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SUBMITTED TO:

MR.A jit singh (LECTURER IN IT DEPARTMENT)

SUBMITTED BY:
Amit kumar 94372131351

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INDEX

S. No.
1. 2. 3. 4. 5.

Particulars
Companys profile. Overview of the project. Functional requirements Hardware and software requirements Introduction to languages used: JAVA MY SQL

Page number
3 5 6 7 8

6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18.

Introduction to JAVA Features of JAVA Introduction to MY SQL Investigation System requirements specification Flow chart Data Flow Diagrams Structure chart Tables Implementation Snapshots Scope of the project Bibliography

10 12 20 21 22 24 25 30 31 32 35 36 37

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COMPANYS PROFILE

Tech Confluence is a technical training provider known for providing exhaustive coverage of latest skills related to software development using Java technology. Tech Confluence aims to train students/developers/learners in the complex field of software development using Java technology, ensuring growth and survival of the Indian IT market. We not only groom the learner into a great Java software developer with the latest skills, we also set him/her on a path of self-development in the IT field. Vision We envision providing the highest quality Software Programmers to the IT market the world over. Mission Our mission is to design and deliver professional standard training in the field of software development using Java technology. Salient Traits * Professional books used as courseware. * Topics chosen during the training are aligned with the latest IT industry requirements. * Industry recognized certifications included as part of the course. * Live project development using Agile strategies. * Step-by-step instructor-led presentation and code walkthroughs. * Rigorous practice using sample code and hands-on lab exercises to reinforce key concepts.

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* Training provided by somebody who has rich experience in the field of software development. Founder's Profile * More than 5 years of experience in IT and ITES industry. * On site client exposure at locations in USA and Switzerland. * Rich experience on projects for clients like Microsoft, CitiFinancial, PepsiCo, Experian etc.

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Overview of Project
The title of the project is UNIVRSITY MANAGEMENT SYSTEM. UNIVERSITY MANAGEMENT SYSTEM (UMS) deals with the maintenance of university, college, faculty, student information with in the university. UMS is an automation system, which is used to store the college, faculty, student, courses and information of a college.This system has the following functional divisions. University Administrator College Administrator User (Students / Faculties) University Administrator has the functionality of registering new colleges and courses. College Administrator has the rights of creating department, allocating courses to departments, creating faculties, students and allocating subjects to faculties, and modifications in the data entered by the user can also be done by the college administrator. User of this may be faculty or students. There is a unique profile for each student and faculty. In the profile various kinds of information is provided like Events in college, tasks assigned to teacher , emails Etc. Faculty has the facility of entering the marks and attendance of the students, uploading the assignment and question paper etc. Students can check their marks and attendance but there is no chance of modifications, download the assignments, upload assignments , seating plan. Reports must be generated for the existing data i.e. for attendance and marks of the students, which are used to assess the performance of the students. These reports should be viewed by the in charge and user.

Starting from registration of a new student in the college, it maintains all the details regarding the attendance and marks of the students. It also It collects related information from all the departments of an organization and maintains files, which are used to generate reports in various forms to measure individual and overall performance of the students. Development process of the system starts with System analysis. System analysis involves creating a formal model of the problem to be solved by understanding requirements.

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EXISTING SYSTEM The system starts with registration of new staff and students. When the subjects are to be allocated to the faculty, the Head of the Department should enter everything in the Excel sheets. Then the staff enters corresponding subjects attendance and marks of a student then those must also be entered in the Excel sheets and validations are to be done by the user itself. So there will be a lot of work to be done and must be more conscious during the entrance of details. So, more risk is involved. PROBLEMS IN THE EXISTING SYSTEM: Storing and accessing the data in the form of Excel sheets and account books is a tedious work. It requires a lot of laborious work. It may often yield undesired results. Maintaining these records as piles may turn out to be a costlier task than any other of the colleges and institutions Risks involved in existing system: Present System is time-consuming and also results in lack of getting inefficient results. Some of the risks involved in the present system are: During the entrance of marks and attendance, if any mistake is done at a point, then this becomes cumulative and leads to adverse consequences If there is any need to retrieve results it may seem to be difficult to search.

