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Class Management System

This document summarizes a minor project report on a Class Management System created using Java. The system was created to maintain student details for any school. It stores personal student information and allows users to perform various operations. The project was created using Java for the front end, MySQL for the back end, and follows a waterfall development process. It aims to reduce paperwork and allow efficient record keeping through a centralized database.

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Shivanshu Bisht
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0% found this document useful (0 votes)
526 views65 pages

Class Management System

This document summarizes a minor project report on a Class Management System created using Java. The system was created to maintain student details for any school. It stores personal student information and allows users to perform various operations. The project was created using Java for the front end, MySQL for the back end, and follows a waterfall development process. It aims to reduce paperwork and allow efficient record keeping through a centralized database.

Uploaded by

Shivanshu Bisht
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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KALKA INSTITUTE FOR

RESEARCH
AND ADVANCED STUDIES
(Affiliated to Guru Gobind Singh Indraprastha University (GGSIPU))

A MINOR PROJECT REPORT ON

CLASS MANAGEMENT SYSTEM

UNDER THE GUIDANCE OF

MR. KUNAL ANAND

Guru Gobind Singh Indraprastha University ( Session 2015-2018 )


ACKNOWLEDGEMENT

The satisfaction that accompanies that the successful completion of


any task would be incomplete without the mention of people whose
ceaseless cooperation made it possible, whose constant guidance
and encouragement
crown all efforts with success.
We are grateful to our project guide Mr. Kunal Anand for
the guidance, inspiration and constructive suggestions that helpful us
in the preparation of this project.

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ABSTRACT

Class Management System is a distributed application, developed to


maintain the details of student study in any school. It maintains the
information about the personal details of their student. The application is
actually a suite of applications developed using Java.

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

This is to Certify that ______________________ have


undertaken the project entitled,
“CLASS MANAGEMENT SYSTEM ”
The project submitted by her is the outcome of the
work carried out by her during the academic session.
This is to further certify that she have work genuinely
conducting the experiment and work put by her is the
original and outcome of her own efforts.

MR. KUNAL ANAND


(Assistant Professor BCA)

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List of Symbol

 CMS – CLASS Management System

 GUI- Graphical User Interface

 Jdk – Java Development Kit

 SRS- Software Requirement Analysis

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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

This is a Java Project on Teaching Management


System, which provides a lot of facilities to teachers.

Teaching Management system project is implemented


in java platform.

In this project it is developed by using java, MySQL


and JDBC ("Java database connectivity technology ").

The objective and scope of my Project on Teaching


Management System is to record the details of various
activities of student.

It simplifies the task for teachers and reduces the


paper work.

With the help of this software teachers can teach maths


subject to junior classes student for example counting
& student can do worksheet also and can recheck
their own answers too..

special features is that teacher can login in secret pages and


then they can save...........

* personal details

* update information,

* delete student information

* clear all student 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.

A successful system must: -


1. Satisfy the user requirements
2. Be easy to understand by user and operator
3. Be easy to operate
4. Have a good user interface
5. Be easy to modify
6. Be expandable
7. Have adequate security control against the misuse of data
8. Handle the errors and exceptions satisfactorily
9. Be delivered on schedule within the budget

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SOFTWARE LIFE CYCLE MODEL

The series of stages depicting the various tasks involved in


development process is called Software Life Cycle Model. The model
implemented by us is Waterfall Model, which is most widely used in
procedure-oriented development. This model attempts to break up the
identifiable activities into series of actions, each of which must be completed
before the next begins. The activities include problem definition,
requirement analysis, design, and coding, testing, maintenance. Further
refinements to this model include iteration back to previous stages in order
to incorporate any changes or missing links.

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

ITERATIVE WATERFALL MODEL

Software development life cycle process specifies a method of developing


the software. Each software development projects starts with some needs
and ends with some software that satisfies those needs. A software
development life cycle specifies the set of activities that should be
preformed to go from user needs to final products. There are different
models of SDLC process and each model specifies the activities and the
order in which they should be preformed. Depending on the nature of
project, a suitable model is chosen and the entire process of software
requirement analysis, design, coding, testing and maintenance is preformed
accordingly.
Various life cycle models are present, but our system is based on
WATER FALL MODEL, which is most widely used in procedure oriented
development. This model attempts to break up the identifiable activities into
series of action, each of which must be completed before the next begins.
The activities include Problem definition, Requirement Analysis, Design,
Coding, Testing and 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 aim of the system is to develop “EMPLOYEE MANAGEMENT


SYSTEM” software, which should automate the process to create and store
employee details. The system is supposed to be used as a subsystem in a
large office system, which could be manual system or a computerized one.
Therefore, the proposed system must be able to function under both
circumstances.

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

 HDD - To install the software at least 2 GB and the


data storage is depending upon the
organizational setup.

 PROCESSOR - Intel Pentium IV, 1GHZ or above

 RAM - 256MB or above

 VIDEO - 1024x768, 24-bit colors

 KEYBOARD - Standard 104 Keys(QWERTY)

Blank writable CD to keep the backup of the Package.

