaces these libraries are known as packages.
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AWT:
The Java programming language class library provides a user interface toolkit called the Abstract
Windowing Toolkit, or the AWT. The AWT is both powerful and flexible. Newcomers,
however, often find that its power is veiled. The class and method descriptions found in thedistributed documentation provide little guidance for the new programmer. Furthermore, the
available examples often leave many important questions unanswered. Of course, newcomers
should expect some difficulty. Effective graphical user interfaces are inherently challenging to
design and implement, and the sometimes complicated interactions between classes in the AWT
only make this task more complex. However, with proper guidance, the creation of a graphical
user interface using the AWT is not only possible, but relatively straightforward.
This article covers some of the philosophy behind the AWT and addresses the practical concern
of how to create a simple user interface for an applet or application.
User interface
The user interface is that part of a program that interacts with the user of the program. User
interfaces take many forms. These forms range in complexity from simple command-lineinterfaces to the point-and-click graphical user interfaces provided by many modern applications.
At the lowest level, the operating system transmits information from the mouse and keyboard to
the program as input, and provides pixels for program output. The AWT was designed so that
programmers don't have worry about the details of tracking the mouse or reading the keyboard,
nor attend to the details of writing to the screen. The AWT provides a well-designed object-
oriented interface to these low-level services and resources.
Because the Java programming language is platform-independent, the AWT must also be
platform-independent. The AWT was designed to provide a common set of tools for graphical
user interface design that work on a variety of platforms.
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The user interface elements provided by the AWT are implemented using each platform's native
GUI toolkit, thereby preserving the look and feel of each platform. This is one of the AWT's
strongest points. The disadvantage of such an approach is the fact that a graphical user interfacedesigned on one platform may look different when displayed on another platform.
Components and containers
A graphical user interface is built of graphical elements called components. Typical components
include such items as buttons, scrollbars, and text fields. Components allow the user to interact
with the program and provide the user with visual feedback about the state of the program. In the
AWT, all user interface components are instances of class Component or one of its subtypes.
Components do not stand alone, but rather are found within containers. Containers contain and
control the layout of components. Containers are themselves components, and can thus be placed
inside other containers. In the AWT, all containers are instances of class Container or one of its
subtypes.
Java AWT Components:
Java's Abstract Windowing Toolkit provides many of the user interface objects we find in the
Windows environment. These are called "Components" of the Java AWT. The applet below
contains most of the components we will use to create a graphical user interface (GUI) for our
applets. It simply initializes and creates the components but does not handle any of the events
they trigger. Click on the hyperlink to the right of the component in order to see an example of
the code that includes the event handlers.
Label Component
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The Label component is the simplest of Java's AWT. Labels consist of a text string for display
only and they never call an action method. The syntax is as follows:
Label labelname = new Label("This label is for decoration only.");
The justification of a label can be left, right, or centered. The line below will create a label that isright justified.
Label labelname = new Label("This label is for decoration only.",Label.RIGHT);
We can change the text of a label or get the label's text using the labelname.setText("This is
new text."); or String labelText = labelname.getText(); methods. We can change the alignment or
get the alignment of a label with the labelname.setAlignment(Label.CENTER); or int label
Alignment = labelname.getAlignment(); methods.
import java.applet.*;
import java.awt.*;
public class label extends Applet
{
public void init()
{
Label firstLabel = new Label("Labels exist simply ");
add(firstLabel);
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Label secLabel = new Label("to place text on the screen");
add(secLabel);
Label thirdLabel = new Label("They can be aligned left, right
or center.");
add(thirdLabel);
}
}
After compiling HYPERLINK "http://www.krhs.net/computerscience/java/gloss.htm" this
program we need to create an HTML page with a reference to the class file. It will require a
graphic window that is large enough to contain the labels (200 x 100 is a good size for this label).
Button Component
The Button component of Java's AWT is a workhorse of any GUI. The only decision you need to
make when you create one is whether or not you want it to have a label. The syntax is as follows
Button buttonname = new Button(button label);
Where 'buttonname' is the name you want to give the object and 'button label' is the text you
want to appear on the button. Once you create the button you add it to the applet (or other
container) by entering the command
add(buttonname);
We can change the button's label or get the label's text using the Button.setLabel or
Button.getLabel methods. Now that we can create the buttons and manipulate their labels we can
investigate the code that makes the button perform the operations we need.
The Applet below changes the background color by simply clicking on one of the labeled
buttons.
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import java.applet.*;
import java.awt.*;
public class button extends Applet
{
public void init()
{
add(new Button("Red"));
add(new Button("White"));
add(new Button("Blue"));
add(new Label("Hit a Button to
change the screen color");
}
public boolean action(Event evt, Object
whatAction)
{
if (!(evt.target instanceof
Button))
{
return false;
}
String buttonLabel = (String)
whatAction;
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if (buttonLabel=="Red")
setBackground(Color.red);
if (buttonLabel=="White")
setBackground(Color.white);
if (buttonLabel=="Blue")
setBackground(Color.blue);
repaint();
return true;
}
}
Check Boxes
Check boxes are used as on-off or yes-no switches since every time you click on one, you toggle
to the opposite selection. You are able to select as many or as few check boxes as you like. Then
when you write your program, the state of each check box can be compared to determine an
action. A button is needed to trigger an event to check the state of the check boxes.
