Class Management System
Class Management System
RESEARCH
AND ADVANCED STUDIES
(Affiliated to Guru Gobind Singh Indraprastha University (GGSIPU))
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ABSTRACT
It is simple to understand a. It is user friendly and just asks the user to follow
step by step operations by giving him few options. It is fast and can perform
many operations of a company.
This software package has been developed using the powerful coding tools
of JAVA at Front End and My Sql Server at Back End. The software is very
user friendly. The package contains different modules like Employee
details. This version of the software has multi-user approach. For further
enhancement or development of the package, user’s feedback will be
considered.
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CERTIFICATE
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List of Symbol
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CONTENTS
1. INTRODUCTION
2. OBJECTIVES
3. SYSTEM SPECIFICATION
a. Requirement Analysis
b. SRS
c. Hardware and Software Requirements
4. TOOLS PLATFORM AND LANGUAGE USED
5. SYSTEM DESIGN
a. Data Flow Diagrams
6. CODING
7. Conclusion
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INTRODUCTION
* personal details
* update information,
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OBJECTIVE
* TO decrease the paperwork and enable the process
with efficient reliable record maintenance by using
centralized database , thereby reducing chances of
data loss.
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SYSTEM SPECIFICATIONS
Software Engineers have been trying various tools, methods and procedures
to control the process of software development in order to build high quality
software with high productivity. This method provides “how it is” for
building the software while the tools provide automated or semi automated
support for the methods. They are used in all stages of software development
process, namely, planning, analysis, design, development and maintenance.
The software development procedure integrates the methods and tools
together and enables rational and timely development of the software
system.
Software Development
Procedures
Methods
Tools
They provide the guidelines as how to apply these methods and tools,
how to produce the deliverable at each stage, what controls to apply,
and what milestones to use to assess the performance of the program.
There exist a number of software development paradigms each using a
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different set of methods and tools. The selection of a particular
paradigm depends on the nature of application of the programming
language used for the controls and the deliverables required. The
development of such successful systems depends not only on the use of
appropriate methods and techniques but also the developers’
commitment to the objective of the system.
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SOFTWARE LIFE CYCLE MODEL
The phases and the outputs of the waterfall model at each phase are
summarized below in tabular format.
PHASE
OUTPUT
Problem Description Feasibility Report
Analysis SRS
Design Detailed Design Report
Coding Complete Source Code
Testing Test plan, report and
manual
Installation Installation Report
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Problem
Definition
Analysis
Design
Coding
Testing
Maintenance
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An initial investigation culminates in a proposal that determines
whether a system is feasible or not. It determines its workability, impact on
the organization, ability to meet user needs, and effective user resources.
The objective of feasibility study is not solve the problem but to acquire a
sense of its scope. During the study, the problem definition is crystallized
and aspects of the problem to be included in the system are determined.
Consequently, cost and benefits are estimated with greater accuracy at this
stage. This is a bridge in between the User Requirements and the output that
he can avail under a set of given constraints, inputs and outputs.
The main steps are:
. Statement of constraints
. Identification of specific system objectives
. Description of outputs
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SOFTWARE REQUIREMENT SPECIFICATION
(SRS)
The proposed system is not a freeware and due to the usage of swings,
becomes user interactive.
The project demand a page of employee details that include:
Employee’s personal detail.
Employee’s salary, allowances, deductions.
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HARDWARE AND SOFTWARE REQUIREMENTS
Hardware Requirements
MEMORY SPACE:
Minimum - 32 MB
Recommended - 64 MB
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Software Requirements
DATABASE - MY SQL
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TOOLS, PLATFORM AND LANGUAGE USED
FRONT END:
The programming has been done using the language Java. It is Sun
Microsystem’s strategic language for platform independent programming. It
is easy to use, efficient and flexible. This language is preferred because one
can build a program using this object oriented and platform independent
programming with less effort than with any other programming language.
