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College Events

The document outlines the development of an Android application called 'App for College Events' designed to manage and disseminate information about college events for students and staff. It includes modules for administrators, staff, and students, allowing for event scheduling, attendance management, and feedback communication. The application is built on the Standard Android 4.0.3 platform using Eclipse IDE and Java, aiming to enhance communication and engagement within the college community.
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0% found this document useful (0 votes)
20 views41 pages

College Events

The document outlines the development of an Android application called 'App for College Events' designed to manage and disseminate information about college events for students and staff. It includes modules for administrators, staff, and students, allowing for event scheduling, attendance management, and feedback communication. The application is built on the Standard Android 4.0.3 platform using Eclipse IDE and Java, aiming to enhance communication and engagement within the college community.
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
You are on page 1/ 41

ABSTRACT

The project “APP FOR COLLEGE EVENTS” is designed using Standard Android
4.0.3 platform.

The students of the college will be always interested and eager to attend events being
conducted by colleges. This App is an android application developed to manage them. With this
app, they can get information regarding various aspects like event schedules, both for college
staffs and students. Admin may announce their events related with different departments to
whole college.

The project contains admin, staff, student and view modules. The administrator login to
the mobile application and enters the staff information. The staff feeds the event location and
detail so that students can view and request for attending.

Then the staff will allow or deny the user to attend the event. Moreover, any message can
be communicated between staffs and students using this app. In addition, staffs will maintain the
attendance and marks details of students. Moreover, student can enter their feedbacks related
with events or staff behaviors. Only HOD can view the feedbacks about staffs behaviors.

The platform used to develop the application is Eclipse IDE (Mars) with Java 1.6
Standard Edition.
CONTENTS

S. NO TITLE PAGE NO.

ABSTRACT

1. INTRODUCTION
2. SYSTEM CONFIGURATION
2.1 HARDWARE CONFIGURATION
2.2 SOFTWARE CONFIGURATION
3. SYSTEM ANALYSIS
3.1 EXISTING SYSTEM
3.1.1 DRAWBACKS OF EXISTING SYSTEM
3.2 SYSTEM DEVELOPMENT
3.2.1 DESCRIPTION OF MODULES
4. SYSTEM TESTING AND DEVELOPMENT
4.1 INPUT DESIGN
4.2 OUTPUT DESIGN
4.3 DATABASE DESIGN
4.4 MODULE DESCRIPTION
4.5 DATAFLOW DIAGRAM
5. TESTING
6. SYSTEM IMPLEMENTATION
7. CONCLUSION
8. APPENDIX
8.1 SAMPLE CODING

8.2 SCREENSHOTS
9. REFERENCES
INTRODUCTION

In the ever-evolving landscape of higher education, effective communication and event


management are crucial for fostering an engaging and enriching environment for students and
staff alike. The "App for College Events" addresses this need by offering a comprehensive
Android application designed to streamline the organization and dissemination of information
regarding college events. This innovative solution leverages the Standard Android 4.0.3
platform, providing a user-friendly interface that ensures seamless interaction among
administrators, staff, and students.

The application encompasses several modules, including those for administrators, staff,
students, and general viewers. Administrators have the capability to manage staff information
and oversee event announcements across various departments. Staff members play a pivotal role
by entering event details and locations, managing student attendance requests, and maintaining
essential academic records such as attendance and grades. This structure ensures that students are
always informed about upcoming events and can actively participate in the college's vibrant
community.

Beyond event management, the app facilitates enhanced communication between staff
and students, allowing for the exchange of messages and feedback. Students can provide insights
regarding events and staff behaviors, which are then reviewed exclusively by the Head of
Department (HOD) to ensure privacy and constructive feedback loops. Developed using Eclipse
IDE (Mars) with Java 1.6 Standard Edition, this application not only modernizes the way college
events are managed but also fosters a more interactive and responsive educational environment.
2. SYSTEM CONFIGURATION

2.1 HARD WARE CONFIGURATION


This section gives the details and specification of the hardware on which the system is
expected to work.

Processor : Intel Dual Core


Hard Disk Capacity : 500 GB
RAM : 2 GB DDR4
Monitor : 15”
Keyboard : 102 keys
Mouse : Optical Mouse

2.2 SOFTWARE CONFIGURATION


This section gives the details of the software that are used for the development.

Environment : Eclipse IDE (Mars).


Front-End : Android 4.0.3
Coding : JDK 1.6
Operating System : Windows 10
Implementation OS : Android 4.0.3
BackEnd : SQLite 3
SOFTWARE DESCRIPTION

FRONT END

INTRODUCTION

Android is a mobile operating system (OS) currently developed by Google, based on the
Linux kernel and designed primarily for touchscreen mobile devices such as smartphones and
tablets. Android's user interface is based on direct manipulation, using touch gestures that loosely
correspond to real-world actions, such as swiping, tapping and pinching, to manipulate on-screen
objects, along with a virtual keyboard for text input. In addition to touchscreen devices, Google
has further developed Android TV for televisions, Android Auto for cars, and Android Wear for
wrist watches, each with a specialized user interface.

