1. Project Report
On
File (Text/Video) Compression And
Decompression
Submitted as a partial fulfillment of the requirements for the award of the
degree of
Bachelors of Technology
In
Computer Science & Engineering
Submitted By:
Dileep kumar seth
(Roll No. 0802810022)
Mohit Pant
(Roll NO 0802810040)
Under The Guidance of
Mr. Hariom Sharma
(Assistant Professor)
DEPARTMENT OF COMPUTER SCEINCE AND ENGINEERING
Ideal Institute of Technology Ghaziabad [U.P.]
(Approved by AICTE and affiliated to Gautama Budh Technical University Lucknow
U.P.)
July, 2012
i
2. Certificate
This is to certify that this project entitled “File compression (Text/video)
/ decompression” submitted by Mohit Pant(0802810040), Dileep Kr.
Seth (0802810022) students of Computer Science and Engineering
Department, Ideal Institute of Technology , Ghaziabad in the partial
fulfillment of the requirement for the award of Bachelors of Technology
(Computer Science & Engineering) Degree of UPTU, Lucknow, is a record
of students own study carried under my supervision & guidance.
This report has not been submitted to any other university or institution
for the award of any degree.
Name of Project Guide Mr. Hari Om Sharma
Designation Project Co-ordinator
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3. Acknowledgement
Any task in the world cannot be accomplished on a sole basis. It directly or indirectly
needs the overt or covert support of their acquaintances, beloved ones or their faculty
heads. We have culminated our project with the aid of not only our friends but the
assistance provided by our faculties cannot be neglected.
Thus we would like to give a sincere thank to my institute “Ideal Institute of
Technology, Ghaziabad” for providing me the platform in which we have put my raw
knowledge of concepts to an implementation level. The availabilities of laboratories
with skilled technicians made our job easier. The facility of internet provided us with
the ease which helped us to reach the implementation level fast.
We would like to honor our director Dr. G. P. Govil, Director, IIT-Ghaziabad, for
the incredible support he gave us. He fostered and encouraged us to pursue it to finish
it to the rising stars. His motivation acted as a strength for us.
Our acknowledgement cannot be complete without mentioning this name who have
not only supported us but also showered his experience drops on our project which
makes it embellishing and a full fledged technology. Being a project guide, Mr. Hari
Om Sharma was not centralized by vesting all the power of project to himself. In
spite of this he delegated his knowledge to us which helped us to learn a lot.
A special thanks to all faculty members who were keen to respond our queries.
Support of our colleagues cannot be snubbed.
Last but not least we would like to thank our parents for supporting us to complete our
presentation report in all ways.
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4. Abstract
Social network sites (SNSs) are increasingly attracting the attention of academic and
industry researchers intrigued by their affordances and reach. This special theme
section of the Journal of Computer-Mediated Communication brings together
scholarship on these emergent phenomena. In this introductory article, we describe
features of SNSs and propose a comprehensive definition. We then present one
perspective on the history of such sites, discussing key changes and developments.
After briefly summarizing existing scholarship concerning SNSs, we discuss the
articles in this special section and conclude with considerations for future research.
iv
5. Table of Contents
CHAPTER NO TITLE PAGE
NO.
