Dilip
Dilip
CHATTING APPLICATION
BADANI DILIP
(1011-21-861-008)
(Assistant Professor)
This is to cer fy that the Project Report en tled “Cha ng Applica on” is
being submi ed by BADANI DILIP(1011-21-861-008) in par al fulfilment for
the award of the Degree of Bachelor of Computer Applica ons at University
College of Science, Saifabad, Osmania University, Hyderabad is a record of
bonafide work carried out under supervision and guidance. The results
embodied in this report have not been submi ed to any other University or Ins
tute for the award of any Degree or Diploma.
At every outset I express my gra tude to Almighty lord for showering His grace and blessing upon
me to complete this project.
I wish to express my sincere and deep-hearted thanks to our respected Principal
Prof.J.Laxman Naik, for providing necessary facili es in the college for the successful comple
on of the project.
Although our name appears on the cover of this book, many people had contributed in
some form or to this project development. We could not done this project without the assistance or
support of each of the following we thank you all.
I wish to express my sincere thanks to Mr.A.Satyam Asst. professor & Head of the
Department of Computer Science, for the support provided throughout the project.
I wish to place on my record my deep sense of gra tude to my project guide, Hima Bindu for
his constant mo va on and valuable help through the project work. Express my gra tude to Hima
Bindu, Asst. professor Department of Computer Science for his valuable sugges ons and advices
throughout my course, I also extend my thanks to other Facul es for the coopera on during my course.
.
Finally, I would like to express my sincere thanks to the teaching staff of the Department of
Computer Science for their whole-hearted co-opera on and mely support.
DECLARATION
This project report is being submiƩ ed in parƟ al fulfilment for the award
of the Degree of BACHELOR OF COMPUTER APPLICATION(BCA) from University
College of Science , Saifabad, Osmania University, Hyderabad.
ABSTARCT
INDEX
1 INTRODUCTION 1-2
SYSTEM
3 9-11
REQUIREMENTS
5 IMPLEMENTATION 26-32
7 RESULT 39-48
8 CONCLUSION 49-50
10 REFERENCE 53-54
INTRODUCTION
CHAPTER 1
INTRODUCTION
1
Overall, the chat applica on project serves as a
comprehensive explora on of Java's capabili es in GUI
development and network communica on. By combining
these technologies, the project offers a prac cal solu on for
enabling real- me messaging and collabora on in diverse
se ngs. Whether used for personal communica on, team
collabora on, or educa onal purposes, the applica on
demonstrates Java's poten al to power interac ve,
connected experiences on the web.
SYSTEM ANALYSIS
CHAPTER 2
SYSTEM ANALYSIS
2
Exis ng System:
The current chat applica on project provides a founda onal
framework for real- me communica on between a server and mul
ple clients. Here's a detailed analysis of its components:
2. Func onality:
• The exis ng system supports core messaging features,
allowing users to exchange text-based messages in realme.
• However, it lacks advanced features such as file sharing,
mul media support, or message encryp on.
• Addi onally, user authen ca on and authoriza on mechanisms
may be rudimentary and require enhancement for improved
security.
3
• Performance bo lenecks may arise under heavy loads, impac
ng message delivery latency and overall responsiveness.
Proposed System:
To address the limita ons of the exis ng system and enhance its
func onality, the following improvements are proposed:
2. Feature Expansion:
• Introduce advanced features to enrich the user experience
and make the applica on more versa le.
• Implement func onali es such as file sharing, mul media
messaging (images, videos, audio), group chat support, and
presence indicators (online/offline status).
• Enhance security features with end-to-end encryp on, secure
authen ca on methods (e.g., OAuth), and data privacy
controls.
4
• Implement scalability measures to handle increased user
loads efficiently.
• U lize cloud-based infrastructure for dynamic resource alloca
on, auto-scaling, and load balancing.
• Op mize server-side code, database queries, and network
protocols to minimize latency and improve overall
performance.
4. Security Strengthening:
• Enhance security measures to protect user data, prevent
unauthorized access, and mi gate poten al vulnerabili es.
• Implement encryp on techniques (e.g., TLS/SSL) for secure
data transmission over the network.
• Enforce strong authen ca on mechanisms, such as mul factor
authen ca on (MFA) and session management controls.
Feasibility Analysis:
Technical Feasibility:
• The proposed enhancements are technically feasible,
leveraging established web development frameworks,
libraries, and APIs.
• Modern web technologies such as React.js, Node.js, and
WebSocket APIs offer robust solu ons for real- me
communica on and UI development.
5
Economic Feasibility:
• The cost of implemen ng the proposed enhancements is jus
fiable, considering the poten al benefits in terms of user sa
sfac on, compe ve advantage, and revenue genera on.
• Open-source tools, cloud-based services (e.g., AWS, Google
Cloud), and scalable pricing models make the project
economically viable.