The following line will create a checkbox with 'Apples' as a label, null as a place holder for a
group argument, and false to indicate it is not selected. (The group argument is used for radio
buttons which are a special kind of check boxes.)
Checkbox apples = new Checkbox("Apples", null, false);
Once you create the checkbox just add it to the applet (or other container) by entering the
command
add(apples);
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where apples is the Checkbox name. We can change the Checkbox label or get the Checkbox
text using the Checkbox.setLabel(String) or Checkbox.getLabel( ) methods. The getState(
)method returns true of false, depending on whether the Checkbox is selected or unselected. The
setState(boolean) method changes the Checkbox's state to true (for selected) or false(for
unselected.)
Consider the example below which illustrates how Checkboxes can be implemented.
The Applet below prints a list of fruits. Check as many or few as you like. The "Done" button
triggers an event in order to check which boxes were selected. A list of selected items is then
painted on the applet window.
Radio Buttons
Radio buttons or checkbox groups are special kinds of checkboxes. They look the same as
checkboxes but within a particular group of them, only one can be selected at a time.
The following line will create a series of radio buttons named 'colors'.
CheckboxGroup colors = new CheckboxGroup();
Once you create the series of radio buttons, add the individual checkboxes. There are three
arguments: the radio button label, the group, and true or false, depending on whether the button
is selected or unselected. Only one radio button in the group can be selected.
add(new Checkbox("Red",colors,false));
add(new Checkbox("White",colors,false));
add(new Checkbox("Green",colors,false));
add(new Checkbox("Blue",colors,false));
The same checkbox methods that were presented on the checkbox page can be implemented with
radio buttons in the group. These include:
Checkbox.setLabel(String)Checkbox.getLabel( )
getState( )
setState(boolean)
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The methods getCheckboxGroup() and setCheckboxGroup() can be used to access and change
the group of a given checkbox. To get or set the currently selected checkbox, use the
getCurrent() or setCurrent(Checkbox) methods.
List Boxes
The List class allows the creation of a scrolling list of values that may be selected alone or
together. If you want to create a list that does not allow multiple selections, use the following
command line. Thelist is an instance of the list.
List thelist = new List();
If you want to create a list that does allow multiple selections, use the following command line
which creates a list with 8 visible entries and multiple selections turned on. .
List thelist = new List(8, true);
Once you have created the list, the addItem method enables you to add new entries.
thelist.addItem("Coffee");
thelist.addItem("Bananas");
thelist.addItem("Oranges");
If you want to add an item at a specific location in the list, for example the first position, use the
following line. Adding an item to position -1 or at a higher position than the number on the list,
adds it to the end of the list.
thelist.addItem("Coffee", 0);
Choice Boxes
The Choice class is a lot like lists but allows you to conserve space since it provides a pop-up
menu of text string choices. The menu title displays the current choice. To work with a choice
box, an instance of the Choice class must be created.
Choice theoptions = new Choice();
Once you have created the choice, the addItem method enables you to add new entries.
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theoptions.addItem("Red");
theoptions.addItem("Green");
The currently selected item can be changed by name or index.
theoption.select("Red");OR
theoption.select(0);
The getSelectedIndex and getSelectedItem methods would return the position of the selected
item and string name of the selected item respectively.
The Choice class calls the action method whenever a choice is made, regardless of whether it is a
new choice or not. The parameter whatAction contains the name of the selected item. The
following example shows how a choice box can be used to change the background color of an
applet window.
Text Area
The TextField and TextArea classes are two different Java classes for entering text data. The
TextField class handles only one line of text. The TextArea class handles multiple lines. The
example on this page illustrates text fields and a text echo. The following line will create a
TextField with 20 columns.
TextField plaintext = new TextField(20);
The text field can also be initialized with some text when it is created.
TextField plaintext = new TextField("First Name Last Name");
Scrollbars
The Scrollbar class provides a user interface to scroll through a range of integer values. These
values can then be associated with a range of colors, the months of a year or a variety of otheruses. The Scrollbar's maximum and minimum values can be initialized as well as its minor
changes (line increments) and major changes (page increments).
The following line will create a horizontal scrollbar.
Scrollbar colorscroll = new Scrollbar(Scrollbar.HORIZONTAL);
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The following line will create a vertical scrollbar with a starting position of 0, a page size of 5, a
minimum value of 0, and a maximum value of 255.