1. INTRODUCTION
1.1 KEY FEATURES
2. PURPOSE
2.1 EXISTING SYSTEM
2.2 PROPOSED SYSTEM
3. SYSTEM DESCRIPTION
3.1 TECHNOLOGIES USED
3.1.1 JAVA
3.2 TOOLS USED
3.2.1 My eclipse
3.2.2 Oracle 11g
3.2.3 Adobe Dreamwear
4. MODULE DESCRIPTION
4.1 Create Account
4.2 Access Your Account
4.3 View Your profile
4.4 Share Ideas
4.5 Search friends,send messages and edit account
5. SOFTWARE REQUIREMENT SPECIFICATION
5.1 REQUIREMENT ELICITAION
5.2 REQUIREMENT SPECIFICATION
5.3 IDENTIFICATION OF NEEDS
5.4 PRELIMINARY INVESTIGATION
v
6. 5.5 SOFTWARE ENGINEERING PARADIGM
6 ANALYSIS
6.1 FEASIBILITY STUDY
6.1.1 TECHNICAL FEASIBILITY
6.1.2 ECONOMIC FEASIBILITY
6.1.3 BEHAVIORAL FEASIBILITY
6.2 PRODUCT FUNCTION
6.3 USER CHARACTERISTICS
7 SYSTEM DESIGN
7.4 SOFTWARE DESIGN
7.4.1 CODING
FRAME DESIGN
GUI CONSTANT
WORKING DIOLOG
7.4.2 SOFTWARE INTEGRATION & VERIFICATION
7.4.3 SYSTEM VERIFICATION
7.4.4 OPERATION & MAINTAINENCE
7.5 DESIGN STRATERGY
7.5.1 BOTTOM-UP
7.9.2 OBJECT ORIENTED DESIGN
7.6 DATA FLOW DIAGRAM
7.6.1 CONTEXT LEVEL DIAGRAM
7.6.2 LEVEL 1 DFD
7.7 USE CASE DIAGRAM
7.11 FLOW CHART
8 TESTING
9 SCREEN SHOTS
10 CONCLUSION
11 APPENDIX – REFERENCES
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7. CHAPTER 1
INTRODUCTION
Since their introduction, social network sites (SNSs) such as MySpace, Facebook,
Cyworld, and Bebo have attracted millions of users, many of whom have integrated
these sites into their daily practices. As of this writing, there are hundreds of SNSs,
with various technological affordances, supporting a wide range of interests and
practices. While their key technological features are fairly consistent, the cultures that
emerge around SNSs are varied. Most sites support the maintenance of pre-existing
social networks, but others help strangers connect based on shared interests, political
views, or activities. Some sites cater to diverse audiences, while others attract people
based on common language or shared racial, sexual, religious, or nationality-based
identities. Sites also vary in the extent to which they incorporate new information and
communication tools, such as mobile connectivity, blogging, and photo/video-sharing.
Scholars from disparate fields have examined SNSs in order to understand the
practices, implications, culture, and meaning of the sites, as well as users' engagement
with them. This special theme section of the Journal of Computer-Mediated
Communication brings together a unique collection of articles that analyze a wide
spectrum of social network sites using various methodological techniques, theoretical
traditions, and analytic approaches. By collecting these articles in this issue, our goal
is to showcase some of the interdisciplinary scholarship around these sites.
The purpose of this introduction is to provide a conceptual, historical, and scholarly
context for the articles in this collection. We begin by defining what constitutes a
social network site and then present one perspective on the historical development of
SNSs, drawing from personal interviews and public accounts of sites and their
changes over time. Following this, we review recent scholarship on SNSs and attempt
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8. to contextualize and highlight key works. We conclude with a description of the
articles included in this special section and suggestions for future research.
.
CHAPTER 3
PURPOSE
A social networking service is an online service, platform, or site that focuses on
facilitating the building of social networks or social relations among people who, for
example, share interests, activities, backgrounds, or real-life connections. A social
network service consists of a representation of each user (often a profile), his/her
social links, and a variety of additional services. Most social network services
are web-based and provide means for users to interact over the Internet, such as e-
mail and instant messaging. Online community services are sometimes considered as
a social network service, though in a broader sense, social network service usually
means an individual-centered service whereas online community services are group-
centered. Social networking sites allow users to share ideas, activities, events, and
interests within their individual networks.
Social networking sites are not only for you to communicate or interact with other
people globally but, this is also one effective way for business promotion. A lot of
business minded people these days are now doing business online and use these social
networking sites to respond to customer queries. It isn't just a social media site used to
socialize with your friends but also, represents a huge pool of information from day to
dayliving.
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9. CHAPTER 4
SYSTEM DESCRIPTION
3.1 TECHNOLOGIES USED:
JAVA : Programming Interface
3.1.1 JAVA
Java is a small, simple, safe, object oriented, interpreted or dynamically optimized,
byte coded, architectural, garbage collected, multithreaded programming language
with a strongly typed exception-handling for writing distributed and dynamically
extensible programs.
Java is an object oriented programming language. Java is a high-level, third
generation language like C, FORTRAN, Small talk, Pearl and many others. You can
use java to write computer applications that crunch numbers, process words, play
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10. games, store data or do any of the thousands of other things computer software can
do.