It’s a natural language for building database applications, owing to the level
and sophistication of the tools included with the language.
BACK END:
PLATFORM USED:
WINDOWS XP PROFESSIONAL
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d) When a computer is switch on for working, it needs the operating
system because all the activities of a system are supervised by the
operating system.
4. User friendly.
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LANGUAGE USED – JAVA:
INNOVATIONS
The second innovation that Java provides, platform neutrality, is perhaps the
greatest reason for its wide acceptance. The fact that Java was originally
intended a language for writing device controllers for items such as garage
openers and microwave ovens is the key reason for this. In practice,
however, this ability has been more useful in writing enterprise class
business applications, where mission critical software may be required to run
on a variety of platforms over its lifetime. Theoretically at least, once
compiled, a Java binary should be able to run on any machine that also has a
piece of software called a Java Virtual Machine. In reality, this is not always
the case. However, more often than not Java does succeed in this regards,
whereas this is impossible with an application written in a language such as
C++.
CLASSES
In the real world, you'll often find many individual objects all of the same
kind. There may be thousands of other bicycles in existence, all of the same
make and model. Each bicycle was built from the same set of blueprints and
therefore contains the same components. In object-oriented terms, we say
that your bicycle is an instance of the class of objects known as bicycles. A
class is the blueprint from which individual objects are created.
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OBJECTS
Real-world objects share two characteristics: They all have state and
behavior. Dogs have state (name, color, breed, hungry) and behavior
(barking, fetching, wagging tail). Bicycles also have state (current gear,
current pedal cadence, current speed) and behavior (changing gear, changing
pedal cadence, applying brakes). Identifying the state and behavior for real-
world objects is a great way to begin thinking in terms of object-oriented
programming.
Take a minute right now to observe the real-world objects that are in your
immediate area. For each object that you see, ask yourself two questions:
"What possible states can this object be in?" and "What possible behavior
can this object perform?". Make sure to write down your observations. As
you do, you'll notice that real-world objects vary in complexity; your
desktop lamp may have only two possible states (on and off) and two
possible behaviors (turn on, turn off), but your desktop radio might have
additional states (on, off, current volume, current station) and behavior (turn
on, turn off, increase volume, decrease volume, seek, scan, and tune). You
may also notice that some objects, in turn, will also contain other objects.
These real-world observations all translate into the world of object-oriented
programming.
By attributing state (current speed, current pedal cadence, and current gear)
and providing methods for changing that state, the object remains in control
of how the outside world is allowed to use it. For example, if the bicycle
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only has 6 gears, a method to change gears could reject any value that is less
than 1 or greater than 6.
INHERITANCE
Different kinds of objects often have a certain amount in common with each
other. Mountain bikes, road bikes, and tandem bikes, for example, all share
the characteristics of bicycles (current speed, current pedal cadence, current
gear). Yet each also defines additional features that make them different:
tandem bicycles have two seats and two sets of handlebars; road bikes have
drop handlebars; some mountain bikes have an additional chain ring, giving
them a lower gear ratio.
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superclass, and each superclass has the potential for an unlimited number of
subclasses.
INTERFACE
As you've already learned, objects define their interaction with the outside
world through the methods that they expose. Methods form the object's
interface with the outside world; the buttons on the front of your television
set, for example, are the interface between you and the electrical wiring on
the other side of its plastic casing. You press the "power" button to turn the
television on and off.
interface Bicycle {
void changeCadence(int newValue);
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by that interface must appear in its source code before the class will
successfully compile.
PACKAGE
The Java Platform API Specification contains the complete listing for all
packages, interfaces, classes, fields, and methods supplied by the Java
Platform 6, Standard Edition. Load the page in your browser and bookmark
it. As a programmer, it will become your single most important piece of
reference documentation.
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widgets (aka controls) and event driven activities. Clients expect a graphical
interface in an application.