Variants of Android are also used on notebooks, game consoles, digital cameras, and
other electronics. As of 2015, Android has the largest installed base of all operating systems. It is
the second most commonly used mobile operating system in the United States, while iOS is the
first.Initially developed by Android, Inc., which Google bought in 2005, Android was unveiled
in 2007, along with the founding of the Open Handset Alliance – a consortium of hardware,
software, and telecommunication companies devoted to advancing open standards for mobile
devices. As of July 2013, the Google Play store has had over one million Android applications
("apps") published, and over 50 billion applications downloaded.

An April–May 2013 survey of mobile application developers found that 71% of


developers create applications for Android, and a 2015 survey found that 40% of full-time
professional developers see Android as their priority target platform, which is comparable to
Apple's iOS on 37% with both platforms far above others. At Google I/O 2014, the company
revealed that there were over one billion active monthly Android users, up from 538 million in
June 2013.

Android's source code is released by Google under open source licenses, although most
Android devices ultimately ship with a combination of open source and proprietary software,
including proprietary software required for accessing Google services. [3] Android is popular with
technology companies that require a ready-made, low-cost and customizable operating system
for high-tech devices. Its open nature has encouraged a large community of developers and
enthusiasts to use the open-source code as a foundation for community-driven projects, which
add new features for advanced users or bring Android to devices originally shipped with other
operating systems.

At the same time, as Android has no centralised update system most Android devices fail
to receive security updates: research in 2015 concluded that almost 90% of Android phones in
use had known but unpatched security vulnerabilities due to lack of updates and support. The
success of Android has made it a target for patent litigation as part of the so-called "smartphone
wars" between technology companies.

Android, Inc. was founded in Palo Alto, California in October 2003 by Andy Rubin (co-
founder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc.), Nick Sears
(once VP at T-Mobile), and Chris White (headed design and interface development at WebTV)
to develop, in Rubin's words, "smarter mobile devices that are more aware of its owner's location
and preferences". The early intentions of the company were to develop an advanced operating
system for digital cameras.

Though, when it was realized that the market for the devices was not large enough, the
company diverted its efforts toward producing a smartphone operating system that would rival
Symbian and Microsoft Windows Mobile.Despite the past accomplishments of the founders and
early employees, Android Inc. operated secretly, revealing only that it was working on software
for mobile phones. That same year, Rubin ran out of money. Steve Perlman, a close friend of
Rubin, brought him $10,000 in cash in an envelope and refused a stake in the company.

In July 2005, Google acquired Android Inc. for at least $50 million, whose key
employees, including Rubin, Miner and White, stayed at the company after the acquisition. Not
much was known about Android Inc. at the time, but many assumed that Google was planning to
enter the mobile phone market with this move.

At Google, the team led by Rubin developed a mobile device platform powered by the
Linux kernel. Google marketed the platform to handset makers and carriers on the promise of
providing a flexible, upgradable system. Google had lined up a series of hardware component
and software partners and signaled to carriers that it was open to various degrees of cooperation
on their part.

Speculation about Google's intention to enter the mobile communications market


continued to build through December 2006. An earlier prototype codenamed "Sooner" had a
closer resemblance to a BlackBerry phone, with no touchscreen, and a physical, QWERTY
keyboard, but was later re-engineered to support a touchscreen, to compete with other announced
devices such as the 2006 LG Prada and 2007 Apple iPhone. In September 2007,
InformationWeek covered an Evalueserve study reporting that Google had filed several patent
applications in the area of mobile telephony.

Eric Schmidt, Andy Rubin and Hugo Barra at a 2012 press conference announcing
Google's Nexus 7 tablet

On November 5, 2007, the Open Handset Alliance, a consortium of technology


companies including Google, device manufacturers such as HTC, Sony and Samsung, wireless
carriers such as Sprint Nextel and T-Mobile, and chipset makers such as Qualcomm and Texas
Instruments, unveiled itself, with a goal to develop open standards for mobile devices.

That day, Android was unveiled as its first product, a mobile device platform built on the
Linux kernel. The first commercially available smartphone running Android was the HTC
Dream, released on October 22, 2008.

Since 2008, Android has seen numerous updates which have incrementally improved the
operating system, adding new features and fixing bugs in previous releases. Each major release is
named in alphabetical order after a dessert or sugary treat; for example, version 1.5 "Cupcake"
was followed by 1.6 "Donut". In 2010, Google launched its Nexus series of devices – a line of
smartphones and tablets running the Android operating system, and built by manufacturing
partners. HTC collaborated with Google to release the first Nexus smartphone, the Nexus One.

Google has since updated the series with newer devices, such as the Nexus 5 phone
(made by LG) and the Nexus 7 tablet (made by Asus). Google releases the Nexus phones and
tablets to act as their flagship Android devices, demonstrating Android's latest software and
hardware features. From 2013 until 2015, Google offered several Google Play Edition devices
over Google Play. While not carrying the Google Nexus branding, these were Google-
customized Android phones and tablets that also ran the latest version of Android, free from
manufacturer or carrier modifications.

From 2010 to 2013, Hugo Barra served as product spokesperson, representing Android at
press conferences and Google I/O, Google’s annual developer-focused conference. Barra's
product involvement included the entire Android ecosystem of software and hardware, including
Honeycomb, Ice Cream Sandwich, Jelly Bean and KitKat operating system launches, the Nexus
4 and Nexus 5 smartphones, the Nexus 7 and Nexus 10 tablets, and other related products such
as Google Now and Google Voice Search, Google’s speech recognition product comparable to
Apple’s Siri. In 2013, Barra left the Android team for Chinese smartphone maker Xiaomi.