Special programs called applets that can be downloaded from the internet and played
safely within a web browser. Java a supports this application and the follow features
make it one of the best programming languages.
It is simple and object oriented.
It helps to create user friendly interfaces.
It is very dynamic.
TOOLS USED:
NETBEANS 7.0
Current versions
Net Beans IDE 6.0 introduced support for developing IDE modules and rich
client applications based on the Net Beans platform, a Java Swing GUI builder
(formerly known as "Project Matisse"), improved CVS support, Web Logic 9
and JBoss 4 support, and many editor enhancements. Net Beans 6 is available in
official repositories of major Linux distributions.
Net Beans IDE 6.5, released in November 2008, extended the existing Java
EE features (including Java Persistence support, EJB 3 and JAX-WS).
Additionally, the Net Beans Enterprise Pack supports development of Java EE 5
enterprise applications, including SOA visual design tools, XML schema tools, web
services orchestration (for BPEL), and UML modeling. The Net Beans IDE Bundle
for C/C++ supports C/C++ and FORTRAN development.
Net Beans IDE 6.8 is the first IDE to provide complete support of Java EE 6 and
the Glass Fish Enterprise Server v3. Developers hosting their open-source
projects on kenai.com additionally benefit from instant messaging and issue
tracking integration and navigation right in the IDE, support for web application
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11. development with PHP 5.3 and the Symfony framework, and improved code
completion, layouting, hints and navigation in JavaFX projects.
Net Beans IDE 6.9, released in June 2010, added support for OSGi, Spring
Framework 3.0, Java EE dependency injection (JSR-299), Z end
Framework for PHP, and easier code navigation (such as "Is
Overridden/Implemented" annotations), formatting, hints, and refactoring across
several languages.
NetBeans IDE 7.0 was released in April 2011. On August 1, 2011, the NetBeans
Team released NetBeans IDE 7.0.1, which has full support for the official release
of the Java SE 7 platform.
CHAPTER 5
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12. MODULE DESCRIPTION
There are four modules in this project:
4.1 Compression
This module helps us to compress a file or folder. The compressed file will have a
extension that has been given at the development time. We can send the compressed
file over the internet so that users having this software can decompress it.
4.2 Decompression
This is the reverse process of file compression. Here we can decompress the
compressed file and get the original file.
4.3 View files in the compressed file
Here we can view the list of files inside our compressed file. We can view the
files before decompressing and decide to decompress or not.
4.4 Set icon and extension
This is additional feature in our project. We can set our own extension to the
compressed file. More than that we can specify the style of icon for the compressed
file. Users will also be given a option to change the icon as per their preference.
Algorithm Description .
To avoid a college assignment
The domain name of this website is from my uncle’s algorithm. In nerd circles, his
algorithm is pretty well known. Often college computer science textbooks will refer to
the algorithm as an example when teaching programming techniques. I wanted to
keep the domain name in the family so I had to pay some domain squatter for the
rights to it.
Back in the early 1950’s, one of my uncle’s professors challenged him to come up
with an algorithm that would calculate the most efficient way to represent data,
minimizing the amount of memory required to store that information. It is a simple
question, but one without an obvious solution. In fact, my uncle took the challenge
from his professor to get out of taking the final. He wasn’t told that no one had solved
the problem yet.
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13. I’ve written a simple program to demonstrate Huffman Coding in Java. Because I
have this web site, several times a year I receive a frantic e-mail from a college
student stating, basically, “I have a homework assignment to code the Huffman
Algorithm and it is due next week. I am too lazy or clueless to do the work myself, so
can you just send me the source code so I can pass it off as my own.” I don’t normally
accommodate them, but perhaps this will help them do their own homework.
A little of bit of background
Computers store information in zeros and ones: binary “off”s and “on”s. The standard
way of storing characters on a computer is to give each character a sequence of 8 bits
(or “binary digits”) which can be 0’s or 1’s. This allows for 256 possible characters
(because 2 to the 8th power is 256). For example, the letter “A” is given the unique
code of 01000001. Unicode allocates 16 bits per character and it handles even non-
Roman alphabets. It is simply easier for computers to handle characters when they all
are the same size. The more bits you allow per character the more characters you can
support in your alphabet.