Java has two GUI packages, the original Abstract Windows Toolkit (AWT)
and the newer Swing. AWT uses the native operating system's window
routines and therefore the visual effect is dependent on the run-time system
platform. But this is contrary to the concept of having a virtual model.
Swing allows three modes: a unified 'Java' look and feel [the default], the
native platform look, or a specific platform's look. Swing is built on the
original objects and framework of AWT. Swing components have the prefix
J to distinguish them from the original AWT ones (eg JFrame instead of
Frame). To include Swing components and methods in your project you
must import the java.awt.*, java.awt.event.*, and javax.swing.* packages.
Containers are widgets (GUI controls) that are used to hold and group other
widgets such as text fields and checkboxes. Displayable frames are top-level
containers such as JFrame, JWindow, JDialog, JApplet and JInternalFrame
which interface to the operating system's window manager. Non-displaying
content panes are intermediate containers such as JPanel, JOptionPane,
JScrollPane, JLayeredPane, JSplitPane and JTabbedPane which organize the
layout structure when multiple controls are being used.
JWindow is an unadorned container that has been superceded for the most
part by JDialog. However it does provide a useful container for a splash
screen.
Several methods can be used with many different controls. These include:
add(), requestFocus(), setToolTipText().
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JFRAME AND JPANEL
JPanel is the most commonly used content pane. An instance of the pane is
created and then added to a frame. The add() method allows widgets (GUI
components) to be added to the pane. The way they are added is controlled
by the current layout manager.
Icons can be easily added to labels or other controls either to brand, dress
up, or aid accessibility. Icons are constructed from the ImageIcon class and
then added as a parameter to the label (or other) control. An extra parameter
can be used to control the position of the text relative to the icon. It must use
one of the SwingConstants values.
Simple buttons are used to start operations. They are created with the
JButton() constructor. They can be deactivated with the setEnabled(false)
method and tested with the isEnabled() method. One useful button method
is setMnemonic(char) which allows a hot key to be associated with the
button
EVENT LISTENERS
The first step in adding a basic button push event handler to the above
example is to import awt.event.* which contains all of the event classes.
Next add the phrase implements Action Listener to the class header.
Register event listeners for each button widget using the add Action
Listener (this) method.
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SYSTEM DESIGN
Process Diagram
START
MENU
BACK BACK
SPLASH WORKSHEET 1 EXIT
PAGE INFO
COUNTING NEXT
BACK WORKSHEET 2
BACK
LOGIN
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CODE : -
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This Is The Welcome Page Of The Project. This Page Is Automatically
Move To Main Page .
Coding :-
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INFORMATION ABOUT PROJECT
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Coding :-
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Choose Your Option Window
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Click on Learn counting Button to view counting page .
Coding :-
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Learn Counting Window
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Coding : -
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Worksheet Window
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Coding :-
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In this worksheet , student can write answer and check them….
Click on BACK TO MENU button ….
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Coding :-
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Play with colors window :
This page is specially for student they can play with colors
And create new colors by using HSV ,HSL ,RGB,CMYK …….
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Coding :-
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LOGIN WINDOW :-
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Coding :-
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STUDENT INFORMATION WINDOW : -
1. Shows the list of student info when you click the Show Details button.
2. Click the Delete button for Delete the Student details from the list.
3. Click the Clear Data button for Clear the data from list ( permanently
clear the data).
5. Click on Logout button for Logout Your Account from the Application.
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coding :-
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Update Window : -
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Coding :-
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HELP WINDOW :-
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This is a contact window for help…
BACK TO MENU button is used for going back MENU Window .
Exit button is used for exit from application .
Coding :-
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Conclusion
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The Class Management System is developed using
GUI fully meets the objectives of the system
which it has been developed.
The system has reached a
steady state where all bugs have been eliminated.
The system is operated at a high level of efficiency and all the
teachers and user associated with the system understands
its advantage. The system solves the problem.
It was intended to solve as requirement specification .
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