The same year, Larry Page announced in a blog post that Andy Rubin had moved from
the Android division to take on new projects at Google. He was replaced by Sundar Pichai who
became the new head of Android and Chrome OS, and, later, by Hiroshi Lockheimer when
Pichai became CEO of Google.

In 2014, Google launched Android One, a line of smartphones mainly targeting


customers in the developing world. In May 2015, Google announced Project Brillo as a cut-down
version of Android that uses its lower levels (excluding the user interface), intended for the
"Internet of Things" (IoT) embedded systems.

INTERFACE
Notifications are accessed by sliding from the top of the display; individual notifications
can be dismissed by sliding them away, and may contain additional functions as seen on this
example of the "missed call" notification from an older version of Android.

Android's default user interface is based on direct manipulation, using touch inputs, that
loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to
manipulate on-screen objects, and a virtual keyboard. The response to user input is designed to
be immediate and provides a fluid touch interface, often using the vibration capabilities of the
device to provide haptic feedback to the user. Internal hardware such as accelerometers,
gyroscopes and proximity sensors are used by some applications to respond to additional user
actions, for example adjusting the screen from portrait to landscape depending on how the device
is oriented, or allowing the user to steer a vehicle in a racing game by rotating the device,
simulating control of a steering wheel.

Android devices boot to the homescreen, the primary navigation and information "hub"
on Android devices that is analogous to the desktop found on PCs (Android also runs on regular
PCs, as described below). Android homescreens are typically made up of app icons and widgets;
app icons launch the associated app, whereas widgets display live, auto-updating content such as
the weather forecast, the user's email inbox, or a news ticker directly on the homescreen. A
homescreen may be made up of several pages that the user can swipe back and forth between,
though Android's homescreen interface is heavily customisable, allowing the user to adjust the
look and feel of the device to their tastes.

Third-party apps available on Google Play and other app stores can extensively re-theme
the homescreen, and even mimic the look of other operating systems, such as Windows Phone.
Most manufacturers, and some wireless carriers, customise the look and feel of their Android
devices to differentiate themselves from their competitors. Applications that handle interactions
with the homescreen are called "launchers" because they, among other purposes, launch the
applications installed on a device.

Present along the top of the screen is a status bar, showing information about the device
and its connectivity. This status bar can be "pulled" down to reveal a notification screen where
apps display important information or updates, such as a newly received email or SMS text, in a
way that does not immediately interrupt or inconvenience the user. Notifications are persistent
until read (by tapping, which opens the relevant app) or dismissed by sliding it off the screen.
Beginning on Android 4.1, "expanded notifications" can display expanded details or additional
functionality; for instance, a music player can display playback controls, and a "missed call"
notification provides buttons for calling back or sending the caller an SMS message.

Android provides the ability to run applications which change the default launcher and
hence the appearance and externally visible behaviour of Android. These appearance changes
include a multi-page dock or no dock, and many more changes to fundamental features of the
user interface.

APPLICATIONS

Applications ("apps"), which extend the functionality of devices, are written using the
Android software development kit (SDK) and, often, the Java programming language that has
complete access to the Android APIs. Java may be combined with C/C++, together with a choice
of non-default runtimes that allow better C++ support; the Go programming language is also
supported since its version 1.4, which can also be used exclusively although with a restricted set
of Android APIs. The SDK includes a comprehensive set of development tools, including a
debugger, software libraries, a handset emulator based on QEMU, documentation, sample code,
and tutorials.

Initially, Google's supported integrated development environment (IDE) was Eclipse


using the Android Development Tools (ADT) plugin; in December 2014, Google released
Android Studio, based on IntelliJ IDEA, as its primary IDE for Android application
development. Other development tools are available, including a native development kit (NDK)
for applications or extensions in C or C++, Google App Inventor, a visual environment for
novice programmers, and various cross platform mobile web applications frameworks. In
January 2014, Google unveiled an framework based on Apache Cordova for porting Chrome
HTML 5 web applications to Android, wrapped in a native application shell.

Android has a growing selection of third-party applications, which can be acquired by


users by downloading and installing the application's APK (Android application package) file, or
by downloading them using an application store program that allows users to install, update, and
remove applications from their devices. Google Play Store is the primary application store
installed on Android devices that comply with Google's compatibility requirements and license
the Google Mobile Services software.[3] Google Play Store allows users to browse, download and
update applications published by Google and third-party developers; As of July 2013, there are
more than one million applications available for Android in Play Store. As of May 2013, 48
billion applications have been installed from Google Play Store and in July 2013, 50 billion
applications were installed. Some carriers offer direct carrier billing for Google Play application
purchases, where the cost of the application is added to the user's monthly bill.

Due to the open nature of Android, a number of third-party application marketplaces also
exist for Android, either to provide a substitute for devices that are not allowed to ship with
Google Play Store, provide applications that cannot be offered on Google Play Store due to
policy violations, or for other reasons. Examples of these third-party stores have included the
Amazon Appstore, GetJar, and SlideMe. F-Droid, another alternative marketplace, seeks to only
provide applications that are distributed under free and open source licenses.