Functional Requirements: i.Students can choose courses, attend lectures, view their attendance records, progress
reports etc as per their convenience. ii.Faculties can upload assignments, announcements, evaluate answer sheets and also can upload lectures and other discussions in various formats as in videos, power point presentation etc. iii.Upload and Download of various assignments, college notices, student's notices, journals, videos. iv.Asynchronous communication in the form of Emails, discussion boards. v.There can be forums, blogs etc to discuss various queries and to put up suggestions posted both by students and teachers. vi.Administrator can generate reports, log files. vii.Users must have valid User ID and password to login thus creating their individual profiles. 6|Page

Non-functional requirements: viii.Secure access of confidential data (users details). ix. 24 X 7 availability x.Better component design to get better performance at peak time
Flexible service based architecture will be highly desirable for future extension

HARDWARE & SOFTWARE REQUIREMENTS


For this project minimum hardware and software requirement are listed below: The hardware requirements stated above are recommended for the optimum possible performance of the new system (computerized system).

Hardware Requirements:
1. 2. 3. Scanner 4. HDD : 80 GB or above Processor RAM Other Peripheral Devices : : : Dual Core or above 512 GB or above CD-Drive, QWERTY Layout Keyboard,

Software Requirements
1. 2. 3. 4. 5. Programming Language Java Platform Operating System RDBMS Eclipse IDE : : : : JDK7 JRE Any My SQL

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INTRODUCTION TO LANGUAGE USED.


Software Technologies to be Used

JAVA

Java is a high-level, general-purpose, compiled &interpreted, dynamic programming language. Java was originally developed by James Gosling in 1991 as a general-purpose Programming language to make application software easier. Since then, it has undergone many changes and revisions and become widely popular amongst programmers. James Gosling continues to oversee development of the core language, and its upcoming version, Java7. Java borrows features from other programming languages including C.

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MYSQL

My SQL ("My S-Q-L", officially, but also commonly "My Sequel") is a relational database management system (RDBMS) that runs as a server providing multi-user access to a number of databases. The MySQL development project has made its source code available under the terms of the GNU General Public License, as well as under a variety of proprietary agreements. MySQL was owned and sponsored by a single for-profit firm, the Swedish company MySQL AB, now owned by Oracle Corporation. Free-software-open source projects that require a full-featured database management system often use MySQL. For commercial use, several paid editions are available, and offer additional functionality. Applications which use MySQL databases include: Joomla, WordPress, MyBB, phpBB, Drupal and other software built on the LAMP software stack.

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Introduction to JAVA

The Java programming language is a high-level language that can be characterized by


all of the following buzzwords: Simple Object oriented Robust Secure Architecture neutral Portable High performance Multithreaded Dynamic

With most programming languages, you either compile or interpret a program so that you can run it on your computer. The Java programming language is unusual in that a program is both compiled and interpreted. With the compiler, first you translate a program into an intermediate language called Java byte codes the platformindependent codes interpreted by the interpreter on the Java platform. The interpreter parses and runs each Java byte code instruction on the computer. Compilation happens just once; interpretation occurs each time the program is executed. The following figure illustrates how this works. You can think of Java byte codes as the machine code instructions for the Java Virtual Machine (Java VM). Every Java interpreter, whether it's a development tool or a Web browser that can run applets, is an implementation of the Java VM. Java byte codes help make "write once, run anywhere" possible. You can compile your program into byte codes on any platform that has a Java compiler. The byte codes can then be run on any implementation of the Java VM. That means that as long as a 10 | P a g e

computer has a Java VM, the same program written in the Java programming language can run on Windows 2000, a Solaris workstation, or on an iMac.

The Java Platform


A platform is the hardware or software environment in which a program runs. We've already mentioned some of the most popular platforms like Windows 2000, Linux, Solaris, and Mac OS. Most platforms can be described as a combination of the operating system and hardware. The Java platform differs from most other platforms in that it's a software-only platform that runs on top of other hardware-based platforms. The Java platform has two components: The Java Virtual Machine (Java VM) The Java Application Programming Interface (Java API)

The Java API is a large collection of ready-made software components that provide many useful capabilities, such as graphical user interface (GUI) widgets. The Java API is grouped into libraries of related classes and interfaces; these libraries are known as packages. Native code is code that after you compile it, the compiled code runs on a specific hardware platform. As a platform-independent environment, the Java platform can be a bit slower than native code. However, smart compilers, well-tuned interpreters, and justin-time byte code compilers can bring performance close to that of native code without threatening portability. The Java compiler allows you to cascade references to class and instance methods and variables together, resulting in constructs like the one that appears in the sample program.