But when you make every character the same size, it can waste space. In written text,
all characters are not created equal. The letter “e” is pretty common in English text,
but rarely does one see a “Z.” But since it is possible to encounter both in text, each
has to be assigned a unique sequence of bits. But if “e” was a 7-bit sequence and “Z”
was 9 bits then, on average, a message would be slightly smaller than otherwise
because there would be more short sequences than long sequences. You could
compound the savings by adjusting the size of every character and by more than 1 bit.
Even before computers, Samuel Morse took this into account when assigning letters
to his code. The very common letter “E” is the short sequence of “·” and the
uncommon letter “Q” is the longer sequence of “— — · —.” He came up with Morse
code by looking at the natural distribution of letters in the English alphabet and
guessing from there. Morse code isn’t perfect because some common letters have
longer codes than less common ones. For example the letter “O,” which is a long “—
— —,” is more common than the letter “I,” which is the shorter code “· ·.” If these
two assignments where swapped, then it would be slightly quicker, on average, to
transmit Morse code. Huffman Coding is a methodical way for determining how to
best assign zeros and ones. It was one of the first algorithms for the computer age. By
the way, Morse code is not really a binary code because it puts pauses between letters
and words. If we were to put some bits between each letter to represent pauses, it
wouldn’t result in the shortest messages possible.
This adjusting of the codes is called compression and sometimes the computational
effort in compressing data (for storage) and later uncompressing it (for use) is worth
the trouble. The more space a text file takes up makes it slower to transmit from one
computer to another. Other types of files, which have even more variability than the
English language, compress even better than text. Uncompressed sound (.WAV) and
image (.BMP) files are usually at least ten times as big as their compressed
equivalents (.MP3 and .JPG respectively). Web pages would take ten times as long to
download if we didn’t take advantage of data compression. Fax pages would take
longer to transmit. You get the idea. All of these compressed formats take advantage
of Huffman Coding.
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14. Again, the trick is to choose a short sequence of bits for representing common items
(letters, sounds, colors, whatever) and a longer sequence for the items that are
encountered less often. When you average everything out, a message will require less
space if you come up with good encoding dictionary.
Mixing art and computer science
You cannot just start assigning letters to unique sequences of 0’s and 1’s because
there is a possibility of ambiguity if you do not do it right. For example, the four most
common letters of the English alphabet are “E,” “T,” “O,” and “A.” You cannot just
assign 0 to “E,” 1 to “T,” 00 to “O,” 01 to “A,” because if you encounter “…01…” in
a message, you could not tell if the original message contained “A” or the sequence
“ET.” The code for a letter cannot be the same as the front part of a different letter. To
avoid this ambiguity, we need a way of organizing the letters and their codes that
prevents this. A good way of representing this information is something computer
programmers call a binary tree.
Alexander Calder is an American artist who builds mobiles and really likes the colors
red and black. One of his larger works hangs from the East building atrium at the
National Gallery, but he had made several similar to it. The mobile hangs from a
single point in the middle of a pole. It slowly sways as the air circulates in the room.
On each end of the pole you’ll see either a weighted paddle or a connection to the
middle of another pole. Similarly, those lower poles have things hanging off of them
too. At the lowest levels, all the poles have weights on their ends.
Programmers would look at this mobile and think of a binary tree, a common
structure for storing program data. This is because every mobile pole has exactly two
ends. For the sake of this algorithm, one end of the pole is considered “0” while the
end is “1.” The weights at the ends of the poles will have letters associated with them.
If an inchworm were to travel from the top of the mobile to a letter, it would walk
down multiple poles, sometimes encountering the “0” and sometimes the “1.” The
sequence of binary digits to the letter ends up corresponding to the encoding of that
letter.
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15. Let us build a mobile
So how do we build that perfectly balanced mobile? The first step of Huffman Coding
is to count the frequency of all the letters in the text. Sticking with mobile analogy, we
need to create a bunch of loose paddles, each one painted with a letter in the alphabet.
The weight of each paddle is proportional to the number of times that letter appears in
the text. For example, if the letter “q” appears twice, then its paddle should weight
two ounces and the “e” paddle would weigh 10 ounces if that many “e”s were present.
Every paddle has a loop for hanging.