Scrollbar colorscroll = new Scrollbar(Scrollbar.VERTICAL, 0, 5, 0, 255);
There are three different parts of a scrollbar that allow you to select a value between themaximum and minimum in different ways. The arrows increment or decrement with the line
update which can be set to a small unit. Its value is 1 by default. Clicking between the arrow and
scroll box increments or decrements by a page value which is 10 by default. The box in the
middle allows you to click and drag to traverse the scroll bar quickly from end to end.
Swing
Swing is the primary Java GUI widget toolkit . It is part of Oracle 's Java Foundation Classes
(JFC) — an API for providing a graphical user interface (GUI) for Java programs.
Swing was developed to provide a more sophisticated set of GUI components than the earlier
Abstract Window Toolkit (AWT) . Swing provides a native look and feel that emulates the look
and feel of several platforms, and also supports a pluggable look and feel that allows applications
to have a look and feel unrelated to the underlying platform.
It has more powerful and flexible components than AWT. In addition to familiar componentssuch as buttons, check boxes and labels, Swing provides several advanced components such as
tabbed panel, scroll panes, trees, tables and lists.
Unlike AWT components, Swing components are not implemented by platform-specific code.
Instead they are written entirely in Java and therefore are platform-independent. The term
"lightweight" is used to describe such an element
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7.1 Hardware and Software Specification
7.1.1 Hardware Specification
1. Intel P4 processor with minimum 2.0Ghz Speed or any equivalent processor
2. RAM: Minimum 512MB
3. Hard Disk: Minimum 30GB
7.1.2 Software Specification
1. JDK 1.7
NetBeans 7.2.1
2. Database
MySQL Database Server 5.5
3. Reports
iReport plug-in 4.7
JasperReports 4.7
4. Web Server
Tomcat 7.0.27
5. Application Server
GlassFish v3.1
6. Testing Tool
JUnit 4.8.2
7. Deployment Tool
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Ant 1.8
8. Operating System
Windows 7 / Vista / XP sp3 / Linux Fedora 14
8. FRAMES
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9. TESTING AND IMPLEMENTATION
9.1 TESTING
The most important activity at the implementation stage is the system testing with the objective
of validating the system against the designed criteria. During the development cycle, user was
involved in all the phases that are analysis, design and coding. After each phase the user was
asked whether he was satisfied with the output and the desired rectification was done at the
moment. During coding, generally bottom up technique is used. Firstly the lower level modules
are coded and then they are integrated together. Thus before implementation, it involves the
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testing of the system. The testing phase involves testing first of separate parts of the system and
then finally of the system as a whole. Each independent module is tested first and then the
complete system is tested. This is the most important phase of the system development. The user
carries out this testing and test data is also prepared by the user to check for all possible
combinations of correct data as well as the wrong data that is trapped by the system. So the
testing phase consists of the following steps:
Unit testing:
In the bottom of coding technique, each module is tested individually. Firstly the module is
tested with some test data that covers all the possible paths and then the actual data was fed to
check for results.
Integration testing:
After all the modules are ready and duly tested, these have to be integrated into the application.
This integrated application was again tested first with the test data and then with the actual data.
Validation testing or System testing:
This is the final step in testing. In this the entire system was tested as a whole with all forms,
code, modules and class modules. This form of testing is popularly known as Black Box testing
or System tests. Black Box testing method focuses on the functional requirements of the
software. That is, Black Box testing enables the software engineer to derive sets of input
conditions that will fully exercise all functional requirements for a program.
The testing will be performed considering the following points:
1. Software testing which involves testing of all the programs together. This involves the testing
of system software utilities being used and specifically develops application software.
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2. Flow of data within the organization
3. Accuracy of report output
4. Incomplete data formats
5. Halts due to various reasons and the restart procedures.
6. Range of items and incorrect formats
7. Invalid combination of data records.
8. Access control mechanism used to prevent unauthorized access to the system.
9.2 IMPLEMENTATION
Implementation phase of the software development is concerned with translating the design
specifications into the source code. After the system has been designed, arrives the stage of
putting it into actual usage known as the implementation of the system. This involves putting up
of actual practical usage of the theoretically designed system. The primary goal of
implementation is to write the source code and the internal documentation so that conformance
of the code to its specifications can easily be verified and so the debugging, modifications andtesting are eased. This goal can be achieved by making the source code as clear and as
straightforward as possible. Simplicity, Elegance and Clarity are the hallmarks of good programs
whereas complexity are indications of inadequate design and misdirected thinking. The system
implementation is a fairly complex and expensive task requiring numerous inter-dependent
activities. It involves the effort of a number of groups of people: user and the programmers and
the computer operating staff etc. This needs a proper planning to carry out the task successfully.
Thus it involves the following activities:
Writing and testing of programs individually
Testing the system as a whole using the live data
Training and Education of the users and supervisory staff
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Source code clarity is enhance buy using structured coding techniques, by efficient coding style,
by appropriate supporting documents, by efficient internal comments and by features provided in
the modern programming language.
The following are the structured coding techniques:1) Single Entry, Single Exit
2) Data Encapsulation
3) Using recursion for appropriate problems