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Features of JAVA
Inheritance
Generally speaking, objects are defined in terms of classes. You know a lot about an object by knowing its class. Even if you don't know what a penny-farthing is, if I told you it was a bicycle, you would know that it had two wheels, handle bars, and pedals. Object-oriented systems take this a step further and allow classes to be defined in terms of other classes. For example, mountain bikes, racing bikes, and tandems are all kinds of bicycles. In object-oriented terminology, mountain bikes, racing bikes, and tandems are all subclasses of the bicycle class. Similarly, the bicycle class is the superclass of mountain bikes, racing bikes, and tandems. This relationship is shown in the following figure.

Relationship Object Oriented Each subclass inherits state (in the form of variable declarations) from the superclass. Mountain bikes, racing bikes, and tandems share some states: cadence, speed, and the like. Also, each subclass inherits methods from the superclass. Mountain bikes, racing bikes, and tandems share some behaviors: braking and changing pedaling speed, for example. 12 | P a g e

However, subclasses are not limited to the state and behaviors provided to them by their superclass. Subclasses can add variables and methods to the ones they inherit from the superclass. Tandem bicycles have two seats and two sets of handle bars; some mountain bikes have an extra set of gears with a lower gear ratio. Subclasses can also override inherited methods and provide specialized implementations for those methods. For example, if you had a mountain bike with an extra set of gears, you would override the "change gears" method so that the rider could use those new gears. You are not limited to just one layer of inheritance. The inheritance tree, or class hierarchy, can be as deep as needed. Methods and variables are inherited down through the levels. In general, the farther down in the hierarchy a class appears, the more specialized its behavior. The Object class is at the top of class hierarchy, and each class is its descendant (directly or indirectly). A variable of type Object can hold a reference to any object, such as an instance of a class or an array. Object provides behaviors that are required of all objects running in the Java Virtual Machine. For example, all classes inherit Object's to String method, which returns a string representation of the object. Inheritance offers the following benefits: Subclasses provide specialized behaviors from the basis of common elements provided by the superclass. Through the use of inheritance, programmers can reuse the code in the superclass many times. Programmers can implement super classes called abstract classes that define "generic" behaviors. The abstract superclass defines and may partially implement the behavior, but much of the class is undefined and unimplemented. Other programmers fill in the details with specialized subclasses

Interface
In English, an interface is a device or a system that unrelated entities use to interact. According to this definition, a remote control is an interface between you and a television set, the English language is an interface between two people, and the protocol of behavior enforced in the military is the interface between people of different ranks. Within the Java programming language, an interface is a device that unrelated objects use to interact 13 | P a g e

with each other. An interface is probably most analogous to a protocol (an agreed on behavior). In fact, other object-oriented languages have the functionality of interfaces, but they call their interfaces protocols. The bicycle class and its class hierarchy defines what a bicycle can and cannot do in terms of its "bicycleness." But bicycles interact with the world on other terms. For example, a bicycle in a store could be managed by an inventory program. An inventory program doesn't care what class of items it manages as long as each item provides certain information, such as price and tracking number. Instead of forcing class relationships on otherwise unrelated items, the inventory program sets up a protocol of communication. This protocol comes in the form of a set of constant and method definitions contained within an interface. The inventory interface would define, but not implement, methods that set and get the retail price, assign a tracking number, and so on. To work in the inventory program, the bicycle class must agree to this protocol by implementing the interface. When a class implements an interface, the class agrees to implement all the methods defined in the interface. Thus, the bicycle class would provide the implementations for the methods that set and get retail price, assign a tracking number, and so on. You use an interface to define a protocol of behavior that can be implemented by any class anywhere in the class hierarchy. Interfaces are useful for the following: Capturing similarities among unrelated classes without artificially forcing a class relationship. Declaring methods that one or more classes are expected to implement. Revealing an object's programming interface without revealing its class.