MEMORY MANAGEMENT

Since Android devices are usually battery-powered, Android is designed to manage


memory (RAM) to keep power consumption at a minimum, in contrast to desktop operating
systems which generally assume they are connected to unlimited mains electricity. When an
Android application is no longer in use, the system will automatically suspend it in memory;
while the application is still technically "open", suspended applications consume no resources
(for example, battery power or processing power) and sit idly in the background until needed
again. This brings a dual benefit by increasing the general responsiveness of Android devices,
since applications do not need to be closed and reopened from scratch each time, and by ensuring
that background applications do not consume power needlessly.

Android manages the applications stored in memory automatically: when memory is low,
the system will begin killing applications and processes that have been inactive for a while, in
reverse order since they were last used (oldest first). This process is designed to be invisible to
the user, so that users do not need to manage memory or the killing of applications themselves.
Lifehacker reported in 2011 that third-party task killers were doing more harm than good.

HARDWARE

The main hardware platform for Android is the ARM architecture (ARMv7 and ARMv8-
A architectures), with x86 and MIPS architectures also officially supported in later versions of
Android. Since Android 5.0 "Lollipop", 64-bit variants of all platforms are supported in addition
to the 32-bit variants. Unofficial Android-x86 project used to provide support for the x86 and
MIPS architectures ahead of the official support.[5] Since 2012, Android devices with Intel
processors began to appear, including phones and tablets. While gaining support for 64-bit
platforms, Android was first made to run on 64-bit x86 and then on ARM64.

Requirements for the minimum amount of RAM for devices running Android 5.1 range
from 512 MB of RAM for normal-density screens, to about 1.8 GB for high-density screens. The
recommendation for Android 4.4 is to have at least 512 MB of RAM, while for "low RAM"
devices 340 MB is the required minimum amount that does not include memory dedicated to
various hardware components such as the baseband processor.

Android 4.4 requires a 32-bit ARMv7, MIPS or x86 architecture processor (latter two
through unofficial ports),[5] together with an OpenGL ES 2.0 compatible graphics processing unit
(GPU). Android supports OpenGL ES 1.1, 2.0, 3.0 and 3.1. Some applications may explicitly
require a certain version of the OpenGL ES, and suitable GPU hardware is required to run such
applications.

Android devices incorporate many optional hardware components, including still or


video cameras, GPS, orientation sensors, dedicated gaming controls, accelerometers, gyroscopes,
barometers, magnetometers, proximity sensors, pressure sensors, thermometers, and
touchscreens. Some hardware components are not required, but became standard in certain
classes of devices, such as smartphones, and additional requirements apply if they are present.

Some other hardware was initially required, but those requirements have been relaxed or
eliminated altogether. For example, as Android was developed initially as a phone OS, hardware
such as microphones were required, while over time the phone function became optional.
Android used to require an autofocus camera, which was relaxed to a fixed-focus camera if
present at all, since the camera was dropped as a requirement entirely when Android started to be
used on set-top boxes.

In addition to running on smartphones and tablets, several vendors run Android natively
on regular PC hardware with a keyboard and mouse. In addition to their availability on
commercially available hardware, similar PC hardware–friendly versions of Android are freely
available from the Android-x86 project, including customized Android 4.4. Using the Android
emulator that is part of the Android SDK, or by using BlueStacks or Andy, Android can also run
non-natively on x86.

Chinese companies are building a PC and mobile operating system, based on Android, to
"compete directly with Microsoft Windows and Google Android". The Chinese Academy of
Engineering noted that "more than a dozen" companies were customising Android following a
Chinese ban on the use of Windows 8 on government PCs.

DEVELOPMENT

Android is developed in private by Google until the latest changes and updates are ready
to be released, at which point the source code is made available publicly. This source code will
only run without modification on select devices, usually the Nexus series of devices. The source
code is, in turn, adapted by OEMs to run on their hardware. Android's source code does not
contain the often proprietary device drivers that are needed for certain hardware components.

In 2007, the green Android logo was designed for Google by a graphic designer Irina
Blok. The design team was tasked with a project to create a universally identifiable icon with the
specific inclusion of a robot in the final design. After numerous design developments based on
science-fiction and space movies, the team eventually sought inspiration from the human symbol
on restroom doors and modified the figure into a robot shape. As Android is open-sourced, it was
agreed that the logo should be likewise, and since its launch the green logo has been
reinterpreted into countless variations on the original design.
BACK END

INTRODUCTON

SQLite is a relational database management system contained in a C programming


library. In contrast to many other database management systems, SQLite is not a client–server
database engine. Rather, it is embedded into the end program.SQLite is ACID-compliant and
implements most of the SQL standard, using a dynamically and weakly typed SQL syntax that
does not guarantee the domain integrity.

DESIGN
Unlike client–server database management systems, the SQLite engine has no standalone
processes with which the application program communicates. Instead, the SQLite library is
linked in and thus becomes an integral part of the application program. The library can also be
called dynamically. Due to the server-less design, SQLite applications require fewer
[7]
configurations than client-server databases. SQLite is called zero-conf because it does not
require service management (such as startup scripts) or access control based on GRANT and
passwords.

Several computer processes or threads may access the same database concurrently.
Several read accesses can be satisfied in parallel. A write access can only be satisfied if no other
accesses are currently being serviced. Otherwise, the write access fails with an error code (or can
automatically be retried until a configurable timeout expires). This concurrent access situation
would change when dealing with temporary tables. This restriction is relaxed in version 3.7 when
write-ahead logging (WAL) is turned on enabling concurrent reads and writes.