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Software Requirements

 OPERATING SYSTEM - Windows

Professional And Above

 DEVELOPING LANGUAGE - JAVA (jdk-5 or latest)

 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:

Microsoft Sql Server is one of the leading database management systems


available on the market today. It is easy to use and administer, and it comes
with tools and wizards that make it easy to develop applications. The
database itself has been redesigned to automatically perform many tuning
functions, leaving you free to focus on most important tasks.

PLATFORM USED:

The Accounts Automation System is targeted at Microsoft Windows


platforms.

WINDOWS XP PROFESSIONAL

Windows (Operating System)

a) Window derived from its name from the on-screen “WINDOWS”


that it used to display information’s.

b) Windows XP Professional is a multi-user operating system.

c) It has been designed and developed by Microsoft Co-operation

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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.

The features of the operating system are:-

1. Provides an interactive environment.

2. Graphical user interfaces.

i. The Commands are displayed on the screen and we don’t


have to remember all commands.
ii. GUI makes it easy to work with disks and directories. It
can display tree like diagram of directories, directories
sub-0 directories on hard disk.

3. Point and Click.

4. User friendly.

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LANGUAGE USED – JAVA:

Java is a general computer programming language developed by Sun


Microsystems. Originally called "Oak", by its inventor James Gosling, Java
was designed with several innovative features. These include a language that
is entirely object oriented, and the ability to write an application once and
move it to virtually any platform.

INNOVATIONS

The benefits of object-oriented programming are not necessarily obvious to


non-programmers. Essentially what this means to managers is that code
written in Java will be easier to maintain and reuse in the long run. The
downside is that object-oriented programming requires better planning from
the beginning of a project, and may increase the amount of initial
development time a project requires. For this reason alone, Java is rarely a
good choice for small projects requiring fast turnaround time.

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++.

JAVA IN WEB DEVELOPMENT

In terms of web development, Java is frequently used in two ways. Most


commonly Java is used to write server-side web applications using two
technologies: JSPs and servlets. Using Java in this capacity is a good choice
for complex applications that will have large numbers (~ 1000+) of
concurrent users, and will be developed by a team of programmers. Less
complex projects, with fewer concurrent users may have better outcomes
when developed in procedural scripting languages such as PHP or PERL.
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The second way in which Java is used, is to create special, browser
embeddable, programs called Applets. While applets had a brief period of
acceptance, their use is becoming increasingly rare, being replaced by a
number of technologies such a Flash and JavaScript, which are more
effective at providing design enhancements such as animation and rollovers.
Using applets for these purposes is a mistake frequently made by beginning
developers. Still, Applets do have a place in writing specialized browser-
based applications that cannot be accomplished by these other technologies.
Careful consideration should be made before approving any project that uses
Applets.

ORIGIN AND GROWTH

Like many recently developed computer languages, Java borrows much of


its language design from C/C++. For that reason, many programmers who
are proficient in those languages have leaned Java, and provide a large pool
of qualified developers. Java has gained additional ground as a first
language, as it is generally simpler to master than C++, another commonly
used programming language.

CLASSES AND OBJECTS

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

Objects are key to understanding object-oriented technology. Look around


right now and you'll find many examples of real-world objects: your dog,
your desk, your television set, your bicycle.

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.

Software objects are conceptually similar to real-world objects: they too


consist of state and related behavior. An object stores its state in fields
(variables in some programming languages) and exposes its behavior
through methods (functions in some programming languages). Methods
operate on an object's internal state and serve as the primary mechanism for
object-to-object communication. Hiding internal state and requiring all
interaction to be performed through an object's methods is known as data
encapsulation — a fundamental principle 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.

Bundling code into individual software objects provides a number of


benefits, including:

1. Modularity: The source code for an object can be written and


maintained independently of the source code for other objects. Once
created, an object can be easily passed around inside the system.

2. Information-hiding: By interacting only with an object's methods,


the details of its internal implementation remain hidden from the
outside world.

3. Code re-use: If an object already exists (perhaps written by another


software developer), you can use that object in your program. This
allows specialists to implement/test/debug complex, task-specific
objects, which you can then trust to run in your own code.

4. Pluggability and debugging ease: If a particular object turns out to


be problematic, you can simply remove it from your application and
plug in a different object as its replacement. This is analogous to
fixing mechanical problems in the real world. If a bolt breaks, you
replace it, not the entire machine.

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.

Object-oriented programming allows classes to inherit commonly used state


and behavior from other classes. For example, Bicycle becomes the
superclass of MountainBike, RoadBike, and TandemBike. In the
Java programming language, each class is allowed to have one direct

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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.

In its most common form, an interface is a group of related methods with


empty bodies. A bicycle's behavior, if specified as an interface, might appear
as follows:

interface Bicycle {
void changeCadence(int newValue);

void changeGear(int newValue);

void speedUp(int increment);

void applyBrakes(int decrement);


}
To implement this interface, the name of your class would change (to
ACMEBicycle, for example), and you'd use the implements keyword in
the class declaration:

class ACMEBicycle implements Bicycle {

// remainder of this class implemented as before

Implementing an interface allows a class to become more formal about the


behavior it promises to provide. Interfaces form a contract between the class
and the outside world, and this contract is enforced at build time by the
compiler. If your class claims to implement an interface, all methods defined

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by that interface must appear in its source code before the class will
successfully compile.