For our example, lets assume that in our tiny file there were two “q”, three “w”s, six
“s”s, and ten “e”s.
Now lets prepare some poles. We’ll need one fewer poles than unique characters. For
example, with 4 unique characters we’ll need 3 poles. One end of each pole is “0” and
the other end is “1.” Each pole will have a hook on both ends for holding things and a
loop in the middle for being hung itself. In my imaginary world, poles weigh nothing.
Now let us line up all the paddles then find the two lightest of them and connect them
to opposite ends of a pole. In the example below, ”q“ and ”w“ were the lightest (least
frequent). From now on, we’ll consider those two paddles and their pole as one
inseparable thing. The weight of the “q+w” object is the sum of the two individual
paddles. Remember the pole itself weighs nothing. We’ll put down the object then
we’ll repeat the process. The two lightest things in the room now may be an
individual paddle or possibly a previously connected contraption. In the picture
below, “q+w” (with a weight of 5) and “s” (with a weight of 6) were the next two
lightest objects. Then we are left with a “q+w+s” (with a weight of 11) and “e” (with
a weight of 10) as the last two groupings. We’ll attach those two together. We are
attaching the poles from the bottom up. We’ve hooked up the two lightest things until
we’ve got exactly one contraption that contains the weight of the entire text.
So what do we do with this tree?
Now let’s hang up the mobile and admire our handiwork. The heaviest paddles (like
the frequent “e”) will have a tendency to be nearer to the top because they were added
later while to the lightest paddles (the infrequent “q”) will be at the bottom because
they were grabbed first and connect to pole after pole, and so forth. In other words,
the path from the top to the common letters will be the shortest binary sequence. The
path from the top to the rare letters at the bottom will be much longer. The code for
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16. “e” is “0”, “s” is “10”, “w” is “111” and “q” is “110.” We have built a Huffman
Coding tree.
To finish compressing the file, we need to go back and re-read the file. This time,
instead of just counting the characters, we’ll lookup, in our tree, each character
encountered in the file and write its sequence of zeros and ones to a new file. Later,
when we want to restore the original file, we’ll read the zeros and ones and use the
tree to decode them back into characters. This implies that when we must have the
tree around at the time we decompressing it. Commonly this is accomplished by
writing the tree structure at the beginning of the compressed file. This will make the
compressed file a little bigger, but it is a necessary evil. You have to have the secret
decoder ring before you can pass notes in class.
Other ways of squeezing data
Since my uncle devised his coding algorithm, other compression schemes have come
into being. Someone noticed that the distribution of characters may vary at different
spots in the source, for example a lot of “a”s around the beginning of the file but later
there might be a disproportionate number of “e”s. When that is the case, it is
occasionally worth the effort to adjust how the Huffman tree hangs while running
through the file. One could slice the file into smaller sections and have different trees
for each section. This is called Adaptive Huffman Coding.
Three other guys (Lempel, Ziv and Welch) realized that certain sequences of
characters can be common, for example the letter “r” is often followed by the letter
“e”, so we could treat the sequence “re” as just another letter when assigning codes.
Sometimes it is not necessary to re-create the original source exactly. For example,
with image files the human eye cannot detect every subtle pixel color difference. The
JPEG (“Joint Photography Expert Group”) format “rounds” similar hues to the same
value then applies the Huffman algorithm to the simplified image. The MP3 music
format uses a similar technique for sound files.
My uncle’s algorithm makes the world a smaller place.
xvi
26. CHAPTER 6
ANALYSIS
6.1 FEASIBILITY STUDY
Feasibility study is made to see if the project on completion will serve the purpose of
the organization for the amount of work, effort and the time that spend on it.
Feasibility study lets the developer foresee the future of the project and the usefulness.
A feasibility study of a system proposal is according to its workability, which is the
impact on the organization, ability to meet their user needs and effective use of
resources. Thus when a new application is proposed it normally goes through a
feasibility study before it is approved for development.
The document provide the feasibility of the project that is being designed and lists
various areas that were considered very carefully during the feasibility study of this
project such as Technical, Economic and Operational feasibilities. The following are
its features:
6.1.1 TECHNICAL FEASIBILITY
The system must be evaluated from the technical point of view first. The assessment
of this feasibility must be based on an outline design of the system requirement in the
terms of input, output, programs and procedures. Having identified an outline system,
the investigation must go on to suggest the type of equipment, required method
developing the system, of running the system once it has been designed.