SQLite version 3.7.4 first saw the addition of the FTS4(full text search) module, which
features enhancements over the older FTS3 module. FTS4 allows users to perform full text
searches on documents similar to how search engines search webpages. Version 3.8.2 added
support for creating tables without rowed, which may provide space and performance
improvements. Common table expressions support was added to SQLite in version 3.8.3. SQLite
with full Unicode function is optional.
3. SYSTEM ANALYSIS

3.1 EXISTING SYSTEM

Individual colleges post their events in their application so that end users/
students visit that application and gather information of particular event. Students
are required to visit more college application and then only the future events can be
found out. This is a tedious and decentralized approach to collect the data. The
student could not know the event details going to happen in another department. If
the student needs to participate in an event, they need to register their participation
through paper work. The college has not provided with the individual login to add
their college events.

3.1.1 DRAWBACKS OF EXISTING SYSTEM

The existing system has following disadvantages,


 Decentralized approach requires more browsing effort.
 Near occurring events cannot be tracked at a single location.
 More mobile applications need to be browsed.
 Attendance and mark details are maintained in excel sheets only.
 Lack of communication between student and the college about the events
updation.
3.2 PROPOSED SYSTEM

The proposed system includes posting more college events in a single


mobile application so that end users/ students visit that mobile application and
gather information in a single place. Students are not required to visit more college
web sites to know the future events. This approach reduces the tedious browsing
effort. The student from various colleges can view all the event details of the
colleges and register them in multiple events and get the registration status.

3.2.1 ADVANTAGES OF THE PROPOSED SYSTEM


The proposed system has following advantages,
 Centralized approach results in less browsing effort.
 Near occurring events can be tracked at a single location.
 Other department events information are gathered through this mobile
application itself.
4. SYSTEM DESIGN AND DEVELOPMENT

4.1 INPUT DESIGN


Input design is the process of converting user-originated inputs to a computer
understandable format. Input design is one of the most expensive phases of the operation of
computerized system and is often the major problem of a system. A large number of problems
with a system can usually be tracked backs to fault input design and method. Every moment of
input design should be analyzed and designed with utmost care.
The system takes input from the users, processes it and produces an output. Input design
is link that ties the information system into the world of its users. The system should be user-
friendly to gain appropriate information to the user. The decisions made during the input design
are

 To provide cost effective method of input.


 To achieve the highest possible level of accuracy.
 To ensure that the input is understand by the user.
System analysis decide the following input design details like, what data to input, what
medium to use, how the data should be arranged or coded, data items and transactions needing
validations to detect errors and at last the dialogue to guide user in providing input.

Input data of a system may not be necessarily is raw data captured in the system from
scratch. These can also be the output of another system or subsystem. The design of input covers
all the phases of input from the creation of initial data to actual entering of the data to the system
for processing. The design of inputs involves identifying the data needed, specifying the
characteristics of each data item, capturing and preparing data fro computer processing and
ensuring correctness of data.

Any Ambiguity in input leads to a total fault in output. The goal of designing the input
data is to make data entry as easy and error free as possible.
This project includes following input forms in the server system.

Admin Login

This form contains input as username of an admin and password. Thèse détails are given
as input by using edit text control. These details are checked against admin table and the login
proceeds.

Staff Login

This form contains input as username of a staff and password. Thèse détails are given as
input by using edit text control. These details are checked against staff table and the login
proceeds.

Student Login

This form contains input as username of a student and password. Thèse détails are given
as input by using edit text control. These details are checked against staff table and the login
proceeds.
4.2 OUTPUT DESIGN

Output Design generally refers to the results and information’s that are generated
by the system for many end-users, output is the main reason for developing the system
and the basis on which they evaluate the usefulness of the application.

The objective of a system finds its shape in terms of the output. The analysis of
the objective of a system leads to determination of outputs. Outputs of a system can face
various forms. The most common are reports, screen displays, printed forms, graphical
drawings etc., The output can also be varied in terms of their contents frequency, timing
and format. The user of the output from a system are the justification for its existence. If
the output are inadequate in any way, the system are itself is adequate. The basic
requirements of output are that it should be accurate, timely and appropriate, in terms of
content, medium and layout for its intended purpose.

View Event Details

All the student event details are viewed using this report
View Attendance Details

All the student attendance details are viewed using this report
View Mark Details
All the student mark details are viewed using this report
4.3 DATABASE DESIGN

The most important consideration in designing the database is how information will be
used. The main objectives of designing a database are:

Data Integration

In a database, information from several files are coordinated, accessed and operated upon
as through it is in a single file. Logically, the information are centralized, physically, the data
may be located on different devices, connected through data communication facilities.

Data Integrity

Data integrity means storing all data in one place only and how each application to access
it. This approach results in more consistent information, one update being sufficient to achieve a
new record status for all applications, which use it. This leads to less data redundancy; data items
need not be duplicated; a reduction in the direct access storage requirement.

Data Independence

Data independence is the insulation of application programs from changing aspects of


physical data organization. This objective seeks to allow changes in the content and organization
of physical data without reprogramming of applications and to allow modifications to application
programs without reorganizing the physic al data.