6
SYSTEM
REQUIREMENTS
7
CHAPTER 3
SYSTEM REQUIREMENTS
HARDWARE REQUIREMENTS
12500H
RAM 4GB (mini)
Hard Disk 20 GB
Key Board Standard Windows Keyboard
Mouse Two or Three Bu on Mouse
Monitor SVGA
SOFTWARE REQUIREMENTS
8
TECHNICAL SPECIFICATIONS
SYSTEM DESIGN
CHAPTER 4
SYSTEM DESIGN
9
both client and server modules, each with dis
nct func onali es. Through careful design
considera ons, such as client-server interac on,
message handling, error management, and
scalability, the system aims to provide a
seamless and secure cha ng experience. This
system design serves as a blueprint for
implemen ng and deploying a robust and
reliable chat applica on that meets the needs of
users while ensuring efficiency, scalability, and
maintainability.
10
SYSTEM ARCHITECTURE :
CHATTING APPLCATION
14
System Architecture:
The chat applica on follows a client-server architecture, where one
instance of the applica on acts as the server, and mul ple instances
act as clients. This architecture facilitates real- me communica on
12
between clients and ensures a scalable and robust system. Here's a
breakdown of the architectural components:
Server Component:
Responsible for managing client connec ons, relaying messages
between clients, and maintaining the overall integrity of the chat
environment.
U lizes a server socket to listen for incoming client connec ons and
create a dedicated thread for each client.
Stores client informa on, such as usernames and connec on details,
for authen ca on and message rou ng purposes.
Client Component:
Ini ates connec ons to the server and handles user interac ons, such
as sending and receiving messages.
U lizes a client socket to establish a connec on with the server and
exchange data via input and output streams.
Renders the user interface (UI) for displaying messages, inpu ng
text, and interac ng with other users.
CLASS DAIGRAM
The class diagrams provide a detailed view of the object-oriented
design of the chat applica on project. They illustrate the classes,
their a ributes, methods, and rela onships within the system.
13
Explana on:
Server Class:
Manages server-side func onality, including socket ini aliza on,
client connec on handling, and message rou ng.
Contains methods for sending and receiving messages, managing
client sessions, and broadcas ng messages to all connected clients.
A ributes: text, a1, ver cal, f, dout.
Methods: Server(), ac onPerformed(Ac onEvent ae),
formatLabel(String out), main(String[] args).
14
New Method: connectToServer(): Represents the method
responsible for establishing a connec on with the client.
Client Class: Represents individual client instances connected to
the server.
Handles client-side opera ons, such as establishing connec ons,
sending messages, and receiving messages from the server.
Includes methods for connec ng to the server, sending messages,
and upda ng the UI with incoming messages.
A ributes: text, a1, ver cal, f, dout.
Methods: Client(), ac onPerformed(Ac onEvent ae),
formatLabel(String out), main(String[] args).
New Method: connectToServer(): Represents the method
responsible for establishing a connec on with the server.
Both the Server and Client classes now have a method
connectToServer() which signifies the connec on establishment
between them.
SEQUENCE DAIGRAM
15
Explana on:
Sequence of Interac ons:
1. User Connects: The user ini ates by sending a connec on
request to the server, specifying its IP address and port
number.
2. Server Establishes Connec on: The server receives the
connec on request, establishes a connec on with the user, and
16
performs any necessary implicit login procedures (not shown
explicitly in the code but assumed).
3. User Sends Message: The user sends a text message to the
server.
17
ACTIVITY DAIGRAM
Explana on:
18
1.Start Sending : Ini ates the process of sending a
message.
2. Enter Message Text : User enters the message text in
the input field.
3. Click Send Bu on : User clicks the send bu on to send
the message.
4.Validate Message : Validates the message text.
• If the message is valid, proceed to sending the
message to the server.
• If the message is invalid (e.g., empty message),
display an error message.
5.Send Message to Server : Sends the validated message to
the server for processing.
6. Display Error Message : Displays an error message if
the message is invalid. interface (GUI) display with the
sent message.
8.End Sending: Completes the process of sending the
message.
19
Use Case Diagram for Chat Applica on System
Actors:
• User
• Server
• Database
• Use Cases:
• Login
• Send Message
20
• Receive Message Rela onships:
• User interacts with the Server through the Login use case.
• User interacts with the Server through the Send Message use
case.
• Server interacts with the Database to store and retrieve user
data during the Login use case.
• Server interacts with the Database to store messages during
the Send Message use case.
• Server interacts with the User through the Receive Message
use case.
• Database provides data to the Server for the Login and
Receive Message use cases.
21
States:
Ini al State: This is the star ng point for the server. It represents the
server being inac ve and wai ng for user connec ons.
Idle: The server is up and running but hasn't established any
connec ons with users yet.
Connected: A user has successfully connected to the server. This is
the primary state where the server interacts with the user.