PACKAGE

A package is a namespace that organizes a set of related classes and


interfaces. Conceptually you can think of packages as being similar to
different folders on your computer. You might keep HTML pages in one
folder, images in another, and scripts or applications in yet another. Because
software written in the Java programming language can be composed of
hundreds or thousands of individual classes, it makes sense to keep things
organized by placing related classes and interfaces into packages.

The Java platform provides an enormous class library (a set of packages)


suitable for use in your own applications. This library is known as the
"Application Programming Interface", or "API" for short. Its packages
represent the tasks most commonly associated with general-purpose
programming. For example, a String object contains state and behavior
for character strings; a File object allows a programmer to easily create,
delete, inspect, compare, or modify a file on the filesystem; a Socket
object allows for the creation and use of network sockets; various GUI
objects control buttons and checkboxes and anything else related to
graphical user interfaces. There are literally thousands of classes to choose
from. This allows you, the programmer, to focus on the design of your
particular application, rather than the infrastructure required to make it work.

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.

GUI SWING WIDGETS

A Graphical User Interface (GUI) is a visual paradigm which allows a user


to communicate with a program in an intuitive way. Its main features are

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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, FRAMES AND CONTENT PANES

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.

COMMON WIDGET METHODS

Several methods can be used with many different controls. These include:
add(), requestFocus(), setToolTipText().

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JFRAME AND JPANEL

JFrame is the most commonly used top-level container. It adds basic


functionality such as minimize, maximize, close, title and border to basic
frames and windows. Some important JFrame methods are:
setBounds(x,y,w,h), setLocation(x,y), setSize(w,h), setResizable(bool),
setTitle(str), setVisible(bool), isResizable() and getTitle(). The
setDefaultCloseOperation(constant) method controls the action that occurs
when the close icon is clicked. Normally the constant used is
JFrame.EXIT_ON_CLOSE.

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.

LABELS, ICONS AND BUTTONS

Labels are non-interactive text objects most commonly used as prompts.


They are created using the JLabel() constructor with the required text as the
first parameter. Another parameter can be added using a SwingConstant
value to set horizontal alignment. Vertical alignment is through the
setVerticalAlignment() method. The contents of a label can be changed with
the setText() method.

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

Simple buttons require an ActionEvent event listener that reacts to the


button click.
Toggle buttons are a visual push on - push off mechanism. They are created
with the JToggleButton() constructor. The isSelected() method returns the
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state of the button. And in addition to ActionEvent, the ChangeEvent is
triggered.

EVENT LISTENERS

GUIs are event-based. That is they respond to buttons, keyboard input or


mouse activities. Java uses event listeners to monitor activity on specified
objects and react to specific conditions. For a listing of useful event listeners
check the appendix. For techniques on organizing many different events in
larger projects, view advanced 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

LEARN WORKSHEET PLAY WITH HELP LOGIN


COUNTING COLORS (only for teacher ) EXIT

BACK BACK
SPLASH WORKSHEET 1 EXIT
PAGE INFO

COUNTING NEXT

BACK WORKSHEET 2

BACK

LOGIN

VIEW EDIT DELETE CLEAR BACK LOGOUT


DETAIL
K

EDIT UPDATE BACK


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EXIT
Welcome java core

This Is The Welcome Page Of The Project. This Page Is Automatically


Move To Main Page .

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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

Click on CONTINUE button to move forward …

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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 .

Click on Worksheet Button to view Worksheet page .

Click on Play with colors Button to view colors page .

Click on Help Enquiry Button to view Help page .

Note: You can use shortcut keys in this window.


1. Login Ctrl + L
2. Worksheet Ctrl + W
3. Help Ctrl + H
4. Exit Ctrl + E

Coding :-

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Learn Counting Window

This Page Is Automatically Move To Counting page …

This Page Is Automatically Move T0 menu page …

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Coding : -

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Worksheet Window

In this window, student can write answers in box


After fill all boxes then submit button , the answers will appear in
Dialog box …..

Click on NEXT PAGE button to next worksheet come out…

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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 ….

Note : - shortcut key can use


Exit Ctrl + E

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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 …….

BACK button for back to menu ….

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Coding :-

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LOGIN WINDOW :-

Contains code for Teacher Name /Password Authentication.


When Teacher enters correct login name and password .
Then Teacher Login Page shows otherwise it gives an error message.

Note : - BACK button is used for menu page ….

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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).

4. Click the UPDATE STUDENT INFO button for update information of


student ,
New window shows …… student form…..

5. Click on Logout button for Logout Your Account from the Application.

6. Click on BACK TO MENU for menu page

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coding :-

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Update Window : -

In this page teacher can update student info


After fills columns click on SUBMIT button…
The info save in previous table ….
Cancel button is used for cancel update….
back to Student info 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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