Object
Objects are key to understanding object-oriented technology. You can look around you now and see many examples of real-world objects: your dog, your desk, your television set, your bicycle. These real-world objects share two characteristics: They all have state and behavior. For example, dogs have state (name, color, breed, hunger) and behavior (barking, fetching, and wagging tail). Bicycles have state (current gear, current pedal cadence, two wheels, 14 | P a g e

and number of gears) and behavior (braking, accelerating, slowing down, and changing gears). Software objects are modeled after real-world objects in that they too have state and behavior. A software object maintains its state in one or more variables. A variable is an item of data named by an identifier. A software object implements its behavior with methods. A method is a function (subroutine) associated with an object. Definition: An object is a software bundle of variables and related methods. You can represent real-world objects by using software objects. You might want to represent real-world dogs as software objects in an animation program or a real-world bicycle as software object in the program that controls an electronic exercise bike. You can also use software objects to model abstract concepts. For example, an event is a common object used in GUI window systems to represent the action of a user pressing a mouse button or a key on the keyboard. The following illustration is a common visual representation of a software object:

Visual Representation of software object Everything that the software object knows (state) and can do (behavior) is expressed by the variables and the methods within that object. A software object that modeled your real-world bicycle would have variables that indicated the bicycle's current state: its speed is 10 mph, its pedal cadence is 90 rpm, and its current gear is the 5th gear. These variables are formally known as instance variables because they contain the state for a particular bicycle object, and in object-oriented terminology, a particular object is called an instance.

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Bicycle modeled as a software object In addition to its variables, the software bicycle would also have methods to brake, change the pedal cadence, and change gears. (The bike would not have a method for changing the speed of the bicycle, as the bike's speed is just a side effect of what gear it's in, how fast the rider is pedaling, whether the brakes are on, and how steep the hill is.) These methods are formally known as instance methods because they inspect or change the state of a particular bicycle instance. The object diagrams show that the object's variables make up the center, or nucleus, of the object. Methods surround and hide the object's nucleus from other objects in the program. Packaging an object's variables within the protective custody of its methods is called encapsulation this conceptual picture of an object-a nucleus of variables packaged within a protective membrane of methods-is an ideal representation of an object and is the ideal that designers of object-oriented systems strive for. However, it's not the whole story. Often, for practical reasons, an object may wish to expose some of its variables or hide some of its methods. In the Java programming language, an object can specify one of four access levels for each of its variables and methods. The access level determines which other objects and classes can access that variable or method. Variable and method access in Java is covered in Controlling Access to Members of a Class. Encapsulating related variables and methods into a neat software bundle is a simple yet powerful idea that provides two primary benefits to software developers: Modularity: The source code for an object can be written and maintained independently of the source code for other objects. Also, an object can be easily passed around in the system. You can give your bicycle to someone else, and it will still work.

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Information hiding: An object has a public interface that other objects can use to communicate with it. The object can maintain private information and methods that can be changed at any time without affecting the other objects that depend on it. You don't need to understand the gear mechanism on your bike to use it.

Class
In the real world, you often have many objects of the same kind. For example, your bicycle is just one of many bicycles in the world. Using object-oriented terminology, we say that your bicycle object is an instance of the class of objects known as bicycles. Bicycles have some state (current gear, current cadence, two wheels) and behavior (change gears, brake) in common. However, each bicycle's state is independent of and can be different from that of other bicycles. When building bicycles, manufacturers take advantage of the fact that bicycles share characteristics, building many bicycles from the same blueprint. It would be very inefficient to produce a new blueprint for every individual bicycle manufactured. In object-oriented software, it's also possible to have many objects of the same kind that share characteristics: rectangles, employee records, video clips, and so on. Like the bicycle manufacturers, you can take advantage of the fact that objects of the same kind are similar and you can create a blueprint for those objects. A software blueprint for objects is called a class. Definition: A class is a blueprint, or prototype, that defines the variables and the methods common to all objects of a certain kind.

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Class Implementation

Objects vs. Classes


You probably noticed that the illustrations of objects and classes look very similar. And indeed, the difference between classes and objects is often the source of some confusion. In the real world, it's obvious that classes are not themselves the objects they describe: A blueprint of a bicycle is not a bicycle. However, it's a little more difficult to differentiate classes and objects in software. This is partially because software objects are merely electronic models of real-world objects or abstract concepts in the first place. But it's also because the term "object" is sometimes used to refer to both classes and instances. In the figures, the class is not shaded, because it represents a blueprint of an object rather than an object itself. In comparison, an object is shaded, indicating that the object exists and that you can use it.