Sending: The user is sending a message through the applica on.
The server is processing the message and a emp ng to send it to
other connected users.
22
Disconnected: The user has disconnected from the server, and the
connec on is terminated.
IMPLEMENTATION
CHAPTER 5
23
IMPLEMENTATION
chatting.application;
24
import javax.swing.*; import
javax.swing.border.*; import
java.awt.*; import
java.awt.event.*; import
java.util.*; import java.text.*;
import java.net.*; import
java.io.*;
JTextField text;
JPanel a1;
static Box vertical = Box.createVerticalBox();
static JFrame f = new JFrame(); static
DataOutputStream dout;
Server() {
f.setLayout(null);
25
p1.setBackground(new Color(7, 94, 84));
p1.setBounds(0, 0, 450, 70);
p1.setLayout(null); f.add(p1);
ImageIcon i1 = new
ImageIcon(ClassLoader.getSystemResource("icons/3.p ng"));
Image i2 = i1's image().getScaledInstance(25, 25,
Image.SCALE_DEFAULT);
ImageIcon i3 = new ImageIcon(i2);
JLabel back = new JLabel(i3);
back.setBounds(5, 20, 25, 25); p1.add(back);
back.addMouseListener(new MouseAdapter() {
@Override
public void mouseClicked(MouseEvent ae) {
System.exit(0);
}
});
26
import javax.swing.*; import
javax.swing.border.*; import
java.awt.*; import
java.awt.event.*; import
java.u l.*; import java.text.*;
import java.net.*; import
java.io.*;
Client() {
27
JLabel name = new JLabel("Tesla");
name's font and style.
f.setVisible(true);
}
@Override
public void ac onPerformed(Ac onEvent ae) {
try {
String out = text's content.
JPanel p2 = formatLabel(out);
dout.writeUTF(out);
text.setText("");
28
// GUI update opera ons.
} catch (IOExcep on e) {
// Error handling
}
}
SYSTEM TESTING
CHAPTER 6
SYSTEM TESTING
29
System testing is a critical phase in the Software Development Life
Cycle (SDLC) where the entire software system is tested as a
whole to ensure that it meets speci ied requirements and functions
correctly in its intended environment. This type of testing evaluates
the system's compliance with functional and non-functional
requirements and veri ies its behavior against the de ined speci
ications.
3. Test Cases: Test cases for system testing are derived from the
software requirements speci ications and are designed to validate
the system's functionality, usability, reliability, performance, and
security. These test cases cover various scenarios and use cases to
ensure comprehensive coverage.
30
4. Testing Techniques: System testing employs various
techniques such as functional testing, regression testing,
performance testing, usability testing, security testing, and
interoperability testing, among others, depending on the nature of
the software and its requirements.
31
This sec on describes the tes ng strategy, test cases, and
overall quality assurance for the chat applica on.
1.Test Plan
A comprehensive test plan ensures that the chat applica
on func ons as expected. Key elements include:
Connec on Tests: Ensure that the client can connect to the
server.
Message Sending/Receiving: Test sending and receiving
messages from client and server.
GUI Interac on: Test user interac on with bu ons, text
fields, etc.
2 . Test Cases
Several test cases were executed to verify the applica on's
func onality.
Connec on Test
Objec ve: Verify that the client can connect to the server.
Setup: Start the server, then start the client.
Expected Result: The client connects to the server without
errors.
Actual Result: [Describe actual outcome and any issues.]
32
Objec ve: Test message sending from client to server and
vice versa.
Setup: Connect the client to the server, then send a
message from the client to the server.
Expected Result: The server receives the message and
displays it in the GUI.
Actual Result: [Describe actual outcome and any issues.]
Objec ve: Test user interac on with bu ons and text fields.
Setup: Test the send bu on, text field input, and GUI
updates.
Expected Result: User interac on works as expected, and
the GUI updates correctly.
Actual Result: [Describe actual outcome and any issues.]
33
RESULT
CHAPTER 7
RESULT
34
Connec on: The client connects to the server
without errors.
Message Sending/Receiving: Messages are
successfully sent and received between client and
server.
GUI: The graphical user interface is interac ve
and func ons as expected.
1.SEVER SCREEN
In order run applica on first we need to
Run the server module
35
2.CLIENT SCREEN
36
3.SERVER AND CLIENT SCREENS
37
4.SERVER SENDING MESSAGE TO
CLIENT
38
5.CLIENT RECIVED THE MESSAGE FROM SERVER
39
6.CLIENT SENDING MESSAGE TO THE SERVER
40
7.SERVER RECIVED THE MESSAGE
41
THIS IS HOW LONG MESSAGES ARE DISPLAYED
42
CONCLUSION
CHAPTER 8
CONCLUSION
FUTURE WORK
CHAPTER 9
44
FUTURE SCOPE
REFERENCE
CHAPTER 10
REFERENCE
46