Table name: Admin

S.No FILED NAME TYPE SIZE DESCRIPTION

1 UserName Varchar 20 User Name Details

2 Password Varchar 20 Password Details


Table name: Attendance

S.No FILED NAME TYPE SIZE DESCRIPTION

1 Section Varchar 10 Section Details

2 StudentId Varchar 10 Primary Key

3 StudentName Varchar 50 Name

4 Department Varchar 20 BCA, MCA, B.E (CS), etc

5 EntryDate DateTime 8 Date of Entry

6 Remarks Varchar 255 Not Null

Table name: Event

S.No FILED NAME TYPE SIZE DESCRIPTION

1 EventId Varchar 20 Primary Key

2 Location Varchar 100 Not Null

3 OrganizedDate DateTime 8

4 OrganizingBy Varchar 50 Not Null

5 Time Varchar 30 Not Null

6 Remarks Varchar 255 Not Null


Table name: FeedbacksAboutEvent

S.No FILED NAME TYPE SIZE DESCRIPTION

1 EventId Varchar 20 Primary Key

2 Location Varchar 100 Not Null

3 Title Varchar 100 Not Null

4 Category Varchar 2 Not Null

5 Details Varchar 150 Not Null

6 EntryDate DateTime 8 Not Null

7 StudentId Varchar 10 Foreign Key

8 LocationImage Varchar 255 Image captured regarding


feedback

Table name: Staff

S.No FILED NAME TYPE SIZE DESCRIPTION

1 StaffID Varchar 10 Primary Key

2 StaffName Varchar 50 Not Null

3 Department Varchar 20 Department Name

4 Location Varchar 50 Auditorium, Conference Hall,


Ground, etc (Controller For Event
Management)

5 MailId Varchar 30 Email Id


6 MobileNo Varchar 12 Mobile Number

7 Password Varchar 15 Not Null

Table name: Student

S.No FILED NAME TYPE SIZE DESCRIPTION

1 StuddentID Varchar 10 Primary Key

2 StudentName Varchar 50 Not Null

3 Department Varchar 20 Department Name

4 Section Varchar 20 A, B, C, D, etc

5 MailId Varchar 30 Email Id

6 MobileNo Varchar 12 Mobile Number

7 Password Varchar 15 Not Null

Table name: Mark

S.No FILED NAME TYPE SIZE DESCRIPTION

1 Department Varchar 20 Not Null

2 StudentId Varchar 10 Foreign Key

3 SubjectCode Varchar 20 Foreign Key

4 SubjectName Varchar 50 Not Null

5 Exam Name Varchar 30 Not Null

6 Mark Int 4 Not Null


4.4 MODULE DESCRIPTION

MODULE DESCRIPTION

The project consists of following modules.

ADMIN
LOGIN
In this module, the admin logins to the app using given username and password.
ADD STAFF
In this module, staff details such as id, name and other details are added along
with password.
VIEW STAFF
In this module, staff details such as id, name and other details are viewed along
with password.

VIEW EVENTS
In this module, event details such as id, date and location details are viewed along
with event manager.

STAFF
LOGIN
In this module, the staff logins to the app using given staff id and password.

EVENT ENTRY
In this module, event details such as id, date and location details are added along
with event manager.

VIEW EVENTS
In this module, event details such as id, date and location details are viewed along
with event manager.
VIEW FEEDBACKS (ABOUT STAFF)
In this module, feedback details such as id, date, student id, staff id, title and
description details are viewed.

VIEW FEEDBACKS (ABOUT EVENTS)


In this module, feedback details such as id, date, student id, event id, title and
description details are viewed.

STUDENT
LOGIN
In this module, the student logins to the app using given student id and password.

VIEW EVENTS
In this module, event details such as id, date and location details are viewed along
with event manager.

ADD EVENT REQUEST


In this module, event details such as id, date and request details are added along
with student id.

VIEW EVENT REQUESTS


In this module, event request details such as id, date and request details are
viewed along with student id.
ADD FEEDBACKS (ABOUT STAFF)
In this module, feedback details such as id, date, student id, staff id, title and
description details are added.

ADD FEEDBACKS (ABOUT EVENTS)


In this module, feedback details such as id, date, student id, event id, title and
description details are added.
4.5 DATA FLOW DIAGRAM

ADMIN

Admin
Login
Login

Add Staff View Staffs View Events

Staff Staff Events


STAFF

Staff
Staff
Login

Add Event View Event View


Requests Feedbacks
(Events)

Events Requests FeedbacksAboutEvents

View Feedback Add


(Staffs) Attendance

Add Mark

Feebacks Attendance

Mark
STUDENT

Student
Student
Login

View Event Add Event Add Feedbacks


Requests (Events)

Even Requests FeedbacksAboutEvents

Add feedback View


(about staff) Attendance

View Mark

Feedbacks Attendance

Mark
5. TESTING

TESTING

Testing is vital to the success of the system. System testing makes a logical assumption
that if all parts of the system are correct, the goal will be successfully achieved. In the testing
process we test the actual system in an organization and gather errors from the new system
operates in full efficiency as stated. System testing is the stage of implementation, which is
aimed to ensuring that the system works accurately and efficiently.