Technical issues raised during the investigation are:
Does the existing technology sufficient for the suggested one?
Can the system expand if developed?
The project should be developed such that the necessary functions and
performance are achieved within the constraints. The project is developed within
latest technology. Through the technology may become obsolete after some period of
time, due to the fact that never version of same software supports older versions, the
system may still be used. So there are minimal constraints involved with this project.
The system has been developed using Java the project is technically feasible for
development.
We as Analysts have identified the existing computer systems (hardware & software)
of the concerned department and have determined whether these technical resources
xxvi
27. are sufficient for the proposed system or not. We have found out thus, that the project
is technically very much feasible. The hardware and software requirements are:
IDE: Net beans, My eclipse.
Operating system: Any as Windows, Linux.
6.1.2 ECONOMIC FEASIBILITY
The developing system must be justified by cost and benefit. Criteria to ensure that
effort is concentrated on project, which will give best, return at the earliest. One of the
factors, which affect the development of a new system, is the cost it would require.
The following are some of the important financial questions asked during preliminary
investigation:
The costs conduct a full system investigation.
The cost of the hardware and software.
The benefits in the form of reduced costs or fewer costly errors.
Since the system is developed as part of project work, there is no manual cost to
spend for the proposed system. Also all the resources are already available, it give an
indication of the system is economically possible for development.
6.1.3 BEHAVIORAL FEASIBILITY
This includes the following questions:
Is there sufficient support for the users?
Will the proposed system cause harm?
The project would be beneficial because it satisfies the objectives when developed
and installed. All behavioral aspects are considered carefully and conclude that the
project is behaviorally feasible.
6.2 PRODUCT FUNCTION:
The Domain File Compression mainly include 4 modules
• Compress A File Or Folder
xxvii
28. • De-Compress the file or folder
• View files in the compressed file
• Facility to set icon and your own extension
6.3 USER CHARACTERISTICS:
User: User can select any type of file for the purpose of compression or
decompression, to send it over the network with greater speeds.
End Users:
1.) He must know to how to operate the software.
2.) He must have basic knowledge of computer.
xxviii
29. 7.8.1 CODING:
Based on the software design document the work is aiming to set up the defined
modules or units and actual coding is started. The system is first developed in smaller
portions called units. They are able to stand alone from a functional aspect and are
integrated later on to form the complete software package.
FRAME DESIGN
package eve;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.border.*;
public class EveFrame extends JFrame{
private JTabbedPane tabbedPane = new JTabbedPane();
private EveComp panCompression;
private EveAbout panAbout;
private JLabel lblBanner;
void centerWindow(){
Dimension screensize = Toolkit.getDefaultToolkit().getScreenSize();
setLocation((screensize.width / 2) - (getSize().width / 2),
(screensize.height / 2) - (getSize().height / 2));
}
EveFrame(){
setVisible(false);
setTitle("FileZip - Compress Better, Compress Faster!");
setSize(425,390);
centerWindow();
setLayout(new BorderLayout(5,5));
lblBanner = new JLabel("FileZip by Ajay,Abhishek &
Devanshu",SwingConstants.CENTER);
lblBanner.setSize(400,25);
xxix
30. lblBanner.setFont(new Font("Monotype Corsiva",Font.BOLD & Font.ITALIC,42));
panCompression = new EveComp(this,false);
panAbout = new EveAbout(this,false);
tabbedPane.addTab("Compressor/Decompressor",panCompression);
tabbedPane.addTab("About
FileZip",panAbout);
//The following line enables to use
scrolling tabs.