Message
A single object alone is generally not very useful. Instead, an object usually appears as a component of a larger program or application that contains many other objects. Through the interaction of these objects, programmers achieve higher-order functionality and more complex behavior. Your bicycle hanging from a hook in the garage is just a bunch of titanium alloy and rubber; by itself, the bicycle is incapable of any activity. The bicycle is useful only when another object (you) interacts with it (pedal). Software objects interact and communicate with each other by sending messages to each other. When object A wants object B to perform one of B's methods, object A sends a message to object B

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Sending of message between objects Sometimes, the receiving object needs more information so that it knows exactly what to do; for example, when you want to change gears on your bicycle, you have to indicate which gear you want. This information is passed along with the message as parameters. The next figure shows the three components that comprise a message: The object to which the message is addressed (Your Bicycle) The name of the method to perform (change Gears) Any parameters needed by the method (lower Gear)

Components of a message

These three components are enough information for the receiving object to perform the desired method. No other information or context is required. Messages provide two important benefits. An object's behavior is expressed through its methods, so (aside from direct variable access) message passing supports all possible interactions between objects. Objects don't need to be in the same process or even on the same machine to send and receive messages back and forth to each other.

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Introduction to MY SQL What is MySQL?


MySQL is a database. The data in MySQL is stored in database objects called tables. A table is a collection of related data entries and it consists of columns and rows. Databases are useful when storing information categorically. A company may have a database with the following tables: "Employees", "Products", "Customers" and "Orders".

Database Tables
A database most often contains one or more tables. Each table is identified by a name (e.g. "Customers" or "Orders"). Tables contain records (rows) with data. Below is an example of a table called "Persons": LastName Hansen Svendson Pettersen FirstName Ola Tove Kari Address Timoteivn 10 Borgvn 23 Storgt 20 City Sandnes Sandnes Stavanger

The table above contains three records (one for each person) and four columns (LastName, FirstName, Address, and City).

Queries
A query is a question or a request. With MySQL, we can query a database for specific information and have a record set returned. Look at the following query: SELECT LastName FROM Persons

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The query above selects all the data in the "LastName" column from the "Persons" table, and will return a record set like this: LastName Hansen Svendson Pettersen

Create a Database
The CREATE DATABASE statement is used to create a database in MySQL.

Syntax
CREATE DATABASE database_name

Create a Table
The CREATE TABLE statement is used to create a table in MySQL. Syntax CREATE TABLE table_name ( column_name1 data_type, column_name2 data_type, column_name3 data_type, .... )

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DESIGN SYSTEM REQUIREMENT SPECIFICATION


This section specifies the user and the system requirements of the complaints and calls of the office. The data produced during the fact finding investigation are analysed to determine requirement specifications, the description of features for a new system. Purpose of SRS: To provide an unambiguous and complete statement of functionality provided by the system. To clearly define the boundaries of the system. To establish linkage with other modules and external environment. To define complete data flow of the system. To identify inputs and outputs of the system. To identify the sub system within subsystems( if exists) To provide the basis for the preparation of the system design description.

Statement of user needs A main purpose of the product specification is to define the need of the products user. Sometimes, the specification may be a part of a contract sign between the producer and the user. It could also form part of the user manuals. A users

needs are sometimes not clearly understood by the developer. If this is the case, a careful analysis involving much interaction with the user should be devoted to reaching a clear statement of requirements, in order to avoid possible misunderstandings. Sometimes, at the beginning of a project, even the user has no clear idea of what exactly the desired product is. Think for instance of user interface , a user with no previous experience with computer products may not appreciate the difference between , say menu driven interaction and a command line interface. Even an exact formation of system functions and performance may be missing an initial description produced by an inexperienced user.

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Specifications are also used as a reference point during product implementation. In fact, the ultimate goal of the implementation is to build a product that needs specification. Thus the implementers use specifications during design to make design decisions and during the verification activity to check that the implementation compiles with specifications.

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FLOW CHART
LOGIN

Enter User name and Password

Authenticate User name and Password

NO Invalid Username and Password

YES Welcome Member Form

Stop

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E-R Diagram

DATA FLOW DIAGRAMS (DFD)


A DFD describes what data flow (logical) rather than how they are processed, so it does not depend on hardware, software, data structure, or file organization. A DFD, also known as a bubble chart, has the purpose of clarifying system requirements and identifying major transformations that will become programs in system design. So it is the starting point of the design phase that functionally decomposes of a series of bubbles joined by lines. The bubbles represent data 15 transformations and the lines represent data flows in the system. Data flow diagrams show the flow of data through the system. Their arrows represent paths down which data can flow. Looping and branching are not typically shown. Data flow diagrams can show processes that have dramatically different timing. 25 | P a g e

In short, DFD is designed to aid communication. A DFD typically shows the minimum contents of data stores. The DFD methodology is quite effective when the required design is unclear and the user and the analyst need a notational language for communication. The DFD is easily to understand after a brief orientation. The primary strength of the DFD is its ability to represent data flows. It may be used at high or low levels of analysis and provides good system documentation. Data Flow Diagram (DFD) is an important technique for modeling a systems high-level detail by showing how input data is transformed to output results through a sequence of functional transformations. DFDs reveal relationships among and between the various components in a program or system. DFDs consist of four major components: entities, processes, data stores and data flow.