In the testing process we test the actual system in an organization and gather errors from
the new system and take initiatives to correct the same. All the front-end and back-end
connectivity are tested to be sure that the new system operates in full efficiency as stated. System
testing is the stage of implementation, which is aimed at ensuring that the system works
accurately and efficiently.

The main objective of testing is to uncover errors from the system. For the uncovering
process we have to give proper input data to the system. So we should have more conscious to
give input data. It is important to give correct inputs to efficient testing.

Testing is done for each module. After testing all the modules, the modules are integrated
and testing of the final system is done with the test data, specially designed to show that the
system will operate successfully in all its aspects conditions. Thus the system testing is a
confirmation that all is correct and an opportunity to show the user that the system works.
Inadequate testing or non-testing leads to errors that may appear few months later. This will
create two problems

 Time delay between the cause and appearance of the problem.


 The effect of the system errors on files and records within the system.
The purpose of the system testing is to consider all the likely variations to which it will
be suggested and push the system to its limits. The testing process focuses on logical intervals of
the software ensuring that all the statements have been tested and on the function intervals (i.e.,)
conducting tests to uncover errors and ensure that defined inputs will produce actual results that
agree with the required results.

Testing has to be done using the two common steps Unit testing and Integration testing. In
this project, the following testing are made:

5.1UNIT TESTING
Unit testing verification efforts on the smallest unit of software design, module. This is
known as “Module Testing”. The modules such as IP address input, web service accessing and
result consolidation are tested separately in this project. This testing is carried out during
programming stage itself. In these testing steps, each module is found to be working
satisfactorily as regard to the expected output from the module. Node IP Address addition and
task addition details is unit tested such that it is properly saved in database.

5.2 INTEGRATION TESTING


Integration testing is a systematic technique for constructing tests to uncover error
associated within the interface. In this project, all the modules are combined and then the entire
programming is tested as a whole. In the integration-testing step, all the error uncovered is
corrected for the next testing steps.

5.3 VALIDATION TESTING


To uncover functional errors, that is, to check whether functional characteristics confirm
to specification or not, almost all the inputs are validated strictly and inform the user if there is
any wrong input. The modules are validated such that only after valid input, the web service is
accessed. Validation is made during Node IP Address addition and task addition details such that
it contains valid data.
6. SYSTEM IMPLEMENTATION

In the System development life cycle, the system implementation and maintenance will
be occurring after the completion of analysis and system design.

The term implementation is ranging from the conversion of a basic application to a


complete replacement of a computer system. In other term, implementation is used to process of
converting a new or a revised system design into an operational one.
Implementation is the process of converting a new system design into operation. It is the
phase that focuses on user training, site preparation and file conversion for installing a candidate
system. The important factor that should be considered here is that the conversion should not
disrupt the functioning of the organization.

The implementation process begins with preparing a plan for the implementation of the
system. According to this plan, the activities are to be carried out in these plans; discussion has
been made regarding the equipment, resources and how to test activities. Thus a clear plan was
prepared for the activities.

The implementation phase is less creative then system design. It is primarily concerned
with,

1. User Training

2. Site preparation

USER TRAINING
An analyst of user training focus on two factors, user capabilities and the nature of the
system being installed. Users range from the naïve to the highly sophisticated. Development
research provides interesting insights into how naïve computer users think about their first
exposure to a new system.
SITE PREPARATION

The review team prepares a formal review plan around the objectives of review, the type
of evaluation to be carried out and the time schedule required.

TYPES OF IMPLEMENTATION
There are three types of implementation,

 Implementation of a computer system to replace a manual system

 Implementation of a new computer system to replace an existing one

 Implementation of a modified application to replace an existing one, using the same

computer

During the final testing, user acceptance is tested followed by user training. Depending

on the nature of the system, extensive user training may be required. Conversion usually takes

place about the same time the user is being trained or later.

The implementation of the project is done through the following steps,

Install NET framework.

Create the folder with project name and bin, obj folders are copied into that project folder.
7. CONCLUSION

7.1 CONCLUSION

The application eliminates the manual communication difficulties currently faced by the
user. It is developed in a user-friendly manner since the application is developed using Android.
The application is very fast and any transaction can be process across the network. Error
messages are given at each level of input of individual stages.

Concurrently the application can be executed since the database is SQLite and capable of
processing more client connections. The database is required to be installed in server space only.
Only client drivers are required in client nodes before accessing the application.

7.2 FUTURE ENHANCEMENT


The project provides a best assistance in the network based regime. It allows adding up
the following facilities in future

 Automatic email sending to students regarding events.


 Automatic email sending to students regarding events approval or rejection.
 Separate app for students.
APPENDIX

8.1 SOURCE CODE

Admin Mobile Register


package com.example.getcurrentlocation;
import android.app.Activity;
import android.database.sqlite.SQLiteDatabase;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
import android.view.View;
import android.view.View.OnClickListener;
import android.widget.Button;
import android.widget.EditText;
import android.widget.Toast;

public class AdminMobileRegister extends Activity {


EditText t1,t2;
Button b1,b2;
SQLiteDatabase mydb=null;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_admin_mobile_register);