tabbedPane.setTabLayoutPolicy(JTabbedPane.SCROLL_TAB_LAYOUT);
getContentPane().add(lblBanner,BorderLayout.NORTH );
getContentPane().add(tabbedPane,BorderLayout.CENTER);
setResizable(false);
setVisible(true);
}
protected void processWindowEvent(WindowEvent e) {
if (e.getID() == WindowEvent.WINDOW_CLOSING) {
//System.exit(0); //remove on release
int exit = JOptionPane.showConfirmDialog(this, "Are you
sure?","Confirm Exit?",JOptionPane.YES_NO_OPTION);
if (exit == JOptionPane.YES_OPTION) {
System.exit(0);
xxx
31. }
} else {
super.processWindowEvent(e);
}
}
}
GUI CONSTANT
package eve;
public interface EveGuiConstants {
String[] algorithmNamesArray = { "Huffman
Compression","GZip Compression",};
String[] extensionArray = { ".huf",".gz",};
final int COMP_HUFFMAN = 0;
final int COMP_SHANNONFANO = 1;
final int COMP_GZIP = 2;
final int COMP_COSMO = 3;
final int COMP_JBC = 4;
final int COMP_RLE = 5;
final int COMP_LZW = 6;
final int COMPRESS = 32;
final int DECOMPRESS = 33;
}
WORKING DIOLOG
package eve;
import java.io.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import javax.swing.border.*;
//compression algorithms
import eve.CHuffmanCompressor.*;
import eve.CGZipCompressor.*;
xxxi
32. public class EveWorkingDlg extends JDialog implements
ActionListener,EveGuiConstants{
private JFrame owner;
private JProgressBar prgBar;
private JButton btnCancel;
private JLabel lblNote;
private String gSummary = "";
private String iFilename,oFilename;
private boolean bCompress = false;
private int algoSelected;
void centerWindow(){
Dimension screensize =
Toolkit.getDefaultToolkit().getScreenSize();
setLocation((screensize.width / 2) - (getSize().width / 2),
(screensize.height / 2) - (getSize().height / 2));
}
EveWorkingDlg(JFrame parent){
super(parent,true);
owner = parent;
setDefaultCloseOperation(JDialog.DO_NOTHING_ON_CLOS
E);
addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent we) {
//setTitle("Thwarted user attempt to close window.");
}
});
setSize(300,120);
centerWindow();
buildDlg();
setResizable(false);
btnCancel.addActionListener(this);
//setVisible(true);
}
void buildConstraints(GridBagConstraints gbc, int gx, int gy,
int gw, int gh, int wx, int wy) {
gbc.fill = GridBagConstraints.HORIZONTAL;
gbc.gridx = gx;
gbc.gridy = gy;
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56. try{
//check if incomplete byte exists
while(currentByte.length() > 0){
putBit(1);
}
outf.close();
}catch(Exception e){ throw e;}
}
}
7.8.2 SOFTWARE INTEGRATION & VERIFICATION:
Each unit is developed independently and can be tested for its functionality. This is
the so called Unit Testing. It simply verifies if the modules or units to check if they
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57. meet their specifications. This involves functional tests at the interfaces of the
modules, but also more detailed tests which consider the inner structure of the
software modules. During integration the units which are developed and tested for
their functionalities are brought together. The modules are integrated into a complete
system and tested to check if all modules cooperate as expected.
7.8.3 SYSTEM VERIFICATION:
After successfully integration including the related tests the complete system has to be
tested against its initial requirements. This will include the original hardware and
environment, whereas the previous integration and testing phase may still be
performed in a different environment or on a test bench
.
7.8.4 OPERATION & MAINTENANCE:
The system is handed over to the customer and will be used the first time by him.
Naturally the customer will check if his requirements were implemented as expected
but he will also validate if the correct requirements have been set up in the beginning.
In case there are changes necessary it has to be fixed to make the system usable or to
make it comply with the customer wishes. In most of the "Waterfall Model"
descriptions this phase is extended to a never ending phase of "Operations &
Maintenance". All the problems which did not arise during the previous phases will
be solved in this last phase
.
7.9 DESIGN STRATEGY:
A good system design strategy is to organize the program modules in such a way that
are easy to develop and later to, change. Structured design techniques help developers
to deal with the size and complexity of programs. Analysts create instructions for the
developers about how code should be written and how pieces of code should fit
together to form a program. It is important for two reasons:
First, even pre-existing code, if any, needs to be understood, organized and
pieced together.
Second, it is still common for the product team to have to write some code and
produce original programs that support the application logic of the system.
There are two main design strategies: Top-down and Bottom-up strategies.