DFD Symbols: In the DFD there are four symbols:-

Function :

File/Database :

Input/Output : Data Flow: A Data Flow Diagram (DFD) is a diagrammatic representation of the information flows within a system, showing:

how information enters and leaves the system, what changes the information, Where information is stored.

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DFD Level 0
DFD for processing in University Management System project: -

Users

Verify UserID and Password

LoggedIn

Error Message

Level 1 DFD- User

Details Login Confirmation User name, Password User Validation Login

Database Management

Updating

Data

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Level 1 DFD- Administrator

Administrator Login Details Login

Login

Verifications & Approvals


UMS

Database
Overall Control

Database Management

Register Student And Teacher

Managing

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Structure Chart:-

User

User Authenticati on

Admin

Student Teacher

Admin Details

Admin Details

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Tables being used Student Table


Rollno(PK) Password Varchar2(10) Varchar2(10)

Teacher Table
ID(PK) Password Varchar2(10) Varchar2(10)

Register Student table


Name Rollno(FK) Class Course College Phone no. Address DOB Father Name Department Varchar2(20) Varchar2(10) Varchar2(30) Varchar2(35) Varchar2(35) Varchar2(12) Varchar2(40) Varchar2(20) Varchar2(15) Varchar2(25)

Register Teacher
Name Department College Address DOB Phone no. Varchar2(15) Varchar2(25) Varchar2(35) Varchar2(40) Varchar2(20) Varchar2(12)

Student Profile
Rollno(FK) Profile Picture Message Events Varchar2(10) Blob Varchar2(30) Varchar2(30)

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Student_Attendence
Rollno(FK) Sub1 Sub2 Sub3 Sub4 Total Percentage Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10)

Student_Marks
Rollno(FK) Sub1 Sub2 Sub3 Sub4 Total Percentage Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10) Varchar2(10)

IMPLEMENTATION
Implementation is the process of having system personally checked out and put new equipments into use, trained users, installed the new application and construct and file of data needed to use it. Depending on the size of the organization that will be involved in using the application and the risk associated with its users, system developers may choose to pilot(test) the operation in only one area of the firm, say in one department or with only one or two persons. Regardless of the implementation strategy use, developers strive to ensure that the systems initial use in trouble. 31 | P a g e

Once installed, applications are often used for many years. However, both the organization and the user will change, and the environment will be different over weeks and months. Therefore, the application will undoubtedly have to be maintained, modifications and change will be made to softwares, file or procedures to meet emerging user requirement. In the sense, Implementation is an ongoing process.

Activities performed for implementation


Study Requirements and Design document Decide methodology of development Select and customize coding standards Develop units Code Self test will be done before submitting it to Code review Code review will be done by peers, by the method of walkthrough Unit test by test engineers. Integration of components

Integration testing Preparation of Installable Release to testing team

Outputs Integrated and tested units Peer Review Code Review Log Defect List

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Deployment
Following activities will be performed for Deployment: Secure the deliverable Prepare appropriate media, ensure correctness of version and check product integrity Check for virus, worms or any other element that could cause a damage Prepare Delivery Note, in case of final delivery Close Field Defects Get Acceptance Certificate from User Get the Project Evaluation Form filled by the User

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Snapshots

Home page

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Work Carried Out So Far


Application has Five different modules which are
Requirements analysis Designing Design validation Development Developing and Managing application

From All Five modules only first Three modules are completed and 40% of the
development modules has been completed. Remaining modules are yet to be started.

Work to be done in remaining period of time


Remaining 60% of the development module will be done. Testing phase will be performed. Verification and validation will be done. Management of the application will be done.

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BIBLIOGRAPHY

1. System Analysis and Design By: Elias M. Awad. 2. Head First Java By: Kathy Sierra and Bert Bates. 3. Head First Servlets & JSP By: Bryan Basham, Kathy Sierra and Bert Bates. 4. www.google.com 5. www.javaranch.com

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