//
t1=(EditText)findViewById(R.id.txtName);
t2=(EditText)findViewById(R.id.txtMobileNo);

b1=(Button)findViewById(R.id.btnSave);
b2=(Button)findViewById(R.id.btnBack);

myListener1 m=new myListener1();


b1.setOnClickListener((OnClickListener) m);
b2.setOnClickListener((OnClickListener) m);

mydb=openOrCreateDatabase(cls.dbname,MODE_PRIVATE ,null);
mydb.execSQL("Create Table If Not Exists AdminMobile(Name Varchar(20),MobileNo
Varchar(15))");
mydb.close();
//
}

@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.admin_mobile_register, menu);
return true;
}

@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
//
class myListener1 implements View.OnClickListener
{
@Override
public void onClick(View v) {
//TODO Auto-generated method stub

switch(v.getId())
{
case R.id.btnSave:

String s1=t1.getText().toString();
String s2=t2.getText().toString();

if(s1.equals(""))
{
t1.requestFocus();
return;
}

if (s2.toString().length()!=10 || cls.isNum(s2.toString())==false)
{
Toast.makeText(getApplicationContext(), "Must enter 10 digits & Numeric Values to Mobile
No. ", Toast.LENGTH_LONG).show();
t2.requestFocus();
return;
}

mydb=openOrCreateDatabase(cls.dbname,MODE_PRIVATE ,null);
//mydb.execSQL("Delete From AdminMobile Where MobileNo='" + s2 + "'");
mydb.execSQL("Delete From AdminMobile");
mydb.execSQL("Insert into AdminMobile Values('" + s1 + "','" + s2 + "')");
Toast.makeText(getApplicationContext(), "Admin Mobile Details Saved",
Toast.LENGTH_LONG).show();
mydb.close();
break;
case R.id.btnBack:
finish();
break;
}
}
}
//
}

View Admin
package com.example.getcurrentlocation;
import android.app.Activity;
import android.database.Cursor;
import android.database.sqlite.SQLiteDatabase;
import android.graphics.Color;
import android.os.Bundle;
import android.view.Menu;
import android.view.MenuItem;
import android.view.ViewGroup.LayoutParams;
import android.widget.ScrollView;
import android.widget.TableLayout;
import android.widget.TableRow;
import android.widget.TextView;
import android.widget.Toast;
public class ViewAdminMobile extends Activity {
TableLayout tl1;
ScrollView sv;
SQLiteDatabase mydb=null;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_view_admin_mobile);
try
{
tl1 = (TableLayout)findViewById(R.id.myTableLayout);

mydb=openOrCreateDatabase(cls.dbname,MODE_PRIVATE ,null);
Cursor c=null;
c=mydb.rawQuery("Select Name,MobileNo From AdminMobile",null);
c.moveToFirst();
TableRow tr1 = new TableRow(this);
TextView b11 = new TextView(this);
b11.setText("ADMIN MOBILE DETAILS");
tr1.addView(b11);
tl1.addView(tr1,new
TableLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
tr1.setBackgroundColor(Color.BLUE);
TableRow tr11 = new TableRow(this);
TextView b12 = new TextView(this);
b12.setText("Records List");
tr11.addView(b12);
tl1.addView(tr11,new
TableLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
tr11.setBackgroundColor(Color.GREEN);
TableRow trheader = new TableRow(this);
TextView bheader1 = new TextView(this);
TextView bheader2 = new TextView(this);
tl1.addView(trheader,new
TableLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));
trheader.setBackgroundColor(Color.WHITE)
bheader1.setText("Name");
trheader.addView(bheader1);
bheader2.setText("MobileNo");
trheader.addView(bheader2);
int rowcount=0;

while (c.isAfterLast()==false)
{
TableRow tr = new TableRow(this);

TextView b1 = new TextView(this);


b1.setText(c.getString(0));
TextView b2 = new TextView(this);
b2.setText(c.getString(1));
b2.setTextColor(Color.BLACK);;

tr.addView(b1);
tr.addView(b2);
tl1.addView(tr,new
TableLayout.LayoutParams(LayoutParams.FILL_PARENT,LayoutParams.FILL_PARENT));

if(rowcount%2==0)
{
tr.setBackgroundColor(Color.BLUE);
b1.setTextColor(Color.WHITE);
b2.setTextColor(Color.WHITE);
}
else
{
tr.setBackgroundColor(Color.GREEN);
b1.setTextColor(Color.BLACK);
b2.setTextColor(Color.BLACK);
}
rowcount++;
c.moveToNext();
}
c.close();
mydb.close();
}
catch(Exception e)
{
Toast.makeText(getApplicationContext(), e.getMessage().toString(),1000).show();
}
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.view_admin_mobile, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
int id = item.getItemId();
if (id == R.id.action_settings) {
return true;}
return super.onOptionsItemSelected(item);
}}
8.2 SCREEN SHOTS
9. REFERENCES

TEXT BOOKS

1. Professional Android 4 Application Development 3rd Edition, Reto Meier,


Wiley/Wrox.

2. Android Programming: The Big Nerd Ranch Guide (Big Nerd Ranch Guides) 1st
Edition, Bill Phillips, Kindle Store.

3. Android Programming: Pushing the Limits, 1st Edition, Erik Hellman, Wiley.

WEB REFERENCES

1. http://www.android.com

2. https://eclipse.org

3.https://en.wikipedia.org/wiki/Android_%28operating_system%9

4. https://en.wikipedia.org/wiki/SQLite

5. http://www.tutorialpoints.com

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