7.9.1 BOTTOM-UP
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58. In our project we follow bottom up design strategy because we are aware of the
modules of our project and we decide how to combine these modules to provide larger
ones; to combine those to even larger ones, and so on, till we arrive at one big module
which is the whole of the desired program.
In a bottom-up approach the individual base elements of the system are first specified
in great detail. These elements are then linked together to form larger subsystems,
which then in turn are linked, sometimes in many levels, until a complete top-level
system is formed. This strategy often resembles a "seed" model, whereby the
beginnings are small, but eventually grow in complexity and completeness.
7.9.2 OBJECT ORIENTED DESIGN
Object oriented design is the result of focusing attention not on the function
performed by the program but instead on the data that are to be manipulated by the
program.
We use java technology as the base technology for our project which follows
principles of OOPS (Object-oriented programming system).Object-oriented
programming (OOP) is a programming paradigm that uses "objects" to design
applications and computer programs.
Object Oriented Design is not dependent on any specific implementation language.
Problems are modeled using objects. Objects have:
Behavior (they do things)
State ( which changes when they do things )
7.9 DATA FLOW DIAGRAM
Data flow oriented techniques advocate that the major data items handled by a system
must be first identified and then the processing required on these data items to
produce the desired outputs should be determined. The DFD (also called as bubble
chart) is a simple graphical formalism that can be used to represent a system in terms
of input data to the system, various processing carried out on these data, and the
output generated by the system. It was introduced by De Macro (1978), Gane and
Sarson (1979).The primitive symbols used for constructing DFD’s are:
Symbols used in DFD
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59. A circle represents a process.
A rectangle represents external entity
A square defines a source or destination of the system
data.
An arrow identifies dataflow.
7.10.1 Context Level Diagram
Context Diagram
File zip by
Compress Files
Administrator Huffman
Decompress algorithm
Files
Level 1 DFD Administrator
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61. Use Case Diagram
Administrator
Login
Compress/Dec
Login details for ompress
Login
verification and Files/Folders
validation
Search for
Manage Files/Folders
ment
View files in
compressed
folder
Set Icons
and
Extensions
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64. CHAPTER 8
TESTING
8.1 WHAT IS TESTING?
Software testing is a specialized discipline in the process of software development.
Testing is the process of demonstrating that errors are not present.
The purpose of testing is to show that a program performs its intended functions
correctly.
Testing is the process of establishing confidence that a program does what it is
supposed to do.
Levels of Testing
There are three levels of testing:
Unit Testing
Unit testing is the process of taking a module and running it in isolation from the rest
of the software product by using prepared test cases and comparing actual results with
the results predicted by the specifications and design of the Module. As we use
waterfall model for designing our software thus we perform unit testing side by side
after coding every individual module.
Integration Testing
We perform integration testing using bottom up integration and we get positive
Results in test.
System Testing
This type of testing is done when the system is ready to execute with full
functionality.
Acceptance Testing
This type of testing covers all the test cases applied by the customer and comprises of
two main parts
1. Alpha Testing
2. Beta Testing
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65. Functional Testing
Functional testing also known as black box testing is performed on our project. Here
we test the functionality of our program. In functional testing we observe the output
for certain input values and it produces positive results.
SCREEN SHOTS
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72. CHAPTER 10
CONCLUSION
The project FileZip is completed, satisfying the required design
specifications. The system provides a user-friendly interface. The
software is developed with modular approach. All modules in the system
have been tested with valid data and invalid data and everything work
successfully. Thus the system has fulfilled all the objectives identified
and is able to replace the existing system. The constraints are met and
overcome successfully. The system is designed as like it was decided in
the design phase. The system is very user friendly and will reduce time
consumption. This software has a user-friendly screen that enables the
user to use without any inconvenience. The user need not depend on
third party software’s like winzip, winrar, Stuff etc. The software can be
used to compress files and they can be decompressed when the need
arises. The application has been tested with live data and has provided
a successful result. Hence the software has proved to work efficiently.
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73. REFERENCES
javatpoint.com—(by M.R Sonu Jaiswal)
http://www.gzip.org/algorithm.txt
Herhert Schildt --The Complete Reference Java2 (Fifth Edition)
E. Balaguruswamy—Core Java
Jim Farely $ William Crawford—Java Enterprise (Third edition)
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